F on an ingot mold does nothing and says nothing
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -73,7 +73,8 @@ function interactAt(x, y) {
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const g = toggleGateAt(x, y);
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if (g) { emit({ t: 'sfx', s: 'gate' }); return g === 'open' ? 'Gate opened.' : 'Gate closed.'; }
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const mo = moldAt(x, y);
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if (mo) { const r = collectMold(mo); if (mo.kind !== 'ingot' && !r.startsWith('New') && !r.startsWith('Knocked')) emit({ t: 'sfx', s: 'ui' }); return r; }
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// ingot molds empty themselves: F passes them by
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if (mo && mo.kind !== 'ingot') { const r = collectMold(mo); if (!r.startsWith('New') && !r.startsWith('Knocked')) emit({ t: 'sfx', s: 'ui' }); return r; }
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const pb = ((y / BS) | 0) * BW + ((x / BS) | 0);
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if (blockP[pb] === BP_PUMP || blockP[pb] === BP_OUTLET) {
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blockV[pb] ^= 4; emit({ t: 'sfx', s: 'ui' });
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+1
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@@ -43,7 +43,7 @@ function doInteract() {
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if (msg) break outer;
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}
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if (msg) { setStatus(msg, 'info'); if (!/^New (drill bit|bag)/.test(msg)) toast(msg); }
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else { setStatus('Nothing to use there.', 'info'); }
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else if ((moldAt(ax, ay) || {}).kind !== 'ingot') setStatus('Nothing to use there.', 'info'); // an ingot mold needs no F: say nothing
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}
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// Pick (middle mouse): the piece under the cursor becomes the one you build, with its
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// direction, wall material and filter settings. On loose material it picks that to blow out.
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