The magic grip is gone: cleats every 8 face cells, 6 grains tall, carry pockets uphill (about 71 grains/s against 90 flat) and overflow rolls back. Sloped filters always run downhill; grains travel by gravity and a shake, and sorting stays exact. Drawing needs another pass. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
220 lines
12 KiB
JavaScript
220 lines
12 KiB
JavaScript
// Building blocks: placing, integrity, removing, lines and rectangles of blocks.
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// ---------- Blocks ----------
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function blockOf(x, y) { return { bx: Math.floor(x / BS), by: Math.floor(y / BS) }; }
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function blockCellList(bx, by) { const out = []; for (let y = by * BS; y < by * BS + BS; y++) for (let x = bx * BS; x < bx * BS + BS; x++) out.push(y * W + x); return out; }
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function pieceCost(code, v) { return isWall(code) ? wallCost(v, isSlope(code) ? 8 : BS * BS) : PIECE_BY_CODE[code].cost; }
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function setSlopeSeal(i, code, v) {
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if (isFilter(code)) { part[i] = P_FILTER; wakeIdx(i); }
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else {
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setCell(i, isBelt(code) ? (v ? BELTR : BELTL) : WALL_OF[v], AMB[(i / W) | 0], 0);
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if (isBelt(code)) markPow(i, true);
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}
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}
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// One extra cell on the solid side seals diagonal crossings between successive triangles.
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function slopeSeal(code, bx, by) {
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code = slopeShape(code);
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const x = bx * BS + (code === BP_SLOPE_BR || code === BP_SLOPE_TR ? 0 : 3);
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const y = by * BS + (code >= BP_SLOPE_TL ? -1 : 4);
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return y < 0 || y >= H ? -1 : y * W + x;
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}
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function slopeSealOwner(i) {
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const x = i % W, y = (i / W) | 0, bx = x >> 2;
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if (((x & 3) !== 0 && (x & 3) !== 3) || ((y & 3) !== 0 && (y & 3) !== 3)) return -1;
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for (let by = (y >> 2) - 1; by <= (y >> 2) + 1; by += 2) {
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if (by < 0 || by >= BH) continue;
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const b = by * BW + bx, c = blockP[b];
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if ((isSlope(c) || isSlopeBelt(c)) && slopeSeal(c, bx, by) === i) return b;
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}
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return -1;
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}
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function wallCells(code, bx, by) {
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return blockCellList(bx, by).filter(i => !(isSlope(code) || isSlopeBelt(code)) || slopeCell(code, (i % W) & 3, ((i / W) | 0) & 3));
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}
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function canPlaceBlock(bx, by, code = BP_WALL) {
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if (bx < 0 || by < 0 || bx >= BW || by >= BH) return 'Out of bounds';
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if (blockP[by * BW + bx]) return 'Something is already built there';
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for (const i of blockCellList(bx, by)) {
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if (mach[i] || (part[i] && slopeSealOwner(i) < 0)) return 'Something is already built there';
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if (PH[mat[i]] === PH_SOLID && ((flags[i] & F_NAT) || slopeSealOwner(i) < 0)) return 'Needs open space; clear the rock first.';
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if (occ[i]) return 'A bar is in the way';
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}
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if (isSlope(code) || isSlopeBelt(code)) {
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const i = slopeSeal(code, bx, by);
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if (i >= 0 && PH[mat[i]] !== PH_SOLID && (mach[i] || part[i] || occ[i])) return 'The slope corner is blocked.';
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}
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return '';
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}
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// v: wall material (loose id) for walls, direction for belts and screws
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function placeBlock(code, v, bx, by, free, extra) {
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const err = canPlaceBlock(bx, by, code); if (err) return err;
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if (isWall(code) && !WALL_OF[v]) return 'Pick a wall material with R';
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const cost = pieceCost(code, v);
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if (!free) { if (!canAfford(cost, 1)) return needText(cost, 1); payCost(cost, 1); }
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const cells = isSlope(code) || isSlopeBelt(code) ? wallCells(code, bx, by) : blockCellList(bx, by);
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if (code !== BP_PIPE) evictCells(cells, by * BS); // a pipe is thin: what is there stays and flows past it
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for (const i of cells) {
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const y = (i / W) | 0, x = i % W;
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if (isWall(code)) setCell(i, WALL_OF[v], AMB[y], 0);
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else if (isBelt(code)) { setCell(i, v === 0 ? BELTL : BELTR, AMB[y], 0); markPow(i, true); }
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else if (code === BP_SHAFT) { setCell(i, SHAFT, AMB[y], 0); markPow(i, true); }
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else if (code === BP_RACK) setCell(i, RACKB, AMB[y], 0);
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else if (isProcCode(code)) setCell(i, code === BP_GRIND ? GRINDER : code === BP_PRESS ? PRESSB : SAWB, AMB[y], 0);
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else if (code === BP_GATE) setCell(i, GATE, AMB[y], 0);
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else if (code === BP_GRATE) { part[i] = P_GRATE; wakeXY(x, y); }
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else if (code === BP_SCREW) { part[i] = SCREW_PARTS[v & 7]; markPow(i, true); wakeXY(x, y); }
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else if (isFilter(code)) { part[i] = P_FILTER; wakeXY(x, y); }
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else if (code === BP_PIPE) { part[i] = P_PIPE; wakeXY(x, y); }
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else if (isPipeCode(code)) setCell(i, PIPE, AMB[y], 0);
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}
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if (isPipeCode(code)) pipesDirty = true;
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blockP[by * BW + bx] = code; blockV[by * BW + bx] = v;
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if (isFilter(code)) { blockV[by * BW + bx] = filterVariant(code, v); filterCfg.set(by * BW + bx, filterRec(extra)); filtersDirty = true; }
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if (isProcCode(code)) procDirty = true;
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if (code === BP_RACK) {
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const b = by * BW + bx, s = newRack();
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s.open = !!(rackState.get(b - BW)?.open || rackState.get(b + BW)?.open);
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rackState.set(b, s);
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for (let q = rackTop(b); q <= rackBottom(b); q += BW) rackState.get(q).open = s.open;
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}
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if (isSlope(code) || isSlopeBelt(code)) {
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const i = slopeSeal(code, bx, by);
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if (i >= 0 && PH[mat[i]] !== PH_SOLID && !part[i]) { evictCells([i], by * BS); setSlopeSeal(i, code, v); }
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}
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stats.placed++;
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undoNote({ t: 'block+', bx, by, code });
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return '';
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}
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// How many of a block's cells still look like the piece the registry says is there
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function blockIntegrity(b) {
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const code = blockP[b], v = blockV[b];
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if (!code) return 0;
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const bx = b % BW, by = (b / BW) | 0;
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let n = 0;
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for (const i of blockCellList(bx, by)) {
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const m = mat[i], p = part[i];
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if (isWall(code) && (!isSlope(code) || slopeCell(code, (i % W) & 3, ((i / W) | 0) & 3))) { if (PH[m] === PH_SOLID && !(flags[i] & F_NAT) && !PARTMAT[m]) n++; }
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else if (isBelt(code)) { if (m === BELTL || m === BELTR) n++; }
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else if (code === BP_SHAFT) { if (m === SHAFT) n++; }
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else if (code === BP_RACK) { if (m === RACKB) n++; }
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else if (isProcCode(code)) { if (m === (code === BP_GRIND ? GRINDER : code === BP_PRESS ? PRESSB : SAWB)) n++; }
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else if (code === BP_GATE) { if (m === GATE || p === P_GOPEN) n++; }
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else if (code === BP_GRATE) { if (p === P_GRATE) n++; }
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else if (code === BP_SCREW) { if (IS_SCREW[p]) n++; }
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else if (isFilter(code)) { if (p === P_FILTER) n++; }
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else if (isPipeCode(code)) { if (m === PIPE || p === P_PIPE) n++; }
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}
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void v;
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return n;
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}
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// One cell of a wall or mold being taken back: metal is counted toward bars (returns 1), other
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// walls give their rubble back.
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function removeWallCell(i, wall) {
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const m = mat[i];
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if (BAR_OF[m] && PH[wall] === PH_ITEM) { setCell(i, EMPTY, temp[i], 0); return 1; }
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if (YLD[m] && bagAdd(YLD[m], 1, false) === 0) { setCell(i, YLD[m], temp[i], 0); droppedLast++; } // bag full: it crumbles in place
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else setCell(i, EMPTY, temp[i], 0);
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return 0;
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}
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function removeBlock(bx, by) {
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const b = by * BW + bx, code = blockP[b], v = blockV[b];
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if (!code) return 0;
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undoNote({ t: 'block-', bx, by, code, v, extra: isFilter(code) ? filterInfo(b) : undefined });
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// a pipe taken out spills its share of what the line holds
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const spill = isPipeCode(code) ? pipeTakeShare(b) : null;
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let n = 0, metal = 0;
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for (const i of blockCellList(bx, by)) {
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const m = mat[i], p = part[i];
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if (isWall(code)) {
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if (isSlope(code) && !slopeCell(code, (i % W) & 3, ((i / W) | 0) & 3)) continue;
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if (PH[m] === PH_SOLID && !(flags[i] & F_NAT) && !PARTMAT[m] && m !== SPRING) {
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if (isSlope(code)) setCell(i, EMPTY, temp[i], 0);
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else metal += removeWallCell(i, v);
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n++;
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}
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} else if (isPipeCode(code)) {
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if (p === P_PIPE) { part[i] = 0; wakeIdx(i); n++; }
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else if (m === PIPE) { setCell(i, EMPTY, temp[i], 0); n++; }
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} else if (isBelt(code) || code === BP_SHAFT || code === BP_GATE || code === BP_RACK || isProcCode(code)) {
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if (m === BELTL || m === BELTR || m === SHAFT || m === GATE || m === GRINDER || m === SAWB || m === PRESSB || m === RACKB) { setCell(i, EMPTY, temp[i], 0); markPow(i, false); n++; }
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if (p === P_GOPEN) { part[i] = 0; n++; wakeIdx(i); }
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} else if (p) { part[i] = 0; markPow(i, false); wakeIdx(i); n++; }
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}
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if (isSlope(code)) {
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const cells = Math.floor(n * 8 / 10), refund = PH[v] === PH_ITEM ? Math.floor(cells / GRAINS_PER_BAR) : cells;
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giveOrDrop(v, refund, bx * BS + 2, by * BS + 2);
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}
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if (code === BP_WALL && metal) giveOrDrop(BAR_OF[WALL_OF[v]] || BARCU, Math.floor(metal / GRAINS_PER_BAR), bx * BS + 2, by * BS + 2);
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else if (!isWall(code) && n >= 8) refundAt(PIECE_BY_CODE[code].cost, 1, bx * BS + 2, by * BS + 2);
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if (isFilter(code)) { filtersDirty = true; filterCfg.delete(b); }
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if (isProcCode(code)) { procDirty = true; procState.delete(b); }
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if (code === BP_RACK) {
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const s = rackState.get(b);
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rackState.delete(b);
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if (s) for (const [m, count] of s.q) giveOrDrop(m, count, bot.x, bot.y);
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}
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blockP[b] = 0; blockV[b] = 0;
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const cleared = blockCellList(bx, by);
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if (isSlope(code) || isSlopeBelt(code)) {
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const i = slopeSeal(code, bx, by);
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if (i >= 0) {
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const nb = (((i / W) | 0) >> 2) * BW + ((i % W) >> 2), nc = blockP[nb];
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if ((!nc || (isSlope(nc) && !slopeCell(nc, (i % W) & 3, ((i / W) | 0) & 3))) && (mat[i] === (isBelt(code) ? (v ? BELTR : BELTL) : WALL_OF[v]) || (isFilter(code) && part[i] === P_FILTER)) && !(flags[i] & F_NAT)) { if (isFilter(code)) { part[i] = 0; wakeIdx(i); } else { setCell(i, EMPTY, temp[i], 0); if (isBelt(code)) markPow(i, false); } }
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cleared.push(i);
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}
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}
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for (const i of cleared) {
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const owner = slopeSealOwner(i);
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if (owner >= 0 && mat[i] === EMPTY && !part[i]) {
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setSlopeSeal(i, blockP[owner], blockV[owner]);
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}
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}
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if (isPipeCode(code)) {
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pipesDirty = true;
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if (spill) { let k = spill.n; for (let y = by * BS + BS - 1; y >= by * BS && k > 0; y--) for (let x = bx * BS; x < bx * BS + BS && k > 0; x++) { const i = y * W + x; if (mat[i] === EMPTY) { setCell(i, spill.m, spill.T, 0); k--; } } }
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}
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return n;
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}
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// Wall drags near 45° snap to a diagonal; other lines follow the dominant axis.
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function diagonalDrag(dx, dy) { return dx !== 0 && dy !== 0 && Math.min(Math.abs(dx), Math.abs(dy)) >= Math.max(Math.abs(dx), Math.abs(dy)) * 0.7; }
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function blockLine(bx0, by0, bx1, by1, diagonal = false) {
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const out = [];
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const dx = bx1 - bx0, dy = by1 - by0;
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if (diagonal && diagonalDrag(dx, dy)) {
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for (let k = 0; k <= Math.max(Math.abs(dx), Math.abs(dy)); k++) out.push([bx0 + k * Math.sign(dx), by0 + k * Math.sign(dy)]);
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return out;
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}
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if (Math.abs(bx1 - bx0) >= Math.abs(by1 - by0)) { const s = bx1 >= bx0 ? 1 : -1; for (let x = bx0; ; x += s) { out.push([x, by0]); if (x === bx1) break; } }
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else { const s = by1 >= by0 ? 1 : -1; for (let y = by0; ; y += s) { out.push([bx0, y]); if (y === by1) break; } }
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return out;
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}
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function blockRect(bx0, by0, bx1, by1) {
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const out = [];
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for (let y = Math.min(by0, by1); y <= Math.max(by0, by1); y++) for (let x = Math.min(bx0, bx1); x <= Math.max(bx0, bx1); x++) out.push([x, y]);
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return out;
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}
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function blockInReach(bx, by) { return inReach(bx * BS + BS / 2, by * BS + BS / 2); }
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// Is block b already exactly this piece (same kind, variant and, for a filter, settings)?
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function blockIs(b, code, v, extra) {
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if (blockP[b] !== code) return false;
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if (isFilter(code)) return (blockV[b] & 128) === filterVariant(code, v) && sameFilter(filterInfo(b), cleanFilterCfg(extra));
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return blockV[b] === v;
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}
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// replace: a block already built in the way is taken down (and refunded) to make room
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function placeBlocks(code, v, list, extra, replace) {
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let n = 0, last = '';
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for (const [bx, by] of list) {
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if (!blockInReach(bx, by)) { last = 'Out of reach'; continue; }
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const b = by * BW + bx;
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if (replace && blockP[b]) {
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if (blockIs(b, code, v, extra)) continue;
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if (blockP[b] === code && isFilter(code)) { undoNote({ t: 'filter', bx, by, v: blockV[b], extra: filterInfo(b) }); blockV[b] = filterVariant(code, v); setFilter(b, extra); filtersDirty = true; n++; continue; } // just re-set it
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if (!canAfford(pieceCost(code, v), 1)) { last = needText(pieceCost(code, v), 1); break; }
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removeBlock(bx, by);
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}
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const r = placeBlock(code, v, bx, by, false, extra);
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if (r) { last = r; if (r.startsWith('Not enough') || r.startsWith('Pick')) break; } else n++;
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}
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return { n, status: n ? '' : last };
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}
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