Document coolant sprinkler evaporation design

This commit is contained in:
2026-05-14 00:36:08 +02:00
parent 7777800a5d
commit 57dd5d1e36
2 changed files with 82 additions and 36 deletions

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@@ -163,10 +163,10 @@ Primary controls:
- selected cell coordinates
- terrain and prop summary
- underground values when visible through terminal access
- visible hazards with safe/caution/critical bands
- visible hazards, sprinkler water, and wet-electricity risk with safe/caution/critical bands
- forecast warnings
- `ActionBar`
- contextual action buttons: move, interact, repair, remedy, heat shield, activate reactor
- contextual action buttons: move, interact, activate sprinkler valve, repair, remedy, heat shield, activate reactor
- disabled buttons must show why the action is unavailable
- `InventoryPanel`
- fuel neutralizer count
@@ -178,7 +178,7 @@ Behavior:
- Selection and inspection are quick actions and must not trigger a pulse.
- Movement is a quick action and must update robot position without triggering a pulse.
- Interact, repair, remedy, and heat shield are environment-changing actions and must trigger one animated pulse when accepted.
- Interact, sprinkler valve activation, repair, remedy, and heat shield are environment-changing actions and must trigger one animated pulse when accepted.
- Activate reactor must be visually prominent when ready and should resolve immediately without requiring a wait or extra pulse.
- Invalid actions should produce a short refusal message and not mutate level state.
- When the level state becomes `Lost`, show `LoseOverlay`.
@@ -187,7 +187,10 @@ Behavior:
Pulse playback behavior:
- During a pulse, animate the configured steps as one short cascade of hazard motion, leak growth, quenching, ignition, shorts, and readiness updates.
- During a pulse, animate the configured steps as one short cascade of hazard motion, leak growth, quenching, evaporation, ignition, electrical conduction, and readiness updates.
- Sprinkler valve activation must visibly release blue sprinkler water at authored outlet cells and show the affected coolant service area losing pressure.
- Evaporation must be communicated through shrinking wet overlays and stronger steam/cooling feedback on hot cells.
- Wet cells that can spread electricity must use a distinct warning treatment so the player can distinguish helpful suppression water from dangerous electrified water.
- Disable conflicting action commands while pulse playback is running so the player cannot queue hidden actions into an unresolved environment state.
- Present the final post-pulse state as the next decision point.
- Do not make pulse length vary by action type, forecast outcome, or danger level.
@@ -302,7 +305,7 @@ Controls:
Behavior:
- Keep tutorial text focused on action economy, pulses, hazards, forecasts, remedies, and reactor activation.
- Keep tutorial text focused on action economy, pulses, sprinkler suppression, evaporation, wet-electricity hazards, forecasts, remedies, and reactor activation.
- Tutorial level can reuse `LevelScreen` with a tutorial mode flag and guided prompts.
## Reusable Controls
@@ -310,7 +313,7 @@ Behavior:
- `PrimaryButton`: consistent command button style and focus behavior.
- `StateBadge`: color-coded label for `Stable`, `Caution`, `Critical`, `Ready`, `Lost`, and `Won`.
- `LevelHeader`: level metadata, global state, and campaign progress.
- `CellInspector`: selected cell details, visible hazards, prop state, underground details when available.
- `CellInspector`: selected cell details, visible hazards, sprinkler water, wet-electricity risk, prop state, underground details when available.
- `ForecastList`: ordered warnings from soonest to latest pulse.
- `InventoryStrip`: remedy and heat shield counts.
- `OutcomeOverlay`: shared base layout for win and loss overlays.
@@ -333,9 +336,10 @@ Keep repeated controls as separate scenes so the level screen, tutorial, and ove
- Use restrained panels and clear hierarchy: grid first, status second, supporting details third.
- Color roles:
- fuel: red
- coolant: blue
- coolant/sprinkler water: blue
- electricity: yellow
- heat: orange or white-hot accent
- wet-electricity risk: yellow over blue or a distinct charged-water pattern
- safe: neutral or green
- caution: amber
- critical/lost: red
@@ -352,5 +356,6 @@ Keep repeated controls as separate scenes so the level screen, tutorial, and ove
- Final campaign win reaches `GameWonScreen`.
- Full failure endpoint reaches `GameOverScreen`.
- The level screen distinguishes quick actions from lengthy actions.
- The level screen makes sprinkler valve outlets, evaporation, and wet-electricity risk readable before and after a pulse.
- Forecasts, inventory, selected cell inspection, and global level state have dedicated UI space.
- Documentation stays aligned with `docs/design.md` when simulation rules change.