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Voyage: tab switching, exact solver rewrite, community strategies - #13
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greenbrad wants to merge 4 commits into
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Voyage: tab switching, exact solver rewrite, community strategies#13greenbrad wants to merge 4 commits into
greenbrad wants to merge 4 commits into
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The chart inventory spans multiple tabs; AvailableCharts includes the hidden tab's charts with overlapping rects, so placement previously stalled on the hover check when a solution used charts from the inactive tab. - Resolve the tab buttons directly via the tab strip at child path [3.11.0] (verified against a live UI dump), with a geometry-based scan as fallback if a patch moves the strip. - Verify every tab click: shiny-highlight before, target chart becoming visible after; failures abort cleanly and write voyage_ui_dump.txt for diagnostics. - Order placement so charts on the active tab are placed first, switching tabs at most once per run. - Add a Dump UI button to the optimizer window for future UI mapping. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The rotation loop compared the game's rotation counter to the solver's step count and read the chart component with no settle wait, so a transiently-null read skipped rotation entirely, and symmetric pieces could over-click or spin without terminating. Wait for the component, compare the resulting orientation (Room.Path rotated by the counter, matching the optimizer's match markers), and cap rotation clicks. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
…dance UI Solver: - Rewrite VoyagePlannerFast: group interchangeable charts (with correct rotation translation back to concrete pieces), honor rotation locks, score per-connection borders exactly via arm-count profiles, and report scores from the real scorer (no more lock-bonus leakage). - Remove the slow MRV planner and its time-limit/cancel UI: the fast solver is exact and was verified against the exhaustive planner on 200 randomized puzzles (0 mismatches, all grids structurally validated) while being ~300x faster. Strategies (ported from one-more-map's solver, mod ids mapped to this game's raw names): - Seven curated strategies with reward-weight overrides, position rules, border-resolved rules, and exact connector layouts; selectable via a dropdown (with per-strategy layout variants) in the optimizer window. - Keeper reservations: burn strategies exclude other strategies' fuel (with a protect toggle and held-back count). - Border- and inventory-aware strategy suggestion with readiness tracking and a banking hint. UI: - Chart-quality frames in the chart inventory (specialty/good/useful/ junk, strategy-aware; keepers show violet), hidden-tab label fix. - want: labels on target tiles with green/red fulfillment frames. - Strategy objective column so ranking stays legible. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
A negative objective is almost always layout deviation penalties; show a Layout k/9 tiles-matched line (with a hint when the free pool lacks the shapes) so the number explains itself. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Summary
This grew from a tab-switching fix into a larger voyage overhaul; commits are self-contained and reviewable in order.
Placement fixes
[3.11.0]with a geometry-scan fallback; every click is verified (shiny-highlight before, chart visible after).Solver
VoyagePlannerFastrewritten: interchangeable charts are grouped (with correct rotation translation back to concrete pieces), rotation locks honored, per-connection borders scored exactly via arm-count profiles, and reported scores come from the real scorer, so the UI always reconciles and lock bonuses no longer leak into displayed scores.Strategies (ported from one-more-map's solver; mod ids mapped to this game's raw names)
UI
Testing
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