fix(game): restore six-state target rotation

Replace the free-running 68x60 wheel animation with the original six-callback
91x90 DAT600 mechanism. Start WAVE 2011 at state one, advance once per selected
detail timer, and rotate the five per-player lock contact/item values exactly at
state six.

Decode the 17x17 DAT600 target image/mask pair and render all six recovered
position sets over the correct atlas or overlay-B base. Preserve filled targets
in their resting state after rotation and add a deterministic `targets` scenario
for trace and framebuffer validation.

Test Plan:
- `cargo test --all-targets` -- passed, 74 tests
- `cargo clippy --all-targets -- -D warnings` -- passed
- `rumdl check CHANGELOG.md README.md RECONSTRUCTION.md` -- passed
- rendered all six target-rotation states -- visually verified
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-23 17:53:40 +02:00
parent 4b84460c93
commit 096d923c79
7 changed files with 151 additions and 43 deletions
+3
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@@ -10,6 +10,9 @@ and this project adheres to
### Fixed ### Fixed
- Replace the free-running wheel animation with the original six-callback
91x90 target rotation, WAVE 2011 start, exact DAT600 frames/target positions,
and state-6 rotation of the five per-player contact/item values.
- Restore the complete 281-callback DAT600 panel sequence after the fifth lock - Restore the complete 281-callback DAT600 panel sequence after the fifth lock
hole, including physics suspension, contact/item cleanup, all nine image hole, including physics suspension, contact/item cleanup, all nine image
phases, and the original WAVE 2013/2012/stop boundaries. phases, and the original WAVE 2013/2012/stop boundaries.
+4 -4
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@@ -44,10 +44,10 @@ cargo run -- --simulate claw-6 --at 0.15 \
``` ```
Use `--step N` instead of `--at SECONDS` to reproduce one exact update. The Use `--step N` instead of `--at SECONDS` to reproduce one exact update. The
available scenarios are `autoplay`, `launcher`, `flippers`, `panel`, `claw-1`, available scenarios are `autoplay`, `launcher`, `flippers`, `panel`, `targets`,
`claw-6`, `claw-7`, and `claw-18`; `--seed N` fixes random choices. `autoplay` charges `claw-1`, `claw-6`, `claw-7`, and `claw-18`; `--seed N` fixes random choices.
each ball and operates the flippers from live ball position for long end-to-end `autoplay` charges each ball and operates the flippers from live ball position
validation runs. for long end-to-end validation runs.
## Original and modern controls ## Original and modern controls
+1 -1
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@@ -25,7 +25,7 @@ implementation.
| Playfield collision layout | Recovered | All 109 active type-2 line objects and 40 static active type-1 circles are transcribed from the original 175-object registration table. The registration routine converts its sideways inputs with `screen = (y, x - 20)` and accumulates explicitly relative objects. Type-2 records retain every recovered Real48 normal/tangent response pair and registered one-sided orientation. Type-1 records retain their swept-circle radius, radial rebound, tangent coupling, and bumper kick. Each flipper uses its exact two line records plus moving tip circle in both positions. Moving-flipper contact ports `1000:7ed9` rather than fitting live samples: delta-specific pivots/edges, integer cross gates, radial/penetration calculations, response-record gain, and position/velocity publication are tested against all four C harness directions and the raised release geometry. Object 174 is overwritten with the live first ball and Rust handles its ball-to-ball role directly. | | Playfield collision layout | Recovered | All 109 active type-2 line objects and 40 static active type-1 circles are transcribed from the original 175-object registration table. The registration routine converts its sideways inputs with `screen = (y, x - 20)` and accumulates explicitly relative objects. Type-2 records retain every recovered Real48 normal/tangent response pair and registered one-sided orientation. Type-1 records retain their swept-circle radius, radial rebound, tangent coupling, and bumper kick. Each flipper uses its exact two line records plus moving tip circle in both positions. Moving-flipper contact ports `1000:7ed9` rather than fitting live samples: delta-specific pivots/edges, integer cross gates, radial/penetration calculations, response-record gain, and position/velocity publication are tested against all four C harness directions and the raised release geometry. Object 174 is overwritten with the live first ball and Rust handles its ball-to-ball role directly. |
| Ball launcher and nudge input | Recovered | The initial 32-bit fixed-point coordinates decode to `(325, 413)` in the right shooter lane. Each Down keydown subtracts `15*50 = 750` millipixels, release subtracts another `15*100 = 1500`, and the result follows the recovered randomized `-3800` lower and `-2280` weak upper clamp branches. The ten decoration frames use the same strict 750-millipixel thresholds. Left Shift and keypad 3 apply their directional `(50-Random(20))*15` impulses; Space uses the recovered Real48 horizontal factor and `(60-Random(20))*15` vertical impulse. Each nudge adds 25 to the wrapping 16-bit tilt counter, compares it with `30+Random(10)`, and the detail timer decrements a nonzero counter once per callback. | | Ball launcher and nudge input | Recovered | The initial 32-bit fixed-point coordinates decode to `(325, 413)` in the right shooter lane. Each Down keydown subtracts `15*50 = 750` millipixels, release subtracts another `15*100 = 1500`, and the result follows the recovered randomized `-3800` lower and `-2280` weak upper clamp branches. The ten decoration frames use the same strict 750-millipixel thresholds. Left Shift and keypad 3 apply their directional `(50-Random(20))*15` impulses; Space uses the recovered Real48 horizontal factor and `(60-Random(20))*15` vertical impulse. Each nudge adds 25 to the wrapping 16-bit tilt counter, compares it with `30+Random(10)`, and the detail timer decrements a nonzero counter once per callback. |
| Physics arithmetic | Recovered Real48 core | Production movement uses the original 10 ms millipixel substep, `+15` vertical acceleration, Real48 `3800/speed` clamp, type-2 distance/cross gates, type-1 midpoint normal, surface-distance candidate ordering, persistent Real48 spin, and the common impulse response. Dynamic records 174/175 transfer normal impulse to the other ball before applying `normal_velocity-1000` to the moving ball. The original Borland seed update, high-word `Random(n)`, and normalized Real48 random register result drive launcher variation, effects, claw terminals, magnetic fields, and trigger response. Type-4 triggers retain a separate transient entry flag; type-3 captures retain per-player 16-bit contact words, deep-inside pull/hold progression to age 300, first-contact sound, and `99`/`2` completion sentinels. Zero-spin C harnesses and retained-spin Wine probes are tested separately rather than conflated. | | Physics arithmetic | Recovered Real48 core | Production movement uses the original 10 ms millipixel substep, `+15` vertical acceleration, Real48 `3800/speed` clamp, type-2 distance/cross gates, type-1 midpoint normal, surface-distance candidate ordering, persistent Real48 spin, and the common impulse response. Dynamic records 174/175 transfer normal impulse to the other ball before applying `normal_velocity-1000` to the moving ball. The original Borland seed update, high-word `Random(n)`, and normalized Real48 random register result drive launcher variation, effects, claw terminals, magnetic fields, and trigger response. Type-4 triggers retain a separate transient entry flag; type-3 captures retain per-player 16-bit contact words, deep-inside pull/hold progression to age 300, first-contact sound, and `99`/`2` completion sentinels. Zero-spin C harnesses and retained-spin Wine probes are tested separately rather than conflated. |
| Rules | Recovered gameplay paths | Player count, controls, the five three-line bumper-value groups, four three-line TDK-diamond groups, five doubling-value lock holes, wheel-reset target, seven-way effect selector/consumer including multiball, permanent double scoring, and four exact media/extra-ball thresholds follow original help/code paths, globals, and object flags. The ninth diamond pays the original 24,464 completion value; the following completed bank enables double scoring, and later completions add 100,000 to the per-player secondary score. Completing all five lock holes suspends physics for the full 281-callback DAT600 panel animation, clears contact/item state at the recovered boundaries, and uses the exact WAVE 2013/2012/stop sequence. Turn changes mirror the original save/load of all 175 collision record states: wheel/top targets, active/contact slots, selected effect, and multiball readiness remain attached to their player. Claw contact and all initially active type-4 targets use recovered records. The top three targets score 500 each and independently enable the left, center, or right magnetic field record; each field pulls the ball upward until it exits and then deactivates. The claw state machine and release table have live differential coverage for all four random terminals. | | Rules | Recovered gameplay paths | Player count, controls, the five three-line bumper-value groups, four three-line TDK-diamond groups, five doubling-value lock holes, wheel-reset target, seven-way effect selector/consumer including multiball, permanent double scoring, and four exact media/extra-ball thresholds follow original help/code paths, globals, and object flags. The ninth diamond pays the original 24,464 completion value; the following completed bank enables double scoring, and later completions add 100,000 to the per-player secondary score. Record 121 runs the six-callback DAT600 target rotation with exact 91x90 frames/target points and rotates the five contact/item values at state 6. Completing all five lock holes suspends physics for the full 281-callback panel animation, clears contact/item state at the recovered boundaries, and uses the exact WAVE 2013/2012/stop sequence. Turn changes mirror the original save/load of all 175 collision record states: wheel/top targets, active/contact slots, selected effect, and multiball readiness remain attached to their player. Claw contact and all initially active type-4 targets use recovered records. The top three targets score 500 each and independently enable the left, center, or right magnetic field record; each field pulls the ball upward until it exits and then deactivates. The claw state machine and release table have live differential coverage for all four random terminals. |
| Numeric scoring | Recovered gameplay values | Static scores come from the initialized 175-object ledger. Dynamic bumper progression, target-bank completion, diamond awards, 10k-160k lock bonuses, 310k transfer, six effect values, multiball mode, and all four media thresholds are transcribed from `1000:b476`, `1000:c4e1`, `1000:bc36`, and live state probes. Lock and effect awards share the original per-player secondary score and display multiplier; the fifth hole transfers and clears it, increments the multiplier, and grants the recovered ball award. Score mutation uses the original 32-bit wrapping behavior, and each add operation can advance at most one media threshold. | | Numeric scoring | Recovered gameplay values | Static scores come from the initialized 175-object ledger. Dynamic bumper progression, target-bank completion, diamond awards, 10k-160k lock bonuses, 310k transfer, six effect values, multiball mode, and all four media thresholds are transcribed from `1000:b476`, `1000:c4e1`, `1000:bc36`, and live state probes. Lock and effect awards share the original per-player secondary score and display multiplier; the fifth hole transfers and clears it, increments the multiplier, and grants the recovered ball award. Score mutation uses the original 32-bit wrapping behavior, and each add operation can advance at most one media threshold. |
| High scores | Recovered visible flow; portable storage | The original 276-byte table is decoded as ten `IWIK`-XOR-obfuscated little-endian scores plus ten 22-byte names. Each player is checked immediately when their own last ball is lost; qualifying scores use the original signed-high/unsigned-low comparison and a `TDK Pinball Player`-prefilled name screen before the table is shown and play resumes. Persisted updates use portable JSON rather than rewriting the Win16 file. | | High scores | Recovered visible flow; portable storage | The original 276-byte table is decoded as ten `IWIK`-XOR-obfuscated little-endian scores plus ten 22-byte names. Each player is checked immediately when their own last ball is lost; qualifying scores use the original signed-high/unsigned-low comparison and a `TDK Pinball Player`-prefilled name screen before the table is shown and play resumes. Persisted updates use portable JSON rather than rewriting the Win16 file. |
| Configuration | Behaviorally compatible | Sound, language, and five detail levels are retained. Storage moves from a local Win16 INI file to the platform user-data directory. | | Configuration | Behaviorally compatible | Sound, language, and five detail levels are retained. Storage moves from a local Win16 INI file to the platform user-data directory. |
+50 -20
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@@ -11,6 +11,14 @@ use std::path::Path;
const WIDTH: f32 = 640.0; const WIDTH: f32 = 640.0;
const HEIGHT: f32 = 460.0; const HEIGHT: f32 = 460.0;
const TARGET_POSITIONS: [[(f32, f32); 5]; 6] = [
[(9.0, 41.0), (23.0, 11.0), (56.0, 14.0), (63.0, 47.0), (35.0, 63.0)],
[(11.0, 45.0), (18.0, 13.0), (52.0, 11.0), (63.0, 42.0), (39.0, 64.0)],
[(13.0, 50.0), (15.0, 17.0), (46.0, 9.0), (64.0, 37.0), (44.0, 62.0)],
[(17.0, 55.0), (11.0, 23.0), (39.0, 7.0), (64.0, 30.0), (50.0, 59.0)],
[(21.0, 60.0), (9.0, 28.0), (35.0, 7.0), (62.0, 25.0), (54.0, 56.0)],
[(8.0, 35.0), (26.0, 8.0), (59.0, 18.0), (59.0, 50.0), (27.0, 61.0)],
];
#[derive(Clone, Copy, Debug, PartialEq, Eq)] #[derive(Clone, Copy, Debug, PartialEq, Eq)]
enum Screen { enum Screen {
@@ -369,21 +377,11 @@ impl App {
if let Some(frame) = game.panel_frame { if let Some(frame) = game.panel_frame {
self.draw_panel_animation(frame); self.draw_panel_animation(frame);
} } else if let Some(state) = game
.target_rotation_state
if game.wheel_animation > 0.0 { .or_else(|| game.wheel_holes.iter().any(|filled| *filled).then_some(6))
let frame = animation_frame(f64::from(0.65 - game.wheel_animation), 18.0, 5); {
draw_texture_ex( self.draw_target_rotation(game, state);
&self.assets.wheel,
80.0,
49.0,
WHITE,
DrawTextureParams {
dest_size: Some(vec2(68.0, 60.0)),
source: Some(Rect::new(frame as f32 * 68.0, 0.0, 68.0, 60.0)),
..Default::default()
},
);
} }
for (index, bumper) in BUMPERS.into_iter().enumerate() { for (index, bumper) in BUMPERS.into_iter().enumerate() {
if game.bumper_flash[index] > 0.0 { if game.bumper_flash[index] > 0.0 {
@@ -630,6 +628,43 @@ impl App {
} }
} }
#[allow(clippy::cast_precision_loss)]
fn draw_target_rotation(&self, game: &Game, state: u8) {
if state == 0 || state > 6 {
return;
}
if state < 6 {
draw_texture_region(
&self.assets.wheel,
79.0,
33.0,
91.0,
90.0,
f32::from(state - 1) * 91.0,
0.0,
);
} else {
draw_texture_region(
&self.assets.inactive_table,
79.0,
33.0,
91.0,
90.0,
79.0,
33.0,
);
}
for (active, (x, y)) in game
.wheel_holes
.iter()
.zip(TARGET_POSITIONS[usize::from(state - 1)])
{
if *active {
draw_texture(&self.assets.panel_target, 79.0 + x, 33.0 + y, WHITE);
}
}
}
#[allow(clippy::cast_precision_loss)] #[allow(clippy::cast_precision_loss)]
fn draw_displays(&self, game: &Game) { fn draw_displays(&self, game: &Game) {
for region in [ for region in [
@@ -898,11 +933,6 @@ fn draw_texture_region(
); );
} }
#[allow(clippy::cast_possible_truncation, clippy::cast_sign_loss)]
fn animation_frame(elapsed: f64, frames_per_second: f64, frame_count: usize) -> usize {
((elapsed.max(0.0) * frames_per_second) as usize) % frame_count
}
fn draw_centered(text: &str, baseline: f32, font_size: u16, color: Color) { fn draw_centered(text: &str, baseline: f32, font_size: u16, color: Color) {
draw_centered_at(text, WIDTH * 0.5, baseline, font_size, color); draw_centered_at(text, WIDTH * 0.5, baseline, font_size, color);
} }
+11 -6
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@@ -15,6 +15,7 @@ pub struct Assets {
pub panel_pair_narrow_b: Texture2D, pub panel_pair_narrow_b: Texture2D,
pub panel_pair_wide_a: Texture2D, pub panel_pair_wide_a: Texture2D,
pub panel_pair_wide_b: Texture2D, pub panel_pair_wide_b: Texture2D,
pub panel_target: Texture2D,
pub robot: Texture2D, pub robot: Texture2D,
pub plunger: Texture2D, pub plunger: Texture2D,
pub ball: Texture2D, pub ball: Texture2D,
@@ -54,10 +55,11 @@ impl Assets {
]; ];
let wheel_bytes = include_bytes!("../assets/original/images/dat_00600.png"); let wheel_bytes = include_bytes!("../assets/original/images/dat_00600.png");
let wheel = texture(wheel_bytes); let wheel = texture(wheel_bytes);
let panel_pair_narrow_a = masked_atlas_pair(wheel_bytes, 0, 45, 45, 90); let panel_pair_narrow_a = masked_atlas_pair(wheel_bytes, 0, 90, 45, 90, 45, 90);
let panel_pair_narrow_b = masked_atlas_pair(wheel_bytes, 90, 135, 45, 90); let panel_pair_narrow_b = masked_atlas_pair(wheel_bytes, 90, 90, 135, 90, 45, 90);
let panel_pair_wide_a = masked_atlas_pair(wheel_bytes, 271, 362, 91, 90); let panel_pair_wide_a = masked_atlas_pair(wheel_bytes, 271, 90, 362, 90, 91, 90);
let panel_pair_wide_b = masked_atlas_pair(wheel_bytes, 453, 362, 91, 90); let panel_pair_wide_b = masked_atlas_pair(wheel_bytes, 453, 90, 362, 90, 91, 90);
let panel_target = masked_atlas_pair(wheel_bytes, 455, 0, 455, 17, 17, 17);
let robot = texture(include_bytes!("../assets/original/images/dat_00900.png")); let robot = texture(include_bytes!("../assets/original/images/dat_00900.png"));
let plunger = texture(include_bytes!("../assets/original/images/dat_00901.png")); let plunger = texture(include_bytes!("../assets/original/images/dat_00901.png"));
let ball = masked_texture( let ball = masked_texture(
@@ -152,6 +154,7 @@ impl Assets {
panel_pair_narrow_b, panel_pair_narrow_b,
panel_pair_wide_a, panel_pair_wide_a,
panel_pair_wide_b, panel_pair_wide_b,
panel_target,
robot, robot,
plunger, plunger,
ball, ball,
@@ -223,7 +226,9 @@ fn monochrome_texture(bytes: &[u8]) -> Texture2D {
fn masked_atlas_pair( fn masked_atlas_pair(
bytes: &[u8], bytes: &[u8],
image_x: usize, image_x: usize,
image_y: usize,
mask_x: usize, mask_x: usize,
mask_y: usize,
width: usize, width: usize,
height: usize, height: usize,
) -> Texture2D { ) -> Texture2D {
@@ -237,8 +242,8 @@ fn masked_atlas_pair(
for y in 0..height { for y in 0..height {
for x in 0..width { for x in 0..width {
let output_index = (y * width + x) * 4; let output_index = (y * width + x) * 4;
let image_index = ((y + 90) * atlas_width + image_x + x) * 4; let image_index = ((y + image_y) * atlas_width + image_x + x) * 4;
let mask_index = ((y + 90) * atlas_width + mask_x + x) * 4; let mask_index = ((y + mask_y) * atlas_width + mask_x + x) * 4;
output.bytes[output_index..output_index + 3] output.bytes[output_index..output_index + 3]
.copy_from_slice(&atlas.bytes[image_index..image_index + 3]); .copy_from_slice(&atlas.bytes[image_index..image_index + 3]);
output.bytes[output_index + 3] = u8::MAX - atlas.bytes[mask_index]; output.bytes[output_index + 3] = u8::MAX - atlas.bytes[mask_index];
+52 -8
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@@ -268,7 +268,7 @@ pub struct Game {
flipper_inputs: Flippers, flipper_inputs: Flippers,
pub claw: Claw, pub claw: Claw,
pub bumper_flash: [f32; 3], pub bumper_flash: [f32; 3],
pub wheel_animation: f32, pub target_rotation_state: Option<u8>,
pub panel_frame: Option<u16>, pub panel_frame: Option<u16>,
pub nudge_shake: f32, pub nudge_shake: f32,
pub launcher_charge: f32, pub launcher_charge: f32,
@@ -312,7 +312,7 @@ impl Game {
flipper_inputs: Flippers::default(), flipper_inputs: Flippers::default(),
claw: Claw::default(), claw: Claw::default(),
bumper_flash: [0.0; 3], bumper_flash: [0.0; 3],
wheel_animation: 0.0, target_rotation_state: None,
panel_frame: None, panel_frame: None,
nudge_shake: 0.0, nudge_shake: 0.0,
launcher_charge: 0.0, launcher_charge: 0.0,
@@ -456,6 +456,7 @@ impl Game {
fn timer_tick(&mut self, elapsed: f32, substeps: u8, events: &mut Vec<Event>) { fn timer_tick(&mut self, elapsed: f32, substeps: u8, events: &mut Vec<Event>) {
self.update_claw(elapsed, events); self.update_claw(elapsed, events);
self.update_target_rotation(events);
let panel_active = self.update_panel_completion(events); let panel_active = self.update_panel_completion(events);
if !self.claw.ball_suspended && !panel_active { if !self.claw.ball_suspended && !panel_active {
for _ in 0..substeps { for _ in 0..substeps {
@@ -493,6 +494,29 @@ impl Game {
self.apply_flipper_kicks(); self.apply_flipper_kicks();
} }
fn update_target_rotation(&mut self, events: &mut Vec<Event>) {
let Some(state) = self.target_rotation_state else {
return;
};
if state >= 6 {
self.target_rotation_state = None;
return;
}
let next = state + 1;
self.target_rotation_state = Some(next);
if next == 1 {
events.push(Event::Sound(2011));
}
if next == 6 {
self.wheel_holes.rotate_left(1);
let first = self.record_contacts[129];
for record_id in 129..133 {
self.record_contacts[record_id] = self.record_contacts[record_id + 1];
}
self.record_contacts[133] = first;
}
}
fn update_panel_completion(&mut self, events: &mut Vec<Event>) -> bool { fn update_panel_completion(&mut self, events: &mut Vec<Event>) -> bool {
let Some(frame) = self.panel_frame else { let Some(frame) = self.panel_frame else {
return false; return false;
@@ -591,7 +615,6 @@ impl Game {
#[allow(clippy::too_many_lines)] #[allow(clippy::too_many_lines)]
fn fixed_update(&mut self, dt: f32, events: &mut Vec<Event>) { fn fixed_update(&mut self, dt: f32, events: &mut Vec<Event>) {
self.bumper_cooldown = (self.bumper_cooldown - dt).max(0.0); self.bumper_cooldown = (self.bumper_cooldown - dt).max(0.0);
self.wheel_animation = (self.wheel_animation - dt).max(0.0);
self.nudge_shake = (self.nudge_shake - dt).max(0.0); self.nudge_shake = (self.nudge_shake - dt).max(0.0);
for flash in &mut self.bumper_flash { for flash in &mut self.bumper_flash {
*flash = (*flash - dt).max(0.0); *flash = (*flash - dt).max(0.0);
@@ -898,9 +921,11 @@ impl Game {
} }
} }
} }
if wall.flags & 0x0400 != 0 { if wall.flags & 0x0400 != 0
self.wheel_animation = 0.65; && self.target_rotation_state.is_none()
events.push(Event::Sound(2011)); && self.panel_frame.is_none()
{
self.target_rotation_state = Some(0);
} }
if wall.flags & 0x0004 != 0 { if wall.flags & 0x0004 != 0 {
events.push(Event::Sound(2012)); events.push(Event::Sound(2012));
@@ -1081,7 +1106,6 @@ impl Game {
CaptureStep::Complete => {} CaptureStep::Complete => {}
} }
self.wheel_holes.fill(false); self.wheel_holes.fill(false);
self.wheel_animation = 0.65;
self.multiball_state = MultiballState::Ready; self.multiball_state = MultiballState::Ready;
self.reset_ball_to_launcher(); self.reset_ball_to_launcher();
events.push(Event::Wheel); events.push(Event::Wheel);
@@ -1384,7 +1408,7 @@ impl Game {
self.tilt_counter = 0; self.tilt_counter = 0;
self.tilt_counter_accumulator = 0.0; self.tilt_counter_accumulator = 0.0;
self.bumper_flash.fill(0.0); self.bumper_flash.fill(0.0);
self.wheel_animation = 0.0; self.target_rotation_state = None;
self.panel_frame = None; self.panel_frame = None;
self.claw = Claw::default(); self.claw = Claw::default();
self.flipper_inputs = Flippers::default(); self.flipper_inputs = Flippers::default();
@@ -2475,6 +2499,26 @@ mod tests {
); );
} }
#[test]
fn target_rotation_uses_six_callbacks_and_rotates_player_state() {
let mut game = Game::new(1);
game.wheel_holes = [true, false, true, false, false];
game.record_contacts[129..=133].copy_from_slice(&[11, 22, 33, 44, 55]);
game.target_rotation_state = Some(0);
let mut events = Vec::new();
for expected in 1..=6 {
game.timer_tick(0.030, 0, &mut events);
assert_eq!(game.target_rotation_state, Some(expected));
}
assert_eq!(events, [Event::Sound(2011)]);
assert_eq!(game.wheel_holes, [false, true, false, false, true]);
assert_eq!(&game.record_contacts[129..=133], &[22, 33, 44, 55, 11]);
game.timer_tick(0.030, 0, &mut events);
assert_eq!(game.target_rotation_state, None);
}
#[test] #[test]
fn claw_release_table_decodes_the_original_thousandth_pixel_coordinates() { fn claw_release_table_decodes_the_original_thousandth_pixel_coordinates() {
for (frame, expected_position, expected_velocity) in [ for (frame, expected_position, expected_velocity) in [
+30 -4
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@@ -17,6 +17,7 @@ pub enum Scenario {
Launcher, Launcher,
Flippers, Flippers,
Panel, Panel,
Targets,
Claw1, Claw1,
Claw6, Claw6,
Claw7, Claw7,
@@ -30,6 +31,7 @@ impl Scenario {
Self::Launcher => "launcher", Self::Launcher => "launcher",
Self::Flippers => "flippers", Self::Flippers => "flippers",
Self::Panel => "panel", Self::Panel => "panel",
Self::Targets => "targets",
Self::Claw1 => "claw-1", Self::Claw1 => "claw-1",
Self::Claw6 => "claw-6", Self::Claw6 => "claw-6",
Self::Claw7 => "claw-7", Self::Claw7 => "claw-7",
@@ -43,7 +45,7 @@ impl Scenario {
Self::Claw6 => Some(6), Self::Claw6 => Some(6),
Self::Claw7 => Some(7), Self::Claw7 => Some(7),
Self::Claw18 => Some(18), Self::Claw18 => Some(18),
Self::Autoplay | Self::Launcher | Self::Flippers | Self::Panel => None, Self::Autoplay | Self::Launcher | Self::Flippers | Self::Panel | Self::Targets => None,
} }
} }
} }
@@ -57,12 +59,13 @@ impl FromStr for Scenario {
"launcher" => Ok(Self::Launcher), "launcher" => Ok(Self::Launcher),
"flippers" => Ok(Self::Flippers), "flippers" => Ok(Self::Flippers),
"panel" => Ok(Self::Panel), "panel" => Ok(Self::Panel),
"targets" => Ok(Self::Targets),
"claw-1" => Ok(Self::Claw1), "claw-1" => Ok(Self::Claw1),
"claw-6" => Ok(Self::Claw6), "claw-6" => Ok(Self::Claw6),
"claw-7" => Ok(Self::Claw7), "claw-7" => Ok(Self::Claw7),
"claw-18" => Ok(Self::Claw18), "claw-18" => Ok(Self::Claw18),
_ => Err(format!( _ => Err(format!(
"unknown scenario {value:?}; expected autoplay, launcher, flippers, panel, claw-1, claw-6, claw-7, or claw-18" "unknown scenario {value:?}; expected autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, or claw-18"
)), )),
} }
} }
@@ -146,7 +149,7 @@ fn seconds_to_step(value: &str) -> Result<u64, String> {
} }
pub const fn usage() -> &'static str { pub const fn usage() -> &'static str {
"Usage:\n tdkpin-rs\n tdkpin-rs --simulate SCENARIO [--at SECONDS | --step N] [--screenshot FILE.png] [--trace FILE.json] [--seed N]\n\nScenarios: autoplay, launcher, flippers, panel, claw-1, claw-6, claw-7, claw-18" "Usage:\n tdkpin-rs\n tdkpin-rs --simulate SCENARIO [--at SECONDS | --step N] [--screenshot FILE.png] [--trace FILE.json] [--seed N]\n\nScenarios: autoplay, launcher, flippers, panel, targets, claw-1, claw-6, claw-7, claw-18"
} }
#[derive(Debug, Serialize, PartialEq)] #[derive(Debug, Serialize, PartialEq)]
@@ -202,6 +205,10 @@ impl Simulation {
game.panel_frame = Some(0); game.panel_frame = Some(0);
game.wheel_holes.fill(true); game.wheel_holes.fill(true);
} }
if scenario == Scenario::Targets {
game.target_rotation_state = Some(0);
game.wheel_holes = [true, false, true, false, false];
}
let initial_events = scenario let initial_events = scenario
.claw_terminal() .claw_terminal()
.map_or_else(Vec::new, |terminal| game.begin_claw_scenario(terminal)); .map_or_else(Vec::new, |terminal| game.begin_claw_scenario(terminal));
@@ -326,7 +333,12 @@ fn controls_for(scenario: Scenario, step: u64) -> Controls {
..Controls::default() ..Controls::default()
} }
} }
Scenario::Panel | Scenario::Claw1 | Scenario::Claw6 | Scenario::Claw7 | Scenario::Claw18 => { Scenario::Panel
| Scenario::Targets
| Scenario::Claw1
| Scenario::Claw6
| Scenario::Claw7
| Scenario::Claw18 => {
Controls::default() Controls::default()
} }
} }
@@ -461,6 +473,20 @@ mod tests {
assert_eq!(events.iter().filter(|event| **event == "Sound(2012)").count(), 2); assert_eq!(events.iter().filter(|event| **event == "Sound(2012)").count(), 2);
} }
#[test]
fn target_scenario_runs_all_six_rotation_states() {
let mut simulation = Simulation::new(Scenario::Targets, 1);
simulation.advance_to(4);
assert_eq!(simulation.game.target_rotation_state, Some(1));
assert_eq!(simulation.trace[4].events, ["Sound(2011)"]);
simulation.advance_to(22);
assert_eq!(simulation.game.target_rotation_state, Some(6));
assert_eq!(simulation.game.wheel_holes, [false, true, false, false, true]);
simulation.advance_to(26);
assert_eq!(simulation.game.target_rotation_state, None);
}
#[test] #[test]
fn every_claw_scenario_completes_its_seeded_capture() { fn every_claw_scenario_completes_its_seeded_capture() {
for scenario in [ for scenario in [