fix(divergence): replace a full wheel immediately during multiball
Bug: filling the fifth wheel hole with several balls in play awarded the transfer, multiplier, and extra ball, but did not run the wheel replacement. The original deferred the 281-frame panel until a later launcher reset, which with crazy-mode balls could be a long time, while the full wheel kept every hole closed. Requirement: a full wheel must be replaced with the same animation and scoring as in single-ball play. Balls still in play keep moving, with the wheel's outer border as a solid boundary and no hole captures until the replacement is done. Changes: - complete_lock_hole starts the panel for a multiball fill too (if one is not already running). The single-ball path is unchanged and still restarts it unconditionally, as in the original. Scoring was already identical and is untouched. - timer_tick only freezes physics during the panel while every ball waits in the launcher. That is always the case for the single-ball replacement (the locking ball was reset), so it is frozen exactly as before; during multiball the balls in play keep integrating. - While the panel runs, check_lock_holes captures nothing and retain_wheel_rim adds a circle around the wheel hub (record 134's center, 48 px ball-center radius, enclosing the five hole posts) with the hub's material. It only repels balls moving towards it, so a ball already inside rolls out instead of being caged. - Stress runs then showed balls trapped for good at the bottom of a hole pocket, cradled between the hub and a post, after another ball filled that hole or the panel closed it. The pocket bottom lies outside the hole's capture zone, so nothing ever moved them. A filled or closed hole now kicks such a ball (more than 4 px inside its rim) out of its center, radially away from the hub at 3 px/step, a path that clears both neighbouring posts. Balls arriving from outside are reflected by the rim before getting that deep. - A lock or special-hole capture that removes the last remaining ball of a multiball callback now resets it to the launcher (or finishes it when tilted), exactly like the single-ball capture, instead of ending the player's ball. Test Plan: - cargo test (164 tests), including full_wheel_during_multiball_replaces_it_while_balls_play_on (rim bounce, no captures, balls move, wheel cleared after the panel), filled_or_closed_lock_hole_kicks_out_a_ball_resting_in_its_pocket (the exact trapped position seen in stress runs), and the updated fifth_multiball_lock_starts_the_panel_and_caps_survivor_reaward. - A temporary release-mode stress run (not committed): 40 seeded two-player games with crazy mode, autoplay flippers, and nudges all finished; 62 wheel replacements happened during multiball; no invariant violations. - Manual: in crazy mode fill the fifth wheel hole; the replacement animation plays while the other balls keep moving and bounce off the wheel instead of dropping into its holes.
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@@ -36,6 +36,13 @@ and this project adheres to
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hole until it rolls out.
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- The claw never drops a ball into the shooter lane while more than one ball is
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in play, including balls that arrive after the capture began.
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- Filling the fifth wheel hole during multiball replaces the wheel at once with
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the normal animation and scoring instead of waiting for multiball to end.
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Balls in play keep moving, the holes stay closed, and the wheel's outer rim
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acts as a solid boundary until the replacement finishes. Locking the last
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remaining ball returns it to the launcher as in single-ball play.
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- A closed or filled lock hole kicks out a ball that came to rest in its pocket,
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so it can no longer stay trapped next to the wheel hub.
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## [1.2.1] - 2026-09-01
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@@ -91,6 +91,15 @@ differences follow from treating every ball alike:
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- The claw re-targets a shooter-lane release (terminal frame 18) to a table
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release whenever more than one ball is in play during its ride, not only
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when the capture began in multiball.
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- A full wheel during multiball starts the 281-frame replacement immediately
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(the original deferred it to the next launcher reset). The table only freezes
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while every ball waits in the launcher; otherwise balls keep moving, the lock
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holes do not capture, and the wheel's outer rim (record 134's center, 48 px
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ball contact radius) repels balls from outside.
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- A ball resting inside a filled or closed lock hole's pocket is kicked out
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from the hole center, radially away from the hub. A capture that removes
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the last ball of a multiball callback resets it to the launcher like a
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single-ball capture instead of ending the ball.
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- High-score entries carry a `crazy` flag that both local storage and the
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shared service persist; older entries default to normal scores.
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@@ -99,6 +99,10 @@ decoded, build-ready subset; it does not replace that evidence archive.
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others remain and ends the player's ball only for the last one;
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`remove_ball` keeps the claw and contact-record owners pointing at the
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same physical ball; effect seven's ball joins after all slot passes;
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- wheel replacement: the 281-frame panel freezes the table only while every
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ball waits in the launcher; during multiball the lock holes close, the
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wheel rim (`retain_wheel_rim`) repels balls, and closed holes kick out a
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ball resting in their pocket (`kick_out_of_lock_hole`);
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- crazy mode (a modern addition): `add_crazy_balls` drops ten ordinary balls
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and marks the current player, whose high score is labelled;
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- `geometry.rs`: segment/circle collision primitives;
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+202
-10
@@ -49,6 +49,16 @@ const CLAW_TERMINAL_FRAMES: [u8; 4] = [1, 6, 7, 18];
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const CLAW_TABLE_TERMINAL_FRAMES: [u8; 3] = [1, 6, 7];
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/// Claw terminal frame that drops the released ball into the shooter lane.
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const CLAW_SHOOTER_LANE_FRAME: u8 = 18;
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/// Wheel hub record 134; its center is also the center of the lock wheel.
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const WHEEL_HUB_ID: u8 = 134;
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/// Ball-center contact radius of the wheel's outer rim (about 40 px of
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/// artwork plus the 8 px ball radius), so it encloses the five hole posts.
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const WHEEL_RIM_CONTACT_RADIUS: f32 = 48.0;
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/// How far (in millipixels) a ball must sit inside a closed lock hole's rim
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/// before the hole kicks it out. Balls arriving from outside are reflected by
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/// the rim before they get this deep.
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const CLOSED_HOLE_KICKOUT_DEPTH_MILLI: i32 = 4_000;
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const CLOSED_HOLE_KICKOUT_SPEED_MILLI: f32 = 3_000.0;
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const ORIGINAL_BALL_SPEED_PER_SECOND: f32 = 380.0;
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#[allow(clippy::cast_possible_wrap)]
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@@ -707,7 +717,9 @@ impl Game {
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if self.balls.len() < 2 {
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self.score_mode = ScoreMode::Normal;
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}
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if !panel_active {
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// The single-ball wheel replacement runs with its ball parked in the
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// launcher and freezes the table; balls still in play keep moving.
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if !panel_active || self.balls.iter().any(|ball| !ball.in_launcher) {
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self.advance_ball_slots(substeps, events);
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}
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@@ -1071,9 +1083,14 @@ impl Game {
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BallAction::Remove => {
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// A capture during multiball takes the ball off the table
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// without a drain. If the other balls already left during
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// this callback, it was the last ball after all.
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// this callback it was the last ball, which returns to the
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// launcher exactly like a single-ball capture.
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if self.balls.len() == 1 {
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return self.lose_ball(index, events);
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if self.tilted {
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return self.lose_ball(index, events);
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}
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self.reset_ball_to_launcher(index);
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return BallStep::Stop;
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}
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self.remove_ball(index);
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return BallStep::Removed;
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@@ -1100,6 +1117,36 @@ impl Game {
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self.step_ball(pass, events) != BallStep::Continue
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}
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/// While the wheel is being replaced its holes are closed and the
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/// wheel's outer rim repels balls arriving from outside.
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fn retain_wheel_rim(
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old_position: MilliVec,
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predicted: MilliVec,
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velocity: MilliVec,
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best: &mut Option<(u8, bool, StaticCollisionCandidate)>,
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) {
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let Some(hub) = PASSIVE_CIRCLES
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.iter()
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.find(|circle| circle.id == WHEEL_HUB_ID)
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else {
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return;
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};
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if let Some(candidate) = circle_collision_candidate_at(
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old_position,
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predicted,
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velocity,
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hub.center,
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WHEEL_RIM_CONTACT_RADIUS,
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CollisionMaterial::circle(
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f64::from(hub.normal_rebound),
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f64::from(hub.tangent_coupling),
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0.0,
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),
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) {
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retain_first_collision(best, (WHEEL_HUB_ID, false, candidate));
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}
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}
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fn retain_static_range(
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&self,
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old_position: MilliVec,
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@@ -1182,6 +1229,9 @@ impl Game {
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*velocity = MilliVec::from_velocity_per_second(ball.velocity);
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}
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if self.panel_frame.is_some() {
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Self::retain_wheel_rim(old_position, predicted, *velocity, &mut best);
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}
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self.retain_static_range(old_position, predicted, *velocity, 134..=139, &mut best);
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if old_position.y < 250_000 {
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ball.velocity = velocity.to_velocity_per_second();
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@@ -1680,6 +1730,13 @@ impl Game {
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let contact = self.record_contacts[contact_index];
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let contact_allowed =
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contact == 0 || (contact != 99 && ball_count == 1) || contact == ball_number;
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if (129..=133).contains(&record_id)
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&& contact == 99
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&& surface_distance < -CLOSED_HOLE_KICKOUT_DEPTH_MILLI
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{
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kick_out_of_lock_hole(ball, center_view);
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return CaptureStep::Outside;
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}
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if surface_distance < -11_000
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&& contact_allowed
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@@ -1790,6 +1847,24 @@ impl Game {
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best_capture: &mut Option<(u8, StaticCollisionCandidate)>,
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events: &mut Vec<Event>,
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) -> Option<BallAction> {
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if self.panel_frame.is_some() {
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// The wheel is being replaced: no hole captures, and a ball that
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// was resting in a hole's pocket is kicked back onto the table.
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for sensor in LOCK_HOLES {
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let center = MilliVec::from_position(sensor.center);
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let current = MilliVec::from_position(ball.position);
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let offset = MilliVec {
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x: center.x.wrapping_sub(current.x),
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y: center.y.wrapping_sub(current.y).wrapping_sub(2_000),
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};
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let radius = MilliVec::from_position(vec2(sensor.radius, 0.0)).x;
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if milli_distance(offset) - radius < -CLOSED_HOLE_KICKOUT_DEPTH_MILLI {
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kick_out_of_lock_hole(ball, sensor.center);
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break;
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}
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}
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return None;
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}
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for (index, sensor) in LOCK_HOLES.into_iter().enumerate() {
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match self.capture_record_step(
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ball,
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@@ -1839,7 +1914,10 @@ impl Game {
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player.secondary_score = 0;
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player.score_multiplier = player.score_multiplier.wrapping_add(1);
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player.extra_balls = player.extra_balls.wrapping_add(1);
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if ball_count == 1 {
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// Deliberate original-game divergence: the original deferred the
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// wheel replacement until multiball ended. It now starts at once,
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// and balls still in play run against the closed wheel rim.
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if ball_count == 1 || self.panel_frame.is_none() {
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self.panel_frame = Some(0);
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}
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self.score_mode = ScoreMode::Normal;
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@@ -2544,6 +2622,28 @@ fn claw_release(frame: u8) -> (Vec2, Vec2) {
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(position, direction * ORIGINAL_BALL_SPEED_PER_SECOND)
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}
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/// Deliberate original-game divergence: with several balls, one can come to
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/// rest at the bottom of a lock hole's pocket, between the wheel hub and a
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/// post, when another ball fills that hole or the wheel is being replaced.
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/// The closed hole sends it out from its center, radially away from the hub,
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/// which clears both neighbouring posts.
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#[allow(clippy::cast_possible_truncation)]
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fn kick_out_of_lock_hole(ball: &mut Ball, hole_center: Vec2) {
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let hub = PASSIVE_CIRCLES
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.iter()
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.find(|circle| circle.id == WHEEL_HUB_ID)
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.map_or(vec2(124.0, 76.0), |circle| circle.center);
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let direction = (hole_center - hub).normalize_or_zero();
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ball.position = hole_center;
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ball.velocity = MilliVec {
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x: (direction.x * CLOSED_HOLE_KICKOUT_SPEED_MILLI).round() as i32,
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y: (direction.y * CLOSED_HOLE_KICKOUT_SPEED_MILLI).round() as i32,
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}
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.to_velocity_per_second();
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ball.spin = Real48::ZERO;
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ball.capture_age = 0;
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}
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fn apply_flipper_response_to_ball(ball: &mut Ball, delta: i32, side: FlipperSide) {
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let position = MilliVec::from_position(ball.position);
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let velocity = MilliVec::from_velocity_per_second(ball.velocity);
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@@ -2825,6 +2925,102 @@ mod tests {
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assert!(game.balls[0].position.x < 300.0);
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}
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#[test]
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fn full_wheel_during_multiball_replaces_it_while_balls_play_on() {
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let mut game = Game::new_with_seed(1, 7);
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game.wheel_holes = [true, true, true, true, false];
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game.record_contacts[129..=132].fill(99);
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game.players[0].secondary_score = 150_000;
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let mut events = Vec::new();
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assert_eq!(
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game.complete_lock_hole(4, 2, &mut events),
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BallAction::Remove
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);
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assert_eq!(game.panel_frame, Some(0));
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assert_eq!(game.player().secondary_score, 0);
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assert_eq!(game.player().score_multiplier, 2);
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// A ball heading for the wheel bounces off its outer rim.
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let hub = vec2(124.0, 76.0);
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game.balls[0] = Ball {
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position: hub + vec2(52.0, 0.0),
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velocity: MilliVec { x: -3_000, y: 0 }.to_velocity_per_second(),
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in_launcher: false,
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..Ball::default()
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};
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let mut hit_rim = false;
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for _ in 0..4 {
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game.fixed_update(&mut events);
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hit_rim |= game.last_collision_id == Some(WHEEL_HUB_ID);
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}
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assert!(hit_rim);
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assert!(game.balls[0].velocity.x > 0.0);
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// The holes do not capture while the wheel is replaced.
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game.balls[0] = Ball {
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position: LOCK_HOLES[0].center,
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in_launcher: false,
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..Ball::default()
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};
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for _ in 0..20 {
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game.fixed_update(&mut events);
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}
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assert!(
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game.record_contacts[129..=133]
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.iter()
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.all(|contact| *contact != 2)
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);
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assert!(!game.balls[0].in_launcher);
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// Balls keep moving during the animation, and it completes.
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let mut panel = Game::new_with_seed(1, 7);
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panel.panel_frame = Some(0);
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panel.wheel_holes.fill(true);
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panel.balls[0] = Ball {
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position: vec2(160.0, 300.0),
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in_launcher: false,
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..Ball::default()
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};
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let start = panel.balls[0].position;
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panel.timer_tick(0.03, 3, &mut events);
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assert_ne!(panel.balls[0].position, start);
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for _ in 0..300 {
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panel.timer_tick(0.03, 3, &mut events);
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}
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assert_eq!(panel.panel_frame, None);
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assert_eq!(panel.wheel_holes, [false; 5]);
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}
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#[test]
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fn filled_or_closed_lock_hole_kicks_out_a_ball_resting_in_its_pocket() {
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// Found by multiball stress runs: the bottom of hole 131's pocket,
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// cradled between the wheel hub and post 137.
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let pocket = vec2(140.85, 65.2);
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let hub = vec2(124.0, 76.0);
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for closed_by_panel in [false, true] {
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let mut game = Game::new_with_seed(1, 7);
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if closed_by_panel {
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game.panel_frame = Some(0);
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} else {
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game.record_contacts[131] = 99;
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game.wheel_holes[2] = true;
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}
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game.balls[0] = Ball {
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position: pocket,
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in_launcher: false,
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..Ball::default()
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};
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for _ in 0..40 {
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game.update(0.03, 3, Controls::default());
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}
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assert!(
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game.balls[0].position.distance(hub) > WHEEL_RIM_CONTACT_RADIUS,
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"ball still in the wheel at {:?}",
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game.balls[0].position
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);
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}
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}
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#[test]
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fn player_count_is_bounded() {
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assert_eq!(Game::new(0).players.len(), 1);
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@@ -5583,7 +5779,7 @@ mod tests {
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}
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#[test]
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fn fifth_multiball_lock_defers_panel_and_caps_survivor_reaward() {
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fn fifth_multiball_lock_starts_the_panel_and_caps_survivor_reaward() {
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let mut game = Game::new(1);
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game.wheel_holes = [true, true, true, true, false];
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game.record_contacts[129..=133].fill(2);
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@@ -5598,13 +5794,9 @@ mod tests {
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assert_eq!(game.player().score, 620_000);
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assert_eq!(game.player().secondary_score, 0);
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assert_eq!(game.player().score_multiplier, 2);
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assert_eq!(game.panel_frame, None);
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assert_eq!(game.panel_frame, Some(0));
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assert_eq!(game.score_mode, ScoreMode::Normal);
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let mut reset_by_special_hole = game.clone();
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reset_by_special_hole.reset_ball_to_launcher(0);
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assert_eq!(reset_by_special_hole.panel_frame, Some(0));
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game.score_mode = ScoreMode::Normal;
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assert_eq!(
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game.complete_lock_hole(4, 1, &mut events),
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Reference in new issue
Block a user