feat(divergence): make every ball identical and bind crazy mode to 0
Crazy mode first shipped as a side list of "crazy balls" with reduced physics (walls, bumpers, flippers only) next to the original primary and secondary slots. That is not what was wanted: a ball in the machine is a ball, with no main/second/extra distinction. This replaces the two-slot engine with one ordered list and moves the shortcut to a single key. Ball model (src/game.rs) - Game::balls: Vec<Ball> replaces `ball`, `secondary_ball`, and `crazy_balls`. The list is never empty while the game runs; a waiting ball is simply a ball with in_launcher set. - advance_ball_slots runs one timer callback: every ball, in slot order, integrates up to `substeps` steps through the single integrator step_ball (record scan, ball-to-ball contact, rule dispatch, drain) and stops after its first collision, exactly like the original slot pass. - BallPass carries the ball's current index plus the slot number and ball count from the start of the callback. The original keeps slot two numbered 2 for the rest of a callback even after slot one drained, and type-three contact records publish that number as their owner; keeping it per pass preserves that. - Effect seven's ball goes to `spawned_balls` and joins after all slot passes, as the original publishes slot two only after slot one's pass. - lose_ball removes a drained ball while others remain (Drain event, normal scoring once one ball is left) and only the last ball takes the special respawn or ends the player's ball. remove_ball keeps the claw's captured/entry indices and the claw and lock-hole contact owners pointing at the same physical ball when an earlier slot leaves. - The claw stores a ball index instead of a Primary/Secondary enum. - Nudge, flipper kicks, multiball scoring, and the "no third ball from effect seven" guard are expressed over the list. With one or two balls the original order, random draws, and ownership rules are unchanged; all existing parity and multiball tests pass after a mechanical port (test-only shims fixed_update, advance_secondary_ball, drain, secondary/set_secondary/take_secondary keep them readable). - Crazy mode adds ten ordinary balls (capped at MAX_BALLS = 64 because contact records reserve 99 as a sentinel) and marks the player. Deliberate differences from the original (also in PARITY_AUDIT.md), mostly because there is no longer a special slot one: - A ball resting on the shooter stop returns to an empty launcher from any slot; the original deleted a slot-two ball there. If the launcher is occupied the ball leaves the table without costing a ball. - Flipper kicks, record countdowns, and target rotation keep running for balls in play while another ball waits in the launcher. - Ball-to-ball contact skips only the claw-held ball; every ball's hit is published as last_collision_id. - Stress runs with 10-64 balls showed balls trapped forever: two balls settle into one lock hole, one fills it (contact 99), and the rim then reflects the other from the inside. A filled hole's rim now only repels balls moving towards its center. Lock-hole owners of a removed ball are cleared/renumbered like the claw owner. Input (src/app.rs) - Crazy mode is the bare main-row 0 key. It overlaps no original or modern binding and has no browser default action, so the WASM build receives it. The Ctrl+Shift+0 combo and its Shift-release nudge suppression are gone. - Rendering draws every ball not held by the claw. Simulator: snapshots report `balls: [...]` instead of `ball` and `secondary_ball`; autoplay flips for any ball near a flipper. Test Plan: - cargo test (160 tests), including new ones: a_ball_moves_the_same_in_any_slot (same ball in slot one vs. behind a waiting ball follows the identical trajectory), crazy_mode_adds_ten_ordinary_balls_and_marks_the_player, the_turn_ends_only_when_the_last_ball_drains, shooter_stop_rearms_a_returning_ball_from_any_slot, crazy_mode_is_capped_and_rejected_after_the_game. - A temporary release-mode stress test (not committed) ran 12 seeded two-player games with crazy mode, autoplay flippers, and nudges to completion, and 4 seeds at the 64-ball cap for 30k frames, asserting finite state, a non-empty ball list, and valid claw indices. - Manual: during a game press 0 (also in the browser build); ten balls appear, each can be captured by the claw, lock holes, and targets, and the turn ends only after the last ball drains.
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@@ -88,8 +88,19 @@ decoded, build-ready subset; it does not replace that evidence archive.
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- `app.rs`: screen flow, controls, rendering, audio dispatch, and overlays;
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- `assets.rs`: compile-time original asset embedding;
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- `game.rs`: fixed-step game state, recovered walls, rules, and scoring;
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- crazy mode (a modern addition): extra balls outside the original two ball
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slots, with static collisions, wall/bumper rules, and flipper kicks only;
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- ball model: `Game::balls` is one ordered list of identical balls. Each
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timer callback (`advance_ball_slots`) runs every ball's substep batch in
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slot order through the single integrator `step_ball`: record scan,
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ball-to-ball contact, rule dispatch, and drain handling. A ball keeps the
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slot number it started the callback with, which the type-three contact
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records publish as their owner. With one or two balls this is the
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original slot-one/slot-two timer; more balls extend the same order;
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- ball lifetime: `lose_ball` takes a drained ball off the table while
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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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- 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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- `original_physics.rs`: millipixel integration and recovered type-2 responses;
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- `real48.rs`: bit-exact Borland six-byte arithmetic, conversion, and square root;
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