fix(game): restore swept target sensors

Move claw contact and all eleven initially active type-4 circle records onto a
swept millipixel sensor test with per-object enter latching. Preserve the exact
left-bank and top-gate coordinates, radii, and scores from the initialized
object ledger.

Remove the inferred top-bank completion rule. Each original top target now
scores 500 and independently starts recovered magnetic-gate timing instead of
requiring all three for an invented bonus.

Test Plan:
- `cargo test --all-targets` -- 44 passed
- `cargo clippy --all-targets -- -D warnings` -- passed
- `cargo build --profile production` -- passed
- top sensor contact-latch and re-entry test -- passed
- 20-second deterministic launch remained in active table motion
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-22 21:12:41 +02:00
parent 9d91cc51c7
commit bf5b855f44
5 changed files with 189 additions and 30 deletions
+39
View File
@@ -204,6 +204,45 @@ pub fn collide_with_circle(
true
}
/// Test a non-physical circle record against the complete ball-center path.
pub fn path_intersects_circle(
old_position: MilliVec,
velocity: MilliVec,
center: Vec2,
radius: f32,
) -> bool {
let center = MilliVec::from_position(center);
let offset = subtract(old_position, center);
let radius_milli = (radius * 1_000.0).round() as i32;
let radius_squared = i64::from(radius_milli).pow(2);
let old_distance_squared = i64::from(offset.x).pow(2) + i64::from(offset.y).pow(2);
if old_distance_squared <= radius_squared {
return true;
}
let next = offset.add(velocity);
let next_distance_squared = i64::from(next.x).pow(2) + i64::from(next.y).pow(2);
if next_distance_squared <= radius_squared {
return true;
}
let vx = f64::from(velocity.x);
let vy = f64::from(velocity.y);
let offset_x = f64::from(offset.x);
let offset_y = f64::from(offset.y);
let quadratic_a = vx * vx + vy * vy;
if quadratic_a == 0.0 {
return false;
}
let quadratic_b = 2.0 * (offset_x * vx + offset_y * vy);
let quadratic_c = old_distance_squared as f64 - f64::from(radius_milli).powi(2);
let discriminant = quadratic_b * quadratic_b - 4.0 * quadratic_a * quadratic_c;
if discriminant < 0.0 {
return false;
}
let progress = (-quadratic_b - discriminant.sqrt()) / (2.0 * quadratic_a);
0.0 < progress && progress <= 1.0
}
#[cfg(test)]
mod tests {
use super::*;