fix(ui): render partial target-bank states

Records 90 through 104 and 109 through 120 deactivate in linked three-line
groups. For each group, the flag-bearing head switches its recovered bounds
from overlay B to overlay A until the complete bank rearms every record. Rust
updated collision activity but never drew these nine intermediate states.

Render the five bumper-bank and four TDK-bank head regions directly from the
175-record ledger. Extend the bank regression to prove partial activation and
post-completion clearing, and seed two partial groups in the deterministic
rules framebuffer.

Test Plan:
- `cargo test --workspace --all-targets --all-features` -- 120 passed
- `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed
- `rumdl check --flavor commonmark RECONSTRUCTION.md CHANGELOG.md` -- passed
- `cargo run -- --simulate targets --step 26 --screenshot /tmp/tdkpin-targets-banks.png` -- passed; partial bumper and TDK bank regions visually inspected at 640x460
- `git diff --cached --check` -- passed
This commit is contained in:
2026-08-23 20:12:45 +02:00
parent 71938c0062
commit f53cd5ab2b
5 changed files with 48 additions and 8 deletions
+3
View File
@@ -99,6 +99,9 @@ and this project adheres to
51-53 and targets 140-147/150-152.
- Render the five cumulative bumper-value lamps from original player items 1-5
at their recovered Word-Quad bounds as the value rises from 1,000 to 6,000.
- Render the nine in-bank hit states for record heads 90/93/96/99/102 and
109/112/115/118 from their exact overlay-A bounds until bank completion
rearms each three-line group.
- 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. It advances