158936577a3b57533e18896f5a2549c24909bebd
5
Commits
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158936577a |
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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17a7b3c328 |
fix(divergence): keep claw releases on the table during multiball
Bug: with several balls in play the claw could still drop its ball into the shooter lane (terminal frame 18), sending it back to the launcher. Cause: the restriction to table releases (frames 1, 6, 7) is latched when the ball enters the claw's capture zone, from the ball count at that moment. Balls added afterwards (crazy mode, a release-ball spawn) did not affect a capture that had already chosen frame 18. Fix: while the claw holds a ball and is heading for frame 18, update_claw checks the live ball count every timer callback. With more than one ball (the held one included) it re-targets the claw to a random table frame using the same restricted draw as a multiball capture. The claw animates one frame per callback, so it simply turns around towards the new target. Single-ball captures, and multiball captures that were already restricted at entry, behave exactly as before; the extra random draw only happens in the situation that used to misbehave. Test Plan: - cargo test claw_never_drops_into_the_shooter_lane_with_several_balls: a frame-18 capture gains a second ball mid-ride and must release at frame 1, 6, or 7, onto the table. - A release-mode stress run (40 two-player crazy-mode games) counted 254 claw releases and none into the shooter lane with several balls. |
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0e8121d027 |
fix(divergence): release the parked ball during multiball
Bug: with crazy-mode balls on the table, hitting the effect target while "release ball" (effect seven) was lit did nothing. The ball parked in the special hole stayed there. Cause: the release kept the original two-slot guard "only when no second ball exists" (balls.len() == 1), plus a check that the triggering ball's slot number differs from the hole's contact word. Both made sense when the released ball could only ever become slot two, but they block the release whenever more balls are in play. Fix: - Effect seven now releases whenever the special hole actually holds a parked ball (special_hole_active: multiball Ready and contact set), at most once per callback. The slot-number check is gone; with one ball it never mattered, and with more balls it blocked slot two. - publish_spawned_balls appends the released ball and makes it the owner of the special-hole contact under its real slot number, so it clears the contact itself as it rolls out. With one ball in play that number is 2, identical to the original's contact word. - While multiball is Active, remove_ball renumbers (or clears) that owner when an earlier ball leaves, like the claw and lock-hole owners. In Ready the word is the "ball parked" marker and stays untouched. The single-ball release path is unchanged; all existing special-hole and effect-seven tests still pass. Test Plan: - cargo test release_ball_frees_the_parked_ball_during_multiball: three balls in play, release spawns a fourth at the hole, the owner follows a removal, and the released ball leaves the hole and clears it. - Manual: in crazy mode, park a ball in the special hole (top left), light release ball, hit the effect target; a new ball rolls out. |
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a8cc0fc5fc |
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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faf66f1ac0 |
docs(audit): record final player-experience parity
Build TDK Pinball / build (macos-latest) (push) Canceled after 0s
Build TDK Pinball / build (ubuntu-latest) (push) Canceled after 0s
Build TDK Pinball / build (windows-latest) (push) Canceled after 0s
Add the requirement-by-requirement audit for the Rust rewrite. It ties visual, audio, input, physics, timer, rule, multiball, player, persistence, random, and build claims to the preserved binary, complete readable C, focused tests, deterministic framebuffers, and stopped-Wine differential probes. The audit distinguishes native-window and portable-storage substitutions from gameplay semantics, records both relative-slingshot position/velocity/spin probes, and lists the reproducible final gates used for the completion decision. Test Plan: - `cargo build --profile production` -- passed - `cargo test --workspace --all-targets --all-features` -- 125 passed - `cargo clippy --workspace --all-targets --all-features -- -D warnings` -- passed - Windows and macOS `cargo check` targets -- passed - `bash original/tools/test_reconstructed_c.sh` -- passed - `python3 original/tools/audit_reconstruction.py --require-complete` -- passed with zero incomplete or unclassified units - original executable, timer DLL, and preserved raw hashes -- matched - `rumdl check --flavor commonmark README.md RECONSTRUCTION.md PARITY_AUDIT.md CHANGELOG.md` -- passed - `git diff --cached --check` -- passed |