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//! Crabs: the spawner holes, the walking pass, and what happens when one
//! arrives somewhere - a castle, a turnstile, or a lure calling it home.
use super::*;
impl Board {
/// Place a crab directly (puzzle setups and tests; spawner tiles handle
/// the normal case). The crab immediately wall-resolves so it never starts
/// a tick facing a wall.
pub fn spawn_crab(&mut self, x: u8, y: u8, dir: Direction, handed: Handedness, kind: CrabKind) {
assert!(
self.in_bounds(i32::from(x), i32::from(y)),
"crab off the board"
);
let tile = self.index(i32::from(x), i32::from(y));
assert!(
self.tiles[tile as usize] != TileKind::Rock,
"crab on a rock"
);
let id = self.next_crab_id;
self.next_crab_id += 1;
let mut crab = Crab {
id,
tile,
dir,
progress: 0,
prev_tile: tile,
prev_progress: 0,
prev_dir: dir,
handed,
kind,
};
self.resolve_walls(&mut crab);
self.crabs.push(crab);
}
pub(super) fn run_spawners(&mut self) {
for t in 0..self.tiles.len() {
let TileKind::Spawner(s) = self.tiles[t] else {
continue;
};
// Manias override the cadence: floods every 8 ticks.
let period = match self.mania {
Some((Mania::Crab | Mania::Gull, _)) => 8,
None => u64::from(s.period),
};
if !self.tick.is_multiple_of(period) {
continue;
}
if let Some((Mania::Gull, _)) = self.mania {
// Balance: the mania flood is dramatic but bounded. Beyond
// three flocks' worth the beach becomes unplayable for the
// rest of the round (mania gulls only leave by raiding).
if self.gulls.len() < GULL_CAP * 3 {
let (x, y) = self.coords(t as u16);
self.spawn_gull(x as u8, y as u8, s.dir);
}
continue;
}
// The beach fills to the cap and then waits for it to clear.
// Crab Mania floods past it, which is the event, but only to
// twice the cap, the same way Gull Mania stops at three flocks:
// unbounded, it buried the board under two crabs a tile.
let ceiling = match self.mania {
Some((Mania::Crab, _)) => self.crab_cap() * 2,
_ => self.crab_cap(),
};
if self.crabs.len() >= ceiling {
continue;
}
let handed = self.roll_handedness();
// Weighted kind mix so live boards show the whole population:
// mostly commons, a scattering of juveniles, the odd giant or
// molting crab, and once in a blue tide a golden jackpot.
let kind = match self.rng.next_u32() % 100 {
0..=68 => CrabKind::Common,
69..=83 => CrabKind::Juvenile,
84..=91 => CrabKind::Giant,
92..=95 => CrabKind::Molting,
96..=97 => CrabKind::Golden,
98.. => CrabKind::Sparkling,
};
let id = self.next_crab_id;
self.next_crab_id += 1;
let mut crab = Crab {
id,
tile: t as u16,
dir: s.dir,
progress: 0,
prev_tile: t as u16,
prev_progress: 0,
prev_dir: s.dir,
handed,
kind,
};
self.resolve_walls(&mut crab);
self.crabs.push(crab);
}
}
/// How many live crabs the ambient spawners will fill the beach to.
/// Proportional to the board, so an XL arena still feels busy and the
/// smallest puzzle board is not starved.
pub(super) fn crab_cap(&self) -> usize {
(self.tiles.len() / CRAB_CAP_TILES_PER_CRAB).max(8)
}
pub(super) fn move_crabs(&mut self) {
// One board scan per tick, not one per crab arrival (refreshed on
// banks below, which is when a lure can start mid-tick).
let mut lure_target = self.lure_target();
let mut banked: Vec<usize> = Vec::new();
for i in 0..self.crabs.len() {
let mut crab = self.crabs[i];
crab.prev_tile = crab.tile;
crab.prev_progress = crab.progress;
crab.prev_dir = crab.dir;
// Arrival resolution guarantees the exit direction is passable
// except for a crab sealed in on all four sides; that crab waits.
if !self.passable(crab.tile, crab.dir) {
self.crabs[i] = crab;
continue;
}
crab.progress += self.walk_step(crab.tile, crab.kind.speed());
let mut was_banked = false;
while crab.progress >= SUBUNITS_PER_TILE {
crab.progress -= SUBUNITS_PER_TILE;
crab.tile = self.neighbor(crab.tile, crab.dir);
if self.resolve_arrival(&mut crab, lure_target) {
was_banked = true;
// A molting bank starts a lure that later arrivals this
// same tick must already obey, as they always did.
lure_target = self.lure_target();
break;
}
}
if was_banked {
banked.push(i);
} else {
self.crabs[i] = crab;
}
}
// Remove back-to-front so earlier indices stay valid and the stable
// creature order (our fixed resolution order) is preserved.
for &i in banked.iter().rev() {
self.crabs.remove(i);
}
// Sparkling banks spin the roulette only now: events like Monopoly
// drain the crab list, which must not happen mid-iteration.
let queued = std::mem::take(&mut self.event_queue);
for banker in queued {
self.spin_tide_event(banker);
}
}
/// Spec §4.1 resolution on arriving at a tile centre. Returns `true` if
/// the crab banked and must despawn.
///
/// Frozen decision for spec §9 open question 2: a signpost pointing into
/// a wall is *followed*, and wall resolution then applies from the
/// signpost's direction.
///
/// While a molting lure is active (spec §3.2), loose crabs ignore
/// signposts entirely and greedily head for the luring player's castle;
/// wall resolution still applies.
pub(super) fn resolve_arrival(&mut self, crab: &mut Crab, lure_target: Option<u16>) -> bool {
let t = crab.tile as usize;
if let TileKind::Castle(owner) = self.tiles[t] {
self.scores[owner as usize] += crab.kind.value();
self.crabs_banked += 1;
match crab.kind {
// A molt banked during a lure (anyone's) or in the quiet
// spell after one banks for its points and nothing more.
CrabKind::Molting => {
if self.lure.is_none() && self.lure_cooldown == 0 {
self.lure = Some((owner, LURE_TICKS));
}
}
CrabKind::Golden => self.golden_banked += 1,
CrabKind::Sparkling => self.event_queue.push(owner),
CrabKind::Common | CrabKind::Juvenile | CrabKind::Giant => {}
}
return true;
}
if self.turnstile_deflect(crab.tile, &mut crab.dir, crab.handed, Walker::Crab) {
return false;
}
if let Some(dir) = self.lure_step(crab.tile, lure_target) {
crab.dir = dir;
} else if let Some(sp) = self.signposts[t] {
crab.dir = sp.dir;
}
self.resolve_walls(crab);
false
}
/// One fair coin flip of the sim's PRNG stream.
pub(super) fn roll_handedness(&mut self) -> Handedness {
if self.rng.next_u32() & 1 == 0 {
Handedness::Left
} else {
Handedness::Right
}
}
/// The luring player's castle tile, if a lure is active and that player
/// still has a castle. Computed once per tick and threaded through
/// arrivals, so the board scan is not repeated per crab.
pub(super) fn lure_target(&self) -> Option<u16> {
let (owner, _) = self.lure?;
self.tiles
.iter()
.position(|t| *t == TileKind::Castle(owner))
.map(|t| t as u16)
}
/// Greedy step direction from `from` toward the cached lure target.
pub(super) fn lure_step(&self, from: u16, lure_target: Option<u16>) -> Option<Direction> {
let castle = lure_target?;
let (fx, fy) = self.coords(from);
let (cx, cy) = self.coords(castle);
let (dx, dy) = (cx - fx, cy - fy);
if dx == 0 && dy == 0 {
return None;
}
Some(Direction::toward(dx, dy))
}
}