pinch-points 0.6.0

A fast, kid-friendly crab-routing game: route streams of crabs into your sandcastle before the tide comes in
Documentation
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
//! Render-side particles and floating score text: the game's moments made
//! visible. Everything here is cosmetic: spawned from *observed* sim state,
//! driven by frame time, and drawing on its own PRNG so the deterministic
//! sim stream is never touched.

use crate::app::art::Art;
use crate::app::layout::{self, TILE};
use crate::app::palette;
use crate::app::sim_events::SimEvent;
use crate::sim::TileKind;
use bevy::color::Mix;
use bevy::prelude::*;

/// Which claw a crab put down last. A print is offset to one side of the
/// stride and the sides alternate.
#[derive(Clone, Copy, PartialEq, Eq, Debug)]
pub enum Foot {
    Left,
    Right,
}

impl Foot {
    fn other(self) -> Foot {
        match self {
            Foot::Left => Foot::Right,
            Foot::Right => Foot::Left,
        }
    }

    /// How far to the side of the stride the print lands, signed.
    fn side(self) -> f32 {
        match self {
            Foot::Left => 5.0,
            Foot::Right => -5.0,
        }
    }
}

/// Where a crab last left a print, and with which foot.
#[derive(Clone, Copy, Debug)]
pub struct Footfall {
    last: Vec2,
    foot: Foot,
}

/// A cheap LCG for visual variety only. Never seed gameplay from this.
#[derive(Resource)]
pub struct VisualRng(u32);

impl Default for VisualRng {
    fn default() -> Self {
        VisualRng(0x9E37_79B9)
    }
}

impl VisualRng {
    pub(crate) fn next(&mut self) -> u32 {
        self.0 = self.0.wrapping_mul(1_664_525).wrapping_add(1_013_904_223);
        self.0
    }

    /// Uniform-ish float in `lo..hi`.
    pub(crate) fn range(&mut self, lo: f32, hi: f32) -> f32 {
        lo + (self.next() >> 8) as f32 / 16_777_216.0 * (hi - lo)
    }
}

/// How hard the camera is being shaken, 0 (still) to 1 (a raid).
///
/// A single pool rather than a queue of shakes: two events landing together
/// should not add up to a camera that leaves the window, and the square in
/// [`Trauma::offset`] is what makes a small knock read as a tap and a big
/// one as a blow. Written by the moment systems, read once a frame by
/// `boot::shake_camera` after the fit has placed the camera.
#[derive(Resource, Default)]
pub struct Trauma(f32);

impl Trauma {
    /// Ceiling on the pool: past this the shake stops growing, so a pile-up
    /// of raids in one frame is loud, not unwatchable.
    const MAX: f32 = 1.0;
    /// How much of the pool drains per second.
    const DECAY: f32 = 1.9;
    /// The worst displacement, in screen pixels, at full trauma.
    const THROW: f32 = 7.0;

    /// A knock. Clamped, so the pool cannot be filled past [`Trauma::MAX`].
    pub fn add(&mut self, amount: f32) {
        self.0 = (self.0 + amount).min(Self::MAX);
    }

    /// Drain the pool and answer where the camera should sit this frame,
    /// in screen pixels off its resting place.
    ///
    /// Two incommensurate sines per axis rather than a fresh random offset
    /// each frame: random jitter strobes at high frame rates and reads as a
    /// broken sprite, where this reads as a camera being shoved.
    pub fn offset(&mut self, dt: f32, elapsed: f32) -> Vec2 {
        self.0 = (self.0 - dt * Self::DECAY).max(0.0);
        if self.0 <= 0.0 {
            return Vec2::ZERO;
        }
        let throw = Self::THROW * self.0 * self.0;
        Vec2::new(
            (elapsed * 37.0).sin() * (elapsed * 17.0).cos(),
            (elapsed * 29.0).sin() * (elapsed * 23.0).cos(),
        ) * throw
    }
}

/// A short-lived drifting sprite (or floating text, when spawned with one).
#[derive(Component)]
pub struct Particle {
    velocity: Vec2,
    /// Pixels per second squared. What makes a kicked grain of sand fall
    /// back to the beach instead of sailing off the board.
    gravity: Vec2,
    /// Fraction of speed shed per second; 0.0 coasts for ever.
    drag: f32,
    /// Radians per second.
    spin: f32,
    /// Scale multiplier per second (1.0 = constant size).
    grow: f32,
    /// A colour to drift to over life, and the one drifted from. `None`
    /// keeps the spawn colour and moves only its alpha.
    ramp: Option<(Color, Color)>,
    /// Fraction of life spent fading in. Nothing should arrive at full
    /// strength on the frame it is born: at 60 fps that is a pop.
    fade_in: f32,
    /// The alpha this was spawned at, read out of the sprite on the first
    /// frame and kept.
    ///
    /// It is the ceiling: a piece asked for at 60% never draws stronger
    /// than 60%, so a caller that wants full strength asks for 1.0. See
    /// [`Particle::shade`] for why it is read once and kept.
    peak: Option<f32>,
    age: f32,
    life: f32,
}

impl Default for Particle {
    fn default() -> Self {
        Particle {
            velocity: Vec2::ZERO,
            gravity: Vec2::ZERO,
            drag: 0.0,
            spin: 0.0,
            grow: 0.0,
            ramp: None,
            fade_in: 0.09,
            peak: None,
            age: 0.0,
            life: 0.5,
        }
    }
}

impl Particle {
    /// Strength at the current age: up over the fade-in, then down to
    /// nothing at the end of life. With `fade_in` at zero this is the
    /// straight `1 - age/life` ramp it has always been.
    fn strength(&self) -> f32 {
        let rise = self.fade_in * self.life;
        if self.age < rise {
            self.age / rise.max(f32::EPSILON)
        } else {
            1.0 - (self.age - rise) / (self.life - rise).max(f32::EPSILON)
        }
    }

    /// How far through life, 0..1: where a colour ramp is read.
    fn progress(&self) -> f32 {
        (self.age / self.life.max(f32::EPSILON)).clamp(0.0, 1.0)
    }

    /// The colour to write this frame, given whatever the sprite is
    /// holding.
    ///
    /// The peak is taken out of the sprite exactly once and kept, which is
    /// the whole point of this existing. The alpha written back is already
    /// a fraction of the peak, so reading it out again next frame is a
    /// fraction of a fraction: the fade compounds, and every particle goes
    /// out several times faster than its life says, while each frame on
    /// its own looks right.
    fn shade(&mut self, current: Color) -> Color {
        let peak = *self.peak.get_or_insert(current.alpha());
        let progress = self.progress();
        let base = self
            .ramp
            .map_or(current, |(from, to)| from.mix(&to, progress));
        base.with_alpha(peak * self.strength())
    }
}

/// Sand as it leaves the ground, and as it looks by the time it lands.
/// A grain thrown up off dry sand comes down on damp, and a burst that
/// held one colour all the way through read as a puff of smoke.
const SAND_DRY: Color = Color::srgba(0.9, 0.82, 0.62, 0.75);
const SAND_DAMP: Color = Color::srgba(0.62, 0.55, 0.40, 0.75);

/// A gull's feather, and the grey of the wing it came out of.
const FEATHER_LIT: Color = Color::srgba(1.0, 1.0, 1.0, 0.95);
const FEATHER_GREY: Color = Color::srgba(0.72, 0.76, 0.82, 0.95);

/// A scatter of pieces thrown out of one point: what a bank, a raid, a
/// spawn and a gull's meal all look like, differing only in these.
///
/// A struct rather than eight positional arguments, six of them floats.
pub struct Burst {
    pub image: Handle<Image>,
    pub pos: Vec2,
    pub color: Color,
    pub count: usize,
    pub size: f32,
    /// Pixels per second, scattered outward; each piece draws between 40%
    /// and 100% of it.
    pub speed: f32,
    /// Downward pull. Sand and feathers fall back; spray and foam do not.
    pub gravity: f32,
}

/// Throw a [`Burst`] of pieces.
pub fn burst(commands: &mut Commands, rng: &mut VisualRng, spec: &Burst) {
    for _ in 0..spec.count {
        let angle = rng.range(0.0, std::f32::consts::TAU);
        let velocity = Vec2::from_angle(angle) * rng.range(spec.speed * 0.4, spec.speed);
        commands.spawn((
            Particle {
                velocity,
                gravity: Vec2::new(0.0, -spec.gravity),
                drag: 1.1,
                spin: rng.range(-4.0, 4.0),
                grow: rng.range(0.2, 0.7),
                life: rng.range(0.35, 0.6),
                ..default()
            },
            Sprite {
                image: spec.image.clone(),
                color: spec.color,
                custom_size: Some(Vec2::splat(spec.size * rng.range(0.7, 1.3))),
                ..default()
            },
            Transform::from_translation(spec.pos.extend(layout::z::PARTICLE)),
        ));
    }
}

/// What a gull leaves of a crab: feathers, lit as they fly and the grey of
/// the wing they came out of by the time they land.
///
/// The one place a burst's pieces change colour on the way, and what
/// [`Particle::ramp`] is for.
fn feathers(commands: &mut Commands, rng: &mut VisualRng, art: &Art, pos: Vec2) {
    for _ in 0..5 {
        let angle = rng.range(0.0, std::f32::consts::TAU);
        commands.spawn((
            Particle {
                velocity: Vec2::from_angle(angle) * rng.range(18.0, 46.0),
                gravity: Vec2::new(0.0, -90.0),
                drag: 1.6,
                spin: rng.range(-5.0, 5.0),
                ramp: Some((FEATHER_LIT, FEATHER_GREY)),
                life: rng.range(0.45, 0.8),
                ..default()
            },
            Sprite {
                image: art.feather.clone(),
                color: FEATHER_LIT,
                custom_size: Some(Vec2::splat(rng.range(11.0, 18.0))),
                ..default()
            },
            Transform::from_translation(pos.extend(layout::z::PARTICLE)),
        ));
    }
}

/// A gull a castle turned away, beating off the beach the way it faces
/// from the keep: a pale knock on the wall, and the bird climbing out,
/// swelling as it rises toward the camera and fading as it goes.
///
/// `calm` keeps the bird and drops the flight. It still fades where it
/// stood, which is the news: vanishing on the spot is what a raid does.
fn shooed(commands: &mut Commands, art: &Art, pos: Vec2, castle: Vec2, calm: bool) {
    let away = (pos - castle).try_normalize().unwrap_or(Vec2::Y);
    // Up the screen as well as out, so a bird leaving downward still
    // reads as taking off rather than as walking on.
    let heading = (away + Vec2::Y * 0.6).normalize();
    if !calm {
        ring(
            commands,
            art,
            castle,
            Color::srgba(0.95, 0.97, 1.0, 0.55),
            TILE * 0.55,
            2.0,
            0.3,
        );
    }
    commands.spawn((
        Particle {
            velocity: if calm { Vec2::ZERO } else { heading * 150.0 },
            grow: if calm { 0.0 } else { 0.6 },
            fade_in: 0.0,
            life: 0.75,
            ..default()
        },
        Sprite {
            image: art.gull_fly.clone(),
            custom_size: Some(Vec2::splat(TILE * 0.78)),
            ..default()
        },
        Transform::from_translation(pos.extend(layout::z::PARTICLE))
            .with_rotation(Quat::from_rotation_z(heading.to_angle())),
    ));
}

/// A shockwave out of one tile: a bright circle swelling and thinning.
///
/// The shape every "something happened *here*" gets, so a tier-up, a post
/// going in and a gull touching down read as one kind of news at different
/// volumes.
pub fn ring(
    commands: &mut Commands,
    art: &Art,
    pos: Vec2,
    color: Color,
    size: f32,
    grow: f32,
    life: f32,
) {
    commands.spawn((
        Particle {
            grow,
            life,
            fade_in: 0.0,
            ..default()
        },
        Sprite {
            image: art.ring.clone(),
            color,
            custom_size: Some(Vec2::splat(size)),
            ..default()
        },
        Transform::from_translation(pos.extend(layout::z::PARTICLE)),
    ));
}

/// A single glint star that twinkles out in place.
pub fn glint(commands: &mut Commands, rng: &mut VisualRng, art: &Art, pos: Vec2, color: Color) {
    let offset = Vec2::new(rng.range(-14.0, 14.0), rng.range(-14.0, 14.0));
    commands.spawn((
        Particle {
            velocity: Vec2::new(0.0, rng.range(4.0, 10.0)),
            spin: rng.range(1.0, 3.0),
            grow: -0.8,
            life: rng.range(0.4, 0.7),
            ..default()
        },
        Sprite {
            image: art.star.clone(),
            color,
            custom_size: Some(Vec2::splat(rng.range(8.0, 15.0))),
            ..default()
        },
        Transform::from_translation((pos + offset).extend(layout::z::PARTICLE)),
    ));
}

/// Two sparks shed behind something worth following.
///
/// `back` points away from where it is going, so the ribbon lies along the
/// path it came by rather than scattering round it: at a glance the trail
/// is a heading, not a halo.
pub fn spark_trail(commands: &mut Commands, rng: &mut VisualRng, art: &Art, pos: Vec2, back: Vec2) {
    for _ in 0..2 {
        let spread = back.perp() * rng.range(-7.0, 7.0);
        commands.spawn((
            Particle {
                velocity: back * rng.range(10.0, 26.0),
                drag: 2.4,
                spin: rng.range(-5.0, 5.0),
                grow: -0.9,
                life: rng.range(0.35, 0.6),
                ..default()
            },
            Sprite {
                image: art.star.clone(),
                color: Color::srgba(1.0, 0.92, 0.45, 0.9),
                custom_size: Some(Vec2::splat(rng.range(6.0, 11.0))),
                ..default()
            },
            Transform::from_translation((pos + spread).extend(layout::z::PARTICLE)),
        ));
    }
}

/// Floating score text ("+3", "-12") rising from a board position.
pub fn score_pip(commands: &mut Commands, text: String, pos: Vec2, color: Color) {
    commands.spawn((
        Particle {
            velocity: Vec2::new(0.0, 46.0),
            // Thrown up and slowing: the number arrives, hangs, and is
            // gone, rather than sliding at one speed off the top.
            gravity: Vec2::new(0.0, -34.0),
            life: 1.2,
            fade_in: 0.0,
            ..default()
        },
        Text2d::new(text),
        TextFont {
            font_size: FontSize::Px(22.0),
            ..default()
        },
        TextColor(color),
        Transform::from_translation(pos.extend(layout::z::PIP)),
    ));
}

/// Confetti for the winner: tinted stars raining over the board.
pub fn confetti(commands: &mut Commands, rng: &mut VisualRng, art: &Art, color: Color) {
    for _ in 0..46 {
        let x = rng.range(-6.5 * TILE, 6.5 * TILE);
        let y = rng.range(3.0 * TILE, 6.5 * TILE);
        commands.spawn((
            Particle {
                velocity: Vec2::new(rng.range(-18.0, 18.0), rng.range(-90.0, -40.0)),
                // Falling under its own weight against a little air, so
                // the pieces spread as they come down rather than dropping
                // on parallel rails.
                gravity: Vec2::new(0.0, -55.0),
                drag: 0.55,
                spin: rng.range(-6.0, 6.0),
                life: rng.range(1.6, 3.0),
                ..default()
            },
            Sprite {
                image: art.star.clone(),
                color: color.lighter(rng.range(0.0, 0.2)),
                custom_size: Some(Vec2::splat(rng.range(8.0, 16.0))),
                ..default()
            },
            Transform::from_translation(Vec3::new(x, y, layout::z::CONFETTI)),
        ));
    }
}

/// A crab on its last quarter-second: the sim has stopped counting it, and
/// the render layer walks it the rest of the way into the keep.
///
/// The bank is the game's most-repeated reward, so the crab is seen to
/// arrive rather than disappearing under a puff.
#[derive(Component)]
pub struct Hop {
    from: Vec2,
    to: Vec2,
    age: f32,
}

/// How long a crab is in the air on its way into the keep. Short: the
/// score has already moved, and a slow hop would read as lag.
const HOP: f32 = 0.19;

/// Send a banked crab home over the wall.
pub fn bank_hop(
    commands: &mut Commands,
    art: &Art,
    id: u32,
    from: Vec2,
    to: Vec2,
    kind: crate::sim::CrabKind,
) {
    let size = crate::app::creatures::body_size(kind);
    commands.spawn((
        Hop { from, to, age: 0.0 },
        Sprite {
            image: art.crab.clone(),
            color: crate::app::creatures::shell_color(kind, crate::app::creatures::shade_of(id)),
            custom_size: Some(size * 1.25),
            ..default()
        },
        Transform::from_translation(from.extend(layout::z::CREATURE + 0.1)),
    ));
}

/// Where a banking crab is, and how big it looks, `progress` of the way
/// from the tile it vanished on to the keep it vanished into.
///
/// The two ends are the whole of it: a crab that starts anywhere but where
/// it was last drawn jumps on its first frame, and one that finishes
/// anywhere but at the gate is last seen standing on the wall.
fn arc(from: Vec2, to: Vec2, progress: f32) -> (Vec2, f32) {
    // Eased both ends, so it sets off and arrives rather than being
    // dragged across.
    let eased = progress * progress * (3.0 - 2.0 * progress);
    // Over the wall: zero lift at both ends, so the path meets the sand at
    // one end and the gate at the other.
    let lift = (progress * std::f32::consts::PI).sin() * 12.0;
    // Shrinking into the gate: the keep is a hole in the picture as far as
    // the crab is concerned.
    (
        from.lerp(to, eased) + Vec2::new(0.0, lift),
        1.0 - 0.7 * eased,
    )
}

/// Carry the hopping crabs over the wall and puff them out of sight.
pub fn advance_hops(
    time: Res<Time>,
    mut commands: Commands,
    art: Res<Art>,
    mut rng: ResMut<VisualRng>,
    mut hops: Query<(Entity, &mut Hop, &mut Transform)>,
) {
    let dt = time.delta_secs();
    for (entity, mut hop, mut transform) in &mut hops {
        hop.age += dt;
        let progress = (hop.age / HOP).clamp(0.0, 1.0);
        if progress >= 1.0 {
            commands.entity(entity).despawn();
            // The sand it kicks up going over the wall, landing where it
            // landed rather than where it left.
            burst(
                &mut commands,
                &mut rng,
                &Burst {
                    image: art.puff.clone(),
                    pos: hop.to,
                    color: Color::srgba(0.95, 0.88, 0.7, 1.0),
                    count: 4,
                    size: 14.0,
                    speed: 40.0,
                    gravity: 40.0,
                },
            );
            continue;
        }
        let (at, scale) = arc(hop.from, hop.to, progress);
        transform.translation.x = at.x;
        transform.translation.y = at.y;
        transform.scale = Vec3::splat(scale);
    }
}

/// Walking crabs scuff the sand: tiny alternating footprints that linger
/// and fade, plus the occasional kicked-up grain. Footfalls are paced by
/// distance walked, tracked per crab id. Pure decoration, sim untouched.
pub fn crab_trails(
    mut commands: Commands,
    sim: Res<crate::app::Sim>,
    art: Res<Art>,
    settings: Res<crate::app::settings::GameSettings>,
    mut rng: ResMut<VisualRng>,
    mut footfalls: Local<bevy::platform::collections::HashMap<u32, Footfall>>,
    mut seen: Local<bevy::platform::collections::HashSet<u32>>,
) {
    if settings.reduced_motion {
        return;
    }
    const STRIDE: f32 = 20.0;
    let board = &sim.0;
    seen.clear();
    for crab in board.crabs() {
        seen.insert(crab.id);
        let pos = layout::creature_pos(board, crab.tile, crab.dir, crab.progress);
        // A crab seen for the first time lands on a zero-length step
        // below, which the stride check skips.
        let fall = footfalls.entry(crab.id).or_insert(Footfall {
            last: pos,
            foot: Foot::Right,
        });
        let step = pos - fall.last;
        if step.length() < STRIDE {
            continue;
        }
        let side = step.normalize_or_zero().perp() * fall.foot.side();
        fall.last = pos;
        fall.foot = fall.foot.other();
        let (x, y) = board.coords_u8(crab.tile);
        if board.tile_at(x, y) != TileKind::Empty {
            continue; // prints only show on dry sand
        }
        commands.spawn((
            Particle {
                life: rng.range(1.4, 2.2),
                // A print is pressed into the sand, not dropped on it: it
                // arrives over a moment as the weight goes on.
                fade_in: 0.05,
                ..default()
            },
            Sprite::from_color(
                // Near-opaque, not the 0.38 this was written with. The
                // spawn alpha used to be discarded, so a print rendered at
                // full strength whatever it asked for; now that the alpha
                // is honoured (see `Particle::shade`) asking for 0.38
                // would quietly dim every print in the game against the
                // beach it shipped with.
                Color::srgba(0.45, 0.36, 0.24, 0.9),
                Vec2::splat(rng.range(3.0, 4.2)),
            ),
            Transform::from_translation((pos + side).extend(layout::z::WET + 0.05)),
        ));
        // Now and then a grain of sand kicks up behind the crab.
        if rng.range(0.0, 1.0) < 0.3 {
            commands.spawn((
                Particle {
                    velocity: -step.normalize_or_zero() * rng.range(12.0, 26.0),
                    gravity: Vec2::new(0.0, -60.0),
                    spin: rng.range(-3.0, 3.0),
                    grow: 0.5,
                    ramp: Some((SAND_DRY, SAND_DAMP)),
                    life: rng.range(0.25, 0.4),
                    ..default()
                },
                Sprite {
                    image: art.puff.clone(),
                    color: SAND_DRY,
                    custom_size: Some(Vec2::splat(rng.range(5.0, 8.0))),
                    ..default()
                },
                Transform::from_translation(pos.extend(layout::z::PARTICLE)),
            ));
        }
    }
    // A set, not a list. This sweeps one entry per crab and asks after
    // each, so a linear scan makes it quadratic on the busiest boards -
    // and a busy six-seat beach carries well over a hundred crabs, every
    // frame, purely to take out the ones that have gone.
    footfalls.retain(|id, _| seen.contains(id));
}

/// Advance and expire particles: drift, fall, spin, grow, fade out.
#[allow(clippy::type_complexity)]
pub fn update_particles(
    time: Res<Time>,
    mut commands: Commands,
    mut particles: Query<(
        Entity,
        &mut Particle,
        &mut Transform,
        Option<&mut Sprite>,
        Option<&mut TextColor>,
    )>,
) {
    let dt = time.delta_secs();
    for (entity, mut particle, mut transform, sprite, text_color) in &mut particles {
        particle.age += dt;
        if particle.age >= particle.life {
            commands.entity(entity).despawn();
            continue;
        }
        // Read out first: `Mut` cannot hand out a shared and a unique
        // borrow of the same particle in one expression.
        let (gravity, drag) = (particle.gravity, particle.drag);
        particle.velocity += gravity * dt;
        if drag > 0.0 {
            particle.velocity *= (1.0 - drag * dt).clamp(0.0, 1.0);
        }
        transform.translation.x += particle.velocity.x * dt;
        transform.translation.y += particle.velocity.y * dt;
        transform.rotation *= Quat::from_rotation_z(particle.spin * dt);
        let scale = (1.0 + particle.grow * particle.age).max(0.05);
        transform.scale = Vec3::splat(scale);
        if let Some(mut sprite) = sprite {
            // The colour spawned with is the peak, alpha included: a piece
            // asked for at 60% never draws stronger than 60%.
            sprite.color = particle.shade(sprite.color);
        }
        if let Some(mut color) = text_color {
            // Through the same ceiling the sprites go through. It read the
            // alpha straight off the strength before, so a number asked
            // for at 60% arrived at full: the rule [`Particle::peak`]
            // states is a rule about particles, and a floating score is
            // one. No caller asks for less than full today, which is the
            // only reason nobody has seen it.
            color.0 = particle.shade(color.0);
        }
    }
}

/// Turn sim events into their on-board moments: pips, puffs, flashes, and
/// the shove the camera takes for the loud ones.
#[allow(clippy::too_many_arguments)]
pub fn moment_effects(
    mut commands: Commands,
    mut events: MessageReader<SimEvent>,
    art: Res<Art>,
    cursors: Query<&crate::app::cursor::Cursor>,
    settings: Res<crate::app::settings::GameSettings>,
    mut rng: ResMut<VisualRng>,
    mut trauma: ResMut<Trauma>,
) {
    // Reduced motion keeps the news and drops the fireworks: the score pip
    // for a raid still floats up (it is the only place that number appears),
    // but the puffs, the scatter, the shake and the full-tile white flash
    // do not. A gull turned away at a puzzle's castle still fades where it
    // stood, or it vanished into the keep, which is what a raid looks like.
    let calm = settings.reduced_motion;
    for event in events.read() {
        if calm
            && !matches!(
                event,
                SimEvent::CastleRaided { .. } | SimEvent::GullShooed { .. }
            )
        {
            continue;
        }
        match event {
            // Walked home over the wall, and the puff waits for the
            // landing; a crab that vanished at the threshold was the one
            // moment the game repeated most and showed least.
            SimEvent::CrabBanked {
                id,
                pos,
                keep,
                kind,
                ..
            } => bank_hop(&mut commands, &art, *id, *pos, *keep, *kind),
            // A gull got one: sand, and the feathers that say what kind of
            // ending this was.
            SimEvent::CrabEaten { pos } => {
                burst(
                    &mut commands,
                    &mut rng,
                    &Burst {
                        image: art.puff.clone(),
                        pos: *pos,
                        color: Color::srgba(0.85, 0.92, 0.98, 1.0),
                        count: 5,
                        size: 12.0,
                        speed: 55.0,
                        gravity: 0.0,
                    },
                );
                feathers(&mut commands, &mut rng, &art, *pos);
                trauma.add(0.10);
            }
            // The ghost of the signpost that just got traded away, still
            // pointing where it pointed, swelling as it fades. Under the
            // versus cap a fourth placement takes your oldest, and it used
            // to vanish in silence somewhere else on the beach: the player
            // sees the arrow they lost, and where they lost it.
            SimEvent::SignpostEvicted { owner, pos, dir } => {
                commands.spawn((
                    Particle {
                        grow: 1.1,
                        life: 0.5,
                        fade_in: 0.0,
                        ..default()
                    },
                    Sprite {
                        image: art.arrow.clone(),
                        color: palette::player_color(*owner).lighter(0.12),
                        custom_size: Some(Vec2::splat(TILE * 0.88)),
                        ..default()
                    },
                    Transform::from_translation(pos.extend(layout::z::PARTICLE))
                        .with_rotation(layout::dir_rotation(*dir)),
                ));
            }
            SimEvent::CrabSpawned { pos } => burst(
                &mut commands,
                &mut rng,
                &Burst {
                    image: art.puff.clone(),
                    pos: *pos,
                    color: Color::srgba(0.9, 0.8, 0.6, 1.0),
                    count: 3,
                    size: 12.0,
                    speed: 35.0,
                    gravity: 50.0,
                },
            ),
            SimEvent::CastleRaided { pos, lost, .. } => {
                if calm {
                    score_pip(
                        &mut commands,
                        format!("-{lost}"),
                        *pos + Vec2::new(0.0, 10.0),
                        Color::srgb(0.96, 0.3, 0.25),
                    );
                    continue;
                }
                commands.spawn((
                    Particle {
                        grow: 1.6,
                        life: 0.3,
                        fade_in: 0.0,
                        ..default()
                    },
                    Sprite {
                        image: art.puff.clone(),
                        color: Color::srgba(1.0, 1.0, 1.0, 1.0),
                        custom_size: Some(Vec2::splat(TILE * 1.1)),
                        ..default()
                    },
                    Transform::from_translation(pos.extend(layout::z::FLASH)),
                ));
                burst(
                    &mut commands,
                    &mut rng,
                    &Burst {
                        image: art.puff.clone(),
                        pos: *pos,
                        color: Color::srgba(0.9, 0.8, 0.6, 1.0),
                        count: 8,
                        size: 16.0,
                        speed: 70.0,
                        gravity: 60.0,
                    },
                );
                ring(
                    &mut commands,
                    &art,
                    *pos,
                    Color::srgba(1.0, 0.5, 0.4, 0.85),
                    TILE * 0.7,
                    3.4,
                    0.45,
                );
                score_pip(
                    &mut commands,
                    format!("-{lost}"),
                    *pos + Vec2::new(0.0, 10.0),
                    Color::srgb(0.96, 0.3, 0.25),
                );
                // The loudest thing that happens to a player who is not
                // looking at their own castle.
                trauma.add(0.55);
            }
            SimEvent::GullLanded { pos } => {
                burst(
                    &mut commands,
                    &mut rng,
                    &Burst {
                        image: art.puff.clone(),
                        pos: *pos,
                        color: Color::srgba(0.92, 0.85, 0.68, 1.0),
                        count: 4,
                        size: 13.0,
                        speed: 45.0,
                        gravity: 70.0,
                    },
                );
                ring(
                    &mut commands,
                    &art,
                    *pos,
                    Color::srgba(0.95, 0.92, 0.85, 0.5),
                    TILE * 0.5,
                    2.2,
                    0.35,
                );
                trauma.add(0.14);
            }
            // Turned away at a puzzle's castle. The bird has to be seen
            // leaving, or it went *in*, and in versus that is a raid.
            SimEvent::GullShooed { pos, castle } => {
                shooed(&mut commands, &art, *pos, *castle, calm);
            }
            // A post going in gets a ring under it; the pop of the post
            // itself belongs to the sprite, which `board_render` owns.
            //
            // Only your own, for the reason the knock is only your own: on
            // a six-seat beach five bots place and lose a post every few
            // seconds each, and a ring for every one of them is a stream
            // of particles over tiles nobody is watching. The picture and
            // the sound have to agree about whose beach this is.
            SimEvent::SignpostPlaced { owner, pos }
                if crate::app::cursor::seated_here(&cursors, *owner) =>
            {
                ring(
                    &mut commands,
                    &art,
                    *pos,
                    Color::srgba(1.0, 0.98, 0.9, 0.5),
                    TILE * 0.45,
                    1.9,
                    0.3,
                );
            }
            SimEvent::SignpostRemoved { owner, pos }
                if crate::app::cursor::seated_here(&cursors, *owner) =>
            {
                burst(
                    &mut commands,
                    &mut rng,
                    &Burst {
                        image: art.puff.clone(),
                        pos: *pos,
                        color: Color::srgba(0.92, 0.86, 0.72, 1.0),
                        count: 3,
                        size: 11.0,
                        speed: 30.0,
                        gravity: 50.0,
                    },
                );
            }
            // Somebody else's post: the board already shows it appearing
            // and going, which is all a rival's arrow owes anybody.
            SimEvent::SignpostPlaced { .. } | SimEvent::SignpostRemoved { .. } => {}
            // The final scramble arrives with the sea behind it.
            SimEvent::SurgeStarted => trauma.add(0.7),
            SimEvent::GullArrived
            | SimEvent::GullTookOff
            | SimEvent::TierUp { .. }
            | SimEvent::TideEventFired { .. }
            | SimEvent::RoundEnded => {}
        }
    }
}

#[cfg(test)]
mod tests {
    use super::*;

    /// `range` feeds particle lifetimes, sizes and spins straight into
    /// sprite maths, and a draw that lands on or past `hi` (a 24-bit
    /// mantissa scaled a hair too far) is a zero-length life or a
    /// negative size nobody will trace back here. Ten thousand draws stay
    /// in the half-open interval, for a plain range and a negative one.
    #[test]
    fn a_visual_draw_never_leaves_the_half_open_range() {
        let mut rng = VisualRng::default();
        for (lo, hi) in [(0.35f32, 0.6f32), (-4.0, 4.0), (0.0, std::f32::consts::TAU)] {
            let (mut min, mut max) = (f32::MAX, f32::MIN);
            for _ in 0..10_000 {
                let draw = rng.range(lo, hi);
                assert!((lo..hi).contains(&draw), "{draw} is outside {lo}..{hi}");
                min = min.min(draw);
                max = max.max(draw);
            }
            // And it actually spreads across the range rather than sitting
            // on one end of it.
            assert!(
                min < lo + (hi - lo) * 0.05,
                "min {min} never came near {lo}"
            );
            assert!(
                max > hi - (hi - lo) * 0.05,
                "max {max} never came near {hi}"
            );
        }
    }

    /// A particle's strength has to start at nothing, reach exactly full
    /// at the top of the fade-in, and reach exactly nothing at the end of
    /// life. The ends are what a reader sees: a particle that starts at
    /// half strength pops, and one that ends at half strength blinks out.
    #[test]
    fn a_particle_fades_in_and_out_of_its_whole_life() {
        let at = |age: f32, fade_in: f32| {
            Particle {
                age,
                life: 1.0,
                fade_in,
                ..Default::default()
            }
            .strength()
        };
        assert_eq!(at(0.0, 0.2), 0.0, "born at nothing");
        assert!((at(0.2, 0.2) - 1.0).abs() < 1e-6, "full at the top");
        assert!((at(0.6, 0.2) - 0.5).abs() < 1e-6, "half way down");
        assert!(at(1.0, 0.2).abs() < 1e-6, "gone at the end");
        // With no fade-in it is the plain ramp it has always been.
        assert!((at(0.0, 0.0) - 1.0).abs() < 1e-6);
        assert!((at(0.25, 0.0) - 0.75).abs() < 1e-6);
    }

    /// The fade must be a fraction of the colour a particle was *spawned*
    /// with, never of the colour it is currently wearing. Shading twice at
    /// one age has to land twice in the same place; when it did not, the
    /// alpha compounded every frame and crabs left no prints at all.
    #[test]
    fn shading_a_particle_twice_lands_in_the_same_place() {
        let mut particle = Particle {
            life: 1.0,
            fade_in: 0.0,
            age: 0.25,
            ..Default::default()
        };
        let spawn = Color::srgba(1.0, 0.9, 0.7, 0.8);
        let once = particle.shade(spawn);
        assert!(
            (once.alpha() - 0.6).abs() < 1e-6,
            "a peak of 0.8 at three-quarter strength: {}",
            once.alpha()
        );
        let twice = particle.shade(once);
        assert!(
            (twice.alpha() - once.alpha()).abs() < 1e-6,
            "the peak is the spawn alpha for ever, not what was written last: {} then {}",
            once.alpha(),
            twice.alpha()
        );
    }

    /// Floating text goes through the same ceiling the sprites do: taken
    /// straight off the strength, a number asked for at 60% arrives at
    /// full.
    #[test]
    fn floating_text_is_held_to_the_alpha_it_asked_for() {
        let mut particle = Particle {
            life: 1.0,
            fade_in: 0.0,
            ..default()
        };
        let asked = Color::srgba(1.0, 1.0, 1.0, 0.6);
        // Freshly born, at the top of its arc, and it is still only 60%.
        let opening = particle.shade(asked);
        assert!(
            (opening.alpha() - 0.6).abs() < 1e-5,
            "arrived at {} rather than the 0.6 it asked for",
            opening.alpha()
        );
        // And it fades from there rather than to there.
        particle.age = 0.5;
        let midway = particle.shade(opening);
        assert!((midway.alpha() - 0.3).abs() < 1e-5, "{}", midway.alpha());
        particle.age = 1.0;
        assert!(particle.shade(midway).alpha() < 1e-5, "gone by the end");
    }

    /// A ramped particle takes its colour from the ramp and its strength
    /// from the peak, so a feather thrown white and landing grey still
    /// fades out rather than holding at the grey.
    #[test]
    fn a_ramp_moves_the_colour_without_touching_the_fade() {
        let mut particle = Particle {
            life: 1.0,
            fade_in: 0.0,
            age: 1.0,
            ramp: Some((FEATHER_LIT, FEATHER_GREY)),
            ..Default::default()
        };
        let end = particle.shade(FEATHER_LIT);
        let grey = FEATHER_GREY.to_srgba();
        assert!(
            (end.to_srgba().blue - grey.blue).abs() < 1e-3,
            "arrived grey"
        );
        assert!(end.alpha() < 1e-6, "and gone at the end of life");
    }

    /// A kicked grain of sand has to come back down: gravity is what
    /// separates a puff of sand from a puff of smoke.
    #[test]
    fn gravity_brings_a_particle_back_down() {
        let mut particle = Particle {
            velocity: Vec2::new(0.0, 40.0),
            gravity: Vec2::new(0.0, -90.0),
            life: 2.0,
            ..Default::default()
        };
        let mut height = 0.0;
        let mut peak: f32 = 0.0;
        for _ in 0..60 {
            particle.velocity += particle.gravity * (1.0 / 60.0);
            height += particle.velocity.y * (1.0 / 60.0);
            peak = peak.max(height);
        }
        assert!(peak > 0.0, "it went up first: {peak}");
        assert!(height < peak, "and came back down: {height} under {peak}");
    }

    /// Drag slows a piece without ever turning it round. A frame long
    /// enough to drive the multiplier negative would send sand flying back
    /// into the crab that kicked it, which is why the clamp is there.
    #[test]
    fn drag_slows_a_particle_without_reversing_it() {
        for drag in [0.5f32, 1.1, 2.4, 40.0] {
            for dt in [1.0f32 / 240.0, 1.0 / 60.0, 0.5, 2.0] {
                let mut velocity = Vec2::new(30.0, -12.0);
                let before = velocity;
                velocity *= (1.0 - drag * dt).clamp(0.0, 1.0);
                assert!(
                    velocity.length() <= before.length() + 1e-6,
                    "drag {drag} at dt {dt} sped it up"
                );
                assert!(
                    velocity.x >= 0.0 && velocity.y <= 0.0,
                    "drag {drag} at dt {dt} turned it round: {velocity:?}"
                );
            }
        }
    }

    /// A print is put down with alternating claws, and the sides have to
    /// be opposite: both on one side and a crab walks a single rut instead
    /// of leaving a trail.
    #[test]
    fn the_claws_alternate_and_fall_on_opposite_sides() {
        assert_eq!(Foot::Left.other(), Foot::Right);
        assert_eq!(Foot::Right.other(), Foot::Left);
        assert_eq!(
            Foot::Left.other().other(),
            Foot::Left,
            "two steps is a cycle"
        );
        assert!(
            Foot::Left.side() * Foot::Right.side() < 0.0,
            "the two claws fall on the same side of the stride"
        );
    }

    /// A banking crab has to leave from exactly where it was last drawn
    /// and arrive at exactly the gate, and be off the ground in between,
    /// which is the only thing saying it went *over* rather than
    /// *through*.
    #[test]
    fn a_bank_starts_on_the_sand_and_finishes_in_the_gate() {
        let (from, to) = (Vec2::new(-120.0, 30.0), Vec2::new(64.0, 64.0));
        let (start, start_scale) = arc(from, to, 0.0);
        assert_eq!(start, from);
        assert!((start_scale - 1.0).abs() < 1e-6, "full size on the sand");
        let (end, end_scale) = arc(from, to, 1.0);
        assert!(end.distance(to) < 1e-3, "{end:?} vs {to:?}");
        assert!(end_scale < 0.35, "and all but gone: {end_scale}");
        let (middle, _) = arc(from, to, 0.5);
        assert!(
            middle.y > from.lerp(to, 0.5).y,
            "off the ground in between: {middle:?}"
        );
    }

    /// A banking crab travels straight to the gate, never bowing sideways
    /// off it: a path that bowed would carry the crab over a wall on a
    /// corner-to-corner bank, through terrain it never touched.
    #[test]
    fn a_bank_travels_in_a_straight_line() {
        let (from, to) = (Vec2::new(0.0, 0.0), Vec2::new(400.0, 200.0));
        for step in 0..=10 {
            let (at, _) = arc(from, to, step as f32 / 10.0);
            // Every point is on the segment once the lift is taken back
            // off: y is exactly half of x, which is what the two ends say.
            let lift = (step as f32 / 10.0 * std::f32::consts::PI).sin() * 12.0;
            assert!(
                (at.y - lift - at.x * 0.5).abs() < 1e-3,
                "bowed off the line at {step}: {at:?}"
            );
        }
    }

    /// Trauma is a pool, not a queue: four raids in one frame must not
    /// throw the camera four times as far, and it has to drain to exactly
    /// zero rather than to a fraction that shakes for ever.
    #[test]
    fn trauma_is_capped_and_drains_away() {
        let mut trauma = Trauma::default();
        for _ in 0..8 {
            trauma.add(0.55);
        }
        assert_eq!(trauma.0, Trauma::MAX, "the pool has a ceiling");
        let thrown = trauma.offset(0.016, 0.4);
        assert!(thrown.length() > 0.0, "a full pool moves the camera");
        assert!(
            thrown.length() <= Trauma::THROW * std::f32::consts::SQRT_2,
            "and never further than the throw allows: {thrown:?}"
        );
        for _ in 0..200 {
            trauma.offset(0.016, 0.4);
        }
        assert_eq!(trauma.0, 0.0, "and it comes to rest");
        assert_eq!(trauma.offset(0.016, 0.4), Vec2::ZERO);
    }
}