pinch-points 0.8.0

A fast, kid-friendly crab-routing game: route streams of crabs into your sandcastle before time runs out
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
//! A versus round from its first frame to its last: where it comes from
//! and what it is played on, the table's names, the tide coming in and
//! the highlight reel, and the teardown on the way out.

use super::*;
use std::sync::{Arc, OnceLock};

/// Who decides for each seat this round, by this machine's setup. The
/// people take P1 upward and whatever is not played here the top seats.
pub(in crate::app) fn bot_seats(config: &match_setup::MatchConfig) -> Controllers {
    let mut table = Controllers::default();
    if config.armed {
        for seat in 0..config.seats {
            table.0[usize::from(seat)] = config.controller(seat);
        }
    }
    table
}

/// Where a versus round comes from, which decides its board, its table
/// and whether it is recorded. Listed in the order they win: a round
/// picked back up is already a beach mid-play, a recording is watched as
/// it was, an online round is the lobby's agreement, and a match set up
/// here is this machine's own.
pub(super) enum RoundOrigin<'a> {
    /// Resumed from a save or a pasted code: its own beach and table.
    Resumed(Box<suspend::Suspended>),
    /// A recording being watched.
    Replay(&'a Replay),
    /// A round at an online table, from its first frame or caught up
    /// with mid-round.
    Online(&'a net::OnlineSession),
    /// A match set up on this machine, or the daily's own table.
    Configured(&'a match_setup::MatchConfig),
    /// Straight in from a dev hook: two keyboard seats plus pads.
    Unconfigured,
}

impl RoundOrigin<'_> {
    /// The beach the round is played on.
    pub(super) fn board(
        &self,
        daily: Option<u32>,
        beaches: &match_setup::CustomBeaches,
        sandbox: bool,
        pads: u8,
    ) -> Board {
        match self {
            RoundOrigin::Resumed(round) => round.board.clone(),
            RoundOrigin::Replay(replay) => replay.level.board(),
            RoundOrigin::Online(session) => match &session.catch_up.board {
                // A watcher who arrived mid-round starts where the host's
                // board was when it was sent (`net::catch_up`).
                Some(board) => board.clone(),
                // Every peer builds from the terms the lobby agreed (map,
                // gull pressure, round length and seed) so the beach is
                // identical without anyone trusting their own menu. A
                // handmade beach cannot be described that way, so it
                // travelled whole and is used as it arrived.
                None => match_setup::board_from(&session.terms, session.seats, &session.beach),
            },
            // A configured local match: handcrafted classic or a generated
            // arena at the chosen size, with gull pressure and round length
            // overrides. Fresh seed per round (recorded via the board's
            // seed, so replays are exact).
            RoundOrigin::Configured(config) => {
                let seed = daily.map_or_else(clock::fresh_seed, Daily::seed_for);
                let (w, h) = config.map.size();
                let mut board = if config.map == match_setup::MapChoice::Custom {
                    // A beach somebody built. Locally there is nobody to
                    // send it to, so it is read off the shelf.
                    beaches
                        .fitting(config.seats)
                        .get(config.custom)
                        .map_or_else(
                            || generate_arena(seed, config.seats, w, h),
                            |beach| beach.level.board(),
                        )
                } else if config.map == match_setup::MapChoice::Classic {
                    // Same handcrafted layout, fresh random stream: one
                    // seed's luck (gull entry points, spawn kinds) should
                    // not colour every round. Online keeps the canonical
                    // seed so peers agree.
                    classic_arena_seeded(seed, false, config.seats)
                } else {
                    generate_arena(seed, config.seats, w, h)
                };
                crate::sim::set_versus_rules(&mut board, config.gulls.period());
                board.set_round_length(Some(config.round.ticks()));
                board.set_signpost_rule(config.posts, crate::sim::CapPolicy::Evict);
                board
            }
            RoundOrigin::Unconfigured => classic_arena(sandbox, pads.max(2)),
        }
    }

    /// Who decides for each seat, and how many seats there are.
    ///
    /// Online, the AI seats are part of the agreed terms; a resumed round
    /// brings its own table; everywhere else they come from this machine's
    /// setup screen, which leaves a replay or a dev hook botting nobody
    /// unless a match was set up. `board` is the one [`Self::board`] built.
    pub(super) fn table(
        &self,
        config: &match_setup::MatchConfig,
        board: &Board,
        pads: u8,
    ) -> (Controllers, u8) {
        let controllers = match self {
            RoundOrigin::Resumed(round) => {
                return (Controllers::from_levels(round.bots), round.seats);
            }
            // The AI seats are the terms'; this peer plays its own seat and
            // every other one is somebody's down the wire.
            RoundOrigin::Online(session) => online_controllers(session),
            RoundOrigin::Replay(_) | RoundOrigin::Configured(_) | RoundOrigin::Unconfigured => {
                bot_seats(config)
            }
        };
        (controllers, clamp_seats(self.asked_seats(board, pads)))
    }

    /// How many seats this way into a round asks for, before the clamp.
    pub(super) fn asked_seats(&self, board: &Board, pads: u8) -> u8 {
        match self {
            RoundOrigin::Resumed(round) => round.seats,
            // A replay carries no seat count; the castles on the recorded
            // board are the record of who played.
            RoundOrigin::Replay(_) => board.castle_owners().max().unwrap_or(1).saturating_add(1),
            RoundOrigin::Online(session) => session.seats,
            RoundOrigin::Configured(config) => config.seats,
            RoundOrigin::Unconfigured => pads.max(2),
        }
    }

    /// Whether the round opens on a countdown: one played from its first
    /// tick does, the same rounds that are recorded. A recording starts
    /// at once, and so does a round joined or resumed part way, which is
    /// already moving.
    pub(super) fn counts_in(&self) -> bool {
        self.recorded()
    }

    /// Whether the round is recorded as it is played. A replay is a
    /// recording already, and a round picked back up or caught up with
    /// mid-round has no first tick to record from: the board arrives as it
    /// stood, not the inputs that got it there. Every reader of the
    /// recorder allows for there being none.
    pub(super) fn recorded(&self) -> bool {
        match self {
            RoundOrigin::Resumed(_) | RoundOrigin::Replay(_) => false,
            RoundOrigin::Online(session) => session.catch_up.board.is_none(),
            RoundOrigin::Configured(_) | RoundOrigin::Unconfigured => true,
        }
    }
}

/// Who decides for each seat of an online round, from this peer's side.
///
/// The AI seats are the terms'. This peer plays its own seat, unless it
/// joined as a bot (route 1), and the bots that came straight to this host
/// (route 2) play theirs. A seat a bot drives is a bot's, not this
/// machine's person's: it earns nobody's trophies and is not "(you)".
/// Every other seat is somebody's down the wire.
pub(super) fn online_controllers(session: &net::OnlineSession) -> Controllers {
    let ai = match_setup::bot_seats_from(&session.terms, session.seats);
    let mine = session.session.seat().map(usize::from);
    let driven = |seat: usize| {
        (Some(seat) == mine && session.bot)
            || session
                .bots_here
                .iter()
                .any(|(bot, ..)| usize::from(*bot) == seat)
    };
    Controllers(std::array::from_fn(|seat| match ai[seat] {
        Some(level) => SeatController::Ai(level),
        None if driven(seat) => SeatController::Bot,
        None if Some(seat) == mine => SeatController::Local,
        None => SeatController::Remote,
    }))
}

/// A seat count the per-seat arrays can hold. Two of the sources are not
/// the game's to trust: an online count is whatever number a host wrote
/// into a datagram, and a dev hook's is however many gamepads are plugged
/// in. `Seats` indexes the per-seat arrays, and a seventh seat ran off the
/// end of the scores in `leading_seats`.
pub(in crate::app) fn clamp_seats(asked: u8) -> u8 {
    asked.clamp(2, MAX_PLAYERS as u8)
}

/// Where a versus round's board comes from: six answers, and the pads
/// plugged in, which seat a round nobody set up. Read by the cursor spawn
/// too, one system earlier, since the same answer says how many cursors
/// the round is played with.
#[derive(bevy::ecs::system::SystemParam)]
pub(in crate::app) struct RoundSource<'w, 's> {
    pub(in crate::app) pads: Query<'w, 's, &'static Gamepad>,
    pub(in crate::app) sandbox: Res<'w, Sandbox>,
    pub(in crate::app) online: Res<'w, net::Online>,
    pub(in crate::app) playback: Res<'w, Playback>,
    pub(in crate::app) config: Res<'w, match_setup::MatchConfig>,
    pub(in crate::app) beaches: Res<'w, match_setup::CustomBeaches>,
    pub(in crate::app) daily: ResMut<'w, Daily>,
    pub(in crate::app) resuming: ResMut<'w, Resuming>,
}

/// Boot the versus arena: fresh board, sprites, running phase. Online
/// sessions and replay playback use the same mode with a different board
/// source and input path.
pub(in crate::app) fn load_versus(
    mut stage: BoardStage,
    mut source: RoundSource,
    mut controllers: ResMut<Controllers>,
    mut seats: ResMut<Seats>,
    mut recorder: ResMut<Recorder>,
    play: Play,
    mut opening: countdown::Opening,
) {
    let Play {
        mut sim,
        mut pending,
        mut paused,
    } = play;
    let RoundSource {
        pads,
        sandbox,
        online,
        playback,
        config,
        beaches,
        daily,
        resuming,
    } = &mut source;
    // The daily plays on a table of its own rather than the player's.
    let daily_config = match_setup::MatchConfig::daily();
    let config: &match_setup::MatchConfig = if daily.active { &daily_config } else { config };
    let pad_count = pads.iter().count() as u8;
    let origin = if let Some(round) = resuming.0.take() {
        RoundOrigin::Resumed(Box::new(round))
    } else if let Some((replay, _)) = &playback.0 {
        RoundOrigin::Replay(replay)
    } else if let Some(session) = &online.0 {
        RoundOrigin::Online(session)
    } else if config.armed {
        RoundOrigin::Configured(config)
    } else {
        RoundOrigin::Unconfigured
    };
    // The daily's day is read once, here, and kept: the seed is built
    // from it and the trophies count the round under it when it ends.
    let daily_day =
        (daily.active && matches!(origin, RoundOrigin::Configured(_))).then(Daily::today);
    if let Some(day) = daily_day {
        daily.day = day;
    }
    sim.0 = origin.board(daily_day, beaches, sandbox.0, pad_count);
    (*controllers, seats.0) = origin.table(config, &sim.0, pad_count);
    // Every per-seat array is indexed by this, and every table needs two.
    debug_assert!(
        (2..=MAX_PLAYERS as u8).contains(&seats.0),
        "a table of {} seats",
        seats.0
    );
    recorder.0 = origin
        .recorded()
        .then(|| Replay::new(Level::from_board("Versus", 3, sim.0.clone())));
    stage.lay_out(&sim.0);
    pending.0 = [PlayerAction::None; MAX_PLAYERS];
    for (mut cur, mut transform) in &mut stage.cursors {
        (cur.x, cur.y) = cursor_home(&sim.0, cur.player);
        transform.translation = layout::tile_center(&sim.0, cur.x, cur.y).extend(layout::z::CURSOR);
    }
    paused.0 = false;
    opening.open(origin.counts_in());
}

/// What a round leaves behind: its recording, and the highlight reel
/// being cut from it.
#[derive(bevy::ecs::system::SystemParam)]
pub(in crate::app) struct RoundLog<'w> {
    recorder: ResMut<'w, Recorder>,
    reel_thread: ResMut<'w, ReelThread>,
}

/// Tear down per-round versus resources when leaving the mode.
pub(in crate::app) fn end_versus(
    mut online: ResMut<net::Online>,
    mut playback: ResMut<Playback>,
    log: RoundLog,
    mut pending: ResMut<PendingActions>,
    mut config: ResMut<match_setup::MatchConfig>,
    mut controllers: ResMut<Controllers>,
    mut next_vphase: ResMut<NextState<VersusPhase>>,
) {
    let RoundLog {
        mut recorder,
        mut reel_thread,
    } = log;
    // A session armed for another round outlives the screen: the interlude
    // is a doorway between rounds, not the end of the match. Everything
    // else is torn down and rebuilt as it is between local rounds.
    if !online.0.as_ref().is_some_and(|session| session.next_round) {
        online.0 = None;
    }
    playback.0 = None;
    recorder.0 = None;
    // A reel still being written finishes on disk; its news is for a card
    // that is gone.
    reel_thread.0 = None;
    config.armed = false;
    *controllers = Controllers::default();
    // Never leak a queued action or a stale Over phase into the next round
    // or another mode. The phase goes back to where a round is entered.
    pending.0 = [PlayerAction::None; MAX_PLAYERS];
    next_vphase.set(VersusPhase::Countdown);
}

/// Resolve what each seat is called this round; chained right after
/// `load_versus`. Online, the handshake's table is the only truth, since
/// the local couch names must never label a rival; offline they are just
/// what the player typed for their table.
pub(in crate::app) fn resolve_seat_names(
    online: Res<net::Online>,
    playback: Res<Playback>,
    settings: Res<settings::GameSettings>,
    controllers: Res<Controllers>,
    mut recorder: ResMut<Recorder>,
    mut names: ResMut<SeatNames>,
    mut kinds: ResMut<SeatKinds>,
) {
    names.0 = match (&playback.0, &online.0) {
        // A replay is watched, not played: the names belong to the round on
        // screen, not to whoever is sitting here now.
        (Some((replay, _)), _) => replay.names.clone(),
        (None, Some(session)) => session.names.clone(),
        (None, None) => settings.names.clone(),
    };
    // And stamp them onto the round being recorded, created one system
    // earlier before anybody knew who was playing. Now rather than at save
    // time, by when an online round's names have gone with its session.
    // What held each seat, by the same rule: the recording's own, else
    // the table this round is played at.
    *kinds = match (&playback.0, &online.0) {
        (Some((replay, _)), _) => SeatKinds(replay.kinds),
        // The table's word, which knows a rival's bot from a rival.
        (None, Some(session)) => SeatKinds(session.kinds),
        (None, None) => SeatKinds::of(&controllers),
    };
    if let Some(replay) = &mut recorder.0 {
        replay.names = names.0.clone();
        replay.kinds = kinds.0;
    }
}

/// The highlight reel being written off-thread for the round that just
/// ended: its answer is where the GIF landed, or nothing when there was
/// no reel to write. Emptied once read, and when the arena is left.
#[derive(Resource, Default)]
pub struct ReelThread(Option<Arc<OnceLock<Option<String>>>>);

/// Carry the reel thread's answer over to [`Highlight`] once it is in, so
/// the results card claims a saved reel only after the save happened.
pub(in crate::app) fn poll_reel(
    mut reel_thread: ResMut<ReelThread>,
    mut highlight: ResMut<Highlight>,
) {
    let Some(answer) = reel_thread.0.as_ref().and_then(|slot| slot.get().cloned()) else {
        return;
    };
    reel_thread.0 = None;
    if answer.is_some() {
        highlight.0 = answer;
    }
}

/// Who to file a finished round under: the leading seat's name, or `None`
/// for a draw (see `replays::file_name`).
pub(super) fn winner_name(
    sim: &Sim,
    seats: &Seats,
    settings: &settings::GameSettings,
    online: &net::Online,
    names: &SeatNames,
) -> Option<String> {
    let mode = teams::in_play(settings, online, seats.0);
    let leaders = side_panels::leading_seats(sim.0.scores(), seats.0, mode);
    let seat = leaders.iter().position(|&led| led)?;
    Some(names.label(settings.tr(), seat as u8))
}

pub(in crate::app) fn check_versus_over(
    sim: Res<Sim>,
    seating: side_panels::Seating,
    settings: Res<settings::GameSettings>,
    log: RoundLog,
    mut highlight: ResMut<Highlight>,
    mut next_vphase: ResMut<NextState<VersusPhase>>,
) {
    let side_panels::Seating {
        seats,
        names: seat_names,
        online,
        ..
    } = seating;
    let RoundLog {
        mut recorder,
        mut reel_thread,
    } = log;
    if sim.0.round_over() {
        // Spec ยง7.7: a finished round is a shareable replay.
        highlight.0 = None;
        reel_thread.0 = None;
        if let Some(replay) = recorder.0.take() {
            let library = replays::library_dir();
            let text = replay.to_text();
            // `last.txt` is still the newest round, for the menu's Replay
            // entry and the dev hook; the library keeps every round beside
            // it under a name that says when it was and who took it.
            let last = replay_path();
            match paths::write_atomic(&last, &text) {
                Ok(()) => info!("replay saved to {}", last.display()),
                Err(e) => warn!("could not save replay: {e}"),
            }
            let stamp = clock::now_secs();
            let winner = winner_name(&sim, &seats, &settings, &online, &seat_names);
            let kept = replays::free_path(&library, stamp, winner.as_deref());
            if let Err(e) = paths::write_atomic(&kept, &text) {
                warn!("could not file the replay: {e}");
            }
            // Trimmed here, the one moment the shelf can have grown.
            replays::prune(settings.replay_cap);
            // The reel re-simulates the whole round twice and encodes 150
            // frames, so it goes on its own thread: the results card should
            // appear the instant the tide comes in, not after the GIF. The
            // thread answers with the path once the GIF is written, and
            // nothing if the round was too short or the write failed.
            let reel = highlight_path();
            let answer = Arc::new(OnceLock::new());
            reel_thread.0 = Some(Arc::clone(&answer));
            std::thread::spawn(move || {
                let saved = match crate::highlight::reel(&replay) {
                    Some(bytes) => match paths::write_atomic(&reel, bytes) {
                        Ok(()) => {
                            info!("highlight reel saved to {}", reel.display());
                            Some(reel.display().to_string())
                        }
                        Err(e) => {
                            warn!("could not save the highlight reel: {e}");
                            None
                        }
                    },
                    None => {
                        warn!("the round was too short for a highlight reel");
                        None
                    }
                };
                let _ = answer.set(saved);
            });
        }
        next_vphase.set(VersusPhase::Over);
    }
}