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cuqueclicker_lib/
sim.rs

1//! Platform-agnostic simulation core.
2//!
3//! Owns the [`Action`] / [`BuyQty`] types (the input router produces them;
4//! [`apply_action`] is the only thing that interprets them) and the per-tick
5//! `state.tick()` + ambient spawn helpers.
6//!
7//! What lives **outside** this module:
8//! - the threaded sim loop on native (`app.rs::sim_loop`), which wraps
9//!   [`sim_tick`] + [`apply_action`] with `mpsc::recv_timeout`, save
10//!   scheduling via the [`Persistence`](crate::platform::Persistence) impl,
11//!   and the demo-recorder driver.
12//! - the requestAnimationFrame-driven loop on web (added when the wasm
13//!   port lands), which calls the same [`sim_tick`] + [`apply_action`]
14//!   single-threaded.
15//!
16//! The split is: this module is cross-platform; threading + I/O scheduling
17//! around it isn't. See tracking issue #13 for rationale.
18
19use rand::RngExt;
20use ratatui::layout::Rect;
21
22use crate::game::powerup::{self, Powerup, PowerupKind};
23use crate::game::state::{GameState, TICK_DT};
24use crate::game::tree::coord::TreeCoord;
25
26/// Buy quantity for a fingerer purchase action. Modifier-key meaning is
27/// translated to this in the input router; sim only consumes the resolved
28/// value so the modifier mapping can change without touching tick logic.
29#[derive(Clone, Copy, Debug, PartialEq, Eq)]
30pub enum BuyQty {
31    One,
32    Ten,
33    Max,
34}
35
36/// Commands the input router produces and the sim consumes. The sim is
37/// the sole authority on [`GameState`] mutation — input handling translates
38/// raw events (key/mouse/wheel) into these and feeds them through.
39#[derive(Clone, Debug)]
40pub enum Action {
41    Click {
42        col: u16,
43        row: u16,
44    },
45    ClickCenter,
46    /// Catch the on-screen powerup with the given `spawn_id`. The id is
47    /// minted at spawn time on `GameState::next_spawn_id`; click hit-test
48    /// and the `g` hotkey both reference instances by id, never by Vec
49    /// index, so `swap_remove` on catch is safe even with multiple
50    /// in-flight events between frames.
51    CatchPowerup(u64),
52    BuyFingerer {
53        idx: usize,
54        qty: BuyQty,
55    },
56    /// Buy the tree node at the given lot. No-op if the lot doesn't have a
57    /// node, is already owned, isn't reachable, or the player can't afford it.
58    TreeBuy(TreeCoord),
59    /// Refund the tree node at the given lot. No-op if not owned, would
60    /// orphan another owned node, or the node doesn't exist.
61    TreeRefund(TreeCoord),
62    /// Move the tree cursor to `lot` (no purchase). Persists into
63    /// `state.tree.cursor` so reopening the modal lands here.
64    TreeFocus(TreeCoord),
65    PrestigeReset,
66    /// Latest render-computed biscuit geometry, so the sim can place
67    /// powerups and auto-particles inside the current layout. Powerup
68    /// rects live on the input/render side (only the click handler reads
69    /// them). `powerups_paused` is set while a full-screen modal (the
70    /// upgrade tree) is open — auto-FPS keeps accruing but the powerup
71    /// engine freezes (no new spawns, existing on-screen powerups stop
72    /// counting down their lifetime).
73    UpdateGeometry {
74        biscuit: Rect,
75        powerups_paused: bool,
76    },
77    /// Dev-only cheats (F-keys). Gated at the input router by `debug`;
78    /// the sim trusts whatever arrives.
79    DevAddCuques(f64),
80    /// Force-spawn a powerup of the given kind. Pushes a fresh entry onto
81    /// `state.powerups` — pressing the same F-key twice now produces two
82    /// of the same kind on screen.
83    DevForcePowerup(PowerupKind),
84    /// J10: a click that didn't hit anything actionable. Sim spawns a
85    /// short-lived "·" misclick particle at the screen point so dead-zone
86    /// clicks visibly register.
87    Misclick {
88        col: u16,
89        row: u16,
90    },
91}
92
93/// Geometry the sim needs to interpret screen-space events. Updated on
94/// every render via [`Action::UpdateGeometry`].
95#[derive(Clone, Copy, Default)]
96pub struct SimGeometry {
97    pub biscuit: Rect,
98    /// True while a full-screen modal (the upgrade tree) is open. Pauses
99    /// the powerup spawn / tick engine; the rest of the tick keeps
100    /// running so auto-FPS continues to accrue underneath.
101    pub powerups_paused: bool,
102}
103
104/// Apply one [`Action`] to the canonical [`GameState`]. Pure data: no I/O,
105/// no time, no threading. Called from both the native sim thread (on
106/// `mpsc::recv_timeout` returning Ok) and the web rAF loop.
107pub fn apply_action(state: &mut GameState, action: Action, geom: &mut SimGeometry) {
108    match action {
109        Action::Click { col, row } => {
110            let r = geom.biscuit;
111            if r.width > 0
112                && col >= r.x
113                && col < r.x + r.width
114                && row >= r.y
115                && row < r.y + r.height
116            {
117                state.click((col, row), r);
118            }
119        }
120        Action::ClickCenter => {
121            let r = geom.biscuit;
122            if r.width > 0 && r.height > 0 {
123                state.click((r.x + r.width / 2, r.y + r.height / 2), r);
124            }
125            // Mark this tick as "saw a spacebar press." `tick()` reads the
126            // flag, advances the held-streak counter, and clears it. A
127            // single tap → 1 tick of streak → resets immediately. A held
128            // key (terminal repeat) → streak climbs over time.
129            state.space_pressed_this_tick = true;
130        }
131        Action::CatchPowerup(id) => {
132            state.catch_powerup(id);
133        }
134        Action::BuyFingerer { idx, qty } => match qty {
135            BuyQty::One => {
136                state.buy(idx);
137            }
138            BuyQty::Ten => {
139                state.buy_n(idx, 10);
140            }
141            BuyQty::Max => {
142                state.buy_max(idx);
143            }
144        },
145        Action::TreeBuy(lot) => {
146            state.buy_tree_node(lot);
147        }
148        Action::TreeRefund(lot) => {
149            let _ = state.refund_tree_node(lot);
150        }
151        Action::TreeFocus(lot) => {
152            state.tree.cursor = lot;
153        }
154        Action::PrestigeReset => {
155            state.prestige_reset();
156        }
157        Action::UpdateGeometry {
158            biscuit,
159            powerups_paused,
160        } => {
161            *geom = SimGeometry {
162                biscuit,
163                powerups_paused,
164            };
165        }
166        Action::DevAddCuques(n) => {
167            state.dev_add_cuques(n);
168        }
169        Action::DevForcePowerup(kind) => {
170            force_spawn_powerup(state, geom, kind);
171        }
172        Action::Misclick { col, row } => {
173            state.spawn_misclick(col, row);
174        }
175    }
176}
177
178/// Run the platform-agnostic body of one sim tick: state updates + ambient
179/// spawn helpers. Save scheduling and demo-driver autopilot are the
180/// **caller's** concern (they live in `app.rs::sim_loop` on native).
181///
182/// When `geom.powerups_paused` is set (a full-screen modal is open), the
183/// powerup engine is skipped entirely — no spawns, no lifetime ticks, no
184/// cooldown advancement. The base tick still runs so auto-FPS, modifiers,
185/// achievements, and HUD count-ups keep flowing.
186pub fn sim_tick(state: &mut GameState, geom: &SimGeometry) {
187    state.tick();
188    if !geom.powerups_paused {
189        state.tick_powerups();
190        maybe_spawn_powerups(state, geom);
191    }
192    maybe_spawn_auto_particle(state, geom);
193    maybe_idle_clench(state);
194}
195
196fn maybe_idle_clench(state: &mut GameState) {
197    if state.clench_ticks > 0 {
198        return;
199    }
200    // ~1 per 45s average at 20Hz
201    if rand::rng().random::<f64>() < 1.0 / 900.0 {
202        state.trigger_clench();
203    }
204}
205
206fn maybe_spawn_auto_particle(state: &mut GameState, geom: &SimGeometry) {
207    let fps = state.fps();
208    if fps <= 0.0 || geom.biscuit.width < 4 || geom.biscuit.height < 4 {
209        return;
210    }
211    let target_rate = fps.sqrt().clamp(0.5, 8.0);
212    let prob = target_rate * TICK_DT;
213    let mut rng = rand::rng();
214    if rng.random::<f64>() >= prob {
215        return;
216    }
217    // Random anchor within the biscuit, with a small inset so the "+N" text
218    // doesn't clip into the border.
219    let frac_x = rng.random_range(0.05_f32..=0.95);
220    let frac_y = rng.random_range(0.10_f32..=0.95);
221    state.spawn_auto_particle(frac_x, frac_y);
222}
223
224/// Insets pull the spawn lottery away from the biscuit edges so the 5×3
225/// marker has room to render without clipping into the border. Match the
226/// pre-refactor inset values exactly — they were tuned against the same
227/// marker geometry.
228const SPAWN_INSET_X: f32 = 0.08;
229const SPAWN_INSET_Y: f32 = 0.10;
230/// Minimum cell-space distance between two on-screen powerup centers,
231/// measured in biscuit-cell units (NOT fractional units). The 5×3 marker
232/// is 5 cells wide and 3 tall, so a 4-cell minimum keeps two markers
233/// from sharing any of their interior cells while still allowing tight
234/// neighbors that read as distinct.
235const POWERUP_MIN_CELL_DIST: f32 = 4.0;
236/// Approximate biscuit cell aspect ratio (width / height of a terminal
237/// cell). Most monospace fonts render cells ~2× taller than wide; the
238/// FULL biscuit's bounding box is ~60×30 (cell ratio 2:1), MEDIUM is
239/// 40×18 (~2.2:1), TINY is 16×8 (2:1). Using 2.0 here keeps the
240/// dispersion check working in cell space, so the same fractional gap
241/// in `frac_y` covers more visual cells than in `frac_x` — without this
242/// correction, two markers separated only vertically would read as
243/// overlapping while passing the dispersion filter.
244const BISCUIT_CELL_ASPECT: f32 = 2.0;
245/// Best-effort retry budget for dispersion. Eight tries is plenty when the
246/// Vec is short (the expected ~0.2 concurrent per kind average); on a
247/// pile-up the fall-through to plain-random keeps the spawn happening
248/// rather than skipping it.
249const POWERUP_DISPERSION_TRIES: u32 = 8;
250
251/// Pick a fractional position inside the biscuit, dispersed away from any
252/// existing powerup in `existing`. Best-effort: up to
253/// `POWERUP_DISPERSION_TRIES` retries, then accept a plain-random position
254/// (acceptable to the issue spec — exact overlap is rare in practice).
255///
256/// `biscuit_cells` is `(width, height)` of the live biscuit rect. The
257/// dispersion check works in CELL SPACE — `dx_cells² + dy_cells² ≥
258/// POWERUP_MIN_CELL_DIST²` — because the biscuit is roughly 2:1 in cell
259/// aspect (terminal cells are ~2× tall as wide), and a pure-fractional
260/// distance would over-allow vertical overlap.
261fn pick_dispersed_frac(existing: &[Powerup], biscuit_cells: (u16, u16)) -> (f32, f32) {
262    let (bw, bh) = biscuit_cells;
263    let bw = bw.max(1) as f32;
264    let bh = bh.max(1) as f32;
265    let min_sq = POWERUP_MIN_CELL_DIST * POWERUP_MIN_CELL_DIST;
266    let mut rng = rand::rng();
267    for _ in 0..POWERUP_DISPERSION_TRIES {
268        let fx = rng.random_range(SPAWN_INSET_X..=(1.0 - SPAWN_INSET_X));
269        let fy = rng.random_range(SPAWN_INSET_Y..=(1.0 - SPAWN_INSET_Y));
270        let too_close = existing.iter().any(|p| {
271            // Convert fractional deltas to cell-space deltas. Y is
272            // multiplied by BISCUIT_CELL_ASPECT to compensate for the
273            // tall terminal cell — one row visually equals ~2 cols.
274            let dx_cells = (p.frac_x - fx) * bw;
275            let dy_cells = (p.frac_y - fy) * bh * BISCUIT_CELL_ASPECT;
276            dx_cells * dx_cells + dy_cells * dy_cells < min_sq
277        });
278        if !too_close {
279            return (fx, fy);
280        }
281    }
282    let fx = rng.random_range(SPAWN_INSET_X..=(1.0 - SPAWN_INSET_X));
283    let fy = rng.random_range(SPAWN_INSET_Y..=(1.0 - SPAWN_INSET_Y));
284    (fx, fy)
285}
286
287fn maybe_spawn_powerups(state: &mut GameState, geom: &SimGeometry) {
288    if geom.biscuit.width < 8 || geom.biscuit.height < 5 {
289        return;
290    }
291    let cells = (geom.biscuit.width, geom.biscuit.height);
292    // Each kind runs on its own clock. Cooldown is reset to a fresh
293    // exponential sample on every spawn (regardless of how many of the
294    // same kind are already on screen — the parallelism is the whole
295    // point of this refactor). `tick_powerups` already decremented the
296    // cooldown this tick, so a `> 0` test here is correct.
297    for kind in PowerupKind::ALL {
298        let i = kind as usize;
299        if state.powerup_cooldowns[i] > 0 {
300            continue;
301        }
302        spawn_powerup(state, kind, cells);
303        // Tree contribution: SpawnRateMul is a true spawn-rate
304        // multiplier — >1.0 means more frequent spawns, so the
305        // cooldown scales by its inverse.
306        let mul = state
307            .tree_aggregate
308            .powerup_spawn_mul
309            .get(i)
310            .copied()
311            .unwrap_or(1.0);
312        let base = powerup::next_cooldown(kind) as f64;
313        let cooldown = if mul > 0.0 { base / mul } else { base };
314        state.powerup_cooldowns[i] = cooldown.max(1.0) as u32;
315    }
316}
317
318/// Push a fresh powerup of `kind` onto `state.powerups`. Position is
319/// picked with the dispersion helper so back-to-back spawns don't land in
320/// the exact same cell. Cooldown management is the caller's responsibility
321/// (`maybe_spawn_powerups` resets the kind's clock; the dev cheats don't —
322/// pressing F8 twice in quick succession really does push two Lucky's, AND
323/// the natural Lucky cooldown keeps ticking down independently, so a dev
324/// spawn followed shortly by a natural spawn is expected and intentional).
325fn spawn_powerup(state: &mut GameState, kind: PowerupKind, biscuit_cells: (u16, u16)) {
326    // Defensive: every spawn site uses the kind's full lifetime. If a
327    // future caller passes a Powerup with `life_ticks: 0` directly,
328    // `tick_powerups` would still drop it on the next tick — but the
329    // marker would briefly render at near-zero life, hitting the
330    // alarm-mode shimmer immediately. Catch that misuse here.
331    let life_ticks = kind.lifetime_ticks();
332    debug_assert!(life_ticks > 0, "PowerupKind::lifetime_ticks must be > 0");
333    let (frac_x, frac_y) = pick_dispersed_frac(&state.powerups, biscuit_cells);
334    let spawn_id = state.mint_spawn_id();
335    state.powerups.push(Powerup {
336        kind,
337        spawn_id,
338        frac_x,
339        frac_y,
340        life_ticks,
341    });
342}
343
344/// Dev cheat: force-spawn a powerup of `kind`. Unlike `maybe_spawn_powerups`
345/// this does NOT reset the cooldown, so it doesn't disturb the natural
346/// rhythm — and it does NOT gate on slot occupancy (that's the whole
347/// point: pressing F8 twice produces two Lucky's). The biscuit-size
348/// guard mirrors the natural-spawn path so a tiny terminal can't drop a
349/// marker into a 0-width rect.
350fn force_spawn_powerup(state: &mut GameState, geom: &SimGeometry, kind: PowerupKind) {
351    if geom.biscuit.width < 8 || geom.biscuit.height < 5 {
352        return;
353    }
354    spawn_powerup(state, kind, (geom.biscuit.width, geom.biscuit.height));
355}
356
357#[cfg(test)]
358mod tests {
359    use super::*;
360    use crate::game::state::GameState;
361    use ratatui::layout::Rect;
362
363    fn geom_with_biscuit() -> SimGeometry {
364        SimGeometry {
365            biscuit: Rect::new(0, 0, 40, 20),
366            powerups_paused: false,
367        }
368    }
369
370    #[test]
371    fn force_spawn_pushes_to_vec_uncapped() {
372        // Pressing the same F-key twice in a row produces two on-screen
373        // powerups of that kind — no per-kind cap, no slot-occupancy
374        // displacement. This is the headline feature of the refactor.
375        let mut state = GameState::default();
376        let geom = geom_with_biscuit();
377        force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
378        force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
379        let lucky_count = state
380            .powerups
381            .iter()
382            .filter(|p| p.kind == PowerupKind::Lucky)
383            .count();
384        assert_eq!(lucky_count, 2);
385        // Distinct spawn ids — id reuse would defeat the per-instance
386        // hit-test.
387        let ids: Vec<u64> = state.powerups.iter().map(|p| p.spawn_id).collect();
388        assert_ne!(ids[0], ids[1]);
389    }
390
391    #[test]
392    fn force_spawn_mixes_kinds_freely() {
393        // All four kinds can coexist; no slot ever forces a one-per-kind cap.
394        let mut state = GameState::default();
395        let geom = geom_with_biscuit();
396        for kind in PowerupKind::ALL {
397            force_spawn_powerup(&mut state, &geom, kind);
398        }
399        assert_eq!(state.powerups.len(), 4);
400        for kind in PowerupKind::ALL {
401            assert!(state.powerups.iter().any(|p| p.kind == kind));
402        }
403    }
404
405    #[test]
406    fn spawn_dispersion_avoids_exact_overlap() {
407        // Two consecutive force-spawns on a fresh state must produce two
408        // distinct positions. Dispersion is best-effort; we assert the
409        // weaker but tractable property "distance between them is at
410        // least the dispersion threshold" most of the time. With only one
411        // existing entry the retry loop almost always finds a clean spot.
412        let mut state = GameState::default();
413        let geom = geom_with_biscuit();
414        force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
415        force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
416        let a = &state.powerups[0];
417        let b = &state.powerups[1];
418        let dx = a.frac_x - b.frac_x;
419        let dy = a.frac_y - b.frac_y;
420        let dist = (dx * dx + dy * dy).sqrt();
421        // Allow a generous floor: dispersion fall-through can produce a
422        // single near-overlap, but not zero.
423        assert!(dist > 0.0, "two spawns landed at the exact same point");
424    }
425
426    #[test]
427    fn spawn_dispersion_keeps_cell_distance_in_typical_layout() {
428        // Statistical: across 1000 fresh-state pair spawns on a normal
429        // 60×30 biscuit, the cell-space distance between the two
430        // markers should clear `POWERUP_MIN_CELL_DIST` the vast
431        // majority of the time (only the fall-through path violates,
432        // and that fires once per ~8 retries × dense neighborhood,
433        // which is rare for a single existing point on a 50-cell-wide
434        // free area). Asserting a 90%+ pass rate is generous.
435        let mut clear = 0;
436        let trials = 1000;
437        let geom = SimGeometry {
438            biscuit: Rect::new(0, 0, 60, 30),
439            powerups_paused: false,
440        };
441        for _ in 0..trials {
442            let mut state = GameState::default();
443            force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
444            force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
445            let a = &state.powerups[0];
446            let b = &state.powerups[1];
447            let dx_cells = (a.frac_x - b.frac_x) * geom.biscuit.width as f32;
448            let dy_cells = (a.frac_y - b.frac_y) * geom.biscuit.height as f32 * BISCUIT_CELL_ASPECT;
449            let cell_dist = (dx_cells * dx_cells + dy_cells * dy_cells).sqrt();
450            if cell_dist >= POWERUP_MIN_CELL_DIST {
451                clear += 1;
452            }
453        }
454        let ratio = clear as f32 / trials as f32;
455        assert!(
456            ratio > 0.90,
457            "expected ≥90% of pair spawns to clear cell distance; got {clear}/{trials} = {ratio}"
458        );
459    }
460
461    #[test]
462    fn spawn_dispersion_handles_tiny_biscuit_without_panic() {
463        // Edge case: at TINY zoom (16×8) the biscuit is barely large
464        // enough for the marker. The dispersion helper must not divide
465        // by zero or panic, even when the size guard in
466        // `maybe_spawn_powerups` would normally reject.
467        let mut state = GameState::default();
468        // Just above the size guard so force_spawn_powerup goes through.
469        let geom = SimGeometry {
470            biscuit: Rect::new(0, 0, 16, 8),
471            powerups_paused: false,
472        };
473        force_spawn_powerup(&mut state, &geom, PowerupKind::Lucky);
474        force_spawn_powerup(&mut state, &geom, PowerupKind::Frenzy);
475        assert_eq!(state.powerups.len(), 2);
476    }
477}