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pinch_points/sim/board/
events.rs

1//! Tide events: the sparkling crab's roulette, and the event and mania
2//! types it draws from.
3
4use super::*;
5
6/// Spawn-mania flavours (tide events).
7#[derive(Clone, Copy, PartialEq, Eq, Debug)]
8pub enum Tempo {
9    /// Everything on the beach moves at double speed.
10    Fast,
11    /// And at half.
12    Slow,
13}
14
15#[derive(Clone, Copy, PartialEq, Eq, Debug)]
16pub enum Mania {
17    Crab,
18    Gull,
19}
20
21/// The sparkling crab's roulette (the original's "?"-mouse events, re-themed
22/// for the beach).
23#[derive(Clone, Copy, PartialEq, Eq, Debug)]
24pub enum TideEvent {
25    /// Gulls washed away; spawners flood crabs for a while.
26    CrabMania,
27    /// Spawners emit gulls for a while.
28    GullMania,
29    /// Half the loose crabs scuttle straight into the banker's castle.
30    Monopoly,
31    /// A gull lands beside every rival castle.
32    GullAttack,
33    SpeedUp,
34    SlowDown,
35    /// Every signpost on the beach washes away.
36    FreshSand,
37    /// Castles trade owners (rockets swap places!).
38    CastleSwap,
39}
40
41impl TideEvent {
42    /// Every event, in the order the roulette and the string tables use.
43    pub const ALL: [TideEvent; 8] = [
44        TideEvent::CrabMania,
45        TideEvent::GullMania,
46        TideEvent::Monopoly,
47        TideEvent::GullAttack,
48        TideEvent::SpeedUp,
49        TideEvent::SlowDown,
50        TideEvent::FreshSand,
51        TideEvent::CastleSwap,
52    ];
53
54    /// Position in [`TideEvent::ALL`]: the index of this event's name in the
55    /// string tables, and the bit that records having seen it.
56    pub fn index(self) -> usize {
57        TideEvent::ALL
58            .iter()
59            .position(|&event| event == self)
60            .expect("every event is in ALL")
61    }
62}
63
64impl Board {
65    /// The sparkling crab's roulette (spec: the original's "?"-mouse random
66    /// events, re-themed). Deterministic: one PRNG draw picks the event, and
67    /// every effect operates in fixed order.
68    pub(super) fn spin_tide_event(&mut self, banker: PlayerId) {
69        if !self.events_enabled {
70            return;
71        }
72        // One draw indexes ALL, so the roulette's order *is* ALL's order:
73        // the same one the string tables and the snapshot use.
74        let event = TideEvent::ALL[(self.rng.next_u32() % TideEvent::ALL.len() as u32) as usize];
75        self.apply_tide_event(self.surge_safe(event), banker);
76    }
77
78    /// The surge already doubles the flock, so the roulette keeps off the
79    /// gull events for the last 30 seconds. Observed once live: Gull Mania
80    /// on top of the surge left fifteen gulls and almost no crabs with half
81    /// a minute to play, which is the tensest stretch of a round with
82    /// nothing left to route. Swapped rather than re-rolled, so the draw
83    /// count stays fixed.
84    fn surge_safe(&self, event: TideEvent) -> TideEvent {
85        if !self.in_surge() {
86            return event;
87        }
88        match event {
89            TideEvent::GullMania => TideEvent::CrabMania,
90            TideEvent::GullAttack => TideEvent::SpeedUp,
91            kept @ (TideEvent::CrabMania
92            | TideEvent::Monopoly
93            | TideEvent::SpeedUp
94            | TideEvent::SlowDown
95            | TideEvent::FreshSand
96            | TideEvent::CastleSwap) => kept,
97        }
98    }
99
100    /// Apply one tide event's effects (split from the roulette so each event
101    /// is unit-testable in isolation).
102    /// Start a lure for `owner`, as banking a molting crab does.
103    ///
104    /// Same reason as [`Self::force_tide_event`]: the dev hook and the
105    /// tests need one on demand, and waiting for a molt to turn up and be
106    /// banked is not a thing a screenshot can do.
107    pub fn force_lure(&mut self, owner: PlayerId) {
108        self.lure = Some((owner, crate::sim::LURE_TICKS));
109    }
110
111    /// Fire a named tide event outright. The roulette is the only caller
112    /// in play; this exists for the dev hook that has to show one on
113    /// demand, and for the tests, which cannot wait for a sparkling crab.
114    pub fn force_tide_event(&mut self, event: TideEvent, banker: PlayerId) {
115        self.apply_tide_event(event, banker);
116    }
117
118    pub(super) fn apply_tide_event(&mut self, event: TideEvent, banker: PlayerId) {
119        self.last_event = Some((event, self.tick));
120        match event {
121            TideEvent::CrabMania => {
122                self.gulls.clear();
123                self.mania = Some((Mania::Crab, EVENT_TICKS));
124            }
125            TideEvent::GullMania => {
126                self.mania = Some((Mania::Gull, EVENT_TICKS));
127            }
128            TideEvent::Monopoly => {
129                // Half the loose crabs (front of the line) scuttle straight
130                // into the banker's castle.
131                let take = self.crabs.len() / 2;
132                for crab in self.crabs.drain(..take) {
133                    self.scores[banker as usize] += crab.kind.value();
134                    self.crabs_banked += 1;
135                    if crab.kind == CrabKind::Golden {
136                        self.golden_banked += 1;
137                    }
138                }
139            }
140            TideEvent::GullAttack => {
141                // A gull lands beside every rival castle, facing it.
142                let targets: Vec<(u16, PlayerId)> = self
143                    .tiles
144                    .iter()
145                    .enumerate()
146                    .filter_map(|(t, tile)| match tile {
147                        TileKind::Castle(owner) if *owner != banker => Some((t as u16, *owner)),
148                        TileKind::Castle(_)
149                        | TileKind::Empty
150                        | TileKind::Rock
151                        | TileKind::Spawner(_)
152                        | TileKind::Turnstile { .. }
153                        | TileKind::Kelp
154                        | TileKind::Pool => None,
155                    })
156                    .collect();
157                for (castle, _) in targets {
158                    let (cx, cy) = self.coords(castle);
159                    // The first open edge-adjacent spot; the gull faces
160                    // back toward the castle it besieges.
161                    let ring = self.ring_openings(cx, cy, &CASTLE_RING[..4]);
162                    if let Some(&(nx, ny, ox, oy)) = ring.first() {
163                        let dir = Direction::toward(ox, oy).reverse();
164                        self.spawn_gull(nx as u8, ny as u8, dir);
165                    }
166                }
167            }
168            TideEvent::SpeedUp => self.tempo = Some((Tempo::Fast, EVENT_TICKS)),
169            TideEvent::SlowDown => self.tempo = Some((Tempo::Slow, EVENT_TICKS)),
170            TideEvent::FreshSand => {
171                for slot in &mut self.signposts {
172                    *slot = None;
173                }
174            }
175            TideEvent::CastleSwap => {
176                // Rockets swap places: every castle passes to the next
177                // participating owner, in a fixed rotation.
178                let mut owners: Vec<PlayerId> = Vec::new();
179                for tile in &self.tiles {
180                    if let TileKind::Castle(owner) = tile
181                        && !owners.contains(owner)
182                    {
183                        owners.push(*owner);
184                    }
185                }
186                if owners.len() > 1 {
187                    for tile in &mut self.tiles {
188                        if let TileKind::Castle(owner) = tile {
189                            let at = owners.iter().position(|o| o == owner).unwrap_or(0);
190                            *owner = owners[(at + 1) % owners.len()];
191                        }
192                    }
193                }
194            }
195        }
196    }
197}