P7.2 fix: reset per-gem landing state on restart

The restart button (BoardView.do_restart) reseeded the model and dropped
selection/drag/anim/FX, but left GemMotion.land_at carrying the prior move's
landing stamps. A restart fired right after a terminal cascade therefore
replayed that move's squash-bounce on the freshly seeded board instead of
showing a clean resting pose.

Factor the landing reset into GemMotion.reset_landings (init now delegates to
it) and call it from do_restart, so a restart returns every cell to its
resting idle pose. The idle clock keeps running, so the always-on idle simply
resumes from rest.

Regression: tests/gem_pose.sx section 7 stamps a cell mid-squash, asserts it
is squashing, then asserts reset_landings returns every cell to rest while
leaving the clock untouched. Fails on the pre-fix (no-op reset) behaviour,
passes after. Gate green: ios-sim build + 18/18 logic tests.
This commit is contained in:
swipelab
2026-06-05 15:17:37 +03:00
parent 5be379f180
commit 0f84b09f7b
4 changed files with 42 additions and 2 deletions

View File

@@ -487,14 +487,17 @@ BoardView :: struct {
// Restart action behind the banner's button: reseed the SAME starting level // Restart action behind the banner's button: reseed the SAME starting level
// through the model (board.restart) and drop every transient view layer // through the model (board.restart) and drop every transient view layer
// (selection, in-flight drag, move animation, FX) so the board returns to a // (selection, in-flight drag, move animation, FX, and the per-gem landing
// clean in_progress state. // bounce) so the board returns to a clean, resting in_progress state. Without
// the motion reset a restart fired right after a terminal cascade would carry
// that move's landing squash onto the freshly seeded board.
do_restart :: (self: *BoardView) { do_restart :: (self: *BoardView) {
self.board.restart(self.seed); self.board.restart(self.seed);
self.sel.clear(); self.sel.clear();
self.drag.clear(); self.drag.clear();
if self.anim != null { self.anim.init(); } if self.anim != null { self.anim.init(); }
if self.fx != null { self.fx.clear(); } if self.fx != null { self.fx.clear(); }
self.motion.reset_landings();
} }
} }

View File

@@ -103,6 +103,14 @@ GemMotion :: struct {
init :: (self: *GemMotion) { init :: (self: *GemMotion) {
self.clock = 0.0; self.clock = 0.0;
self.pinned = false; self.pinned = false;
self.reset_landings();
}
// Drop every landing stamp back to the never-landed sentinel so no cell
// carries a squash-bounce. `restart` calls this so a reseeded board starts at
// its resting pose instead of replaying the prior move's landing wobble; the
// idle clock keeps running, so the always-on idle simply resumes from rest.
reset_landings :: (self: *GemMotion) {
for 0..BOARD_CELLS: (i) { self.land_at[i] = -1000.0; } for 0..BOARD_CELLS: (i) { self.land_at[i] = -1000.0; }
} }

View File

@@ -10,4 +10,6 @@ land_start_rest true land_end_rest true land_mid_wobbles true
clear_start_full true clear_end_gone true clear_overshoots true clear_start_full true clear_end_gone true clear_overshoots true
== gem motion land bookkeeping == == gem motion land bookkeeping ==
motion_init true motion_no_land true motion_fresh_land true motion_init true motion_no_land true motion_fresh_land true
== gem motion restart resets landings ==
restart_pre_squashing true restart_post_rest true restart_clock_kept true
ok: per-gem animation rests at t=0 and stays bounded ok: per-gem animation rests at t=0 and stays bounded

View File

@@ -96,6 +96,33 @@ main :: () -> s32 {
if !no_land { fails += 1; } if !no_land { fails += 1; }
if !fresh_land { fails += 1; } if !fresh_land { fails += 1; }
// 7. Restart resets the landing bounce. The restart button (BoardView.
// do_restart) reseeds the model AND must clear the per-gem landing state,
// or a restart fired right after a terminal cascade carries that move's
// squash onto the freshly seeded board. reset_landings is the factored
// reset do_restart calls: a cell stamped a moment ago is mid-squash, and
// after reset_landings every cell is back at rest — while the idle clock
// is deliberately left running (idle resumes from its normal phase).
print("== gem motion restart resets landings ==\n");
r : GemMotion = ---;
r.init();
r.clock = 5.0;
r.stamp_land(3);
r.stamp_land(42);
r.clock = 5.08; // 0.08s past impact: well inside LAND_DUR, so mid-squash.
pre_squashing := fabs(land_squash(r.land_local(3))) > 0.01
and fabs(land_squash(r.land_local(42))) > 0.01;
r.reset_landings();
post_rest := land_squash(r.land_local(3)) == 0.0
and land_squash(r.land_local(42)) == 0.0
and land_squash(r.land_local(0)) == 0.0;
clock_kept := r.clock == 5.08;
print("restart_pre_squashing {} restart_post_rest {} restart_clock_kept {}\n",
pre_squashing, post_rest, clock_kept);
if !pre_squashing { fails += 1; }
if !post_rest { fails += 1; }
if !clock_kept { fails += 1; }
if fails == 0 { if fails == 0 {
print("ok: per-gem animation rests at t=0 and stays bounded\n"); print("ok: per-gem animation rests at t=0 and stays bounded\n");
return 0; return 0;