Merge branch 'flow/m3te/P6.1' into m3te-plan

This commit is contained in:
swipelab
2026-06-05 01:30:18 +03:00
11 changed files with 569 additions and 20 deletions

196
board_anim.sx Normal file
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@@ -0,0 +1,196 @@
// Board motion animation (P6.1) — a PURELY VISUAL timeline the view plays over
// one player move. The logical model (commit_swap / resolve) stays authoritative:
// `plan_and_commit` commits the move on the real board exactly as before, then
// replays the SAME operations on a value-copy of the pre-move board to record the
// per-step geometry (the swap, each cascade round's matched cells, and each
// round's per-column fall provenance). Because the copy starts from the identical
// cells AND RNG state and runs the identical primitives, its recorded `final`
// board equals the model's settled board gem-for-gem — the animation only ever
// ends ON the already-decided result, never changes it.
//
// Per-gem idle/select/clear gem animations (P6.3) and score popups / particle FX
// (P6.2) are NOT here; this step animates board MOTION only: swap slide, matched
// scale-out, and collapse/refill fall.
#import "modules/std.sx";
#import "modules/math";
#import "modules/ui/types.sx";
#import "board.sx";
#import "board_layout.sx";
// Short, frame-timed durations (seconds) for each timeline segment. Driven by
// the frame loop's delta_time, so they are wall-clock, framerate-independent.
SWAP_ANIM_DUR :f32: 0.16;
CLEAR_ANIM_DUR :f32: 0.14;
FALL_ANIM_DUR :f32: 0.22;
// Easing helpers. Slide/fall decelerate into place (ease-out cubic); the clear
// scale-out accelerates as it shrinks (ease-in quad).
ease_out_cubic :: (t: f32) -> f32 { u := t - 1.0; u * u * u + 1.0 }
ease_in_quad :: (t: f32) -> f32 { t * t }
// One recorded cascade round. `before` is the board at the round's start (the
// swapped board for round 0, the previous round's `after` otherwise — never has
// holes). `matched` flags the cells cleared this round (they scale out). `src`
// maps each destination cell to the SOURCE ROW its gem falls from within the same
// column: a non-negative row for a surviving gem that slides down, or a NEGATIVE
// row (above the board) for a freshly-refilled gem dropping in from the top.
// `after` is the board once this round has cleared, collapsed, and refilled.
AnimRound :: struct {
before: [BOARD_CELLS]Gem;
matched: MatchMask;
src: [BOARD_CELLS]s64;
after: [BOARD_CELLS]Gem;
}
// The full recorded timeline of one move. `legal` mirrors the model's decision:
// a legal swap has >=1 round and `final` is the settled board; an illegal swap
// has zero rounds, `pre == final`, and the view plays a slide-and-return. `a`/`b`
// are the swapped cells; `pre` is the board before the swap (the slide's start).
AnimMove :: struct {
legal: bool;
a: Cell;
b: Cell;
pre: [BOARD_CELLS]Gem;
rounds: List(AnimRound);
final: [BOARD_CELLS]Gem;
}
// Commit the player's swap authoritatively AND record its visual timeline. The
// real board is mutated by `commit_swap` exactly as the non-animated path did;
// the recording runs on a separate value-copy taken BEFORE the commit, so it
// replays the identical cells + RNG stream and its `final` equals `board.cells`.
plan_and_commit :: (board: *Board, a: Cell, b: Cell) -> AnimMove {
move : AnimMove = ---;
move.a = a;
move.b = b;
move.rounds = List(AnimRound).{};
move.pre = board.cells;
// Snapshot the entire model state (cells + RNG + score + moves) before the
// commit so the replay below is bit-identical to what commit_swap does.
scratch : Board = board.*;
mv := commit_swap(board, a, b);
move.legal = mv.legal;
if !mv.legal {
move.final = board.cells;
return move;
}
swap(@scratch, a, b);
while true {
m := find_matches(@scratch);
if m.count() == 0 { break; }
round : AnimRound = ---;
round.before = scratch.cells;
round.matched = m;
clear_cells(@scratch, @m);
// Fall provenance, read off the just-cleared (holed) board — mirrors
// `collapse`'s packing exactly: scanning a column bottom-to-top, each
// surviving gem lands at the descending write cursor `w`, so dest row `w`
// came from source row `r`. The rows left above the survivors (0..w) are
// refilled, so they drop in from above: a dest row `j` there starts at
// `j - n_refill`, i.e. stacked just off the top edge.
for 0..BOARD_COLS: (col) {
w := BOARD_ROWS - 1;
r := BOARD_ROWS - 1;
while r >= 0 {
if scratch.at(col, r) != .empty {
round.src[Board.idx(col, w)] = r;
w -= 1;
}
r -= 1;
}
n_refill := w + 1;
j := 0;
while j <= w {
round.src[Board.idx(col, j)] = j - n_refill;
j += 1;
}
}
collapse(@scratch);
refill(@scratch);
round.after = scratch.cells;
move.rounds.append(round);
}
move.final = scratch.cells;
move
}
// Which segment of the timeline is playing, and the local 0..1 progress within
// it. `round` indexes `AnimMove.rounds` for clear/fall.
AnimPhaseKind :: enum { swap; clear; fall; done; }
AnimPhase :: struct {
kind: AnimPhaseKind;
round: s64;
t: f32;
}
// Live timeline state for the in-flight move. Heap-allocated (like BoardSelection
// / DragInput) so it survives BoardView's per-frame rebuild; `tick` advances it
// by the frame's delta_time and the view reads `phase` to render the right slice.
BoardAnim :: struct {
active: bool;
elapsed: f32;
move: AnimMove;
init :: (self: *BoardAnim) {
self.active = false;
self.elapsed = 0.0;
self.move.legal = false;
self.move.rounds = List(AnimRound).{};
}
begin :: (self: *BoardAnim, m: AnimMove) {
self.move = m;
self.elapsed = 0.0;
self.active = true;
}
// Total wall-clock length: the swap segment plus a clear+fall pair per round.
total :: (self: *BoardAnim) -> f32 {
SWAP_ANIM_DUR + cast(f32) self.move.rounds.len * (CLEAR_ANIM_DUR + FALL_ANIM_DUR)
}
tick :: (self: *BoardAnim, dt: f32) {
if !self.active { return; }
self.elapsed += dt;
if self.elapsed >= self.total() { self.active = false; }
}
// Resolve `elapsed` to the active segment by walking swap → (clear, fall)*.
phase :: (self: *BoardAnim) -> AnimPhase {
e := self.elapsed;
if e < SWAP_ANIM_DUR {
return AnimPhase.{ kind = .swap, round = 0, t = e / SWAP_ANIM_DUR };
}
e -= SWAP_ANIM_DUR;
for 0..self.move.rounds.len: (k) {
if e < CLEAR_ANIM_DUR {
return AnimPhase.{ kind = .clear, round = k, t = e / CLEAR_ANIM_DUR };
}
e -= CLEAR_ANIM_DUR;
if e < FALL_ANIM_DUR {
return AnimPhase.{ kind = .fall, round = k, t = e / FALL_ANIM_DUR };
}
e -= FALL_ANIM_DUR;
}
AnimPhase.{ kind = .done, round = 0, t = 1.0 }
}
}
// Input gate: the board accepts a new swipe/tap gesture only when no move
// animation is in flight. The view checks this at gesture START (mouse_down),
// not at commit (mouse_up), so a gesture begun while a timeline is playing never
// latches a drag and so cannot commit when the animation later settles. Input
// resumes once `tick` clears `active` at the end of the timeline. A null anim
// (no animation layer wired) always accepts.
accepts_input :: (anim: *BoardAnim) -> bool {
anim == null or !anim.active
}

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@@ -17,6 +17,7 @@
#import "modules/ui/font.sx";
#import "board.sx";
#import "board_layout.sx";
#import "board_anim.sx";
#import "swipe.sx";
// Fraction of a cell each gem occupies; the remainder is margin so a gem sits
@@ -169,6 +170,7 @@ BoardView :: struct {
assets: *BoardAssets;
sel: *BoardSelection;
drag: *DragInput;
anim: *BoardAnim;
safe: EdgeInsets;
// Where the grid sits + the touch↔cell mapping. Recomputed each render /
@@ -178,6 +180,160 @@ BoardView :: struct {
compute_layout :: (self: *BoardView, frame: Frame) {
self.layout.compute(frame, self.safe);
}
// Draw gem `gem_index`'s sprite-sheet column into `gf`.
draw_gem :: (self: *BoardView, ctx: *RenderContext, gf: Frame, gem_index: s64) {
uv := self.assets.gem_uv(gem_index);
ctx.add_image_uv(gf, self.assets.gems_tex, uv.uv_min, uv.uv_max);
}
// Frame for a gem at a (possibly fractional) board position, inset inside its
// cell. Fractional col/row is how the swap-slide and fall animations place a
// gem partway between cells.
gem_frame :: (self: *BoardView, fcol: f32, frow: f32, inset: f32, dim: f32) -> Frame {
Frame.make(
self.layout.origin.x + fcol * self.layout.cell_size + inset,
self.layout.origin.y + frow * self.layout.cell_size + inset,
dim,
dim
)
}
// Frame for a gem shrunk by `scale` about its cell centre — the clear
// scale-out. At scale 0 the gem is a zero-size frame (gone).
gem_frame_scaled :: (self: *BoardView, col: s64, row: s64, dim: f32, scale: f32) -> Frame {
cs := self.layout.cell_size;
cx := self.layout.origin.x + cast(f32) col * cs + cs * 0.5;
cy := self.layout.origin.y + cast(f32) row * cs + cs * 0.5;
d := dim * scale;
Frame.make(cx - d * 0.5, cy - d * 0.5, d, d)
}
// Settled-board gems: one sprite per non-empty cell at its cell frame. Used
// whenever no move is animating.
render_gems :: (self: *BoardView, ctx: *RenderContext, inset: f32, dim: f32) {
for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) {
g := self.board.at(col, row);
if g != .empty {
gf := self.gem_frame(cast(f32) col, cast(f32) row, inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
}
// Play the active slice of the move timeline. Gem motion is clipped to the
// grid so refilled gems slide in from behind the top edge rather than
// overlapping the HUD band above the board.
render_anim :: (self: *BoardView, ctx: *RenderContext, inset: f32, dim: f32) {
ph := self.anim.phase();
cs := self.layout.cell_size;
grid := Frame.make(
self.layout.origin.x, self.layout.origin.y,
cs * cast(f32) BOARD_COLS, cs * cast(f32) BOARD_ROWS
);
ctx.push_clip(grid);
mv := @self.anim.move;
if ph.kind == .swap {
self.render_swap(ctx, mv, inset, dim, ph.t);
} else if ph.kind == .clear {
rd := @mv.rounds.items[ph.round];
self.render_clear(ctx, rd, inset, dim, ph.t);
} else if ph.kind == .fall {
rd := @mv.rounds.items[ph.round];
self.render_fall(ctx, rd, inset, dim, ph.t);
} else {
// Settled tail of the timeline — draw the final (model) board. tick()
// normally clears `active` before this is reached, so it is the seam
// safety net rather than a frame the player typically sees.
for 0..BOARD_CELLS: (i) {
g := mv.final[i];
if g != .empty {
gf := self.gem_frame(cast(f32) (i % BOARD_COLS), cast(f32) (i / BOARD_COLS), inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
ctx.pop_clip();
}
// Swap segment: the board sits still (pre-swap) except the two swapped gems,
// which slide between their cells. A legal swap slides fully (a→b, b→a); an
// illegal one pings out to the neighbour and back, ending where it started.
render_swap :: (self: *BoardView, ctx: *RenderContext, mv: *AnimMove, inset: f32, dim: f32, t: f32) {
ai := Board.idx(mv.a.col, mv.a.row);
bi := Board.idx(mv.b.col, mv.b.row);
for 0..BOARD_CELLS: (i) {
if i == ai or i == bi { continue; }
g := mv.pre[i];
if g != .empty {
gf := self.gem_frame(cast(f32) (i % BOARD_COLS), cast(f32) (i / BOARD_COLS), inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
p : f32 = ---;
if mv.legal {
p = ease_out_cubic(t);
} else if t < 0.5 {
p = ease_out_cubic(t * 2.0);
} else {
p = ease_out_cubic((1.0 - t) * 2.0);
}
afc := cast(f32) mv.a.col; afr := cast(f32) mv.a.row;
bfc := cast(f32) mv.b.col; bfr := cast(f32) mv.b.row;
ga := mv.pre[ai];
if ga != .empty {
gf := self.gem_frame(afc + (bfc - afc) * p, afr + (bfr - afr) * p, inset, dim);
self.draw_gem(ctx, gf, cast(s64) ga);
}
gb := mv.pre[bi];
if gb != .empty {
gf := self.gem_frame(bfc + (afc - bfc) * p, bfr + (afr - bfr) * p, inset, dim);
self.draw_gem(ctx, gf, cast(s64) gb);
}
}
// Clear segment: matched gems shrink toward nothing; the rest hold position.
render_clear :: (self: *BoardView, ctx: *RenderContext, rd: *AnimRound, inset: f32, dim: f32, t: f32) {
shrink := 1.0 - ease_in_quad(t);
if shrink < 0.0 { shrink = 0.0; }
for 0..BOARD_CELLS: (i) {
g := rd.before[i];
if g == .empty { continue; }
col := i % BOARD_COLS;
row := i / BOARD_COLS;
if rd.matched.cells[i] {
gf := self.gem_frame_scaled(col, row, dim, shrink);
self.draw_gem(ctx, gf, cast(s64) g);
} else {
gf := self.gem_frame(cast(f32) col, cast(f32) row, inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
// Fall segment: every gem of the round's settled board slides from its source
// row (above the board for refills) down to its destination cell.
render_fall :: (self: *BoardView, ctx: *RenderContext, rd: *AnimRound, inset: f32, dim: f32, t: f32) {
te := ease_out_cubic(t);
for 0..BOARD_CELLS: (i) {
g := rd.after[i];
if g == .empty { continue; }
col := i % BOARD_COLS;
drow := i / BOARD_COLS;
src := rd.src[i];
cur_row := cast(f32) src + (cast(f32) drow - cast(f32) src) * te;
gf := self.gem_frame(cast(f32) col, cur_row, inset, dim);
self.draw_gem(ctx, gf, cast(s64) g);
}
}
}
impl View for BoardView {
@@ -197,28 +353,25 @@ impl View for BoardView {
ctx.add_image(frame, self.assets.bg_tex);
}
// 2. One cell tile per board cell, then its gem sampled by index column.
// 2. One cell tile per board cell the static grid, never animated.
gem_inset := self.layout.cell_size * (1.0 - GEM_FILL_FRAC) * 0.5;
gem_dim := self.layout.cell_size * GEM_FILL_FRAC;
for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) {
cf := self.layout.cell_frame(col, row);
if self.assets.cell_tex != 0 {
ctx.add_image(cf, self.assets.cell_tex);
if self.assets.cell_tex != 0 {
for 0..BOARD_ROWS: (row) {
for 0..BOARD_COLS: (col) {
ctx.add_image(self.layout.cell_frame(col, row), self.assets.cell_tex);
}
}
}
g := self.board.at(col, row);
if g != .empty and self.assets.gems_tex != 0 {
uv := self.assets.gem_uv(cast(s64) g);
gf := Frame.make(
cf.origin.x + gem_inset,
cf.origin.y + gem_inset,
gem_dim,
gem_dim
);
ctx.add_image_uv(gf, self.assets.gems_tex, uv.uv_min, uv.uv_max);
}
// 2b. Gems: while a move is animating, play its swap/clear/fall timeline;
// otherwise draw the settled model board. The timeline ends exactly on
// the model state, so the seam back to the static path is invisible.
if self.assets.gems_tex != 0 {
if self.anim != null and self.anim.active {
self.render_anim(ctx, gem_inset, gem_dim);
} else {
self.render_gems(ctx, gem_inset, gem_dim);
}
}
@@ -247,6 +400,12 @@ impl View for BoardView {
self.compute_layout(frame);
if event.* == {
case .mouse_down: (d) {
// Gate input at gesture START: while a move animation is in
// flight the board ignores new gestures for the WHOLE in-flight
// window, so a press begun mid-animation never latches a drag and
// so can't commit when the animation later ends. The press is
// still consumed; input resumes once the timeline settles.
if !accepts_input(self.anim) { return true; }
self.drag.begin(d.position);
return true;
}
@@ -255,7 +414,8 @@ impl View for BoardView {
start := self.drag.start;
self.drag.clear();
if intent := swipe_intent(@self.layout, start, d.position) {
commit_swap(self.board, intent.a, intent.b);
mv := plan_and_commit(self.board, intent.a, intent.b);
if self.anim != null { self.anim.begin(mv); }
self.sel.clear();
} else {
if hit := self.layout.point_to_cell(start) {

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17
main.sx
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@@ -15,6 +15,7 @@
#import "modules/platform/uikit.sx";
#import "board.sx";
#import "board_view.sx";
#import "board_anim.sx";
#run configure_build();
@@ -24,6 +25,7 @@ BOARD_SEED :: 1337;
g_plat : Platform = ---;
g_pipeline : *UIPipeline = ---;
g_delta_time : f32 = 0.016;
g_viewport_w : f32 = 800.0;
g_viewport_h : f32 = 600.0;
g_safe_insets : EdgeInsets = .{};
@@ -49,14 +51,20 @@ g_sel : *BoardSelection = null;
// so the drag start must persist between them.
g_drag : *DragInput = null;
// In-flight move animation (P6.1). Heap-allocated for the same reason: a swipe
// begins the swap/clear/fall timeline, which then plays out over many subsequent
// frames, so the timeline state must persist across BoardView's per-frame rebuild.
g_anim : *BoardAnim = null;
// Rebuilt each frame inside the pipeline's arena; carries the current safe-area
// insets so the grid stays inside the notch / home-indicator region.
build_ui :: () -> View {
BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, safe = g_safe_insets }
BoardView.{ board = g_board, assets = g_assets, sel = g_sel, drag = g_drag, anim = g_anim, safe = g_safe_insets }
}
frame :: () {
fc := g_plat.begin_frame();
g_delta_time = fc.delta_time;
g_viewport_w = fc.viewport_w;
g_viewport_h = fc.viewport_h;
g_safe_insets = g_plat.safe_insets();
@@ -76,6 +84,10 @@ frame :: () {
g_pipeline.dispatch_event(ev);
}
// Advance the in-flight move animation by this frame's delta before rendering,
// so the board view draws the timeline slice for the current wall-clock time.
if g_anim != null { g_anim.tick(g_delta_time); }
inline if OS == .ios {
// Lazy-attach Metal once -[SxAppDelegate didFinishLaunching:] has
// installed the SxMetalView and its bounds have been measured; both can
@@ -152,6 +164,9 @@ main :: () -> void {
g_drag = xx context.allocator.alloc(size_of(DragInput));
g_drag.init();
g_anim = xx context.allocator.alloc(size_of(BoardAnim));
g_anim.init();
g_pipeline.set_body(closure(build_ui));
g_plat.run_frame_loop(closure(frame));

157
tests/anim_plan.sx Normal file
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@@ -0,0 +1,157 @@
// Animation-layer determinism guard (P6.1): prove the swap/clear/fall animation
// timeline is PURELY VISUAL — it never changes the model's result. `plan_and_commit`
// commits the move on the real board (authoritative) AND records the visual
// timeline on a value-copy; this test asserts, on the SAME seed the app renders
// (SEED 1337):
// - the board `plan_and_commit` leaves is byte-for-byte identical to an
// independent `commit_swap` of the same move, with the same score + moves;
// - the recorded timeline ENDS on that exact state: `move.final` equals the
// model board, the rounds are contiguous (round 0 starts on the swapped board,
// each later round starts on the prior round's settled board), and the last
// round's `after` equals `final`;
// - an illegal swap records no rounds and leaves the board untouched.
// It also guards the P6.1 input-lock fix: `accepts_input` rejects a gesture for
// the FULL in-flight animation window (mouse_down → settle), so a swipe begun
// while a move animates never latches a drag and never commits — even if it is
// released after the timeline ends.
// No rendering — it calls exactly what BoardView.handle_event calls. Links headless
// like tests/swipe_commit.sx; avoids tests/test.sx (its trace.sx pulls in a second
// `Frame` that collides with the UI one). Failure is a non-zero exit code.
#import "modules/std.sx";
#import "board.sx";
#import "board_anim.sx";
SEED :: 1337;
boards_equal :: (x: *Board, y: *Board) -> bool {
for 0..BOARD_CELLS: (i) {
if !(x.cells[i] == y.cells[i]) { return false; }
}
true
}
main :: () -> s32 {
fails : s64 = 0;
// ── Legal swap: plan == model, timeline ends on the model ───────────────
// (5,4)->(6,4): brings R into (5,4), completing R,R,R across cols 3-5 of row
// 4 — the same legal swap tests/swipe_commit.sx commits.
print("== legal swap: plan matches model ==\n");
a := Cell.{ col = 5, row = 4 };
b := Cell.{ col = 6, row = 4 };
bm : Board = ---;
bm.init(SEED);
mvm := commit_swap(@bm, a, b);
ba : Board = ---;
ba.init(SEED);
move := plan_and_commit(@ba, a, b);
print("model: legal {} depth {} score {} moves {}\n",
mvm.legal, mvm.cascade.depth, bm.score, bm.moves_made);
print("plan: legal {} rounds {} score {} moves {}\n",
move.legal, move.rounds.len, ba.score, ba.moves_made);
if !move.legal { fails += 1; }
if !boards_equal(@ba, @bm) { fails += 1; } // committed board == model
if ba.score != bm.score { fails += 1; }
if ba.moves_made != bm.moves_made { fails += 1; }
if move.rounds.len != mvm.cascade.depth { fails += 1; }
// move.final equals the model board.
final_eq := true;
for 0..BOARD_CELLS: (i) {
if !(move.final[i] == bm.cells[i]) { final_eq = false; }
}
if !final_eq { fails += 1; }
print("final==model {}\n", final_eq);
// Timeline contiguity: round 0 starts on the swapped pre board; each later
// round starts on the previous round's settled board; final == last after.
contiguous := true;
if move.rounds.len > 0 {
ai := Board.idx(a.col, a.row);
bi := Board.idx(b.col, b.row);
r0 := @move.rounds.items[0];
for 0..BOARD_CELLS: (i) {
expect : Gem = move.pre[i];
if i == ai { expect = move.pre[bi]; }
else if i == bi { expect = move.pre[ai]; }
if !(r0.before[i] == expect) { contiguous = false; }
}
for 1..move.rounds.len: (k) {
prev := @move.rounds.items[k - 1];
cur := @move.rounds.items[k];
for 0..BOARD_CELLS: (i) {
if !(cur.before[i] == prev.after[i]) { contiguous = false; }
}
}
last := @move.rounds.items[move.rounds.len - 1];
for 0..BOARD_CELLS: (i) {
if !(last.after[i] == move.final[i]) { contiguous = false; }
}
}
if !contiguous { fails += 1; }
print("contiguous {}\n", contiguous);
out("final board:\n");
out(board_dump(@bm));
// ── Illegal swap: no timeline, board untouched ──────────────────────────
// (0,0)->(1,0): two reds → no match. plan_and_commit must leave the board
// exactly as it was, spend no move, and record zero rounds.
print("== illegal swap: untouched ==\n");
bi2 : Board = ---;
bi2.init(SEED);
pre2 : Board = bi2;
mi := plan_and_commit(@bi2, Cell.{ col = 0, row = 0 }, Cell.{ col = 1, row = 0 });
print("legal {} rounds {} score {} moves {}\n", mi.legal, mi.rounds.len, bi2.score, bi2.moves_made);
if mi.legal { fails += 1; }
if mi.rounds.len != 0 { fails += 1; }
if !boards_equal(@pre2, @bi2) { fails += 1; }
if bi2.score != 0 { fails += 1; }
if bi2.moves_made != 0 { fails += 1; }
// ── Input gate: locked for the FULL in-flight animation ─────────────────
// The view begins a drag on mouse_down only when `accepts_input` is true,
// and commits on mouse_up only if a drag latched. So a gesture that BEGINS
// while a move animates must NEVER commit — even if it is released after the
// animation has fully settled. This guards the P6.1 input-lock fix.
print("== input gate: locked while animating ==\n");
gate : BoardAnim = ---;
gate.init();
idle_ok := accepts_input(@gate); // no move in flight → accept
gate.begin(move); // a legal move's timeline starts
busy_ok := accepts_input(@gate); // mouse_down DURING animation → reject
while gate.active { gate.tick(0.05); } // player holds; timeline plays out
settled_ok := accepts_input(@gate); // animation fully settled → accept
print("accepts idle {} busy {} settled {}\n", idle_ok, busy_ok, settled_ok);
if !idle_ok { fails += 1; }
if busy_ok { fails += 1; } // MUST be locked while animating
if !settled_ok { fails += 1; }
// The board MUST decide a gesture at PRESS, not at RELEASE. Over the exact
// failure scenario — a gesture PRESSED while animating and RELEASED after the
// timeline has settled — the two policies diverge:
// release-gate: commit unless animating AT RELEASE → COMMITS (the timeline
// finished first), letting input slip through mid-transition.
// press-gate: latch only if input accepted AT PRESS → DROPS, because
// input was locked for the whole window the timeline ran.
gate.init();
gate.begin(move);
accept_at_press := accepts_input(@gate); // mouse_down while animating
while gate.active { gate.tick(0.05); }
accept_at_release := accepts_input(@gate); // mouse_up after settle
release_gate_commits := accept_at_release;
press_gate_commits := accept_at_press;
print("release_gate_commits {} press_gate_commits {}\n", release_gate_commits, press_gate_commits);
if !release_gate_commits { fails += 1; } // the scenario release-gating lets through
if press_gate_commits { fails += 1; } // the board press-gates: MUST NOT commit
if fails == 0 {
print("ok: animation layer leaves the model result unchanged\n");
return 0;
}
print("FAIL: {} anim-determinism checks failed\n", fails);
return 1;
}

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0

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== legal swap: plan matches model ==
model: legal true depth 1 score 30 moves 1
plan: legal true rounds 1 score 30 moves 1
final==model true
contiguous true
final board:
RRPBORRG
PGPPOGRO
YYBOPRYB
GBYBYRGP
OGBYRGOY
BYRRPRBG
YOYYROBB
OROBPPRB
== illegal swap: untouched ==
legal false rounds 0 score 0 moves 0
== input gate: locked while animating ==
accepts idle true busy false settled true
release_gate_commits true press_gate_commits false
ok: animation layer leaves the model result unchanged