refactor(engine): ambiguity burn-down batch 3 — board paint chain, 171 → 47
Test / test (pull_request) Failing after 17m32s
Test / test (pull_request) Failing after 17m32s
The Sprite/Transform cluster (112 pairs) was every board painter racing every other one. Two structural moves: - BoardVisuals set (card_plugin): all card/marker painters run as ONE deterministic chain in data-flow order — layout refinement → card authority (sync_cards_on_change) → flip anims → shadows → highlights → stock indicators → resize snapping → corner labels — with LayoutSystem::UpdateOnResize ordered before the whole set and the table plugin's marker painters chained after it. Paint order is now identical every frame instead of scheduler-dependent. - UiTextFx set (ui_theme): chrome text effects (score pulse/floater, streak flourish, modal enter, focus-ring pulse) animate Transform on UI entities only; they are declared ambiguous with BoardVisuals and with each other — the entity domains are disjoint by construction. All chain members are cheap and change-gated; sequential execution is not a measurable cost for a card game. Existing ordering constraints (fan-frac before sync, shadows after sync, snap after collect) are preserved inside the chain. Baseline ratchets 171 → 47. Remaining: long tail of small subjects (input, event writers, AutoCompleteState, HudVisibility). Refs #143 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -38,7 +38,7 @@ mod tests {
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/// ordering edge — add `.before`/`.after` (order matters) or
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/// `.ambiguous_with` (provably order-independent) at the registration
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/// site. When triage lowers the real count, lower this constant too.
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const AMBIGUITY_BASELINE: usize = 171;
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const AMBIGUITY_BASELINE: usize = 47;
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fn cluster_app() -> App {
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let mut app = App::new();
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