refactor(engine): ambiguity gate covers the full cluster — batches 1-3, 585 pairs burned to zero
Port the July 7 gate-extender branch onto current master (the You-hub, touch action bar, glass tab bar, Phase L, and hint-ghost work all landed since) and finish batch 3. cluster_app now includes the mode, replay, input, radial, tooltip, cursor, touch-selection, and safe-area plugins on top of batches 1-2; the 585 ambiguous pairs the expansion exposed are annotated down to zero and the gate stays assert_eq!(count, 0). New ordering machinery: - ReplayPlayback: playback driver chain on the pre-mutation spine (PointerInput < ReplayPlayback < overlay chain < GameMutation) - ModeStart: mode-start handlers between the stats abandon-recorder and GameMutation; ChallengeCompletion < DailyCompletion < WeeklyGoalsEval pinned inside ProgressUpdate so `.after(ProgressUpdate)` readers see settled progress - PointerInput: public set wrapping the input chain; AbandonRecord on the stats abandon-recorder; PendingHint around the async hint pipeline; HintGhostFx for the ghost chain (after the full visual spine) - Clubs: MoveRequestWriters, WarningToastWriters join the existing request/toast writer clubs; UiTextFx grows the overlay/tooltip/safe-area chrome painters; SettingsAccess grows the lag-tolerant settings readers Gate: cargo test --workspace green (993 engine tests), clippy --all-targets -D warnings clean, rustfmt applied. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -39,6 +39,13 @@ use crate::resources::{GameStateResource, HintCycleIndex};
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/// emits the hint visuals once the task completes. At most one task
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/// is ever in flight: a fresh H press while a previous task is
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/// running drops the previous task and queues the new one.
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/// Set wrapping the async hint pipeline (state-change drop → poll). The
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/// HUD hint button orders `.before` it so a press cancels/spawns before
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/// this frame's poll; the drag-highlight painters order `.after` it so
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/// the hint sprite writes are settled (#143).
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#[derive(bevy::ecs::schedule::SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct PendingHint;
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#[derive(Resource, Default)]
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pub struct PendingHintTask {
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/// `Some` while the solver is still working on a verdict.
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