chore: remove dead code and stale doc claims found in multi-agent sweep
Test / test (pull_request) Successful in 37m58s
Test / test (pull_request) Successful in 37m58s
Compiler-verified via RUSTFLAGS=--force-warn dead_code plus workspace-wide reference greps; three parallel audit agents covered the engine crate, the other eight crates, and Copilot commit-message-vs-diff drift. Removed: - replay_overlay/input.rs: 19 orphaned twins (~950 lines) of items also defined in mod.rs — the glob re-export made the mod.rs copies win and the file-level #![allow(dead_code)] hid the corpses. The live keyboard/ button handlers and ReplayScrubKeyHold stay; the allow is retired. - retarget_animation (never called; doc examples were its only refs) - ScanThemesRequestEvent (never registered/written/read; its doc claimed a handle_scan_themes consumer that does not exist) - _VEC3_REFERENCED workaround const + now-unneeded Vec3 import - solitaire_data: load_stats/save_stats/time_attack_session_with_now default-path wrappers (the _from/_to variants are the live API) and surplus re-export names (settings MIN/MAX bounds, token loaders) - solitaire_core: Session re-export (no external consumer) - solitaire_wasm: ReplayPlayer::is_finished (no JS caller) - solitaire_app: build_app wrapper (real entry is run()) Doc fixes: - audio_plugin: WAV count 5→7, add FoundationCompletedEvent table row, drop bogus 'placeholder' label, bevy_kira_audio→kira - ToastVariant::Warning: variant is live (5 writer plugins); dropped the stale allow(dead_code) and its 'currently unused' comment Deliberately kept: Spider module (staged forward work), WinCascadePlugin (documented alternative cascade, pending owner decision), SyncCompleteEvent and solitaire_sync ApiError/merge_at (§8 change-controlled, flagged to owner). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -18,11 +18,6 @@
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//! The sine term is 0 at `t = 0` and `t = 1` and peaks at `t = 0.5`, so the
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//! card "floats up" in the middle of its travel and lands at its correct rest z.
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//!
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//! # Retargeting
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//!
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//! When a card is redirected mid-flight, call [`retarget_animation`]. It reads
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//! the current interpolated position so the card never snaps.
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//!
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//! # Coexistence with `CardAnim`
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//!
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//! `CardAnimation` and the legacy `CardAnim` can coexist in the same world but
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@@ -123,8 +118,6 @@ impl CardAnimation {
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}
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/// Returns the current interpolated XY position without advancing time.
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///
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/// Used by [`retarget_animation`] to read mid-flight position cleanly.
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pub fn current_xy(&self) -> Vec2 {
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if self.duration <= 0.0 {
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return self.end;
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@@ -135,90 +128,6 @@ impl CardAnimation {
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}
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}
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// ---------------------------------------------------------------------------
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// Retarget helper
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// ---------------------------------------------------------------------------
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/// Redirects a card to a new destination without snapping or interrupting motion.
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///
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/// Reads the card's current interpolated position (from a live [`CardAnimation`]
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/// if present, or from `Transform` if stationary) and starts a fresh
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/// [`CardAnimation`] from that position. Duration is recalculated from the
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/// remaining distance so short paths stay quick.
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///
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/// # Velocity continuity
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///
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/// When a card is mid-flight, the new animation starts with a small positive
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/// `elapsed` offset (`carry`) derived from how far through the current animation
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/// the card is. This preserves a sense of forward momentum: the new curve does
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/// not restart from zero velocity, avoiding a visible "lurch" when the target
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/// changes rapidly.
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///
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/// The carry is deliberately small (≤ 10 % of the new duration) so that it
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/// never causes a visible position jump — the card's start position is still
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/// read from the current transform.
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///
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/// # Example
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///
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/// ```ignore
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/// // Inside a system that decides to move a card to a new target:
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/// let (entity, transform, anim) = cards.get(card_entity)?;
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/// retarget_animation(
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/// &mut commands,
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/// entity,
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/// anim, // Option<&CardAnimation>
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/// transform,
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/// Vec2::new(400.0, 200.0),
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/// resting_z,
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/// MotionCurve::SmoothSnap,
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/// );
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/// ```
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pub fn retarget_animation(
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commands: &mut Commands,
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entity: Entity,
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current_anim: Option<&CardAnimation>,
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transform: &Transform,
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new_end: Vec2,
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new_end_z: f32,
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curve: MotionCurve,
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) {
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let (current_xy, current_z, momentum_carry) = match current_anim {
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Some(anim) if anim.duration > 0.0 => {
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// Estimate how far into the current animation we are and carry
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// a small fraction of that progress into the new animation.
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// This avoids restarting from zero velocity and makes the motion
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// feel continuous when the target changes mid-flight.
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let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
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// Cap at 10 % of the new animation so there's no visible jump.
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let carry = (t * 0.12).min(0.10);
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(anim.current_xy(), transform.translation.z, carry)
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}
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_ => (
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transform.translation.truncate(),
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transform.translation.z,
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0.0,
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),
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};
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let distance = current_xy.distance(new_end);
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let duration = compute_duration(distance);
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commands.entity(entity).insert(CardAnimation {
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start: current_xy,
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end: new_end,
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// Start slightly into the new animation to carry forward momentum.
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elapsed: momentum_carry * duration,
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duration,
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curve,
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delay: 0.0,
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start_z: current_z,
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end_z: new_end_z,
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z_lift: 8.0,
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scale_start: 1.0,
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scale_end: 1.0,
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});
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}
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// ---------------------------------------------------------------------------
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// System
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// ---------------------------------------------------------------------------
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