fix(engine): share Draw-Three waste fan step between renderer and hit-test #106
@@ -63,6 +63,36 @@ pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.14;
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// foundation piles bleeding through when a 2 sits on an Ace.
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pub const STACK_FAN_FRAC: f32 = 0.025;
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/// Per-card horizontal fan step for the Draw-Three waste, in logical pixels.
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///
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/// Derived from the actual tableau column spacing (`Tableau2.x − Tableau1.x`)
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/// rather than a fixed fraction of card width, so the fan scales with the
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/// platform's `H_GAP_DIVISOR` (desktop ≈ 1.25×cw spacing, Android ≈ 1.03×cw).
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/// Public so `input_plugin` can hit-test the fanned waste cards at the exact
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/// x-offsets the renderer uses; any drift makes a click on the top fanned card
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/// land on the card beneath it.
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pub fn waste_fan_step(layout: &Layout) -> f32 {
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tableau_col_step(layout) * 0.224
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}
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/// Horizontal distance between adjacent tableau columns (`Tableau2.x −
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/// Tableau1.x`), in logical pixels. The face-down stock is rendered one column
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/// step left of the waste, and the Draw-Three waste fan ([`waste_fan_step`]) is
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/// a fraction of it. Public so hit-testing mirrors the renderer exactly.
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pub fn tableau_col_step(layout: &Layout) -> f32 {
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let t1 = layout
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.pile_positions
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.get(&KlondikePile::Tableau(Tableau::Tableau1))
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.copied()
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.unwrap_or_default();
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let t2 = layout
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.pile_positions
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.get(&KlondikePile::Tableau(Tableau::Tableau2))
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.copied()
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.unwrap_or_default();
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(t2.x - t1.x).abs()
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}
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/// Font size as a fraction of card width.
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const FONT_SIZE_FRAC: f32 = 0.28;
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@@ -908,34 +938,18 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2,
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(KlondikePile::Tableau(Tableau::Tableau7), false),
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];
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// Compute the Draw-Three waste fan step proportional to the column spacing
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// (waste_x − stock_x = card_width + h_gap) rather than a fixed fraction of
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// card_width. On desktop (H_GAP_DIVISOR=4) col_step = 1.25×cw and
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// 0.224 × 1.25 = 0.28 — identical to the previous constant. On Android
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// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
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// the top fanned card's centre within the waste column's own horizontal
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// footprint instead of spilling into the adjacent gap.
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let tableau_col_step = {
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let t1 = layout
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.pile_positions
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.get(&KlondikePile::Tableau(Tableau::Tableau1))
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.copied()
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.unwrap_or_default();
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let t2 = layout
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.pile_positions
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.get(&KlondikePile::Tableau(Tableau::Tableau2))
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.copied()
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.unwrap_or_default();
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(t2.x - t1.x).abs()
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};
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let waste_fan_step = tableau_col_step * 0.224;
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// Draw-Three waste fan step, proportional to the column spacing so it scales
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// with the platform's H_GAP_DIVISOR. Shared with input_plugin's hit-test via
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// `waste_fan_step` so the two never drift (a drift puts the top fanned card's
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// click target on the card beneath it).
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let waste_fan_step = waste_fan_step(layout);
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for (pile_type, is_stock_area) in piles {
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let Some(mut base) = layout.pile_positions.get(&pile_type).copied() else {
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continue;
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};
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if matches!(pile_type, KlondikePile::Stock) && is_stock_area {
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base.x -= tableau_col_step;
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base.x -= tableau_col_step(layout);
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}
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let is_tableau = matches!(pile_type, KlondikePile::Tableau(_));
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let is_waste = matches!(pile_type, KlondikePile::Stock) && !is_stock_area;
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@@ -35,7 +35,7 @@ use crate::auto_complete_plugin::AutoCompleteState;
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use crate::card_animation::tuning::AnimationTuning;
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use crate::card_animation::{CardAnimation, MotionCurve};
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use crate::card_plugin::{
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CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC,
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CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC, waste_fan_step,
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};
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::events::{
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@@ -1175,12 +1175,15 @@ fn card_position(
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Vec2::new(base.x, base.y + y_offset)
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} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
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// In Draw-Three mode the top 3 waste cards are fanned in X to match
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// card_plugin::card_positions(). Hit-testing must use the same offsets
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// so clicking the visually rightmost (top) card actually registers.
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// card_plugin::card_positions(). Hit-testing uses the same `waste_fan_step`
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// so clicking the visually rightmost (top) card actually registers — a
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// fixed `card_size.x * 0.28` matched the renderer on desktop but drifted
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// on Android (tighter column spacing), shifting the top card's hit target
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// onto the card beneath it.
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let pile_len = game.waste_cards().len();
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let visible_start = pile_len.saturating_sub(3);
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let slot = stack_index.saturating_sub(visible_start) as f32;
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Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
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Vec2::new(base.x + slot * waste_fan_step(layout), base.y)
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} else {
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base
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}
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@@ -1948,6 +1951,52 @@ mod tests {
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assert_eq!(result.2, vec![card]);
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}
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#[test]
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fn draw_three_waste_hit_test_matches_render_fan_step() {
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// Regression: the Draw-Three waste hit-test must use the same fan step as
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// the renderer (`card_plugin::waste_fan_step`). The previous hard-coded
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// `card_size.x * 0.28` matched the renderer only on desktop (column step =
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// 1.25*cw); under tighter Android-style spacing the two drift and the top
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// fanned card's click target lands on the card beneath it — so dragging
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// the visible top card plays the wrong one.
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let mut game = GameState::new(7, DrawStockConfig::DrawThree);
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let mut layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
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// Force tight (Android-like) column spacing: ~1.03 * card_width.
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let cw = layout.card_size.x;
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let base = layout.pile_positions[&KlondikePile::Stock];
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let t1 = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
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layout.pile_positions.insert(
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KlondikePile::Tableau(Tableau::Tableau2),
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Vec2::new(t1.x + cw * 1.03, t1.y),
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);
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clear_test_piles(&mut game);
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let waste = vec![
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Card::new(Deck::Deck1, Suit::Clubs, Rank::Two),
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Card::new(Deck::Deck1, Suit::Hearts, Rank::Five),
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Card::new(Deck::Deck1, Suit::Spades, Rank::Nine),
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Card::new(Deck::Deck1, Suit::Diamonds, Rank::King),
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];
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game.set_test_waste_cards(waste.clone());
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// visible_start = len-3 = 1, so the top card sits at fan slot 2.
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let top_index = waste.len() - 1;
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let pos = card_position(&game, &layout, &KlondikePile::Stock, top_index);
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let expected = base.x + 2.0 * waste_fan_step(&layout);
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assert!(
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(pos.x - expected).abs() < 1e-3,
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"hit-test must use the shared waste fan step"
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);
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// The old fixed constant would have drifted from the renderer here.
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let old = base.x + 2.0 * cw * 0.28;
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assert!(
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(pos.x - old).abs() > 1.0,
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"shared step must differ from the old fixed step under tight spacing"
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);
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}
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#[test]
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fn find_draggable_skips_face_down_cards() {
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let game = GameState::new(42, DrawStockConfig::DrawOne);
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