transition
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//! Board-change wipe animation.
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//!
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//! When the player steps through a portal both the old and new boards are rendered
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//! into off-screen ratatui [`Buffer`]s at init time. Each frame [`TransitionAnimation::update`]
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//! advances the LFSR-driven reveal bitmap, and the [`Widget`] impl blends the two
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//! buffers — old cells for unrevealed positions, new cells for revealed ones.
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use kiln_core::Board;
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use ratatui::{
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buffer::Buffer,
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layout::Rect,
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widgets::Widget,
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};
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use crate::render::BoardWidget;
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/// How long the wipe lasts in seconds.
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pub const TRANSITION_DURATION: f32 = 0.25;
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/// Advance a 16-bit Galois LFSR one step.
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///
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/// Polynomial 0xB400 gives a maximal period of 65 535, covering every realistic
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/// terminal viewport (e.g. 256 × 200 = 51 200 cells).
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fn lfsr_step(state: u16) -> u16 {
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let lsb = state & 1;
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let s = state >> 1;
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if lsb != 0 { s ^ 0xB400 } else { s }
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}
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/// Build a permutation of `[0, total)` using the 16-bit LFSR.
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///
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/// The LFSR visits every value in `1..=65535` exactly once per cycle.
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/// Mapping `state → state - 1` gives `0..=65534`; values in `[0, total)` are
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/// kept in encounter order. `total` must not exceed 65 535.
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fn lfsr_sequence(total: usize) -> Vec<u32> {
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let mut seq = Vec::with_capacity(total);
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let mut state: u16 = 1; // non-zero start; LFSR never visits 0
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loop {
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let idx = state as u32 - 1;
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if (idx as usize) < total {
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seq.push(idx);
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if seq.len() == total { break; }
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}
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state = lfsr_step(state);
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if state == 1 { break; } // full cycle — shouldn't happen for total <= 65535
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}
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seq
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}
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/// A board-to-board wipe animation driven by an LFSR.
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///
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/// Both boards are rendered into off-screen [`Buffer`]s once at construction.
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/// Each call to [`update`](TransitionAnimation::update) marks more screen cells
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/// as "revealed" (using the pre-computed LFSR order); the [`Widget`] impl blends
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/// old and new buffers cell by cell.
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pub struct TransitionAnimation {
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/// Pre-rendered old board.
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old_buf: Buffer,
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/// Pre-rendered new board.
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new_buf: Buffer,
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/// LFSR-ordered permutation of screen-cell indices `[0, width×height)`.
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reveal_order: Vec<u32>,
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/// Which cells have been revealed (show `new_buf`).
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revealed: Vec<bool>,
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/// How many entries of `reveal_order` are currently revealed.
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revealed_count: usize,
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/// Elapsed seconds since the animation started.
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pub elapsed: f32,
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}
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impl TransitionAnimation {
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/// Render both boards into off-screen buffers and build the LFSR sequence.
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///
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/// `area` must match the area that will be passed to the widget's `render` call.
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pub fn new(old: &Board, new: &Board, area: Rect) -> Self {
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let total = area.width as usize * area.height as usize;
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let mut old_buf = Buffer::empty(area);
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BoardWidget::new(old).render(area, &mut old_buf);
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let mut new_buf = Buffer::empty(area);
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BoardWidget::new(new).render(area, &mut new_buf);
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let reveal_order = lfsr_sequence(total);
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Self {
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old_buf,
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new_buf,
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reveal_order,
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revealed: vec![false; total],
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revealed_count: 0,
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elapsed: 0.0,
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}
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}
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/// Advance the animation by `dt` seconds, marking newly-due cells as revealed.
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///
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/// Returns `true` when the animation is complete (all cells revealed).
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pub fn update(&mut self, dt: f32) -> bool {
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self.elapsed += dt;
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let total = self.revealed.len();
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let target =
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((self.elapsed / TRANSITION_DURATION) * total as f32) as usize;
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let target = target.min(total);
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// Mark each newly revealed cell in the bitmap.
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for &idx in &self.reveal_order[self.revealed_count..target] {
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self.revealed[idx as usize] = true;
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}
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self.revealed_count = target;
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self.elapsed >= TRANSITION_DURATION
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}
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}
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impl Widget for &TransitionAnimation {
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fn render(self, area: Rect, buf: &mut Buffer) {
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let w = area.width as usize;
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for row in 0..area.height {
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for col in 0..area.width {
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let idx = row as usize * w + col as usize;
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// Out-of-range cells (e.g. after a terminal resize) default to new board.
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let src = if self.revealed.get(idx).copied().unwrap_or(true) {
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&self.new_buf
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} else {
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&self.old_buf
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};
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let pos = (area.x + col, area.y + row);
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if let (Some(s), Some(d)) = (src.cell(pos), buf.cell_mut(pos)) {
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*d = s.clone();
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}
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}
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}
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}
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}
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