anvilsign in

collin/mahjong

1import type { Tile } from '../game/tiles';
2import type { SeatId } from '../game/types';
3
4/**
5 * The tiles in the middle of the table, as things with weight.
6 *
7 * Pure and deterministic: no DOM, no clock, no randomness. Where the world's
8 * measurements come from is `geometry.ts`; what gets thrown into it and when is
9 * `pool.ts`; drawing it is `ui/Pool.tsx`. Anything random — the scatter on a
10 * placed tile, where a rebuilt pile's tiles sit — is decided by the caller and
11 * arrives as a spawn impulse, which is what lets the same hand come back to the
12 * same pile after a refresh.
13 *
14 * Tiles are rectangles and they are solved as rectangles: two of them can lean
15 * against each other at any angle but never share the same ground. Everything is
16 * in CSS pixels, table-local, and seconds.
17 */
18
19/** One fixed step. Small enough that a hard flick can't tunnel a wall. */
20export const FIXED_DT = 1 / 120;
21/**
22 * Most catch-up a single frame will simulate. A tab that was in the background
23 * for a minute comes back to a settled pile, not to a spin through 7200 steps.
24 */
25const MAX_SUBSTEPS = 8;
26
27/** Falls onto the felt in about half a second from a normal throw. */
28const GRAVITY = 2600;
29/** Tiles are dense and land flat; they do not bounce much. */
30const Z_RESTITUTION = 0.34;
31/** Below this the tile is flat on the felt: sliding, and in the way of others. */
32const ON_FELT = 8;
33/**
34 * How high a standing stack of two reaches. A tile still above this sails over
35 * the wall — which is exactly what a *placed* tile does, and what a thrown one
36 * must not need to do.
37 */
38export const WALL_HEIGHT = 30;
39
40/**
41 * Felt friction: an exponential part that kills speed, and a constant part that
42 * actually brings it to a stop rather than to an asymptote.
43 *
44 * Deliberately light. A tile thrown hard should cross the square, come off the
45 * far side and barge through what is already lying there before it settles —
46 * heavier friction ate the throw in the first few inches and every discard
47 * ended up looking the same however it was let go of.
48 */
49const FELT_DAMP = 2.6;
50const FELT_STOP = 70;
51const SPIN_DAMP = 3.4;
52const SPIN_STOP = 0.9;
53
54/**
55 * Roughly how much longer a tile keeps travelling after it lands, as a time.
56 * Aiming a throw means solving for where it comes to *rest*, not where it first
57 * touches down, so `pool.ts` adds this to the flight time.
58 */
59export const SLIDE_TIME = 1 / FELT_DAMP;
60
61/** Off the inside of the wall square, and off another tile. Bouncy enough that
62 * a hard throw ricochets instead of sticking where it first lands. */
63const BOUND_RESTITUTION = 0.55;
64const BOUND_FRICTION = 0.9;
65const TILE_RESTITUTION = 0.42;
66/** How much of a glancing blow becomes spin. Tiles are light and skate. */
67const SPIN_TRANSFER = 0.06;
68
69/** Asleep after this many consecutive steps of going nowhere. */
70const SLEEP_SPEED = 7;
71const SLEEP_SPIN = 0.2;
72const SLEEP_STEPS = 10;
73/**
74 * Overlap small enough to live with. Without this a crowded pool never sleeps:
75 * a tile squeezed between its neighbours and the pool's edge gets pushed out of
76 * contact and shoved back into it on every step, for ever. A fifth of a pixel is
77 * not something you can see, and it is what lets the pile go quiet.
78 */
79const CONTACT_SLOP = 0.2;
80/**
81 * A body moving this slowly for this long is put to sleep whatever it thinks it
82 * is doing. The backstop that guarantees the pile always settles — counted from
83 * when it last woke, not from when it was thrown.
84 */
85const AWAKE_LIMIT = 600;
86
87/** Pulls a tile that landed short of the pool in towards the rest of them. */
88const ENTRY_PULL = 700;
89/**
90 * How long a tile gets to find its own way into the pool before it is simply
91 * put there. A discard is game state made visible — it has to be in the middle
92 * where it can be seen and counted — so a tile that has got itself wedged
93 * against a standing stack, or is bouncing between two of them, cannot be left
94 * out there. Two seconds is far longer than any real throw takes to settle.
95 */
96const ENTRY_GRACE = 240;
97
98/**
99 * How hard a tile that merely *arrived* counts as having arrived: enough for
100 * the seat it came in past to notice, deliberately under the threshold the
101 * renderer plays a clack at. Nothing was hit, so nothing should be heard.
102 */
103const ARRIVED = 0.1;
104
105/** How fast a tile drawn at hand size shrinks to the size it is in the pool. */
106const SCALE_EASE = 6;
107
108/** Washing the tiles about: how much of a finger's speed a tile takes on, how
109 * hard it is nudged clear, and the fastest shove it will pass on. */
110const STIR_DRAG = 0.55;
111const STIR_NUDGE = 30;
112const STIR_MAX_SPEED = 1500;
113
114export const TAU = Math.PI * 2;
115/**
116 * How quickly whatever is left of a tumble is taken up once the tile is down.
117 * A thrown tile turns over in the air a whole number of times, so it should be
118 * face up as it lands — but a bounce or a shove can leave it part-way round, and
119 * a mahjong tile on a table is never resting on its face. This takes up the
120 * remainder, and `sleep` guarantees the rest.
121 */
122const FLIP_SETTLE = 14;
123
124export interface Rect {
125 x: number;
126 y: number;
127 w: number;
128 h: number;
129}
130
131/** Anything the collision routines can treat as a rotated rectangle. */
132interface Box {
133 x: number;
134 y: number;
135 w: number;
136 h: number;
137 angle: number;
138}
139
140export interface Body {
141 tile: Tile;
142 /** Who threw it — for the fly-out when it is claimed, not for any marking. */
143 seat: SeatId;
144 /** Centre on the felt plane. */
145 x: number;
146 y: number;
147 vx: number;
148 vy: number;
149 /** Height above the felt, and its rate. Only ever >= 0. */
150 z: number;
151 vz: number;
152 angle: number;
153 spin: number;
154 /**
155 * Turning over in the air, about an axis lying in the table — what a thrown
156 * tile does, as opposed to `angle`, which is it turning flat on the cloth.
157 * Zero, or any whole number of turns, is face up.
158 */
159 flip: number;
160 flipSpin: number;
161 /** Which way that axis points: a tile tumbles across its line of travel. */
162 flipAxis: number;
163 w: number;
164 h: number;
165 /**
166 * Render-only: what to multiply the drawn size by, easing to 1. A tile is
167 * drawn big in a hand so it can be read, and small in the pool because that is
168 * the size it is in the wall, so a thrown one has to settle from one to the
169 * other. Eased here rather than in the renderer so it does not run at a
170 * different speed on a different frame rate.
171 */
172 scale: number;
173 /**
174 * Whether it has ever been inside the pool. Until it has, it is free to fly
175 * over the wall from a seat's edge; once it has, the pool keeps it.
176 */
177 entered: boolean;
178 /**
179 * Which side of the table it is still on its way in over. Every tile is
180 * thrown from outside, so every tile has one until it lands; it is what the
181 * table reports when the tile finally gets in, since by then there is no
182 * longer an edge to read off its position.
183 */
184 over?: Edge;
185 /**
186 * Whether it has got clear of the hand it was thrown from. A tile leaves from
187 * *inside* its own row — `throwFrom` is the middle of the last cell — so on
188 * the frame it is let go it is overlapping its thrower's own tiles, and
189 * without this every throw would ricochet off the hand that made it. Your own
190 * tiles are not solid to you until you are out of them.
191 */
192 leftSeat: boolean;
193 resting: boolean;
194 /** Consecutive slow steps, counting towards sleep. */
195 still: number;
196 /** Steps lived, for the grace period on getting into the pool. */
197 age: number;
198 /** Steps since it last woke, for the backstop on settling. */
199 awake: number;
200}
201
202/**
203 * Which edge of the middle a tile ran into. The middle stops where the four
204 * players' tiles start, so an edge is somebody's hand: a tile that reaches one
205 * hard has been thrown into their tiles, and they have something to say about
206 * it. Seats are the caller's business; this only says which way it went off.
207 */
208export type Edge = 'left' | 'right' | 'top' | 'bottom';
209
210/** A collision loud enough to hear. `strength` is 0..1. */
211export interface Impact {
212 x: number;
213 y: number;
214 strength: number;
215 /** Set when it was the edge of the table it hit, not a wall or another tile. */
216 edge?: Edge;
217 /** Whose tiles it ran into, where what it hit belonged to somebody. */
218 into?: SeatId;
219 /** Whose discard it was — you cannot be barged by your own tile. */
220 seat?: SeatId;
221}
222
223/**
224 * Something solid on the table. Everything that stops a tile is another tile:
225 * the stacks still standing in the wall, the sets people have laid down, and
226 * the sixteen everyone is holding. `seat` is whose it is, where it is somebody's
227 * — a tile thrown into a hand is a thing that hand's owner answers.
228 */
229export interface Barrier {
230 rect: Rect;
231 seat?: SeatId;
232}
233
234export interface World {
235 /** Where tiles come to rest — inside the wall square. */
236 bounds: Rect;
237 /** Stacks of two still standing. Half and spent stacks are not obstacles. */
238 walls: Barrier[];
239 bodies: Body[];
240 /** Left-over time from the last frame, so steps stay a fixed size. */
241 carry: number;
242 /**
243 * Overlaps pushed apart in the last step. The pile is not settled while this
244 * is non-zero, however still everything looks — two tiles asleep inside each
245 * other would otherwise stay that way for the rest of the hand, because a
246 * pile that has stopped moving stops being stepped.
247 */
248 contacts: number;
249 /** Steps spent untangling a pile that is otherwise asleep, so it cannot spin. */
250 relaxed: number;
251}
252
253export interface Spawn {
254 tile: Tile;
255 seat: SeatId;
256 x: number;
257 y: number;
258 vx: number;
259 vy: number;
260 z: number;
261 vz: number;
262 angle: number;
263 spin: number;
264 /** Whole turns to make in the air. It lands face up whatever this is. */
265 flipTurns?: number;
266 /** Seconds of flight those turns are spread over. */
267 flipOver?: number;
268 flipAxis?: number;
269 w: number;
270 h: number;
271 /** Drawn this much bigger to start with, easing to its pool size. */
272 scale?: number;
273 /** Already settled — a pile being rebuilt after a reload or an undo. */
274 atRest?: boolean;
275}
276
277export function createWorld(bounds: Rect, walls: Barrier[] = []): World {
278 return { bounds, walls, bodies: [], carry: 0, contacts: 0, relaxed: 0 };
279}
280
281export function addBody(world: World, s: Spawn): Body {
282 const body: Body = {
283 tile: s.tile,
284 seat: s.seat,
285 x: s.x,
286 y: s.y,
287 vx: s.atRest ? 0 : s.vx,
288 vy: s.atRest ? 0 : s.vy,
289 z: s.atRest ? 0 : s.z,
290 vz: s.atRest ? 0 : s.vz,
291 angle: s.angle,
292 spin: s.atRest ? 0 : s.spin,
293 flip: 0,
294 // Spread the turns over the flight, so the tile comes down as it comes back
295 // round to face up rather than being snapped there on landing.
296 flipSpin:
297 s.atRest || !s.flipTurns || !s.flipOver ? 0 : (TAU * s.flipTurns) / s.flipOver,
298 flipAxis: s.flipAxis ?? 0,
299 w: s.w,
300 h: s.h,
301 scale: s.atRest ? 1 : s.scale ?? 1,
302 entered: !!s.atRest,
303 // A rebuilt pile is already lying in the middle, not in anybody's hand.
304 leftSeat: !!s.atRest,
305 resting: !!s.atRest,
306 still: s.atRest ? SLEEP_STEPS : 0,
307 age: 0,
308 awake: 0,
309 };
310 world.bodies.push(body);
311 if (s.atRest) {
312 // A tile dropped straight into a settled pile still has to make room. This
313 // is a first shove only — the relaxing below finishes the job, which matters
314 // for a whole pile rebuilt at once when a saved game is picked up.
315 separate(world, body);
316 world.contacts++;
317 }
318 return body;
319}
320
321// ---- rotated rectangles ---------------------------------------------------
322
323/** Distance from a box's centre to its edge, measured along `ax`. */
324function reach(b: Box, ax: { x: number; y: number }): number {
325 const c = Math.cos(b.angle);
326 const s = Math.sin(b.angle);
327 return (
328 Math.abs(c * ax.x + s * ax.y) * (b.w / 2) + Math.abs(-s * ax.x + c * ax.y) * (b.h / 2)
329 );
330}
331
332/** The rotated rectangle's own bounding box, for the pool's straight edges. */
333function aabbHalf(b: Box) {
334 const c = Math.abs(Math.cos(b.angle));
335 const s = Math.abs(Math.sin(b.angle));
336 return { x: (b.w / 2) * c + (b.h / 2) * s, y: (b.w / 2) * s + (b.h / 2) * c };
337}
338
339/** Enough to skip a pair without doing the real work. */
340const circumradius = (b: Box) => Math.hypot(b.w, b.h) / 2;
341
342/**
343 * Separating axis test between two rectangles at any angle. Returns the
344 * shallowest way out — the direction to push `b` away from `a`, and by how much
345 * — or null if they are clear of each other.
346 *
347 * Four axes is all a pair of rectangles needs: each box's two edge normals.
348 */
349function overlapOf(a: Box, b: Box): { nx: number; ny: number; depth: number } | null {
350 const ca = Math.cos(a.angle);
351 const sa = Math.sin(a.angle);
352 const cb = Math.cos(b.angle);
353 const sb = Math.sin(b.angle);
354 const axes = [
355 { x: ca, y: sa },
356 { x: -sa, y: ca },
357 { x: cb, y: sb },
358 { x: -sb, y: cb },
359 ];
360
361 const dx = b.x - a.x;
362 const dy = b.y - a.y;
363 let depth = Infinity;
364 let nx = 0;
365 let ny = 0;
366
367 for (const ax of axes) {
368 const gap = reach(a, ax) + reach(b, ax) - Math.abs(dx * ax.x + dy * ax.y);
369 if (gap <= 0) return null;
370 if (gap < depth) {
371 depth = gap;
372 // Always pointing from a towards b, so callers need not guess.
373 const sign = dx * ax.x + dy * ax.y < 0 ? -1 : 1;
374 nx = ax.x * sign;
375 ny = ax.y * sign;
376 }
377 }
378 return { nx, ny, depth };
379}
380
381/** A standing stack, as something the tests above can chew on. */
382const boxOf = (r: Rect): Box => ({
383 x: r.x + r.w / 2,
384 y: r.y + r.h / 2,
385 w: r.w,
386 h: r.h,
387 angle: 0,
388});
389
390// ---- stepping -------------------------------------------------------------
391
392/**
393 * Where a tile's *centre* may be for the whole of it to be inside `r`.
394 *
395 * One place rather than three, because the three have to agree: the edge holds
396 * a tile at these limits, and the moment it starts holding it is the moment the
397 * tile reaches them. Deciding that on the centre instead would mean the tile is
398 * declared in while it is still half out, and the first thing the edge did
399 * would be to shove it the rest of the way — half a tile, in one frame, at a
400 * line that is nowhere near the one you can see.
401 *
402 * A pool narrower than a tile would otherwise fight itself, so it centres.
403 */
404function limitsOf(r: Rect, b: Box) {
405 const half = aabbHalf(b);
406 return {
407 minX: r.w <= half.x * 2 ? r.x + r.w / 2 : r.x + half.x,
408 maxX: r.w <= half.x * 2 ? r.x + r.w / 2 : r.x + r.w - half.x,
409 minY: r.h <= half.y * 2 ? r.y + r.h / 2 : r.y + half.y,
410 maxY: r.h <= half.y * 2 ? r.y + r.h / 2 : r.y + r.h - half.y,
411 };
412}
413
414/** Whether the whole tile has made it in — the edge's own test for `entered`. */
415function wholly(r: Rect, b: Body): boolean {
416 const l = limitsOf(r, b);
417 return b.x >= l.minX && b.x <= l.maxX && b.y >= l.minY && b.y <= l.maxY;
418}
419
420/**
421 * Whose side of the table a tile has ended up off, if it is off any of them.
422 * The furthest it is out, so a tile that overshot a corner belongs to whichever
423 * of the two it went past by more.
424 */
425function outsideEdge(r: Rect, b: Body): Edge | undefined {
426 const out: [Edge, number][] = [
427 ['left', r.x - b.x],
428 ['right', b.x - (r.x + r.w)],
429 ['top', r.y - b.y],
430 ['bottom', b.y - (r.y + r.h)],
431 ];
432 let worst: [Edge, number] = out[0];
433 for (const one of out) if (one[1] > worst[1]) worst = one;
434 return worst[1] > 0 ? worst[0] : undefined;
435}
436
437/**
438 * Run the world forward. `elapsed` is real seconds since the last call; it is
439 * consumed in fixed steps so the result does not depend on the frame rate.
440 * Returns the impacts worth a sound.
441 */
442export function advance(world: World, elapsed: number, stopOnImpact = false): Impact[] {
443 world.carry += Math.max(0, elapsed);
444 let steps = Math.floor(world.carry / FIXED_DT);
445 if (steps > MAX_SUBSTEPS) {
446 // Drop the backlog rather than working through it.
447 world.carry = 0;
448 steps = MAX_SUBSTEPS;
449 } else {
450 world.carry -= steps * FIXED_DT;
451 }
452
453 const impacts: Impact[] = [];
454 for (let i = 0; i < steps; i++) {
455 step(world, impacts);
456 // Freeze on the step that resolved the contact, and drop what is left of
457 // the frame — the debugger wants the tile where it touched, not where it
458 // would have been fifteen milliseconds later. See ui/colliders.ts.
459 if (stopOnImpact && impacts.length) {
460 world.carry = 0;
461 break;
462 }
463 }
464 return impacts;
465}
466
467/** One fixed step. Exported for the tests, which drive it directly. */
468export function step(world: World, impacts: Impact[] = []): Impact[] {
469 const dt = FIXED_DT;
470 world.contacts = 0;
471
472 for (const b of world.bodies) {
473 if (b.scale !== 1) {
474 b.scale += (1 - b.scale) * Math.min(1, SCALE_EASE * dt);
475 if (Math.abs(b.scale - 1) < 0.002) b.scale = 1;
476 }
477 if (b.resting) continue;
478 b.age++;
479 b.awake++;
480
481 // --- through the air ---
482 if (b.z > 0 || b.vz !== 0) {
483 b.vz -= GRAVITY * dt;
484 b.z += b.vz * dt;
485 if (b.z <= 0) {
486 const landing = Math.abs(b.vz);
487 b.z = 0;
488 // Below a knock it stops dead rather than shivering out a bounce.
489 b.vz = landing > 40 ? landing * Z_RESTITUTION : 0;
490 const strength = Math.min(1, landing / 900);
491 if (strength > 0.12) impacts.push({ x: b.x, y: b.y, strength });
492 }
493 }
494
495 b.x += b.vx * dt;
496 b.y += b.vy * dt;
497 b.angle += b.spin * dt;
498
499 // Turning over. In the air it tumbles; once it is down, whatever is left of
500 // the turn is taken up so it ends flat on its back with its face showing.
501 if (b.flipSpin !== 0) {
502 if (b.z > 0) {
503 b.flip += b.flipSpin * dt;
504 } else {
505 const target = Math.round(b.flip / TAU) * TAU;
506 b.flip += (target - b.flip) * Math.min(1, FLIP_SETTLE * dt);
507 if (Math.abs(target - b.flip) < 0.01) {
508 b.flip = target;
509 b.flipSpin = 0;
510 }
511 }
512 }
513
514 if (!b.entered) {
515 // Kept from step to step: on the step it finally gets in it is inside
516 // already, and there would be nothing left to read.
517 b.over = outsideEdge(world.bounds, b) ?? b.over;
518 // In means all of it in. Anything less and keepInBounds below would
519 // finish the job in a single frame, which is a collision with nothing.
520 if (wholly(world.bounds, b)) {
521 b.entered = true;
522 // It came in over somebody's side of the table. Said quietly — nothing
523 // was struck, so there is nothing to hear — but said, because a tile
524 // arriving past a seat is that seat's to complain about. Its own
525 // thrower's edge is every tile's way in, and the caller drops that one.
526 if (b.over) {
527 impacts.push({ x: b.x, y: b.y, strength: ARRIVED, edge: b.over, seat: b.seat });
528 }
529 b.over = undefined;
530 } else if (b.age > ENTRY_GRACE) {
531 // Out of time going the long way round. Put it in, gently — but this is
532 // still a tile that ended up off the table on somebody's side.
533 if (b.over) {
534 impacts.push({ x: b.x, y: b.y, strength: ARRIVED, edge: b.over, seat: b.seat });
535 }
536 b.entered = true;
537 b.over = undefined;
538 b.z = 0;
539 b.vz = 0;
540 clampInto(world.bounds, b);
541 }
542 }
543
544 // --- on the felt ---
545 // Strictly z <= 0, not ON_FELT: friction is between the tile and the cloth,
546 // so a tile still in the air keeps the speed it was thrown with. ON_FELT is
547 // only about being low enough to be in another tile's way.
548 if (b.z <= 0) {
549 damp(b, dt);
550 // A tile that fell short skids in rather than sitting outside the pool.
551 if (!b.entered) pullIn(world, b, dt);
552 }
553
554 // A tile still above the wall is clear of it.
555 if (b.z < WALL_HEIGHT) {
556 let inOwnHand = false;
557 for (const wall of world.walls) {
558 if (wall.seat === b.seat && !b.leftSeat) {
559 // Still inside the row it was thrown from: note it, but pass through.
560 const over = overlapOf(boxOf(wall.rect), b);
561 if (over && over.depth > CONTACT_SLOP) inOwnHand = true;
562 continue;
563 }
564 hitWall(b, wall, impacts);
565 }
566 if (!inOwnHand) b.leftSeat = true;
567 }
568
569 // The pool's edge is the inside face of the wall, and it is only as tall as
570 // the wall — a tile lobbed high is over the top of it, not stopped by it.
571 if (b.entered && b.z < WALL_HEIGHT) keepInBounds(world, b, impacts);
572 }
573
574 collideTiles(world, impacts);
575 // Being shoved by a neighbour can put a tile back over the edge, and a tile
576 // that then fell asleep out there would stay out there. Only awake ones need
577 // it: resolvePair never moves a tile that has settled.
578 // Resting tiles included: they get pushed about by the untangling above, and
579 // a tile shoved over the edge must not be left there just because it is asleep.
580 for (const b of world.bodies) {
581 if (b.entered && b.z < WALL_HEIGHT) clampInto(world.bounds, b);
582 }
583 // Deciding to sleep comes last, so it judges where the step actually left
584 // things — before, a contact resolved after the decision would undo it and a
585 // crowded pool would stay awake for ever.
586 for (const b of world.bodies) if (!b.resting) trySleep(b);
587
588 // A pile that has stopped moving but is still untangling itself keeps being
589 // stepped, up to a point. Without the limit a configuration that cannot quite
590 // be resolved would keep the loop running for the rest of the hand.
591 world.relaxed = world.contacts > 0 && world.bodies.every((b) => b.resting) ? world.relaxed + 1 : 0;
592 return impacts;
593}
594
595/**
596 * The table has been re-measured — the window resized, or the wall was eaten
597 * further back. The tiles keep where they are, but a pool that shrank must not
598 * leave any of them stranded outside it, and the ones it moves have to wake up
599 * so they can settle again.
600 */
601export function reshape(world: World, bounds: Rect, walls: Barrier[]) {
602 world.bounds = bounds;
603 world.walls = walls;
604 for (const b of world.bodies) {
605 if (!b.entered) continue;
606 const x = b.x;
607 const y = b.y;
608 clampInto(bounds, b);
609 if (b.x !== x || b.y !== y) wake(b);
610 }
611}
612
613function damp(b: Body, dt: number) {
614 const k = Math.exp(-FELT_DAMP * dt);
615 b.vx *= k;
616 b.vy *= k;
617 b.spin *= Math.exp(-SPIN_DAMP * dt);
618
619 const speed = Math.hypot(b.vx, b.vy);
620 if (speed > 0) {
621 const next = Math.max(0, speed - FELT_STOP * dt);
622 b.vx = (b.vx / speed) * next;
623 b.vy = (b.vy / speed) * next;
624 }
625 const spin = Math.abs(b.spin);
626 if (spin > 0) b.spin = Math.sign(b.spin) * Math.max(0, spin - SPIN_STOP * dt);
627}
628
629/** Nudges a tile that landed outside the pool towards the rest of them. */
630function pullIn(world: World, b: Body, dt: number) {
631 const cx = world.bounds.x + world.bounds.w / 2;
632 const cy = world.bounds.y + world.bounds.h / 2;
633 const dx = cx - b.x;
634 const dy = cy - b.y;
635 const d = Math.hypot(dx, dy) || 1;
636 b.vx += (dx / d) * ENTRY_PULL * dt;
637 b.vy += (dy / d) * ENTRY_PULL * dt;
638}
639
640/** Bounce off whatever is standing there, corner to corner if that is how it
641 * hits — a stack of the wall, a laid-down set, somebody's hand. */
642function hitWall(b: Body, wall: Barrier, impacts: Impact[]) {
643 const hit = overlapOf(boxOf(wall.rect), b);
644 if (!hit || hit.depth <= CONTACT_SLOP) return;
645
646 const speed = Math.hypot(b.vx, b.vy);
647 b.x += hit.nx * hit.depth;
648 b.y += hit.ny * hit.depth;
649 // Reflect whatever was heading into the wall; keep what was sliding along it.
650 const into = b.vx * hit.nx + b.vy * hit.ny;
651 if (into < 0) {
652 b.vx -= hit.nx * into * (1 + BOUND_RESTITUTION);
653 b.vy -= hit.ny * into * (1 + BOUND_RESTITUTION);
654 }
655 b.spin *= 0.7;
656 b.resting = false;
657 b.still = 0;
658 const strength = Math.min(1, speed / 1100);
659 if (wall.seat !== undefined) {
660 // Into somebody's tiles. Reported however gently it arrived — their row is
661 // theirs, and a discard rolling into it is an event whatever speed it got
662 // there at. Which of them are loud enough to hear is the caller's business.
663 if (speed > SLEEP_SPEED) {
664 impacts.push({ x: b.x, y: b.y, strength, into: wall.seat, seat: b.seat });
665 }
666 } else if (strength > 0.12) {
667 impacts.push({ x: b.x, y: b.y, strength });
668 }
669}
670
671/** The pool's edge. Once a tile is in, it stays in — this is the invariant the
672 * tests pin, since a discard that slid off the table would be lost. */
673function keepInBounds(world: World, b: Body, impacts: Impact[]) {
674 const { minX, maxX, minY, maxY } = limitsOf(world.bounds, b);
675
676 let hit = 0;
677 let edge: Edge | undefined;
678 if (b.x < minX) {
679 b.x = minX;
680 hit = Math.max(hit, Math.abs(b.vx));
681 edge = 'left';
682 b.vx = Math.abs(b.vx) * BOUND_RESTITUTION;
683 b.vy *= BOUND_FRICTION;
684 } else if (b.x > maxX) {
685 b.x = maxX;
686 hit = Math.max(hit, Math.abs(b.vx));
687 edge = 'right';
688 b.vx = -Math.abs(b.vx) * BOUND_RESTITUTION;
689 b.vy *= BOUND_FRICTION;
690 }
691 if (b.y < minY) {
692 b.y = minY;
693 if (Math.abs(b.vy) > hit) edge = 'top';
694 hit = Math.max(hit, Math.abs(b.vy));
695 b.vy = Math.abs(b.vy) * BOUND_RESTITUTION;
696 b.vx *= BOUND_FRICTION;
697 } else if (b.y > maxY) {
698 b.y = maxY;
699 if (Math.abs(b.vy) > hit) edge = 'bottom';
700 hit = Math.max(hit, Math.abs(b.vy));
701 b.vy = -Math.abs(b.vy) * BOUND_RESTITUTION;
702 b.vx *= BOUND_FRICTION;
703 }
704 // Only a real knock counts as being disturbed. A tile held against the edge
705 // by its neighbours is clamped every single step, and treating that as a knock
706 // would keep the whole pool awake for ever.
707 //
708 // Anything that does arrive under its own steam is reported, however gently:
709 // the edge is where somebody's tiles are, so a discard rolling into them is
710 // an event whatever speed it got there at. Which of them are loud enough to
711 // be worth a sound is the caller's business.
712 if (hit > SLEEP_SPEED) {
713 b.still = 0;
714 impacts.push({ x: b.x, y: b.y, strength: Math.min(1, hit / 1100), edge, seat: b.seat });
715 }
716}
717
718/**
719 * Tile against tile.
720 *
721 * Only tiles flat on the felt take part, so a thrown tile passes over the pile
722 * instead of shouldering through it, and a cheap circle test throws out the pairs
723 * that are nowhere near before the real rectangle test runs. Pairs where both
724 * tiles have settled are left alone entirely, which is nearly all of them.
725 */
726function collideTiles(world: World, impacts: Impact[]) {
727 const bodies = world.bodies;
728 for (let i = 0; i < bodies.length; i++) {
729 const a = bodies[i];
730 if (a.z > ON_FELT) continue;
731 for (let j = i + 1; j < bodies.length; j++) {
732 const b = bodies[j];
733 if (b.z > ON_FELT) continue;
734 if (Math.hypot(b.x - a.x, b.y - a.y) > circumradius(a) + circumradius(b)) continue;
735 // Two tiles that have both settled are still pushed apart if they are
736 // inside each other — they are just not woken up for it. Skipping the pair
737 // outright was how a pile could end up with tiles sharing ground and stay
738 // that way, since nothing steps a pile that has stopped moving.
739 resolvePair(a, b, impacts, world);
740 }
741 }
742}
743
744function resolvePair(a: Body, b: Body, impacts: Impact[], world: World) {
745 const hit = overlapOf(a, b);
746 if (!hit) return;
747 // Resting in contact is not a collision. See CONTACT_SLOP.
748 const depth = hit.depth - CONTACT_SLOP;
749 if (depth <= 0) return;
750 const { nx, ny } = hit;
751
752 world.contacts++;
753 // Push apart. A tile that has settled is the heavy one: a tile thrown into a
754 // pool shoulders in, rather than the pool scattering out of its way.
755 const aShare = a.resting === b.resting ? 0.5 : a.resting ? 0 : 1;
756 const bShare = 1 - aShare;
757 a.x -= nx * depth * aShare;
758 a.y -= ny * depth * aShare;
759 b.x += nx * depth * bShare;
760 b.y += ny * depth * bShare;
761
762 // Impulse along the way out, plus a spin kick off what is left over.
763 //
764 // Only a genuine approach speed counts, and only that wakes anything. Nudging
765 // two touching tiles apart is not a collision: a jammed corner of the pool is
766 // corrected by a fraction of a pixel every step for as long as it is jammed,
767 // and treating each of those as a shove would keep the pile awake for ever.
768 const rvx = b.vx - a.vx;
769 const rvy = b.vy - a.vy;
770 const along = rvx * nx + rvy * ny;
771 if (along >= -SLEEP_SPEED) return;
772
773 const jolt = -along * (1 + TILE_RESTITUTION) * 0.5;
774 a.vx -= nx * jolt;
775 a.vy -= ny * jolt;
776 b.vx += nx * jolt;
777 b.vy += ny * jolt;
778
779 const tangent = rvx * -ny + rvy * nx;
780 a.spin -= tangent * SPIN_TRANSFER * 0.06;
781 b.spin += tangent * SPIN_TRANSFER * 0.06;
782
783 const strength = Math.min(1, Math.abs(along) / 900);
784 if (strength > 0.12) impacts.push({ x: b.x, y: b.y, strength });
785
786 // Whatever was asleep has been shoved, so it is awake now.
787 wake(a);
788 wake(b);
789}
790
791function wake(b: Body) {
792 if (b.resting) b.awake = 0;
793 b.resting = false;
794 b.still = 0;
795}
796
797function sleep(b: Body) {
798 b.vx = 0;
799 b.vy = 0;
800 b.spin = 0;
801 b.z = 0;
802 b.vz = 0;
803 // Face up, always. A tile lying face down in the discards would be a tile
804 // nobody can read, so this is a guarantee and not an easing.
805 b.flip = Math.round(b.flip / TAU) * TAU;
806 b.flipSpin = 0;
807 b.resting = true;
808 b.awake = 0;
809}
810
811function trySleep(b: Body) {
812 const speed = Math.hypot(b.vx, b.vy);
813 const slow =
814 b.entered &&
815 b.z <= 0 &&
816 b.vz === 0 &&
817 b.flipSpin === 0 &&
818 speed < SLEEP_SPEED &&
819 Math.abs(b.spin) < SLEEP_SPIN;
820 if (slow && ++b.still >= SLEEP_STEPS) return sleep(b);
821 if (!slow) b.still = 0;
822 // Backstop: shuffling about in a crowded pool for this long is settled enough.
823 if (b.entered && b.awake > AWAKE_LIMIT && speed < SLEEP_SPEED * 4) sleep(b);
824}
825
826/**
827 * Make room for a tile placed straight into a settled pile, without running
828 * time. Used when a pile is rebuilt — a reload, an undo — where the tiles have
829 * to be somewhere sensible immediately and nothing should appear to move.
830 */
831function separate(world: World, body: Body, passes = 16) {
832 // Which way to go when two tiles are exactly on top of each other. Stepping
833 // by the golden angle fans successive tiles out in every direction, where a
834 // fixed axis would march them all one way and pack them against a pool edge.
835 const escape = world.bodies.indexOf(body) * 2.39996;
836
837 for (let p = 0; p < passes; p++) {
838 let moved = false;
839 for (const other of world.bodies) {
840 if (other === body) continue;
841 const hit = overlapOf(other, body);
842 if (!hit || hit.depth <= CONTACT_SLOP) continue;
843 if (Math.hypot(body.x - other.x, body.y - other.y) < 0.0001) {
844 body.x += Math.cos(escape + p) * hit.depth;
845 body.y += Math.sin(escape + p) * hit.depth;
846 } else {
847 body.x += hit.nx * hit.depth;
848 body.y += hit.ny * hit.depth;
849 }
850 moved = true;
851 }
852 clampInto(world.bounds, body);
853 if (!moved) break;
854 }
855}
856
857function clampInto(r: Rect, b: Body) {
858 const { minX, maxX, minY, maxY } = limitsOf(r, b);
859 b.x = Math.min(maxX, Math.max(minX, b.x));
860 b.y = Math.min(maxY, Math.max(minY, b.y));
861}
862
863/**
864 * How long a motionless pile is allowed to keep untangling itself before the
865 * result is accepted as good enough. Anything still overlapping after this is
866 * doing so by a fraction of a pixel, and the loop has better things to do than
867 * keep running over it.
868 */
869const RELAX_LIMIT = 90;
870
871/** Whether everything has settled — what the render loop idles on. */
872export const settled = (world: World) =>
873 world.bodies.every((b) => b.resting && b.scale === 1) &&
874 (world.contacts === 0 || world.relaxed > RELAX_LIMIT);
875
876/** How square-on the face is: 1 flat on its back, 0 edge-on, negative face down.
877 * The renderer squashes the tile by this along its tumbling axis. */
878export const faceOn = (b: Body) => Math.cos(b.flip);
879
880/**
881 * A tile's own bounding box, upright. Not what it collides with — that is the
882 * rotated rectangle — but what the felt's straight edges are worked out from,
883 * so the overlay draws both and the difference is visible.
884 */
885export function aabbOf(b: Body): Rect {
886 const half = aabbHalf(b);
887 return { x: b.x - half.x, y: b.y - half.y, w: half.x * 2, h: half.y * 2 };
888}
889
890/**
891 * Where this tile's *centre* is allowed to be, which is the edge less its own
892 * half. This is the line a bounce actually happens at, and it sits half a tile
893 * inside the one you can see — which is why a tile looks like it turned around
894 * early. For the overlay; the real work is `limitsOf`.
895 */
896export function centreLimits(r: Rect, b: Body): Rect {
897 const l = limitsOf(r, b);
898 return { x: l.minX, y: l.minY, w: l.maxX - l.minX, h: l.maxY - l.minY };
899}
900
901/** How far outside the pool a tile is sitting. The tests' invariant. */
902export function outside(b: Body, pool: Rect): number {
903 const half = aabbHalf(b);
904 return Math.max(
905 0,
906 pool.x + half.x - b.x,
907 b.x - (pool.x + pool.w - half.x),
908 pool.y + half.y - b.y,
909 b.y - (pool.y + pool.h - half.y),
910 );
911}
912
913/**
914 * A finger, or a cursor, pushing the tiles about in the middle — 洗牌, the thing
915 * everybody does to a pool of discards while waiting for their turn.
916 *
917 * Modelled as a circle that simply cannot be inside a tile: anything it touches
918 * is shoved clear of it and handed some of the speed it was moving at. It has no
919 * mass and takes no impulse back, which is what a finger on a table is.
920 */
921export function stir(
922 world: World,
923 x: number,
924 y: number,
925 vx: number,
926 vy: number,
927 radius: number,
928) {
929 // A frantic swipe should not fire tiles off like bullets.
930 const speed = Math.hypot(vx, vy);
931 const trim = speed > STIR_MAX_SPEED ? STIR_MAX_SPEED / speed : 1;
932
933 for (const b of world.bodies) {
934 if (b.z > ON_FELT) continue;
935 const dx = b.x - x;
936 const dy = b.y - y;
937 const clear = radius + circumradius(b);
938 const d = Math.hypot(dx, dy);
939 if (d > clear) continue;
940
941 const nx = d < 0.001 ? 1 : dx / d;
942 const ny = d < 0.001 ? 0 : dy / d;
943 b.x = x + nx * clear;
944 b.y = y + ny * clear;
945 b.vx += vx * trim * STIR_DRAG + nx * STIR_NUDGE;
946 b.vy += vy * trim * STIR_DRAG + ny * STIR_NUDGE;
947 // Dragged past off-centre, a tile turns under your finger.
948 b.spin += (vx * trim * ny - vy * trim * nx) * 0.0016;
949 wake(b);
950 }
951}
952
953/** Whether two tiles are sharing ground, which they must never do at rest. */
954export function overlapping(a: Body, b: Body): number {
955 const hit = overlapOf(a, b);
956 return hit ? hit.depth : 0;
957}
958
959/** Scale a tile is drawn at, given how high it is. Sells the arc on a flat
960 * canvas; the renderer offsets the shadow by the same height. */
961export const zScale = (z: number) => 1 + z * 0.0016;
962
963/**
964 * The upward kick that puts a tile back on the felt after `seconds` in the air.
965 * How a throw is aimed: pick how long it should take, and the horizontal speed
966 * follows from the distance.
967 */
968export const liftFor = (seconds: number) => (GRAVITY * seconds) / 2;
969
970/** How high that kick gets — worth checking against WALL_HEIGHT. */
971export const peakOf = (vz: number) => (vz * vz) / (2 * GRAVITY);