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//! Backend-neutral vocabulary and math for pane transitions.
//!
//! The core publishes plain transition data and composes semantic PanelAscii
//! bytes itself. GUI shells evaluate geometry/dissolve data in shaders; the
//! TTY shell evaluates the same records over cells in its grid. There are
//! deliberately no callbacks or backend objects here.
const std = @import("std");

pub const ascii_max_movement_frames: u16 = 12;

pub const Easing = enum(u8) {
    linear,
    smooth,
    /// Quintic ease-in-out. It creeps at both ends and crosses the middle of
    /// the distance fast, inside the same frame count a linear walk would use.
    smoother,
    in_cubic,
    out_cubic,
    out_back,
};

pub const Transition = enum(u8) {
    // These values cross both GUI shader ABIs. GLSL receives the enum in the
    // instance uvec4 and the Core Image kernel receives it as a float, so
    // spelling the numbers here keeps a source reorder from changing pixels.
    off = 0,
    slide = 1,
    zoom = 2,
    dissolve = 3,
    ascii = 4,
    vertical = 5,
    // Character effects the core composes into Surface cells (see
    // `composedByCore`). A backend never evaluates them: it receives finished
    // glyphs, so these ids reach a shader only as "draw this panel batch".
    edges = 6,
    fall = 7,
    wave = 8,
    curtain = 9,
    scramble = 10,
    typewriter = 11,

    pub fn easing(effect: Transition) Easing {
        return switch (effect) {
            .off, .dissolve, .wave => .smooth,
            .slide, .vertical, .edges => .out_cubic,
            .zoom => .out_back,
            // Character walks and per-cell locks read best with a slow start,
            // a fast middle, and a slow settle over their fixed frame count.
            .ascii, .fall, .scramble => .smoother,
            // A sweep and a typewriter are constant-rate by definition: easing
            // their head would make the pass visibly hesitate mid-pane.
            .curtain, .typewriter => .linear,
        };
    }

    pub fn frames(effect: Transition) u16 {
        return switch (effect) {
            .off => 0,
            .slide => 12,
            .zoom => 14,
            .dissolve => 10,
            // Frame zero is the exact old byte. Core's AsciiDiff caps a long
            // byte walk at twelve eased movement samples, including the exact
            // destination; nearby bytes still move one value at a time.
            .ascii => ascii_max_movement_frames + 1,
            .vertical => 12,
            .edges, .curtain, .scramble => 12,
            // Travelling motion needs a couple more samples than a lock or a
            // rigid slide before it stops reading as a jump.
            .fall, .wave, .typewriter => 14,
        };
    }

    /// Character effects whose glyphs the core writes into the published
    /// Surface. Every backend rasterizes the same finished cells, which is why
    /// none of them owns a byte walk, a stagger, or a noise threshold.
    pub fn composedByCore(effect: Transition) bool {
        return switch (effect) {
            .ascii, .edges, .fall, .wave, .curtain, .scramble, .typewriter => true,
            .off, .slide, .zoom, .dissolve, .vertical => false,
        };
    }

    pub fn needsPreviousGrid(effect: Transition) bool {
        return effect == .dissolve or effect == .vertical or effect.composedByCore();
    }

    pub fn lifecycleOnly(effect: Transition) bool {
        return effect == .vertical;
    }
};

/// Full-scene shader effects. CRT is one effect in this vocabulary rather
/// than a separate renderer switch; only one scene pass is needed even when
/// more than one bit is enabled.
pub const SceneEffect = struct {
    crt: bool = false,
    ripple: bool = false,
    glitch: bool = false,
};

pub const Phase = enum(u8) {
    opening = 0,
    moving = 1,
    /// Presentation-only content whose pane lifetime has already ended.
    /// It is never a valid input target.
    closing = 2,
};

pub const Box = extern struct {
    x: f32 = 0,
    y: f32 = 0,
    w: f32 = 0,
    h: f32 = 0,

    pub fn eql(a: Box, b: Box) bool {
        return a.x == b.x and a.y == b.y and a.w == b.w and a.h == b.h;
    }
};

/// One POD record is enough for every backend. `from` and `to` are logical
/// cell boxes; frontends convert them to pixels only at their render edge.
pub const Track = extern struct {
    serial: u32 = 0,
    pane: u8 = 0,
    phase: Phase = .moving,
    effect: Transition = .off,
    _padding: u8 = 0,
    frame: u16 = 0,
    /// Core-computed duration for data-dependent effects. Zero selects the
    /// effect preset; PanelAscii fills this from the longest eased byte walk
    /// in the pane's semantic cell diff.
    frame_count: u16 = 0,
    from: Box = .{},
    to: Box = .{},

    pub fn active(track: Track) bool {
        return track.effect != .off and track.frame < track.frames();
    }

    pub fn frames(track: Track) u16 {
        return if (track.frame_count != 0) track.frame_count else track.effect.frames();
    }

    pub fn amount(track: Track) f32 {
        // Opening rises quickly and settles; closing reverses that motion and
        // accelerates down out of the fixed clip.
        if (track.phase == .closing and track.effect == .vertical)
            return progressEased(.in_cubic, track.frames(), track.frame);
        return progressEased(track.effect.easing(), track.frames(), track.frame);
    }

    pub fn presented(track: Track) Box {
        return lerpBox(track.from, track.to, track.amount());
    }

    /// Geometry actually painted by every backend. Content transitions reveal
    /// or move cells inside the final rectangle; slide, zoom, and vertical
    /// transform the panel rectangle itself.
    pub fn visualBox(track: Track) Box {
        return switch (track.effect) {
            .slide, .zoom, .vertical => track.presented(),
            .off, .dissolve => track.to,
            // Every character effect stays inside the pane's final rectangle.
            .ascii, .edges, .fall, .wave, .curtain, .scramble, .typewriter => track.to,
        };
    }

    /// The canonical box whose cells a backend samples. Opening and moving
    /// tracks sample the new frame at `to`; a closing tombstone samples the
    /// frozen old frame at `from` because its pane no longer exists.
    pub fn contentBox(track: Track) Box {
        return if (track.phase == .closing) track.from else track.to;
    }
};

/// Preset starting geometry for a newly-visible panel. Dissolve and the
/// character effects animate content in place; slide, zoom, and vertical
/// animate its rectangle.
pub fn openingBox(effect: Transition, target: Box, screen_width: u16) Box {
    return switch (effect) {
        .slide => blk: {
            var from = target;
            const middle = target.x + target.w * 0.5;
            from.x = if (middle < @as(f32, @floatFromInt(screen_width)) * 0.5)
                -target.w
            else
                @floatFromInt(screen_width);
            break :blk from;
        },
        .zoom => .{
            .x = target.x + target.w * 0.5,
            .y = target.y + target.h * 0.5,
            .w = 0,
            .h = 0,
        },
        // Slide upward into a fixed clip equal to the new pane's own box.
        // Starting one panel-height below that box keeps the translated
        // content from travelling across any surviving pane.
        .vertical => blk: {
            var from = target;
            from.y += target.h;
            break :blk from;
        },
        .off, .dissolve => target,
        // Character effects own the glyphs inside a fixed rectangle, so their
        // panel opens at exactly its final geometry.
        .ascii, .edges, .fall, .wave, .curtain, .scramble, .typewriter => target,
    };
}

/// Destination for a lifecycle-only closing track. The old panel drops out
/// through its own fixed clip, reversing the opening path; surviving panes
/// are already at canonical geometry underneath it and never receive tracks
/// for this effect.
pub fn closingBox(effect: Transition, source: Box) Box {
    return switch (effect) {
        .vertical => blk: {
            var to = source;
            to.y += source.h;
            break :blk to;
        },
        else => source,
    };
}

pub fn sample(easing: Easing, raw: f32) f32 {
    const t = std.math.clamp(raw, 0.0, 1.0);
    return switch (easing) {
        .linear => t,
        .smooth => t * t * (3.0 - 2.0 * t),
        .smoother => t * t * t * (t * (6.0 * t - 15.0) + 10.0),
        .in_cubic => t * t * t,
        .out_cubic => 1.0 - (1.0 - t) * (1.0 - t) * (1.0 - t),
        // Robert Penner's ease-out-back polynomial. It intentionally travels
        // a little past one before settling exactly on the endpoint.
        .out_back => blk: {
            const c1: f32 = 1.70158;
            const c3 = c1 + 1.0;
            const u = t - 1.0;
            break :blk 1.0 + c3 * u * u * u + c1 * u * u;
        },
    };
}

pub fn progress(effect: Transition, frame: u16) f32 {
    return progressEased(effect.easing(), effect.frames(), frame);
}

fn progressEased(easing: Easing, frames: u16, frame: u16) f32 {
    if (frames <= 1 or frame >= frames - 1) return 1.0;
    // `frames` is the number of presented samples, including both exact
    // endpoints. This makes the last active frame the real final image rather
    // than 15/16 followed by an unrendered snap to canonical content.
    return sample(easing, @as(f32, @floatFromInt(frame)) / @as(f32, @floatFromInt(frames - 1)));
}

pub fn lerpBox(from: Box, to: Box, t: f32) Box {
    // Keep easing overshoot for opening/moving geometry—the whole visual
    // distinction of out-back—while preventing any shrinking dimension from
    // becoming negative and flipping its quad.
    const u = @max(0.0, t);
    return .{
        .x = from.x + (to.x - from.x) * u,
        .y = from.y + (to.y - from.y) * u,
        .w = @max(0.0, from.w + (to.w - from.w) * u),
        .h = @max(0.0, from.h + (to.h - from.h) * u),
    };
}

/// Stable cell noise shared by the TTY reveal and shader ports. Integer-only
/// hashing means resizing or repainting a frame does not make cells flicker.
pub fn cellNoise(serial: u32, col: u16, row: u16) f32 {
    var x = serial ^ (@as(u32, col) *% 0x9e37_79b9) ^ (@as(u32, row) *% 0x85eb_ca6b);
    x ^= x >> 16;
    x *%= 0x7feb_352d;
    x ^= x >> 15;
    x *%= 0x846c_a68b;
    x ^= x >> 16;
    return @as(f32, @floatFromInt(x & 0xffff)) / 65535.0;
}

/// Whether a changed dissolve cell has crossed from the frozen old grid to
/// the new one. Exact endpoints are part of the presentation contract.
pub fn dissolveRevealed(serial: u32, col: u16, row: u16, raw_progress: f32) bool {
    const t = std.math.clamp(raw_progress, 0.0, 1.0);
    if (t <= 0) return false;
    if (t >= 1) return true;
    return cellNoise(serial, col, row) < t;
}

/// The pane-local cell grid a core-composed character effect walks. Origin and
/// size use the same floor/ceil convention as the GUI cell-coordinate upload,
/// so the core's composition and any backend port index the same glyph.
pub const CellArea = struct {
    x0: u16 = 0,
    y0: u16 = 0,
    cols: u16 = 1,
    rows: u16 = 1,

    pub fn of(box: Box) CellArea {
        return .{
            .x0 = floorCell(box.x),
            .y0 = floorCell(box.y),
            .cols = ceilCell(box.w),
            .rows = ceilCell(box.h),
        };
    }
};

fn floorCell(value: f32) u16 {
    return @intFromFloat(std.math.clamp(@floor(value), 0.0, @as(f32, std.math.maxInt(u16))));
}

fn ceilCell(value: f32) u16 {
    return @intFromFloat(std.math.clamp(@ceil(value), 1.0, @as(f32, std.math.maxInt(u16))));
}

/// What one pane cell shows this frame under a core-composed character
/// effect. `at` offsets are in cells and relative to the destination cell, so
/// an all-zero offset is exactly the canonical glyph and every effect ends on
/// the untouched final frame.
pub const CharSource = union(enum) {
    /// Nothing has arrived here yet: keep the frozen old cell.
    old,
    at: Offset,
    /// Paint this printable byte in the destination cell's own style, whatever
    /// that cell holds — a caret marching over empty space is still a caret.
    byte: u8,
    /// Paint this printable byte only where there is a glyph to churn. Noise
    /// over blank cells would fill a pane with junk instead of letting its
    /// text resolve out of noise.
    churn: u8,

    pub const Offset = struct { cols: i32 = 0, rows: i32 = 0 };

    pub const settled: CharSource = .{ .at = .{} };
};

/// One cell of one core-composed character effect. Offsets travel with the
/// glyph rather than blending it: a cell either holds a real glyph from the
/// new grid, the frozen old glyph, or a churning byte, never a mix. A source
/// outside the pane is the caller's cue to keep the old cell.
pub fn charSource(track: Track, col: u16, row: u16, area: CellArea) CharSource {
    const t = track.amount();
    if (t >= 1.0) return .settled;
    const w: f32 = @floatFromInt(area.cols);
    const h: f32 = @floatFromInt(area.rows);
    const c: f32 = @floatFromInt(col);
    const r: f32 = @floatFromInt(row);
    const remaining = 1.0 - t;
    return switch (track.effect) {
        // Whole rows arrive from the left and right screen edges, alternating.
        // Sliding rigid rows is what keeps the glyphs crisp: one row is one
        // rigid translation, so no cell ever samples two source glyphs.
        .edges => blk: {
            const travel = cellsOf(remaining * (w + 1.0));
            break :blk .{ .at = .{ .cols = if (row % 2 == 0) travel else -travel } };
        },
        // Columns rain down, each with its own stable head start, so the pane
        // fills from the top and the last glyphs land at the bottom.
        .fall => blk: {
            const local = staggered(t, cellNoise(track.serial, col, 0) * 0.4);
            if (local <= 0.0) break :blk .old;
            break :blk .{ .at = .{ .rows = cellsOf((1.0 - local) * (h + 1.0)) } };
        },
        // A vertical ripple travels left to right and its amplitude decays, so
        // the pane settles out of a wave instead of a fade.
        .wave => .{ .at = .{
            .rows = cellsOf(remaining * @min(4.0, h) * @sin(c * 0.55 - t * 9.0)),
        } },
        // A curtain of glyphs marches in from the right, column by column, left
        // to right; each column still has a short slide of its own.
        .curtain => blk: {
            const lead = t * (w + 1.0) - c;
            if (lead <= 0.0) break :blk .old;
            break :blk .{ .at = .{ .cols = -cellsOf(@max(0.0, 3.0 - lead)) } };
        },
        // Every cell churns through printable ASCII and locks onto its final
        // glyph at its own stable threshold: the pane resolves out of noise.
        .scramble => blk: {
            if (t >= cellNoise(track.serial, col, row) * 0.8) break :blk .settled;
            const churn = cellNoise(
                track.serial ^ (@as(u32, track.frame) *% 0x27d4_eb2f),
                col,
                row,
            );
            break :blk .{ .churn = @intCast(33 + @min(93, @as(u32, @intFromFloat(churn * 94.0)))) };
        },
        // Reading-order reveal with a caret sitting on the write head.
        .typewriter => blk: {
            const head = t * w * h;
            const index = r * w + c;
            if (index + 1.0 <= head) break :blk .settled;
            if (index <= head) break :blk .{ .byte = '_' };
            break :blk .old;
        },
        // PanelAscii walks its own byte distance per cell, and the geometry
        // effects never reach this path at all.
        .off, .slide, .zoom, .dissolve, .vertical, .ascii => .settled,
    };
}

fn cellsOf(distance: f32) i32 {
    return @intFromFloat(@round(std.math.clamp(distance, -65535.0, 65535.0)));
}

/// Remap track progress into one cell's own window. A stagger delays a glyph
/// without making the effect as a whole end after its last frame.
fn staggered(t: f32, delay: f32) f32 {
    if (delay >= 1.0) return t;
    return (t - delay) / (1.0 - delay);
}

test "easing presets have exact endpoints and intended shapes" {
    inline for (std.enums.values(Easing)) |easing| {
        try std.testing.expectEqual(@as(f32, 0), sample(easing, 0));
        try std.testing.expectEqual(@as(f32, 1), sample(easing, 1));
    }
    try std.testing.expectEqual(@as(f32, 0.5), sample(.linear, 0.5));
    try std.testing.expect(sample(.in_cubic, 0.5) < sample(.linear, 0.5));
    try std.testing.expect(sample(.out_cubic, 0.5) > sample(.linear, 0.5));
    try std.testing.expect(sample(.out_back, 0.8) > 1.0);
    // Slow at both ends, fast through the middle, and symmetric about the
    // halfway point: the same curve the integer byte walk reproduces.
    try std.testing.expectEqual(@as(f32, 0.5), sample(.smoother, 0.5));
    try std.testing.expect(sample(.smoother, 0.15) < sample(.smooth, 0.15));
    try std.testing.expect(sample(.smoother, 0.85) > sample(.smooth, 0.85));
    try std.testing.expect(sample(.smoother, 0.6) - sample(.smoother, 0.4) >
        sample(.linear, 0.6) - sample(.linear, 0.4));
}

test "transition progress completes exactly" {
    inline for (std.enums.values(Transition)) |effect| {
        try std.testing.expectEqual(@as(f32, 1), progress(effect, effect.frames()));
        if (effect.frames() > 0)
            try std.testing.expectEqual(@as(f32, 1), progress(effect, effect.frames() - 1));
        try std.testing.expectEqual(@as(f32, 1), progress(effect, std.math.maxInt(u16)));
    }
    try std.testing.expectEqual(@as(f32, 1), progress(.off, 0));

    const shrinking = lerpBox(.{ .w = 100, .h = 40 }, .{}, sample(.out_back, 0.8));
    try std.testing.expectEqual(@as(f32, 0), shrinking.w);
    try std.testing.expectEqual(@as(f32, 0), shrinking.h);
    const opening = lerpBox(.{}, .{ .w = 100, .h = 40 }, sample(.out_back, 0.8));
    try std.testing.expect(opening.w > 100);
    try std.testing.expect(opening.h > 40);
}

test "character effects are core-composed and settle on the canonical glyph" {
    const box: Box = .{ .x = 4, .y = 2, .w = 20, .h = 6 };
    const area: CellArea = .of(box);
    try std.testing.expectEqual(@as(u16, 4), area.x0);
    try std.testing.expectEqual(@as(u16, 2), area.y0);
    try std.testing.expectEqual(@as(u16, 20), area.cols);
    try std.testing.expectEqual(@as(u16, 6), area.rows);

    inline for (std.enums.values(Transition)) |effect| {
        if (comptime !effect.composedByCore()) continue;
        // Core composition needs the frozen old grid for every glyph which has
        // not arrived, so no character effect may animate without it.
        try std.testing.expect(effect.needsPreviousGrid());
        if (comptime effect == .ascii) continue; // owns its own per-cell byte walk

        const last: Track = .{ .effect = effect, .frame = effect.frames() - 1, .to = box };
        const first: Track = .{ .effect = effect, .frame = 0, .to = box };
        var moving = false;
        var row: u16 = 0;
        while (row < area.rows) : (row += 1) {
            var col: u16 = 0;
            while (col < area.cols) : (col += 1) {
                // The last active sample is the exact canonical grid: no cell
                // is displaced, churning, or still frozen.
                try std.testing.expectEqual(CharSource.settled, charSource(last, col, row, area));
                if (!std.meta.eql(CharSource.settled, charSource(first, col, row, area)))
                    moving = true;
            }
        }
        try std.testing.expect(moving);
    }
}

test "each character effect moves glyphs along its own axis" {
    const box: Box = .{ .w = 30, .h = 8 };
    const area: CellArea = .of(box);

    // Rows alternate which screen edge they come from, and every glyph in a row
    // travels as one rigid slide: one offset, no vertical component.
    var edges: Track = .{ .effect = .edges, .frame = 2, .to = box };
    const even = charSource(edges, 5, 0, area).at;
    const odd = charSource(edges, 5, 1, area).at;
    try std.testing.expect(even.cols > 0);
    try std.testing.expectEqual(-even.cols, odd.cols);
    try std.testing.expectEqual(@as(i32, 0), even.rows);
    try std.testing.expectEqual(even, charSource(edges, 17, 0, area).at);
    edges.frame = 5;
    try std.testing.expect(charSource(edges, 5, 0, area).at.cols < even.cols);

    // Falling columns are vertical only, staggered, and sample from below the
    // destination because the new text is still above the pane.
    const fall: Track = .{ .effect = .fall, .frame = 4, .to = box };
    var falling = false;
    var col: u16 = 0;
    while (col < area.cols) : (col += 1) switch (charSource(fall, col, 0, area)) {
        .old => {},
        .byte, .churn => return error.FallShouldNotChurn,
        .at => |offset| {
            try std.testing.expectEqual(@as(i32, 0), offset.cols);
            try std.testing.expect(offset.rows >= 0);
            if (offset.rows > 0) falling = true;
        },
    };
    try std.testing.expect(falling);

    // The wave displaces rows both ways as it travels, and only rows.
    const wave: Track = .{ .effect = .wave, .frame = 1, .to = box };
    var above = false;
    var below = false;
    col = 0;
    while (col < area.cols) : (col += 1) {
        const offset = charSource(wave, col, 3, area).at;
        try std.testing.expectEqual(@as(i32, 0), offset.cols);
        if (offset.rows < 0) above = true;
        if (offset.rows > 0) below = true;
    }
    try std.testing.expect(above and below);

    // The curtain has a head: columns behind it hold the old grid, columns the
    // head has passed are settled, and the head itself is still sliding.
    const curtain: Track = .{ .effect = .curtain, .frame = 5, .to = box };
    try std.testing.expectEqual(CharSource.settled, charSource(curtain, 0, 0, area));
    try std.testing.expectEqual(CharSource{ .old = {} }, charSource(curtain, 29, 0, area));
    var sliding = false;
    col = 0;
    while (col < area.cols) : (col += 1) switch (charSource(curtain, col, 0, area)) {
        .at => |offset| if (offset.cols < 0) {
            sliding = true;
        },
        .old, .byte, .churn => {},
    };
    try std.testing.expect(sliding);

    // Scramble churns printable ASCII per cell and per frame, then locks. It
    // asks for churn rather than an unconditional byte, so the compositor can
    // keep the pane's blank space blank.
    var scramble: Track = .{ .effect = .scramble, .frame = 3, .to = box };
    var churning: usize = 0;
    var locked: usize = 0;
    var changed = false;
    col = 0;
    while (col < area.cols) : (col += 1) switch (charSource(scramble, col, 0, area)) {
        .churn => |byte| {
            try std.testing.expect(byte >= ' ' and byte <= '~');
            churning += 1;
            scramble.frame = 4;
            switch (charSource(scramble, col, 0, area)) {
                .churn => |next| changed = changed or next != byte,
                .old, .at, .byte => {},
            }
            scramble.frame = 3;
        },
        .at => locked += 1,
        .old, .byte => return error.ScrambleShouldNotFreeze,
    };
    try std.testing.expect(churning > 0 and locked > 0 and changed);

    // The typewriter writes in reading order with a caret on its head.
    const typewriter: Track = .{ .effect = .typewriter, .frame = 7, .to = box };
    try std.testing.expectEqual(CharSource.settled, charSource(typewriter, 0, 0, area));
    try std.testing.expectEqual(
        CharSource{ .old = {} },
        charSource(typewriter, area.cols - 1, area.rows - 1, area),
    );
    var carets: usize = 0;
    var row: u16 = 0;
    while (row < area.rows) : (row += 1) {
        col = 0;
        while (col < area.cols) : (col += 1) switch (charSource(typewriter, col, row, area)) {
            .byte => |byte| {
                try std.testing.expectEqual(@as(u8, '_'), byte);
                carets += 1;
            },
            .old, .at, .churn => {},
        };
    }
    try std.testing.expectEqual(@as(usize, 1), carets);
}

test "opening presets separate geometry and content transitions" {
    const target: Box = .{ .x = 30, .y = 2, .w = 20, .h = 8 };
    try std.testing.expectEqual(target, openingBox(.ascii, target, 80));
    try std.testing.expectEqual(@as(f32, 0), openingBox(.zoom, target, 80).w);
    try std.testing.expectEqual(@as(f32, 80), openingBox(.slide, target, 80).x);
    try std.testing.expectEqual(@as(f32, target.y + target.h), openingBox(.vertical, target, 80).y);
    try std.testing.expectEqual(@as(f32, target.y + target.h), closingBox(.vertical, target).y);

    var track: Track = .{ .effect = .slide, .from = target, .to = target };
    try std.testing.expect(track.active());
    track.frame = track.effect.frames();
    try std.testing.expect(!track.active());

    track = .{ .effect = .dissolve, .frame = 3, .from = .{}, .to = target };
    try std.testing.expectEqual(target, track.visualBox());

    var closing: Track = .{
        .phase = .closing,
        .effect = .vertical,
        .from = target,
        .to = closingBox(.vertical, target),
    };
    try std.testing.expectEqual(target, closing.contentBox());
    closing.frame = 2;
    try std.testing.expect(closing.amount() < progress(.vertical, closing.frame));
}

test "dissolve has exact stable endpoints" {
    for (0..64) |col| {
        const x: u16 = @intCast(col);
        try std.testing.expect(!dissolveRevealed(42, x, 7, 0));
        try std.testing.expect(dissolveRevealed(42, x, 7, 1));
        if (dissolveRevealed(42, x, 7, 0.25))
            try std.testing.expect(dissolveRevealed(42, x, 7, 0.75));
    }
}