fix: hide spent rescue to prevent StateError crash; log per-attempt starts

Expose engine.rescueUsed getter and surface it through GameViewState so
the result overlay can omit the watch-ad FilledButton after a rescue has
been consumed, preventing a second tap from calling useContinue /
addExtraMoves and hitting their StateError guard. Give-up is promoted to
FilledButton when rescue is unavailable for clear affordance.

Also emit stageStart / endlessStart analytics in restart() so every
attempt (not just the first) is bracketed by a matching start event.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-06-12 13:41:59 +09:00
parent 074a21ea2b
commit 9763968db9
4 changed files with 67 additions and 22 deletions
+15
View File
@@ -6,6 +6,7 @@ import '../game/models/grid.dart';
import '../game/models/objective.dart';
import '../game/models/piece.dart';
import '../game/models/stage.dart';
import 'providers.dart';
/// Immutable snapshot of one engine moment; the only game state the UI sees.
class GameViewState {
@@ -24,6 +25,7 @@ class GameViewState {
required this.lastPlacement,
required this.fxTick,
required this.endless,
required this.rescueUsed,
});
final GridState grid;
@@ -43,6 +45,7 @@ class GameViewState {
final int fxTick;
final bool endless;
final bool rescueUsed;
}
/// Bridges the pure-Dart [GameEngine] to the widget tree. The engine object
@@ -72,6 +75,17 @@ class GameSessionNotifier extends Notifier<GameViewState?> {
final stage = _stage;
if (stage == null) throw StateError('no stage to restart');
startStage(stage, attempt: _attempt + 1, generator: _generatorOverride);
if (stage.endless) {
ref.read(analyticsProvider).endlessStart();
} else {
final flow = ref.read(seasonFlowProvider);
if (flow != null) {
ref.read(analyticsProvider).stageStart(
seasonId: flow.pack.seasonId,
stageId: flow.stage.id,
);
}
}
}
bool tryPlace(int trayIndex, int x, int y) {
@@ -119,6 +133,7 @@ class GameSessionNotifier extends Notifier<GameViewState?> {
objectiveProgress: engine.objectiveProgress,
lastPlacement: lastPlacement,
fxTick: _fxTick,
rescueUsed: engine.rescueUsed,
);
}
}