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User feedback: pre-placing every gem on the grid made stages swingy and kept goals small. Now gems spawn on generated tray pieces — assignGems attaches gems (~50% of pieces, big pieces sometimes two) drawing only colors still needed; a fully-collected color stops appearing; a placed gem is collected when a line through it clears; over-collecting is fine. - Model: GameState.trayGems (per-slot cell->color) + gemGoal; placement.stampWithGems; engine threads gems through place/refill; quest controller passes the goal. - Render: placed gems keep the piece color (pre-placed stay light); tray pieces show their gems (shared paintGemStar). - Validator: dropped the obsolete 'board must contain the gems' rule, added a gem-count range. All 20 gem stages stripped of board gems, goals raised (single 8 / two 6 / three 5). Tests: engine gem collection + needed-only refill + over-collect; assignGems needed-only/deterministic; trayGems/gemGoal save round-trip. Co-authored-by: Claude Fable 5 <noreply@anthropic.com>
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User feedback: pre-placing every gem on the grid made stages swingy and kept goals small. Now gems spawn on generated tray pieces — assignGems attaches gems (~50% of pieces, big pieces sometimes two) drawing only colors still needed; a fully-collected color stops appearing; a placed gem is collected when a line through it clears; over-collecting is fine.
Tests: engine gem collection + needed-only refill + over-collect; assignGems needed-only/deterministic; trayGems/gemGoal save round-trip.
What & why
Checklist
dart format .andflutter analyzeare cleanflutter testis green (new logic has new tests)locked content, extra network calls — see CONTRIBUTING.md)
Quest content only
dart run tool/validate_quests.dart --updatethendart run tool/validate_quests.dartprints OKdevis promotedto
main(fast for content merges)Screenshots