docs: mark Phase 6 part 2b (weekly goals) complete in session handoff
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -2,7 +2,7 @@
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> Last updated: 2026-04-24
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> Last updated: 2026-04-24
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> Branch: `master` — pushed to https://git.aleshym.co/funman300/Rusty_Solitare.git
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> Branch: `master` — pushed to https://git.aleshym.co/funman300/Rusty_Solitare.git
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> Test count: **180 passing** (77 core + 39 data + 64 engine), `cargo clippy --workspace -- -D warnings` clean
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> Test count: **196 passing** (77 core + 50 data + 69 engine), `cargo clippy --workspace -- -D warnings` clean
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---
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---
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@@ -114,16 +114,22 @@ All sub-phases (3A–3F) done. Plugins: `GamePlugin`, `TablePlugin`, `CardPlugin
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- `LevelUpEvent` now spawns a toast through `AnimationPlugin`
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- `LevelUpEvent` now spawns a toast through `AnimationPlugin`
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- `daily_devotee` achievement wired (streak ≥ 7); `AchievementContext` gains `daily_challenge_streak` and reads from `ProgressResource`
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- `daily_devotee` achievement wired (streak ≥ 7); `AchievementContext` gains `daily_challenge_streak` and reads from `ProgressResource`
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### Phase 6 (part 2b) — Weekly Goals ✅ COMPLETE
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- `solitaire_data::weekly` — `WeeklyGoalKind`, `WeeklyGoalDef`, `WeeklyGoalContext`, `current_iso_week_key`, three starter goals (5 wins / 3 no-undo / 3 fast)
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- `PlayerProgress` — `weekly_goal_week_iso`, `roll_weekly_goals_if_new_week`, `record_weekly_progress`
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- `WeeklyGoalsPlugin` — on `GameWonEvent`, rolls week if needed, increments matching goals, awards `WEEKLY_GOAL_XP` (75) per completion, fires `WeeklyGoalCompletedEvent`
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## What Is Next
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## What Is Next
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### Phase 6 (part 2b) — Weekly Goals, Special Modes, Daily Challenge UI
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### Phase 6 (part 3) — Special Modes + Status UI
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- Weekly goals: `weekly_goal_progress` HashMap is already in `PlayerProgress`. Define a rotating goal set, completion detection, +75 XP per goal.
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- Time Attack / Challenge / Zen modes — unlock at level 5. Need a `GameMode` enum (likely in `solitaire_core`) + mode selector + per-mode rule overrides.
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- Time Attack / Challenge / Zen modes — unlock at level 5. Likely need a `GameMode` enum in `solitaire_core` or `solitaire_data` and a mode selection UI.
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- Toast for `DailyChallengeCompletedEvent` and `WeeklyGoalCompletedEvent` (currently fire but not surfaced).
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- Daily challenge UI surfacing: indicate today's seed/status on the home/settings screen and toast on `DailyChallengeCompletedEvent`.
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- Daily/weekly status panel in the stats overlay (today's challenge state, weekly goal progress bars).
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- Card-back / background unlock UI for `unlocked_card_backs` / `unlocked_backgrounds`.
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- Card-back / background unlock UI for `unlocked_card_backs` / `unlocked_backgrounds`.
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### Phases 7–8 (in order after Phase 6 part 2b)
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### Phases 7–8 (in order after Phase 6 part 3)
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| Phase | Scope |
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| Phase | Scope |
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@@ -180,7 +186,7 @@ For Phase 3 onwards, write a new plan using the `superpowers:writing-plans` skil
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# Check everything compiles
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# Check everything compiles
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cargo check --workspace
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cargo check --workspace
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# Run all tests (180 tests, all should pass)
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# Run all tests (196 tests, all should pass)
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cargo test --workspace
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cargo test --workspace
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# Lint (must be zero warnings)
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# Lint (must be zero warnings)
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