feat(engine): add Play-by-Seed dialog with solver preview
Adds a numeric-input modal (PlayBySeedPlugin) that lets the player type a decimal seed and receive an instant solver-verified verdict before the hand is dealt. A new HomeMode::PlayBySeed card surfaces it in the home overlay, matched by the StartPlayBySeedRequestEvent carrier. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -29,10 +29,11 @@ use solitaire_engine::{
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AudioPlugin, AutoCompletePlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
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CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, FeedbackAnimPlugin, FontPlugin,
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GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin,
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OnboardingPlugin, PausePlugin, ProfilePlugin, ProgressPlugin, RadialMenuPlugin,
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ReplayOverlayPlugin, ReplayPlaybackPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin,
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StatsPlugin, SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
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UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
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OnboardingPlugin, PausePlugin, PlayBySeedPlugin, ProfilePlugin, ProgressPlugin,
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RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin, SelectionPlugin, SettingsPlugin,
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SplashPlugin, StatsPlugin, SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin,
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TimeAttackPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
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WinSummaryPlugin,
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};
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/// App entry point — builds and runs the Bevy app.
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@@ -145,6 +146,13 @@ pub fn run() {
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(CardPlugin)
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// Cursor-icon feedback is desktop-only; Android has no pointer cursor.
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// The drop-target highlight systems (update_drop_highlights,
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// update_drop_target_overlays) live in CursorPlugin but ARE useful
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// on Android — they've been left running because their Bevy system
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// params compile and function on Android; only the CursorIcon insert
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// is inert. Gate the whole plugin if the cursor APIs ever cause
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// Android linker issues; for now it's harmless to leave it registered.
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.add_plugins(CursorPlugin)
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.add_plugins(InputPlugin)
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.add_plugins(RadialMenuPlugin)
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@@ -161,6 +169,7 @@ pub fn run() {
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.add_plugins(DailyChallengePlugin)
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.add_plugins(WeeklyGoalsPlugin)
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.add_plugins(ChallengePlugin)
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.add_plugins(PlayBySeedPlugin)
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.add_plugins(TimeAttackPlugin)
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.add_plugins(HudPlugin)
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.add_plugins(HelpPlugin)
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@@ -172,6 +172,13 @@ pub struct StartTimeAttackRequestEvent;
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct StartDailyChallengeRequestEvent;
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/// Request to open the Play-by-Seed dialog. Fired by the Home overlay
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/// "Play by Seed" mode card. The handler in `play_by_seed_plugin` spawns
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/// a numeric-input modal where the player types a decimal seed and
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/// optionally sees a solver-verified verdict before dealing.
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct StartPlayBySeedRequestEvent;
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/// Request to toggle the Stats overlay. Fired by the HUD Menu-popover
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/// "Stats" row alongside the existing `S` accelerator.
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#[derive(Message, Debug, Clone, Copy, Default)]
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@@ -23,8 +23,8 @@ use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::daily_challenge_plugin::DailyChallengeResource;
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use crate::events::{
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InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
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StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
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ToggleProfileRequestEvent,
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StartDailyChallengeRequestEvent, StartPlayBySeedRequestEvent, StartTimeAttackRequestEvent,
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StartZenRequestEvent, ToggleProfileRequestEvent,
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};
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use crate::font_plugin::FontResource;
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use crate::progress_plugin::ProgressResource;
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@@ -96,6 +96,7 @@ enum HomeMode {
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Zen,
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Challenge,
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TimeAttack,
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PlayBySeed,
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}
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impl HomeMode {
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@@ -107,6 +108,7 @@ impl HomeMode {
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HomeMode::Zen => "Zen Mode",
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HomeMode::Challenge => "Challenge",
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HomeMode::TimeAttack => "Time Attack",
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HomeMode::PlayBySeed => "Play by Seed",
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}
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}
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@@ -118,6 +120,7 @@ impl HomeMode {
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HomeMode::Zen => "No timer, no score. Just the cards.",
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HomeMode::Challenge => "Hand-picked hard deals. No undo. Win to advance.",
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HomeMode::TimeAttack => "How many can you finish in ten minutes?",
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HomeMode::PlayBySeed => "Enter any number to play a specific deal.",
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}
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}
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@@ -150,6 +153,9 @@ impl HomeMode {
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// ships ▲ (up triangle) but evidently not the sideways
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// siblings.
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HomeMode::TimeAttack => "\u{2192}",
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// Number sign — ASCII, universally available. Reads as
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// "a specific number / seed ID".
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HomeMode::PlayBySeed => "#",
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}
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}
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@@ -162,6 +168,7 @@ impl HomeMode {
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HomeMode::Zen => "Z",
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HomeMode::Challenge => "X",
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HomeMode::TimeAttack => "T",
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HomeMode::PlayBySeed => "6",
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}
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}
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@@ -238,6 +245,7 @@ impl Plugin for HomePlugin {
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.add_message::<StartChallengeRequestEvent>()
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.add_message::<StartTimeAttackRequestEvent>()
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.add_message::<StartDailyChallengeRequestEvent>()
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.add_message::<StartPlayBySeedRequestEvent>()
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.add_message::<InfoToastEvent>()
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.add_message::<ToggleProfileRequestEvent>()
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.add_message::<SettingsChangedEvent>()
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@@ -423,6 +431,7 @@ fn handle_home_card_click(
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mut challenge: MessageWriter<StartChallengeRequestEvent>,
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mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
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mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
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mut play_by_seed: MessageWriter<StartPlayBySeedRequestEvent>,
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mut info_toast: MessageWriter<InfoToastEvent>,
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) {
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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@@ -457,6 +466,9 @@ fn handle_home_card_click(
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HomeMode::TimeAttack => {
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time_attack.write(StartTimeAttackRequestEvent);
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}
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HomeMode::PlayBySeed => {
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play_by_seed.write(StartPlayBySeedRequestEvent);
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}
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}
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// Close the modal after dispatching the launch event.
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@@ -619,6 +631,7 @@ fn digit_to_home_mode(key: KeyCode) -> Option<HomeMode> {
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KeyCode::Digit3 => Some(HomeMode::Zen),
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KeyCode::Digit4 => Some(HomeMode::Challenge),
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KeyCode::Digit5 => Some(HomeMode::TimeAttack),
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KeyCode::Digit6 => Some(HomeMode::PlayBySeed),
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_ => None,
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}
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}
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@@ -646,6 +659,7 @@ fn handle_home_digit_keys(
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mut challenge: MessageWriter<StartChallengeRequestEvent>,
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mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
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mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
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mut play_by_seed: MessageWriter<StartPlayBySeedRequestEvent>,
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) {
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// Modal-scoped: do nothing when the Mode Launcher isn't open.
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if screens.is_empty() {
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@@ -658,6 +672,7 @@ fn handle_home_digit_keys(
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KeyCode::Digit3,
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KeyCode::Digit4,
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KeyCode::Digit5,
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KeyCode::Digit6,
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]
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.into_iter()
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.find(|k| keys.just_pressed(*k))
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@@ -687,6 +702,9 @@ fn handle_home_digit_keys(
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HomeMode::TimeAttack => {
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time_attack.write(StartTimeAttackRequestEvent);
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}
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HomeMode::PlayBySeed => {
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play_by_seed.write(StartPlayBySeedRequestEvent);
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}
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}
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// Close the modal after dispatching the launch event — same shape as
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@@ -784,6 +802,7 @@ fn spawn_home_screen(commands: &mut Commands, ctx: HomeContext<'_>) {
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HomeMode::Zen,
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HomeMode::Challenge,
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HomeMode::TimeAttack,
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HomeMode::PlayBySeed,
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] {
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spawn_mode_card(grid, mode, &ctx);
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}
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@@ -999,6 +1018,7 @@ fn home_mode_focus_order(mode: HomeMode) -> i32 {
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HomeMode::Zen => 2,
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HomeMode::Challenge => 3,
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HomeMode::TimeAttack => 4,
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HomeMode::PlayBySeed => 5,
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}
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}
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@@ -1402,13 +1422,14 @@ mod tests {
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HomeMode::Zen,
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HomeMode::Challenge,
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HomeMode::TimeAttack,
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HomeMode::PlayBySeed,
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] {
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assert!(
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modes.contains(&expected),
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"missing card for {expected:?}; found {modes:?}"
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);
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}
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assert_eq!(modes.len(), 5, "exactly five cards expected");
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assert_eq!(modes.len(), 6, "exactly six cards expected");
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}
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#[test]
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@@ -1600,7 +1621,7 @@ mod tests {
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.map(|(c, f)| (c.0, *f))
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.collect();
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assert_eq!(cards.len(), 5, "all five cards must carry a Focusable");
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assert_eq!(cards.len(), 6, "all six cards must carry a Focusable");
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for (mode, focusable) in &cards {
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assert_eq!(
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focusable.group,
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@@ -1626,7 +1647,7 @@ mod tests {
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for (mode, disabled) in states {
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match mode {
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HomeMode::Classic | HomeMode::Daily => assert!(
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HomeMode::Classic | HomeMode::Daily | HomeMode::PlayBySeed => assert!(
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!disabled,
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"{mode:?} must not be Disabled at level 0 (it's never locked)"
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),
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@@ -24,6 +24,7 @@ pub mod layout;
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pub mod onboarding_plugin;
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pub mod pause_plugin;
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pub mod pending_hint;
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pub mod play_by_seed_plugin;
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pub mod profile_plugin;
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pub mod radial_menu;
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pub mod replay_overlay;
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@@ -92,11 +93,12 @@ pub use events::{
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ForfeitEvent, ForfeitRequestEvent, FoundationCompletedEvent, GameWonEvent, HelpRequestEvent,
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HintVisualEvent, InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
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NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
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StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
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StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
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StartDailyChallengeRequestEvent, StartPlayBySeedRequestEvent, StartTimeAttackRequestEvent,
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StartZenRequestEvent, StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
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ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
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ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent, XpAwardedEvent,
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};
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pub use play_by_seed_plugin::{PlayBySeedPlugin, PlayBySeedScreen};
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pub use game_plugin::{
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ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath, RecordingReplay,
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ReplayPath,
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@@ -0,0 +1,663 @@
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//! Play-by-Seed dialog: lets the player type a decimal seed number and start
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//! a Classic game with that exact deal. A live solver-verification badge
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//! updates asynchronously after a short typing debounce so the player knows
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//! whether the deal is provably winnable before committing.
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//!
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//! # Flow
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//!
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//! 1. `HomePlugin` fires [`StartPlayBySeedRequestEvent`] when the "Play by
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//! Seed" card is clicked (or `6` is pressed in the Mode Launcher).
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//! 2. `handle_open_dialog` reads the event and spawns the seed-input modal.
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//! 3. `handle_text_input` appends decimal digits / handles Backspace while
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//! the modal is open, updating [`SeedInputBuffer`] each frame.
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//! 4. `tick_debounce_and_spawn_solver_task` waits for 12 frames (~200 ms at
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//! 60 Hz) of no input before spawning a [`try_solve`] task on
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//! [`AsyncComputeTaskPool`]. Any fresh keypress drops the in-flight task
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//! by resetting the resource.
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//! 5. `poll_solver_task` polls the in-flight task each frame and updates the
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//! [`SolverVerdictBadge`] text node with the verdict.
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//! 6. `handle_confirm` fires [`NewGameRequestEvent`] with the parsed seed and
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//! despawns the dialog on Play click or `Enter`.
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//! 7. `handle_cancel` despawns the dialog on Cancel click or `Escape`.
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use bevy::input::ButtonInput;
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use bevy::prelude::*;
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use bevy::tasks::{futures_lite::future, AsyncComputeTaskPool, Task};
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use solitaire_core::game_state::DrawMode;
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use solitaire_core::solver::{try_solve, SolverConfig, SolverResult};
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use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent};
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use crate::font_plugin::FontResource;
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use crate::game_plugin::GameMutation;
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use crate::settings_plugin::SettingsResource;
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use crate::ui_modal::{
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spawn_modal, spawn_modal_actions, spawn_modal_body_text, spawn_modal_button, spawn_modal_header,
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ButtonVariant, ScrimDismissible,
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};
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use crate::ui_theme::{
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ACCENT_PRIMARY, BG_ELEVATED_PRESSED, BORDER_SUBTLE, HighContrastBorder, RADIUS_MD,
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TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, VAL_SPACE_2, VAL_SPACE_3,
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Z_MODAL_PANEL,
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};
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// ---------------------------------------------------------------------------
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// Components and resources
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// ---------------------------------------------------------------------------
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/// Marker on the seed-input modal scrim (the despawn root).
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#[derive(Component, Debug)]
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pub struct PlayBySeedScreen;
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/// Holds the decimal digit string the player is typing and a frame counter
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/// used to debounce solver task spawning.
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#[derive(Component, Debug, Default)]
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struct SeedInputBuffer {
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/// Raw decimal digit string. Never longer than 20 chars (u64::MAX is 20
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/// decimal digits). Empty means "no seed entered".
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text: String,
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/// Frames elapsed since the last keystroke. The solver task is spawned
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/// once this crosses [`DEBOUNCE_FRAMES`] and the buffer is non-empty.
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frames_since_change: u32,
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}
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/// Marker on the text node that renders the solver verdict caption.
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#[derive(Component, Debug)]
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struct SolverVerdictBadge;
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/// Marker on the Play (confirm) button so `handle_confirm` can find it.
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#[derive(Component, Debug)]
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struct PlayBySeedConfirmButton;
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/// Marker on the Cancel button.
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#[derive(Component, Debug)]
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struct PlayBySeedCancelButton;
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/// Marker on the input-field text node so `handle_text_input` can update
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/// it without a separate query for the buffer entity.
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#[derive(Component, Debug)]
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struct SeedInputDisplay;
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/// In-flight async solver verification task. At most one is live at a time —
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/// a fresh keypress resets this resource (dropping the previous `Task<_>`)
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/// before spawning the next one.
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#[derive(Resource, Default)]
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struct PendingVerification {
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seed: Option<u64>,
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handle: Option<Task<SolverResult>>,
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}
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// ---------------------------------------------------------------------------
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// Constants
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// ---------------------------------------------------------------------------
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/// Frames of no-keypress activity before the solver task is spawned.
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/// 12 frames ≈ 200 ms at 60 Hz — long enough to avoid thrashing on fast
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/// typists but short enough to feel responsive.
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const DEBOUNCE_FRAMES: u32 = 12;
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/// Maximum decimal digits accepted. 20 covers all of u64::MAX (18,446,744,073,709,551,615).
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const MAX_SEED_DIGITS: usize = 20;
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// ---------------------------------------------------------------------------
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// Plugin
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// ---------------------------------------------------------------------------
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/// Registers all play-by-seed systems and resources.
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pub struct PlayBySeedPlugin;
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impl Plugin for PlayBySeedPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<PendingVerification>()
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.add_message::<StartPlayBySeedRequestEvent>()
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.add_message::<NewGameRequestEvent>()
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.add_systems(
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Update,
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(
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handle_open_dialog,
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handle_text_input,
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tick_debounce_and_spawn_solver_task,
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poll_solver_task,
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handle_confirm,
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handle_cancel,
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)
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.chain()
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// Fire before GameMutation so `handle_confirm`'s
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// NewGameRequestEvent is processed on the same frame.
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.before(GameMutation),
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);
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}
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}
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// ---------------------------------------------------------------------------
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// Systems
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// ---------------------------------------------------------------------------
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/// Spawns the seed-input dialog when `StartPlayBySeedRequestEvent` fires.
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fn handle_open_dialog(
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mut commands: Commands,
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mut requests: MessageReader<StartPlayBySeedRequestEvent>,
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font_res: Option<Res<FontResource>>,
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existing: Query<(), With<PlayBySeedScreen>>,
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) {
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if requests.read().count() == 0 {
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return;
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}
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// Guard against double-spawn (e.g. two events in one frame).
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if !existing.is_empty() {
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return;
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}
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let font = font_res.as_deref();
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let font_handle = font.map(|f| f.0.clone()).unwrap_or_default();
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let scrim = spawn_modal(&mut commands, PlayBySeedScreen, Z_MODAL_PANEL, |card| {
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spawn_modal_header(card, "Play by Seed", font);
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spawn_modal_body_text(
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card,
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"Enter a number to play that specific deal.",
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TEXT_SECONDARY,
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font,
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);
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// Input field — a bordered box that shows the typed digits.
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card.spawn((
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Node {
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width: Val::Percent(100.0),
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padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
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border: UiRect::all(Val::Px(1.0)),
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border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
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..default()
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},
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BackgroundColor(BG_ELEVATED_PRESSED),
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BorderColor::all(BORDER_SUBTLE),
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HighContrastBorder::with_default(BORDER_SUBTLE),
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SeedInputBuffer::default(),
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))
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.with_children(|field| {
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field.spawn((
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SeedInputDisplay,
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Text::new(""),
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TextFont {
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font: font_handle.clone(),
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font_size: TYPE_BODY_LG,
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..default()
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},
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TextColor(TEXT_DISABLED),
|
||||
));
|
||||
});
|
||||
|
||||
// Solver verdict badge — updates as solver runs.
|
||||
card.spawn((
|
||||
SolverVerdictBadge,
|
||||
Text::new("Type a number"),
|
||||
TextFont {
|
||||
font: font_handle,
|
||||
font_size: TYPE_BODY_LG,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
|
||||
spawn_modal_actions(card, |row| {
|
||||
spawn_modal_button(
|
||||
row,
|
||||
PlayBySeedCancelButton,
|
||||
"Cancel",
|
||||
Some("Esc"),
|
||||
ButtonVariant::Secondary,
|
||||
font,
|
||||
);
|
||||
spawn_modal_button(
|
||||
row,
|
||||
PlayBySeedConfirmButton,
|
||||
"Play",
|
||||
Some("Enter"),
|
||||
ButtonVariant::Primary,
|
||||
font,
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
// Play-by-Seed is read-only input — opt into click-outside-to-dismiss.
|
||||
commands.entity(scrim).insert(ScrimDismissible);
|
||||
}
|
||||
|
||||
/// Appends decimal digits and handles Backspace while the dialog is open.
|
||||
fn handle_text_input(
|
||||
keys: Res<ButtonInput<KeyCode>>,
|
||||
screen: Query<(), With<PlayBySeedScreen>>,
|
||||
mut buffers: Query<&mut SeedInputBuffer>,
|
||||
mut displays: Query<(&mut Text, &mut TextColor), With<SeedInputDisplay>>,
|
||||
mut pending: ResMut<PendingVerification>,
|
||||
) {
|
||||
if screen.is_empty() {
|
||||
return;
|
||||
}
|
||||
let Ok(mut buf) = buffers.single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
let digit_keys = [
|
||||
(KeyCode::Digit0, '0'),
|
||||
(KeyCode::Digit1, '1'),
|
||||
(KeyCode::Digit2, '2'),
|
||||
(KeyCode::Digit3, '3'),
|
||||
(KeyCode::Digit4, '4'),
|
||||
(KeyCode::Digit5, '5'),
|
||||
(KeyCode::Digit6, '6'),
|
||||
(KeyCode::Digit7, '7'),
|
||||
(KeyCode::Digit8, '8'),
|
||||
(KeyCode::Digit9, '9'),
|
||||
(KeyCode::Numpad0, '0'),
|
||||
(KeyCode::Numpad1, '1'),
|
||||
(KeyCode::Numpad2, '2'),
|
||||
(KeyCode::Numpad3, '3'),
|
||||
(KeyCode::Numpad4, '4'),
|
||||
(KeyCode::Numpad5, '5'),
|
||||
(KeyCode::Numpad6, '6'),
|
||||
(KeyCode::Numpad7, '7'),
|
||||
(KeyCode::Numpad8, '8'),
|
||||
(KeyCode::Numpad9, '9'),
|
||||
];
|
||||
|
||||
let mut changed = false;
|
||||
|
||||
for (key, ch) in digit_keys {
|
||||
if keys.just_pressed(key) && buf.text.len() < MAX_SEED_DIGITS {
|
||||
// Drop a leading zero unless the buffer is empty (prevents "007").
|
||||
if ch == '0' && buf.text.is_empty() {
|
||||
continue;
|
||||
}
|
||||
buf.text.push(ch);
|
||||
changed = true;
|
||||
}
|
||||
}
|
||||
|
||||
if keys.just_pressed(KeyCode::Backspace) && !buf.text.is_empty() {
|
||||
buf.text.pop();
|
||||
changed = true;
|
||||
}
|
||||
|
||||
if changed {
|
||||
buf.frames_since_change = 0;
|
||||
// Cancel any in-flight solver task — its seed is now stale.
|
||||
*pending = PendingVerification::default();
|
||||
|
||||
// Update the display node.
|
||||
if let Ok((mut text, mut color)) = displays.single_mut() {
|
||||
if buf.text.is_empty() {
|
||||
text.0 = String::new();
|
||||
color.0 = TEXT_DISABLED;
|
||||
} else {
|
||||
text.0 = buf.text.clone();
|
||||
color.0 = TEXT_PRIMARY;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Increments the debounce counter each frame and spawns the solver task
|
||||
/// once the counter passes [`DEBOUNCE_FRAMES`] and the buffer holds a
|
||||
/// valid u64.
|
||||
fn tick_debounce_and_spawn_solver_task(
|
||||
screen: Query<(), With<PlayBySeedScreen>>,
|
||||
mut buffers: Query<&mut SeedInputBuffer>,
|
||||
mut pending: ResMut<PendingVerification>,
|
||||
mut badges: Query<(&mut Text, &mut TextColor), With<SolverVerdictBadge>>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
) {
|
||||
if screen.is_empty() {
|
||||
return;
|
||||
}
|
||||
let Ok(mut buf) = buffers.single_mut() else {
|
||||
return;
|
||||
};
|
||||
|
||||
// Always update the badge when the buffer is empty.
|
||||
if buf.text.is_empty() {
|
||||
if let Ok((mut text, mut color)) = badges.single_mut() {
|
||||
text.0 = "Type a number".to_string();
|
||||
color.0 = TEXT_SECONDARY;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Don't spawn if a task is already running for this seed.
|
||||
let parsed = buf.text.parse::<u64>().ok();
|
||||
if pending.handle.is_some() && pending.seed == parsed {
|
||||
return;
|
||||
}
|
||||
|
||||
buf.frames_since_change = buf.frames_since_change.saturating_add(1);
|
||||
if buf.frames_since_change < DEBOUNCE_FRAMES {
|
||||
return;
|
||||
}
|
||||
|
||||
let Some(seed) = parsed else {
|
||||
return;
|
||||
};
|
||||
|
||||
let draw_mode = settings
|
||||
.as_ref()
|
||||
.map_or(DrawMode::DrawOne, |s| s.0.draw_mode.clone());
|
||||
let cfg = SolverConfig::default();
|
||||
let task = AsyncComputeTaskPool::get()
|
||||
.spawn(async move { try_solve(seed, draw_mode, &cfg) });
|
||||
|
||||
pending.seed = Some(seed);
|
||||
pending.handle = Some(task);
|
||||
|
||||
if let Ok((mut text, mut color)) = badges.single_mut() {
|
||||
text.0 = "Verifying\u{2026}".to_string();
|
||||
color.0 = TEXT_SECONDARY;
|
||||
}
|
||||
}
|
||||
|
||||
/// Polls the in-flight solver task and updates the verdict badge on completion.
|
||||
fn poll_solver_task(
|
||||
mut pending: ResMut<PendingVerification>,
|
||||
mut badges: Query<(&mut Text, &mut TextColor), With<SolverVerdictBadge>>,
|
||||
) {
|
||||
let Some(handle) = pending.handle.as_mut() else {
|
||||
return;
|
||||
};
|
||||
let Some(result) = future::block_on(future::poll_once(handle)) else {
|
||||
return;
|
||||
};
|
||||
pending.handle = None;
|
||||
|
||||
let Ok((mut text, mut color)) = badges.single_mut() else {
|
||||
return;
|
||||
};
|
||||
match result {
|
||||
SolverResult::Winnable => {
|
||||
text.0 = "\u{2713} Provably winnable".to_string();
|
||||
color.0 = ACCENT_PRIMARY;
|
||||
}
|
||||
SolverResult::Inconclusive => {
|
||||
text.0 = "? Likely winnable (search timed out)".to_string();
|
||||
color.0 = TEXT_SECONDARY;
|
||||
}
|
||||
SolverResult::Unwinnable => {
|
||||
text.0 = "\u{2717} Provably unwinnable".to_string();
|
||||
color.0 = TEXT_DISABLED;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Fires [`NewGameRequestEvent`] with the parsed seed when Play is clicked
|
||||
/// or `Enter` is pressed, then despawns the dialog. Does nothing when the
|
||||
/// buffer is empty.
|
||||
fn handle_confirm(
|
||||
mut commands: Commands,
|
||||
keys: Res<ButtonInput<KeyCode>>,
|
||||
buttons: Query<&Interaction, (With<PlayBySeedConfirmButton>, Changed<Interaction>)>,
|
||||
buffers: Query<&SeedInputBuffer>,
|
||||
screen: Query<Entity, With<PlayBySeedScreen>>,
|
||||
mut new_game: MessageWriter<NewGameRequestEvent>,
|
||||
) {
|
||||
if screen.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
let click = buttons.iter().any(|i| *i == Interaction::Pressed);
|
||||
let enter = keys.just_pressed(KeyCode::Enter) || keys.just_pressed(KeyCode::NumpadEnter);
|
||||
if !click && !enter {
|
||||
return;
|
||||
}
|
||||
|
||||
let Ok(buf) = buffers.single() else { return };
|
||||
let Ok(seed) = buf.text.parse::<u64>() else { return };
|
||||
|
||||
new_game.write(NewGameRequestEvent {
|
||||
seed: Some(seed),
|
||||
mode: None,
|
||||
confirmed: false,
|
||||
});
|
||||
|
||||
for entity in &screen {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
/// Despawns the dialog on Cancel click or `Escape`.
|
||||
fn handle_cancel(
|
||||
mut commands: Commands,
|
||||
keys: Res<ButtonInput<KeyCode>>,
|
||||
buttons: Query<&Interaction, (With<PlayBySeedCancelButton>, Changed<Interaction>)>,
|
||||
screen: Query<Entity, With<PlayBySeedScreen>>,
|
||||
other_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<PlayBySeedScreen>)>,
|
||||
) {
|
||||
if screen.is_empty() {
|
||||
return;
|
||||
}
|
||||
|
||||
let click = buttons.iter().any(|i| *i == Interaction::Pressed);
|
||||
// Esc only closes this dialog when it is the topmost modal.
|
||||
let esc = keys.just_pressed(KeyCode::Escape) && other_scrims.is_empty();
|
||||
if !click && !esc {
|
||||
return;
|
||||
}
|
||||
|
||||
for entity in &screen {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::game_plugin::GamePlugin;
|
||||
use crate::table_plugin::TablePlugin;
|
||||
|
||||
fn headless_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(PlayBySeedPlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
fn open_dialog(app: &mut App) {
|
||||
app.world_mut()
|
||||
.write_message(StartPlayBySeedRequestEvent);
|
||||
app.update();
|
||||
}
|
||||
|
||||
fn press_key(app: &mut App, key: KeyCode) {
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.press(key);
|
||||
app.update();
|
||||
// Simulate what Bevy's PreUpdate input system does: flush just_pressed /
|
||||
// just_released so stale key state doesn't bleed into the next frame.
|
||||
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
|
||||
input.release(key);
|
||||
input.clear();
|
||||
}
|
||||
|
||||
fn dialog_present(app: &mut App) -> bool {
|
||||
app.world_mut()
|
||||
.query::<&PlayBySeedScreen>()
|
||||
.iter(app.world())
|
||||
.next()
|
||||
.is_some()
|
||||
}
|
||||
|
||||
fn read_buffer_text(app: &mut App) -> String {
|
||||
let mut q = app.world_mut().query::<&SeedInputBuffer>();
|
||||
q.iter(app.world())
|
||||
.next()
|
||||
.map(|b| b.text.clone())
|
||||
.unwrap_or_default()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn dialog_spawns_on_request() {
|
||||
let mut app = headless_app();
|
||||
assert!(!dialog_present(&mut app));
|
||||
open_dialog(&mut app);
|
||||
assert!(dialog_present(&mut app));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn digit_keys_append_to_buffer() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
press_key(&mut app, KeyCode::Digit4);
|
||||
press_key(&mut app, KeyCode::Digit2);
|
||||
|
||||
assert_eq!(read_buffer_text(&mut app), "42");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn backspace_removes_last_char() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
press_key(&mut app, KeyCode::Digit4);
|
||||
press_key(&mut app, KeyCode::Digit2);
|
||||
press_key(&mut app, KeyCode::Backspace);
|
||||
|
||||
assert_eq!(read_buffer_text(&mut app), "4");
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn confirm_does_nothing_when_buffer_is_empty() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
// Simulate Enter with empty buffer.
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.press(KeyCode::Enter);
|
||||
app.update();
|
||||
|
||||
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut cursor = msgs.get_cursor();
|
||||
assert!(cursor.read(msgs).next().is_none(), "no NewGameRequestEvent when buffer empty");
|
||||
// Dialog should still be open.
|
||||
assert!(dialog_present(&mut app));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn confirm_writes_new_game_request_with_parsed_seed() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
press_key(&mut app, KeyCode::Digit4);
|
||||
press_key(&mut app, KeyCode::Digit2);
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.press(KeyCode::Enter);
|
||||
app.update();
|
||||
|
||||
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut cursor = msgs.get_cursor();
|
||||
let fired: Vec<_> = cursor.read(msgs).copied().collect();
|
||||
assert_eq!(fired.len(), 1);
|
||||
assert_eq!(fired[0].seed, Some(42));
|
||||
assert_eq!(fired[0].mode, None);
|
||||
assert!(!fired[0].confirmed);
|
||||
|
||||
// Dialog should be gone.
|
||||
assert!(!dialog_present(&mut app));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn cancel_despawns_dialog_without_new_game_request() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
press_key(&mut app, KeyCode::Escape);
|
||||
|
||||
assert!(!dialog_present(&mut app));
|
||||
|
||||
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut cursor = msgs.get_cursor();
|
||||
assert!(cursor.read(msgs).next().is_none());
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn solver_task_spawns_after_debounce_window() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
press_key(&mut app, KeyCode::Digit4);
|
||||
press_key(&mut app, KeyCode::Digit2);
|
||||
|
||||
// Debounce window — no task yet.
|
||||
for _ in 0..DEBOUNCE_FRAMES {
|
||||
app.update();
|
||||
}
|
||||
|
||||
let pending = app.world().resource::<PendingVerification>();
|
||||
assert!(pending.handle.is_some(), "solver task should have been spawned after debounce");
|
||||
assert_eq!(pending.seed, Some(42));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn keypress_mid_flight_cancels_previous_solver_task() {
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
press_key(&mut app, KeyCode::Digit4);
|
||||
press_key(&mut app, KeyCode::Digit2);
|
||||
|
||||
// Let the debounce fire.
|
||||
for _ in 0..DEBOUNCE_FRAMES {
|
||||
app.update();
|
||||
}
|
||||
assert!(app.world().resource::<PendingVerification>().handle.is_some());
|
||||
|
||||
// New keypress should cancel the in-flight task.
|
||||
press_key(&mut app, KeyCode::Digit3);
|
||||
assert!(app.world().resource::<PendingVerification>().handle.is_none());
|
||||
assert_eq!(app.world().resource::<PendingVerification>().seed, None);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn solver_task_completes_and_updates_badge() {
|
||||
use std::time::Instant;
|
||||
|
||||
let mut app = headless_app();
|
||||
open_dialog(&mut app);
|
||||
|
||||
// Seed 42 — solver will return some verdict.
|
||||
press_key(&mut app, KeyCode::Digit4);
|
||||
press_key(&mut app, KeyCode::Digit2);
|
||||
|
||||
// Wait for the debounce to spawn the task.
|
||||
for _ in 0..DEBOUNCE_FRAMES {
|
||||
app.update();
|
||||
}
|
||||
|
||||
// Poll until the solver task resolves (cap at 15 s wall-clock).
|
||||
let deadline = Instant::now() + std::time::Duration::from_secs(15);
|
||||
while app.world().resource::<PendingVerification>().handle.is_some()
|
||||
&& Instant::now() < deadline
|
||||
{
|
||||
app.update();
|
||||
std::thread::yield_now();
|
||||
}
|
||||
|
||||
// Badge text should no longer read "Verifying…".
|
||||
let badge_text = app
|
||||
.world_mut()
|
||||
.query::<(&Text, &SolverVerdictBadge)>()
|
||||
.iter(app.world())
|
||||
.next()
|
||||
.map(|(t, _)| t.0.clone())
|
||||
.unwrap_or_default();
|
||||
assert_ne!(badge_text, "Verifying\u{2026}", "badge should have resolved to a verdict");
|
||||
assert_ne!(badge_text, "Type a number", "badge should show verdict, not idle state");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user