feat(engine): add AchievementPlugin with persistent unlock tracking

On GameWonEvent, build an AchievementContext from StatsResource + GameState
+ wall-clock hour, evaluate ALL_ACHIEVEMENTS, flip newly-satisfied records
to unlocked, persist atomically, and emit AchievementUnlockedEvent for
each new unlock. AnimationPlugin's toast resolves the event's ID to the
achievement's display name via achievement_plugin::display_name_for.

Introduces StatsUpdate system set so AchievementPlugin can reliably run
after StatsResource reflects the win. AchievementPlugin::headless() used
in tests to avoid touching ~/.local/share/solitaire_quest/achievements.json.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-24 12:53:31 -07:00
parent 4589c52368
commit 1f6994a084
5 changed files with 256 additions and 6 deletions
+3 -1
View File
@@ -1,6 +1,7 @@
use bevy::prelude::*;
use solitaire_engine::{
AnimationPlugin, CardPlugin, GamePlugin, InputPlugin, StatsPlugin, TablePlugin,
AchievementPlugin, AnimationPlugin, CardPlugin, GamePlugin, InputPlugin, StatsPlugin,
TablePlugin,
};
fn main() {
@@ -21,5 +22,6 @@ fn main() {
.add_plugins(InputPlugin)
.add_plugins(AnimationPlugin)
.add_plugins(StatsPlugin::default())
.add_plugins(AchievementPlugin::default())
.run();
}