Merge pull request 'feat: Show solution — winning_line core API + auto-playback (card_game bucket 4)' (#159) from feat/solution-line into master
This commit was merged in pull request #159.
This commit is contained in:
@@ -18,9 +18,10 @@ use crate::{
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DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
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HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
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ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
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SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
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TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
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UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
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SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
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StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
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TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
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WinSummaryPlugin,
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};
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#[cfg(not(target_arch = "wasm32"))]
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use crate::{
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@@ -93,6 +94,7 @@ impl Plugin for CoreGamePlugin {
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.add_plugins(FeedbackAnimPlugin)
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.add_plugins(CardAnimationPlugin)
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.add_plugins(AutoCompletePlugin)
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.add_plugins(SolutionPlaybackPlugin)
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.add_plugins(ReplayPlaybackPlugin)
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.add_plugins(ReplayOverlayPlugin)
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.add_plugins(StatsPlugin::default())
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@@ -159,6 +159,12 @@ pub struct DeleteAccountRequestEvent;
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct PauseRequestEvent;
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/// Request to solve the current deal and auto-play the winning line.
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/// Fired by the pause menu's "Show solution" button; consumed by
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/// `solution_playback_plugin`.
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct ShowSolutionRequestEvent;
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/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
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/// button alongside the existing `F1` accelerator so the overlay is
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/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
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@@ -46,6 +46,7 @@ pub mod safe_area;
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mod schedule_checks;
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pub mod selection_plugin;
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pub mod settings_plugin;
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pub mod solution_playback_plugin;
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pub mod splash_plugin;
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pub mod stats_plugin;
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#[cfg(not(target_arch = "wasm32"))]
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@@ -161,6 +162,7 @@ pub use settings_plugin::{
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SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
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};
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pub use solitaire_data::SyncProvider;
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pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
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pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
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pub use stats_plugin::{
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LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
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@@ -71,6 +71,12 @@ struct PauseResumeButton;
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#[derive(Component, Debug)]
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struct PauseForfeitButton;
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/// Marker on the "Show solution" secondary button on the pause modal.
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/// A click resumes the game and fires `ShowSolutionRequestEvent`;
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/// `solution_playback_plugin` takes it from there.
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#[derive(Component, Debug)]
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struct PauseSolutionButton;
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/// Marker on the forfeit-confirm modal scrim.
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#[derive(Component, Debug)]
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pub struct ForfeitConfirmScreen;
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@@ -107,6 +113,7 @@ impl Plugin for PausePlugin {
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.add_message::<PauseRequestEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<ForfeitEvent>()
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.add_message::<crate::events::ShowSolutionRequestEvent>()
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.add_message::<InfoToastEvent>()
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.init_resource::<PausedResource>()
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.add_systems(
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@@ -125,6 +132,7 @@ impl Plugin for PausePlugin {
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handle_pause_draw_buttons,
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handle_pause_resume_button,
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handle_pause_forfeit_button,
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handle_pause_solution_button,
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handle_forfeit_request,
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handle_forfeit_confirm_buttons,
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handle_forfeit_keyboard,
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@@ -304,6 +312,22 @@ fn handle_pause_resume_button(
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}
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}
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/// Translates a click on the pause modal's "Show solution" button into
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/// a resume (`PauseRequestEvent` — playback can't run while paused)
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/// plus a `ShowSolutionRequestEvent` for `solution_playback_plugin`.
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fn handle_pause_solution_button(
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interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseSolutionButton>)>,
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mut pause: MessageWriter<PauseRequestEvent>,
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mut solution: MessageWriter<crate::events::ShowSolutionRequestEvent>,
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) {
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for interaction in &interaction_query {
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if *interaction == Interaction::Pressed {
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pause.write(PauseRequestEvent);
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solution.write(crate::events::ShowSolutionRequestEvent);
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}
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}
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}
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/// Translates a click on the pause modal's Forfeit button into a
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/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
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/// confirm modal — same code path as the `G` accelerator.
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@@ -498,6 +522,14 @@ fn spawn_pause_screen(
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ButtonVariant::Tertiary,
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font_res,
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);
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spawn_modal_button(
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actions,
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PauseSolutionButton,
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"Show solution",
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None,
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ButtonVariant::Secondary,
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font_res,
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);
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spawn_modal_button(
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actions,
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PauseResumeButton,
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@@ -0,0 +1,414 @@
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//! "Show solution" — solve the current deal off-thread and auto-play
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//! the winning line through the normal move pipeline.
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//!
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//! The pause menu's "Show solution" button fires
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//! [`crate::events::ShowSolutionRequestEvent`]. This plugin snapshots
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//! the live [`GameState`], runs [`GameState::winning_line`] on
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//! [`AsyncComputeTaskPool`] (the solver plus `clean_solution` can take
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//! seconds — §2.4 never block the main thread), then steps the returned
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//! instructions on a cadence, one `MoveRequestEvent` /
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//! `DrawRequestEvent` per tick — the same events player input produces,
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//! so animations, scoring, undo history, and win detection all behave
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//! exactly as if the player made the moves.
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//!
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//! Playback cancels on Esc, on pause, on undo / new-game requests, and
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//! on any rejected move (which is what a player interfering mid-line
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//! produces — their move diverges the state, the next scripted step
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//! becomes illegal, and the rejection stops the run cleanly).
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use std::collections::VecDeque;
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use bevy::prelude::*;
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use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
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use solitaire_core::game_state::GameState;
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use solitaire_core::{
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DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
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};
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use crate::events::{
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DrawRequestEvent, InfoToastEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
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ShowSolutionRequestEvent, UndoRequestEvent,
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};
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use crate::game_plugin::GameMutation;
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use crate::pause_plugin::PausedResource;
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use crate::resources::GameStateResource;
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/// Seconds between scripted moves — slow enough to follow, fast enough
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/// not to drag on a 100-move line.
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const STEP_INTERVAL_SECS: f32 = 0.45;
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/// Initial delay before the first scripted move, giving the pause modal
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/// time to close and the player a beat to see what's happening.
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const FIRST_STEP_DELAY_SECS: f32 = 0.9;
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/// In-flight solver task plus the `move_count` snapshot used to detect
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/// a stale result (player moved while the solver ran). Mirrors
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/// `PendingHintTask`.
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#[derive(Resource, Default)]
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pub struct SolutionSolveTask {
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inner: Option<(u32, Task<SolveTaskOutput>)>,
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}
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/// What the solver task carries back to the main thread.
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enum SolveTaskOutput {
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Line(Vec<KlondikeInstruction>),
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Unwinnable,
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Inconclusive,
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}
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/// Queue of instructions currently being auto-played, or empty when no
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/// playback is active. HUD/UI may read `is_active` to badge the state.
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#[derive(Resource, Default)]
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pub struct SolutionPlayback {
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queue: VecDeque<KlondikeInstruction>,
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cooldown: f32,
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}
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impl SolutionPlayback {
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/// `true` while a solution line is being auto-played.
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pub fn is_active(&self) -> bool {
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!self.queue.is_empty()
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}
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fn stop(&mut self) {
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self.queue.clear();
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}
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}
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/// Bevy plugin for the Show-solution flow. See the module docs.
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pub struct SolutionPlaybackPlugin;
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impl Plugin for SolutionPlaybackPlugin {
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fn build(&self, app: &mut App) {
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// add_message is idempotent — GamePlugin registers most of these
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// too, but this plugin must also boot standalone under
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// MinimalPlugins in tests.
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app.init_resource::<SolutionSolveTask>()
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.init_resource::<SolutionPlayback>()
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.add_message::<ShowSolutionRequestEvent>()
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.add_message::<InfoToastEvent>()
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.add_message::<MoveRequestEvent>()
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.add_message::<DrawRequestEvent>()
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.add_message::<MoveRejectedEvent>()
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.add_message::<UndoRequestEvent>()
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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_show_solution_request,
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poll_solution_task,
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cancel_playback_on_interrupt,
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drive_solution_playback,
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)
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.chain()
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.before(GameMutation),
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);
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}
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}
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/// Starts a solver task from the live game state. A repeat request
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/// while one is already in flight (or playback is running) is ignored
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/// — the button is idempotent, not a queue.
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fn handle_show_solution_request(
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mut requests: MessageReader<ShowSolutionRequestEvent>,
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game: Option<Res<GameStateResource>>,
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mut task: ResMut<SolutionSolveTask>,
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playback: Res<SolutionPlayback>,
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mut toast: MessageWriter<InfoToastEvent>,
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) {
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if requests.is_empty() {
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return;
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}
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requests.clear();
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if task.inner.is_some() || playback.is_active() {
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return;
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}
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let Some(game) = game else { return };
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if game.0.is_won() {
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return;
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}
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toast.write(InfoToastEvent("Searching for a solution…".to_string()));
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let snapshot: GameState = game.0.clone();
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let move_count = snapshot.move_count();
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let handle = AsyncComputeTaskPool::get().spawn(async move {
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match snapshot.winning_line(DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET) {
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Ok(Some(line)) => SolveTaskOutput::Line(line),
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Ok(None) => SolveTaskOutput::Unwinnable,
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Err(_) => SolveTaskOutput::Inconclusive,
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}
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});
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task.inner = Some((move_count, handle));
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}
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/// Polls the solver; on completion either starts playback or explains
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/// why there is nothing to play. A result computed for a position the
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/// player has since moved past is discarded silently.
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fn poll_solution_task(
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mut task: ResMut<SolutionSolveTask>,
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game: Option<Res<GameStateResource>>,
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mut playback: ResMut<SolutionPlayback>,
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mut toast: MessageWriter<InfoToastEvent>,
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) {
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let Some((move_count_at_spawn, handle)) = task.inner.as_mut() else {
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return;
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};
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let Some(output) = future::block_on(future::poll_once(handle)) else {
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return;
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};
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let move_count_at_spawn = *move_count_at_spawn;
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task.inner = None;
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let Some(game) = game else { return };
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if game.0.move_count() != move_count_at_spawn {
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return; // Stale — the board moved while we were solving.
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}
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match output {
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SolveTaskOutput::Line(line) if line.is_empty() => {}
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SolveTaskOutput::Line(line) => {
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toast.write(InfoToastEvent(format!(
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"Solution found — playing {} moves. Press Esc to stop.",
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line.len()
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)));
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playback.queue = line.into();
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playback.cooldown = FIRST_STEP_DELAY_SECS;
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}
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SolveTaskOutput::Unwinnable => {
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toast.write(InfoToastEvent(
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"No winning line exists from this position.".to_string(),
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));
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}
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SolveTaskOutput::Inconclusive => {
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toast.write(InfoToastEvent(
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"Couldn't find a solution within the search budget.".to_string(),
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));
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}
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}
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}
|
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|
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/// Stops playback on Esc, pause, undo / new-game requests, or a
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/// rejected move (the signature of the player diverging the board
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/// mid-line). Runs before `drive_solution_playback` so a cancel takes
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/// effect without one extra scripted move slipping out.
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fn cancel_playback_on_interrupt(
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mut playback: ResMut<SolutionPlayback>,
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keys: Option<Res<ButtonInput<KeyCode>>>,
|
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paused: Option<Res<PausedResource>>,
|
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mut rejected: MessageReader<MoveRejectedEvent>,
|
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mut undos: MessageReader<UndoRequestEvent>,
|
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mut new_games: MessageReader<NewGameRequestEvent>,
|
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mut toast: MessageWriter<InfoToastEvent>,
|
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) {
|
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if !playback.is_active() {
|
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rejected.clear();
|
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undos.clear();
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new_games.clear();
|
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return;
|
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}
|
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let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape));
|
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let interrupted = esc
|
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|| paused.is_some_and(|p| p.0)
|
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|| rejected.read().next().is_some()
|
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|| undos.read().next().is_some()
|
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|| new_games.read().next().is_some();
|
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if interrupted {
|
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playback.stop();
|
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toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
|
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}
|
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}
|
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|
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/// Emits the next scripted instruction every [`STEP_INTERVAL_SECS`]
|
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/// while playback is active, translated to the same request events
|
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/// player input produces. Instructions that no longer decode against
|
||||
/// the live state stop the run instead of guessing.
|
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fn drive_solution_playback(
|
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mut playback: ResMut<SolutionPlayback>,
|
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game: Option<Res<GameStateResource>>,
|
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time: Res<Time>,
|
||||
mut moves: MessageWriter<MoveRequestEvent>,
|
||||
mut draws: MessageWriter<DrawRequestEvent>,
|
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mut toast: MessageWriter<InfoToastEvent>,
|
||||
) {
|
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if !playback.is_active() {
|
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return;
|
||||
}
|
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let Some(game) = game else {
|
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playback.stop();
|
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return;
|
||||
};
|
||||
if game.0.is_won() {
|
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playback.stop();
|
||||
return;
|
||||
}
|
||||
|
||||
playback.cooldown -= time.delta_secs();
|
||||
if playback.cooldown > 0.0 {
|
||||
return;
|
||||
}
|
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playback.cooldown = STEP_INTERVAL_SECS;
|
||||
|
||||
let Some(instruction) = playback.queue.pop_front() else {
|
||||
return;
|
||||
};
|
||||
|
||||
match instruction {
|
||||
KlondikeInstruction::RotateStock => {
|
||||
draws.write(DrawRequestEvent);
|
||||
}
|
||||
other => {
|
||||
// Decode against the LIVE state — tableau run lengths depend on
|
||||
// the current face-up counts, so this must happen at step time,
|
||||
// not at solve time.
|
||||
let Some((from, to, count)) = game.0.instruction_to_piles(other) else {
|
||||
playback.stop();
|
||||
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
|
||||
return;
|
||||
};
|
||||
moves.write(MoveRequestEvent { from, to, count });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::game_plugin::GamePlugin;
|
||||
use crate::table_plugin::TablePlugin;
|
||||
use bevy::ecs::message::Messages;
|
||||
use solitaire_core::DrawStockConfig;
|
||||
|
||||
/// Seed proven Winnable at 5k budgets by the core
|
||||
/// `budget_is_passed_through_not_clamped` test. Solved here under
|
||||
/// standard rules (no take-from-foundation) to match that baseline.
|
||||
const WINNABLE_SEED: u64 = 0xD1FF_0000_0000_0012;
|
||||
|
||||
fn winnable_state() -> GameState {
|
||||
let mut game = GameState::new(WINNABLE_SEED, DrawStockConfig::DrawOne);
|
||||
game.take_from_foundation = false;
|
||||
game
|
||||
}
|
||||
|
||||
/// Full pipeline: GamePlugin consumes the Move/Draw requests the
|
||||
/// playback driver emits, exactly as in production.
|
||||
fn headless_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(SolutionPlaybackPlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
fn request_solution(app: &mut App) {
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ShowSolutionRequestEvent>>()
|
||||
.write(ShowSolutionRequestEvent);
|
||||
}
|
||||
|
||||
/// Pump updates until the solver task resolves (wall-clock bounded,
|
||||
/// mirroring `winnable_solver_emits_hint_after_async_completes`).
|
||||
fn pump_until_solved(app: &mut App) {
|
||||
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(30);
|
||||
while app.world().resource::<SolutionSolveTask>().inner.is_some() {
|
||||
app.update();
|
||||
std::thread::yield_now();
|
||||
if std::time::Instant::now() >= deadline {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(
|
||||
app.world().resource::<SolutionSolveTask>().inner.is_none(),
|
||||
"solver task should have completed within 30 s wall-clock",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn request_solves_and_arms_playback() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
|
||||
request_solution(&mut app);
|
||||
app.update();
|
||||
assert!(
|
||||
app.world().resource::<SolutionSolveTask>().inner.is_some(),
|
||||
"request must spawn a solver task",
|
||||
);
|
||||
pump_until_solved(&mut app);
|
||||
assert!(
|
||||
app.world().resource::<SolutionPlayback>().is_active(),
|
||||
"a winnable position must arm playback",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn playback_reaches_win_through_normal_pipeline() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
request_solution(&mut app);
|
||||
app.update();
|
||||
pump_until_solved(&mut app);
|
||||
assert!(app.world().resource::<SolutionPlayback>().is_active());
|
||||
|
||||
// Force each step instead of waiting out the real cadence; a line
|
||||
// is at most a few hundred instructions.
|
||||
for _ in 0..600 {
|
||||
app.world_mut().resource_mut::<SolutionPlayback>().cooldown = 0.0;
|
||||
app.update();
|
||||
if app.world().resource::<GameStateResource>().0.is_won() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(
|
||||
app.world().resource::<GameStateResource>().0.is_won(),
|
||||
"auto-played line must drive the real game to a win",
|
||||
);
|
||||
assert!(
|
||||
!app.world().resource::<SolutionPlayback>().is_active(),
|
||||
"playback must deactivate once the game is won",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn escape_cancels_playback() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
app.world_mut()
|
||||
.resource_mut::<SolutionPlayback>()
|
||||
.queue
|
||||
.push_back(KlondikeInstruction::RotateStock);
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.press(KeyCode::Escape);
|
||||
app.update();
|
||||
assert!(
|
||||
!app.world().resource::<SolutionPlayback>().is_active(),
|
||||
"Esc must stop playback",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn repeat_request_is_ignored_while_active() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
app.world_mut()
|
||||
.resource_mut::<SolutionPlayback>()
|
||||
.queue
|
||||
.push_back(KlondikeInstruction::RotateStock);
|
||||
|
||||
request_solution(&mut app);
|
||||
app.update();
|
||||
assert!(
|
||||
app.world().resource::<SolutionSolveTask>().inner.is_none(),
|
||||
"a request during active playback must not spawn a solver task",
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user