refactor(core): derive score/undo/recycle from upstream session stats
Replace the bespoke WXP scoring engine with the upstream card_game/klondike session stats, eliminating duplicated state that could drift from the single source of truth. score()/undo_count()/recycle_count() now read session.stats(); the -15 undo penalty is configured as SessionConfig::undo_penalty and applied by the upstream score formula. Save schema bumped v4 -> v5 (the three counters are no longer persisted -- they are rebuilt by replaying the forward instruction history on load). - Remove GameState fields score, undo_count, recycle_count (#87) - Remove score_history / is_recycle_history undo journal (#86) - Remove KlondikeAdapter::apply_undo_score and the score_for_* helpers, plus pre_instruction_score_delta / will_flip_tableau_source (#84) These three issues are a single atomic change: each removed field/helper is consumed by the same draw/apply_instruction/undo/serde/PartialEq paths, so they cannot compile or pass tests in isolation. Behaviour changes (intentional): the escalating recycle penalty and per-step score floor are gone (upstream linear scoring, floored once at 0); recycle_count is now cumulative; undo_count resets across save/load. Refs #84, #86, #87 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1818,7 +1818,7 @@ fn detect_score_change(
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score_q: Query<Entity, With<HudScore>>,
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mut commands: Commands,
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) {
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let current = game.0.score;
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let current = game.0.score();
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let delta = current - prev.0;
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prev.0 = current;
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if delta <= 0 {
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@@ -2275,7 +2275,7 @@ fn update_hud(
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**t = if is_zen {
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String::new()
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} else {
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format!("Score: {}", g.score)
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format!("Score: {}", g.score())
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};
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}
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if let Ok(mut t) = moves_q.single_mut() {
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@@ -2311,7 +2311,7 @@ fn update_hud(
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// --- Undo count ---
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if let Ok((mut t, mut color)) = undos_q.single_mut() {
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let count = g.undo_count;
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let count = g.undo_count();
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if count == 0 {
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**t = String::new();
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*color = TextColor(TEXT_PRIMARY);
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@@ -2325,8 +2325,8 @@ fn update_hud(
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// --- Recycle counter (both modes, hidden until first recycle) ---
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if let Ok(mut t) = recycles_q.single_mut() {
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**t = if g.recycle_count > 0 {
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format!("Recycles: {}", g.recycle_count)
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**t = if g.recycle_count() > 0 {
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format!("Recycles: {}", g.recycle_count())
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} else {
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String::new()
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};
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@@ -2763,9 +2763,9 @@ mod tests {
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#[test]
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fn score_reflects_game_state() {
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let mut app = headless_app();
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app.world_mut().resource_mut::<GameStateResource>().0.score = 750;
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let score = app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(20);
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app.update();
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assert_eq!(read_hud_text::<HudScore>(&mut app), "Score: 750");
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assert_eq!(read_hud_text::<HudScore>(&mut app), format!("Score: {score}"));
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}
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#[test]
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@@ -2795,7 +2795,6 @@ mod tests {
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let mut app = headless_app();
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app.world_mut().resource_mut::<GameStateResource>().0 =
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GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Zen);
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app.world_mut().resource_mut::<GameStateResource>().0.score = 999;
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app.update();
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// Zen mode spec: "No score display" → text must be empty.
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assert_eq!(read_hud_text::<HudScore>(&mut app), "");
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@@ -2916,7 +2915,7 @@ mod tests {
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fn challenge_hud_empty_when_no_daily_resource() {
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// No DailyChallengeResource inserted → HudChallenge must be empty.
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let mut app = headless_app();
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app.world_mut().resource_mut::<GameStateResource>().0.score = 1; // force change
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app.world_mut().resource_mut::<GameStateResource>().set_changed();
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app.update();
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assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
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}
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@@ -2931,7 +2930,7 @@ mod tests {
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target_score: None,
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max_time_secs: Some(300),
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});
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app.world_mut().resource_mut::<GameStateResource>().0.score = 1; // force change
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app.world_mut().resource_mut::<GameStateResource>().set_changed();
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app.update();
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assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Limit: 5:00");
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}
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@@ -2946,7 +2945,7 @@ mod tests {
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target_score: Some(4000),
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max_time_secs: None,
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});
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app.world_mut().resource_mut::<GameStateResource>().0.score = 1;
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app.world_mut().resource_mut::<GameStateResource>().set_changed();
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app.update();
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assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Goal: 4000 pts");
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}
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@@ -2984,7 +2983,7 @@ mod tests {
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app.world_mut()
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.resource_mut::<GameStateResource>()
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.0
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.undo_count = 3;
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.force_test_undos(3);
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app.update();
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assert_eq!(read_hud_text::<HudUndos>(&mut app), "Undos: 3");
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}
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@@ -3057,7 +3056,7 @@ mod tests {
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fn recycles_hud_shows_count_draw_three() {
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let mut app = headless_app();
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let mut gs = GameState::new(42, DrawMode::DrawThree);
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gs.recycle_count = 3;
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gs.force_test_recycles(3);
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app.world_mut().resource_mut::<GameStateResource>().0 = gs;
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app.update();
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assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 3");
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@@ -3068,7 +3067,7 @@ mod tests {
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let mut app = headless_app();
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// Draw-One with recycle_count > 0 must now show the counter too.
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let mut gs = GameState::new(42, DrawMode::DrawOne);
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gs.recycle_count = 2;
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gs.force_test_recycles(2);
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app.world_mut().resource_mut::<GameStateResource>().0 = gs;
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app.update();
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assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 2");
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@@ -3108,7 +3107,7 @@ mod tests {
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set_manual_time_step(&mut app, 0.0);
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// Initial state has score=0; bumping by 50 (the threshold)
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// is the smallest jump that triggers the floater.
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app.world_mut().resource_mut::<GameStateResource>().0.score = 50;
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app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
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app.update();
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// One floater should now exist.
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@@ -3129,7 +3128,7 @@ mod tests {
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#[test]
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fn score_floater_despawns_after_full_lifetime() {
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let mut app = headless_app();
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app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
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app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
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app.update();
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assert_eq!(count_with::<ScoreFloater>(&mut app), 1);
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@@ -3155,7 +3154,7 @@ mod tests {
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let mut app = headless_app();
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// +5 mirrors a single tableau-to-foundation move; well below
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// the 50-point threshold so the floater path stays dormant.
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app.world_mut().resource_mut::<GameStateResource>().0.score = 5;
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app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(5);
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app.update();
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assert_eq!(
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count_with::<ScoreFloater>(&mut app),
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@@ -3231,7 +3230,7 @@ mod tests {
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..Settings::default()
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}));
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// +100 would normally create both a ScorePulse and a ScoreFloater.
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app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
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app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
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app.update();
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assert_eq!(
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count_with::<ScorePulse>(&mut app),
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