feat(data,sync,engine): per-mode best score and fastest win
Lifetime stats now also track best score and fastest win per game
mode (Classic, Zen, Challenge), additive on top of the existing
all-modes-combined `best_single_score` and `fastest_win_seconds`.
Time Attack is intentionally excluded — its scoring model is
session-level (count of wins inside a 10-minute window) so a
per-game best wouldn't compose. Daily Challenge inherits Classic
scoring and contributes through the Classic row.
- `solitaire_sync::StatsSnapshot` gains six fields (`{mode}_best_score`,
`{mode}_fastest_win_seconds` × {Classic, Zen, Challenge}). All are
`#[serde(default)]` so older save files load cleanly to zeros.
- `solitaire_sync::merge` propagates the per-mode bests through the
same max/min logic as the global counterparts.
- `solitaire_data::StatsExt::update_per_mode_bests` is the engine's
entry point — called from `update_stats_on_win` alongside the
existing `update_on_win`.
- Stats overlay grows a "Per-mode bests" section with three rows
(Classic / Zen / Challenge) tagged with `PerModeBestsRow`. Empty
rows render an em-dash, matching the first-launch zero-state
treatment used by the primary cells.
- 3 new tests cover the rendering, the Classic-mode update path,
and the Zen-mode update path.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+177
-2
@@ -5,16 +5,35 @@
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//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
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use chrono::Utc;
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use solitaire_core::game_state::DrawMode;
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use solitaire_core::game_state::{DrawMode, GameMode};
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pub use solitaire_sync::StatsSnapshot;
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/// Extension trait providing game-logic mutation helpers for [`StatsSnapshot`].
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///
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/// Import this trait alongside `StatsSnapshot` to use `update_on_win`.
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/// Import this trait alongside `StatsSnapshot` to use `update_on_win`
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/// and [`StatsExt::update_per_mode_bests`].
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pub trait StatsExt {
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/// Updates rolling statistics from a completed game win. Call once per `GameWonEvent`.
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///
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/// Tracks lifetime totals only — per-mode best scores and times are
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/// updated separately via [`StatsExt::update_per_mode_bests`] so the
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/// long-standing call sites that only know about [`DrawMode`] keep
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/// compiling.
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fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode);
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/// Updates the per-mode best score and fastest-win-time fields for the
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/// given [`GameMode`]. Call alongside [`StatsExt::update_on_win`] from
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/// the win handler.
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///
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/// Behaviour:
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/// - `Classic`, `Zen`, `Challenge`: updates the matching `*_best_score`
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/// (max) and `*_fastest_win_seconds` (zero-aware min — 0 means
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/// "no win recorded yet").
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/// - `TimeAttack`: no-op. Time Attack uses session-level scoring (count
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/// of wins in 10 minutes); a per-game best wouldn't compose with
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/// the other modes' single-game scoring.
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fn update_per_mode_bests(&mut self, score: i32, time_seconds: u64, mode: GameMode);
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}
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impl StatsExt for StatsSnapshot {
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@@ -51,6 +70,43 @@ impl StatsExt for StatsSnapshot {
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self.last_modified = Utc::now();
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}
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fn update_per_mode_bests(&mut self, score: i32, time_seconds: u64, mode: GameMode) {
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let score_u32 = score.max(0) as u32;
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// Zero-aware min — 0 means "no win recorded yet" for the per-mode
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// fastest fields, so we must not let a real time get clobbered to 0.
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// (Mirrors the merge logic in `solitaire_sync::merge`.)
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let min_ignore_zero = |existing: u64, candidate: u64| -> u64 {
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if existing == 0 {
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candidate
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} else if candidate == 0 {
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existing
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} else {
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existing.min(candidate)
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}
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};
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match mode {
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GameMode::Classic => {
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self.classic_best_score = self.classic_best_score.max(score_u32);
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self.classic_fastest_win_seconds =
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min_ignore_zero(self.classic_fastest_win_seconds, time_seconds);
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}
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GameMode::Zen => {
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self.zen_best_score = self.zen_best_score.max(score_u32);
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self.zen_fastest_win_seconds =
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min_ignore_zero(self.zen_fastest_win_seconds, time_seconds);
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}
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GameMode::Challenge => {
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self.challenge_best_score = self.challenge_best_score.max(score_u32);
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self.challenge_fastest_win_seconds =
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min_ignore_zero(self.challenge_fastest_win_seconds, time_seconds);
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}
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// Time Attack uses its own session-level scoring; a per-game best
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// wouldn't compose with the other modes' single-game numbers.
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GameMode::TimeAttack => {}
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}
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self.last_modified = Utc::now();
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}
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}
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#[cfg(test)]
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@@ -177,4 +233,123 @@ mod tests {
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s.update_on_win(200, 60, &DrawMode::DrawOne);
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assert_eq!(s.lifetime_score, u64::MAX, "lifetime_score must saturate, not overflow");
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}
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// -----------------------------------------------------------------------
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// Per-mode bests
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// -----------------------------------------------------------------------
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#[test]
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fn classic_win_updates_classic_best_score_only() {
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(1500, 200, GameMode::Classic);
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assert_eq!(s.classic_best_score, 1500);
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assert_eq!(s.classic_fastest_win_seconds, 200);
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// Other modes untouched.
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assert_eq!(s.zen_best_score, 0);
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assert_eq!(s.zen_fastest_win_seconds, 0);
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assert_eq!(s.challenge_best_score, 0);
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assert_eq!(s.challenge_fastest_win_seconds, 0);
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}
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#[test]
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fn zen_win_updates_zen_best_score_only() {
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(1800, 600, GameMode::Zen);
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assert_eq!(s.zen_best_score, 1800);
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assert_eq!(s.zen_fastest_win_seconds, 600);
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assert_eq!(s.classic_best_score, 0);
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assert_eq!(s.challenge_best_score, 0);
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}
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#[test]
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fn challenge_win_updates_challenge_best_score_only() {
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(2400, 480, GameMode::Challenge);
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assert_eq!(s.challenge_best_score, 2400);
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assert_eq!(s.challenge_fastest_win_seconds, 480);
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assert_eq!(s.classic_best_score, 0);
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assert_eq!(s.zen_best_score, 0);
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}
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#[test]
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fn time_attack_win_does_not_touch_per_mode_bests() {
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(9999, 1, GameMode::TimeAttack);
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assert_eq!(s.classic_best_score, 0);
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assert_eq!(s.zen_best_score, 0);
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assert_eq!(s.challenge_best_score, 0);
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assert_eq!(s.classic_fastest_win_seconds, 0);
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assert_eq!(s.zen_fastest_win_seconds, 0);
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assert_eq!(s.challenge_fastest_win_seconds, 0);
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}
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#[test]
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fn per_mode_best_score_takes_max_across_calls() {
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(500, 200, GameMode::Classic);
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s.update_per_mode_bests(200, 200, GameMode::Classic);
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s.update_per_mode_bests(900, 200, GameMode::Classic);
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assert_eq!(s.classic_best_score, 900);
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}
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#[test]
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fn per_mode_fastest_uses_zero_aware_min() {
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// First Classic win: 240s. Field starts at 0 (no win yet) — we
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// must adopt 240, not stay at 0 like a naive `min` would.
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(100, 240, GameMode::Classic);
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assert_eq!(s.classic_fastest_win_seconds, 240);
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// Faster Classic win replaces it.
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s.update_per_mode_bests(100, 120, GameMode::Classic);
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assert_eq!(s.classic_fastest_win_seconds, 120);
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// Slower Classic win does not.
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s.update_per_mode_bests(100, 300, GameMode::Classic);
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assert_eq!(s.classic_fastest_win_seconds, 120);
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}
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#[test]
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fn negative_score_treated_as_zero_in_per_mode() {
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let mut s = StatsSnapshot::default();
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s.update_per_mode_bests(-50, 240, GameMode::Classic);
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assert_eq!(s.classic_best_score, 0);
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// Time still recorded — a win with a low score is still a win.
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assert_eq!(s.classic_fastest_win_seconds, 240);
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}
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#[test]
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fn legacy_stats_without_per_mode_fields_deserializes_to_zero() {
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// A pre-per-mode `stats.json` must still deserialise cleanly:
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// every new field falls back to 0 via `#[serde(default)]` so
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// updating the binary never wipes the player's old stats file.
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let legacy_json = r#"{
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"games_played": 12,
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"games_won": 5,
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"games_lost": 7,
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"win_streak_current": 1,
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"win_streak_best": 3,
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"avg_time_seconds": 240,
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"fastest_win_seconds": 180,
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"lifetime_score": 8500,
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"best_single_score": 2200,
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"draw_one_wins": 4,
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"draw_three_wins": 1,
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"last_modified": "2026-04-29T12:00:00Z"
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}"#;
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let s: StatsSnapshot = serde_json::from_str(legacy_json)
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.expect("legacy payload must deserialise without per-mode fields");
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// Pre-existing fields kept their values.
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assert_eq!(s.games_played, 12);
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assert_eq!(s.best_single_score, 2200);
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assert_eq!(s.fastest_win_seconds, 180);
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// Every new per-mode field defaulted to 0 ("no win yet").
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assert_eq!(s.classic_best_score, 0);
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assert_eq!(s.classic_fastest_win_seconds, 0);
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assert_eq!(s.zen_best_score, 0);
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assert_eq!(s.zen_fastest_win_seconds, 0);
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assert_eq!(s.challenge_best_score, 0);
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assert_eq!(s.challenge_fastest_win_seconds, 0);
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}
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}
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