fix(engine): eliminate panics, fix dismiss hit-test scope, guard home respawn
CR-2: dismiss_modal_on_scrim_click now queries only the target scrim's
Children rather than all ModalCard entities globally. Prevents
dismissing the wrong scrim when two overlapping modals are open.
CR-5: handle_home_draw_mode_buttons and handle_home_difficulty_toggle
now check other_modal_scrims.is_empty() before the despawn+respawn
cycle, preventing a concurrent second ModalScrim in the same frame.
H-1: solitaire_core::game_state — replaced all panicking piles[&key]
index accesses with safe .get().ok_or(MoveError::InvalidSource)?,
.get().is_some_and(...), or .get().and_then(...) in draw(),
check_auto_complete(), next_auto_complete_move(), foundation_slot_for().
H-5: input_plugin end_drag and touch_end_drag — replaced piles[&target]
with .get(&target).is_some_and(...) so missing pile types reject the
move rather than panicking.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -224,10 +224,10 @@ impl GameState {
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return Err(MoveError::GameAlreadyWon);
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}
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let stock_len = self.piles[&PileType::Stock].cards.len();
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let stock_len = self.piles.get(&PileType::Stock).ok_or(MoveError::InvalidSource)?.cards.len();
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if stock_len == 0 {
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let waste_len = self.piles[&PileType::Waste].cards.len();
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let waste_len = self.piles.get(&PileType::Waste).ok_or(MoveError::InvalidSource)?.cards.len();
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if waste_len == 0 {
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return Err(MoveError::StockEmpty);
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}
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@@ -428,14 +428,13 @@ impl GameState {
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pub fn check_auto_complete(&self) -> bool {
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// Stock must be empty; waste may still have cards (they are resolved
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// by draw() calls inside next_auto_complete_move / auto_complete_step).
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if !self.piles[&PileType::Stock].cards.is_empty() {
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if self.piles.get(&PileType::Stock).is_none_or(|p| !p.cards.is_empty()) {
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return false;
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}
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(0..7).all(|i| {
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self.piles[&PileType::Tableau(i)]
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.cards
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.iter()
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.all(|c| c.face_up)
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self.piles
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.get(&PileType::Tableau(i))
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.is_some_and(|p| p.cards.iter().all(|c| c.face_up))
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})
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}
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@@ -461,7 +460,8 @@ impl GameState {
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// Check waste top first — when stock is exhausted the waste may still
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// contain cards that can go directly to a foundation.
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let waste = PileType::Waste;
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if let Some((card, slot)) = self.piles[&waste].cards.last()
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if let Some((card, slot)) = self.piles.get(&waste)
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.and_then(|p| p.cards.last())
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.and_then(|c| self.foundation_slot_for(c).map(|s| (c, s)))
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{
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let _ = card; // borrow ends here
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@@ -469,7 +469,8 @@ impl GameState {
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}
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for i in 0..7 {
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let tableau = PileType::Tableau(i);
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if let Some(slot) = self.piles[&tableau].cards.last()
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if let Some(slot) = self.piles.get(&tableau)
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.and_then(|p| p.cards.last())
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.and_then(|c| self.foundation_slot_for(c))
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{
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return Some((tableau, PileType::Foundation(slot)));
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@@ -487,7 +488,7 @@ impl GameState {
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let mut candidate: Option<u8> = None;
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let mut empty_slot: Option<u8> = None;
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for slot in 0..4_u8 {
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let pile = &self.piles[&PileType::Foundation(slot)];
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let Some(pile) = self.piles.get(&PileType::Foundation(slot)) else { continue };
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if pile.cards.is_empty() {
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if empty_slot.is_none() {
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empty_slot = Some(slot);
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@@ -501,7 +502,8 @@ impl GameState {
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if card.rank.value() == 1 { empty_slot } else { None }
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});
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target.filter(|&slot| {
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can_place_on_foundation(card, &self.piles[&PileType::Foundation(slot)])
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self.piles.get(&PileType::Foundation(slot))
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.is_some_and(|p| can_place_on_foundation(card, p))
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})
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}
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