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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@@ -589,6 +589,7 @@ fn handle_home_draw_mode_buttons(
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one_buttons: Query<&Interaction, (With<HomeDrawOneButton>, Changed<Interaction>)>,
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three_buttons: Query<&Interaction, (With<HomeDrawThreeButton>, Changed<Interaction>)>,
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screens: Query<Entity, With<HomeScreen>>,
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other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
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mut settings: Option<ResMut<SettingsResource>>,
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storage_path: Option<Res<SettingsStoragePath>>,
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mut changed: MessageWriter<SettingsChangedEvent>,
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@@ -601,6 +602,12 @@ fn handle_home_draw_mode_buttons(
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if screens.is_empty() {
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return;
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}
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// Don't respawn while another modal sits on top — the despawn queues
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// immediately but executes at end of frame, so a respawn in the same
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// frame would create a second concurrent ModalScrim.
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if !other_modal_scrims.is_empty() {
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return;
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}
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let want_one = one_buttons.iter().any(|i| *i == Interaction::Pressed);
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let want_three = three_buttons.iter().any(|i| *i == Interaction::Pressed);
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if !want_one && !want_three {
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@@ -658,6 +665,7 @@ fn handle_home_difficulty_toggle(
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mut commands: Commands,
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toggles: Query<&Interaction, (With<HomeDifficultyToggle>, Changed<Interaction>)>,
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screens: Query<Entity, With<HomeScreen>>,
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other_modal_scrims: Query<(), (With<crate::ui_modal::ModalScrim>, Without<HomeScreen>)>,
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mut diff_expanded: ResMut<DifficultyExpanded>,
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progress: Option<Res<ProgressResource>>,
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stats: Option<Res<StatsResource>>,
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@@ -668,6 +676,9 @@ fn handle_home_difficulty_toggle(
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if screens.is_empty() {
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return;
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}
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if !other_modal_scrims.is_empty() {
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return;
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}
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if !toggles.iter().any(|i| *i == Interaction::Pressed) {
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return;
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}
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@@ -717,13 +717,12 @@ fn end_drag(
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let ok = match &target {
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PileType::Foundation(_) => {
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count == 1
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&& can_place_on_foundation(
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&bottom_card,
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&game.0.piles[&target],
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)
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&& game.0.piles.get(&target)
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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}
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PileType::Tableau(_) => {
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can_place_on_tableau(&bottom_card, &game.0.piles[&target])
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game.0.piles.get(&target)
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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}
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_ => false,
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};
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@@ -972,10 +971,12 @@ fn touch_end_drag(
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let ok = match &target {
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PileType::Foundation(_) => {
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count == 1
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&& can_place_on_foundation(&bottom_card, &game.0.piles[&target])
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&& game.0.piles.get(&target)
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.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
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}
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PileType::Tableau(_) => {
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can_place_on_tableau(&bottom_card, &game.0.piles[&target])
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game.0.piles.get(&target)
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.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
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}
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_ => false,
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};
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@@ -603,7 +603,7 @@ pub fn dismiss_modal_on_scrim_click(
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mut commands: Commands,
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mouse: Option<Res<ButtonInput<MouseButton>>>,
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windows: Query<&Window, With<PrimaryWindow>>,
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scrims: Query<Entity, (With<ModalScrim>, With<ScrimDismissible>)>,
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scrims: Query<(Entity, &Children), (With<ModalScrim>, With<ScrimDismissible>)>,
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cards: Query<(&UiGlobalTransform, &ComputedNode), With<ModalCard>>,
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) {
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let Some(mouse) = mouse else { return };
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@@ -620,15 +620,19 @@ pub fn dismiss_modal_on_scrim_click(
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// Topmost-only: bail after the first dismissible scrim. Stacked
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// dismissible modals are not currently a real case, but this guard
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// keeps the behaviour predictable if they ever arise.
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let Some(scrim_entity) = scrims.iter().next() else {
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let Some((scrim_entity, scrim_children)) = scrims.iter().next() else {
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return;
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};
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let cursor_over_card = cards.iter().any(|(transform, computed)| {
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let inv = computed.inverse_scale_factor;
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let size_logical = computed.size() * inv;
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let centre_logical = transform.translation * inv;
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cursor_is_inside_rect(cursor, centre_logical, size_logical)
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// Only test the ModalCard(s) that belong to THIS scrim, not cards
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// from any other concurrently-open modal.
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let cursor_over_card = scrim_children.iter().any(|child| {
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cards.get(child).is_ok_and(|(transform, computed)| {
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let inv = computed.inverse_scale_factor;
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let size_logical = computed.size() * inv;
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let centre_logical = transform.translation * inv;
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cursor_is_inside_rect(cursor, centre_logical, size_logical)
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})
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});
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if !cursor_over_card {
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