feat(difficulty): add difficulty-tier game mode with seed catalogs and home UI
Adds DifficultyLevel (Easy/Medium/Hard/Expert/Grandmaster/Random) to solitaire_core::game_state alongside GameMode::Difficulty(DifficultyLevel). Five seed catalogs (40 seeds each) are pre-verified by the new gen_difficulty_seeds binary using tiered solver budgets (1K–200K moves). DifficultyPlugin resolves StartDifficultyRequestEvent → catalog seed → NewGameRequestEvent; Random uses a system-time seed and bypasses the winnable-only filter. The home overlay gets an expandable Difficulty section between Draw Mode and the mode grid; last-played tier persists in Settings. Difficulty wins pool into Classic stats. 5 unit tests in difficulty_plugin. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,235 @@
|
||||
//! Difficulty-tier game-start plugin.
|
||||
//!
|
||||
//! Handles [`StartDifficultyRequestEvent`] by picking the next seed from the
|
||||
//! appropriate pre-verified catalog in `solitaire_data::difficulty_seeds` and
|
||||
//! writing a [`NewGameRequestEvent`]. For [`DifficultyLevel::Random`] a
|
||||
//! system-time seed is used instead — the deal may or may not be winnable.
|
||||
//!
|
||||
//! # Catalog cycling
|
||||
//!
|
||||
//! Each tier maintains an independent cursor in [`DifficultyIndexResource`]
|
||||
//! that advances one step each time a game is started at that tier. The cursor
|
||||
//! wraps modulo the catalog length so players never run out of variety. The
|
||||
//! resource is *not* persisted — it resets to 0 on every launch, which is fine
|
||||
//! because the starting position is effectively random (player-chosen timing
|
||||
//! determines which seed in the 40-entry catalog they start at).
|
||||
|
||||
use std::time::{SystemTime, UNIX_EPOCH};
|
||||
|
||||
use bevy::prelude::*;
|
||||
use solitaire_core::game_state::{DifficultyLevel, GameMode};
|
||||
use solitaire_data::difficulty_seeds::seeds_for;
|
||||
|
||||
use crate::events::{NewGameRequestEvent, StartDifficultyRequestEvent};
|
||||
use crate::game_plugin::GameMutation;
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Resources
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Per-tier catalog cursors. Each value is the index of the **next** seed to
|
||||
/// deal from that tier's catalog. Wraps modulo the catalog length.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct DifficultyIndexResource {
|
||||
easy: usize,
|
||||
medium: usize,
|
||||
hard: usize,
|
||||
expert: usize,
|
||||
grandmaster: usize,
|
||||
}
|
||||
|
||||
impl DifficultyIndexResource {
|
||||
/// Advance the cursor for `level` and return the seed at the old position.
|
||||
/// Falls back to a system-time seed if the catalog is unexpectedly empty.
|
||||
pub fn next_seed(&mut self, level: DifficultyLevel) -> u64 {
|
||||
let Some(catalog) = seeds_for(level) else {
|
||||
return seed_from_system_time();
|
||||
};
|
||||
if catalog.is_empty() {
|
||||
return seed_from_system_time();
|
||||
}
|
||||
let cursor = match level {
|
||||
DifficultyLevel::Easy => &mut self.easy,
|
||||
DifficultyLevel::Medium => &mut self.medium,
|
||||
DifficultyLevel::Hard => &mut self.hard,
|
||||
DifficultyLevel::Expert => &mut self.expert,
|
||||
DifficultyLevel::Grandmaster => &mut self.grandmaster,
|
||||
DifficultyLevel::Random => unreachable!("Random has no catalog"),
|
||||
};
|
||||
let seed = catalog[*cursor % catalog.len()];
|
||||
*cursor = cursor.wrapping_add(1);
|
||||
seed
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Plugin
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Registers all difficulty-mode systems and resources.
|
||||
pub struct DifficultyPlugin;
|
||||
|
||||
impl Plugin for DifficultyPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
app.init_resource::<DifficultyIndexResource>()
|
||||
.add_message::<StartDifficultyRequestEvent>()
|
||||
.add_message::<NewGameRequestEvent>()
|
||||
.add_systems(
|
||||
Update,
|
||||
handle_difficulty_request.before(GameMutation),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Systems
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Resolves `StartDifficultyRequestEvent` → catalog seed → `NewGameRequestEvent`.
|
||||
fn handle_difficulty_request(
|
||||
mut requests: MessageReader<StartDifficultyRequestEvent>,
|
||||
mut new_game: MessageWriter<NewGameRequestEvent>,
|
||||
mut index: ResMut<DifficultyIndexResource>,
|
||||
) {
|
||||
for ev in requests.read() {
|
||||
let seed = if ev.level == DifficultyLevel::Random {
|
||||
seed_from_system_time()
|
||||
} else {
|
||||
index.next_seed(ev.level)
|
||||
};
|
||||
|
||||
new_game.write(NewGameRequestEvent {
|
||||
seed: Some(seed),
|
||||
mode: Some(GameMode::Difficulty(ev.level)),
|
||||
confirmed: false,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
fn seed_from_system_time() -> u64 {
|
||||
SystemTime::now()
|
||||
.duration_since(UNIX_EPOCH)
|
||||
.map(|d| d.as_nanos() as u64)
|
||||
.unwrap_or(0xD1FF_0000_DEAD_BEEF)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::game_plugin::GamePlugin;
|
||||
use crate::table_plugin::TablePlugin;
|
||||
use solitaire_data::difficulty_seeds::{EASY_SEEDS, MEDIUM_SEEDS};
|
||||
|
||||
fn headless_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(DifficultyPlugin);
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
fn fire_request(app: &mut App, level: DifficultyLevel) {
|
||||
app.world_mut()
|
||||
.write_message(StartDifficultyRequestEvent { level });
|
||||
app.update();
|
||||
}
|
||||
|
||||
fn drain_new_game_events(app: &mut App) -> Vec<NewGameRequestEvent> {
|
||||
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
let mut cursor = msgs.get_cursor();
|
||||
cursor.read(msgs).copied().collect()
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn easy_request_dispatches_seed_from_easy_catalog() {
|
||||
let mut app = headless_app();
|
||||
fire_request(&mut app, DifficultyLevel::Easy);
|
||||
|
||||
let events = drain_new_game_events(&mut app);
|
||||
assert_eq!(events.len(), 1);
|
||||
let ev = &events[0];
|
||||
assert!(ev.seed.is_some());
|
||||
assert_eq!(ev.mode, Some(GameMode::Difficulty(DifficultyLevel::Easy)));
|
||||
assert!(!ev.confirmed);
|
||||
// Seed must come from the Easy catalog (non-empty catalog is the test
|
||||
// precondition — the catalog uniqueness test in difficulty_seeds.rs
|
||||
// guards integrity).
|
||||
if !EASY_SEEDS.is_empty() {
|
||||
assert!(
|
||||
EASY_SEEDS.contains(&ev.seed.unwrap()),
|
||||
"seed {:?} not in EASY_SEEDS",
|
||||
ev.seed
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn successive_easy_requests_cycle_through_catalog() {
|
||||
let mut app = headless_app();
|
||||
fire_request(&mut app, DifficultyLevel::Easy);
|
||||
fire_request(&mut app, DifficultyLevel::Easy);
|
||||
|
||||
let events = drain_new_game_events(&mut app);
|
||||
assert_eq!(events.len(), 2);
|
||||
// Two successive requests should return different seeds (assuming the
|
||||
// catalog has at least 2 entries — it has 40).
|
||||
if EASY_SEEDS.len() >= 2 {
|
||||
assert_ne!(
|
||||
events[0].seed, events[1].seed,
|
||||
"successive Easy requests should produce different seeds"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn medium_request_dispatches_seed_from_medium_catalog() {
|
||||
let mut app = headless_app();
|
||||
fire_request(&mut app, DifficultyLevel::Medium);
|
||||
|
||||
let events = drain_new_game_events(&mut app);
|
||||
assert_eq!(events.len(), 1);
|
||||
assert_eq!(
|
||||
events[0].mode,
|
||||
Some(GameMode::Difficulty(DifficultyLevel::Medium))
|
||||
);
|
||||
if !MEDIUM_SEEDS.is_empty() {
|
||||
assert!(MEDIUM_SEEDS.contains(&events[0].seed.unwrap()));
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn random_request_dispatches_some_seed_with_random_mode() {
|
||||
let mut app = headless_app();
|
||||
fire_request(&mut app, DifficultyLevel::Random);
|
||||
|
||||
let events = drain_new_game_events(&mut app);
|
||||
assert_eq!(events.len(), 1);
|
||||
assert!(events[0].seed.is_some(), "Random should always produce Some(seed)");
|
||||
assert_eq!(
|
||||
events[0].mode,
|
||||
Some(GameMode::Difficulty(DifficultyLevel::Random))
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn different_tier_cursors_are_independent() {
|
||||
let mut app = headless_app();
|
||||
fire_request(&mut app, DifficultyLevel::Easy);
|
||||
fire_request(&mut app, DifficultyLevel::Medium);
|
||||
|
||||
let events = drain_new_game_events(&mut app);
|
||||
assert_eq!(events.len(), 2);
|
||||
// Seeds from different catalogs should differ (they come from different
|
||||
// address ranges by construction of gen_difficulty_seeds).
|
||||
assert_ne!(
|
||||
events[0].seed, events[1].seed,
|
||||
"Easy and Medium should draw from independent catalogs"
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -179,6 +179,16 @@ pub struct StartDailyChallengeRequestEvent;
|
||||
#[derive(Message, Debug, Clone, Copy, Default)]
|
||||
pub struct StartPlayBySeedRequestEvent;
|
||||
|
||||
/// Request to start a game at a specific difficulty tier. Fired by the
|
||||
/// difficulty section in the home overlay. The handler in `difficulty_plugin`
|
||||
/// picks a seed from the corresponding pre-verified catalog (or generates a
|
||||
/// random system-time seed for `DifficultyLevel::Random`) and writes a
|
||||
/// `NewGameRequestEvent`.
|
||||
#[derive(Message, Debug, Clone, Copy)]
|
||||
pub struct StartDifficultyRequestEvent {
|
||||
pub level: solitaire_core::game_state::DifficultyLevel,
|
||||
}
|
||||
|
||||
/// Request to toggle the Stats overlay. Fired by the HUD Menu-popover
|
||||
/// "Stats" row alongside the existing `S` accelerator.
|
||||
#[derive(Message, Debug, Clone, Copy, Default)]
|
||||
|
||||
@@ -16,15 +16,15 @@
|
||||
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
|
||||
use bevy::input::ButtonInput;
|
||||
use bevy::prelude::*;
|
||||
use solitaire_core::game_state::DrawMode;
|
||||
use solitaire_core::game_state::{DifficultyLevel, DrawMode};
|
||||
use solitaire_data::save_settings_to;
|
||||
|
||||
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
|
||||
use crate::daily_challenge_plugin::DailyChallengeResource;
|
||||
use crate::events::{
|
||||
InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
|
||||
StartDailyChallengeRequestEvent, StartPlayBySeedRequestEvent, StartTimeAttackRequestEvent,
|
||||
StartZenRequestEvent, ToggleProfileRequestEvent,
|
||||
StartDailyChallengeRequestEvent, StartDifficultyRequestEvent, StartPlayBySeedRequestEvent,
|
||||
StartTimeAttackRequestEvent, StartZenRequestEvent, ToggleProfileRequestEvent,
|
||||
};
|
||||
use crate::font_plugin::FontResource;
|
||||
use crate::progress_plugin::ProgressResource;
|
||||
@@ -81,6 +81,27 @@ struct HomeDrawThreeButton;
|
||||
#[derive(Component, Debug)]
|
||||
struct HomeScrollable;
|
||||
|
||||
/// Marker on the "▶ Difficulty" / "▼ Difficulty" toggle button that
|
||||
/// expands / collapses the difficulty tier chip row.
|
||||
#[derive(Component, Debug)]
|
||||
struct HomeDifficultyToggle;
|
||||
|
||||
/// Marker on each difficulty tier chip inside the expanded difficulty
|
||||
/// section. The wrapped `DifficultyLevel` identifies which tier was
|
||||
/// clicked so the handler can fire `StartDifficultyRequestEvent`.
|
||||
#[derive(Component, Debug)]
|
||||
struct HomeDifficultyChip(DifficultyLevel);
|
||||
|
||||
/// Whether the difficulty section is currently expanded. Toggled by
|
||||
/// `handle_home_difficulty_toggle` and checked by `spawn_home_screen`
|
||||
/// to determine initial render state.
|
||||
///
|
||||
/// Initialised at plugin startup; `spawn_home_on_launch` upgrades it
|
||||
/// to `true` when `settings.last_difficulty` is already set so
|
||||
/// returning players see their tier pre-expanded.
|
||||
#[derive(Resource, Default, Debug)]
|
||||
pub struct DifficultyExpanded(pub bool);
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Private mode-card data shape
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -240,12 +261,14 @@ impl Plugin for HomePlugin {
|
||||
// Pre-mark the auto-show as already done in headless mode so the
|
||||
// gating system is a permanent no-op for tests.
|
||||
app.insert_resource(LaunchHomeShown(!self.auto_show_on_launch))
|
||||
.init_resource::<DifficultyExpanded>()
|
||||
.add_message::<NewGameRequestEvent>()
|
||||
.add_message::<StartZenRequestEvent>()
|
||||
.add_message::<StartChallengeRequestEvent>()
|
||||
.add_message::<StartTimeAttackRequestEvent>()
|
||||
.add_message::<StartDailyChallengeRequestEvent>()
|
||||
.add_message::<StartPlayBySeedRequestEvent>()
|
||||
.add_message::<StartDifficultyRequestEvent>()
|
||||
.add_message::<InfoToastEvent>()
|
||||
.add_message::<ToggleProfileRequestEvent>()
|
||||
.add_message::<SettingsChangedEvent>()
|
||||
@@ -253,13 +276,10 @@ impl Plugin for HomePlugin {
|
||||
// runs cleanly under MinimalPlugins headless tests too.
|
||||
.add_message::<MouseWheel>()
|
||||
// `.chain()` because several systems (M-toggle, card click,
|
||||
// cancel button, digit-key shortcut) all read the
|
||||
// `HomeScreen` entity and may queue a despawn on it in the
|
||||
// same tick. Bevy's parallel scheduler would otherwise let
|
||||
// two of them run simultaneously and double-despawn the
|
||||
// entity, panicking when the second command buffer is
|
||||
// applied. Chaining serialises these systems and keeps the
|
||||
// despawn deterministic.
|
||||
// cancel button, digit-key shortcut, difficulty handlers)
|
||||
// all read the `HomeScreen` entity and may queue a despawn
|
||||
// on it in the same tick. Chaining serialises these systems
|
||||
// and keeps the despawn deterministic.
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
@@ -270,6 +290,8 @@ impl Plugin for HomePlugin {
|
||||
handle_home_cancel_button,
|
||||
handle_home_profile_chip,
|
||||
handle_home_draw_mode_buttons,
|
||||
handle_home_difficulty_toggle,
|
||||
handle_home_difficulty_chip_click,
|
||||
handle_home_digit_keys,
|
||||
)
|
||||
.chain(),
|
||||
@@ -314,6 +336,7 @@ fn spawn_home_on_launch(
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
daily: Option<Res<DailyChallengeResource>>,
|
||||
font_res: Option<Res<FontResource>>,
|
||||
mut diff_expanded: ResMut<DifficultyExpanded>,
|
||||
) {
|
||||
if shown.0
|
||||
|| !splash.is_empty()
|
||||
@@ -324,6 +347,11 @@ fn spawn_home_on_launch(
|
||||
return;
|
||||
}
|
||||
|
||||
// Pre-expand the difficulty section when the player has a saved preference.
|
||||
if settings.as_ref().is_some_and(|s| s.0.last_difficulty.is_some()) {
|
||||
diff_expanded.0 = true;
|
||||
}
|
||||
|
||||
spawn_home_screen(
|
||||
&mut commands,
|
||||
build_home_context(
|
||||
@@ -332,6 +360,7 @@ fn spawn_home_on_launch(
|
||||
settings.as_deref(),
|
||||
daily.as_deref(),
|
||||
font_res.as_deref(),
|
||||
diff_expanded.0,
|
||||
),
|
||||
);
|
||||
shown.0 = true;
|
||||
@@ -351,6 +380,7 @@ fn toggle_home_screen(
|
||||
daily: Option<Res<DailyChallengeResource>>,
|
||||
font_res: Option<Res<FontResource>>,
|
||||
screens: Query<Entity, With<HomeScreen>>,
|
||||
diff_expanded: Res<DifficultyExpanded>,
|
||||
) {
|
||||
if !keys.just_pressed(KeyCode::KeyM) {
|
||||
return;
|
||||
@@ -366,6 +396,7 @@ fn toggle_home_screen(
|
||||
settings.as_deref(),
|
||||
daily.as_deref(),
|
||||
font_res.as_deref(),
|
||||
diff_expanded.0,
|
||||
),
|
||||
);
|
||||
}
|
||||
@@ -381,6 +412,7 @@ fn build_home_context<'a>(
|
||||
settings: Option<&SettingsResource>,
|
||||
daily: Option<&DailyChallengeResource>,
|
||||
font_res: Option<&'a FontResource>,
|
||||
difficulty_expanded: bool,
|
||||
) -> HomeContext<'a> {
|
||||
let daily_today = daily.map(|d| {
|
||||
let completed_today = progress
|
||||
@@ -406,6 +438,8 @@ fn build_home_context<'a>(
|
||||
.map(|s| s.0.draw_mode.clone())
|
||||
.unwrap_or(DrawMode::DrawOne),
|
||||
font_res,
|
||||
difficulty_expanded,
|
||||
last_difficulty: settings.and_then(|s| s.0.last_difficulty),
|
||||
}
|
||||
}
|
||||
|
||||
@@ -569,6 +603,7 @@ fn handle_home_draw_mode_buttons(
|
||||
stats: Option<Res<StatsResource>>,
|
||||
daily: Option<Res<DailyChallengeResource>>,
|
||||
font_res: Option<Res<FontResource>>,
|
||||
diff_expanded: Res<DifficultyExpanded>,
|
||||
) {
|
||||
if screens.is_empty() {
|
||||
return;
|
||||
@@ -612,10 +647,92 @@ fn handle_home_draw_mode_buttons(
|
||||
Some(settings),
|
||||
daily.as_deref(),
|
||||
font_res.as_deref(),
|
||||
diff_expanded.0,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Difficulty section handlers
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/// Click on the "▶/▼ Difficulty" header — toggle `DifficultyExpanded` and
|
||||
/// repaint the Home modal so the chevron and chip row update. Mirrors
|
||||
/// `handle_home_draw_mode_buttons`: despawn + respawn keeps all styling in
|
||||
/// `spawn_difficulty_section` rather than scattered across mutation helpers.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn handle_home_difficulty_toggle(
|
||||
mut commands: Commands,
|
||||
toggles: Query<&Interaction, (With<HomeDifficultyToggle>, Changed<Interaction>)>,
|
||||
screens: Query<Entity, With<HomeScreen>>,
|
||||
mut diff_expanded: ResMut<DifficultyExpanded>,
|
||||
progress: Option<Res<ProgressResource>>,
|
||||
stats: Option<Res<StatsResource>>,
|
||||
settings: Option<Res<SettingsResource>>,
|
||||
daily: Option<Res<DailyChallengeResource>>,
|
||||
font_res: Option<Res<FontResource>>,
|
||||
) {
|
||||
if screens.is_empty() {
|
||||
return;
|
||||
}
|
||||
if !toggles.iter().any(|i| *i == Interaction::Pressed) {
|
||||
return;
|
||||
}
|
||||
diff_expanded.0 = !diff_expanded.0;
|
||||
for entity in &screens {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
spawn_home_screen(
|
||||
&mut commands,
|
||||
build_home_context(
|
||||
progress.as_deref(),
|
||||
stats.as_deref(),
|
||||
settings.as_deref(),
|
||||
daily.as_deref(),
|
||||
font_res.as_deref(),
|
||||
diff_expanded.0,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// Click on a difficulty tier chip — persist `last_difficulty`, fire
|
||||
/// `StartDifficultyRequestEvent`, and close the Home modal.
|
||||
#[allow(clippy::too_many_arguments)]
|
||||
fn handle_home_difficulty_chip_click(
|
||||
mut commands: Commands,
|
||||
chips: Query<(&Interaction, &HomeDifficultyChip), Changed<Interaction>>,
|
||||
screens: Query<Entity, With<HomeScreen>>,
|
||||
mut difficulty_ev: MessageWriter<StartDifficultyRequestEvent>,
|
||||
mut settings: Option<ResMut<SettingsResource>>,
|
||||
storage_path: Option<Res<SettingsStoragePath>>,
|
||||
mut changed: MessageWriter<SettingsChangedEvent>,
|
||||
) {
|
||||
if screens.is_empty() {
|
||||
return;
|
||||
}
|
||||
let Some((_, chip)) = chips.iter().find(|(i, _)| **i == Interaction::Pressed) else {
|
||||
return;
|
||||
};
|
||||
let level = chip.0;
|
||||
|
||||
if let Some(s) = settings.as_mut() {
|
||||
s.0.last_difficulty = Some(level);
|
||||
if let Some(p) = storage_path
|
||||
&& let Some(path) = p.0.as_deref()
|
||||
&& let Err(e) = save_settings_to(path, &s.0)
|
||||
{
|
||||
warn!("home: failed to persist last_difficulty: {e}");
|
||||
}
|
||||
changed.write(SettingsChangedEvent(s.0.clone()));
|
||||
}
|
||||
|
||||
difficulty_ev.write(StartDifficultyRequestEvent { level });
|
||||
|
||||
for entity in &screens {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Digit-key shortcuts (1-5) — modal-scoped
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -735,6 +852,11 @@ struct HomeContext<'a> {
|
||||
daily_today: Option<DailyToday>,
|
||||
draw_mode: DrawMode,
|
||||
font_res: Option<&'a FontResource>,
|
||||
/// Whether the difficulty section header is currently expanded.
|
||||
difficulty_expanded: bool,
|
||||
/// The last difficulty tier the player selected (persisted in Settings).
|
||||
/// When `Some`, that tier's chip is highlighted.
|
||||
last_difficulty: Option<DifficultyLevel>,
|
||||
}
|
||||
|
||||
/// Today's daily-challenge metadata as the Home picker needs it. Only
|
||||
@@ -807,6 +929,8 @@ fn spawn_home_screen(commands: &mut Commands, ctx: HomeContext<'_>) {
|
||||
spawn_mode_card(grid, mode, &ctx);
|
||||
}
|
||||
});
|
||||
|
||||
spawn_difficulty_section(body, &ctx);
|
||||
});
|
||||
|
||||
spawn_modal_actions(card, |actions| {
|
||||
@@ -970,6 +1094,101 @@ fn spawn_draw_mode_chip<M: Component>(
|
||||
});
|
||||
}
|
||||
|
||||
/// Collapsible difficulty-tier section injected below the mode tile grid.
|
||||
///
|
||||
/// Structure:
|
||||
/// ```text
|
||||
/// ▶ Difficulty ← HomeDifficultyToggle (Button, row)
|
||||
/// [Easy] [Medium] [Hard] [Expert] [GM] [Random] ← visible only when expanded
|
||||
/// ```
|
||||
///
|
||||
/// The toggle header despawns + respawns the home screen (same pattern as
|
||||
/// the draw-mode toggle) so the chevron direction and chip row visibility
|
||||
/// update without Visibility component surgery.
|
||||
fn spawn_difficulty_section(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>) {
|
||||
let font_handle = ctx.font_res.map(|f| f.0.clone()).unwrap_or_default();
|
||||
let font_label = TextFont { font: font_handle.clone(), font_size: TYPE_BODY, ..default() };
|
||||
let font_chip = TextFont { font: font_handle, font_size: TYPE_CAPTION, ..default() };
|
||||
|
||||
let chevron = if ctx.difficulty_expanded { "▼" } else { "▶" };
|
||||
|
||||
// Header row — click to toggle expand/collapse.
|
||||
parent
|
||||
.spawn((
|
||||
HomeDifficultyToggle,
|
||||
Button,
|
||||
Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
align_items: AlignItems::Center,
|
||||
column_gap: VAL_SPACE_2,
|
||||
padding: UiRect::axes(Val::Px(0.0), VAL_SPACE_1),
|
||||
..default()
|
||||
},
|
||||
))
|
||||
.with_children(|row| {
|
||||
row.spawn((
|
||||
Text::new(chevron),
|
||||
font_label.clone(),
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
row.spawn((
|
||||
Text::new("Difficulty"),
|
||||
font_label.clone(),
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
});
|
||||
|
||||
// Tier chips — only rendered when expanded.
|
||||
if ctx.difficulty_expanded {
|
||||
parent
|
||||
.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
flex_wrap: FlexWrap::Wrap,
|
||||
row_gap: VAL_SPACE_2,
|
||||
column_gap: VAL_SPACE_2,
|
||||
width: Val::Percent(100.0),
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
for level in [
|
||||
DifficultyLevel::Easy,
|
||||
DifficultyLevel::Medium,
|
||||
DifficultyLevel::Hard,
|
||||
DifficultyLevel::Expert,
|
||||
DifficultyLevel::Grandmaster,
|
||||
DifficultyLevel::Random,
|
||||
] {
|
||||
let active = ctx.last_difficulty == Some(level);
|
||||
let (bg, fg) = if active {
|
||||
(ACCENT_PRIMARY, BG_ELEVATED)
|
||||
} else {
|
||||
(BG_ELEVATED_HI, TEXT_PRIMARY)
|
||||
};
|
||||
row.spawn((
|
||||
HomeDifficultyChip(level),
|
||||
Button,
|
||||
Node {
|
||||
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_1),
|
||||
border: UiRect::all(Val::Px(1.0)),
|
||||
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(bg),
|
||||
BorderColor::all(BORDER_SUBTLE),
|
||||
HighContrastBorder::with_default(BORDER_SUBTLE),
|
||||
))
|
||||
.with_children(|c| {
|
||||
c.spawn((
|
||||
Text::new(level.label()),
|
||||
font_chip.clone(),
|
||||
TextColor(fg),
|
||||
));
|
||||
});
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
/// Compact decimal formatter: `1234567` → `"1.2M"`, `12345` → `"12.3K"`,
|
||||
/// otherwise the raw number with thousands separators. Keeps chip text
|
||||
/// short enough to fit a 3-up header strip without wrapping.
|
||||
|
||||
@@ -1741,6 +1741,7 @@ fn update_hud(
|
||||
GameMode::Zen => "ZEN".to_string(),
|
||||
GameMode::Challenge => "CHALLENGE".to_string(),
|
||||
GameMode::TimeAttack => "TIME ATTACK".to_string(),
|
||||
GameMode::Difficulty(level) => level.label().to_uppercase(),
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
@@ -352,7 +352,7 @@ impl ScoreBreakdown {
|
||||
let no_undo_bonus = if undo_count == 0 { SCORE_NO_UNDO_BONUS } else { 0 };
|
||||
let multiplier = match mode {
|
||||
GameMode::Zen => 0.0,
|
||||
GameMode::Classic | GameMode::Challenge | GameMode::TimeAttack => 1.0,
|
||||
GameMode::Classic | GameMode::Challenge | GameMode::TimeAttack | GameMode::Difficulty(_) => 1.0,
|
||||
};
|
||||
Self {
|
||||
base,
|
||||
@@ -423,6 +423,7 @@ fn mode_display_name(mode: GameMode) -> &'static str {
|
||||
GameMode::Zen => "Zen",
|
||||
GameMode::Challenge => "Challenge",
|
||||
GameMode::TimeAttack => "Time Attack",
|
||||
GameMode::Difficulty(level) => level.label(),
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user