docs: mark Phase 6 part 2a (daily challenge + level-up toast) complete
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -2,7 +2,7 @@
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> Last updated: 2026-04-24
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> Branch: `master` — pushed to https://git.aleshym.co/funman300/Rusty_Solitare.git
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> Test count: **168 passing** (76 core + 33 data + 59 engine), `cargo clippy --workspace -- -D warnings` clean
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> Test count: **180 passing** (77 core + 39 data + 64 engine), `cargo clippy --workspace -- -D warnings` clean
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---
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@@ -106,18 +106,24 @@ All sub-phases (3A–3F) done. Plugins: `GamePlugin`, `TablePlugin`, `CardPlugin
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- `ProgressUpdate` system set for ordering downstream systems
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- `ProgressPlugin::default()` for production, `::headless()` for tests
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### Phase 6 (part 2a) — Daily Challenge + Level-Up Toast ✅ COMPLETE
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- `daily_seed_for(date)` deterministic per-date seed
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- `PlayerProgress::record_daily_completion(date)` with streak / reset / idempotency rules
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- `DailyChallengePlugin`: today's seed in a resource; pressing **C** starts a daily-seed new game; on winning a daily-seed game, awards **+100 XP**, updates streak, persists, fires `DailyChallengeCompletedEvent`
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- `LevelUpEvent` now spawns a toast through `AnimationPlugin`
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- `daily_devotee` achievement wired (streak ≥ 7); `AchievementContext` gains `daily_challenge_streak` and reads from `ProgressResource`
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## What Is Next
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### Phase 6 (part 2) — Daily Challenges, Weekly Goals, Special Modes
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### Phase 6 (part 2b) — Weekly Goals, Special Modes, Daily Challenge UI
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- Daily challenge seed generation (deterministic from date, same for all players globally)
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- Daily challenge completion tracking → `daily_challenge_streak` field
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- After this lands, wire up the `daily_devotee` achievement
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- Weekly goals (`weekly_goal_progress` HashMap is already in `PlayerProgress`)
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- Time Attack / Challenge / Zen modes (unlock at level 5)
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- LevelUp toast — connect `LevelUpEvent` to a toast in `AnimationPlugin`
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- Weekly goals: `weekly_goal_progress` HashMap is already in `PlayerProgress`. Define a rotating goal set, completion detection, +75 XP per goal.
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- Time Attack / Challenge / Zen modes — unlock at level 5. Likely need a `GameMode` enum in `solitaire_core` or `solitaire_data` and a mode selection UI.
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- Daily challenge UI surfacing: indicate today's seed/status on the home/settings screen and toast on `DailyChallengeCompletedEvent`.
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- Card-back / background unlock UI for `unlocked_card_backs` / `unlocked_backgrounds`.
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### Phases 7–8 (in order after Phase 6 part 2)
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### Phases 7–8 (in order after Phase 6 part 2b)
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| Phase | Scope |
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|---|---|
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@@ -174,7 +180,7 @@ For Phase 3 onwards, write a new plan using the `superpowers:writing-plans` skil
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# Check everything compiles
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cargo check --workspace
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# Run all tests (168 tests, all should pass)
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# Run all tests (180 tests, all should pass)
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cargo test --workspace
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# Lint (must be zero warnings)
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