fix(engine): start new game when player confirms abandon-current-game modal
Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.
Trace:
Frame N: handle_confirm_input despawns the modal entity (deferred),
writes NewGameRequestEvent.
End of N: command flush — modal gone.
Frame N+1: handle_new_game reads the event. needs_confirm is still
true (game state unchanged). confirm_already_open is now
false (modal flushed). Condition matches → spawn_confirm_
dialog runs again, the modal reappears, and the new game
never starts.
Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -164,9 +164,12 @@ fn handle_new_game(
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// If an active game is in progress, intercept and show a confirm dialog.
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// A game is "active" when moves have been made and it is not yet won.
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let needs_confirm = game.0.move_count > 0 && !game.0.is_won;
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// Skip confirmation if a ConfirmNewGameScreen already exists (prevents duplicates).
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// Skip confirmation if a ConfirmNewGameScreen already exists (prevents
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// duplicates) or if the event itself was already confirmed by the
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// player pressing Y on the modal — without the `confirmed` check the
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// modal would be respawned the frame after the despawn flushes.
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let confirm_already_open = !confirm_screens.is_empty();
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if needs_confirm && !confirm_already_open {
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if needs_confirm && !confirm_already_open && !ev.confirmed {
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// Despawn any stale game-over overlay before showing confirm dialog.
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for entity in &game_over_screens {
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commands.entity(entity).despawn();
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@@ -300,12 +303,15 @@ fn handle_confirm_input(
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if confirmed {
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commands.entity(entity).despawn();
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// Re-send with move_count already 0 would bypass the dialog next time.
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// We fire the event — handle_new_game will skip the dialog because
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// the screen is despawned before the next read.
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// Set `confirmed: true` so handle_new_game skips the dialog spawn
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// and goes straight to the start-game branch. Without this flag the
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// modal would respawn the frame after the despawn flushes (because
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// confirm_screens is empty by then) and the new game would never
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// actually start.
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new_game.write(NewGameRequestEvent {
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seed: original.0.seed,
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mode: original.0.mode,
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confirmed: true,
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});
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} else if cancelled {
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commands.entity(entity).despawn();
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@@ -790,7 +796,7 @@ mod tests {
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.map(|c| c.id)
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.collect();
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app.world_mut().write_message(NewGameRequestEvent { seed: Some(999), mode: None });
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app.world_mut().write_message(NewGameRequestEvent { seed: Some(999), mode: None, confirmed: false });
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app.update();
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let after: Vec<u32> = app
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@@ -908,7 +914,7 @@ mod tests {
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let mut app = test_app(1);
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app.insert_resource(GameStatePath(Some(path.clone())));
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app.world_mut().write_message(NewGameRequestEvent { seed: Some(2), mode: None });
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app.world_mut().write_message(NewGameRequestEvent { seed: Some(2), mode: None, confirmed: false });
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app.update();
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assert!(!path.exists(), "saved file should be deleted after new game");
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@@ -1120,7 +1126,7 @@ mod tests {
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// Simulate an active game with moves made.
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app.world_mut().resource_mut::<GameStateResource>().0.move_count = 5;
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app.world_mut()
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.write_message(NewGameRequestEvent { seed: None, mode: None });
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.write_message(NewGameRequestEvent { seed: None, mode: None, confirmed: false });
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app.update();
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let count = app
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@@ -1141,7 +1147,7 @@ mod tests {
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"test assumes a fresh game with no moves"
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);
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app.world_mut()
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.write_message(NewGameRequestEvent { seed: None, mode: None });
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.write_message(NewGameRequestEvent { seed: None, mode: None, confirmed: false });
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app.update();
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let count = app
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