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:
@@ -183,6 +183,7 @@ fn handle_keyboard_core(
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ev.new_game.write(NewGameRequestEvent {
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seed: None,
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mode: Some(solitaire_core::game_state::GameMode::Classic),
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confirmed: false,
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});
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confirm.new_game_countdown = 0.0;
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return;
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@@ -218,6 +219,7 @@ fn handle_keyboard_core(
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ev.new_game.write(NewGameRequestEvent {
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seed: None,
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mode: Some(solitaire_core::game_state::GameMode::Zen),
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confirmed: false,
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});
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} else {
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ev.info_toast.write(InfoToastEvent(format!(
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