fix(engine): auto-complete delay + right-click shake on no legal move

Closes #80: add AUTO_COMPLETE_INITIAL_DELAY (0.75 s) before the first
auto-complete move fires. Previously cooldown was 0.0, causing the
sequence to hijack the board the same frame the condition was met.

Closes #81: fire MoveRejectedEvent in radial_open_on_right_click when
the right-clicked card has no legal destinations, so the shake
animation and invalid-move sound play consistently on desktop/web.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
funman300
2026-05-29 18:01:34 -07:00
parent 862f7e4b48
commit 6309d3325f
2 changed files with 26 additions and 5 deletions
+13 -1
View File
@@ -26,6 +26,12 @@ const AUTO_COMPLETE_CHIME_VOLUME: f64 = 0.5;
/// Seconds between consecutive auto-complete moves.
const STEP_INTERVAL: f32 = 0.12;
/// Seconds to wait after detection before firing the first auto-complete move.
///
/// This pause gives the player a moment to register that the game is
/// transitioning into auto-complete mode before cards start moving.
const AUTO_COMPLETE_INITIAL_DELAY: f32 = 0.75;
/// Tracks whether auto-complete is active and when the next move fires.
#[derive(Resource, Default, Debug)]
pub struct AutoCompleteState {
@@ -74,7 +80,7 @@ fn detect_auto_complete(
}
if game.0.is_auto_completable && !state.active {
state.active = true;
state.cooldown = 0.0; // fire first move immediately
state.cooldown = AUTO_COMPLETE_INITIAL_DELAY;
}
// Intentionally no `else if !is_auto_completable` branch here.
// Deactivating on every frame where `is_auto_completable` is false
@@ -210,6 +216,12 @@ mod tests {
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
app.world_mut().write_message(StateChangedEvent);
app.update(); // detect runs, sets active
// Zero out the cooldown so drive fires on the next update regardless
// of the initial delay constant.
app.world_mut()
.resource_mut::<AutoCompleteState>()
.cooldown = 0.0;
app.update(); // drive fires the move
let events = app.world().resource::<Messages<MoveRequestEvent>>();