feat(engine,core,data): add Challenge mode with seed list and level-5 gate
Phase 6 part 4b (partial): - GameMode::Challenge variant in solitaire_core. undo() returns RuleViolation when mode is Challenge so the player commits to each decision. - solitaire_data::challenge defines a stable CHALLENGE_SEEDS list with challenge_seed_for(index) wrapping modulo length. - PlayerProgress.challenge_index (serde-default for older saves) tracks how far the player has progressed. - ChallengePlugin advances the cursor on Challenge-mode wins, persists, and emits ChallengeAdvancedEvent. Pressing X starts a Challenge-mode game with the current seed; gated to level >= CHALLENGE_UNLOCK_LEVEL (5). - InputPlugin's Z key (Zen mode) is now also gated to level >= 5. Time Attack and unlock UI still deferred. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
@@ -1,7 +1,7 @@
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use bevy::prelude::*;
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use solitaire_engine::{
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AchievementPlugin, AnimationPlugin, CardPlugin, DailyChallengePlugin, GamePlugin, InputPlugin,
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ProgressPlugin, StatsPlugin, TablePlugin, WeeklyGoalsPlugin,
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AchievementPlugin, AnimationPlugin, CardPlugin, ChallengePlugin, DailyChallengePlugin,
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GamePlugin, InputPlugin, ProgressPlugin, StatsPlugin, TablePlugin, WeeklyGoalsPlugin,
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};
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fn main() {
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@@ -26,5 +26,6 @@ fn main() {
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.add_plugins(AchievementPlugin::default())
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.add_plugins(DailyChallengePlugin)
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.add_plugins(WeeklyGoalsPlugin)
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.add_plugins(ChallengePlugin)
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.run();
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}
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@@ -16,15 +16,18 @@ pub enum DrawMode {
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DrawThree,
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}
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/// Top-level game mode. Affects scoring and (eventually) timer behaviour.
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/// Top-level game mode. Affects scoring, undo, and (eventually) timer behaviour.
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///
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/// - `Classic`: standard Klondike scoring and timer.
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/// - `Zen`: scoring suppressed (stays at 0); intended for relaxed play.
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/// - `Classic`: standard Klondike scoring, undo allowed.
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/// - `Zen`: scoring suppressed (stays at 0); undo allowed; intended for relaxed play.
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/// - `Challenge`: standard scoring, **undo disabled** (returns
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/// `MoveError::RuleViolation`).
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize, Default)]
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pub enum GameMode {
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#[default]
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Classic,
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Zen,
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Challenge,
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}
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/// Snapshot of game state used for undo.
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@@ -261,10 +264,16 @@ impl GameState {
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}
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/// Restore the most recent undo snapshot and apply the undo score penalty (-15).
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/// Disabled in `GameMode::Challenge` — returns `MoveError::RuleViolation`.
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pub fn undo(&mut self) -> Result<(), MoveError> {
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if self.is_won {
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return Err(MoveError::GameAlreadyWon);
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}
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if self.mode == GameMode::Challenge {
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return Err(MoveError::RuleViolation(
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"undo is disabled in Challenge mode".into(),
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));
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}
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let snapshot = self.undo_stack.pop().ok_or(MoveError::UndoStackEmpty)?;
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self.piles = snapshot.piles;
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self.score = if self.mode == GameMode::Zen {
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@@ -559,6 +568,34 @@ mod tests {
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assert_eq!(g.draw_mode, DrawMode::DrawThree);
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}
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// --- GameMode: Challenge ---
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#[test]
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fn challenge_mode_disables_undo() {
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let mut g = GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Challenge);
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g.draw().unwrap();
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let result = g.undo();
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assert!(matches!(result, Err(MoveError::RuleViolation(_))));
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}
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#[test]
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fn challenge_mode_still_allows_normal_moves() {
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let g = GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Challenge);
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// Just verify the game initialises cleanly with Challenge mode.
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assert_eq!(g.mode, GameMode::Challenge);
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assert_eq!(g.score, 0);
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}
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#[test]
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fn challenge_mode_scoring_applies_normally() {
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// Challenge uses Classic scoring; only undo is disabled.
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let g = GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Challenge);
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assert_eq!(g.score, 0);
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// Note: Verifying score increases on actual moves would require
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// hand-crafting a legal move from the dealt state. We rely on the
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// fact that move_cards' score path is identical to Classic.
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}
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// --- Auto-complete ---
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#[test]
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@@ -0,0 +1,73 @@
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//! Static seed list for Challenge mode + helpers.
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//!
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//! Challenge mode walks a fixed sequence of hard-but-winnable seeds. The
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//! player advances by winning a deal in `GameMode::Challenge`. The
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//! `challenge_index` cursor is stored per-player in `PlayerProgress`.
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//!
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//! Seeds wrap modulo `CHALLENGE_SEEDS.len()` so a sufficiently dedicated
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//! player never runs out of challenges.
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/// Curated Challenge-mode seeds. Order is stable across versions; add new
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/// seeds at the end.
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pub const CHALLENGE_SEEDS: &[u64] = &[
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0xDEAD_BEEF_CAFE_F00D,
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0xC0DE_FACE_8BAD_F00D,
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0xFEE1_DEAD_DEAD_BEEF,
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0xBAAD_F00D_BAAD_F00D,
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0x1337_C0DE_4242_BABE,
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];
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/// Resolve a `challenge_index` to its corresponding seed, wrapping when
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/// the index exceeds the seed-list length. Returns `None` if the seed list
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/// is empty (defensive — `CHALLENGE_SEEDS` is non-empty by construction).
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pub fn challenge_seed_for(index: u32) -> Option<u64> {
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if CHALLENGE_SEEDS.is_empty() {
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return None;
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}
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Some(CHALLENGE_SEEDS[(index as usize) % CHALLENGE_SEEDS.len()])
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}
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/// Total number of currently-defined challenges. Useful for displaying
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/// "Challenge {n + 1} of {total}" in UI.
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pub fn challenge_count() -> u32 {
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CHALLENGE_SEEDS.len() as u32
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn challenge_seed_for_0_is_first_seed() {
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assert_eq!(challenge_seed_for(0), Some(CHALLENGE_SEEDS[0]));
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}
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#[test]
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fn challenge_seed_wraps_past_end() {
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let len = CHALLENGE_SEEDS.len() as u32;
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assert_eq!(
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challenge_seed_for(len),
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Some(CHALLENGE_SEEDS[0]),
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"wraps to seed 0 when index == len"
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);
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assert_eq!(
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challenge_seed_for(len + 2),
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Some(CHALLENGE_SEEDS[2]),
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"wraps modulo len"
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);
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}
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#[test]
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fn all_challenge_seeds_are_unique() {
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let mut seeds: Vec<u64> = CHALLENGE_SEEDS.to_vec();
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seeds.sort();
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let len_before = seeds.len();
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seeds.dedup();
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assert_eq!(seeds.len(), len_before);
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}
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#[test]
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fn challenge_count_matches_seed_list_length() {
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assert_eq!(challenge_count() as usize, CHALLENGE_SEEDS.len());
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}
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}
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@@ -57,3 +57,6 @@ pub use weekly::{
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current_iso_week_key, weekly_goal_by_id, WeeklyGoalContext, WeeklyGoalDef, WeeklyGoalKind,
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WEEKLY_GOALS, WEEKLY_GOAL_XP,
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};
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pub mod challenge;
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pub use challenge::{challenge_count, challenge_seed_for, CHALLENGE_SEEDS};
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@@ -67,6 +67,11 @@ pub struct PlayerProgress {
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pub weekly_goal_week_iso: Option<String>,
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pub unlocked_card_backs: Vec<usize>,
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pub unlocked_backgrounds: Vec<usize>,
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/// Index of the next Challenge-mode seed the player will be served.
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/// Increments on each Challenge-mode win. Out-of-range values wrap modulo
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/// `CHALLENGE_SEEDS.len()` at lookup time.
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#[serde(default)]
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pub challenge_index: u32,
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pub last_modified: DateTime<Utc>,
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}
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@@ -81,6 +86,7 @@ impl Default for PlayerProgress {
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weekly_goal_week_iso: None,
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unlocked_card_backs: vec![0], // back #0 always available
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unlocked_backgrounds: vec![0], // background #0 always available
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challenge_index: 0,
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last_modified: DateTime::UNIX_EPOCH,
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}
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}
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@@ -0,0 +1,200 @@
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//! Challenge-mode bookkeeping: serves the current challenge seed, advances
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//! `PlayerProgress::challenge_index` on a Challenge-mode win, persists.
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//!
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//! Pressing **X** starts a new game with the current Challenge seed in
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//! `GameMode::Challenge` (gated by level ≥ `CHALLENGE_UNLOCK_LEVEL`).
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use bevy::prelude::*;
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use solitaire_core::game_state::GameMode;
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use solitaire_data::{challenge_count, challenge_seed_for, save_progress_to};
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use crate::events::{GameWonEvent, NewGameRequestEvent};
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use crate::game_plugin::GameMutation;
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use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
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use crate::resources::GameStateResource;
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/// Minimum player level required to start a Challenge run.
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pub const CHALLENGE_UNLOCK_LEVEL: u32 = 5;
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/// Fired when the player has just completed a Challenge-mode game and the
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/// `challenge_index` cursor advances.
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#[derive(Event, Debug, Clone, Copy)]
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pub struct ChallengeAdvancedEvent {
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pub previous_index: u32,
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pub new_index: u32,
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}
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pub struct ChallengePlugin;
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impl Plugin for ChallengePlugin {
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fn build(&self, app: &mut App) {
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app.add_event::<ChallengeAdvancedEvent>()
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.add_event::<GameWonEvent>()
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.add_event::<NewGameRequestEvent>()
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// Run after ProgressUpdate so we don't fight ProgressPlugin's add_xp.
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.add_systems(Update, advance_on_challenge_win.after(ProgressUpdate))
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.add_systems(Update, handle_start_challenge_request.before(GameMutation));
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}
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}
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fn advance_on_challenge_win(
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mut wins: EventReader<GameWonEvent>,
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game: Res<GameStateResource>,
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mut progress: ResMut<ProgressResource>,
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path: Res<ProgressStoragePath>,
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mut advanced: EventWriter<ChallengeAdvancedEvent>,
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) {
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for _ in wins.read() {
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if game.0.mode != GameMode::Challenge {
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continue;
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}
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let prev = progress.0.challenge_index;
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progress.0.challenge_index = prev.saturating_add(1);
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if let Some(target) = &path.0 {
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if let Err(e) = save_progress_to(target, &progress.0) {
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warn!("failed to save progress after challenge advance: {e}");
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}
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}
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advanced.send(ChallengeAdvancedEvent {
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previous_index: prev,
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new_index: progress.0.challenge_index,
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});
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}
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}
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fn handle_start_challenge_request(
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keys: Res<ButtonInput<KeyCode>>,
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progress: Res<ProgressResource>,
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mut new_game: EventWriter<NewGameRequestEvent>,
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) {
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if !keys.just_pressed(KeyCode::KeyX) {
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return;
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}
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if progress.0.level < CHALLENGE_UNLOCK_LEVEL {
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info!(
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"Challenge mode locked — reach level {} (currently {}).",
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CHALLENGE_UNLOCK_LEVEL, progress.0.level
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);
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return;
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}
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let Some(seed) = challenge_seed_for(progress.0.challenge_index) else {
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warn!("challenge seed list is empty");
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return;
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};
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new_game.send(NewGameRequestEvent {
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seed: Some(seed),
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mode: Some(GameMode::Challenge),
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});
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}
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/// Convenience for stat overlays: returns the human-friendly position
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/// string `"{index + 1} / {total}"`.
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pub fn challenge_progress_label(index: u32) -> String {
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format!("{} / {}", index.saturating_add(1), challenge_count())
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::game_plugin::GamePlugin;
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use crate::progress_plugin::ProgressPlugin;
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use crate::table_plugin::TablePlugin;
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use solitaire_core::game_state::{DrawMode, GameState};
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fn headless_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(ProgressPlugin::headless())
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.add_plugins(ChallengePlugin);
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app.init_resource::<ButtonInput<KeyCode>>();
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app.update();
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app
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}
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#[test]
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fn challenge_win_advances_index() {
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let mut app = headless_app();
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app.world_mut().resource_mut::<GameStateResource>().0 =
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GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 100,
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});
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app.update();
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let p = &app.world().resource::<ProgressResource>().0;
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assert_eq!(p.challenge_index, 1);
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let events = app.world().resource::<Events<ChallengeAdvancedEvent>>();
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let mut cursor = events.get_cursor();
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let fired: Vec<_> = cursor.read(events).copied().collect();
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assert_eq!(fired.len(), 1);
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assert_eq!(fired[0].previous_index, 0);
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assert_eq!(fired[0].new_index, 1);
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}
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#[test]
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fn classic_win_does_not_advance_challenge_index() {
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let mut app = headless_app();
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// Default GameStateResource is Classic mode.
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 100,
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});
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app.update();
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let p = &app.world().resource::<ProgressResource>().0;
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assert_eq!(p.challenge_index, 0);
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let events = app.world().resource::<Events<ChallengeAdvancedEvent>>();
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let mut cursor = events.get_cursor();
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assert!(cursor.read(events).next().is_none());
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}
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#[test]
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fn pressing_x_below_unlock_level_is_ignored() {
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let mut app = headless_app();
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// Default level is 0; below CHALLENGE_UNLOCK_LEVEL.
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app.world_mut()
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.resource_mut::<ButtonInput<KeyCode>>()
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.press(KeyCode::KeyX);
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app.update();
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let events = app.world().resource::<Events<NewGameRequestEvent>>();
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let mut cursor = events.get_cursor();
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assert!(cursor.read(events).next().is_none());
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}
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#[test]
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fn pressing_x_at_unlock_level_fires_new_game_with_challenge_seed() {
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let mut app = headless_app();
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app.world_mut().resource_mut::<ProgressResource>().0.level =
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CHALLENGE_UNLOCK_LEVEL;
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app.world_mut()
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.resource_mut::<ProgressResource>()
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.0
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.challenge_index = 2;
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app.world_mut()
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.resource_mut::<ButtonInput<KeyCode>>()
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.press(KeyCode::KeyX);
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app.update();
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let events = app.world().resource::<Events<NewGameRequestEvent>>();
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let mut cursor = events.get_cursor();
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let fired: Vec<_> = cursor.read(events).copied().collect();
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assert_eq!(fired.len(), 1);
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assert_eq!(fired[0].seed, challenge_seed_for(2));
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assert_eq!(fired[0].mode, Some(GameMode::Challenge));
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}
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#[test]
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fn challenge_progress_label_uses_human_indexing() {
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let total = challenge_count();
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assert_eq!(challenge_progress_label(0), format!("1 / {total}"));
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assert_eq!(challenge_progress_label(2), format!("3 / {total}"));
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}
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}
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@@ -24,10 +24,12 @@ use solitaire_core::pile::PileType;
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use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
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use crate::card_plugin::{CardEntity, TABLEAU_FAN_FRAC};
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::events::{
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DrawRequestEvent, MoveRequestEvent, NewGameRequestEvent, StateChangedEvent, UndoRequestEvent,
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};
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use crate::game_plugin::GameMutation;
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use crate::progress_plugin::ProgressResource;
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use crate::layout::{Layout, LayoutResource};
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use crate::resources::{DragState, GameStateResource};
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@@ -61,6 +63,7 @@ impl Plugin for InputPlugin {
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|
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fn handle_keyboard(
|
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keys: Res<ButtonInput<KeyCode>>,
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progress: Option<Res<ProgressResource>>,
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mut undo: EventWriter<UndoRequestEvent>,
|
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mut new_game: EventWriter<NewGameRequestEvent>,
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mut draw: EventWriter<DrawRequestEvent>,
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@@ -72,10 +75,20 @@ fn handle_keyboard(
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new_game.send(NewGameRequestEvent::default());
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}
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if keys.just_pressed(KeyCode::KeyZ) {
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// Zen / Challenge / Time Attack are gated to level >= CHALLENGE_UNLOCK_LEVEL.
|
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// X is gated separately by ChallengePlugin.
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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if level >= CHALLENGE_UNLOCK_LEVEL {
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new_game.send(NewGameRequestEvent {
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seed: None,
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mode: Some(solitaire_core::game_state::GameMode::Zen),
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});
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} else {
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info!(
|
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"Zen mode locked — reach level {} (currently {}).",
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CHALLENGE_UNLOCK_LEVEL, level
|
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);
|
||||
}
|
||||
}
|
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if keys.just_pressed(KeyCode::KeyD) {
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draw.send(DrawRequestEvent);
|
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|
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@@ -3,6 +3,7 @@
|
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pub mod achievement_plugin;
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pub mod animation_plugin;
|
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pub mod card_plugin;
|
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pub mod challenge_plugin;
|
||||
pub mod daily_challenge_plugin;
|
||||
pub mod events;
|
||||
pub mod game_plugin;
|
||||
@@ -15,6 +16,9 @@ pub mod table_plugin;
|
||||
pub mod weekly_goals_plugin;
|
||||
|
||||
pub use achievement_plugin::{AchievementPlugin, AchievementsResource};
|
||||
pub use challenge_plugin::{
|
||||
challenge_progress_label, ChallengeAdvancedEvent, ChallengePlugin, CHALLENGE_UNLOCK_LEVEL,
|
||||
};
|
||||
pub use daily_challenge_plugin::{
|
||||
DailyChallengeCompletedEvent, DailyChallengePlugin, DailyChallengeResource,
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user