diff --git a/CHANGELOG.md b/CHANGELOG.md index b16b3f5..7dcf8d1 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -8,6 +8,198 @@ project follows [Semantic Versioning](https://semver.org/). _Nothing yet._ +## [0.18.0] — 2026-05-06 + +The launch-experience round. The engine used to drop the player on a +silent default Classic deal whether they had unfinished work or not; +v0.18.0 replaces that with two stacked decision points — a Restore +prompt for in-progress saves, then an MSSC-style Home / mode picker +that surfaces Daily / Zen / Challenge / Time Attack as picture tiles +with live stats. The same round closes the last solver-on-main-thread +hot path (winnable-only seed selection moves to +`AsyncComputeTaskPool`), wires "Copy share link" into Stats, lights a +"Won before" HUD chip on re-deals of beaten seeds, and tidies the +unified-3.0 rule set across CLAUDE.md / CLAUDE_SPEC.md / +CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md. + +### Added + +- **Restore prompt on launch** (`3c7a0eb`). When `game_state.json` + holds an in-progress game (`move_count > 0`, not won), the engine + now seeds `GameStateResource` with a fresh deal and holds the saved + game in a new `PendingRestoredGame` resource. After the splash + clears, a "Welcome back" modal offers **Continue** (Enter / C / + click) or **New game** (N / click). Fresh-deal saves + (`move_count == 0`) skip the prompt and load directly. +- **Save preservation while the prompt is unanswered** (`f863d85`). + Both `save_game_state_on_exit` and `auto_save_game_state` consult + `PendingRestoredGame` first: if it still holds a pending saved + game, that's what gets persisted (or the auto-save is skipped), + so exiting before answering the prompt no longer overwrites the + meaningful save with the placeholder fresh deal. +- **Home / mode picker auto-shows on launch** (`dd63261`). The mode + picker was only reachable via **M** during gameplay; players who + hadn't discovered the hotkey never saw the Daily / Zen / Challenge + / Time Attack entry points after the splash cleared. `HomePlugin` + gains an `auto_show_on_launch` flag (default true) and a + one-shot `LaunchHomeShown` gate. Skips when the Restore prompt is + on screen so Welcome-back still takes precedence. +- **MSSC-style Home picker — header / chips / score chips / draw + mode** (`ae40a1d`). Player-stats header strip (Level / XP / + Lifetime Score, compact-formatted as `1.2M` / `12.3K` / `1,234`) + acts as a clickable shortcut to Profile. Draw-mode chip row above + the mode cards lets the player flip Draw 1 / Draw 3 from the + picker itself; persists `settings.json` and respawns the modal so + the active state repaints cleanly. Per-mode best-score / streak + chips on each card; hidden on a 0 best so a fresh profile doesn't + read "Best 0" everywhere. +- **Today's Event callout on the Daily card** (`b73d246`). "Today, + May 6" date line plus the server-fetched goal (when SyncPlugin is + wired). Once today's daily is recorded as completed, the date + flips to `Today, May 6 • Done` in `ACCENT_PRIMARY` so the picker + reads as a reward state rather than a TODO. +- **Picture-tile mode cards** (`9fe650f` + glyph-picking follow-ups + `40d6e0a`, `c30b04e`, `d065d49`). Mode cards become a wrapping + 2-up grid (`FlexWrap::Wrap`, tiles 48 % wide, `min_height: 180px`) + with a centred Unicode-glyph centrepiece per tile. Final glyph set + picked from FiraMono-Medium's actual coverage: ♣ Classic, ◆ Daily, + ○ Zen, ▲ Challenge, → TimeAttack. `ACCENT_PRIMARY` when the mode is + unlocked, `TEXT_DISABLED` when locked. Centrepiece is a `Text` node + for now — when real per-mode artwork lands, swap to `Image` without + touching tile layout, focus order, or chip rendering. +- **Solver-vetted seed selection on `AsyncComputeTaskPool`** + (`d489e7a`). Closes the worst-case 6 s UI stall on a New Game + click with "Winnable deals only" enabled. New `PendingNewGameSeed` + resource holds the in-flight `Task` plus the original + request's `mode` / `confirmed` flags. `poll_pending_new_game_seed` + runs `.before(GameMutation)` and replays a synthetic + `NewGameRequestEvent` once the task resolves — the player sees no + extra-frame visual lag. Cancel-on-replace: a fresh + `NewGameRequestEvent` while a task is in flight drops the old + task, letting Bevy's `Task` Drop cancel cooperatively at the next + await point. +- **"Won before" HUD indicator** (`bdac754`). When the current + deal's `(seed, draw_mode, mode)` triple matches an entry in the + rolling `ReplayHistory`, the HUD's tier-2 context row shows + **✓ Won before** in `STATE_SUCCESS`. Cleared on win (the on-screen + victory cue is enough) and on first-time deals. New + `HudWonPreviously` marker driven by a separate + `update_won_previously` system; gracefully no-ops in headless + tests that don't load `StatsPlugin`. +- **"Copy share link" Stats button** (`540869c`). End-to-end replay + sharing on a server-backed sync backend: + `sync_plugin::push_replay_on_win` spawns the upload on + `AsyncComputeTaskPool` and stores the handle in + `PendingReplayUpload` (drops any in-flight predecessor — the most + recent win is what the player wants the link for); + `poll_replay_upload_result` writes `/replays/` to + `LastSharedReplayUrl` on success; the Stats overlay's action bar + gains a button that writes the URL to the OS clipboard via + `arboard` and surfaces a "Copied: \" toast. URL is in-memory + only — sharing must happen within the session of the win. +- **Empty-state copy + onboarding hints** (`56e2e6f`). Leaderboard + empty state: two-tier "Be the first on the leaderboard." headline + + body invite. Achievements panel: first-launch hint above the + grid until the first unlock. Volume hotkeys (`[` / `]`) now emit + an `InfoToastEvent` with the new percentage so off-panel + adjustments give visible feedback (previously silent). +- **Enter dismisses the Win Summary and starts a fresh deal** + (`17e0737`). The post-win modal's "Play Again" was click-only; + keyboard-only players had to reach for the mouse to leave the + celebration screen. The button label gains a trailing return-key + glyph so the keyboard path is discoverable on first sight. +- **`N` opens the real Confirm/Cancel modal** (`93660c2`). The old + "Press N again" double-tap pattern was a UI-first violation (only + continuation was another keystroke). `N` now fires + `NewGameRequestEvent::default()` directly; `handle_new_game`'s + active-game check spawns the existing `ConfirmNewGameScreen`. The + HUD button already routed through the same modal — keyboard and + mouse paths are unified. `Shift+N` keeps the keyboard power-user + bypass (`confirmed: true`). + +### Changed + +- **Settings row layout** (`a4bc063`). All five + slider/toggle row helpers (volume × 2, tooltip delay, time-bonus + multiplier, replay-move interval, generic toggle) restructured to + a label-spacer-cluster layout (`width: 100%`, label gets + `flex-grow: 1`, controls cluster sits flush right). Stable across + varying value-text widths ("0.80" → "1.00", "Instant" vs "1.5 s") + and narrow windows. +- **Docs adopt the unified-3.0 rule set** (`f2f30c8`). `CLAUDE.md` + grows from a 114-line pointer doc to a 571-line rulebook (hard + global constraints §2, engine rules §3, asset rules §4, code + standards §5, build + verification §6, git workflow §7, the ASK + BEFORE list §8, Context Injection System §14). New companions: + `CLAUDE_SPEC.md` (formal architecture spec — crate dependency + graph, data ownership, state-machine invariants, sync merge / + server contracts, validation checklist), + `CLAUDE_WORKFLOW.md` (two-agent Builder/Guardian pipeline with + hard-fail patterns), `CLAUDE_PROMPT_PACK.md` (task-type + templates). Three duplicate rule passages removed across + `CLAUDE_SPEC.md` and `ARCHITECTURE.md`. +- **Test discipline pruning** (`a49a340`). Removed 43 low-value + tests across `solitaire_data` and `solitaire_core` (default-value + tests, serde-derive round-trips on plain structs, single-field + clamp tests, near-duplicates, constant-equals-itself tests). None + pinned a behaviour contract or a regression on a real bug. Future + agent briefs request tests for behaviour contracts or real-bug + regressions, not a count of N. + +### Fixed + +- **Esc on a modal no longer opens Pause underneath** (`08b006f`). + A single Esc press on Confirm New Game / Restore / Home / + Onboarding / Settings used to both close the modal and spawn the + Pause overlay on top in the same frame. `toggle_pause` now skips + when any non-Pause `ModalScrim` is in the world; the HUD-button + path is gated too. The four modal queries are bundled into a + `PauseModalQueries` `SystemParam` to stay under Bevy's + 16-parameter cap. +- **Esc dismisses Home / accepts the Restore-prompt default** + (`d48b948`). Both screens previously ignored Esc, leaving the + player no keyboard-only escape after the previous fix. Home: Esc + behaves like Cancel (despawns the modal, keeps the underlying + default deal). Restore: Esc maps to Continue (preserves the saved + game, matching how the primary action already advertises Enter). +- **Esc dismisses the topmost modal when Profile stacks on Home** + (`9aa0dd2`). Clicking the Home header chip opens Profile on top + of Home; Esc used to close Home (because + `handle_home_cancel_button` fired with no awareness of layered + modals) and leave Profile orphaned over the game. + `profile_plugin` now splits P/button (toggle) from Esc + (close-only); `handle_home_cancel_button` skips its Esc branch + when any other `ModalScrim` exists. +- **Restore-prompt resolution suppresses Home auto-show** + (`b7c3a49`). Resolving the Welcome-back prompt cleared + `PendingRestoredGame` and despawned the modal, but the + launch-time Home auto-show then fired the next frame and stacked + itself over the player's chosen path. `LaunchHomeShown` becomes + `pub` so `handle_restore_prompt` flips it to `true` after either + resolution; **M** still re-opens the picker on demand. +- **Game timers freeze while the Home picker is up** (`c497c31`). + The HUD's elapsed-time counter ticked from the moment the default + Classic deal landed at startup, even though the auto-show Home + picker was still up — the player saw "0:11" before they had + chosen a mode. `tick_elapsed_time` and `advance_time_attack` now + also gate on the absence of `HomeScreen`, mirroring their + existing `PausedResource` check. +- **Popover rows stay visible regardless of action-bar fade** + (`cc63532`). Opening Modes / Menu showed a solid dark-purple + block in the top-right with no readable content — the action-bar + auto-fade was matching the popover rows by their shared + `ActionButton` marker and dropping their alpha to the + cursor-position-based fade value (typically 0). New `PopoverRow` + marker on rows in `spawn_modes_popover` / `spawn_menu_popover`; + `apply_action_fade` excludes them via `Without`. + +### Stats + +- 1166 passing tests (was 1208 at v0.17.0 close — 43 net removals + from the test-discipline prune plus 1 net-new test from the + async-seed work, no behaviour regressions). +- Zero clippy warnings under `--workspace --all-targets -- -D warnings`. + ## [0.17.0] — 2026-05-06 A short follow-up round on top of v0.16.0: the H-key hint is no diff --git a/SESSION_HANDOFF.md b/SESSION_HANDOFF.md index 645b57d..c74328b 100644 --- a/SESSION_HANDOFF.md +++ b/SESSION_HANDOFF.md @@ -1,108 +1,176 @@ # Solitaire Quest — Session Handoff -**Last updated:** 2026-05-06 (post-v0.17.0) — v0.17.0 cut on top of v0.16.0 bundling the solver-driven hints (`87275bf`) and the replay-rate slider (`53e3b81`). An async-solver attempt earlier in the session was rolled back when an agent left 3 failing tests during interruption — flagged as carryover. Test-to-work ratio noted as a quality signal: future agent briefs scale back to behaviour-level tests only, not stdlib/serde-derive coverage. +**Last updated:** 2026-05-06 (post-v0.18.0 draft) — 24 commits since +the v0.17.0 tag bundle the launch-experience round (Restore prompt + +auto-show Home / mode picker), the MSSC-style Home picker rework +(header chips, draw-mode chips, picture-tile mode cards, Today's +Event callout, glyph fixes), the last solver hot path moving onto +`AsyncComputeTaskPool`, "Won before" HUD chip, "Copy share link" +Stats button, the `N` keybinding finally routing through the real +Confirm/Cancel modal, Esc-on-modal layering fixes, and the +unified-3.0 Claude rule set (CLAUDE.md / CLAUDE_SPEC.md / +CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md). Test-discipline prune +removed 43 low-value tests in the same window. ## Status at pause -- **HEAD on origin:** v0.17.0's tag commit. -- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional). -- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean. -- **Tests:** **1208 passed / 0 failed** across the workspace. +- **HEAD on origin:** `v0.17.0-24-gc497c31` (24 ahead of v0.17.0, + not yet tagged). +- **Working tree:** clean. +- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` + clean (verified this session). +- **Tests:** **1166 passing / 0 failing** across the workspace + (verified this session). The first run flaked once on + `solitaire_engine::game_plugin::tests::auto_save_writes_after_30_seconds` + — a one-frame `app.update()` test that depends on `time.delta_secs()` + on an otherwise-fresh `App`. Reproduced clean on the second run; + passes in isolation. Worth tightening if it flakes again, but + not blocking the v0.18.0 cut. - **Tags on origin:** `v0.9.0` through `v0.17.0`. +- **CHANGELOG:** v0.18.0 entry drafted in `[Unreleased]`'s slot — + ready for tag once build + tests are reverified. ## Where we are -v0.16.0 is the smallest meaningful release in a while — a focused round on how modals feel rather than what they contain. The originating bug was "I can't scroll on the Achievements list"; the sweep that followed found four other modals with the same problem plus three smaller modal-feel gaps (no pointer cursor on buttons, focus arriving a frame late, no click-outside-to-dismiss). +v0.17.0's punch list had four candidates (A–D); two of the three +non-packaging items shipped in this round: -Every overlay screen now: scrolls if its content can overflow at 800×600, shows a hand cursor when you hover any button, has its primary auto-focused the moment the modal appears so the very first Tab/Enter is meaningful, and (for read-only screens) dismisses when you click outside the card. +- **B — "Won previously" HUD indicator:** shipped in `bdac754`. +- **C — Replay sharing:** shipped in `540869c` ("Copy share link" + Stats button + clipboard via `arboard`, in-memory `LastSharedReplayUrl`). -The post-v0.15.0 next-round candidates are still mostly open — solver-driven hints, replay-rate slider, solver progress overlay, async solver, "won previously" indicator, replay sharing. Direction is open. +Item **A** (solver-on-`AsyncComputeTaskPool`) shipped *partially* in +`d489e7a` — the winnable-only seed-selection path is now async with +cancel-on-replace. The hint path (`H` key, +`try_solve_with_first_move` / `try_solve_from_state`) is still +synchronous. The proven `PendingNewGameSeed` template is the +template for the hint port. + +Item **D** (desktop packaging) is unchanged — still gated on +artwork + signing certs from the player. + +The launch experience is also substantially different from v0.17.0: +on first launch with a saved game the player now sees the Restore +prompt; on every launch (after splash + restore resolution) they see +the auto-show Home / mode picker. ### Design direction (unchanged) -- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions. -- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary. -- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local). +- **Tone:** Balatro — chunky readable type, theatrical hierarchy, + satisfying micro-interactions. +- **Palette:** Midnight Purple base + Balatro yellow primary + warm + magenta secondary. +- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` + (machine-local). ### Canonical remote -`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. +`github.com/funman300/Rusty_Solitaire` is the canonical repo. +Always push there. -## v0.17.0 (shipped 2026-05-06) +## v0.18.0 (drafted 2026-05-06, not yet tagged) | Area | Commit | What landed | |---|---|---| -| Solver-driven hints | `87275bf` | The H-key hint asks the solver for the actual best first move via `try_solve_with_first_move` / `try_solve_from_state`. Heuristic stays as fallback. Median 2 ms per H press. | -| Replay-rate slider | `53e3b81` | Settings → Gameplay slider tunes `replay_move_interval_secs` 0.10–1.00 s in 0.05 s steps; default 0.45 s. Read per frame from `SettingsResource`. | - -## v0.16.0 (shipped 2026-05-06) - -| Area | Commit | What landed | -|---|---|---| -| Modal scroll | `7a3032b` | Achievements / Help / Stats / Profile / Leaderboard bodies now carry `Overflow::scroll_y()` + a `max_height` constraint + a per-plugin `*Scrollable` marker. Sibling `scroll_*_panel` systems route `MouseWheel` into the body's `ScrollPosition`. Mirrors the existing `SettingsPanelScrollable` pattern. Home modal not scrolled — five mode cards + Cancel are sized to fit by design. | -| Pointer cursor | `cd54ce1` | `update_cursor_icon` gains a fourth branch: `SystemCursorIcon::Pointer` whenever any `Interaction::Hovered`/`Pressed` button is detected and no card drag is active. Branch order Grabbing → Pointer → Grab → Default. Pure `pick_cursor_icon(is_dragging, any_button_hovered, any_card_hovered)` helper unit-tests the priority. | -| Same-frame focus | `48e4121` | `attach_focusable_to_modal_buttons` and `auto_focus_on_modal_open` moved from `Update` to `PostUpdate`. The schedule boundary supplies the sync point so a click-handler in `Update` that spawns a modal has its `Commands` materialised before attach runs. `FocusedButton` is populated before `app.update()` returns; the very first Tab/Enter after open lands on a populated resource. | -| Scrim dismiss core | `a54201e` | New `ScrimDismissible` marker on `ModalScrim` opts a modal into click-outside-to-close. `dismiss_modal_on_scrim_click` system in `ui_modal` despawns the topmost dismissible scrim on a left-mouse press whose cursor lands on the scrim and outside every `ModalCard`. Stats / Achievements / Help opted in. | -| Scrim dismiss tail | `cbf2483` | One-line opt-in (capture scrim + insert marker) for Profile / Leaderboard / Home, completing all six read-only modals. | +| Restore prompt | `3c7a0eb` + `f863d85` | Welcome-back modal on launch when an in-progress save exists; save preserved across exits while the prompt is unanswered. | +| Async winnable-only seeds | `d489e7a` | `PendingNewGameSeed` resource + `poll_pending_new_game_seed` running `.before(GameMutation)`. Fixes the worst-case 6 s UI stall on a New Game click. Cancel-on-replace contract covered by tests. | +| Won-before HUD chip | `bdac754` | Reads `ReplayHistoryResource`; lights `✓ Won before` on tier-2 row when current `(seed, draw_mode, mode)` is in history. | +| Copy share link | `540869c` | `arboard` clipboard + new Stats button + `SyncProvider::push_replay` returning the share URL. In-memory only; per-session sharing. | +| MSSC Home picker | `ae40a1d`, `b73d246`, `9fe650f`, `40d6e0a`, `c30b04e`, `d065d49` | Header stats strip (clickable → Profile), draw-mode chips, per-mode score/streak chips, Today's Event callout on Daily, picture-tile 2-up grid with FiraMono-covered glyphs (♣ ◆ ○ ▲ →). | +| Auto-show Home | `dd63261`, `b7c3a49`, `c497c31` | Auto-shows after splash; gated on Restore prompt; freezes timers (elapsed + Time Attack) while up. | +| `N` opens real modal | `93660c2` | Removes the "Press N again" double-tap; routes through `ConfirmNewGameScreen`. `Shift+N` retains the bypass. | +| Win Summary keyboard | `17e0737` | Enter dismisses + starts a fresh deal. | +| Esc-on-modal fixes | `08b006f`, `d48b948`, `9aa0dd2` | Esc no longer opens Pause underneath the modal it just closed; Home maps Esc to Cancel; Restore maps Esc to Continue; topmost-modal-wins when Profile stacks on Home. | +| Layout fixes | `a4bc063`, `cc63532` | Settings rows full-width with label-spacer-cluster; popover rows excluded from action-bar auto-fade. | +| Empty-state copy | `56e2e6f` | Leaderboard / Achievements onboarding hints; volume hotkeys emit toast feedback. | +| Test prune | `a49a340` | −43 low-value tests; future briefs request behaviour contracts only. | +| Docs unified-3.0 | `f2f30c8` | Adopts CLAUDE.md / CLAUDE_SPEC.md / CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md; trims duplicated rule passages. | ## Open punch list -### Release prep +### Carried forward from v0.17.0 -1. **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe. +- **Solver-on-`AsyncComputeTaskPool` for the H-key hint** — + remaining synchronous solver hot path. The seed-selection port + in `d489e7a` is the template: `PendingHintTask` resource, polling + system running `.before(GameMutation)`, cancel-on-replace, fall + back to the heuristic on inconclusive. Diff should stay scoped + to `input_plugin.rs` plus a small `pending_hint.rs`. +- **Desktop packaging** per `ARCHITECTURE.md §17`. Arch PKGBUILD + exists in `/home/manage/solitaire-quest-pkgbuild/` (separate + repo). Pending: app icon, macOS `.icns` + notarisation cert, + Windows `.ico` + Authenticode cert, AppImage recipe. -### Process note (raised this session) +### New this round -Recent agent briefs reflexively asked for ≥3 tests per feature, which produced low-value coverage on trivial settings fields (default-value tests, serde-derive round-trips, clamp tests that just exercise stdlib `clamp`). Future agent briefs should ask only for tests that pin **behaviour contracts or regressions on real bugs** — not coverage of language/library mechanics. +- **Persistent share link.** `LastSharedReplayUrl` is in-memory only + — the player must share within the session of the win. If + cross-session sharing turns into a real ask, persist alongside + the rolling replay history. +- **Per-mode artwork.** Picture tiles use Unicode glyphs as + placeholders chosen from FiraMono's actual coverage. When real + artwork lands, swap each tile's `Text` node for an `Image` node + — tile layout, focus order, click handling, and chip rendering + are unchanged. -### Carryover candidates — still open +### Process notes (from this round) -- **Solver-on-AsyncComputeTaskPool** — current solver runs synchronously on the main thread. Worst-case 50 attempts × 120 ms = 6 s of UI stall on pathological seeds. **An attempt this session was rolled back** when an agent was interrupted leaving 3 failing tests; redoing this needs more careful scoping (smaller pieces, real cancel-and-test flow, NOT a parallel agent split). Worth taking next. -- **Per-deal "won previously" indicator** — the rolling replay history's seeds make this easy: when a new game starts on a seed the player has already won, surface a tiny indicator on the HUD. -- **Replay sharing** — `replays.json` is per-machine. Allow a player to copy a replay's URL (already wired via `solitaire_server`) and post it elsewhere. The web-viewer already exists. +- **Test inflation pattern (resolved this round):** older agent + briefs reflexively asked for ≥3 tests per feature, producing 43 + low-value coverage entries on stdlib/serde-derive mechanics. Going + forward, ask for tests that pin behaviour contracts or + regressions on real bugs only. See + `feedback_test_discipline.md` in auto-memory. +- **Solver async refactor sequencing (worked this round):** rather + than porting the whole solver-on-main-thread surface in one PR + (the rollback case from before v0.17.0), the + `PendingNewGameSeed` work shipped one well-bounded path with two + tests covering the happy path and cancel-on-replace. The hint + port should follow the same shape. ## Resume prompt ``` You are a senior Rust + Bevy developer working on Solitaire Quest. -Working directory: . -Branch: master. Direction is OPEN — v0.16.0 just shipped covering -modal scroll fixes, pointer cursor, same-frame focus, and scrim-click -dismiss across all six read-only modals. +Working directory: . +Branch: master. Direction is OPEN — v0.18.0 has been drafted but +not tagged: 24 commits past v0.17.0 cover the launch-experience +round, MSSC Home picker, async winnable-only seeds, Won-before +HUD, Copy share link, N-key flow rework, Esc-layering fixes, and +the unified-3.0 Claude rule set. -State: HEAD at v0.17.0 (solver hints + replay-rate slider on top -of v0.16.0). Working tree clean apart from untracked CARD_PLAN.md -(intentional). -Build: cargo clippy --workspace --all-targets -- -D warnings clean. -Tests: 1208 passed / 0 failed. +State: HEAD at v0.17.0-24-gc497c31. Working tree clean. +CHANGELOG.md has the v0.18.0 entry slotted under [Unreleased]. READ FIRST (in order, before doing anything): - 1. SESSION_HANDOFF.md — v0.16.0 changelog + open punch list - 2. CHANGELOG.md — release-by-release record - 3. CLAUDE.md — hard rules (UI-first, no panics, etc.) - 4. ARCHITECTURE.md — crate responsibilities + data flow - 5. ~/.claude/projects//memory/MEMORY.md - — saved feedback / project context (machine-local; - may be missing on a fresh machine) + 1. SESSION_HANDOFF.md — this file + 2. CHANGELOG.md — v0.18.0 draft entry + 3. CLAUDE.md — unified-3.0 rule set + 4. CLAUDE_SPEC.md — formal architecture spec + 5. ARCHITECTURE.md — crate responsibilities + data flow + 6. ~/.claude/projects//memory/MEMORY.md + — saved feedback / project context + (machine-local; may be missing on a + fresh machine) DECISION TO ASK THE PLAYER FIRST: - A. Solver-on-AsyncComputeTaskPool with progress toast + cancel. - A previous attempt was rolled back when an agent left 3 - failing tests; redoing it needs smaller pieces. Eliminates the - worst-case 6 s UI stall — highest gameplay impact left. - B. Per-deal "won previously" HUD indicator using the rolling - replay history's seeds. - C. Replay sharing — copyable URL via the existing web viewer. - D. Take the deferred desktop-packaging item (needs artwork + - signing certs from the user). + A. Tag v0.18.0 — promote `[Unreleased]` to `[0.18.0]` (already + done in this session's draft), reverify build + clippy + + tests, tag, push. Mechanical close-out. + B. Solver-on-AsyncComputeTaskPool for the H-key hint, using the + `d489e7a` seed-selection port as template. Last synchronous + solver hot path. Smallest delta on the open punch list. + C. Desktop packaging — needs artwork + signing certs from the + player; can't be driven by the agent alone. + D. Persistent share link — store the URL alongside replay + history so cross-session sharing works. WORKFLOW NOTES: - Commits use: git -c user.name=funman300 -c user.email=root@vscode.infinity \ commit -m "..." - - When attributing playtester feedback in commits/docs, use "Quat" - not "Rhys" (saved feedback memory). + - When attributing playtester feedback in commits/docs, use + "Quat" not "Rhys" (saved feedback memory). - Sub-agents stage + verify only; orchestrator commits. - Every commit must pass build / clippy / test before pushing. - Push to GitHub (origin) — that is the canonical remote.