docs: cut v0.18.0 — launch-experience round + async winnable seeds

CHANGELOG.md gains a [0.18.0] section synthesising the 24 commits
since v0.17.0: the Restore prompt + auto-show Home picker launch
flow, MSSC-style picker (header chips, draw-mode chips, picture
tiles with FiraMono-covered glyphs, Today's Event callout), the
last solver hot path moving onto AsyncComputeTaskPool with
cancel-on-replace, "Won before" HUD chip, "Copy share link" Stats
button via arboard, the N-key flow finally routing through the
real Confirm/Cancel modal, Esc-on-modal layering fixes, and the
unified-3.0 Claude rule set adoption.

SESSION_HANDOFF.md (root) refreshed to reflect HEAD at
v0.17.0-24-gc497c31, the carryover punch list trimmed (items B
and C shipped, A partially shipped, D unchanged), and a new
Process notes section describing the test-discipline prune and
the smaller-port template the async hint work should follow.

Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 1166 passing / 0 failing (one flake on
auto_save_writes_after_30_seconds reproduced clean on re-run;
passes in isolation).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-05-06 17:20:10 -07:00
parent c497c3193c
commit bfcd05fbb5
2 changed files with 321 additions and 61 deletions
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@@ -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<u64>` 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 `<server>/replays/<id>` 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: \<url\>" 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<PopoverRow>`.
### 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