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>
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@@ -8,6 +8,198 @@ project follows [Semantic Versioning](https://semver.org/).
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_Nothing yet._
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## [0.18.0] — 2026-05-06
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The launch-experience round. The engine used to drop the player on a
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silent default Classic deal whether they had unfinished work or not;
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v0.18.0 replaces that with two stacked decision points — a Restore
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prompt for in-progress saves, then an MSSC-style Home / mode picker
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that surfaces Daily / Zen / Challenge / Time Attack as picture tiles
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with live stats. The same round closes the last solver-on-main-thread
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hot path (winnable-only seed selection moves to
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`AsyncComputeTaskPool`), wires "Copy share link" into Stats, lights a
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"Won before" HUD chip on re-deals of beaten seeds, and tidies the
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unified-3.0 rule set across CLAUDE.md / CLAUDE_SPEC.md /
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CLAUDE_WORKFLOW.md / CLAUDE_PROMPT_PACK.md.
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### Added
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- **Restore prompt on launch** (`3c7a0eb`). When `game_state.json`
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holds an in-progress game (`move_count > 0`, not won), the engine
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now seeds `GameStateResource` with a fresh deal and holds the saved
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game in a new `PendingRestoredGame` resource. After the splash
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clears, a "Welcome back" modal offers **Continue** (Enter / C /
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click) or **New game** (N / click). Fresh-deal saves
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(`move_count == 0`) skip the prompt and load directly.
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- **Save preservation while the prompt is unanswered** (`f863d85`).
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Both `save_game_state_on_exit` and `auto_save_game_state` consult
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`PendingRestoredGame` first: if it still holds a pending saved
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game, that's what gets persisted (or the auto-save is skipped),
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so exiting before answering the prompt no longer overwrites the
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meaningful save with the placeholder fresh deal.
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- **Home / mode picker auto-shows on launch** (`dd63261`). The mode
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picker was only reachable via **M** during gameplay; players who
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hadn't discovered the hotkey never saw the Daily / Zen / Challenge
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/ Time Attack entry points after the splash cleared. `HomePlugin`
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gains an `auto_show_on_launch` flag (default true) and a
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one-shot `LaunchHomeShown` gate. Skips when the Restore prompt is
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on screen so Welcome-back still takes precedence.
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- **MSSC-style Home picker — header / chips / score chips / draw
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mode** (`ae40a1d`). Player-stats header strip (Level / XP /
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Lifetime Score, compact-formatted as `1.2M` / `12.3K` / `1,234`)
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acts as a clickable shortcut to Profile. Draw-mode chip row above
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the mode cards lets the player flip Draw 1 / Draw 3 from the
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picker itself; persists `settings.json` and respawns the modal so
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the active state repaints cleanly. Per-mode best-score / streak
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chips on each card; hidden on a 0 best so a fresh profile doesn't
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read "Best 0" everywhere.
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- **Today's Event callout on the Daily card** (`b73d246`). "Today,
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May 6" date line plus the server-fetched goal (when SyncPlugin is
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wired). Once today's daily is recorded as completed, the date
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flips to `Today, May 6 • Done` in `ACCENT_PRIMARY` so the picker
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reads as a reward state rather than a TODO.
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- **Picture-tile mode cards** (`9fe650f` + glyph-picking follow-ups
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`40d6e0a`, `c30b04e`, `d065d49`). Mode cards become a wrapping
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2-up grid (`FlexWrap::Wrap`, tiles 48 % wide, `min_height: 180px`)
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with a centred Unicode-glyph centrepiece per tile. Final glyph set
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picked from FiraMono-Medium's actual coverage: ♣ Classic, ◆ Daily,
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○ Zen, ▲ Challenge, → TimeAttack. `ACCENT_PRIMARY` when the mode is
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unlocked, `TEXT_DISABLED` when locked. Centrepiece is a `Text` node
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for now — when real per-mode artwork lands, swap to `Image` without
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touching tile layout, focus order, or chip rendering.
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- **Solver-vetted seed selection on `AsyncComputeTaskPool`**
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(`d489e7a`). Closes the worst-case 6 s UI stall on a New Game
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click with "Winnable deals only" enabled. New `PendingNewGameSeed`
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resource holds the in-flight `Task<u64>` plus the original
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request's `mode` / `confirmed` flags. `poll_pending_new_game_seed`
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runs `.before(GameMutation)` and replays a synthetic
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`NewGameRequestEvent` once the task resolves — the player sees no
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extra-frame visual lag. Cancel-on-replace: a fresh
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`NewGameRequestEvent` while a task is in flight drops the old
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task, letting Bevy's `Task` Drop cancel cooperatively at the next
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await point.
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- **"Won before" HUD indicator** (`bdac754`). When the current
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deal's `(seed, draw_mode, mode)` triple matches an entry in the
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rolling `ReplayHistory`, the HUD's tier-2 context row shows
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**✓ Won before** in `STATE_SUCCESS`. Cleared on win (the on-screen
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victory cue is enough) and on first-time deals. New
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`HudWonPreviously` marker driven by a separate
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`update_won_previously` system; gracefully no-ops in headless
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tests that don't load `StatsPlugin`.
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- **"Copy share link" Stats button** (`540869c`). End-to-end replay
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sharing on a server-backed sync backend:
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`sync_plugin::push_replay_on_win` spawns the upload on
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`AsyncComputeTaskPool` and stores the handle in
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`PendingReplayUpload` (drops any in-flight predecessor — the most
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recent win is what the player wants the link for);
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`poll_replay_upload_result` writes `<server>/replays/<id>` to
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`LastSharedReplayUrl` on success; the Stats overlay's action bar
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gains a button that writes the URL to the OS clipboard via
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`arboard` and surfaces a "Copied: \<url\>" toast. URL is in-memory
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only — sharing must happen within the session of the win.
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- **Empty-state copy + onboarding hints** (`56e2e6f`). Leaderboard
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empty state: two-tier "Be the first on the leaderboard." headline
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+ body invite. Achievements panel: first-launch hint above the
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grid until the first unlock. Volume hotkeys (`[` / `]`) now emit
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an `InfoToastEvent` with the new percentage so off-panel
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adjustments give visible feedback (previously silent).
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- **Enter dismisses the Win Summary and starts a fresh deal**
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(`17e0737`). The post-win modal's "Play Again" was click-only;
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keyboard-only players had to reach for the mouse to leave the
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celebration screen. The button label gains a trailing return-key
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glyph so the keyboard path is discoverable on first sight.
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- **`N` opens the real Confirm/Cancel modal** (`93660c2`). The old
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"Press N again" double-tap pattern was a UI-first violation (only
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continuation was another keystroke). `N` now fires
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`NewGameRequestEvent::default()` directly; `handle_new_game`'s
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active-game check spawns the existing `ConfirmNewGameScreen`. The
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HUD button already routed through the same modal — keyboard and
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mouse paths are unified. `Shift+N` keeps the keyboard power-user
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bypass (`confirmed: true`).
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### Changed
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- **Settings row layout** (`a4bc063`). All five
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slider/toggle row helpers (volume × 2, tooltip delay, time-bonus
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multiplier, replay-move interval, generic toggle) restructured to
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a label-spacer-cluster layout (`width: 100%`, label gets
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`flex-grow: 1`, controls cluster sits flush right). Stable across
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varying value-text widths ("0.80" → "1.00", "Instant" vs "1.5 s")
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and narrow windows.
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- **Docs adopt the unified-3.0 rule set** (`f2f30c8`). `CLAUDE.md`
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grows from a 114-line pointer doc to a 571-line rulebook (hard
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global constraints §2, engine rules §3, asset rules §4, code
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standards §5, build + verification §6, git workflow §7, the ASK
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BEFORE list §8, Context Injection System §14). New companions:
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`CLAUDE_SPEC.md` (formal architecture spec — crate dependency
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graph, data ownership, state-machine invariants, sync merge /
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server contracts, validation checklist),
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`CLAUDE_WORKFLOW.md` (two-agent Builder/Guardian pipeline with
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hard-fail patterns), `CLAUDE_PROMPT_PACK.md` (task-type
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templates). Three duplicate rule passages removed across
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`CLAUDE_SPEC.md` and `ARCHITECTURE.md`.
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- **Test discipline pruning** (`a49a340`). Removed 43 low-value
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tests across `solitaire_data` and `solitaire_core` (default-value
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tests, serde-derive round-trips on plain structs, single-field
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clamp tests, near-duplicates, constant-equals-itself tests). None
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pinned a behaviour contract or a regression on a real bug. Future
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agent briefs request tests for behaviour contracts or real-bug
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regressions, not a count of N.
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### Fixed
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- **Esc on a modal no longer opens Pause underneath** (`08b006f`).
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A single Esc press on Confirm New Game / Restore / Home /
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Onboarding / Settings used to both close the modal and spawn the
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Pause overlay on top in the same frame. `toggle_pause` now skips
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when any non-Pause `ModalScrim` is in the world; the HUD-button
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path is gated too. The four modal queries are bundled into a
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`PauseModalQueries` `SystemParam` to stay under Bevy's
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16-parameter cap.
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- **Esc dismisses Home / accepts the Restore-prompt default**
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(`d48b948`). Both screens previously ignored Esc, leaving the
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player no keyboard-only escape after the previous fix. Home: Esc
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behaves like Cancel (despawns the modal, keeps the underlying
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default deal). Restore: Esc maps to Continue (preserves the saved
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game, matching how the primary action already advertises Enter).
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- **Esc dismisses the topmost modal when Profile stacks on Home**
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(`9aa0dd2`). Clicking the Home header chip opens Profile on top
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of Home; Esc used to close Home (because
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`handle_home_cancel_button` fired with no awareness of layered
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modals) and leave Profile orphaned over the game.
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`profile_plugin` now splits P/button (toggle) from Esc
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(close-only); `handle_home_cancel_button` skips its Esc branch
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when any other `ModalScrim` exists.
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- **Restore-prompt resolution suppresses Home auto-show**
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(`b7c3a49`). Resolving the Welcome-back prompt cleared
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`PendingRestoredGame` and despawned the modal, but the
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launch-time Home auto-show then fired the next frame and stacked
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itself over the player's chosen path. `LaunchHomeShown` becomes
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`pub` so `handle_restore_prompt` flips it to `true` after either
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resolution; **M** still re-opens the picker on demand.
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- **Game timers freeze while the Home picker is up** (`c497c31`).
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The HUD's elapsed-time counter ticked from the moment the default
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Classic deal landed at startup, even though the auto-show Home
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picker was still up — the player saw "0:11" before they had
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chosen a mode. `tick_elapsed_time` and `advance_time_attack` now
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also gate on the absence of `HomeScreen`, mirroring their
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existing `PausedResource` check.
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- **Popover rows stay visible regardless of action-bar fade**
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(`cc63532`). Opening Modes / Menu showed a solid dark-purple
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block in the top-right with no readable content — the action-bar
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auto-fade was matching the popover rows by their shared
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`ActionButton` marker and dropping their alpha to the
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cursor-position-based fade value (typically 0). New `PopoverRow`
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marker on rows in `spawn_modes_popover` / `spawn_menu_popover`;
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`apply_action_fade` excludes them via `Without<PopoverRow>`.
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### Stats
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- 1166 passing tests (was 1208 at v0.17.0 close — 43 net removals
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from the test-discipline prune plus 1 net-new test from the
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async-seed work, no behaviour regressions).
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- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
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## [0.17.0] — 2026-05-06
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A short follow-up round on top of v0.16.0: the H-key hint is no
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