feat(engine): add resources, events, and GamePlugin event routing

Introduces the plumbing layer for Phase 3: GameStateResource wraps
solitaire_core::GameState, DragState tracks in-progress drags, and
SyncStatusResource holds runtime sync status. GamePlugin routes
Draw/Move/Undo/NewGame request events into GameState and emits
StateChangedEvent and GameWonEvent for downstream systems.

Also adds the Phase 3 implementation plan under docs/superpowers/plans/.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-04-23 16:15:38 -07:00
parent 3831fe691c
commit c393eab17d
8 changed files with 530 additions and 3 deletions
+1
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@@ -9,3 +9,4 @@ bevy_egui = { workspace = true }
bevy_kira_audio = { workspace = true }
solitaire_core = { workspace = true }
solitaire_data = { workspace = true }
chrono = { workspace = true }
+43
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@@ -0,0 +1,43 @@
//! Cross-system events used by the engine's plugins.
use bevy::prelude::Event;
use solitaire_core::pile::PileType;
/// Request to move `count` cards from `from` to `to`. Fired by input systems,
/// consumed by `GamePlugin`.
#[derive(Event, Debug, Clone)]
pub struct MoveRequestEvent {
pub from: PileType,
pub to: PileType,
pub count: usize,
}
/// Request to draw from the stock (or recycle waste when stock is empty).
#[derive(Event, Debug, Clone, Copy, Default)]
pub struct DrawRequestEvent;
/// Request to undo the most recent state change.
#[derive(Event, Debug, Clone, Copy, Default)]
pub struct UndoRequestEvent;
/// Request to start a new game. `seed = None` uses a system-time seed.
#[derive(Event, Debug, Clone, Copy, Default)]
pub struct NewGameRequestEvent {
pub seed: Option<u64>,
}
/// Fired by `GamePlugin` after any successful state mutation. Rendering and
/// score-display systems listen for this to refresh.
#[derive(Event, Debug, Clone, Copy, Default)]
pub struct StateChangedEvent;
/// Fired once when the active game transitions to won.
#[derive(Event, Debug, Clone, Copy)]
pub struct GameWonEvent {
pub score: i32,
pub time_seconds: u64,
}
/// Fired when a card's face-up state changes during gameplay.
#[derive(Event, Debug, Clone, Copy)]
pub struct CardFlippedEvent(pub u32);
+241
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@@ -0,0 +1,241 @@
//! Routes game-request events to `solitaire_core::GameState` and emits
//! state-change notifications.
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use solitaire_core::game_state::{DrawMode, GameState};
use crate::events::{
DrawRequestEvent, GameWonEvent, MoveRequestEvent, NewGameRequestEvent, StateChangedEvent,
UndoRequestEvent,
};
use crate::resources::{DragState, GameStateResource, SyncStatusResource};
/// Registers game resources, events, and the systems that route user intent
/// (events) into mutations on `GameState`.
pub struct GamePlugin;
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
app.insert_resource(GameStateResource(GameState::new(
seed_from_system_time(),
DrawMode::DrawOne,
)))
.init_resource::<DragState>()
.init_resource::<SyncStatusResource>()
.add_event::<MoveRequestEvent>()
.add_event::<DrawRequestEvent>()
.add_event::<UndoRequestEvent>()
.add_event::<NewGameRequestEvent>()
.add_event::<StateChangedEvent>()
.add_event::<GameWonEvent>()
.add_event::<crate::events::CardFlippedEvent>()
.add_systems(
Update,
(
handle_new_game,
handle_draw,
handle_move,
handle_undo,
)
.chain(),
);
}
}
fn seed_from_system_time() -> u64 {
SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0)
}
fn handle_new_game(
mut new_game: EventReader<NewGameRequestEvent>,
mut game: ResMut<GameStateResource>,
mut changed: EventWriter<StateChangedEvent>,
) {
for ev in new_game.read() {
let seed = ev.seed.unwrap_or_else(seed_from_system_time);
let draw_mode = game.0.draw_mode.clone();
game.0 = GameState::new(seed, draw_mode);
changed.send(StateChangedEvent);
}
}
fn handle_draw(
mut draws: EventReader<DrawRequestEvent>,
mut game: ResMut<GameStateResource>,
mut changed: EventWriter<StateChangedEvent>,
) {
for _ in draws.read() {
match game.0.draw() {
Ok(()) => {
changed.send(StateChangedEvent);
}
Err(e) => warn!("draw rejected: {e}"),
}
}
}
fn handle_move(
mut moves: EventReader<MoveRequestEvent>,
mut game: ResMut<GameStateResource>,
mut changed: EventWriter<StateChangedEvent>,
mut won: EventWriter<GameWonEvent>,
) {
for ev in moves.read() {
let was_won = game.0.is_won;
match game.0.move_cards(ev.from.clone(), ev.to.clone(), ev.count) {
Ok(()) => {
changed.send(StateChangedEvent);
if !was_won && game.0.is_won {
won.send(GameWonEvent {
score: game.0.score,
time_seconds: game.0.elapsed_seconds,
});
}
}
Err(e) => warn!("move rejected {:?} -> {:?} x{}: {e}", ev.from, ev.to, ev.count),
}
}
}
fn handle_undo(
mut undos: EventReader<UndoRequestEvent>,
mut game: ResMut<GameStateResource>,
mut changed: EventWriter<StateChangedEvent>,
) {
for _ in undos.read() {
match game.0.undo() {
Ok(()) => {
changed.send(StateChangedEvent);
}
Err(e) => warn!("undo rejected: {e}"),
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use solitaire_core::pile::PileType;
/// Build a minimal headless `App` with just `GamePlugin` installed.
/// Overrides the default random seed so tests are deterministic.
fn test_app(seed: u64) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(GamePlugin);
// Override the system-time seed with a known value.
app.world_mut()
.resource_mut::<GameStateResource>()
.0 = GameState::new(seed, DrawMode::DrawOne);
app
}
#[test]
fn plugin_inserts_game_state_resource() {
let app = test_app(1);
assert!(app.world().get_resource::<GameStateResource>().is_some());
assert!(app.world().get_resource::<DragState>().is_some());
assert!(app.world().get_resource::<SyncStatusResource>().is_some());
}
#[test]
fn draw_request_advances_game_state() {
let mut app = test_app(42);
let stock_before = app
.world()
.resource::<GameStateResource>()
.0
.piles[&PileType::Stock]
.cards
.len();
app.world_mut().send_event(DrawRequestEvent);
app.update();
let stock_after = app
.world()
.resource::<GameStateResource>()
.0
.piles[&PileType::Stock]
.cards
.len();
let waste_after = app
.world()
.resource::<GameStateResource>()
.0
.piles[&PileType::Waste]
.cards
.len();
assert_eq!(stock_after, stock_before - 1);
assert_eq!(waste_after, 1);
}
#[test]
fn draw_request_fires_state_changed_event() {
let mut app = test_app(42);
app.world_mut().send_event(DrawRequestEvent);
app.update();
let events = app.world().resource::<Events<StateChangedEvent>>();
let mut reader = events.get_cursor();
assert!(reader.read(events).next().is_some());
}
#[test]
fn undo_after_draw_restores_state() {
let mut app = test_app(42);
app.world_mut().send_event(DrawRequestEvent);
app.update();
app.world_mut().send_event(UndoRequestEvent);
app.update();
let g = &app.world().resource::<GameStateResource>().0;
assert_eq!(g.piles[&PileType::Stock].cards.len(), 24);
assert_eq!(g.piles[&PileType::Waste].cards.len(), 0);
}
#[test]
fn new_game_request_reseeds() {
let mut app = test_app(1);
let before: Vec<u32> = app
.world()
.resource::<GameStateResource>()
.0
.piles[&PileType::Tableau(0)]
.cards
.iter()
.map(|c| c.id)
.collect();
app.world_mut().send_event(NewGameRequestEvent { seed: Some(999) });
app.update();
let after: Vec<u32> = app
.world()
.resource::<GameStateResource>()
.0
.piles[&PileType::Tableau(0)]
.cards
.iter()
.map(|c| c.id)
.collect();
assert_ne!(before, after);
}
#[test]
fn invalid_move_does_not_fire_state_changed() {
let mut app = test_app(42);
// Stock -> Waste is InvalidDestination; no state change expected.
app.world_mut().send_event(MoveRequestEvent {
from: PileType::Stock,
to: PileType::Waste,
count: 1,
});
app.update();
let events = app.world().resource::<Events<StateChangedEvent>>();
let mut reader = events.get_cursor();
assert!(reader.read(events).next().is_none());
}
}
+16 -3
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@@ -1,3 +1,16 @@
// Bevy plugins are added in Phase 3.
// This crate will expose: CardPlugin, TablePlugin, AnimationPlugin,
// AudioPlugin, UIPlugin, AchievementPlugin, SyncPlugin, GamePlugin.
//! Bevy integration layer for Solitaire Quest.
//!
//! Currently exposes `GamePlugin` plus the resources and events it owns.
//! Additional plugins (`TablePlugin`, `CardPlugin`, `InputPlugin`,
//! `AnimationPlugin`, etc.) land in later sub-phases of Phase 3.
pub mod events;
pub mod game_plugin;
pub mod resources;
pub use events::{
CardFlippedEvent, DrawRequestEvent, GameWonEvent, MoveRequestEvent, NewGameRequestEvent,
StateChangedEvent, UndoRequestEvent,
};
pub use game_plugin::GamePlugin;
pub use resources::{DragState, GameStateResource, SyncStatus, SyncStatusResource};
+55
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@@ -0,0 +1,55 @@
//! Bevy resources owned by the engine crate.
use bevy::math::Vec2;
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
#[derive(Resource, Debug, Clone)]
pub struct GameStateResource(pub GameState);
/// Tracks an in-progress drag operation.
///
/// When `cards` is empty there is no active drag. When non-empty, the listed cards
/// are being moved by the user and should be rendered at the cursor position.
#[derive(Resource, Debug, Clone, Default)]
pub struct DragState {
pub cards: Vec<u32>,
pub origin_pile: Option<PileType>,
pub cursor_offset: Vec2,
pub origin_z: f32,
}
impl DragState {
/// Returns true when no drag is currently in progress.
pub fn is_idle(&self) -> bool {
self.cards.is_empty()
}
/// Clears the drag state.
pub fn clear(&mut self) {
self.cards.clear();
self.origin_pile = None;
self.cursor_offset = Vec2::ZERO;
self.origin_z = 0.0;
}
}
/// Current sync activity — shown in the settings screen.
///
/// Defined here rather than in `solitaire_data` because it is a UI/runtime
/// status value, not part of the persistence layer.
#[derive(Debug, Clone, Default)]
pub enum SyncStatus {
#[default]
Idle,
Syncing,
LastSynced(DateTime<Utc>),
Error(String),
}
/// Bevy resource wrapping the current `SyncStatus`.
#[derive(Resource, Debug, Clone, Default)]
pub struct SyncStatusResource(pub SyncStatus);