refactor(engine): split card_plugin runtime code into submodules
Final runtime split for #118: the 2,536-line mod.rs becomes seven focused submodules along existing system boundaries — mod.rs 574 fan-step helpers, CardImageSet, markers, plugin build sync.rs 748 asset loading + card entity lifecycle (spawn/update/position) layout.rs 351 resize snapping, in-place resize, tableau fan spread stock.rs 291 empty-stock recycle hint + count badge highlights.rs 276 hint/right-click highlights, cursor hit-testing labels.rs 208 desktop text labels + Android corner labels anim.rs 200 flip animation, drag shadows Moved items are pub(super); code moved verbatim apart from relocating the two stock colour constants next to their consumers. No behaviour change; all 70 card tests pass unchanged. Refs #118 Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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//! Hint and right-click highlights, plus cursor hit-testing helpers.
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use super::*;
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use bevy::color::Color;
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use solitaire_core::Card;
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use solitaire_core::game_state::GameState;
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use crate::events::StateChangedEvent;
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use crate::layout::{Layout, LayoutResource};
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use crate::pause_plugin::PausedResource;
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use crate::resources::{DragState, GameStateResource};
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use crate::settings_plugin::SettingsResource;
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use crate::table_plugin::{PILE_MARKER_DEFAULT_COLOUR, PileMarker};
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/// Counts down `HintHighlight::remaining` each frame. When it reaches zero,
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/// removes both `HintHighlight` and `HintHighlightTimer` (if present) and
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/// resets the card sprite to its normal face-up colour.
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pub(super) fn tick_hint_highlight(
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time: Res<Time>,
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mut commands: Commands,
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mut query: Query<(Entity, &mut HintHighlight, &mut Sprite, &CardEntity)>,
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game: Res<GameStateResource>,
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settings: Option<Res<SettingsResource>>,
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card_images: Option<Res<CardImageSet>>,
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) {
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let back_idx = settings.as_ref().map_or(0, |s| s.0.selected_card_back);
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let use_images = card_images.is_some();
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for (entity, mut hint, mut sprite, card_entity) in query.iter_mut() {
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hint.remaining -= time.delta_secs();
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if hint.remaining <= 0.0 {
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// Restore the normal sprite colour.
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// When image-based rendering is active, WHITE is the neutral tint;
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// otherwise restore the solid colour appropriate to the card state.
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sprite.color = if use_images {
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Color::WHITE
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} else {
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let is_face_up = all_cards(&game.0)
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.iter()
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.find(|(c, _face_up)| *c == card_entity.card)
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.is_some_and(|(_, face_up)| *face_up);
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if is_face_up {
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CARD_FACE_COLOUR
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} else {
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card_back_colour(back_idx)
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}
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};
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commands
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.entity(entity)
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.remove::<HintHighlight>()
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.remove::<HintHighlightTimer>();
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}
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}
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}
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// ---------------------------------------------------------------------------
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// Task #46 — Right-click legal destination highlights
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// ---------------------------------------------------------------------------
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/// Lime tint applied to a `PileMarker` sprite when it is a legal
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/// destination for the right-clicked card. Same RGB as the design-
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/// system [`STATE_SUCCESS`] token at 60% alpha. Spelled as a literal
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/// because `Alpha::with_alpha` is not yet a `const` trait method on
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/// stable; the tracking test below pins the RGB to `STATE_SUCCESS`
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/// so a palette swap can't drift the two apart silently.
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pub(super) const RIGHT_CLICK_HIGHLIGHT_COLOUR: Color = Color::srgba(0.675, 0.761, 0.404, 0.6);
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/// Counts down `RightClickHighlightTimer` each frame and clears the highlight
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/// when the timer expires.
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///
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/// This is a fallback expiry: highlights also clear immediately on
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/// `StateChangedEvent` (move made) or when the game is paused, whichever comes
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/// first. The 1.5 s timer ensures highlights always disappear even if the
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/// player takes no further action.
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pub(super) fn tick_right_click_highlights(
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mut commands: Commands,
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut highlights: Query<
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(Entity, &mut RightClickHighlightTimer, &mut Sprite),
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With<RightClickHighlight>,
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>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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let dt = time.delta_secs();
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for (entity, mut timer, mut sprite) in &mut highlights {
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timer.0 -= dt;
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if timer.0 <= 0.0 {
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// Restore the pile marker to its default colour before removing
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// the highlight marker component.
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sprite.color = PILE_MARKER_DEFAULT_COLOUR;
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commands
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.entity(entity)
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.remove::<RightClickHighlight>()
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.remove::<RightClickHighlightTimer>();
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}
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}
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}
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/// Removes the `RightClickHighlight` marker from every highlighted pile and
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/// resets its sprite colour to `PILE_MARKER_DEFAULT_COLOUR`.
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///
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/// Shared by the on-state-change and on-pause clear systems to avoid
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/// duplicating the removal logic.
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pub(super) fn clear_right_click_highlights(
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commands: &mut Commands,
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highlighted: &Query<Entity, With<RightClickHighlight>>,
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pile_markers: &mut Query<(Entity, &PileMarker, &mut Sprite)>,
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) {
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for entity in highlighted.iter() {
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commands.entity(entity).remove::<RightClickHighlight>();
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}
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for (_entity, _, mut sprite) in pile_markers.iter_mut() {
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if sprite.color == RIGHT_CLICK_HIGHLIGHT_COLOUR {
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sprite.color = PILE_MARKER_DEFAULT_COLOUR;
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}
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}
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}
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/// Clears all right-click destination highlights whenever any game-state
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/// mutation succeeds (`StateChangedEvent` fires).
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///
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/// This ensures stale highlights do not linger after a card is moved.
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pub(super) fn clear_right_click_highlights_on_state_change(
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mut events: MessageReader<StateChangedEvent>,
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mut commands: Commands,
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highlighted: Query<Entity, With<RightClickHighlight>>,
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mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
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) {
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if events.read().next().is_none() {
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return;
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}
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clear_right_click_highlights(&mut commands, &highlighted, &mut pile_markers);
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}
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/// Clears all right-click destination highlights when the game is paused
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/// (`PausedResource` changes to `true`).
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///
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/// Prevents highlighted pile markers from remaining visible behind the pause
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/// overlay.
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pub(super) fn clear_right_click_highlights_on_pause(
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paused: Option<Res<PausedResource>>,
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mut commands: Commands,
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highlighted: Query<Entity, With<RightClickHighlight>>,
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mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
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) {
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let Some(paused) = paused else { return };
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if paused.is_changed() && paused.0 {
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clear_right_click_highlights(&mut commands, &highlighted, &mut pile_markers);
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}
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}
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/// Handles right-click: highlights legal destination piles for the clicked card,
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/// and clears highlights on any subsequent right- or left-click.
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///
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/// This system lives in `CardPlugin` to keep `InputPlugin` untouched.
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#[allow(clippy::too_many_arguments)]
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pub(super) fn handle_right_click(
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buttons: Option<Res<ButtonInput<MouseButton>>>,
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paused: Option<Res<PausedResource>>,
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drag: Res<DragState>,
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windows: Query<&Window, With<bevy::window::PrimaryWindow>>,
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cameras: Query<(&Camera, &GlobalTransform)>,
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layout: Option<Res<LayoutResource>>,
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game: Res<GameStateResource>,
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mut commands: Commands,
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mut pile_markers: Query<(Entity, &PileMarker, &mut Sprite)>,
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card_entities: Query<(Entity, &CardEntity, &Transform)>,
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highlighted: Query<Entity, With<RightClickHighlight>>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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let Some(buttons) = buttons else { return };
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let left_pressed = buttons.just_pressed(MouseButton::Left);
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let right_pressed = buttons.just_pressed(MouseButton::Right);
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// Clear existing highlights on any click.
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if left_pressed || right_pressed {
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for entity in &highlighted {
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commands.entity(entity).remove::<RightClickHighlight>();
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}
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for (_entity, _, mut sprite) in &mut pile_markers {
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if sprite.color == RIGHT_CLICK_HIGHLIGHT_COLOUR {
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sprite.color = PILE_MARKER_DEFAULT_COLOUR;
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}
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}
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}
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// Only proceed for right-clicks while not dragging.
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if !right_pressed || !drag.is_idle() {
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return;
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}
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let Some(layout) = layout else { return };
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// Convert cursor to world-space position.
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let Some(world) = cursor_world_pos(&windows, &cameras) else {
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return;
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};
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// Find the topmost face-up card under the cursor.
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let Some(card) = find_top_card_at(world, &game.0, &layout.0, &card_entities) else {
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return;
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};
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let Some(source_pile) = game.0.pile_containing_card(card.clone()) else {
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return;
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};
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// Tint piles that legally accept the card.
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for (entity, pile_marker, mut sprite) in &mut pile_markers {
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let legal = game.0.can_move_cards(&source_pile, &pile_marker.0, 1);
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if legal {
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sprite.color = RIGHT_CLICK_HIGHLIGHT_COLOUR;
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commands
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.entity(entity)
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.insert(RightClickHighlight)
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.insert(RightClickHighlightTimer(1.5));
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}
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}
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}
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/// Converts cursor position to 2-D world coordinates.
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pub(super) fn cursor_world_pos(
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windows: &Query<&Window, With<bevy::window::PrimaryWindow>>,
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cameras: &Query<(&Camera, &GlobalTransform)>,
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) -> Option<Vec2> {
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let window = windows.single().ok()?;
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let cursor = window.cursor_position()?;
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let (camera, camera_transform) = cameras.single().ok()?;
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camera.viewport_to_world_2d(camera_transform, cursor).ok()
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}
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/// Returns the topmost face-up `Card` under `cursor` by checking axis-aligned
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/// bounding rectangles of all card sprites, picking the highest Z.
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pub(super) fn find_top_card_at(
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cursor: Vec2,
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game: &GameState,
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layout: &Layout,
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card_entities: &Query<(Entity, &CardEntity, &Transform)>,
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) -> Option<Card> {
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let half = layout.card_size / 2.0;
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let mut best: Option<(f32, Card)> = None;
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for (_, card_entity, transform) in card_entities.iter() {
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let pos = transform.translation.truncate();
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if cursor.x < pos.x - half.x
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|| cursor.x > pos.x + half.x
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|| cursor.y < pos.y - half.y
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|| cursor.y > pos.y + half.y
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{
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continue;
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}
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let found = all_cards(game)
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.into_iter()
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.find(|(c, face_up)| *c == card_entity.card && *face_up);
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if let Some((card, _)) = found {
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let z = transform.translation.z;
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if best.as_ref().is_none_or(|(bz, _)| z > *bz) {
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best = Some((z, card));
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}
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}
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}
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best.map(|(_, card)| card)
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}
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// ---------------------------------------------------------------------------
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// Task #28 — Stock-empty visual indicator
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// ---------------------------------------------------------------------------
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