feat(engine): playability improvements — input intelligence, audio, HUD, onboarding (#27–#30, #37, #39–#40, #44, #48–#49)
Task #27: Double-click auto-move — best_destination() finds optimal target (foundation over tableau); handle_double_click() fires MoveRequestEvent. Task #28: Hint system — find_hint() returns first legal from/to/count triple; H key tints the source stack HintHighlight (yellow pulse via tick_hint_highlight). Task #29: No-moves detection — has_legal_moves() checks stock/waste/all face-up cards; check_no_moves system fires InfoToastEvent("No moves available") once per stalemate (debounced so it fires only once until the state changes). Task #30: Forfeit — G key fires ForfeitEvent; StatsPlugin records abandoned game, persists stats, starts a new deal. Task #37: Mute-all (M) and mute-music (Shift+M) toggles; MuteState resource applied in apply_volume_on_change. Task #39: Daily challenge HUD constraint label (time limit / target score). Task #40: Undo-count HUD label; amber colour when undos > 0. Task #44: Win-streak and level line on pause screen. Task #48: Undo sound routes UndoRequestEvent → lib.flip audio channel. Task #49: Onboarding banner rich-text key highlights — D and H rendered as orange KeyHighlightSpan children so they stand out from body text. Also registers CursorPlugin in solitaire_app (tasks #31/#32 wire-up). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -194,4 +194,24 @@ mod tests {
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assert!(g.target_score.is_none());
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assert!(g.max_time_secs.is_none());
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}
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#[test]
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fn generate_goal_all_variants_have_sane_ranges() {
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for variant_idx in 0u64..6 {
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let g = generate_goal("2026-04-26", variant_idx);
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assert!(!g.description.is_empty(), "variant {variant_idx}: description must not be empty");
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if let Some(t) = g.max_time_secs {
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assert!(
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(60..=3600).contains(&t),
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"variant {variant_idx}: max_time_secs {t} outside [60, 3600]"
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);
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}
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if let Some(s) = g.target_score {
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assert!(
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(1_000..=10_000).contains(&s),
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"variant {variant_idx}: target_score {s} outside [1000, 10000]"
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);
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}
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}
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}
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}
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