feat(replay): wire ← / → keyboard accelerators for paused stepping
→ during a paused replay advances by one move (mirrors the Stop button's existing forward-step semantics). ← decrements the cursor and dispatches `UndoRequestEvent`, which the game's `handle_undo` reads next frame to reverse its most-recent move — hooking the existing undo system rather than replaying forward from cursor 0 (every replay-applied move pushes to the undo stack the same way a player move would, so undo is the right reversal primitive). Both accelerators are paused-only — backwards via a new `step_backwards_replay_playback` in `replay_playback.rs` that hard-gates with the same destructure pattern as `step_replay_playback`. Pressing → during running playback or ← at cursor 0 are silent no-ops; the player learns "pause first, then arrow." The mockup labels these `[← →] scrub` (continuous fast scan). Single-move step is the closest behaviour shippable today — continuous scrub would need either a key-held event source or an internal speed-up loop. Footer hint reads `[← →] step` to match what's wired rather than the aspirational "scrub." Footer hint extended in lockstep: `[SPACE] pause/resume · [ESC] stop · [← →] step` — the only-wired-keybinds discipline holds. ReplayOverlayPlugin gains `add_message::<UndoRequestEvent>()` defensively so the plugin can run under MinimalPlugins without GamePlugin attached (idempotent registration; harmless when GamePlugin is also present). 6 new tests (2 hint pins + 4 keyboard scenarios) + 1 helper-pin update for the new hint string. Pre-existing flake noted: `daily_challenge_plugin::tests:: check_system_fires_warning_event_only_once_per_day` is failing because wall-clock UTC is currently within 30 minutes of midnight, inside the daily-expiry warning window the test asserts against. Verified pre-existing by stashing all changes and re-running — failure persists. Same shape as the `winnable_seed_search` flake the handoff documented earlier this session: time-dependent, deterministically passes under different clock conditions. Not introduced by this commit. Clippy clean. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -42,7 +42,7 @@
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use bevy::prelude::*;
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use solitaire_data::{Replay, ReplayMove};
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use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent};
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use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
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use crate::game_plugin::{GameMutation, RecordingReplay};
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use crate::resources::GameStateResource;
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use crate::settings_plugin::SettingsResource;
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@@ -284,6 +284,52 @@ pub fn step_replay_playback(
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true
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}
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/// Steps the replay **backwards** by exactly one move while paused.
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///
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/// Strategy: the live game's undo system is the source of truth for
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/// reversing moves. Every move the replay forward-stepped (via
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/// [`step_replay_playback`] or the auto-advance loop in
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/// [`tick_replay_playback`]) was dispatched as a canonical
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/// [`MoveRequestEvent`] / [`DrawRequestEvent`], which the game
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/// applied and pushed onto its undo stack. So a backwards step here
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/// is simply: decrement the cursor (so the about-to-apply move
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/// re-points at the one we're rewinding past) and fire an
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/// [`UndoRequestEvent`] so the game reverses its most-recent move
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/// next frame.
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///
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/// Hard-gated to the paused state via destructure pattern —
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/// matches the existing [`step_replay_playback`] gate so the
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/// player can only scrub one direction at a time and the tick
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/// loop never races a manual rewind.
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///
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/// Returns `false` and is a no-op in three cases:
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/// - State isn't `Playing` (no replay attached).
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/// - State is `Playing` but not paused (the tick loop owns the cursor).
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/// - Cursor is already at 0 (nothing to rewind past).
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///
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/// Returns `true` on a successful step; the actual game-state
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/// reversal happens next frame when `handle_undo` reads the
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/// `UndoRequestEvent`.
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pub fn step_backwards_replay_playback(
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state: &mut ResMut<ReplayPlaybackState>,
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undo_writer: &mut MessageWriter<UndoRequestEvent>,
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) -> bool {
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let ReplayPlaybackState::Playing {
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cursor,
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paused: true,
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..
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} = state.as_mut()
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else {
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return false;
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};
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if *cursor == 0 {
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return false;
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}
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*cursor -= 1;
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undo_writer.write(UndoRequestEvent);
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true
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}
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/// Tick system. Runs every frame; only does work when
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/// [`ReplayPlaybackState::is_playing`].
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///
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