feat(engine): add ProgressPlugin awarding XP on wins with level-up events
On GameWonEvent, computes xp_for_win(time, used_undo) from solitaire_data, calls PlayerProgress::add_xp, and emits LevelUpEvent when the level changes. Persists atomically through the configurable storage path; ProgressPlugin::headless() disables I/O for tests. Introduces ProgressUpdate system set so future systems can run after progress mutations. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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@@ -7,11 +7,13 @@ pub mod events;
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pub mod game_plugin;
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pub mod input_plugin;
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pub mod layout;
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pub mod progress_plugin;
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pub mod resources;
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pub mod stats_plugin;
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pub mod table_plugin;
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pub use achievement_plugin::{AchievementPlugin, AchievementsResource};
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pub use progress_plugin::{LevelUpEvent, ProgressPlugin, ProgressResource, ProgressUpdate};
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pub use animation_plugin::{AnimationPlugin, CardAnim};
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pub use card_plugin::{CardEntity, CardLabel, CardPlugin};
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pub use events::{
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@@ -0,0 +1,208 @@
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//! Awards XP on `GameWonEvent`, persists `PlayerProgress`, and emits a
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//! `LevelUpEvent` when a win pushes the player to a new level.
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//!
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//! Configurable storage path:
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//! - `ProgressPlugin::default()` uses the platform data dir
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//! - `ProgressPlugin::headless()` disables I/O for tests
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use std::path::PathBuf;
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use bevy::prelude::*;
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use solitaire_data::{
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load_progress_from, progress_file_path, save_progress_to, xp_for_win, PlayerProgress,
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};
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use crate::events::GameWonEvent;
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use crate::game_plugin::GameMutation;
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use crate::resources::GameStateResource;
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/// Bevy resource wrapping the current `PlayerProgress`.
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#[derive(Resource, Debug, Clone)]
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pub struct ProgressResource(pub PlayerProgress);
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/// Persistence path for `ProgressResource`. `None` disables I/O.
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#[derive(Resource, Debug, Clone)]
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pub struct ProgressStoragePath(pub Option<PathBuf>);
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/// Fired when a win pushes the player to a new level.
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#[derive(Event, Debug, Clone, Copy)]
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pub struct LevelUpEvent {
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pub previous_level: u32,
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pub new_level: u32,
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pub total_xp: u64,
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}
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/// System set for the progress-mutating systems. Downstream plugins that
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/// read `ProgressResource` after a win should run `.after(ProgressUpdate)`.
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub struct ProgressUpdate;
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pub struct ProgressPlugin {
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pub storage_path: Option<PathBuf>,
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}
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impl Default for ProgressPlugin {
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fn default() -> Self {
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Self {
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storage_path: progress_file_path(),
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}
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}
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}
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impl ProgressPlugin {
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/// Plugin configured with no persistence — for tests and headless apps.
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pub fn headless() -> Self {
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Self { storage_path: None }
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}
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}
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impl Plugin for ProgressPlugin {
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fn build(&self, app: &mut App) {
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let loaded = match &self.storage_path {
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Some(path) => load_progress_from(path),
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None => PlayerProgress::default(),
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};
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app.insert_resource(ProgressResource(loaded))
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.insert_resource(ProgressStoragePath(self.storage_path.clone()))
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.add_event::<LevelUpEvent>()
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.add_event::<GameWonEvent>()
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.add_systems(
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Update,
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award_xp_on_win
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.after(GameMutation)
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.in_set(ProgressUpdate),
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);
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}
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}
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fn award_xp_on_win(
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mut wins: EventReader<GameWonEvent>,
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mut levelups: EventWriter<LevelUpEvent>,
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game: Res<GameStateResource>,
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path: Res<ProgressStoragePath>,
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mut progress: ResMut<ProgressResource>,
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) {
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for ev in wins.read() {
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let used_undo = game.0.undo_count > 0;
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let amount = xp_for_win(ev.time_seconds, used_undo);
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let prev_level = progress.0.add_xp(amount);
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if progress.0.leveled_up_from(prev_level) {
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levelups.send(LevelUpEvent {
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previous_level: prev_level,
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new_level: progress.0.level,
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total_xp: progress.0.total_xp,
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});
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}
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if let Some(target) = &path.0 {
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if let Err(e) = save_progress_to(target, &progress.0) {
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warn!("failed to save progress: {e}");
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}
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}
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}
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::game_plugin::GamePlugin;
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use crate::table_plugin::TablePlugin;
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fn headless_app() -> App {
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let mut app = App::new();
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app.add_plugins(MinimalPlugins)
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.add_plugins(GamePlugin)
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.add_plugins(TablePlugin)
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.add_plugins(ProgressPlugin::headless());
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app.update();
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app
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}
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#[test]
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fn progress_resource_starts_at_default() {
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let app = headless_app();
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let p = &app.world().resource::<ProgressResource>().0;
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assert_eq!(p, &PlayerProgress::default());
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}
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#[test]
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fn win_awards_base_xp() {
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let mut app = headless_app();
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// Game starts with undo_count = 0, so the no-undo bonus applies.
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 300, // no speed bonus
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});
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app.update();
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let xp = app.world().resource::<ProgressResource>().0.total_xp;
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// base 50 + no_undo 25 = 75
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assert_eq!(xp, 75);
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}
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#[test]
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fn win_after_undo_grants_no_undo_bonus_off() {
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let mut app = headless_app();
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app.world_mut()
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.resource_mut::<GameStateResource>()
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.0
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.undo_count = 1;
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 300,
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});
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app.update();
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let xp = app.world().resource::<ProgressResource>().0.total_xp;
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// base 50 only, since undo was used
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assert_eq!(xp, 50);
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}
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#[test]
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fn fast_win_includes_speed_bonus() {
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let mut app = headless_app();
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 0,
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});
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app.update();
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// base 50 + speed 50 + no_undo 25 = 125
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let xp = app.world().resource::<ProgressResource>().0.total_xp;
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assert_eq!(xp, 125);
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}
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#[test]
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fn crossing_500_xp_fires_levelup_event() {
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let mut app = headless_app();
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// Pre-load 480 XP so a 75-XP win pushes us over the 500 boundary.
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app.world_mut().resource_mut::<ProgressResource>().0.total_xp = 480;
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 300,
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});
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app.update();
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let events = app.world().resource::<Events<LevelUpEvent>>();
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let mut cursor = events.get_cursor();
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let fired: Vec<_> = cursor.read(events).copied().collect();
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assert_eq!(fired.len(), 1, "exactly one level-up");
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assert_eq!(fired[0].previous_level, 0);
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assert_eq!(fired[0].new_level, 1);
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}
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#[test]
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fn win_without_level_change_does_not_fire_levelup() {
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let mut app = headless_app();
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app.world_mut().send_event(GameWonEvent {
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score: 500,
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time_seconds: 300,
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});
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app.update();
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let events = app.world().resource::<Events<LevelUpEvent>>();
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let mut cursor = events.get_cursor();
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assert!(cursor.read(events).next().is_none());
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}
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}
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