feat(engine): auto-complete — cards auto-deal to foundations
When is_auto_completable flips true (stock/waste empty, all cards face-up), AutoCompletePlugin fires MoveRequestEvent every 120 ms, driving cards to the foundation one at a time without player input. An "Auto-completing…" toast announces the sequence. - solitaire_core: add next_auto_complete_move() to GameState with 3 new unit tests - solitaire_engine: new AutoCompletePlugin with detect + drive systems and 4 unit tests; animation_plugin shows one-shot toast on activation - solitaire_app: register AutoCompletePlugin Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -6,6 +6,7 @@
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use bevy::prelude::*;
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use crate::achievement_plugin::display_name_for;
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use crate::auto_complete_plugin::AutoCompleteState;
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use crate::card_plugin::CardEntity;
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use crate::challenge_plugin::ChallengeAdvancedEvent;
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use crate::daily_challenge_plugin::DailyChallengeCompletedEvent;
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@@ -80,6 +81,7 @@ impl Plugin for AnimationPlugin {
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handle_time_attack_toast,
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handle_challenge_toast,
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handle_settings_toast,
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handle_auto_complete_toast,
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tick_toasts,
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)
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.after(GameMutation),
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@@ -233,6 +235,25 @@ fn handle_settings_toast(
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}
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}
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/// Shows a one-time "Auto-completing..." toast when auto-complete activates.
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fn handle_auto_complete_toast(
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mut commands: Commands,
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state: Option<Res<AutoCompleteState>>,
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mut shown: Local<bool>,
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) {
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let Some(s) = state else { return };
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if s.is_changed() {
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if s.active {
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if !*shown {
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*shown = true;
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spawn_toast(&mut commands, "Auto-completing…".to_string(), 2.0);
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}
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} else {
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*shown = false;
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}
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}
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}
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fn tick_toasts(
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mut commands: Commands,
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time: Res<Time>,
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@@ -0,0 +1,179 @@
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//! Automatic card-to-foundation sequencing once `is_auto_completable` is set.
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//!
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//! When `GameState::is_auto_completable` becomes `true`, this plugin fires
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//! `MoveRequestEvent` for one card per `STEP_INTERVAL` seconds until the game
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//! is won. A single toast announces the sequence; no player input is required.
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//!
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//! The plugin is intentionally passive: it only reads `GameStateResource` and
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//! fires `MoveRequestEvent`. If for some reason `next_auto_complete_move`
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//! returns `None` (e.g. a transient state), the plugin retries next tick.
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use bevy::prelude::*;
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use crate::events::{MoveRequestEvent, StateChangedEvent};
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use crate::game_plugin::GameMutation;
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use crate::resources::GameStateResource;
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/// Seconds between consecutive auto-complete moves.
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const STEP_INTERVAL: f32 = 0.12;
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/// Tracks whether auto-complete is active and when the next move fires.
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#[derive(Resource, Default, Debug)]
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pub struct AutoCompleteState {
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/// `true` once we've detected `is_auto_completable` and started firing moves.
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pub active: bool,
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/// Countdown to the next move, in seconds.
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cooldown: f32,
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}
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/// Plugin that drives the auto-complete sequence.
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pub struct AutoCompletePlugin;
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impl Plugin for AutoCompletePlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<AutoCompleteState>()
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.add_systems(
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Update,
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(detect_auto_complete, drive_auto_complete)
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.chain()
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.after(GameMutation),
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);
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}
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}
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/// Activates auto-complete when `is_auto_completable` flips to `true`.
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/// Deactivates it on win or new game (any state where it should not be running).
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fn detect_auto_complete(
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mut state: ResMut<AutoCompleteState>,
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game: Res<GameStateResource>,
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mut changed: EventReader<StateChangedEvent>,
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) {
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// Only re-evaluate on state changes to avoid per-frame allocations.
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if changed.is_empty() && !game.is_changed() {
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return;
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}
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changed.clear();
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if game.0.is_won {
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state.active = false;
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return;
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}
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if game.0.is_auto_completable && !state.active {
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state.active = true;
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state.cooldown = 0.0; // fire first move immediately
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} else if !game.0.is_auto_completable {
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state.active = false;
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}
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}
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/// Fires one `MoveRequestEvent` per `STEP_INTERVAL` while auto-complete is active.
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fn drive_auto_complete(
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mut state: ResMut<AutoCompleteState>,
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game: Res<GameStateResource>,
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time: Res<Time>,
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mut moves: EventWriter<MoveRequestEvent>,
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) {
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if !state.active {
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return;
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}
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state.cooldown -= time.delta_secs();
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if state.cooldown > 0.0 {
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return;
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}
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let Some((from, to)) = game.0.next_auto_complete_move() else {
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// No move available yet (race with game state update); try next tick.
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return;
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};
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moves.send(MoveRequestEvent { from, to, count: 1 });
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state.cooldown = STEP_INTERVAL;
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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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use solitaire_core::card::{Card, Rank, Suit};
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use solitaire_core::game_state::{DrawMode, GameState};
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use solitaire_core::pile::PileType;
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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(AutoCompletePlugin);
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app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
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app.update();
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app
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}
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/// Build a nearly-won game: one Ace of Clubs in Tableau(0), all other
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/// tableau piles empty, stock/waste empty, Clubs foundation empty.
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fn nearly_won_state() -> GameState {
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let mut g = GameState::new(42, DrawMode::DrawOne);
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g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
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g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
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for i in 0..7 {
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g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
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}
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g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
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id: 99,
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suit: Suit::Clubs,
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rank: Rank::Ace,
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face_up: true,
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});
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g.is_auto_completable = true;
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g
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}
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#[test]
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fn state_starts_inactive() {
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let app = headless_app();
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assert!(!app.world().resource::<AutoCompleteState>().active);
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}
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#[test]
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fn detect_activates_when_auto_completable() {
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let mut app = headless_app();
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// Install a nearly-won state and fire StateChangedEvent.
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app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
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app.world_mut().send_event(StateChangedEvent);
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app.update();
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assert!(app.world().resource::<AutoCompleteState>().active);
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}
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#[test]
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fn drive_fires_move_request_when_active() {
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let mut app = headless_app();
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app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
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app.world_mut().send_event(StateChangedEvent);
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app.update(); // detect runs, sets active
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app.update(); // drive fires the move
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let events = app.world().resource::<Events<MoveRequestEvent>>();
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let mut cursor = events.get_cursor();
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let fired: Vec<_> = cursor.read(events).collect();
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// At least one MoveRequestEvent should have been fired.
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assert!(!fired.is_empty(), "expected at least one MoveRequestEvent");
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assert_eq!(fired[0].from, PileType::Tableau(0));
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assert_eq!(fired[0].to, PileType::Foundation(Suit::Clubs));
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}
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#[test]
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fn drive_deactivates_on_win() {
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let mut app = headless_app();
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// Inject a won game state — active should not be set.
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let mut gs = nearly_won_state();
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gs.is_won = true;
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app.world_mut().resource_mut::<GameStateResource>().0 = gs;
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app.world_mut().send_event(StateChangedEvent);
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app.update();
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assert!(!app.world().resource::<AutoCompleteState>().active);
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}
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}
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@@ -2,6 +2,7 @@
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pub mod achievement_plugin;
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pub mod animation_plugin;
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pub mod auto_complete_plugin;
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pub mod audio_plugin;
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pub mod card_plugin;
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pub mod challenge_plugin;
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@@ -32,6 +33,7 @@ pub use daily_challenge_plugin::{
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pub use progress_plugin::{LevelUpEvent, ProgressPlugin, ProgressResource, ProgressUpdate};
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pub use weekly_goals_plugin::{WeeklyGoalCompletedEvent, WeeklyGoalsPlugin};
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pub use animation_plugin::{AnimationPlugin, CardAnim};
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pub use auto_complete_plugin::AutoCompletePlugin;
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pub use audio_plugin::{AudioPlugin, AudioState, SoundLibrary};
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pub use card_plugin::{CardEntity, CardLabel, CardPlugin};
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pub use events::{
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