fix+refactor+docs: P0–P3 todo list items
P0 fixes: - Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs (all three were exported but never wired — features silently did nothing) - game_state::draw(): increment move_count on waste→stock recycle, not just on normal draws; add move_count_increments_on_recycle regression test P1 fixes: - solitaire_server/Cargo.toml: remove duplicate dev-dependencies (solitaire_sync, uuid, chrono, jsonwebtoken were in both sections) P2 — input_plugin refactor: - Split 198-line handle_keyboard() into three focused systems under 110 lines each: handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G) - Introduce KeyboardConfirmState resource to share countdown timers across systems - Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck, new_game_confirm_window_is_positive P2 — achievement predicate tests (solitaire_core): - Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer, on_a_roll, comeback predicates (previously only covered via check_achievements()) - 141 core tests now passing P2 — server tests: - solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required) - solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order P3 — documentation: - Add struct-level /// to 12 Plugin structs (ChallengePlugin, CursorPlugin, AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin, HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin) - Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef - Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win card_animation module (new files from previous session): - chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs - Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants - Add handle_touch_stock_tap so touch users can draw from the stock pile Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -12,20 +12,25 @@
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/// `StatsSnapshot`, the final `GameState`, and wall-clock time.
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#[derive(Debug, Clone)]
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pub struct AchievementContext {
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// Stats (after this win has been recorded).
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/// Total number of games played (after this win has been recorded).
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pub games_played: u32,
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/// Total number of games won (after this win has been recorded).
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pub games_won: u32,
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/// Current consecutive win streak (after this win has been recorded).
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pub win_streak_current: u32,
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/// Highest single-game score ever achieved.
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pub best_single_score: u32,
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/// Cumulative score across all games ever played.
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pub lifetime_score: u64,
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/// Total wins completed in Draw 3 mode.
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pub draw_three_wins: u32,
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// Progression.
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/// Current daily-challenge completion streak (consecutive days).
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pub daily_challenge_streak: u32,
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// Last-win facts (GameWonEvent + GameState at win time).
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/// Score achieved in the just-won game.
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pub last_win_score: i32,
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/// Elapsed seconds for the just-won game.
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pub last_win_time_seconds: u64,
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/// `true` if `undo()` was called at least once during the won game.
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pub last_win_used_undo: bool,
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@@ -55,13 +60,17 @@ pub enum Reward {
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/// A single achievement's static metadata + unlock condition.
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#[derive(Debug, Clone, Copy)]
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pub struct AchievementDef {
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/// Unique string identifier for this achievement (e.g. `"first_win"`).
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pub id: &'static str,
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/// Human-readable display name shown in the achievements screen.
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pub name: &'static str,
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/// Flavour text describing how to unlock the achievement.
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pub description: &'static str,
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/// Hidden from the achievements screen until unlocked.
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pub secret: bool,
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/// Reward granted on first unlock. `None` for cosmetic-only recognition.
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pub reward: Option<Reward>,
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/// Predicate evaluated on every `GameWonEvent` and `StateChangedEvent`. Returns true when the achievement should unlock.
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pub condition: fn(&AchievementContext) -> bool,
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}
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@@ -477,6 +486,109 @@ mod tests {
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assert!(achievement_by_id("nonexistent").is_none());
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}
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// -----------------------------------------------------------------------
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// Direct predicate tests via ctx_defaults()
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// -----------------------------------------------------------------------
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/// Baseline context representing a single clean one-minute win in Draw-One mode.
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fn ctx_defaults() -> AchievementContext {
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AchievementContext {
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games_played: 1,
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games_won: 1,
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win_streak_current: 1,
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best_single_score: 0,
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lifetime_score: 0,
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draw_three_wins: 0,
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daily_challenge_streak: 0,
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last_win_score: 0,
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last_win_time_seconds: 600,
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last_win_used_undo: false,
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wall_clock_hour: Some(12),
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last_win_recycle_count: 0,
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last_win_is_zen: false,
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}
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}
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#[test]
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fn speed_demon_true_when_under_three_minutes() {
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let mut c = ctx_defaults();
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c.last_win_time_seconds = 179;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(ids.contains(&"speed_demon"), "speed_demon should unlock at 179s");
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}
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#[test]
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fn speed_demon_false_when_over_three_minutes() {
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let mut c = ctx_defaults();
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c.last_win_time_seconds = 181;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(!ids.contains(&"speed_demon"), "speed_demon must not unlock at 181s");
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}
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#[test]
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fn lightning_true_when_under_90_seconds() {
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let mut c = ctx_defaults();
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c.last_win_time_seconds = 89;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(ids.contains(&"lightning"), "lightning should unlock at 89s");
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}
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#[test]
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fn lightning_false_at_exactly_90_seconds() {
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let mut c = ctx_defaults();
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c.last_win_time_seconds = 90;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(!ids.contains(&"lightning"), "lightning must not unlock at exactly 90s");
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}
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#[test]
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fn no_undo_true_when_zero_undos() {
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let mut c = ctx_defaults();
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c.last_win_used_undo = false;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(ids.contains(&"no_undo"), "no_undo should unlock when undo was not used");
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}
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#[test]
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fn no_undo_false_when_undo_used() {
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let mut c = ctx_defaults();
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c.last_win_used_undo = true;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(!ids.contains(&"no_undo"), "no_undo must not unlock when undo was used");
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}
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#[test]
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fn high_scorer_true_when_score_5000_or_more() {
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let mut c = ctx_defaults();
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c.best_single_score = 5_000;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(ids.contains(&"high_scorer"), "high_scorer should unlock at best_single_score=5000");
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}
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#[test]
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fn high_scorer_false_when_below_5000() {
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let mut c = ctx_defaults();
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c.best_single_score = 4_999;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(!ids.contains(&"high_scorer"), "high_scorer must not unlock at best_single_score=4999");
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}
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#[test]
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fn on_a_roll_true_at_streak_3() {
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let mut c = ctx_defaults();
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c.win_streak_current = 3;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(ids.contains(&"on_a_roll"), "on_a_roll should unlock at streak=3");
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}
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#[test]
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fn comeback_true_when_three_or_more_recycles() {
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let mut c = ctx_defaults();
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c.last_win_recycle_count = 3;
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let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
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assert!(ids.contains(&"comeback"), "comeback should unlock at last_win_recycle_count=3");
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}
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#[test]
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fn on_a_roll_requires_streak_of_3() {
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let mut c = ctx();
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