Commit Graph

35 Commits

Author SHA1 Message Date
funman300 a49a340a30 chore: prune low-value tests per CLAUDE_SPEC.md §10 + WORKFLOW §8
The Quat-flagged "≥3 tests per feature" inflation produced 43 tests
that don't earn their existence — default-value, serde-derive
round-trips on plain structs, single-field clamp tests, near-
duplicates, and trivial constant-equals-itself tests. None pin a
behaviour contract or a regression on a real bug.

Removed across `solitaire_data` and `solitaire_core`:

  settings.rs   −22  default-value, round-trip, legacy-format,
                     and per-field sanitized clamp tests. Adjust
                     and load-error tests retained — those exercise
                     real method logic.
  progress.rs    −1  generic round-trip on plain struct.
  challenge.rs   −1  challenge_count() returns CHALLENGE_SEEDS.len()
                     literally — testing it asserts the implementation
                     against itself.
  game_state.rs  −3  undo_count starts at 0, GameMode default is
                     Classic, time_attack score starts at 0 — all
                     default-value tests on freshly-constructed state.
  card.rs        −5  rank_value_ace + rank_value_king subsumed by
                     rank_values_are_sequential; suit_red + suit_black
                     consolidated into one complementarity test;
                     card_face_up_field_reflects_construction was
                     testing the struct literal.

Workspace: 1208 → 1165 passing tests (−43). clippy --workspace
--all-targets clean.

Future work: brief sub-agents for tests that pin a behaviour
contract or regression on a real bug, not a count of N. See
`feedback_test_discipline.md` in auto-memory.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 04:42:05 +00:00
funman300 87275bf340 feat(core,engine): solver-driven hints with heuristic fallback
The H-key hint now asks the v0.15.0 Klondike solver for the actual
best first move from the current game state instead of the existing
heuristic. The heuristic stays as the fallback path so hints still
work when the solver bails Inconclusive on the player's budget.

solitaire_core::solver gains a path-recording variant. The internal
DFS already enumerated moves on each frame; recording the root_move
on the stack frame is +16 bytes and one unwrap_or per expansion —
the new-game retry loop sees no measurable slowdown.

New public API (additive — try_solve unchanged):

  pub struct SolverMove { source, dest, count }
  pub struct SolveOutcome { result: SolverResult, first_move: Option<SolverMove> }
  pub fn try_solve_with_first_move(seed, draw_mode, &cfg) -> SolveOutcome
  pub fn try_solve_from_state(&GameState, &cfg) -> SolveOutcome

The internal solver-move enum was renamed InternalMove so the public
SolverMove can use engine-friendly (source, dest, count) types
instead of the compact internal form.

Engine wiring: handle_keyboard_hint calls try_solve_from_state on
the live GameStateResource. On Winnable + first_move, the hint
surfaces that exact move (no cycling — a single, optimal hint).
Unwinnable or Inconclusive falls through to the existing all_hints
cycling heuristic so hints remain useful in deals the solver gives
up on.

A new HintSolverConfig resource lets tests inject tight budgets to
force the fallback path; production uses SolverConfig::default()
and median solve time stays at 2 ms per H press.

Six new tests pin the contract: 4 in solitaire_core (Winnable
returns first_move, Unwinnable returns None, deterministic, seed
and state forms agree); 2 in solitaire_engine (hint uses solver
when Winnable, falls back to heuristic when Inconclusive).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 01:10:02 +00:00
funman300 8a5fa8751c feat(core,engine): Klondike solver and "Winnable deals only" toggle
Closes Quat investigation #1. Today some Klondike deals are
unwinnable from the start and the player has no signal that the
deal they were given is solvable. A new Settings → Gameplay toggle
"Winnable deals only" (default off) makes the engine retry seeds
at deal-time until the solver returns Winnable, up to a cap.

Solver

solitaire_core::solver is a hand-rolled iterative-DFS solver with
memoisation on a 64-bit canonical state hash. Move enumeration is
priority-ordered: foundation moves first (zero choice when an Ace
or rank-up exists), inter-tableau moves second, waste-to-tableau
third, stock-draw last. The draw is skipped when the cycle counter
shows we've recirculated the entire stock without progress —
Klondike's deterministic stock cycle means further draws can't
unlock anything new.

Two budget knobs (move_budget = 100k, state_budget = 200k by
default) cap pathological cases at Inconclusive; the caller treats
Inconclusive as "winnable" so the player isn't penalised for the
solver giving up. Median solve time is 2 ms; pathological
inconclusives top out near 120 ms.

Switched from recursive to iterative DFS after a real-deal solve
overflowed Rust's default 8 MB thread stack. Behaviour identical;
the change is invisible to callers.

Pure logic — solitaire_core has no Bevy or I/O. Same input always
yields the same SolverResult.

Settings

Settings.winnable_deals_only is a #[serde(default)] bool; legacy
files load to false. SOLVER_DEAL_RETRY_CAP = 50 caps the retry
loop. The Settings → Gameplay toggle reads as "Winnable deals only"
with a "(may take a moment when on)" caption.

Engine integration

handle_new_game's seed-selection path now branches on the toggle.
When on AND mode is Classic AND no specific seed was requested
(daily challenges, replays, and explicit-seed requests bypass the
solver), choose_winnable_seed walks seed N, N+1, N+2, … calling
try_solve until it finds Winnable or Inconclusive. If the cap is
hit without a verdict, the latest tried seed is used so the player
always gets a deal rather than spinning forever.

19 new tests (11 solver, 3 settings, 5 engine including the
choose_winnable_seed unit). Two ignored bench/scan helpers
(solver_bench, find_unwinnable) for ad-hoc profiling.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 23:02:22 +00:00
funman300 bf660df971 feat(core,engine): "Cinephile" achievement for completing a replay
Adds a 19th achievement: "Cinephile — Watch a saved replay all the
way through." Unlocks the first time ReplayPlaybackState transitions
Playing → Completed (i.e. the move list runs out without the player
pressing Stop). Discoverability nudge for the replay feature itself.

The achievement uses the existing event-driven unlock pattern
(condition closure returns false; an unlock system fires
AchievementUnlockedEvent on the right state transition) rather than
the standard condition-evaluation path, mirroring how other
non-stat-driven achievements work.

The unlock system distinguishes natural completion from Stop-button
abort by watching for the specific Playing → Completed transition;
Stop transitions Playing → Inactive directly without going through
Completed, so it doesn't fire the achievement. Already-unlocked
state is checked via AchievementsResource so the achievement can't
double-fire on subsequent replays.

README's "18 Achievements" → "19 Achievements". ARCHITECTURE.md §11
gains a Cinephile entry alongside the existing 18.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 22:32:56 +00:00
funman300 f1aeb24157 fix(core): validate moved tableau stack forms a legal run
move_cards only checked that the *bottom* card of a moved stack landed
legally on the destination — the cards above the bottom went through
unverified. A player could lift an arbitrary selection from one column
and drop it on another whenever the bottom happened to match, even if
the upper cards didn't form a descending alternating-colour sequence.

Adds is_valid_tableau_sequence(&[Card]) -> bool to rules.rs (4 lines)
and one call site in move_cards's tableau-destination branch. One
focused test covering single-card / valid-run / same-colour /
rank-gap cases.

Reported by Quat: "stack 4 onto stack 2" was accepted when illegal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:26:14 +00:00
funman300 95df5421c9 feat(core): unlock foundations — Foundation(u8) slots, suit derived from contents
Standard Klondike behaviour: any Ace can land in any empty foundation,
and that slot then claims the suit until the pile empties. The
previous PileType::Foundation(Suit) variant pre-assigned each of the
four foundations to a fixed suit ("C / D / H / S" placeholders) and
rejected mismatched Aces — non-standard and (per the smoke-test
feedback) confusing.

Replaces the variant payload with a slot index Foundation(u8) (0..=3)
and derives the claimed suit from the bottom card via a new
Pile::claimed_suit() method. The bottom card is, by construction,
the Ace that established the claim; using it directly eliminates an
entire class of "stuck claim after undo" bugs that a separate
claimed_suit field would have introduced.

can_place_on_foundation drops its suit parameter — the rule reduces
to "empty pile accepts any Ace; non-empty pile accepts the next
rank up of the bottom card's suit." Iteration sites across
input_plugin, cursor_plugin, selection_plugin, card_plugin,
auto_complete_plugin, game_plugin, layout, and hud_plugin all swap
the four-suit list for `(0..4u8).map(PileType::Foundation)`.

next_auto_complete_move now prefers a slot whose claimed_suit matches
the candidate card before falling back to the first empty slot for
an Ace — so the same suit consistently auto-targets the same slot
across the whole game, matching player expectations.

The HUD selection label and the hint toast read claimed_suit() and
fall back to "Foundation N" / "move to foundation" only when the
slot is empty. Empty foundation pile markers no longer render the
suit-letter children — they're plain translucent rectangles, matching
empty tableau placeholders.

Save-format invalidation: GameState gains a schema_version field
(serde-default to 1 for back-compat parsing of old files), the
constant is bumped to 2, and load_game_state_from rejects mismatched
schemas. Old in-progress saves silently fall through to "fresh game
on launch" — the user accepted this loss given the mechanic change.
Stats / progress / achievements / settings live in separate files,
contain no PileType data, and are unaffected.

9 new tests pin the contract:
- Pile::claimed_suit returns None for empty / non-foundation, Some
  for non-empty foundation
- Any Ace lands in the first empty foundation; successive Aces
  distribute across slots 0..3
- Claim drops when the slot is emptied via undo
- Auto-complete picks the slot with a matching claim, not the first
  empty slot
- A v1-format game_state.json is rejected; sibling stats save/load
  is unaffected

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 22:17:17 +00:00
funman300 f27a002c91 fix(server,core): use SmartIpKeyExtractor for rate limiter, collapse nested if
- tower_governor: switch from PeerIpKeyExtractor (socket address) to
  SmartIpKeyExtractor so x-forwarded-for headers are honoured in tests
  and behind reverse proxies. Fixes auth_rate_limit_returns_429 test
  returning 500 instead of 429.
- solitaire_core: collapse nested if/if-let per clippy::collapsible_if.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:54:53 +00:00
funman300 2407686e13 fix(engine,gpgs,core,server): export CardFaceRevealedEvent, explicit gpgs stub, enum/constant docs
- engine/lib.rs: re-export CardFaceRevealedEvent so external crates can consume flip-midpoint audio events
- gpgs/stub.rs: add explicit impls for all six defaulted SyncProvider methods; future trait changes now cause a compile error in the stub rather than silently picking up wrong defaults
- core/game_state.rs: add /// doc comments to DrawMode and GameMode variants
- server/auth.rs: replace terse BCRYPT_COST comment with full /// doc comment matching ARCHITECTURE.md §19
- server/leaderboard.rs: add /// doc comment to DISPLAY_NAME_MAX; fix misplaced comment that was prepended to the opt_in handler instead of the constant

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 22:30:22 +00:00
funman300 1ec2593137 fix(engine): resolve input coordination bugs in selection/pause/keyboard
- SelectionPlugin: add clear_selection_on_state_change system so undo/move/reject
  never leave a stale selection pointing at the wrong card
- SelectionPlugin: expose SelectionKeySet system set for cross-plugin ordering
- PausePlugin: skip Escape→pause when a card is keyboard-selected; toggle_pause
  now runs before SelectionKeySet so it reads SelectionState before it is cleared
- InputPlugin: guard Space→DrawRequestEvent when SelectionState has an active pile
  so Space executes a card move instead of also drawing from stock
- window: enforce 800×600 minimum via WindowResizeConstraints
- game_state: add precondition doc to next_auto_complete_move (waste exclusion)
- card_plugin: 12 unit tests for constants, face_colour, label_visibility, label_for
- pause_plugin: add paused_resource_default and draw_mode_label exhaustiveness tests

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 22:13:10 +00:00
funman300 ffc79447d4 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>
2026-04-28 22:02:52 +00:00
funman300 59a023ed5e chore(workspace): fix all clippy warnings in test code
Resolves 15 violations found by `cargo clippy --workspace --tests -D warnings`:
- Remove unused imports (Card, Rank) in cursor_plugin tests
- Replace absurd i32::MAX comparison with a meaningful >= 0 check
- Use range .contains() instead of manual >= && <= (manual_range_contains)
- Move impl FromRequestParts before test module in middleware.rs (items_after_test_module)
- Move _VEC3_REFERENCED const before test module in input_plugin.rs
- Convert runtime assert on constant to const { assert!(...) }
- Use .contains() instead of .iter().any() for slice membership
- Replace .get(...).is_none() with !.contains_key(...) in HashMap checks
- Collapse Default::default() + field assignment into struct literal initializers
  across solitaire_sync, solitaire_data, and solitaire_engine test helpers

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 18:02:27 +00:00
funman300 ddd7502a06 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>
2026-04-27 19:11:47 +00:00
funman300 3014b65c92 test(core): add scoring boundary tests for non-waste destinations
Three new tests: non-waste→tableau scores zero (tableau restack and
impossible foundation→tableau), move→stock/waste scores zero (guard
against non-obvious destinations panicking), and time_bonus capped at
i32::MAX via the .min() guard.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:54:11 +00:00
funman300 721c17e9f8 test(core): add undo_count boundary tests
Three tests: undo_count starts at zero, increments on each undo call,
and saturates at u32::MAX without panicking. The undo_count field is
read by ProgressPlugin to determine the no-undo XP bonus but had no
coverage in game_state tests.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:52:36 +00:00
root 2a01ecdbfd test(core): add missing check_auto_complete coverage
Three test cases were missing:
- waste_not_empty guard: stock clear, waste has a card, all tableau
  face-up — must return false even with all tableau conditions satisfied
- true case: positive path confirming all-face-up + empty stock/waste
  returns true (previously untested entirely)
- The previous face_down_cards test covered only that guard, not the
  waste guard or the positive path.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:08:51 +00:00
root d605fd5536 test(core): add missing boundary tests for can_place_on_foundation/tableau
- King-on-Queen foundation completion (the end-game move had no test)
- King wrong-suit rejected on completed foundation
- Ace-on-Two valid placement (Ace.value()+1 == Two.value(), different color)
- Same-rank different-color invalid (rank difference is 0, not 1)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:00:59 +00:00
root 9e9ce2b752 fix(server): use char count (not byte length) for display_name limit
The leaderboard opt-in handler was calling `.len()` on the display name,
which returns byte count. Multi-byte Unicode characters (emoji, CJK, etc.)
would be rejected well before the 32-character visual limit and with a
misleading error message. Switched to `.chars().count()` to enforce the
limit in terms of Unicode scalar values as the error message advertises.

test(core): add boundary tests for 7 uncovered achievement conditions
test(server): add display_name validation integration tests (empty,
too-long ASCII, 32-emoji succeeds, 33-emoji rejected)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 03:50:41 +00:00
root fd5d488361 test(core): add missing move_cards edge case tests
Cover four previously untested rule branches:
- Moving a face-down card in a multi-card lift → RuleViolation
- Moving two cards to foundation → RuleViolation
- Requesting more cards than the pile holds → RuleViolation
- Valid 3-card sequence tableau→tableau → succeeds and updates move_count

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 03:39:59 +00:00
root cdb1145061 fix(core): differentiate night_owl and early_bird achievement conditions
Both predicates previously matched the same window (h < 6), making them
indistinguishable. night_owl now triggers 22:00–02:59 (late night) and
early_bird triggers 05:00–06:59 (pre-dawn). Updated descriptions and
tests to match the distinct windows.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 03:29:36 +00:00
root f579b96d76 feat(engine): wire AnimSpeed to animation, new achievements, leaderboard opt-in, daily goal display
- AnimSpeed setting now drives card slide duration (Normal=0.15s, Fast=0.07s, Instant=snap);
  EffectiveSlideDuration resource updated on SettingsChangedEvent; AnimSpeed row added to Settings panel
- GameState.recycle_count tracks waste recycles; perfectionist/comeback/zen_winner achievements added
  with full unit tests
- SyncProvider gains opt_in_leaderboard(); SolitaireServerClient implements POST /api/leaderboard/opt-in;
  Opt In button added to leaderboard panel
- DailyChallengeResource stores goal_description/target_score/max_time_secs from server;
  pressing C shows goal description as toast (DailyGoalAnnouncementEvent)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 01:38:25 +00:00
root 6728a4311f feat(engine): grant achievement rewards + gate cosmetic selectors
- Add Reward enum to solitaire_core with CardBack/Background/BonusXp/Badge variants
- Wire rewards into ALL_ACHIEVEMENTS per architecture spec
- evaluate_on_win now applies rewards on first unlock: pushes cosmetic
  indices into PlayerProgress, awards BonusXp (with level-up detection),
  and marks reward_granted = true so rewards are never double-granted
- Add selected_card_back / selected_background fields to Settings
- Settings panel grows Card Back and Background cycle rows, shown only
  when the player has unlocked more than the default (index 0)
- cycle_unlocked() cycles only through earned options

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 01:00:18 +00:00
root f7850c0075 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>
2026-04-27 00:24:21 +00:00
root 00f0383867 feat(engine): in-progress game state persistence
Save game_state.json on app exit and on pause open so players can
resume interrupted sessions. Delete the file on win, loss, or new-game
start. Restore the saved game on launch if it exists and isn't won.

- solitaire_core: add pile_map_serde module so HashMap<PileType,Pile>
  round-trips through JSON (serialized as Vec of pairs)
- solitaire_data: add game_state_file_path, load_game_state_from,
  save_game_state_to, delete_game_state_at with 8 new unit tests
- solitaire_engine/GamePlugin: restore saved game on startup, expose
  GameStatePath resource, save on AppExit, delete on new-game and win
- solitaire_engine/PausePlugin: save on pause open (guards against
  OS-level kills while the overlay is showing)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 00:17:47 +00:00
root 34ba4dc6ed feat(workspace): full server + sync implementation, all tests green
- solitaire_server: Axum auth, sync push/pull, leaderboard, daily
  challenge, account deletion, JWT middleware, rate limiting via
  tower_governor, SQLite migrations, health endpoint
- solitaire_server: expose build_test_router (no rate limiting) so
  integration tests work without a peer IP in oneshot requests
- solitaire_sync: SyncPayload, merge logic, shared API types
- solitaire_data: SyncProvider trait, LocalOnlyProvider,
  SolitaireServerClient, auth_tokens keyring integration, blanket
  Box<dyn SyncProvider> impl
- solitaire_data/settings: derive Default on SyncBackend (clippy fix)
- .sqlx/: offline query cache so server compiles without a live DB
- sqlx: removed non-existent "offline" feature flag
- keyring v2: fixed Entry::new() returning Result<Entry>
- sqlx 0.8: all SQLite TEXT columns wrapped in Option<T>
- Integration tests: max_connections(1) on in-memory pool so all
  connections share the same schema

All 191 tests pass; cargo clippy -D warnings clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:32:56 +00:00
funman300 193410200e feat(engine,core): add Time Attack mode + unlocks panel
- Core: GameMode::TimeAttack variant (no scoring/undo changes — session marker only)
- Engine: TimeAttackPlugin with TimeAttackResource, TimeAttackEndedEvent,
  T hotkey (gated to level >= 5), auto-deal on win, summary toast
- Engine: Stats overlay (S) gains an Unlocks subsection (card backs /
  backgrounds, sorted/deduped) and a live Time Attack panel while active

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 17:27:53 -07:00
funman300 788ac9f65a feat(engine,core,data): add Challenge mode with seed list and level-5 gate
Phase 6 part 4b (partial):
- GameMode::Challenge variant in solitaire_core. undo() returns
  RuleViolation when mode is Challenge so the player commits to each
  decision.
- solitaire_data::challenge defines a stable CHALLENGE_SEEDS list with
  challenge_seed_for(index) wrapping modulo length.
- PlayerProgress.challenge_index (serde-default for older saves) tracks
  how far the player has progressed.
- ChallengePlugin advances the cursor on Challenge-mode wins, persists,
  and emits ChallengeAdvancedEvent. Pressing X starts a Challenge-mode
  game with the current seed; gated to level >= CHALLENGE_UNLOCK_LEVEL (5).
- InputPlugin's Z key (Zen mode) is now also gated to level >= 5.

Time Attack and unlock UI still deferred.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 17:18:32 -07:00
funman300 8afb1f3fe5 feat(engine,core): add elapsed-time tick system and Zen GameMode
Phase 6 part 4 (partial):
- GameState now tracks elapsed_seconds via tick_elapsed_time in GamePlugin
  (per-second increment while not won). Pure helper advance_elapsed makes
  the tick logic directly testable without mocking Bevy Time.
- New GameMode enum (Classic / Zen) on GameState. Zen mode suppresses
  scoring in move_cards and undo. GameState::new_with_mode allows callers
  to construct non-Classic games; the existing GameState::new still
  defaults to Classic. mode is serde(default) for backwards-compatible
  persistence.
- NewGameRequestEvent gains an optional mode field; handle_new_game
  honours it (falling back to the current game's mode when None).
- InputPlugin: pressing Z starts a fresh Zen-mode game.

Time Attack, Challenge mode, level-5 unlock gating, and unlock UI are
still deferred.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 14:14:57 -07:00
funman300 622b35a3bf feat(engine): add daily challenge, level-up toast, and daily_devotee achievement
Phase 6 part 2 (partial):
- daily_seed_for(date) and PlayerProgress::record_daily_completion in
  solitaire_data, with streak logic that increments on consecutive days,
  resets on a skipped day, and is idempotent on same-day re-completions.
- DailyChallengePlugin tracks today's seed, awards +100 XP and updates
  the streak when the player wins a game whose seed matches. Pressing C
  starts a new game with the daily seed.
- LevelUpEvent toast in AnimationPlugin announces level changes.
- AchievementContext gains daily_challenge_streak; daily_devotee
  achievement unlocks at streak >= 7. AchievementPlugin reads
  ProgressResource and runs after ProgressUpdate.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 19:17:59 -07:00
funman300 82fa584cbb feat(core): add achievement module with 14 unlock conditions
Introduces AchievementContext (stats + last-win snapshot), AchievementDef,
ALL_ACHIEVEMENTS, and check_achievements. Adds undo_count to GameState
so the no_undo and speed_and_skill conditions are evaluable.

Skipped achievements that depend on features not yet built:
daily_devotee (progress), comeback (recycle counter), zen_winner (modes),
perfectionist (max-score calc). They land in later phases.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:50:46 -07:00
Solitaire Quest b8dc7cb21c fix(core): remove stock_recycled limit, replace unwrap, snapshot on recycle, fix derives
- Remove stock_recycled field: recycling is now unlimited; StockEmpty only when both stock and waste are empty
- Replace all .unwrap() in draw() and move_cards() with .ok_or(MoveError::...)? propagation
- Push snapshot before recycling waste→stock so undo can reverse it
- Make StateSnapshot private (struct, not pub struct) and undo_stack private (not pub(crate))
- Add PartialEq, Eq to derives on both StateSnapshot and GameState
- Update draw_from_empty_stock_and_waste_returns_error test to use direct pile clearing since unlimited recycling means the old loop-based approach never reached both-empty

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:17:25 -07:00
Solitaire Quest 58f1465927 feat(core): add GameState with draw, move_cards, undo, win/auto-complete detection
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:13:49 -07:00
Solitaire Quest 43194b04ac fix(core): use StdRng doc comment, replace expect() with debug_assert in deal_klondike 2026-04-23 11:09:23 -07:00
Solitaire Quest 17bbec054c feat(core): add pile, error, deck, rules, scoring modules with tests
Implements PileType/Pile, MoveError (thiserror), Deck with seeded shuffle,
deal_klondike layout, foundation/tableau placement rules, and Windows XP
Standard scoring — 41 tests, clippy clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:07:58 -07:00
Solitaire Quest fcf878b403 feat(core): add Card, Suit, Rank types with tests
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:05:08 -07:00
Solitaire Quest 684f07746d feat(workspace): initialize all seven crates with stubs and blank Bevy window
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 11:00:42 -07:00