Commit Graph

23 Commits

Author SHA1 Message Date
funman300 279e23d0af feat(toast): wire ToastVariant::Warning for daily-challenge expiry
Adds the first in-engine consumer of `ToastVariant::Warning` — a 4s
amber-bordered toast that fires once per daily-challenge date when the
player is within 30 minutes of UTC midnight reset and hasn't yet
completed today's challenge.

Mirrors the v0.21.2 `ToastVariant::Error` wiring: a domain-event
message (`WarningToastEvent(String)`) crosses the plugin boundary;
`animation_plugin::handle_warning_toast` reads it and spawns the
fire-and-forget toast. Suppression is decided by a pure helper
(`compute_expiry_warning_minutes`) that's exhaustively covered by 7
unit tests + 1 in-Bevy idempotence test.

After this lands, every `ToastVariant` (Info, Warning, Error,
Celebration) has at least one real driver — closing the "is this enum
scaffolding or load-bearing?" ambiguity that's been latent since the
variant was introduced.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 14:22:58 -07:00
funman300 93660c2217 feat(engine): N keypress now opens the real Confirm/Cancel modal
Previously a first N press during an active game showed a "Press N
again" toast and started a 3-second countdown — a UI-first violation
since the only continuation was another keystroke. The HUD New Game
button already routed through `ConfirmNewGameScreen` with real Cancel
/ New game buttons; this change makes keyboard N do the same.

- handle_keyboard_core fires NewGameRequestEvent::default() directly;
  handle_new_game's existing active-game check spawns the modal.
- Shift+N keeps the keyboard power-user bypass (confirmed: true).
- N is suppressed while the confirm modal or restore prompt is open
  so those modals' own input handlers can process N (cancel /
  start-new-game) without us re-firing the same frame they close.
- KeyboardConfirmState, NEW_GAME_CONFIRM_WINDOW, NewGameConfirmEvent,
  and the "Press N again" toast handler are removed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 06:57:14 +00:00
funman300 ddc8f27c82 feat(engine): UX iteration round — tooltip slider, streak fire, score breakdown
Three small UX improvements bundled because they share ui_theme token
edits.

Tooltip-delay slider in Settings → Gameplay
- Settings.tooltip_delay_secs (f32, #[serde(default)] = 0.5) tunable
  via "−" / "+" icon buttons next to a value readout. Range
  [TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS] = [0.0, 1.5] in
  TOOLTIP_DELAY_STEP_SECS (0.1) increments. "Instant" label when
  value is 0; "{n:.1} s" otherwise.
- ui_tooltip's hover-delay comparison reads from SettingsResource
  with MOTION_TOOLTIP_DELAY_SECS as the fallback when the resource
  is absent (test path). New tooltip_should_show(elapsed, delay)
  pure helper covers the boundary cases.
- adjust_tooltip_delay clamps; sanitized() carries the clamp through
  load. Five round-trip / default / legacy-deserialise tests.

Win-streak milestone fire animation
- New WinStreakMilestoneEvent { streak: u32 } fired from stats_plugin
  when win_streak_current crosses any of [3, 5, 10] (only the
  threshold crossing — not every subsequent win). HUD streak readout
  scale-pulses 1.0 → 1.20 → 1.0 over MOTION_STREAK_FLOURISH_SECS
  (0.6 s) on receipt; mirrors the foundation-flourish curve shape.
- Three threshold-crossing tests pin the firing contract.

Score-breakdown reveal on the win modal
- Win modal body replaces the single "Score: N" line with a
  per-component reveal: Base score, Time bonus (m:ss), No-undo
  bonus, Mode multiplier, separator, Total. Rows fade in over
  MOTION_SCORE_BREAKDOWN_FADE_SECS (0.12 s) staggered by
  MOTION_SCORE_BREAKDOWN_STAGGER_SECS (0.15 s) so the math reads as
  it animates. Skipped rows: zero time bonus, undo-tainted no-undo
  bonus, multiplier == 1.0.
- Honours AnimSpeed::Instant: rows spawn fully visible, no stagger.
- New ScoreBreakdown::compute helper sources base from
  GameWonEvent.score, time bonus from
  solitaire_core::scoring::compute_time_bonus, no-undo from a +25
  constant when undo_count == 0, mode multiplier from GameMode (Zen
  zeros the total). 9 new tests cover the math and the reveal
  cadence.

Test count net: +25 across the workspace (1007 → 1031).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 18:34:53 +00:00
funman300 69ce9afab9 feat(engine): foundation completion flourish — King-on-foundation celebration
Now that foundations are unlocked and "completing" one is a real
moment (rather than a foregone conclusion based on suit assignment),
each Ace-through-King run gets its own small celebration when the
King lands.

Three layers fire on a single FoundationCompletedEvent emitted by
game_plugin's handle_move when a successful move leaves a
PileType::Foundation pile holding 13 cards:

1. King card scale-pulse via a new FoundationFlourish component.
   Triangular curve 1.0 → 1.15 → 1.0 over MOTION_FOUNDATION_FLOURISH
   _SECS (0.4s) — same shape as the existing ScorePulse so the feel
   matches.
2. Pile-marker tint flourish via FoundationMarkerFlourish — the
   foundation marker's sprite colour lerps to STATE_SUCCESS for the
   first half of the duration then fades back. Reuses the existing
   success-signal palette; no new colour token.
3. Audio cue: foundation_complete.wav, a synthesised C6→E6→G6 triad
   with 2nd-harmonic warmth and AR decay (~240 ms). Sits an octave
   above win_fanfare's root so the layered fourth-completion + win
   cascade reads cleanly. Generated via solitaire_assetgen's
   foundation_complete() function and embedded via include_bytes!().

The visual systems run .after(GameMutation) so the post-move pile
state is visible when the King is identified. Both flourish
components remove themselves once elapsed time exceeds duration —
no animation queue or scheduler integration needed.

Pure foundation_flourish_scale(elapsed, duration) helper is
unit-tested for the curve, edge clamps, and zero-duration safety.
Three integration tests on the firing logic verify the event fires
exactly once when a King completes a foundation, doesn't fire for
non-foundation moves, and doesn't fire when the foundation is at 12
cards.

The fourth completion still co-occurs with the win cascade — the
two layer cleanly because the flourish's scale is on the King card
sprite while the cascade is a screen-shake + per-card rotation, and
the foundation_complete ping is a higher octave than the win
fanfare's root.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 01:19:50 +00:00
funman300 6723416a55 feat(engine): convert PauseScreen to modal + add ForfeitConfirmScreen
CI / Test & Lint (push) Failing after 25s
CI / Release Build (push) Has been skipped
Pause overlay drops its bespoke full-screen layout and is rebuilt on
the standard `ui_modal` scaffold: uniform scrim, centred card, real
Resume (Primary, Esc) and Forfeit (Tertiary, G) action buttons. The
Draw Mode row stays inline in the body so the existing toggle still
fires `SettingsChangedEvent`.

The G-key double-press toast countdown is replaced with a real
modal: `G` (or clicking Forfeit on Pause) fires the new
`ForfeitRequestEvent`, which `PausePlugin` answers by spawning
`ForfeitConfirmScreen` at `Z_PAUSE_DIALOG` (above pause). The modal
exposes Cancel + "Yes, forfeit" buttons plus Y/Enter/N/Esc
accelerators; confirmation despawns both modals, clears
`PausedResource`, and fires `ForfeitEvent` for `StatsPlugin`.

`toggle_pause` now early-returns when a forfeit modal is visible (and
runs `.before(handle_forfeit_keyboard)`) so an Esc that closes the
forfeit modal doesn't also re-open pause in the same frame.

The legacy `forfeit_countdown` field, `FORFEIT_CONFIRM_WINDOW`
constant, and the six pure-function countdown tests are removed; new
tests cover the modal-spawn / confirm / cancel paths and the active-
game predicate that still gates the G hotkey.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 02:15:47 +00:00
funman300 6240156fee feat(engine): add Menu dropdown for Stats/Achievements/Profile/Settings/Leaderboard
CI / Test & Lint (push) Failing after 20s
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Continues the UI-first pass. The five informational overlays were
each behind a single-key shortcut (S/A/P/O/L) with no visible UI
affordance. Add a "Menu ▾" button to the action bar that toggles a
popover with one row per overlay. Each row dispatches the same code
path the keyboard accelerator uses by writing a new
`Toggle*RequestEvent`:

- Stats        → ToggleStatsRequestEvent
- Achievements → ToggleAchievementsRequestEvent
- Profile      → ToggleProfileRequestEvent
- Settings     → ToggleSettingsRequestEvent
- Leaderboard  → ToggleLeaderboardRequestEvent

Each plugin's existing toggle handler now reads either its key or
the matching request event so the spawn / despawn / fetch logic stays
in the owning plugin (the popover never duplicates that behaviour).

Action bar order is now (left → right):
  Menu ▾   Undo   Pause   Help   Modes ▾   New Game

Menu sits on the far left because it's a navigation aggregator;
New Game stays on the far right as the most consequential action.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:55:43 +00:00
funman300 1d9fb1884a feat(engine): add Modes dropdown with Classic/Daily/Zen/Challenge/Time Attack
Continues the UI-first pass. The five game modes were each behind a
keyboard shortcut (N/Z/X/T/C) with no visible UI affordance, three of
them additionally gated by an unlock level the player has to discover
themselves.

Add a "Modes ▾" button to the action bar that toggles a popover panel
beneath. Each row dispatches the same code path the keyboard
accelerator uses by writing a new `Start*RequestEvent` (or
`NewGameRequestEvent` for Classic):

- Classic        → NewGameRequestEvent::default()
- Daily Challenge → StartDailyChallengeRequestEvent
- Zen            → StartZenRequestEvent
- Challenge      → StartChallengeRequestEvent
- Time Attack    → StartTimeAttackRequestEvent

The existing keyboard handlers in input_plugin (Z), challenge_plugin
(X), time_attack_plugin (T), and daily_challenge_plugin (C) now read
either their key or the matching request event, so level gates,
TimeAttackResource setup, daily seed lookup, and toast feedback for
locked modes all stay in their owning plugins — the popover never
duplicates that logic.

The popover only lists modes available to the player: Classic always
shows, Daily Challenge shows when DailyChallengeResource is loaded,
and Zen/Challenge/Time Attack show once the player reaches level 5
(the existing CHALLENGE_UNLOCK_LEVEL).

Click handler despawns the popover after dispatch; clicking the
Modes button again toggles it shut.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:49:40 +00:00
funman300 97f38085e3 feat(engine): add Undo, Pause, Help UI buttons in HUD action bar
Continues the UI-first pass started by the New Game button. Per the
design principle in CLAUDE.md / ARCHITECTURE.md §1, every player action
must be reachable from a visible UI control with the keyboard shortcut
as an optional accelerator. Refactor the single New Game button into a
flex-row "action bar" anchored top-right with four buttons: Undo,
Pause, Help, New Game (left → right; New Game rightmost as the most
consequential action).

Plumbing:
- New `PauseRequestEvent` and `HelpRequestEvent` in events.rs.
- pause_plugin::toggle_pause reads either Esc or PauseRequestEvent so
  the button and the keyboard accelerator drive the same code path
  (with the existing drag / game-over / selection guards).
- help_plugin::toggle_help_screen reads either F1 or HelpRequestEvent;
  also fix the stale module-doc claim that H toggles help (it's F1 —
  H is bound to hint cycle in input_plugin).
- hud_plugin now spawns four ActionButton-marked buttons via a
  ChildSpawnerCommands helper, with one click handler per button
  firing its respective request event. A single
  paint_action_buttons system covers hover/pressed colour for all of
  them via the shared ActionButton marker. The click handlers
  defensively re-register their request events so the plugin works in
  isolation under MinimalPlugins (tests). add_message is idempotent.
- ARCHITECTURE.md HudPlugin row updated to call out the action bar.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:38:54 +00:00
funman300 62cd1cf924 fix(engine): start new game when player confirms abandon-current-game modal
CI / Test & Lint (push) Failing after 19s
CI / Release Build (push) Has been skipped
Reported during 2026-04-29 smoke test: pressing Y on the
ConfirmNewGameScreen modal closed nothing and didn't start a new game.

Trace:
  Frame N: handle_confirm_input despawns the modal entity (deferred),
           writes NewGameRequestEvent.
  End of N: command flush — modal gone.
  Frame N+1: handle_new_game reads the event. needs_confirm is still
             true (game state unchanged). confirm_already_open is now
             false (modal flushed). Condition matches → spawn_confirm_
             dialog runs again, the modal reappears, and the new game
             never starts.

Add a `confirmed: bool` field to NewGameRequestEvent. handle_confirm_
input writes it as true on Y/Enter so handle_new_game's dialog-spawn
guard short-circuits and the existing despawn-and-start branch runs.
All other writers (button click, N hotkey, mode hotkeys, daily/
challenge/time-attack auto-deal, tests) stay at `confirmed: false`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:28:48 +00:00
funman300 abda354562 feat(engine): emit SyncCompleteEvent on pull resolve
ARCHITECTURE.md §5 lists SyncCompleteEvent(Result<SyncResponse, String>) as
a cross-system event, but it was never declared or fired. Add the message
to events.rs, register it in SyncPlugin, and emit it from poll_pull_result
on both the success path (carrying the merged payload + conflicts as
SyncResponse) and the failure path (carrying the user-facing error
message). UI/persistence systems can now react to sync completion without
polling SyncStatusResource.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:14:21 +00:00
funman300 648cd44387 chore(deps): migrate to Bevy 0.17
- Event/EventReader/EventWriter renamed to Message/MessageReader/MessageWriter
- add_event → add_message for all 67 call sites
- ScrollPosition changed to tuple struct ScrollPosition(Vec2)
- CursorIcon import moved from bevy::winit::cursor to bevy::window
- WindowResolution::from((f32,f32)) removed — use (u32,u32) tuple
- World::send_event → World::write_message in test code

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 13:04:44 -07:00
funman300 8cd28cfb29 feat(engine): right-click highlight timer and visual hint glow (#5, #6)
Task #5: Add RightClickHighlightTimer(1.5 s) so destination highlights
auto-despawn after 1.5 s. Existing clear-on-state-change and
clear-on-pause logic still fires early when a move is made or the game
is paused. Three unit tests cover timer countdown behaviour.

Task #6: Add HintVisualEvent emitted on H key. Source card gets
HintHighlight + HintHighlightTimer(2 s) for a yellow glow. Destination
PileMarker gets HintPileHighlight with a gold tint (Color::srgb(1.0,
0.85, 0.1)) that restores the original colour when the 2 s timer
expires. Five unit tests cover timer expiry and colour invariants.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 17:36:23 +00:00
funman300 03227f8c77 feat(engine): playability improvements — rounds 7–9 (#40–#64)
Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close

Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)

Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 02:35:15 +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
root de840fb006 feat(engine,server): XP toast on win + display_name max-length validation
ProgressPlugin now fires XpAwardedEvent on every win. AnimationPlugin
shows a "+N XP" toast so players see XP feedback immediately after
winning. Server leaderboard opt-in endpoint also now validates that
display_name is at most 32 characters.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 03:02:59 +00:00
root 11cb53ab29 feat(engine): InfoToastEvent — show locked-mode messages on-screen
Replaces silent info!() log calls with on-screen toasts when the player
presses Z/X/T without reaching the required unlock level. Any system
can now fire InfoToastEvent(message) to surface a brief text overlay
without depending on a specific plugin.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 02:57:34 +00:00
root 4a33cbdc22 feat(engine): require N-key confirmation when abandoning an active game
Pressing N during an active game (move_count > 0, not won) now shows a
"Press N again to start a new game" toast and only starts a new game if
N is pressed a second time within 3 seconds. Starting a fresh game or
pressing N after a win still acts immediately.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 02:53:28 +00:00
root 20db4b312a feat(engine): ManualSyncRequestEvent + Sync Now button in settings
- Added ManualSyncRequestEvent to events.rs (exported from lib.rs).
- SyncPlugin now handles ManualSyncRequestEvent: if no pull is in
  flight, spawns a new AsyncComputeTaskPool task and sets status to
  Syncing. Ignores duplicate requests while a pull is active.
- Settings panel "Sync" section now shows the status text alongside a
  "Sync Now" button that fires ManualSyncRequestEvent.
- Cleaned up stale doc comment in input_plugin.rs (Esc pause note).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 00:03:24 +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 b720588687 feat(engine): MoveRejectedEvent + PausePlugin (Esc)
- New MoveRejectedEvent fires from end_drag when the cursor is over
  a real pile but the placement is illegal. AudioPlugin plays
  card_invalid.wav on it.
- New PausePlugin + PausedResource: Esc toggles a full-window
  overlay and the flag. tick_elapsed_time and advance_time_attack
  skip work while paused. Help cheat sheet updated.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 22:56:35 -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
Solitaire Quest 4d2379c426 feat(engine): add AnimationPlugin with slide, cascade, and toast (Phase 3F)
- CardAnim component lerps cards from old to new position on every move
- card_plugin now adds CardAnim instead of teleporting cards on state change
- Snap-back on invalid drag reuses the same mechanism (StateChangedEvent)
- Win cascade flies all 52 cards off-screen with staggered delay on GameWonEvent
- Achievement toast scaffold wired to AchievementUnlockedEvent (Phase 5 content)
- Fix input_plugin test: click Queen's visible strip, not geometric centre

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-23 21:32:42 -07:00
funman300 c393eab17d feat(engine): add resources, events, and GamePlugin event routing
Introduces the plumbing layer for Phase 3: GameStateResource wraps
solitaire_core::GameState, DragState tracks in-progress drags, and
SyncStatusResource holds runtime sync status. GamePlugin routes
Draw/Move/Undo/NewGame request events into GameState and emits
StateChangedEvent and GameWonEvent for downstream systems.

Also adds the Phase 3 implementation plan under docs/superpowers/plans/.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-23 16:15:38 -07:00