Commit Graph

38 Commits

Author SHA1 Message Date
funman300 9891ae4ba3 refactor(engine): final hint-highlight + replay-overlay token cleanup
- input_plugin's hint-source card tint moves from raw bright-yellow
  `srgba(1.0, 1.0, 0.4, 1.0)` to the design-system STATE_WARNING
  token, so the source card and the destination pile (which already
  uses STATE_WARNING via HINT_PILE_HIGHLIGHT_COLOUR) wear the same
  attention colour as a coherent pair.
- replay_overlay had two stale doc comments referencing the old
  "loud yellow accent" — Primary is now cyan (ACCENT_PRIMARY).
  Comments updated; no behaviour change.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-07 18:45:02 -07:00
funman300 6037596cc0 fix(engine): double-click move animation no longer plays twice
A successful double-click was rendering the slide-to-destination
animation twice — once from the first press's MoveRequestEvent
landing, and again from the release's StateChangedEvent racing the
in-flight CardAnim and replacing it from the mid-animation
position.

The frame trace:

  Frame N (second press):
    handle_double_click → MoveRequestEvent (queued)
    start_drag           → DragState set, drag.committed = false
                            (start_drag never mutates Transform; the
                             card is still visually in place)
    handle_move          → applies the move, fires StateChangedEvent
    sync_cards_on_change → cur ≠ target, inserts CardAnim slide
                            (animation #1 starts)

  Frames N+1, N+2, …:
    follow_drag idles (drag uncommitted, cursor not moving)
    CardAnim animates the card from old to new pile

  Frame N+K (release):
    end_drag             → drag.committed = false branch:
                            drag.clear() + StateChangedEvent  ← CULPRIT
    sync_cards_on_change → sees the card mid-CardAnim
                            (cur ≠ target), replaces CardAnim
                            with a fresh one starting at the
                            current mid-position (animation #2
                            visibly restarts the slide)

The fix is one line: drop the StateChangedEvent write in the
uncommitted-drag branch of end_drag. The defensive resync was
never needed there — start_drag only mutates the DragState
resource on press, never card transforms, so an uncommitted drag
has no visual side effect to undo. The committed-drag branch (line
762) keeps its StateChangedEvent write since snap-back from a
real drag does need a resync.

Existing tests pass unchanged. The bug only manifested in the
specific timing of double-click → quick-release before
animation-complete; an integration test would require driving
mouse press/release across several frames with a dispatched
GameMutation pass between, which is heavier than the fix
warrants.

Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 20:00:05 -07:00
funman300 d7ffb16df5 fix(engine): single-card double-click with no destination now plays the reject animation
handle_double_click had a coverage gap. The flow was:

  - Priority 1: try moving the single top card to its best
    destination (foundation, then tableau).
  - Priority 2: if Priority 1 failed AND the player clicked the
    base of a multi-card stack, try moving the whole stack.

`MoveRejectedEvent` was only fired inside the Priority 2 else-branch
— so a double-click on a single card with no legal destination
fell through both priorities silently: no card_invalid.wav, no
shake animation on the source pile, the player got zero feedback
that the click was acknowledged.

The fix collapses both priorities' failure paths into one
unconditional `MoveRejectedEvent` write at the end of the
double-click branch. Single-card miss now plays the same feedback
as multi-card-stack miss. The early `return` on each successful
move keeps the rejection branch from firing on the success path.

Pre-fix, a player double-clicking the 7♠ buried under a 6♥ on
column 5 (no foundation slot for 7s; no tableau column accepting
black 7) saw nothing happen. Post-fix, the source pile shakes
and the invalid-move sound plays, exactly like a drag-and-drop
rejection.

Workspace: 1170 passing tests / 0 failing. cargo clippy
--workspace --all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 19:54:28 -07:00
funman300 3e11e9e79a feat(engine): H-key hint runs on AsyncComputeTaskPool
Closes the last solver-on-main-thread hot path. The synchronous
v0.17.0 hint flow called solitaire_core::solver::try_solve_from_state
inline on every H press; median latency was ~2 ms but pathological
positions hit the SolverConfig::default() cap at ~120 ms — a visible
input stall on the same frame the player presses H.

Mirrors the d489e7a PendingNewGameSeed pattern. New module
pending_hint.rs holds:

  - PendingHintTask resource carrying an Option<HintTask> with
    handle: Task<HintTaskOutput> plus move_count_at_spawn for
    staleness detection.
  - HintTaskOutput enum: SolverMove { from, to } when the verdict
    is Winnable + a first_move; NeedsHeuristic when the solver
    returns Unwinnable or Inconclusive.
  - poll_pending_hint_task system: polls the task each frame and
    surfaces the result via the now-public emit_hint_visuals (or
    runs find_heuristic_hint on the live state for the
    NeedsHeuristic branch). Discards the result when
    GameState.move_count has advanced past move_count_at_spawn.
  - drop_pending_hint_on_state_change system: any
    StateChangedEvent drops the in-flight task. Cooperatively
    cancels via Bevy's Task Drop at the next await point.
  - PendingHintTask::spawn implements cancel-on-replace — a fresh
    H press while a previous task is in flight overwrites the
    handle, dropping the prior task.

input_plugin changes:

  - handle_keyboard_hint becomes a thin spawn point. Snapshots
    the live state, asks the solver via PendingHintTask::spawn,
    returns. No card-entity query, no event writers for the
    hint visual / toast — the polling system owns those.
  - emit_hint_visuals promoted to pub so pending_hint can call it.
  - find_heuristic_hint extracted as a pub helper for the
    NeedsHeuristic poll path.
  - InputPlugin registers PendingHintTask + the two new systems.
    drop-on-state-change is chained .before() poll so a move
    applied this frame cancels any in-flight task before its
    result can be surfaced.

Tests:

  - input_plugin: pressing_h_spawns_pending_hint_task (1) — pins
    the H-key wiring at one-frame granularity.
  - pending_hint: winnable_solver_emits_hint_after_async_completes,
    state_change_drops_in_flight_task,
    second_spawn_drops_first_in_flight_task (3) — drives the
    AsyncComputeTaskPool with a wall-clock-bounded loop mirroring
    the winnable_seed_search_* template.
  - Removed two now-stale synchronous tests
    (hint_uses_solver_when_winnable,
    hint_falls_back_to_heuristic_when_solver_inconclusive) — the
    behaviours they pinned now live in pending_hint::tests at the
    correct layer.

Workspace: 1168 passing tests / 0 failing, was 1166 (net +2:
removed 2 stale, added 4 new). cargo clippy --workspace
--all-targets -- -D warnings clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-06 18:01:51 -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 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 525fe0fe76 feat(engine): drag-cancel return tween — smooth ease-out instead of shake
Illegal drops previously snapped each dragged card to its origin
slot and ran a horizontal ShakeAnim wiggle for negative feedback —
which read as punitive on every misclick. The rejection now plays
a 150 ms quintic ease-out glide from the drop location back to the
resting slot. The audio cue (card_invalid.wav) still fires so the
player gets clear "no" feedback; the visual is just gentler.

Both rejection paths in input_plugin (mouse end_drag and touch
end_drag) construct a CardAnimation::slide(drag_pos → target_pos)
with MotionCurve::Responsive — the curve module's own docs
recommend Responsive specifically for invalid snap-back because its
zero overshoot reads forgiving rather than jittery.

card_plugin's update_card_entity gates its snap path on
CardAnimation absence so the StateChangedEvent that follows a
rejection no longer fights the in-flight tween. Mirrors how
resize_cards_in_place already drops in-flight tweens during a
window resize.

ShakeAnim itself stays in feedback_anim_plugin — the right-click
invalid-target and double-click in-place rejection paths still use
it because there's no movement to interpolate, just a "no" wiggle.
Only the drag-rejection path swaps to the smooth tween.

Six new rejection-tween tests pin the contract: CardAnimation is
inserted on every dragged card, start/end positions and z values
match the drag-to-resting transition, duration matches the new
MOTION_DRAG_REJECT_SECS token, and the curve is Responsive. The
two legacy ShakeAnim drag-rejection tests are removed since their
contract is intentionally inverted by this commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 01:34:12 +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 902560cd68 fix(engine): hit-test face-down fan offset matches sprite layout
CI / Test & Lint (push) Failing after 32s
CI / Release Build (push) Has been skipped
Smoke-test report: the user could only initiate a drag from the bottom
strip of a tableau card, not its visible face. Root cause was a fan-
step mismatch between rendering and hit-testing.

card_plugin::card_positions steps face-down cards by
TABLEAU_FACEDOWN_FAN_FRAC (0.12) and face-up cards by TABLEAU_FAN_FRAC
(0.25), so a column with 6 face-down + 1 face-up at the bottom
renders the face-up card at base.y - 0.72 * card_h. input_plugin's
card_position used a uniform 0.25 step for every position, computing
the same card's hit-test centre as base.y - 1.5 * card_h — almost a
full card height below the visible sprite. The hit-test AABB and the
sprite AABB overlapped only over the bottom 0.61 * card_h, which
matches the user's observation that only the bottom of the card
responds to clicks.

card_position now mirrors card_plugin's exact logic: walk the pile's
preceding cards and step by TABLEAU_FACEDOWN_FAN_FRAC for face-down,
TABLEAU_FAN_FRAC for face-up. TABLEAU_FACEDOWN_FAN_FRAC is now public
for the same reason TABLEAU_FAN_FRAC already was — the renderer and
the hit-tester have to agree by construction or this regression
returns.

Updates the existing find_draggable_skips_face_down_cards test that
relied on the old uniform-fan geometry, and adds
find_draggable_hits_face_up_card_with_face_down_cards_above_it as a
regression test that fails without this fix.

The during-drag rendering and pile_drop_rect still use the uniform
TABLEAU_FAN_FRAC because the cards being dragged are guaranteed
face-up, and a slightly oversized drop target reads as forgiving
rather than wrong. Those call sites are intentionally untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 03:33:46 +00:00
funman300 cb93bd9265 fix(engine): pin modals via GlobalZIndex and surface forfeit-no-op toast
CI / Test & Lint (push) Failing after 28s
CI / Release Build (push) Has been skipped
Two fixes the smoke test surfaced:

1. The forfeit-confirm modal at `Z_PAUSE_DIALOG` (225) was invisible
   behind the pause card at `Z_PAUSE` (220). In Bevy 0.18, root-level
   UI nodes don't reliably sort across stacking contexts via plain
   `ZIndex` alone, so `spawn_modal` now adds `GlobalZIndex(z_panel)`
   alongside the existing `ZIndex(z_panel)`. Every overlay built on
   `ui_modal` (pause, forfeit-confirm, confirm-new-game, help, home,
   leaderboard, profile, achievements, stats, game-over) inherits the
   fix.

2. `handle_forfeit_request` no longer silently drops the request when
   `move_count == 0` — pressing G or clicking the pause modal's
   Forfeit button on a freshly-dealt game now opens the confirm modal,
   and the only short-circuit is "game is already won", which now
   fires an `InfoToastEvent` ("No game to forfeit") so the player
   gets feedback. The `move_count > 0` half of the gate was the
   reason a fresh-deal G press appeared to do nothing.

The G-key gate in `handle_keyboard_forfeit` is simplified to just
"not paused"; the rest of the forfeit-eligibility check moves into
`handle_forfeit_request` so it can surface the toast.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 02:35:52 +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 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 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 7a77c66f6d fix(engine): restore card to origin slot after rejected drop
When a drag was rejected, ShakeAnim was inserted on each dragged card
with origin_x = transform.translation.x — the drop-location X, not the
origin pile slot's X. tick_shake_anim restores translation.x to
origin_x at the end of the 0.3s shake, which fights the sync_cards
slide that StateChangedEvent triggers and pins the card at the drop
location. The visible symptom (reported during the 2026-04-29 smoke
test) was "the card returns to the slot beside the pile".

Compute the target X using the existing card_position() helper
against the origin pile and the card's stack_index, then save that as
ShakeAnim::origin_x. The shake now ends with the card at its correct
resting slot. Apply the same fix to both the mouse path (end_drag)
and the touch path (touch_end_drag), and update the existing Task #57
test to reflect the new contract (origin_x = origin slot X, not
drop-location X).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 22:29:20 +00:00
funman300 7cda2a9f1a fix(engine): resolve all clippy warnings introduced by PNG asset pipeline
CI / Test & Lint (push) Failing after 1m34s
CI / Release Build (push) Has been skipped
- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
  and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
  test-only colour helpers; removing the unconditional import silences the
  unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
  tests using MinimalPlugins (no InputPlugin) no longer panic on startup

All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 03:35:41 +00:00
funman300 18ac5adef5 feat(engine): art pass — PNG assets, custom font, and keyring v4 upgrade
Art pass (Phase 4):
- Generate placeholder PNG assets: face.png, back_0–4.png, bg_0–4.png via
  solitaire_assetgen gen_art binary (16×16 RGBA, embedded via include_bytes!)
- Add FiraMono-Medium font (assets/fonts/main.ttf) embedded at compile time
- Add FontPlugin: loads font at startup, exposes FontResource; gracefully
  falls back to default handle when Assets<Font> absent (MinimalPlugins tests)
- Wire CardImageSet into card_plugin: face/back PNGs replace solid-colour
  sprites when available; tests continue using colour fallback via MinimalPlugins
- Wire BackgroundImageSet into table_plugin: bg PNGs replace solid-colour
  background; empty set inserted when Assets<Image> absent in tests
- Fix hint highlight system (input_plugin): tint sprite.color directly instead
  of replacing the whole Sprite (which would discard the image handle)
- Export FontPlugin, FontResource, CardImageSet from solitaire_engine::lib
- Register FontPlugin in solitaire_app before other plugins

Dependency upgrades (latest releases):
- keyring "2" → keyring "4" + keyring-core "1" (v4 split architecture into
  separate core library crate)
- auth_tokens.rs: Entry::new now returns Result; delete_password →
  delete_credential; NoDefaultStore error variant handled
- solitaire_app: add keyring::use_native_store(true) at startup for Linux
  Secret Service / macOS Keychain / Windows Credential Store selection

ARCHITECTURE.md: fix Edition 2025→2021, update asset pipeline section,
add FontPlugin/CardImageSet/BackgroundImageSet to plugin and resource tables,
update Section 14 to reflect actual include_bytes!() rendering approach,
add Decision Log entries for embedded PNG and font decisions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 00:30:55 +00:00
funman300 41d75b50de feat/fix/perf(engine,data,assetgen): ambient audio, sync bug fixes, hot-path cleanup
**ambient_loop.wav (task 5)**
- solitaire_assetgen: add ambient_loop() synthesizer — 5 s seamless loop,
  55 Hz drone with 2nd/3rd harmonics, 0.2 Hz LFO breath, 16-bit mono 44100 Hz
- audio_plugin: load ambient_loop.wav via include_bytes!() replacing the
  card_flip.wav placeholder; decouple start_ambient_loop() from SoundLibrary

**sync bug fixes (task 11)**
- sync_plugin: LocalOnlyProvider returning UnsupportedPlatform now sets
  SyncStatus::Idle instead of displaying a misleading "Sync not configured" error
- sync_client: extract_pull_body / extract_push_body now return SyncError::Auth
  only for HTTP 401/403; all other non-2xx statuses return SyncError::Network
- sync_plugin: push_on_exit now logs a warn! on failure instead of silently
  discarding the result

**hot-path performance (task 12)**
- card_plugin: card_positions() now returns &Card references (lifetime-bound to
  GameState) instead of owned Card clones — eliminates 52 Card clones per
  sync_cards() call (runs every animation frame)
- input_plugin: card_position() takes &PileType instead of PileType, eliminating
  PileType copies at every drag hit-test call site
- animation_plugin: eliminate intermediate AnimSpeed clone in handle_win_cascade()

**docs (tasks 11, 13)**
- docs/sync_test_runbook.md: manual test runbook for cross-machine sync
- docs/android_investigation.md: cargo-mobile2 port investigation and effort estimate

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 23:51:58 +00:00
funman300 8221ebc803 fix(engine): replace EventReader with MessageReader for TouchInput events
EventReader was removed in Bevy 0.18 in favour of MessageReader.
Three touch drag/tap handlers used the old type, causing compile errors.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 23:00:53 +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 21d0c289b5 chore(deps): migrate to Bevy 0.18
- BorderRadius is no longer a Component; moved into Node.border_radius
  field at all 15 spawn sites across 6 plugin files
- Events<T> renamed to Messages<T> in test code (12 files)
- KeyboardEvents SystemParam renamed to KeyboardMessages to match the
  MessageWriter rename done in the 0.17 hop
- WindowResolution::from((f32,f32)) removed; use (u32,u32) tuple in main.rs

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 13:48:41 -07:00
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 c8553dc8c5 chore(deps): migrate to Bevy 0.16, axum 0.8, and other package updates
- Bump bevy 0.15 → 0.16; fixes all breaking API changes:
  ChildBuilder → ChildSpawnerCommands, Parent → ChildOf,
  despawn_descendants → despawn_related::<Children>(),
  despawn_recursive → despawn (now recursive by default),
  EventWriter::send → write, Query::{get_single,get_single_mut}
  → {single,single_mut}, ChildOf::get → parent()
- Bump axum 0.7 → 0.8; remove axum::async_trait from FromRequestParts
- Bump tower_governor 0.4 → 0.8; fix GovernorLayer::new() API
- Bump jsonwebtoken 9 → 10 with rust_crypto feature only
- Bump thiserror 1 → 2, dirs 5 → 6, bcrypt 0.15 → 0.19,
  reqwest 0.12 → 0.13 (rustls feature rename)
- Regenerate .sqlx offline cache for sqlx compile-time query checks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 12:31:12 -07:00
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 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 74fa6c7cff fix(engine): Draw-Three waste fan hit-testing; add HUD and input coverage
fix(input_plugin): card_position() now applies the same X-fan offset for
Draw-Three waste cards as card_plugin uses for rendering. Previously the
top waste card appeared at base_x + 0.56 * card_width but was only
hittable at base_x, making it impossible to drag from its visual position.

test(hud_plugin): add five behaviour tests — score/moves/time display
format, Zen mode score suppression, Draw-Three mode badge.

test(input_plugin): add find_draggable test that clicks the top fanned
waste card at its visual X position and confirms it hits in Draw-Three.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:42:25 +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
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 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
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
Solitaire Quest a8a323c6c3 chore(deps): replace bevy_egui+bevy_kira_audio with bevy_ui+kira, drop AssetServer 2026-04-23 21:02:46 -07:00
funman300 b3646d6cad modified: solitaire_engine/src/card_plugin.rs
modified:   solitaire_engine/src/input_plugin.rs
2026-04-23 20:48:57 -07:00
funman300 900de7f376 feat(engine): add InputPlugin with keyboard and stock-click
Keyboard: U=undo, N=new game, D=draw, Escape=pause placeholder (logged
only until the pause screen lands). Mouse: left-click on the stock pile
fires DrawRequestEvent. Cursor coordinates are converted via the active
Camera2d's viewport_to_world_2d so the hit-test works under arbitrary
camera setups.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-23 16:26:40 -07:00