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>
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>