Add `GameState::take_from_foundation` flag (default false). When off,
Foundation→Tableau moves are blocked at the core rule layer. When on,
the top card of a foundation pile may be moved back to a compatible
tableau column (one card at a time).
Wire the matching `Settings::take_from_foundation` field through
`handle_new_game` so the player's preference applies to every new deal.
Four targeted tests cover: blocked-by-default, allowed-when-enabled,
illegal-tableau-placement, and count>1 rejection.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds DifficultyLevel (Easy/Medium/Hard/Expert/Grandmaster/Random) to
solitaire_core::game_state alongside GameMode::Difficulty(DifficultyLevel).
Five seed catalogs (40 seeds each) are pre-verified by the new
gen_difficulty_seeds binary using tiered solver budgets (1K–200K moves).
DifficultyPlugin resolves StartDifficultyRequestEvent → catalog seed →
NewGameRequestEvent; Random uses a system-time seed and bypasses the
winnable-only filter. The home overlay gets an expandable Difficulty section
between Draw Mode and the mode grid; last-played tier persists in Settings.
Difficulty wins pool into Classic stats. 5 unit tests in difficulty_plugin.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
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>
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>
- 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>
- 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>
- 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>
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>
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>
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>
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>
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>
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>
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>
- 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>
- 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>
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>
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>
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>
- 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>