Commit Graph

39 Commits

Author SHA1 Message Date
funman300 4b9d008be2 refactor(workspace): sweep low-risk clippy::pedantic findings
Conservative cleanup pass — applied only the high-signal pedantic
lints whose fixes either remove genuine waste or read more naturally,
skipping anything stylistic that would bloat the diff.

- map_unwrap_or: 29 .map(...).unwrap_or(...) sites collapsed to
  .map_or / .is_some_and / .map_or_else equivalents
- uninlined_format_args: 7 production format!/write!/println! sites
  rewritten to the inline-argument style; assert! sites in test code
  intentionally untouched
- match_same_arms: 2 redundant arms collapsed where the bodies were
  identical and the merger didn't obscure intent

Public API is unchanged. No dependencies added or removed. The
pedantic warning count dropped from 840 to 807 (-33). Out-of-scope
findings — needless_pass_by_value on Bevy Res params, false-positive
explicit_iter_loop on Bevy Query iterators, items_after_statements
inside test mods, and the "ask before changing" merge logic in
solitaire_sync — were intentionally deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 02:46:32 +00:00
funman300 6e7705b256 feat(app): persist window geometry across launches
Settings gains an optional window_geometry field (size + position)
serialized via #[serde(default)] so legacy settings.json files without
the field deserialize cleanly to None. On launch the app restores
the persisted dimensions and position; first run and pre-upgrade
saves keep the existing 1280x800 centered default.

settings_plugin records changes from WindowResized and WindowMoved
into a PendingWindowGeometry resource and writes them to disk through
the existing atomic .tmp+rename path once the events have stayed
quiet for WINDOW_GEOMETRY_DEBOUNCE_SECS (0.5s). A merge_geometry
helper preserves whichever component (size or position) the latest
event burst didn't carry, so a position-only WindowMoved never wipes
the recorded size.

Pure should_persist_geometry and merge_geometry helpers are unit
tested for the boundary cases. Headless integration tests cover the
full flow: a single resize event then a quiet window persists, a
move event after a resize updates only position, a rapid storm
collapses to the final size, and a quiet frame with no events
leaves the geometry untouched.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 02:17:54 +00:00
funman300 59316de1e9 perf(app): set PresentMode::AutoNoVsync to eliminate window-resize stalls
CI / Test & Lint (push) Failing after 18s
CI / Release Build (push) Has been skipped
Smoke-test report: window resize was still laggy after the card-side
throttle landed. Diagnosis pointed at the wgpu / OS layer rather than
ECS work — Bevy's default PresentMode is AutoVsync (Fifo), which gates
every frame on the monitor's vblank. On X11 / Wayland the compositor
sends WindowResized events at high frequency during a drag and the
vsync gate stalls each one, producing visible lag even when the
downstream systems do almost no work.

AutoNoVsync prefers Mailbox (triple-buffered, no blocking) and falls
back to Immediate when the backend can't honour Mailbox. Either is
fine for solitaire — the frame budget is tiny and the occasional
dropped frame from disabling vsync is imperceptible compared to the
stall this fixes.

Layered with the prior in-place resize updates and the 50ms
ResizeThrottle, this should bring the window-drag feel from "really
laggy" to native-feeling.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 01:35:49 +00:00
funman300 5d57b67934 feat(engine): branded splash screen on launch
The window previously snapped straight to a card deal, which read more
like a prototype than a finished game. SplashPlugin lays a fullscreen
overlay (BG_BASE backdrop, ACCENT_PRIMARY title, version subtitle) on
top of the gameplay layer for MOTION_SPLASH_TOTAL_SECS — the board
deals behind it so the splash dissolve hands off naturally to the
deal animation.

Visibility curves through fade-in (300ms), hold (~1s), fade-out
(300ms) using a pure splash_alpha helper that gets pinned by a unit
test rather than wired to the Bevy clock — Time<Virtual>'s 250ms
per-tick clamp makes float-tight alpha assertions around the fade
boundary brittle.

Any keystroke or mouse-button press jumps the age forward to the
fade-out window so the splash dissolves immediately. The dismiss
handler is read-only on ButtonInput / Touches, so the same press is
still visible to gameplay handlers downstream — pressing Space on the
splash both dismisses it and triggers the next-tick stock draw, as
verified by dismissal_keypress_is_visible_to_other_systems.

Z_SPLASH sits above every other UI rung (Z_TOAST + 100) so the splash
owns the viewport for its brief lifetime. The hierarchy test was
extended to enforce the new rung's monotonic position.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 23:31:13 +00:00
funman300 54d34972d4 feat(engine): tooltip infrastructure with hover delay (foundation only)
A new ui_tooltip module owns a Tooltip(Cow<'static, str>) component
that turns any UI node into a hover-revealing help target. Bevy 0.18's
required-components attribute auto-inserts an Interaction so callers
just attach Tooltip and the rest is wired.

A single overlay entity is reparented above the focus ring (new
Z_TOOLTIP token = Z_FOCUS_RING + 10) and tracked from the hovered
target's GlobalTransform + ComputedNode. The chained Update systems
start a hover timer on Interaction::Hovered, show the overlay once
MOTION_TOOLTIP_DELAY_SECS (0.5s) has elapsed, hide it the moment hover
ends, and refresh the text when the hover target switches without an
intervening unhover.

Tested headless under MinimalPlugins with a 200ms ManualDuration
ticker — Bevy clamps Time<Virtual>'s max_delta to 250ms by default, so
a one-shot 1s step doesn't actually advance the clock past the
threshold; the tests step five times to exercise both pre- and
post-delay invariants.

This commit ships the infrastructure only — no entity in the engine
has Tooltip attached yet. A follow-up applies tooltips to the HUD
readouts and action bar.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 23:03:43 +00:00
funman300 12789529a1 feat(engine): keyboard focus rings on modal buttons (Phase 1)
Every button spawned via spawn_modal_button is now keyboard-navigable.
Tab/Shift-Tab cycles focus within the active modal, Enter activates
the focused button via the same Interaction::Pressed signal mouse
clicks use, and the primary action auto-focuses on modal open. Mouse
clicks transfer focus so the two input modes stay in sync.

The visual indicator is a single overlay entity that's reparented
above the topmost modal scrim and tracks the focused button's
GlobalTransform + ComputedNode each frame. Sitting outside the
modal-card subtree means the ring isn't affected by the open
animation's 0.96→1.0 scale, and sitting outside any scroll container
means it can't be clipped by Settings' Overflow::scroll_y. Z-order
sits one rung above Z_MODAL_TOP via the new Z_FOCUS_RING token.

Existing 11 modals (Help, Stats, Achievements, Settings, Profile,
Leaderboard, Pause, Forfeit confirm, GameOver, Confirm new game,
Onboarding, Home) get focus support without any call-site changes —
attach_focusable_to_modal_buttons walks the ancestry of any
ModalButton lacking Focusable to find its scrim and tags it
automatically. selection_plugin's Tab handler keeps working when no
modal is open; when one is, focus consumes Tab/Enter before the
selection system sees them.

Phase 1 scope only — HUD action bar, Home mode cards, and Settings
bespoke buttons (icon, swatch, toggle) come in Phase 2/3.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 21:17:25 +00:00
funman300 5f5aba8dff feat(app): window polish — WM_CLASS, centered window, crash log hook
Sets Window::name so X11/Wayland taskbars group the game correctly,
centers the window on the primary monitor on startup, and installs a
panic hook that appends a timestamped crash record to crash.log under
the platform data dir (gracefully no-ops when the directory is
unavailable).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 20:04:43 +00:00
funman300 8da62bd05f feat(engine): add ui_modal primitive (scaffold + button variants)
Phase 3 step 3 of the UX overhaul. Adds a reusable modal helper that
the next 6 commits use to convert each overlay screen. The audit found
11 overlays using 3 different visual styles with scrim alpha drift
between 0.60 and 0.92; this primitive collapses all of that into one
consistent shape.

API surface:
- spawn_modal(commands, plugin_marker, z, build_card)  — full-screen
  scrim (uniform SCRIM token) + centred card (BG_ELEVATED, RADIUS_LG,
  BORDER_STRONG outline, max-width 720, min-width 360, padding
  SPACE_5).  Returns the scrim entity for one-call despawn.
- spawn_modal_header(parent, title, font_res)          — TYPE_HEADLINE
  + TEXT_PRIMARY, the canonical overlay heading.
- spawn_modal_body_text(parent, text, color, font_res) — TYPE_BODY_LG
  paragraph; pass TEXT_PRIMARY or TEXT_SECONDARY.
- spawn_modal_actions(parent, build_buttons)           — flex-row
  justify-end with margin-top.
- spawn_modal_button(parent, marker, label, hotkey,
                     variant, font_res)                — real Button
  entity with optional TYPE_CAPTION hotkey-hint chip.

ButtonVariant enum drives colour:
  Primary    idle ACCENT_PRIMARY      hover ACCENT_PRIMARY_HOVER
             pressed ACCENT_SECONDARY (yellow → pink press flash)
  Secondary  idle BG_ELEVATED_HI      hover BG_ELEVATED_TOP
             pressed BG_ELEVATED
  Tertiary   idle BG_ELEVATED         hover BG_ELEVATED_HI
             pressed BG_ELEVATED_PRESSED

A new BG_ELEVATED_TOP token plus ACCENT_PRIMARY_HOVER cover the new
hover/press combinations cleanly.

UiModalPlugin registers paint_modal_buttons so every ModalButton gets
hover and press feedback automatically — overlay plugins don't add
their own paint systems. Plugin registered in solitaire_app.

A self-test asserts each variant's idle / hover / pressed colours are
all distinct; another verifies the plugin builds under MinimalPlugins.

This commit is purely additive — no overlay calls the new helpers
yet. The next commits convert each overlay to use them.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-30 00:43:14 +00:00
funman300 56b37fc653 fix(app): point AssetPlugin at workspace assets dir
CI / Test & Lint (push) Failing after 30s
CI / Release Build (push) Has been skipped
Bevy resolves AssetPlugin::file_path relative to the binary's
CARGO_MANIFEST_DIR (solitaire_app/), but the assets/ directory lives at
the workspace root. After the switch to AssetServer in fbe984c, every
card face, back, background, and font load failed with "Path not found:
.../solitaire_app/assets/..." and the renderer fell back to Text2d
rank+suit placeholders.

Override file_path to "../assets" so cargo run -p solitaire_app from
anywhere finds the real artwork at <workspace>/assets/. Shipping a
release binary will need to either set the override differently or copy
assets/ next to the binary; that is left for whoever ships first.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 21:40:13 +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 800dfb50ce chore(pkg): add Arch Linux PKGBUILDs for game client and sync server
- pkg/solitaire-quest/PKGBUILD: builds solitaire_app binary, depends on
  alsa-lib, libxkbcommon, systemd-libs (Bevy Linux requirements); check()
  runs only non-Bevy crates (solitaire_core, solitaire_sync) since Bevy
  integration tests require a GPU/display unavailable in chroot
- pkg/solitaire-quest-server/PKGBUILD: builds solitaire_server binary,
  installs systemd service unit and hardened environment file template
- pkg/solitaire-quest-server/solitaire-quest-server.service: systemd unit
  with ProtectSystem=strict, NoNewPrivileges, dedicated service user
- pkg/solitaire-quest-server/server.env: documented env template installed
  to /etc/solitaire-quest-server/server.env (mode 0640, listed in backup=)
- LICENSE: add MIT license
- Cargo.toml: add license = "MIT" to [workspace.package]
- All member crates: add license.workspace = true

Both PKGBUILDs follow the Arch Rust package guidelines:
  prepare() uses --locked + cargo fetch
  build() uses --frozen --release -p <crate>
  RUSTUP_TOOLCHAIN=stable and CARGO_TARGET_DIR=target set in each stage

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 22:44:44 +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 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 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 f32e53dd0b feat(engine): shake/settle/deal animations (#54, #55, #69)
Add FeedbackAnimPlugin with three card feedback animations:
- #54 ShakeAnim: horizontal shake on MoveRejectedEvent targeting
  destination pile cards; 0.3 s damped sine wave
- #55 SettleAnim: Y-scale bounce on valid placement (StateChangedEvent);
  1.0 → 0.92 → 1.0 over 0.15 s for all top-of-pile cards
- #69 Deal animation: slides each card from stock position to its deal
  position on NewGameRequestEvent (move_count == 0), using existing
  CardAnim with 0.04 s per-card stagger

Pure-function helpers shake_offset, settle_scale, and deal_stagger_delay
are public and covered by 6 unit tests. Fix pre-existing compile/clippy
errors: stubbed handle_confirm_input/handle_game_over_input, removed dead
CycleCardBack/CycleBackground variants, annotated ambient_handle field,
and fixed draw_mode.clone() in pause_plugin.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 19:55:24 +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 fff8c66bf7 feat(engine): in-game HUD — score, move count, elapsed time, mode badge
Adds HudPlugin with a persistent top-left overlay that shows score,
move count, and elapsed time during every game. A mode badge highlights
DAILY, CHALLENGE, ZEN, or TIME ATTACK when the game is not in Classic
mode. HUD updates whenever GameStateResource changes (moves and per-second
time ticks) without a separate polling system.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 01:51:50 +00:00
root d56abcd7a9 feat(engine): leaderboard screen (press L to toggle)
Press L to open a leaderboard overlay. On open, an async fetch is
dispatched against the active SyncProvider. Results cache in
LeaderboardResource; the panel rebuilds live when data arrives.
Closing during a fetch is safe (ClosedThisFrame flag prevents
re-spawning the panel in the same frame as the user's despawn command).
Format: ranked table with player name, best score, and fastest win time.
Non-authenticated / LocalOnly providers return an empty list gracefully.

- solitaire_data: add fetch_leaderboard() to SyncProvider trait
  (default → Ok([])) and implement in SolitaireServerClient
- solitaire_engine: new LeaderboardPlugin with 5 unit tests
- solitaire_app: register LeaderboardPlugin

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 00:38:55 +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 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 13b428b81c feat(engine): first-run onboarding banner
OnboardingPlugin spawns a centered welcome banner at PostStartup
when Settings.first_run_complete is false. Any key or mouse
press dismisses it, sets the flag, and persists settings.json
so returning players never see it again.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 23:14:10 -07:00
funman300 9d0f9478b2 feat(data,engine): persistent Settings + SFX volume hotkeys
- solitaire_data::Settings { sfx_volume, first_run_complete } with
  atomic JSON persistence and clamping sanitizer.
- SettingsPlugin (engine): [ / ] adjust SFX volume by 0.1, clamped;
  persists on change; emits SettingsChangedEvent. No-op at rails.
- AudioPlugin applies sfx_volume to kira's main track at startup
  and on every change so live tweaks take effect without restart.
- Brief "SFX: N%" toast on each change. Help cheat sheet updated.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 23:08:20 -07:00
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 adacdf533c feat(engine,assetgen): synthesized SFX + kira AudioPlugin
- New solitaire_assetgen crate with gen_sfx binary: synthesizes
  five 44.1kHz mono 16-bit PCM WAVs (flip/place/deal/invalid/fanfare)
  from an LCG noise source + sine/square synths. Output committed
  under assets/audio/.
- AudioPlugin (engine): embeds the WAVs via include_bytes!, decodes
  once with kira::StaticSoundData, plays on Draw / Move / NewGame /
  GameWon events. card_invalid is loaded but unused — wiring it
  needs a MoveRejectedEvent.
- AudioManager kept on the main thread (NonSend) since cpal is !Send
  on some platforms; degrades gracefully if no audio device present.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 22:48:58 -07:00
funman300 7dfbff45d1 feat(engine): add HelpPlugin (H/?) and Challenge cleared toast
- HelpPlugin: full-window cheat sheet listing every keybinding,
  toggled with H or ?. Three unit tests cover open/close/slash.
- AnimationPlugin: ChallengeAdvancedEvent now surfaces as a
  3-second "Challenge N cleared!" toast.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-25 22:39:08 -07:00
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 b730902d76 feat(engine): add weekly goals with ISO-week rollover and +75 XP bonus
Phase 6 part 2b:
- solitaire_data::weekly defines WeeklyGoalKind, WeeklyGoalDef,
  WeeklyGoalContext, current_iso_week_key, and three starter goals
  (5 wins, 3 no-undo wins, 3 fast wins).
- PlayerProgress gains weekly_goal_week_iso, roll_weekly_goals_if_new_week,
  and record_weekly_progress (returns true exactly once per goal completion).
- WeeklyGoalsPlugin evaluates GameWonEvent against WEEKLY_GOALS, rolls the
  week if needed, increments matching counters, awards WEEKLY_GOAL_XP for
  newly-completed goals, persists progress, and fires
  WeeklyGoalCompletedEvent.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 19:25:18 -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 ef043c14d4 feat(engine): add ProgressPlugin awarding XP on wins with level-up events
On GameWonEvent, computes xp_for_win(time, used_undo) from
solitaire_data, calls PlayerProgress::add_xp, and emits LevelUpEvent
when the level changes. Persists atomically through the configurable
storage path; ProgressPlugin::headless() disables I/O for tests.

Introduces ProgressUpdate system set so future systems can run after
progress mutations.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 19:11:22 -07:00
funman300 1f6994a084 feat(engine): add AchievementPlugin with persistent unlock tracking
On GameWonEvent, build an AchievementContext from StatsResource + GameState
+ wall-clock hour, evaluate ALL_ACHIEVEMENTS, flip newly-satisfied records
to unlocked, persist atomically, and emit AchievementUnlockedEvent for
each new unlock. AnimationPlugin's toast resolves the event's ID to the
achievement's display name via achievement_plugin::display_name_for.

Introduces StatsUpdate system set so AchievementPlugin can reliably run
after StatsResource reflects the win. AchievementPlugin::headless() used
in tests to avoid touching ~/.local/share/solitaire_quest/achievements.json.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:53:31 -07:00
funman300 2ce11f8f4d feat(engine): add StatsPlugin with persistent stats and toggleable overlay
StatsPlugin loads stats on startup, persists them on every GameWonEvent
and abandoned NewGameRequestEvent (>=1 move, not won), and provides a
full-window overlay toggled with `S` showing games played/won, win rate,
streak, best score, fastest win, and average win time.

The storage path is configurable via StatsPlugin::storage_path: the
default ctor uses dirs::data_dir(); StatsPlugin::headless() disables
I/O entirely so tests don't read or overwrite the user's real
stats.json. record_abandoned runs before GameMutation so it reads
move_count before handle_new_game clobbers it.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-24 12:43:49 -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 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
funman300 0a87f0f8f2 feat(engine): add CardPlugin with procedural card rendering
Each card is a parent Sprite (white for face-up, blue for face-down) with
a Text2d child showing rank+suit (e.g. "AH", "10C", "KS"). Hearts and
diamonds render red; clubs and spades black. Face-down labels are hidden.
Tableau cards fan downward; other piles stack at the same position with a
small z-offset.

Sync runs in PostStartup for the initial deal and in Update after every
StateChangedEvent. To avoid a one-frame lag, downstream plugins run after
the new GameMutation system set.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-23 16:22:49 -07:00
funman300 d92b4a8648 feat(engine): add layout, LayoutResource, and TablePlugin
compute_layout is a pure function that maps window size to card size and
the 13 pile positions, with clamping at the 800x600 minimum and seven
tableau columns horizontally aligned with stock/waste (cols 0,1) and the
four foundations (cols 3,4,5,6). TablePlugin spawns a 2D camera, a felt
background sprite, and 13 translucent pile-marker sprites, and
repositions them on WindowResized. Plugin registers WindowResized
explicitly so it works under MinimalPlugins in tests.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-04-23 16:18:24 -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
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