Phase G of docs/ui-redesign-2026-07.md. The win modal now leads with
actions and reads the stats recap quietly below them:
- Play Again: primary, full-row, Enter accelerator unchanged; still
fires NewGameRequestEvent::default() (same mode; deal options from
Settings) so the rematch is one tap.
- Watch Replay / Share Replay: secondary pair reusing the global
stats_plugin markers (WatchReplayButton / CopyShareLinkButton), so
both act on the just-won replay — SelectedReplayIndex snaps to 0 on
every win. This also fixes the old win-modal handler picking
replays.last(), which after the newest-first history refactor was
the OLDEST replay, not the newest.
- Watch closes the celebration overlay (new close_overlay_on_watch_-
replay system); Share keeps it open and relies on the existing
copy-feedback toasts.
- Stats recap (score breakdown reveal, time, XP, achievements) moves
below the actions; the Time line drops from headline/primary to
body/secondary styling.
Tests: 4 new (action presence, Play Again close+request, Watch closes,
Share keeps open) on a manual-clock fixture that steps the 0.5 s
celebration delay deterministically. Workspace suite green, workspace
clippy -D warnings clean, fmt applied.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The win-time bonus is Ferrous house-rule scoring policy, not a bridge to
the upstream klondike crate, so it does not belong in klondike_adapter.
Relocate it to a dedicated solitaire_core::scoring module and update the
sole caller (win_summary_plugin) and the adapter/settings doc references.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Add [workspace.lints.rust] and wire each member crate up with
[lints] workspace = true:
unsafe_code = "deny" (forbid would break the Android JNI build)
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
variant_size_differences = "warn"
unexpected_cfgs = "warn"
unsafe_code is "deny" rather than the issue's "forbid" so the three
Android JNI FFI modules (android_keystore, android_clipboard, safe_area)
can opt back in with a scoped #![allow(unsafe_code)] — forbid cannot be
locally overridden. Pure crates carry no unsafe and stay clean.
Clean up the warnings the new lints surface:
- 150ish unused_qualifications removed via `cargo fix` (purely syntactic
redundant-path-prefix removals).
- table_plugin: the TABLE_COLOUR import was #[cfg(test)]-gated while the
camera clear-colour used the fully-qualified path; unqualifying it left
a non-test build with no import. Made the import unconditional instead.
- assets/sources: the `as &[u8]` casts in embed_*_svg! coerce each
fixed-size &[u8; N] to a uniform slice so the tuples fit the
&[(&str, &[u8])] arrays — load-bearing, so scoped #[allow(trivial_casts)].
Workspace clippy -D warnings and the full test suite pass. Android build
not compiled here (needs the NDK; built separately per CLAUDE.md §15) —
the deny + scoped-allow keeps the JNI unsafe blocks legal.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
DrawMode was a 1:1 mirror of klondike::DrawStockConfig (DrawOne/DrawThree).
Delete it and use the upstream type everywhere; re-export DrawStockConfig from
solitaire_core. config_for assigns draw_stock directly and draw_mode() returns
session.config().inner.draw_stock.
Serde is unchanged — DrawStockConfig serialises to the same "DrawOne"/"DrawThree"
named variants, so persisted game_state.json / replay JSON stay byte-compatible
(no migration). Field/method/variable names containing draw_mode are unchanged.
35 files, mechanical type swap across all crates. Implemented via a multi-agent
workflow (core → per-crate consumers → verify). cargo test --workspace and
clippy --workspace --all-targets -- -D warnings green.
Closes#82
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Replace the bespoke WXP scoring engine with the upstream
card_game/klondike session stats, eliminating duplicated state that
could drift from the single source of truth.
score()/undo_count()/recycle_count() now read session.stats(); the -15
undo penalty is configured as SessionConfig::undo_penalty and applied by
the upstream score formula. Save schema bumped v4 -> v5 (the three
counters are no longer persisted -- they are rebuilt by replaying the
forward instruction history on load).
- Remove GameState fields score, undo_count, recycle_count (#87)
- Remove score_history / is_recycle_history undo journal (#86)
- Remove KlondikeAdapter::apply_undo_score and the score_for_* helpers,
plus pre_instruction_score_delta / will_flip_tableau_source (#84)
These three issues are a single atomic change: each removed field/helper
is consumed by the same draw/apply_instruction/undo/serde/PartialEq
paths, so they cannot compile or pass tests in isolation.
Behaviour changes (intentional): the escalating recycle penalty and
per-step score floor are gone (upstream linear scoring, floored once at
0); recycle_count is now cumulative; undo_count resets across save/load.
Refs #84, #86, #87
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
Post-migration audit found the card_game/klondike migration essentially
complete; these are the four small redundancies that remained:
- core: delete dead GameState::compute_time_bonus (zero callers; engine
uses the klondike_adapter free fn directly)
- data: drop dead public re-exports load_latest_replay_from /
save_latest_replay_to (no callers outside replay.rs); keep
latest_replay_path (engine legacy migration still uses it)
- data+engine: lift win-XP scoring into a shared XpBreakdown so the
win-summary modal breakdown and xp_for_win share one source of truth
instead of duplicating the speed/no-undo constants
- engine: replace feedback_anim_plugin's private foundation_from_slot
copy with the canonical klondike_adapter::foundation_from_slot
cargo test --workspace + clippy -D warnings green.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
- Delete solitaire_core::solver — moved wholesale to solitaire_data::solver (re-exported at crate root)
- Delete solitaire_core::pile — no external users
- Move DrawMode from game_state to klondike_adapter; re-export as solitaire_core::DrawMode
- Remove schema_version field from GameState (redundant — deserializer stamps it from the constant)
- Update all callers across solitaire_data, solitaire_engine, solitaire_assetgen, solitaire_wasm
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- #66: Clamp safe-area insets to 25% of window height with warn!() on excess
- #68: Move fire_flush outside per-event loop in analytics (batch flush once)
- #56: Persist progress before marking reward_granted to prevent XP loss on crash
- #60: Add DateRolloverTimer + check_date_rollover system for midnight seed refresh
- #62: Add validate_header() in replay upload with mode/draw_mode allowlists
- #61: Restore two-query leaderboard opt-in check (SELECT then UPDATE); original
queries already in .sqlx cache; EXISTS variant would require sqlx prepare
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Core (solitaire_core):
- fix(scoring): apply -15 penalty for Foundation→Tableau moves when
take_from_foundation is enabled; update test
- fix(solver): is_won() validates full Ace→King suit sequence, not
just card count — prevents hint system from emitting invalid paths
Engine — animation / layout:
- fix(animation): guard CardAnim advance against duration=0 to prevent
NaN-poisoned Transform (analogous to CardAnimation's instant-snap path)
- fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and
TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial
layout and first dynamic update produce identical fan spacing
- fix(layout): update tableau_fan_frac doc comment from 0.25→0.18
Engine — ECS / modal guards:
- fix(auto_complete): drive_auto_complete now checks PausedResource so
cooldown does not tick while paused (prevents instant-move on unpause)
- fix(play_by_seed): handle_open_dialog checks global ModalScrim guard
to prevent stacking over an existing modal
- fix(win_summary): spawn_win_summary_after_delay checks global
ModalScrim guard; collect_session_achievements uses .next() not
.last() to avoid draining the new_games stream
Engine — message registration:
- fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build
so opt-in/opt-out toasts work under MinimalPlugins
- fix(replay_playback): register StateChangedEvent in
ReplayPlaybackPlugin::build to prevent panic when used standalone
Security:
- fix(sync_setup): zero password SyncFieldBuffer immediately after
spawning auth task — credential must not linger in ECS components
Server:
- fix(auth): replace MIME contains-chain with exact match for avatar
upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Draw-Three waste fan: slot.saturating_sub(1) was a constant shift that
hid slot-0 even when the pile had fewer cards than visible. Fixed to
slot.saturating_sub(rendered_len.saturating_sub(visible)) so small piles
fan correctly and only a genuine buffer card gets hidden. New regression
test covers the small-pile case.
Android toast: game-over "press D / N" message now shows touch-friendly
copy ("Tap the stock...") on Android via cfg gate.
Onboarding: SLIDE_COUNT drops from 3 to 2 on Android so first-time
users skip the keyboard-shortcuts slide (irrelevant on touchscreen).
spawn_slide dispatch is gated identically.
Hint button: added HintButton to the HUD action bar (order 4, between
Help and Modes). Clicking it triggers the async solver hint — same path
as the H key — via optional resources so headless tests stay clean.
All button-order and tooltip tests updated for the new 7-button bar.
Watch Replay: win-summary modal now shows a "Watch Replay" secondary
button alongside "Play Again". It loads the most recent entry from
ReplayHistoryResource and hands it to start_replay_playback, dismissing
the modal. Falls back to an info toast when the replay or playback
plugin is unavailable.
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 post-win modal's "Play Again" was click-only — keyboard-only
players had to reach for the mouse to leave the celebration screen,
and the button advertised no accelerator the way every other modal
button does.
- handle_win_summary_keyboard reads Enter while WinSummaryOverlay is
in the world; despawns the overlay and writes the same
NewGameRequestEvent the click handler takes.
- The button label gains a trailing return-key glyph so the keyboard
path is discoverable on first sight.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Cosmetic-only player setting (default 1.0, range 0.0-2.0, step 0.1)
that scales the time-bonus row shown in the win-summary modal's
score breakdown. Achievement thresholds, lifetime score totals, and
leaderboard submissions still use the raw values produced by
`solitaire_core::scoring`, so the multiplier never affects what gets
recorded — just what the player sees on the win screen.
- New `Settings::time_bonus_multiplier` field with `#[serde(default)]`
+ `sanitized()` clamp so older settings.json files load cleanly.
- New constants `TIME_BONUS_MULTIPLIER_{MIN,MAX,STEP}` re-exported
through `solitaire_data::lib`.
- `settings_plugin` adds a slider row under the Gameplay header
matching the existing tooltip-delay control.
- `win_summary_plugin` applies the multiplier when rendering the
time-bonus row of the score breakdown; "Off" label when 0.0.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Three small UX improvements bundled because they share ui_theme token
edits.
Tooltip-delay slider in Settings → Gameplay
- Settings.tooltip_delay_secs (f32, #[serde(default)] = 0.5) tunable
via "−" / "+" icon buttons next to a value readout. Range
[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS] = [0.0, 1.5] in
TOOLTIP_DELAY_STEP_SECS (0.1) increments. "Instant" label when
value is 0; "{n:.1} s" otherwise.
- ui_tooltip's hover-delay comparison reads from SettingsResource
with MOTION_TOOLTIP_DELAY_SECS as the fallback when the resource
is absent (test path). New tooltip_should_show(elapsed, delay)
pure helper covers the boundary cases.
- adjust_tooltip_delay clamps; sanitized() carries the clamp through
load. Five round-trip / default / legacy-deserialise tests.
Win-streak milestone fire animation
- New WinStreakMilestoneEvent { streak: u32 } fired from stats_plugin
when win_streak_current crosses any of [3, 5, 10] (only the
threshold crossing — not every subsequent win). HUD streak readout
scale-pulses 1.0 → 1.20 → 1.0 over MOTION_STREAK_FLOURISH_SECS
(0.6 s) on receipt; mirrors the foundation-flourish curve shape.
- Three threshold-crossing tests pin the firing contract.
Score-breakdown reveal on the win modal
- Win modal body replaces the single "Score: N" line with a
per-component reveal: Base score, Time bonus (m:ss), No-undo
bonus, Mode multiplier, separator, Total. Rows fade in over
MOTION_SCORE_BREAKDOWN_FADE_SECS (0.12 s) staggered by
MOTION_SCORE_BREAKDOWN_STAGGER_SECS (0.15 s) so the math reads as
it animates. Skipped rows: zero time bonus, undo-tainted no-undo
bonus, multiplier == 1.0.
- Honours AnimSpeed::Instant: rows spawn fully visible, no stagger.
- New ScoreBreakdown::compute helper sources base from
GameWonEvent.score, time bonus from
solitaire_core::scoring::compute_time_bonus, no-undo from a +25
constant when undo_count == 0, mode multiplier from GameMode (Zen
zeros the total). 9 new tests cover the math and the reveal
cadence.
Test count net: +25 across the workspace (1007 → 1031).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
Migrates the last remaining colour, spacing, font-size, and z-index
literals in animation_plugin (toasts), hud_plugin (action bar +
Modes/Menu popovers), and win_summary_plugin (full win modal restyle)
onto the ui_theme token system established in step 1. Win summary now
uses SCRIM/BG_ELEVATED/ACCENT_PRIMARY/STATE_* with a yellow Play Again
button. Sprite-tinted gameplay art (cards, felt, drop-zone hints,
pile markers) and sub-rung pixel sizes (1px borders, fixed cell
widths) are intentionally left untouched.
cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
Slide animations now interpolate through MotionCurve::SmoothSnap via
sample_curve() at the call site (no struct field added). Slide and
cascade durations route through ui_theme::scaled_duration with
MOTION_SLIDE_SECS / MOTION_CASCADE_STAGGER_SECS / MOTION_CASCADE_SLIDE_SECS.
Settle bounce in feedback_anim_plugin scoped to MoveRequestEvent and
DrawRequestEvent receivers — only the top `count` cards of the
destination pile (or top of waste) bounce; undo and other state
changes no longer trigger a global all-tops settle.
Deal stagger gains a deterministic ±10% jitter via DefaultHasher on
card_id (no rand dep). Per-card stagger = base * (1.0 + jitter).
Win cascade switched from CardAnim to CardAnimation with
MotionCurve::Expressive and a deterministic ±15° per-card Z-rotation
via Fibonacci hash. Win screen shake routes through
MOTION_WIN_SHAKE_SECS / MOTION_WIN_SHAKE_AMPLITUDE; ScreenShakeResource
gained a `total` field so decay computes correctly under Fast / Instant.
cargo build / clippy --workspace -- -D warnings / test --workspace
all green (819 passed, 0 failed, 8 ignored).
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>
- 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>
- 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>
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>
Task #34: CardFlipAnim component + start_flip_anim/tick_flip_anim systems animate revealed
cards by squashing scale.x to 0 then expanding back to 1 (2×0.08 s). Skipped at Instant speed.
Task #35: spawn_pile_markers now adds a Text2d child (S/H/D/C, 45% alpha) on Foundation
markers so the suit is visible while the pile is empty.
Task #43: Tableau pile markers get a "K" Text2d child (35% alpha) indicating only Kings land
on empty columns.
Task #38: update_drag_shadow system maintains a single ShadowEntity while dragging — a
card_w+8 × card_h+8 dark semi-transparent sprite at z−1 behind the top dragged card.
Also fixed pre-existing clippy/compiler errors in hud_plugin, pause_plugin, stats_plugin,
cursor_plugin, and settings_plugin (missing imports, too-many-arguments, doc formatting).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>