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>
- 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>
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>
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>