Commit Graph

14 Commits

Author SHA1 Message Date
funman300 d761a150d7 chore: rename app from Solitaire Quest to Ferrous Solitaire
Build and Deploy / build-and-push (push) Successful in 4m40s
Updates all in-tree references:
- Android package: com.solitairequest.app → com.ferrousapp.solitaire
- APK name: solitaire-quest → ferrous-solitaire
- Data dir: solitaire_quest → ferrous_solitaire (across all 6 data modules + engine)
- Keyring service: solitaire_quest_server → ferrous_solitaire_server
- Android Keystore key: solitaire_quest_token_key → ferrous_solitaire_token_key
- Gitea repo: Rusty_Solitare → Ferrous-Solitaire (also fixes "Solitare" typo)
- Renamed pkg/solitaire-quest* → pkg/ferrous-solitaire*
- Updated ArgoCD, docker-compose, CI workflow, build script, all docs

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-14 19:23:49 -07:00
funman300 c497c3193c fix(engine): freeze game timers while the Home picker is up
The HUD's elapsed-time counter ticked from the moment the default
Classic deal landed at startup, even though the auto-show Home
picker was still up — so the player saw "0:11" before they had
chosen a mode. Time Attack had the same issue when M was pressed
mid-session: the 10-minute countdown burned while the player browsed
modes.

`tick_elapsed_time` and `advance_time_attack` now also gate on the
absence of `HomeScreen`, mirroring their existing `PausedResource`
check. The Home modal already covers input via its scrim, so this
purely freezes the timer without coupling to the pause-overlay
ownership of `PausedResource`.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-06 17:29:42 +00:00
funman300 000143231b feat(engine): auto-save Time Attack sessions across launches
Classic, Zen, and Challenge already auto-saved correctly via the
existing game_state.json path — GameState carries mode and the
save/restore systems are mode-agnostic. Time Attack was the gap:
the per-deal GameState round-tripped fine, but the session-level
TimeAttackResource (10-minute countdown + accumulated wins)
defaulted on every launch, so closing mid-session reset the timer
and erased the win count.

Adds a sibling time_attack_session.json next to game_state.json,
atomic .tmp + rename via the existing save pattern. The new
TimeAttackSession struct carries remaining_secs, wins, and
saved_at_unix_secs (wall-clock anchor for stale-session detection).
load_time_attack_session_from_at takes an injectable now() so
tests can drive deterministic clock scenarios.

Load logic: if now_unix - saved_at_unix_secs > remaining_secs the
window expired in real time while the app was closed — return None
so the player isn't dropped into a session whose timer ran out
behind their back. Otherwise restore remaining_secs minus the
real-world elapsed delta. Handles clock-running-backwards (NTP
correction, VM clock drift) by clamping the elapsed delta at zero.

time_attack_plugin wires four new systems: load on Startup, clear
stale file when a fresh session starts (rare — only matters when
the previous session was abandoned + a new one started without
exit/relaunch), 30-second auto-save while a session is active,
delete file on natural expiry, and save on AppExit. The save file
is removed every time the session ends so a stale "session exists"
state can't pollute the next launch.

No GameState schema bump needed — the per-mode session lives in
its own file. stats / progress / achievements / settings unaffected.

8 new storage tests cover round-trip, expired-discard, time-decay,
atomic-write, missing-file, corrupt-file, delete idempotency, and
clock-backwards. 6 new plugin tests cover exit-persists,
exit-clears, auto-save-cadence, auto-save-noop-when-inactive,
new-session-clears-stale, and natural-expiry-clears.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 01:06:35 +00:00
funman300 1d9fb1884a feat(engine): add Modes dropdown with Classic/Daily/Zen/Challenge/Time Attack
Continues the UI-first pass. The five game modes were each behind a
keyboard shortcut (N/Z/X/T/C) with no visible UI affordance, three of
them additionally gated by an unlock level the player has to discover
themselves.

Add a "Modes ▾" button to the action bar that toggles a popover panel
beneath. Each row dispatches the same code path the keyboard
accelerator uses by writing a new `Start*RequestEvent` (or
`NewGameRequestEvent` for Classic):

- Classic        → NewGameRequestEvent::default()
- Daily Challenge → StartDailyChallengeRequestEvent
- Zen            → StartZenRequestEvent
- Challenge      → StartChallengeRequestEvent
- Time Attack    → StartTimeAttackRequestEvent

The existing keyboard handlers in input_plugin (Z), challenge_plugin
(X), time_attack_plugin (T), and daily_challenge_plugin (C) now read
either their key or the matching request event, so level gates,
TimeAttackResource setup, daily seed lookup, and toast feedback for
locked modes all stay in their owning plugins — the popover never
duplicates that logic.

The popover only lists modes available to the player: Classic always
shows, Daily Challenge shows when DailyChallengeResource is loaded,
and Zen/Challenge/Time Attack show once the player reaches level 5
(the existing CHALLENGE_UNLOCK_LEVEL).

Click handler despawns the popover after dispatch; clicking the
Modes button again toggles it shut.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 23:49:40 +00:00
funman300 62cd1cf924 fix(engine): start new game when player confirms abandon-current-game modal
CI / Test & Lint (push) Failing after 19s
CI / Release Build (push) Has been skipped
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>
2026-04-29 23:28:48 +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 21d0c289b5 chore(deps): migrate to Bevy 0.18
- 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>
2026-04-28 13:48:41 -07:00
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 c8553dc8c5 chore(deps): migrate to Bevy 0.16, axum 0.8, and other package updates
- Bump bevy 0.15 → 0.16; fixes all breaking API changes:
  ChildBuilder → ChildSpawnerCommands, Parent → ChildOf,
  despawn_descendants → despawn_related::<Children>(),
  despawn_recursive → despawn (now recursive by default),
  EventWriter::send → write, Query::{get_single,get_single_mut}
  → {single,single_mut}, ChildOf::get → parent()
- Bump axum 0.7 → 0.8; remove axum::async_trait from FromRequestParts
- Bump tower_governor 0.4 → 0.8; fix GovernorLayer::new() API
- Bump jsonwebtoken 9 → 10 with rust_crypto feature only
- Bump thiserror 1 → 2, dirs 5 → 6, bcrypt 0.15 → 0.19,
  reqwest 0.12 → 0.13 (rustls feature rename)
- Regenerate .sqlx offline cache for sqlx compile-time query checks

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 12:31:12 -07:00
root 3d4d834c58 test(engine): add paused-timer test for TimeAttackPlugin
The advance_time_attack system has an early-return path when
PausedResource is true, but this branch had no test coverage.
New test: with remaining_secs = -1 (normally triggers expiry),
inserting PausedResource(true) must suppress the ended event
and leave remaining_secs negative (timer did not advance).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 04:03:07 +00:00
root 11cb53ab29 feat(engine): InfoToastEvent — show locked-mode messages on-screen
Replaces silent info!() log calls with on-screen toasts when the player
presses Z/X/T without reaching the required unlock level. Any system
can now fire InfoToastEvent(message) to surface a brief text overlay
without depending on a specific plugin.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-27 02:57:34 +00:00
root 3c01cef5f3 feat(engine): implement Draw Mode, Theme, and Music Volume settings
Settings panel "coming soon" stubs replaced with live controls:

- Draw Mode toggle (Draw 1 / Draw 3): new games read draw_mode from
  SettingsResource instead of the previous game's mode. Falls back to
  the current game's mode in headless/test contexts where SettingsPlugin
  is absent.

- Theme selector (Green → Blue → Dark → Green): SettingsChangedEvent
  drives TablePlugin's background Sprite colour so the table re-colours
  immediately without a restart.

- Music Volume [−]/[+]: dedicated kira sub-tracks created for SFX and
  music on startup. SFX sounds are routed to the SFX track; the music
  track exists for future ambient audio. Both volumes are set on
  SettingsChangedEvent and at startup.

Also fixed: time_attack timer_expiry test double-fires when
MinimalPlugins time delta is nonzero — removed the intermediate
0.001-remaining update step.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:53:48 +00:00
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 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