- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
test-only colour helpers; removing the unconditional import silences the
unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
tests using MinimalPlugins (no InputPlugin) no longer panic on startup
All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.
Co-Authored-By: Claude Sonnet 4.6 <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>
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>
The Reward::BonusXp path in evaluate_on_win was adding XP directly
without sending XpAwardedEvent, so players saw no "+25 XP" toast when
the no_undo achievement first unlocked. Adds the missing event send
and a regression test verifying the event fires on unlock.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Each achievement row now displays:
- "Reward: Card Back #N / Background #N / +N XP / Badge" (green, all entries)
- "Unlocked YYYY-MM-DD" (dim, unlocked entries only)
Helps players understand what they earn and when they earned it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add Reward enum to solitaire_core with CardBack/Background/BonusXp/Badge variants
- Wire rewards into ALL_ACHIEVEMENTS per architecture spec
- evaluate_on_win now applies rewards on first unlock: pushes cosmetic
indices into PlayerProgress, awards BonusXp (with level-up detection),
and marks reward_granted = true so rewards are never double-granted
- Add selected_card_back / selected_background fields to Settings
- Settings panel grows Card Back and Background cycle rows, shown only
when the player has unlocked more than the default (index 0)
- cycle_unlocked() cycles only through earned options
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds a full-screen overlay listing all achievements with unlock status.
Unlocked achievements show in gold with a check mark; locked ones are
greyed out. Secret achievements that are still locked are hidden. Header
shows unlocked/total count. Press A again to dismiss.
Two new unit tests: spawns on first A press, dismisses on second.
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>
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>
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>