All engine plugin registrations now live in CoreGamePlugin::build().
build_app() is reduced to DefaultPlugins setup + CoreGamePlugin registration.
sync_provider is threaded through CoreGamePlugin::new() via Mutex<Option<...>>.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
'git checkout deploy' is ambiguous because the repo contains both a
deploy/ directory and a deploy remote tracking branch. Switch to
'git switch' which is branch-only and unambiguous.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
The binary in pkg/ was built on May 18, predating commit 3322fd4
(fix(wasm): enable take-from-foundation in web game client, May 19).
Dragging Foundation cards to Tableau was silently rejected because
take_from_foundation was false in the stale binary.
Rebuilt with ./build_wasm.sh against current solitaire_core.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Add two tests verifying that possible_instructions includes
Foundation→Tableau moves when take_from_foundation is enabled,
and excludes them when it is disabled.
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
Fixes#34, #35, #36
- all_hints: add Foundation as source for Tableau hints (guarded by
take_from_foundation); previously H key never suggested Foundation→Tableau
- end_drag / touch_end_drag: enforce take_from_foundation at input layer
so a rejected-by-core MoveRequestEvent is never fired
- animation_plugin: pub CARD_ANIM_Z_LIFT so card_plugin can consume it
- update_card_entity: set CardAnim start.z = z + CARD_ANIM_Z_LIFT to
eliminate 1-frame z artifact where animated card appeared behind resting cards
- solitaire_app: use AutoVsync on Android (caps GPU at display Hz vs
spinning at 200+ fps); add WinitSettings unfocused reactive_low_power
so app draws ~1fps when backgrounded
Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
targetRevision changed from master to deploy so Argo CD tracks the
image-tag commits the CI bot writes there, not the source branch.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The CI bot was committing image-tag bumps back to master after every
Docker build, which forced a `git pull --rebase` before every developer
push. Moving the kustomization commit to a dedicated `deploy` branch
keeps master clean — the build bot no longer diverges it.
Argo CD / Flux should now watch the `deploy` branch (targetRevision:
deploy) instead of master.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Engine: replace broken has_legal_moves loop (which checked buried
mid-column cards without sequence validation) with a delegation to
possible_instructions(), mirroring the hint system's logic exactly.
WASM: add has_moves: bool to GameSnapshot, computed in snap() using the
same stock/waste/possible_instructions check so the web client gets the
flag in every state update at no extra round-trip cost.
Web: show a non-blocking no-moves banner (slide-up toast) with Undo and
New Game actions when has_moves is false and the game is not won. Banner
hides automatically once a move restores legal play (e.g. after undo).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The flag was modelled as an opt-in non-standard rule but moving a card
off a foundation is in fact standard Klondike — disabling it is the
non-standard variant.
Changing the core default to true means every client (desktop, Android,
web) gets correct behaviour without each having to independently patch
the value after construction. Clients that expose a settings toggle
(desktop/Android) can still disable it through SettingsResource.
- game_state.rs: flip default from false → true in new_with_mode
- game_state.rs: rename/update take_from_foundation_disabled_by_default
test to reflect the new intended default
- solitaire_wasm/lib.rs: remove now-redundant override in new()
(from_saved keeps its override to fix old saves that serialised false)
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
GameState::new_with_mode defaults take_from_foundation=false (non-
standard; the flag exists so the desktop can offer it as a setting).
The WASM web client has no settings layer, so this flag was never
flipped on — every drag or double-click from a foundation pile was
silently rejected by the rules engine.
Set take_from_foundation=true in both SolitaireGame::new (fresh games)
and SolitaireGame::from_saved (restored games, which may have the old
default serialised).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- solitaire_wasm: add SolitaireGame::serialize() and from_saved() so JS
can round-trip the full GameState through localStorage as JSON
- game.js: save {gameState, elapsedSecs, drawThree} to localStorage
(key: fs_game_save) on every render(); clear the save on win
- game.js: on bootstrap, check for a saved game and show a resume
dialog if one exists; Resume restores state + timer, New Game discards
the save and starts fresh with a random seed
- game.html: add #resume-overlay markup (same pattern as win-overlay)
- game.css: add styles for the resume dialog and its secondary button
localStorage failures (private-browsing quota) are silently ignored so
they never block gameplay.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The sync-setup modal was silently blocked by its own guard:
other_modal_scrims checks for any ModalScrim without SyncSetupScreen,
but the Settings panel IS a ModalScrim, so clicking Connect from within
Settings always hit the guard and returned early.
Two fixes:
- handle_sync_buttons: set SettingsScreen.0 = false when ConnectSync
is pressed so settings closes as the event is fired
- open_sync_setup_modal: exclude SettingsPanel from other_modal_scrims
to handle the deferred-despawn timing window (settings scrim entity
still exists in the world until command buffers flush at frame end)
- Make SettingsPanel pub so sync_setup_plugin can reference it
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
GameState serializes take_from_foundation=false (the core default),
so saved games on disk and direct-loaded states never had the setting
applied from SettingsResource — only freshly dealt games did.
Two fixes:
- sync_settings_to_game: new system that reads SettingsChangedEvent
and patches game.0.take_from_foundation on every settings change
(covers initial settings load at startup and in-session toggles)
- handle_restore_prompt: apply settings immediately after game.0 =
restored so the Continue path also respects the current setting
- Register SettingsChangedEvent in GamePlugin::build (idempotent with
SettingsPlugin) so the message is available in headless test apps
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- radial_menu: replace active_id.unwrap() with let Some guard — no
runtime panic possible even if DragState races (§2.3)
- card_plugin: add bottom-right AndroidCornerBg overlay to mask the
rotated baked-in text on classic PNG cards (mirrors top-left treatment)
- hud_plugin: bump Android action button min_width 44→52 px to give
~22px glyphs adequate padding after dynamic font-size increase
- layout: fix doc-lazy-continuation clippy lint in BOTTOM_BAR_HEIGHT comment
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
compute_layout only subtracted safe_area_bottom (OS gesture/nav bar) from
the vertical budget, but the app's own action bar (≡ ← || ? ! M +) sits
*above* that zone — invisible to safe_area_bottom. On Android the bar is
60 px tall (44 px min-height buttons + 8 px top + 8 px bottom bar padding),
so deep tableau columns scrolled 60 px behind the button row.
Fix: add BOTTOM_BAR_HEIGHT (60 px Android, 0 desktop) to safe_area_bottom
before both affected calculations:
• card_width_height_based — height-based card sizing
• avail — budget fed to update_tableau_fan_frac for adaptive fan spacing
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The bottom bar's 7 icon buttons (≡ ← || ? ! M +) used TYPE_BODY = 14 px,
a fixed size that is too small on phone screens.
New behaviour:
- `action_bar_font_size(window_width)` returns `(window_width / 40).clamp(16, 30)`,
giving ~22 px on a 900 logical-px phone and ~16 px on narrow viewports.
- `ActionButtonLabel` marker added to each button's text node (Android only).
- `spawn_action_buttons` reads `Query<&Window>` at startup to apply the
correct initial size before the first frame renders.
- `resize_action_bar_labels` system re-runs whenever `LayoutResource`
changes (window resize / orientation change) to keep glyphs in sync.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
card_plugin: AndroidCornerLabel used CARD_FACE_COLOUR (dark ~#1a1a1a) as
the background and BLACK_SUIT_COLOUR (near-white) for clubs/spades text —
both designed for the Terminal theme. On classic PNG cards (white face),
this produced an ugly dark box with invisible black-suit text. Switch the
corner-label background to Color::WHITE and black-suit text to
CARD_FACE_COLOUR (dark ink on white), matching traditional card printing.
layout: HUD_BAND_HEIGHT on Android raised 80 → 112 px. The HUD column has
4 flex tiers plus 3 inter-tier gaps (4 px each) and a SPACE_2 = 8 px top
offset. With empty tiers still occupying gap height in Bevy's flex layout,
the actual rendered HUD could reach ~80 px, overlapping the top card row
by up to one text line. 112 px provides ~28 px clearance in the common
case (Tiers 1 + 3 visible) and remains workable even when Tier 1 wraps.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Android corner label children sit at local z=0.02; with STACK_FAN_FRAC=0.003
the card below's label (world z=1.02) rendered above the card on top's sprite
(world z=1.003), causing overlapping rank/suit text on foundation piles.
Raising STACK_FAN_FRAC to 0.025 ensures every card sprite covers all children
of the card below it.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.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>
Tag-push events are not reliably processed by the self-hosted Gitea
runner. workflow_dispatch with a tag input allows manual triggering
via the Gitea UI or API as a fallback.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Issue #7 — new game during win cascade:
sync_cards now stores each in-flight CardAnimation's end position instead of
a plain bool. Before calling update_card_entity, the end position is compared
against the game-state target. If they differ by more than 2 px (stale cascade
scatter vs. new-game dealt position) the CardAnimation is removed immediately
so the card slides to its correct dealt position. Drag-rejection tweens are
unaffected because their end equals the card's current game-state position.
Issue #6 — Android stale corner label text:
AndroidCornerLabel now carries the label string as AndroidCornerLabel(String).
resize_android_corner_labels refreshes Text2d content from the stored value
alongside the existing font-size and transform updates, closing the narrow
race where a layout change could display a previous card's rank/suit.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The four tests polled the async task pool with a fixed budget of five
app.update() calls. Under cargo test --workspace the pool's background
threads are starved by other tests, so even an instantly-resolving future
can take more than five frames to be polled. Replace the fixed loop with a
deadline-bounded loop (5 s timeout) that exits early once the expected
side-effect is observable — the same pattern used in sync_plugin.rs tests.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
When a card slides to a foundation slot already occupied, both card entities
share the same x,y for the duration of the tween. With STACK_FAN_FRAC only
0.003 apart, the incoming card partially occludes the stationary one, making
the two exposed corners look like a single mismatched card.
Elevate every CardAnim-driven card to target.z + 50 during transit so it
fully occludes any card resting at the destination. On completion the card
snaps to the correct resting z. The value sits below DRAG_Z (500) so dragged
cards still render above animated ones.
Closes #implicitly-related-to-corner-mismatch-investigation
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The game timer kept counting during the auto-complete animation even
though the player had already made their last decision. stopTimer() is
now called the moment is_auto_completable fires so elapsed_seconds
reflects only real play time, not the animation delay.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
The pre-built pkg predated fix c35c045 (enable take-from-foundation by
default) so the WASM game always had take_from_foundation=false, silently
rejecting every drag from a foundation pile to a tableau column.
Rebuilt with wasm-pack --release against current solitaire_core.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Initialised ruflo v3 via `npx @claude-flow/cli@latest init --wizard --force`.
Registers the ruflo MCP server in .mcp.json (hierarchical-mesh topology,
max 15 agents). Includes .claude-flow/ runtime config and capability manifest.
.claude/ remains gitignored (local agents/commands/settings stay per-developer).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Every draw-from-stock tap was also firing the HUD auto-hide toggle
because the stock pile is not an ActionButton and toggle_hud_on_tap
had no way to know the tap was consumed by game logic.
Add GameInputConsumedResource(bool): handle_touch_stock_tap sets it
on TouchPhase::Started when a draw fires; toggle_hud_on_tap checks
and clears it on TouchPhase::Ended, treating it as equivalent to
started_on_button so the HUD stays put.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Add Rank=1..13 explicit discriminants so `rank as u8 == rank.value()`; collapse 13-arm value() match to `self as u8`
- Add Rank::RANKS and Suit::SUITS iteration constants
- Add Rank::checked_add / checked_sub (const fn, type-safe boundary enforcement); update rules.rs to use them
- Add GameState::possible_instructions() enumerating all valid move_cards triples (foundation for hints/solver)
- Fix waste buffer card peeking through during draw-slide animation by setting Visibility::Hidden on the buffer entity in sync_cards
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- poll_opt_in_task / poll_opt_out_task: error branches now fire WarningToastEvent instead of InfoToastEvent
- Settings gains leaderboard_opted_in: bool (serde-defaulted to false); set true/false when opt-in/out tasks succeed
- handle_display_name_confirm: when already opted in and a remote provider is active, spawns an opt_in_leaderboard task to push the new name (server endpoint is an upsert)
- LeaderboardPublicNameText marker component added; update_leaderboard_public_name_label system rewrites the label each frame the panel is open, so it reflects SettingsResource immediately after the display-name modal saves
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
ScorePulse, ScoreFloater, StreakFlourish (hud_plugin) and ShakeAnim,
FoundationFlourish, FoundationMarkerFlourish (feedback_anim_plugin) are
now all suppressed when Settings::reduce_motion_mode is on. Events are
still drained so no messages accumulate. Closes the remaining gap from
the v0.21.1 "future scope" footnote for the reduce-motion flag.
Three new tests pin the gates:
- score_change_skips_pulse_and_floater_under_reduce_motion
- shake_anim_skipped_under_reduce_motion
- foundation_flourish_skipped_under_reduce_motion
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Sync errors were silently swallowed — the player had no feedback when a
pull failed due to network issues or an expired session. Now `poll_pull_result`
emits a `WarningToastEvent` with a human-readable message for every error
variant, and reopens the Connect modal on auth failure so the player can
re-enter credentials without navigating through Settings.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>