Commit Graph

333 Commits

Author SHA1 Message Date
funman300 02ababa65f feat(engine): wire Stats Watch Replay button to in-engine playback
Promotes the Stats overlay's Watch Replay button from a stub
InfoToastEvent ("playback coming in a future build") to actually
starting in-engine playback via the new
replay_playback::start_replay_playback API. Pressing the button
when a replay exists resets the game to the recorded deal and the
ReplayOverlayPlugin's banner takes over.

The handler reads ReplayPlaybackState via Option<ResMut<...>> so
headless test fixtures that don't register ReplayPlaybackPlugin
keep compiling — they fall back to a descriptive "Replay ready"
toast. The "no replay yet" branch still surfaces the existing
"win a game first" toast.

Plugin registration in solitaire_app/src/main.rs picks up
ReplayPlaybackPlugin and ReplayOverlayPlugin alongside the existing
StatsPlugin. They run in any order — the playback plugin owns the
state resource, the overlay plugin spawns/despawns based on state
changes, and Stats's button handler dispatches into the playback
plugin's API.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:34:48 +00:00
funman300 9c36b49729 feat(engine): replay-playback overlay banner with Stop button
Visible UI for the in-engine replay playback that just landed: a
thin top banner anchored to the window edge while
ReplayPlaybackState is Playing or Completed, surfacing the player's
current position in the move list and a way to abort.

Layout: full-width banner ~48 px tall with three children — a
"Replay" label in ACCENT_PRIMARY left-aligned, "Move N of M"
progress text centred, and a Tertiary Stop button right-aligned via
the existing spawn_modal_button helper so it gets focus rings and
hover/press states for free.

Z_REPLAY_OVERLAY = Z_DROP_OVERLAY + 5 (= 55) sits above HUD but
well below modal scrim (≥200), so Settings, Pause, and Help still
render on top of the overlay during a replay — the player can
adjust audio or pause mid-playback.

State-driven: the spawn system reacts to Changed<ReplayPlaybackState>
transitions, swapping the banner text to "Replay complete" when
state moves Playing → Completed and despawning entirely when state
returns to Inactive (either via the Stop button, completion linger
expiry, or external reset).

Five tests cover spawn-on-Playing, progress text, stop-button
clears state and despawns, despawn-on-Inactive, and Completed
banner text swap.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:34:36 +00:00
funman300 8e90574437 feat(engine): in-engine replay playback core
Promotes the replay feature from disk-only to a real in-engine
playback path. A new ReplayPlaybackState resource models a three-
state machine (Inactive / Playing / Completed); start_replay_playback
resets the live game to the recorded deal via
GameState::new_with_mode(seed, draw_mode, mode) and a tick system
fires the canonical MoveRequestEvent / DrawRequestEvent for each
recorded move at REPLAY_MOVE_INTERVAL_SECS (0.45s).

The reset path bypasses NewGameRequestEvent because the existing
event always sources draw_mode from Settings — a Draw-1 replay
would silently coerce to Draw-3 (or vice versa) on a player whose
preference doesn't match the recording. Inserting GameStateResource
directly applies the recording's exact draw_mode and sidesteps the
abandon-current-game confirmation modal that would otherwise block
playback.

Recording suppression during playback is non-invasive: a sibling
system snapshots RecordingReplay's length on entry to playback and
truncates the buffer back to that mark every frame while is_playing
or is_completed. game_plugin's recording append paths are
untouched.

Completion lingers for REPLAY_COMPLETION_LINGER_SECS (5s) so the
overlay can show "Replay complete" before the auto-clear flips
state to Inactive.

Six new tests cover the state transitions, tick cadence, canonical
event firing, completion, stop-clears-state, and the
recording-suppression contract.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:34:16 +00:00
funman300 95fcdad5d2 chore: disable Bevy default features to drop unused audio stack
Closes Quat investigation #2. The project uses kira for audio
(cpal 0.17 + alsa 0.10), but Bevy's default feature set still pulled
bevy_audio → rodio → cpal 0.15 + alsa 0.9 + symphonia codecs — about
50 transitive crates the binary never executes.

Workspace Cargo.toml's bevy entry now declares default-features =
false plus an explicit allow-list of the features actually used
(default_app subset + default_platform desktop subset + common_api +
2D + UI rendering). The list is derived analytically from the leaves
of Bevy 0.18's 2d and ui meta-features; built cleanly on the first
try with no missing-symbol errors.

Features intentionally omitted vs Bevy default:
- bevy_audio (kira handles audio directly)
- bevy_animation (custom CardAnimation, not Bevy's)
- bevy_gilrs, bevy_gizmos, bevy_picking variants, bevy_post_process,
  scene, hdr, sysinfo_plugin (none used)
- webgl2, web, android-* (desktop-only; solitaire_wasm is Bevy-free
  and uses wasm-bindgen + solitaire_core directly)
- wayland (X11 chosen; Wayland can be added later if requested)

Dependency-tree size for solitaire_app drops from 628 unique crates
to 577 (-51). Verified gone: bevy_audio, rodio, cpal 0.15. The
remaining cpal 0.17 and symphonia 0.5 are pulled by kira, not Bevy.

solitaire_wasm needed no changes — it doesn't depend on bevy.

All 1134 tests pass; clippy clean.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 20:07:30 +00:00
funman300 d948fa862a docs: CHANGELOG + SESSION_HANDOFF refresh for v0.14.0
CHANGELOG gains a [0.14.0] section covering 18 commits since v0.13.0
across three threads: the v0.13.0-era UX candidates that missed the
v0.13.0 tag (theme thumbnails, daily-challenge calendar, Time Attack
auto-save, per-mode bests, time-bonus slider), Quat's three bug
fixes from a smoke-test round (multi-card lift validation, softlock
detection, deal-tween information leak), and the major new replay
pipeline (record → persist → upload → web viewer with a new
solitaire_wasm crate).

The bottom-of-file compare links thread the new tag into the chain.
Test count updated to 1134.

SESSION_HANDOFF rewritten as the session 9 / post-v0.14.0 doc.
The session 8 changelog table is preserved alongside a new "v0.14.0
shipped" rollup. The next-round candidates list seeds six fresh
ideas (deferred Bevy audio trim, solver toggle, in-engine replay
playback, per-replay history, solver-driven hints, "won via
replay" achievement). Resume prompt asks A–F about smoke-test,
audio trim, solver toggle, in-engine playback, fresh UX, or
packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v0.14.0
2026-05-05 19:44:03 +00:00
funman300 1fcd032b0a feat(web): card flight animations between piles
The replay viewer's renderer used to wipe and rebuild every card
from scratch on every step (`board.replaceChildren()`). Each step
was a discrete redraw — fine for correctness, abrupt for the eye.

Restructured to a persistent card-element model:

- `#board` is now a positioned context (relative) instead of a
  CSS grid. The dashed empty-pile placeholders are absolutely-
  positioned `.slot` elements painted once at bootstrap.
- Each card lives as a sibling of the slots, absolutely-positioned
  with `transform: translate(x, y)`. The CSS transition on
  `transform` (280 ms cubic-bezier) runs every move as a flight
  rather than a redraw.
- `cardEls: Map<id, HTMLElement>` persists across renders. Cards
  unchanged between steps don't re-create their DOM at all.
- Z-index is set per-render from the card's pile index so a card
  flying out from the bottom of a tableau passes behind the cards
  above it.
- Newly-spawned cards (rare — only on Restart) fade in at their
  target position via a `requestAnimationFrame` opacity flip;
  cards that disappear (also rare) fade out and despawn after the
  220 ms fade.
- `will-change: transform` lets the browser composite the
  animation, keeping it smooth on low-spec hardware.

Restart now drops every existing card before resetting so the
fresh deal looks like a new game, not a continuation.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 19:01:02 +00:00
funman300 3081505a3d test(server): E2E coverage for replay upload → fetch path
Five new integration tests against the in-process Axum router +
in-memory SQLite, covering the full HTTP transport + database layer
that the web replay viewer depends on:

- `replay_upload_then_fetch_round_trips_payload` — register → POST →
  GET → assert the fetched JSON matches the upload byte-for-byte.
  Canonical "the web viewer can play back what the desktop client
  uploaded" coverage.
- `replay_fetch_unknown_id_returns_404` — exercises the
  `AppError::NotFound` mapping (not a 500).
- `replay_recent_lists_newest_first_with_username` — two uploads,
  asserts received_at DESC ordering and that the username join
  populates the `username` field.
- `replay_upload_without_auth_returns_401` — guards against the
  upload endpoint accidentally accepting anonymous inserts.
- `replay_upload_malformed_body_returns_400` — header projector
  rejects payloads missing required fields with 400, not 500.

Schema-correctness (round-trip, version gate, atomic write) is still
covered by `solitaire_data::replay`'s unit tests; this file is
strictly for the HTTP transport.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:58:54 +00:00
funman300 07b8ecd9b2 feat(server): web replay viewer (HTML/CSS + WASM bindings)
Wires the WASM module from the previous commit into a minimal web
viewer served at <server>/replays/<id>. Two new server routes:

- `GET /replays/:id`  — returns the same embedded HTML page for any
  id; the page itself reads the path from window.location in JS and
  fetches the replay JSON via /api/replays/:id.
- `/web/*` — ServeDir for the static assets (replay.css, replay.js,
  and the wasm-bindgen-generated pkg/).

Web layer:
- index.html — header, board, controls, status. Module script.
- replay.css — midnight-purple palette matching the desktop client,
  dark felt board, CSS-grid pile layout, tableau fan via per-card
  inline `top` offset.
- replay.js — fetches the replay, instantiates the wasm
  ReplayPlayer, drives state(), step(). Controls: Restart, Play/Pause
  toggle, Step. Auto-tick at 600 ms.
- pkg/ — generated by wasm-bindgen (committed so deployers don't
  have to install wasm-bindgen-cli + the wasm32 target).

`tower-http = "0.6"` added to solitaire_server with the `fs` feature
for ServeDir.

To regenerate pkg/ after a solitaire_wasm change:
    RUSTFLAGS='--cfg getrandom_backend="wasm_js"' \
      cargo build -p solitaire_wasm \
      --target wasm32-unknown-unknown --release
    wasm-bindgen --target web \
      --out-dir solitaire_server/web/pkg --no-typescript \
      target/wasm32-unknown-unknown/release/solitaire_wasm.wasm

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:54:01 +00:00
funman300 5bed43ef32 feat(wasm): solitaire_wasm crate for browser-side replay re-execution
A new `cdylib + rlib` workspace member that wraps `solitaire_core::
GameState` for use from JavaScript. The web replay viewer fetches a
replay JSON, hands it to `ReplayPlayer::new`, and steps through
moves one at a time — same Rust rules engine the desktop client
uses, so the two implementations cannot drift.

The crate intentionally does NOT depend on `solitaire_data` (which
pulls dirs/keyring/reqwest, none wasm-friendly). Instead it defines
a minimal `Replay` mirror with the same serde shape; the JSON wire
format is the contract.

Public surface (#[wasm_bindgen]):
- `ReplayPlayer::new(json)` — parse + rebuild deal from seed/mode
- `state()` / `step()` — return JS-friendly StateSnapshot
- `total_steps()` / `step_idx()` / `is_finished()` — progress helpers

Native-callable mirror (`from_json`, `step_native`) lets unit tests
exercise the state machine without going through `serde_wasm_bindgen`,
which panics off-target. 3 tests cover construction, step advance,
and invalid-JSON handling.

`getrandom` needs the `wasm_js` feature on the wasm32 target;
configured via the cfg target dep table so non-wasm builds aren't
affected.

Build pipeline (executed from the repo root):
    rustup target add wasm32-unknown-unknown
    RUSTFLAGS='--cfg getrandom_backend="wasm_js"' \
      cargo build -p solitaire_wasm \
      --target wasm32-unknown-unknown --release
    wasm-bindgen --target web \
      --out-dir solitaire_server/web/pkg --no-typescript \
      target/wasm32-unknown-unknown/release/solitaire_wasm.wasm

The generated bindings land in solitaire_server/web/pkg/ and are
committed alongside the web UI (next commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:53:19 +00:00
funman300 23c9704887 feat(engine): upload winning replays to the sync server
`push_replay_on_win` listens for `GameWonEvent` and spawns a
fire-and-forget `AsyncComputeTaskPool` task that calls
`SyncProvider::push_replay`. The game loop never blocks on the
network round-trip; failures log a warning but never abort the win
flow because the replay is already persisted locally by
`game_plugin::record_replay_on_win`.

`UnsupportedPlatform` (LocalOnlyProvider) is silently absorbed in
the same way the existing `push_on_exit` path handles it — local
players don't see a server error every time they win.

Empty-recording guard mirrors `record_replay_on_win`: synthesised
win events from XP / streak / weekly-goal tests must not trigger an
upload.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:52:36 +00:00
funman300 93182fa251 feat(server): replay upload + fetch endpoints
API surface for the web replay viewer to come:

- `POST /api/replays`        — auth required; persists the JSON body
  verbatim, mints a server-side UUID, returns `{id}`. Three columns
  (final_score, time_seconds, recorded_at) are projected out of the
  payload at insert time so list endpoints don't have to scan blobs.
- `GET  /api/replays/recent` — public; returns the N most-recent
  replays across users (limit defaults to 20, capped at 50). Joins
  the username so the feed reads as "AliceWon · 2:14 win".
- `GET  /api/replays/:id`    — public; returns the full replay JSON
  the desktop client uploaded.

Migration `002_replays.sql` adds the `replays` table with indexes
on `received_at DESC` (recent feed) and `user_id` (per-user views).

Schema-version compatibility is the playback side's responsibility,
matching the desktop's existing `schema_version` gate — the server
just stores and serves whatever JSON came in.

`AppError::NotFound` added so `GET /api/replays/:id` can return a
proper 404 instead of an internal-server-error.

`.sqlx` cache regenerated for the new `query!` invocations.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:50:25 +00:00
funman300 89c51ab712 feat(settings): time-bonus multiplier slider in Settings → Gameplay
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>
2026-05-05 18:49:07 +00:00
funman300 3984231c9b feat(data,sync,engine): per-mode best score and fastest win
Lifetime stats now also track best score and fastest win per game
mode (Classic, Zen, Challenge), additive on top of the existing
all-modes-combined `best_single_score` and `fastest_win_seconds`.
Time Attack is intentionally excluded — its scoring model is
session-level (count of wins inside a 10-minute window) so a
per-game best wouldn't compose. Daily Challenge inherits Classic
scoring and contributes through the Classic row.

- `solitaire_sync::StatsSnapshot` gains six fields (`{mode}_best_score`,
  `{mode}_fastest_win_seconds` × {Classic, Zen, Challenge}). All are
  `#[serde(default)]` so older save files load cleanly to zeros.
- `solitaire_sync::merge` propagates the per-mode bests through the
  same max/min logic as the global counterparts.
- `solitaire_data::StatsExt::update_per_mode_bests` is the engine's
  entry point — called from `update_stats_on_win` alongside the
  existing `update_on_win`.
- Stats overlay grows a "Per-mode bests" section with three rows
  (Classic / Zen / Challenge) tagged with `PerModeBestsRow`. Empty
  rows render an em-dash, matching the first-launch zero-state
  treatment used by the primary cells.
- 3 new tests cover the rendering, the Classic-mode update path,
  and the Zen-mode update path.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:46:32 +00:00
funman300 d9f36bf34a feat(engine): "Watch replay" affordance in Stats overlay
The Stats screen now shows the most recent winning replay's caption
("M:SS win on YYYY-MM-DD") and a Watch Replay button. Until the web
viewer is fully wired the click fires a toast pointing the player at
the upcoming `<server>/replays/<id>` URL; once the upload + page
ship the toast is replaced with an actual link.

- New resources `LatestReplayResource(Option<Replay>)` and
  `LatestReplayPath(Option<PathBuf>)` populated at plugin build time
  from the platform-default `latest_replay.json`. Headless mode
  disables I/O the same way `StatsResource` does.
- `refresh_latest_replay_on_win` re-loads from disk after every
  `GameWonEvent` so opening the modal a second time reflects the
  most recent victory rather than a stale snapshot.
- `format_replay_caption` is a pure helper exposed for both the
  Stats button label and (later) toast messaging.
- `WatchReplayButton` marker added to `solitaire_engine`'s public
  re-exports so the future web-side click integrations can match.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:41:55 +00:00
funman300 57d1c58fdf feat(engine): record + persist winning replays on disk
- New `RecordingReplay` resource (in `game_plugin`): in-memory move
  buffer that accumulates atomic player inputs as they're applied to
  `GameState`. Cleared on every `NewGameRequestEvent` so a fresh deal
  starts from an empty list.
- `handle_move` and `handle_draw` push the corresponding `ReplayMove`
  on success only — invalid / rejected events never enter the buffer.
  `Undo` is intentionally not recorded; the replay represents the
  canonical path to victory, not the missteps that were rolled back.
- `record_replay_on_win` listens for `GameWonEvent`, freezes the
  buffer into a `Replay` (seed + draw_mode + mode + score + duration
  + today's date + the move list), and persists atomically to
  `<data_dir>/solitaire_quest/latest_replay.json` via the new
  `ReplayPath` resource.
- Empty-recording guard: synthesised win events from XP / streak /
  weekly-goal tests must not clobber the developer's real replay
  file. A real win always has at least one recorded move.
- 5 dedicated tests cover ordering, rejected-move skipping, undo
  skipping, new-game clearing, and the freeze→save round-trip.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:38:49 +00:00
funman300 42535f5109 feat(data): replay storage layer with atomic StockClick input
New `solitaire_data::replay` module:
- `Replay` struct: seed + draw_mode + mode + ordered move list +
  presentation metadata (time / score / date). Replays are
  reconstructed by rebuilding `GameState::new_with_mode` and applying
  the move list in order — a deterministic state machine driven by
  atomic player inputs, no per-step snapshots stored.
- `ReplayMove`: one variant per atomic player input. `Move {from, to,
  count}` covers card moves; `StockClick` covers every click on the
  stock (the engine resolves draw-vs-recycle deterministically from
  current state during both record and playback).
- Schema-versioned (`REPLAY_SCHEMA_VERSION = 2`); legacy files are
  rejected via the version gate so older replays just disappear from
  the UI rather than half-loading.
- Atomic save (.tmp -> rename), `dirs::data_dir()`-based path
  resolution. 5 round-trip / atomic / version-gate / corruption tests.

Sync trait extension:
- `SyncProvider::push_replay(&Replay)` — default returns
  `UnsupportedPlatform` so `LocalOnlyProvider` is silently no-op'd by
  the future push-on-win path. Mirrors the existing `pull` / `push`
  default-impl pattern.
- `SolitaireServerClient::push_replay` — `POST /api/replays`, same
  401-refresh-and-retry shape as `push`.

The wire format is the contract: `solitaire_wasm` (added in a later
commit) parses the JSON via its own minimal mirror struct so it can
compile to wasm32 without pulling the desktop client's transitive
deps.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:36:25 +00:00
funman300 d5e6f8026b docs: SESSION_HANDOFF refresh for session 8 (Quat smoke-test round)
Captures the three bug-fix commits (move validation, deal-tween leak,
softlock detection), notes that bug #3's "no end-game screen" was
downstream of the softlock-detection bug and is now resolved, and
records the two investigation findings (audio-stack feature trim,
solver-at-deal toggle) as deferred decisions for the player.

Updates HEAD/test counts (origin at 2716472, 1126 tests passing).
Cleans the next-round candidates list — calendar / thumbnails /
Time-Attack auto-save shipped between v0.13.0's doc commit and
session 8; replay is WIP in the working tree.

Resume prompt now offers six choices (A–F) covering finish-replay,
smoke-test, audio-feature trim, solver toggle, other UX, packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:44:33 +00:00
funman300 271647265c fix(engine): treat unplayable stock as softlock in has_legal_moves
Previous heuristic returned true whenever stock or waste held any
cards. Quat hit a state with 4 cards remaining and the stock kept
cycling but nothing was ever playable — the existing detection
counted "draw is available" as a legal move and the game just sat
there.

Replace the early return with a single pass over every card that
could ever be a move source: every Stock card, every Waste card, and
the face-up top of every Tableau column. For each, check whether it
can currently land on any Foundation or Tableau. Return true only if
*some* card anywhere can land *somewhere* — otherwise the player is
genuinely stuck no matter how many times they recycle the deck.

Tightened the existing fresh-game test name to reflect what it
actually proves (a fresh deal has playable moves, not "stock is
non-empty"). Added one new test reproducing Quat's exact case.

Reported by Quat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:35:55 +00:00
funman300 3eabc149a8 fix(engine): hide previous-game positions during new-game deal
Reported leak: when a new game starts, every card sprite tweens from
its previous-game Transform to its new dealt position. A careful
observer can track those origin points and deduce face-down cards in
the new layout — the tween's start frame literally renders the prior
game's geometry.

Fix: in handle_new_game, after replacing the GameState, snap every
existing card Transform to the stock pile's position before writing
StateChangedEvent. The downstream slide tween in card_plugin then
reads the stock position as its source, so all 52 cards animate out
from a single point — reads as "dealing from the deck" with no
information leak.

No layout reach in headless test contexts so the snap is gated on
Option<Res<LayoutResource>>.

Reported by Quat.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:26:14 +00:00
funman300 f1aeb24157 fix(core): validate moved tableau stack forms a legal run
move_cards only checked that the *bottom* card of a moved stack landed
legally on the destination — the cards above the bottom went through
unverified. A player could lift an arbitrary selection from one column
and drop it on another whenever the bottom happened to match, even if
the upper cards didn't form a descending alternating-colour sequence.

Adds is_valid_tableau_sequence(&[Card]) -> bool to rules.rs (4 lines)
and one call site in move_cards's tableau-destination branch. One
focused test covering single-card / valid-run / same-colour /
rank-gap cases.

Reported by Quat: "stack 4 onto stack 2" was accepted when illegal.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 17:26:14 +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 1a1047664b feat(engine): 14-day daily-challenge calendar in the Profile modal
The daily challenge already updated streak counters, but past
completions were invisible — the player had no in-game surface to
see streak length or the actual day-by-day record. Adds a 14-dot
horizontal calendar above the Profile modal's achievements section
with a "Current streak: N · Longest: M" caption.

Each dot represents a day in the trailing 14-day window ending
today. Today's dot gets a 2-px Balatro-yellow ring; completed days
fill STATE_SUCCESS; missed days fill BG_ELEVATED. Geometry: 14 ×
12 px + 13 × 6 px gap ≈ 246 px — fits comfortably inside the
modal's 360 px min_width even on the 800 px window minimum.

PlayerProgress gains two #[serde(default)] fields:
- daily_challenge_history: Vec<NaiveDate> capped at 365 entries
  (one year of history; older entries pushed off when the cap is
  hit). Sorted ascending, deduped on insert so same-day re-runs
  don't bloat the list.
- daily_challenge_longest_streak: u32, updated whenever streak
  exceeds the previous max.

Legacy progress.json files load to empty/0 via #[serde(default)].

solitaire_sync::merge unions histories from local + remote (sorted,
capped) and takes max(longest_streak), with a clamp to ensure
longest is never below the merged current streak — guards against
legacy payloads where longest=0 but current is mid-streak.

13 new tests across solitaire_sync (record_daily history append,
chronological order, dedupe, cap, longest update, merge union,
merge cap, max longest, clamp), solitaire_data (history append,
longest update, legacy deserialise), and solitaire_engine
(modal renders 14 dots, today marker on rightmost only).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 01:05:54 +00:00
funman300 ba527de351 feat(engine): card-art thumbnails in the theme picker
Settings → Cosmetic's theme picker showed only the theme name. Now
each chip carries a small Ace-of-Spades + back preview pair so the
player can see what each theme looks like before switching.

A new ThemeThumbnailCache resource keys per-theme by id and stores
two Handle<Image>s (ace + back) rasterised at thumbnail resolution
via the existing rasterize_svg path. Generation runs once per
theme registration in theme_plugin; subsequent picker re-spawns
just look up the cached handles. Themes that lack one of the
preview SVGs (broken user theme) get a Handle::default() placeholder
rather than crashing — the placeholder renders as a transparent
rectangle the same size as the missing thumbnail.

The picker chip spawn loop in settings_plugin reads the cache and
renders the pair as two child sprites above the chip text. The
selected-theme chip's existing STATE_SUCCESS tint sits behind the
thumbnails; contrast stays readable.

Asset-source plumbing in assets/sources.rs and assets/mod.rs picks
up the new bytes-loading helper that the thumbnail generator uses
for embedded:// theme assets at startup time (before AssetServer is
fully initialised).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 00:41:20 +00:00
funman300 fe41b502ac docs: CHANGELOG + SESSION_HANDOFF refresh for v0.13.0
CHANGELOG gains a [0.13.0] section covering the third UX iteration
round on top of v0.12.0:
- Tooltip-delay slider, streak fire, score-breakdown reveal
- Card backs follow active theme
- Drag-with-keyboard
- Right-click radial menu
Plus two code-review fixes (Removed: sccache wiring, Fixed: bundled-
only font handling).

The bottom-of-file compare links thread the new tag into the
existing chain. Test count updated to 1053.

SESSION_HANDOFF gains a "Session 7 round 3" table summarising the
six commits and rolls the punch list forward — UX candidate list
exhausted again, fresh six-item list seeded for a future round
(daily-challenge calendar, theme-picker thumbnails, per-mode high
scores, in-progress auto-save for Zen/Time Attack, configurable
scoring weights, win replays). Resume prompt asks A/B/C/D about
push, smoke-test, next round, or packaging.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v0.13.0
2026-05-02 20:43:38 +00:00
funman300 b37f0cbec7 feat(engine): right-click radial menu for quick-drop without dragging
Power-user shortcut: hold right-click on a face-up card, a small
ring of icons appears around the cursor with one entry per legal
destination, release over an icon to fire MoveRequestEvent. Skips
the drag motion entirely while preserving the existing
RightClickHighlight tint on the actual pile markers.

A new RadialMenuPlugin owns the flow. RightClickRadialState is a
two-state enum (Idle / Active) carrying the source pile, lifted
cards, pre-computed legal destinations + their world anchors, the
ring centre, and the currently hovered icon index. Four chained
systems handle press → cursor track → release/cancel → redraw, in
that order so a single-tick test can't observe a half-state.

Mutual exclusion with the left-button mouse drag is implicit —
RadialMenuPlugin only listens to MouseButton::Right while the
existing drag pipeline only listens to Left. RightClickHighlight
co-exists at a lower z (50) than the radial overlay (Z_RADIAL_MENU
= 60), so the brief pile-marker tint reads as the same set of legal
destinations the radial offers.

Cancel paths: release the right button outside any icon, press Esc,
or press the left button. All three reset state to Idle without
dispatching a move.

Visual: a centre dot at the press location plus N icons at radius
80 px around it. For one destination the icon sits at 12 o'clock;
for N icons they spread evenly clockwise. Hovered icon scales to
1.15× and tints STATE_SUCCESS so the focused choice is unambiguous.

Twelve new tests pin the contract — five system-level (open on
press over face-up card, release over destination fires move event,
release in dead space cancels, Esc cancels, face-down doesn't
open), seven on the pure helpers (radial_anchor_for_index,
radial_hovered_index, legal_destinations_for_card). Tests inject
cursor positions through a RadialCursorOverride resource so they
work under MinimalPlugins where there's no PrimaryWindow or Camera.

help_plugin's controls reference gains a new "Mouse" section
covering double-click auto-move, right-click highlight, and the
new "Hold RMB" radial. Onboarding slide 3 is intentionally left
keyboard-only — the radial is a power-user discovery, not a
first-run teach.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 20:40:48 +00:00
funman300 a0fc0d2605 feat(engine): keyboard-only drag-and-drop via Tab → Enter → arrows → Enter
Players can now complete an entire game without a mouse. Tab cycles
the keyboard cursor across draggable card stacks, Enter "lifts" the
focused stack into a destination-pick mode, arrow keys (or Tab)
cycle through the legal targets only, and Enter confirms the move.
Esc cancels — single-press in Lifted reverts to source-pick keeping
focus, second-press clears the source selection entirely.

A new KeyboardDragState resource models the two-mode flow without
touching SelectionState's existing source-pick contract:

  Idle                         (Tab/Enter/auto-move via SelectionState)
  Lifted {
      source_pile, count, cards,
      legal_destinations,      pre-computed at lift time via
      destination_index,       can_place_on_foundation/_tableau
  }

Mutual exclusion with mouse drag is sentinel-based: keyboard lift
sets DragState.active_touch_id = u64::MAX (KEYBOARD_DRAG_TOUCH_ID),
existing mouse handlers in input_plugin already short-circuit when
active_touch_id is Some, and the cleanup path only clears DragState
when the sentinel is present so the mouse path is never stomped.
Conversely keyboard input is suppressed when a real mouse/touch
drag is active.

The visual lift reuses the existing drag z-lift and shadow path so
the keyboard-lifted stack reads the same as a mouse-lifted one;
update_selection_highlight gains a green destination indicator on
the focused legal target while Lifted.

help_plugin's canonical hotkey list grows a "Keyboard drag"
section (Tab/Enter/Arrows/Esc/Space) and onboarding slide 3 picks
up a "Tab → Enter" entry so first-run players see the full path.

Seven new headless tests pin the contract: Tab cycles to first
draggable pile, Enter lifts the stack, arrow keys cycle only legal
destinations, Enter with destination fires MoveRequestEvent and
clears state, Esc reverts to source-pick, mouse-drag-active
suppresses keyboard input, double-Esc clears source selection.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 20:10:41 +00:00
funman300 7ed4f2cba9 feat(engine): card backs follow active theme
Themes already shipped a back.svg in their manifest but card_plugin
ignored it — face-down cards always rendered with the legacy
back_N.png picker, so swapping themes only swapped the faces. Now
the active theme's back rasterises alongside its faces and feeds
into the face-down sprite path; the legacy back_N.png picker remains
the fallback when a theme doesn't ship its own back (e.g. a
user-imported theme that only redefines faces).

theme/plugin.rs caches the active theme's back Handle<Image> in the
ActiveTheme resource on theme-load and theme-switch. card_plugin's
face-down branch reads ActiveTheme first; missing theme back →
legacy back_N.png path indexed by Settings.selected_card_back.

Settings → Cosmetic's card-back picker section gains a caption
("Active theme provides its own back") that surfaces when the
override is in effect, plus the swatch row dims to communicate the
read-only state. Settings file format unchanged — selected_card_back
still round-trips and only takes effect when the theme leaves the
back undefined.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 20:08:17 +00:00
funman300 ddc8f27c82 feat(engine): UX iteration round — tooltip slider, streak fire, score breakdown
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>
2026-05-02 18:34:53 +00:00
funman300 13dd44bd1b chore: remove project-level sccache rustc-wrapper config
Code-review feedback: sccache shouldn't be a per-project build
dependency. Cargo's incremental cache already covers what sccache
offers for a single project, and forcing rustc-wrapper = "sccache"
project-wide means every contributor has to install sccache or
prepend RUSTC_WRAPPER= to bypass the wrapper.

.cargo/config.toml only existed to wire sccache and pin SCCACHE_DIR
to a project-local cache. Removing the file entirely so plain
`cargo build` works without any extra setup. The .cargo directory
is empty after the deletion and removed too. .gitignore's
/.sccache-cache line is harmless cruft and stays — players who
already have a populated .sccache-cache directory keep it ignored.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 18:34:20 +00:00
funman300 17f9b518f1 fix(engine): bundle fonts only and drop system-font fallback
Code-review feedback: the SVG rasteriser mixed three font-resolution
layers (load_system_fonts + bundled FiraMono + lenient resolver
appending CSS generics), which made card text rendering depend on
which fonts the host machine happened to have. The Bevy UI face
loaded separately at runtime via AssetServer. Picking option (a)
from the review and applying it consistently: bundle FiraMono via
include_bytes!() in BOTH layers, no system fallback anywhere.

solitaire_engine/src/font_plugin.rs now embeds main.ttf at compile
time and registers it with Assets<Font>. A parse failure aborts
with "bundled FiraMono failed to parse — binary is corrupt"; the
MinimalPlugins early-return stays as a "this plugin doesn't apply
in headless tests" check (consumers query Option<Res<FontResource>>
and degrade cleanly), not a production fallback.

solitaire_engine/src/assets/svg_loader.rs drops load_system_fonts
entirely, drops the lenient_font_resolver, and drops the five
set_*_family pins. The new bundled_font_resolver ignores the SVG's
font-family request and always returns the single bundled face —
the bundled card SVGs reference Arial / Bitstream Vera Sans by name
and we deliberately don't ship those, so routing every query to
FiraMono keeps rasterisation deterministic. shared_fontdb asserts
the embedded bytes parsed.

The two layers now embed the same path
(assets/fonts/main.ttf) independently, so they can't drift.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 18:33:54 +00:00
funman300 61d891fb76 docs: CHANGELOG + SESSION_HANDOFF refresh for v0.12.0
CHANGELOG gains a [0.12.0] section covering the second UX iteration
round on top of v0.11.0:
- Foundation completion flourish
- Drag-cancel return tween
- Focus ring breathing
- First-win achievement onboarding toast
- Mode Launcher digit shortcuts
- Card aspect-ratio fix (1.4 → 1.4523)
- Plus the README and CHANGELOG-add docs that rode along

The bottom-of-file compare links thread the new tag into the
existing chain (Unreleased → 0.12.0 → 0.11.0 → ...). Test count
updated to 1007.

SESSION_HANDOFF now distinguishes session 7 round 1 (v0.11.0,
morning) from round 2 (v0.12.0, afternoon) — keeping the audit
trail readable instead of conflating them. The release-prep punch
list collapses to the three tag/push/packaging items; the UX
iteration list opens with six fresh candidates for whoever picks
the next round.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v0.12.0
2026-05-02 03:08:46 +00:00
funman300 7dba772e67 feat(engine): digit shortcuts (1-5) launch modes from inside the Mode Launcher
Pressing M already opens the Home modal (which is the Mode Launcher
post-v0.11) and Tab cycles focus through the cards. The remaining
gap was direct keyboard activation of a specific mode — players had
to tab-and-enter or click. A new modal-scoped digit handler closes
that gap:

  1 → Classic (NewGameRequestEvent)
  2 → Daily Challenge (StartDailyChallengeRequestEvent)
  3 → Zen (StartZenRequestEvent, gated at level 5)
  4 → Challenge (StartChallengeRequestEvent, gated at level 5)
  5 → Time Attack (StartTimeAttackRequestEvent, gated at level 5)

handle_home_digit_keys runs only when HomeScreen exists and short-
circuits otherwise — the digit keys can't accidentally launch a
mode mid-game. Locked modes (level < CHALLENGE_UNLOCK_LEVEL) silent-
no-op rather than firing a toast, mirroring the click-on-locked-card
behaviour without the InfoToastEvent (the click path's toast is the
authoritative "level too low" surface).

The HomePlugin Update tuple is now .chain()ed because the Bevy 0.18
parallel scheduler would otherwise let handle_home_card_click,
handle_home_cancel_button, and the new digit handler all queue a
HomeScreen despawn concurrently — the second buffer apply panics
on the already-despawned entity.

help_plugin gains a new "Mode Launcher (M)" section with the digit
rows and a level-5 unlock note. onboarding's slide-3 hotkey table
gets one new line ("M — Open Mode Launcher (then 1-5 to pick)") so
first-run players see the full path. The help-modal canonical list
now mirrors the onboarding teach.

Four new headless tests pin the contract: Digit1 launches Classic
and closes the modal; Digit3 at level 0 is a no-op (modal stays
open); Digit3 at unlock level launches Zen and closes; digit keys
outside the modal fire no events at all.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 03:01:41 +00:00
funman300 ca5788f714 feat(engine): one-shot achievement-onboarding toast on first win
After the player's very first win the engine now writes
"First win! Press A to see your achievements." via InfoToastEvent,
then flips a persisted Settings.shown_achievement_onboarding flag so
the cue never re-fires. Mentions the A hotkey by name so the toast
is actionable on its own.

The toast path runs after StatsUpdate so games_won has been
incremented to 1 when the system reads it; .after(GameMutation)
keeps the post-move state visible. Three guards: first win only,
flag was false, GameWonEvent fired this tick.

Persistence mirrors onboarding_plugin's complete_onboarding pattern:
save via save_settings_to with the existing
SettingsStoragePath/Option<&PathBuf> graceful-fallback shape.
Atomic .tmp+rename writes are unchanged.

Settings gains a single bool field with #[serde(default)] so legacy
settings.json files deserialize cleanly to false. The field is
local-only by design — it's about UI teaching for THIS device, not
progression — so SyncPayload and merge logic are untouched.

Seven new tests pin the contract: default value is false, field
round-trips through save/load, legacy JSON without the field
deserializes to false, first win fires the toast and flips the
flag, subsequent wins are silent, the fifth win on a synced device
is silent (won't fire when games_won has been bumped via sync), and
no win event means no toast.

Toast duration is the existing animation_plugin
QUEUED_TOAST_SECS = 2.5 s — InfoToastEvent is a tuple struct with
no duration parameter, so the agent kept the existing event shape
rather than expanding it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 03:01:18 +00:00
funman300 9887343d8b feat(engine): focus ring breathes at 1.4 s — gentle pulse instead of flat
The keyboard focus ring rendered as a static yellow outline. A new
pulse_focus_overlay system modulates the overlay's BorderColor alpha
with a sin curve over MOTION_FOCUS_PULSE_SECS (1.4 s), breathing the
visible alpha between 0.65× and 1.0× of FOCUS_RING's native value.
The motion is slow enough to read as a calm heartbeat in peripheral
vision rather than a competing animation, and a focus change still
draws the eye because the ring re-attaches at full brightness on
the next pulse cycle.

The pulse honours AnimSpeed::Instant by reading SettingsResource
and skipping the modulation entirely (static FOCUS_RING colour) for
reduced-motion users — matches the convention used elsewhere for
animation gating.

A pure focus_ring_pulse_factor(elapsed_secs) helper is unit-tested
for the curve shape: 0.825 at t=0 (mid-point), 1.0 at the
quarter-period peak, 0.65 at the three-quarter-period trough, and a
sweep across two full periods stays within the [0.65, 1.0] range.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 02:40:40 +00:00
funman300 525fe0fe76 feat(engine): drag-cancel return tween — smooth ease-out instead of shake
Illegal drops previously snapped each dragged card to its origin
slot and ran a horizontal ShakeAnim wiggle for negative feedback —
which read as punitive on every misclick. The rejection now plays
a 150 ms quintic ease-out glide from the drop location back to the
resting slot. The audio cue (card_invalid.wav) still fires so the
player gets clear "no" feedback; the visual is just gentler.

Both rejection paths in input_plugin (mouse end_drag and touch
end_drag) construct a CardAnimation::slide(drag_pos → target_pos)
with MotionCurve::Responsive — the curve module's own docs
recommend Responsive specifically for invalid snap-back because its
zero overshoot reads forgiving rather than jittery.

card_plugin's update_card_entity gates its snap path on
CardAnimation absence so the StateChangedEvent that follows a
rejection no longer fights the in-flight tween. Mirrors how
resize_cards_in_place already drops in-flight tweens during a
window resize.

ShakeAnim itself stays in feedback_anim_plugin — the right-click
invalid-target and double-click in-place rejection paths still use
it because there's no movement to interpolate, just a "no" wiggle.
Only the drag-rejection path swaps to the smooth tween.

Six new rejection-tween tests pin the contract: CardAnimation is
inserted on every dragged card, start/end positions and z values
match the drag-to-resting transition, duration matches the new
MOTION_DRAG_REJECT_SECS token, and the curve is Responsive. The
two legacy ShakeAnim drag-rejection tests are removed since their
contract is intentionally inverted by this commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 01:34:12 +00:00
funman300 69ce9afab9 feat(engine): foundation completion flourish — King-on-foundation celebration
Now that foundations are unlocked and "completing" one is a real
moment (rather than a foregone conclusion based on suit assignment),
each Ace-through-King run gets its own small celebration when the
King lands.

Three layers fire on a single FoundationCompletedEvent emitted by
game_plugin's handle_move when a successful move leaves a
PileType::Foundation pile holding 13 cards:

1. King card scale-pulse via a new FoundationFlourish component.
   Triangular curve 1.0 → 1.15 → 1.0 over MOTION_FOUNDATION_FLOURISH
   _SECS (0.4s) — same shape as the existing ScorePulse so the feel
   matches.
2. Pile-marker tint flourish via FoundationMarkerFlourish — the
   foundation marker's sprite colour lerps to STATE_SUCCESS for the
   first half of the duration then fades back. Reuses the existing
   success-signal palette; no new colour token.
3. Audio cue: foundation_complete.wav, a synthesised C6→E6→G6 triad
   with 2nd-harmonic warmth and AR decay (~240 ms). Sits an octave
   above win_fanfare's root so the layered fourth-completion + win
   cascade reads cleanly. Generated via solitaire_assetgen's
   foundation_complete() function and embedded via include_bytes!().

The visual systems run .after(GameMutation) so the post-move pile
state is visible when the King is identified. Both flourish
components remove themselves once elapsed time exceeds duration —
no animation queue or scheduler integration needed.

Pure foundation_flourish_scale(elapsed, duration) helper is
unit-tested for the curve, edge clamps, and zero-duration safety.
Three integration tests on the firing logic verify the event fires
exactly once when a King completes a foundation, doesn't fire for
non-foundation moves, and doesn't fire when the foundation is at 12
cards.

The fourth completion still co-occurs with the win cascade — the
two layer cleanly because the flourish's scale is on the King card
sprite while the cascade is a screen-shake + per-card rotation, and
the foundation_complete ping is a higher octave than the win
fanfare's root.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 01:19:50 +00:00
funman300 13aa0fd833 fix(engine): match CARD_ASPECT to hayeah SVG dimensions (1.4 → 1.4523)
Cards rendered ~3.6 % squashed vertically because layout.rs assumed a
1.4 height/width ratio while the bundled hayeah/playing-cards-assets
SVGs are natively 167.087 × 242.667 (= 1.4523). The mismatch meant
every face was scaled to fit a too-short box; pip arrangements and
court-card art read slightly compressed.

Bumps CARD_ASPECT to 1.4523 to match the SVG. The vertical-budget
math in compute_layout (the height-based card_width candidate) uses
CARD_ASPECT algebraically, so the tableau-fits-on-screen check
adapts automatically — slightly smaller cards on aspect-ratio-tight
windows, no visible regression on standard 16:9.

Doc comments referencing the old 1.4 literal updated to point at
CARD_ASPECT instead so this can't drift again.

All 982 tests pass — the existing layout/test sentinel
(card_size.y / card_size.x - CARD_ASPECT) used the constant by name
and adapted for free.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 01:03:12 +00:00
funman300 9f095c4039 docs: add CHANGELOG.md covering v0.9.0 through v0.11.0
The CHANGELOG didn't exist; v0.11.0 felt too meaty to land without one
and starting from v0.10.0+ would have made the file feel rootless. The
format follows Keep a Changelog 1.1.0 with the standard Added /
Changed / Fixed / Removed sections per release plus a Migration block
when relevant.

v0.11.0 (2026-05-02) — full coverage of the card-theme system, HUD
overhaul, drag-feel polish (drop overlay, drop shadows, stock count
badge, unlocked foundations), the FiraMono fontdb fix, and the
schema-version bump that invalidates pre-v2 game_state.json saves on
launch. 982 tests, zero clippy.

v0.10.0 (2026-04-29) — PNG art pipeline, Bevy 0.15 → 0.18 migration,
kira 0.9 → 0.12 migration, Rust edition 2024 + MSRV 1.95, custom
font, JWT-secret-at-startup fix, SmartIpKeyExtractor, MessageReader
touch-input fix.

v0.9.0 (2026-04-28) — initial public-tagged release: workspace
structure, modal scaffold, design-token system, four-tier HUD,
progression, sync server, splash, focus rings, tooltips,
achievement integration tests, all the foundation work that
predates the card-theme rewrite.

README gains a Changelog section linking to the new file.

The bottom-of-file compare links use the corrected
github.com/funman300/Rusty_Solitaire URL so the rendered page on
GitHub auto-generates the correct diff views once the tags are
pushed.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:59:13 +00:00
funman300 d8c70341f4 docs: refresh README for v0.11.0 — card themes, HUD overhaul, drag feel
The README hadn't been touched since before the card-theme system
landed and was missing every UX feel improvement from v0.11.0.
Anyone discovering the repo on the GitHub release page would have
seen pre-theme copy.

Features list now covers card themes (bundled default + user
zip-installable), the modern HUD (reserved band + action-bar
auto-fade), and the four drag-feel improvements (drop highlights,
drop shadows, stock count badge, unlocked foundations).

Controls table fixes three real discrepancies: Undo is U not
Z/Ctrl+Z (the README inverted the bindings), Help is F1 not H, and
Z actually toggles Zen mode. Adds the previously undocumented Tab /
Shift+Tab focus cycle, Enter activation, F11 fullscreen, double-
click to auto-move, and the G forfeit shortcut. Notes that every
action is also a visible UI button so the keyboard list is
optional-accelerator only — matches the project's UI-first rule.

Adds a small Card Themes section explaining how to install a theme
(drop a directory or zip-import via Settings → Cosmetic) without
diving into SVG technicals.

Test count updated to 982 to reflect v0.11.0 baseline.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:56:24 +00:00
funman300 063269c70e docs: update repo URL references to corrected Rusty_Solitaire spelling
The GitHub repo was renamed from Rusty_Solitare to Rusty_Solitaire
(adding the missing 'i'). The local origin remote has been updated
via `git remote set-url`; this commit updates the three doc
references that hardcoded the old URL.

SESSION_HANDOFF.md's "Canonical remote" section now names the new
URL and explains the rename for future readers, including the note
that local clone directories may still be named Rusty_Solitare —
that's a local-only name and works fine, only the GitHub repo URL
changed.

docs/SESSION_HANDOFF.md (older snapshot, unchanged otherwise) gets
its single URL line corrected.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
v0.11.0
2026-05-02 00:36:06 +00:00
funman300 b126df82b2 docs: refresh SESSION_HANDOFF for session 7 UX-iteration round complete
Session 6 closed with a four-item UX punch list (unlock foundations,
drop shadows, drop-target highlights, stock badge). All four shipped
in session 7, plus an unrelated font-fallback fix surfaced by a
second-machine smoke test that landed before the UX work.

Refreshes the doc to reflect:
- HEAD: 655dfde, 3 commits ahead of origin
- 982 tests pass (was 962)
- Session 7 changelog table summarising the five commits
- UX punch-list entirely closed; release-prep items still on the
  table but un-deferred (player gets a directional choice next session)
- New "next-round candidates" UX list (animated focus ring,
  achievement onboarding, mode-switch keyboard shortcut, aspect-ratio
  fidelity, foundation completion flourish, drag-cancel tween)
- Resume prompt asks A/B/C: tag v0.11.0, README/CHANGELOG first, or
  start a new UX round

Length 120 → 109 (-11) by trimming the spent priority list.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:33:42 +00:00
funman300 655dfde736 feat(engine): stock-pile remaining-count badge
Players were recycling the stock blind — there's no in-world
indicator of how many cards are left before the recycle. A small
"·N" chip now sits at the top-right corner of the stock pile,
showing the remaining count.

The badge is a top-level world entity whose Transform.translation is
recomputed each tick from the live LayoutResource (so window resizes
and theme switches don't strand it), parented to neither the
PileMarker nor any card. update_stock_count_badge spawns the entity
on the first frame, then on every subsequent frame reads the stock
pile's card count, writes the formatted text into the child Text2d,
and toggles Visibility::Hidden when the count drops to zero — the
same state where StockEmptyLabel's existing ↺ icon takes over, so
the two never co-render.

Z_STOCK_BADGE = 30 sits above stock cards (z ≈ 1) and below
Z_DROP_OVERLAY = 50, so the badge stays visible during normal play
but green drop-target washes still cover it while a card is being
dragged. Card drop shadows live at negative local z relative to
each card and don't compete with the badge plane.

Tokens (STOCK_BADGE_BG, STOCK_BADGE_FG, Z_STOCK_BADGE) were already
present in ui_theme from prior work; this commit only wires them up.
The chip itself is 28×16 px, rendered with TYPE_CAPTION text in
ACCENT_PRIMARY against BG_ELEVATED_HI.

Four new tests pin the contract: badge shows "·24" on a fresh deal,
hides when the stock empties, updates as the count drops, and the
stock_card_count helper reports 0 when the pile is missing.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:31:15 +00:00
funman300 f712b89fe4 feat(engine): drop shadows on cards with lifted state during drag
Cards previously read as flat stickers on the felt — no separation
cue, no sense the play surface had any depth. Each CardEntity now
spawns a CardShadow child sprite: neutral black at 25 % alpha, sized
to card_size + 4 px halo, offset (2, -3) and rendered at local z
-0.05 so it sits behind its card.

Cards in the active drag set switch to a lifted shadow: alpha 40 %,
offset (4, -6), padding (8, 8). update_card_shadows_on_drag runs
every Update and snaps each shadow to the right state based on
DragState membership — no lerp, no animation cost. The pure
card_shadow_params(is_dragged) helper is unit-tested for the four
parameter values.

resize_cards_in_place gains a third query for shadows so the
in-place resize keeps shadows cheap (no Sprite regeneration); the
shadow's current alpha is read to preserve idle vs lifted padding
across a resize. update_card_entity's despawn_related call is
followed by a fresh add_card_shadow_child so the shadow re-attaches
when the card is repainted (face flip, settings change, theme
swap). The pre-existing bulk drag-shadow under the whole lifted
stack is untouched — per-card shadows complement it.

All shadow values flow through eight new ui_theme tokens
(CARD_SHADOW_COLOR, alphas, offsets, paddings, local z) so the
visual is tunable in one place. Color is neutral black so the
shadows don't conflict with color-blind mode's red/blue suit tints.

Four new tests pin the contract: shadow params for idle and drag
states, every CardEntity spawns with exactly one CardShadow child,
and dragging shifts only the dragged shadow's offset while leaving
unrelated shadows on the idle offset.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-02 00:21:28 +00:00
funman300 f6c916641a feat(engine): visible drop-target overlay during drag
The existing update_drop_highlights system tinted PileMarker sprites
green for valid drops, but the marker is a card-sized rectangle that
sits behind the stack. Once a tableau column had any cards on it the
marker was occluded and the highlight effectively invisible — the
handoff's "drops feel guess-y because there's no preview" point.

A new update_drop_target_overlays system spawns an overlay above every
legal target during drag: a soft DROP_TARGET_FILL rectangle sized to
the pile's actual visible footprint (full fanned column for tableaux,
card-sized for foundations and empty tableaux) plus four thin
DROP_TARGET_OUTLINE edges forming a 3 px border. Z_DROP_OVERLAY = 50
sits above static cards (z ~1) but below the dragged stack (DRAG_Z =
500), so the overlay never occludes the card the player is holding.

The valid-target enumeration mirrors update_drop_highlights exactly so
the rules can't drift, and pile geometry mirrors input_plugin's
pile_drop_rect. The original marker-tint system is untouched; it still
does its job for empty-pile placeholders. The overlay layer is purely
additive — running alongside, not replacing.

Token values reuse the existing STATE_SUCCESS hue (#4ADE80) at 10%
fill / 75% outline so the overlay green matches the rest of the
success-signal palette (foundation completion, sync OK, etc.).

Three headless tests pin the contract: overlay spawns for valid
tableau drops, doesn't spawn for invalid destinations, and despawns
the moment the drag ends.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 22:33:22 +00:00
funman300 95df5421c9 feat(core): unlock foundations — Foundation(u8) slots, suit derived from contents
Standard Klondike behaviour: any Ace can land in any empty foundation,
and that slot then claims the suit until the pile empties. The
previous PileType::Foundation(Suit) variant pre-assigned each of the
four foundations to a fixed suit ("C / D / H / S" placeholders) and
rejected mismatched Aces — non-standard and (per the smoke-test
feedback) confusing.

Replaces the variant payload with a slot index Foundation(u8) (0..=3)
and derives the claimed suit from the bottom card via a new
Pile::claimed_suit() method. The bottom card is, by construction,
the Ace that established the claim; using it directly eliminates an
entire class of "stuck claim after undo" bugs that a separate
claimed_suit field would have introduced.

can_place_on_foundation drops its suit parameter — the rule reduces
to "empty pile accepts any Ace; non-empty pile accepts the next
rank up of the bottom card's suit." Iteration sites across
input_plugin, cursor_plugin, selection_plugin, card_plugin,
auto_complete_plugin, game_plugin, layout, and hud_plugin all swap
the four-suit list for `(0..4u8).map(PileType::Foundation)`.

next_auto_complete_move now prefers a slot whose claimed_suit matches
the candidate card before falling back to the first empty slot for
an Ace — so the same suit consistently auto-targets the same slot
across the whole game, matching player expectations.

The HUD selection label and the hint toast read claimed_suit() and
fall back to "Foundation N" / "move to foundation" only when the
slot is empty. Empty foundation pile markers no longer render the
suit-letter children — they're plain translucent rectangles, matching
empty tableau placeholders.

Save-format invalidation: GameState gains a schema_version field
(serde-default to 1 for back-compat parsing of old files), the
constant is bumped to 2, and load_game_state_from rejects mismatched
schemas. Old in-progress saves silently fall through to "fresh game
on launch" — the user accepted this loss given the mechanic change.
Stats / progress / achievements / settings live in separate files,
contain no PileType data, and are unaffected.

9 new tests pin the contract:
- Pile::claimed_suit returns None for empty / non-foundation, Some
  for non-empty foundation
- Any Ace lands in the first empty foundation; successive Aces
  distribute across slots 0..3
- Claim drops when the slot is emptied via undo
- Auto-complete picks the slot with a matching claim, not the first
  empty slot
- A v1-format game_state.json is rejected; sibling stats save/load
  is unaffected

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 22:17:17 +00:00
funman300 fdb6c2ecfe fix(engine): bundle FiraMono into SVG fontdb as last-resort fallback
The hayeah card SVGs reference Bitstream Vera Sans and Arial by name.
The lenient FontResolver from efa063f appends Family::SansSerif and
Family::Serif so unmatched named families fall through to whatever
the system serves under those CSS generics — which works on machines
with a normal fontconfig setup, and silently fails on minimal Linux
installs, fresh Wayland sessions, or chroots where the generic
aliases don't resolve to anything either. The visible symptom on the
player's second machine was "card font didn't carry over": rank and
suit glyphs vanished from the cards because every lookup path hit a
None.

shared_fontdb now also include_bytes!()s the bundled
assets/fonts/main.ttf into the fontdb after load_system_fonts, and
pins each CSS generic (sans-serif, serif, monospace, cursive,
fantasy) to "Fira Mono". Named-family lookups still prefer the
system db first when those families exist, so machines with a normal
font setup behave identically; only when SansSerif/Serif fall through
does the resolver land on FiraMono — guaranteed present because it's
embedded in the binary.

The bundled font is ~170 KB; the binary already include_bytes!()s the
six audio WAVs and the embedded card-theme SVGs, so this fits the
existing self-contained-binary policy.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 21:41:35 +00:00
funman300 9a3d7f3876 docs: refresh SESSION_HANDOFF for session 6 + UX-iteration direction
Captures today's six commits (theme loader fix, exit-warn silence, two
font-warn rounds, HUD band, action fade), updates HEAD/test counts,
records that the player redirected from "cut v0.11.0 / package" to
"keep iterating on UX," and lists the new four-item UX punch list
(unlock foundations, drop shadows, drop highlighting, stock badge).

Resume prompt is rewritten so a fresh agent on a different machine
picks up cleanly: notes GitHub is the canonical remote (Gitea drift
caused commits to silently miss the alex machine earlier in session),
flags that the in-progress save format will invalidate when (1)
lands, and explicitly defers the release-prep items.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 21:24:09 +00:00
funman300 c4970b16ea feat(engine): auto-fade HUD action buttons when cursor leaves the band
Player request: the Menu / Undo / Pause / Help / Modes / New Game
buttons stay visible during play even when the player isn't looking
at them. Fade them out when the cursor is in the play area, fade
back in when it returns to the top of the window.

Implementation mirrors video-player auto-hide UX:
- HudActionFade resource holds (alpha, target). Default both 1.0 so
  the bar starts visible on first launch.
- update_action_fade reads cursor.y each frame, sets target to 1.0
  when the cursor is in the top reveal zone (HUD_BAND_HEIGHT + 32 px)
  or off-window (keyboard navigation), 0.0 otherwise. Lerps alpha
  toward target at 6/sec ≈ 167 ms per full transition.
- apply_action_fade overrides BackgroundColor + child TextColor on
  every ActionButton. Runs in Last so a hover-state change in the
  same frame doesn't blip back to opaque mid-fade.

No interactivity guard needed: hover requires the cursor to be on a
button, and a faded button is geometrically out of reach (cursor must
re-enter the reveal zone, which is exactly the trigger that fades
the bar back in).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 19:08:39 +00:00
funman300 2c72e1fc87 feat(engine): reserve top band for HUD so it stops crowding the cards
Player report: the action button bar (Menu / Undo / Pause / Help /
Modes / New Game) and Score / Moves / Timer text were sharing the
same vertical band as the stock + foundation row, with no visual
separation. The HUD read as part of the play surface.

Two-part fix:

1. layout.rs reserves HUD_BAND_HEIGHT (64 px) at the top of the
   window. Card-grid math takes that off the available vertical
   budget so cards still fit; top_y shifts down by the same amount.
   New layout test pins the reservation. Existing
   worst_case_tableau_fits_vertically tests verify the height-budget
   arithmetic still holds.

2. hud_plugin.rs spawns a translucent purple band (BG_HUD_BAND, new
   token in ui_theme.rs at the BG_BASE hue with 0.70 alpha) filling
   that reserved zone. Z-index sits one rung below Z_HUD so action
   buttons paint on top while the band reads as their container. The
   band's bottom edge lines up with the top edge of the highest
   playable card, so the buttons feel anchored to a "tools strip"
   rather than floating in the play area.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 18:57:51 +00:00
funman300 efa063fb8f fix(engine): fall through to system default font on unmatched family
CI / Test & Lint (push) Failing after 5s
CI / Release Build (push) Has been skipped
Replaces the previous LogPlugin-filter approach (which suppresses the
warn message) with a fix at the source: a custom usvg FontResolver
that appends `sans-serif` and `serif` to every family-lookup query.

usvg's default selector queries fontdb with [SVG-requested families,
Serif] and emits `log::warn!("No match for '{family}'")` when the
query returns None. On systems without the SVG's named family (Arial
on Linux, etc.), every text node logs a warn even though the system
has perfectly good fonts available — the warn is a false negative
because fontdb's named-family lookup is exact-match only.

The new resolver appends both `Family::SansSerif` and `Family::Serif`
to the query, both resolved by fontdb (via fontconfig on Linux or
built-in defaults elsewhere) to whatever the system has installed.
The query now finds *some* face on any reasonably configured machine,
so `id.is_none()` is never true and the warn branch never fires. The
visible behaviour: SVGs that request unavailable named families now
silently use the system's default sans-serif font.

Reverts the LogPlugin filter from main.rs — silencing warns at the
log level was the wrong layer; fixing the lookup is.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 18:41:02 +00:00