Round 7 — Input & feedback
- H key cycles hints; F1 opens help (conflict resolved)
- N key cancels active Time Attack session
- Hint text distinguishes "draw from stock" vs "recycle waste"
- Forfeit (G) clears AutoCompleteState so chime does not bleed into new deal
- Zen mode timer clears immediately on Z press
- HUD shows recycle count in both draw modes
- Settings scroll position persisted across open/close
Round 8 — Polish & clarity
- Undo unavailable fires "Nothing to undo" toast
- Streak-break toast on forfeit/abandon when streak > 1
- F11 fullscreen toggle with toast; documented in help and home screens
- H-after-win, new-game countdown expiry, Tab-no-cards toasts
- Win cascade duration/stagger scales with animation speed setting
- Draw-Three cycle counter HUD ("Cycle: N/3")
- Forfeit requires G×2 confirmation within 3 s (mirrors N key)
Round 9 — Game feel & information
- Escape dismisses game-over/stuck overlay (PausePlugin skips Escape when overlay visible)
- Shake animation on rejected drag before snap-back
- Forfeit countdown cancels when any other key is pressed (U/H/D/Z/Space)
- Tab wrap-around fires "Back to first card" toast
- HUD selection indicator shows active Tab-selected pile in yellow
- Challenge time-limit HUD turns orange < 60s, red < 30s
- Win summary shows XP breakdown (+50 base, +25 no-undo, +N speed)
- Game-over overlay: "No more moves available" with clear N/Escape/G instructions
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Verifies that pressing X when the player's level is below
CHALLENGE_UNLOCK_LEVEL emits an InfoToastEvent containing the unlock
level, rather than silently doing nothing.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Replaces silent info!() log calls with on-screen toasts when the player
presses Z/X/T without reaching the required unlock level. Any system
can now fire InfoToastEvent(message) to surface a brief text overlay
without depending on a specific plugin.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Phase 6 part 4b (partial):
- GameMode::Challenge variant in solitaire_core. undo() returns
RuleViolation when mode is Challenge so the player commits to each
decision.
- solitaire_data::challenge defines a stable CHALLENGE_SEEDS list with
challenge_seed_for(index) wrapping modulo length.
- PlayerProgress.challenge_index (serde-default for older saves) tracks
how far the player has progressed.
- ChallengePlugin advances the cursor on Challenge-mode wins, persists,
and emits ChallengeAdvancedEvent. Pressing X starts a Challenge-mode
game with the current seed; gated to level >= CHALLENGE_UNLOCK_LEVEL (5).
- InputPlugin's Z key (Zen mode) is now also gated to level >= 5.
Time Attack and unlock UI still deferred.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>