- Promote `marker_colour` to module-level const PILE_MARKER_DEFAULT_COLOUR
and re-export it. cursor_plugin::MARKER_DEFAULT now imports the const
directly, replacing the prior duplicated literal kept in sync only by
doc comment. Drift becomes a compile error instead of a stale claim.
- Empty-tableau "K" placeholder text now uses TEXT_PRIMARY at 0.35 alpha
(was raw `Color::srgba(1.0, 1.0, 1.0, 0.35)`) so it picks up the
Terminal off-white foreground.
- HINT_PILE_HIGHLIGHT_COLOUR retuned from bright `srgb(1.0, 0.85, 0.1)`
to the design-system STATE_WARNING token (`#ddb26f`). Spelled as a
literal because Alpha::with_alpha is not yet const on stable; a new
test pins the RGB to STATE_WARNING so a palette swap can't drift the
two apart silently.
- The existing "is gold" character test was hardcoded to the old bright
palette (red ≥ 0.9). Loosened to "warmer than cool" + ranges that the
Terminal muted gold satisfies, with exact-RGB tracking handled by the
new STATE_WARNING test.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Selection-highlight tints in selection_plugin and the valid-drop
marker tint in cursor_plugin were hand-tuned RGB literals from the
prior Premium-Solitaire palette. Migrate them to the semantic
state tokens introduced in ui_theme:
- keyboard-drag source highlight (picking) → ACCENT_PRIMARY
- keyboard-drag source highlight (lifted) → STATE_WARNING
- keyboard-drag destination highlight → STATE_SUCCESS
- cursor_plugin::MARKER_VALID → STATE_SUCCESS @ 0.55α
`MARKER_VALID` stays a Color literal (Alpha::with_alpha is not yet
const on stable); a new tracking test pins its RGB to STATE_SUCCESS
so a future palette swap can't drift the two apart silently.
Also fix three stale doc comments in ui_modal that still described
the previous yellow / magenta palette ("Loud yellow CTA",
"Primary swaps to the magenta secondary accent"). Cyan and lavender
now, matching the actual token values.
Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
Previously the cursor stayed the default arrow over every clickable
UI element (modal buttons, HUD action bar, mode-launcher cards,
settings toggles). Adds the standard "this is clickable" hand
affordance: while not dragging a card, hovering any entity with
Interaction::Hovered (or Pressed — keeps the pointer through a
click-and-hold) sets the window cursor to SystemCursorIcon::Pointer.
The new branch sits between the existing drag handlers in
update_cursor_icon: Grabbing wins when actively dragging, then
Pointer when a button is hovered, then Grab when a draggable card
is hovered, then Default. Card-drag affordance unchanged.
A pure pick_cursor_icon(is_dragging, any_button_hovered,
any_card_hovered) helper makes the priority logic unit-testable
without standing up a full Window + Camera fixture; four new tests
pin every branch.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>
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>
P0 fixes:
- Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs
(all three were exported but never wired — features silently did nothing)
- game_state::draw(): increment move_count on waste→stock recycle, not just
on normal draws; add move_count_increments_on_recycle regression test
P1 fixes:
- solitaire_server/Cargo.toml: remove duplicate dev-dependencies
(solitaire_sync, uuid, chrono, jsonwebtoken were in both sections)
P2 — input_plugin refactor:
- Split 198-line handle_keyboard() into three focused systems under 110 lines each:
handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G)
- Introduce KeyboardConfirmState resource to share countdown timers across systems
- Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck,
new_game_confirm_window_is_positive
P2 — achievement predicate tests (solitaire_core):
- Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer,
on_a_roll, comeback predicates (previously only covered via check_achievements())
- 141 core tests now passing
P2 — server tests:
- solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required)
- solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order
P3 — documentation:
- Add struct-level /// to 12 Plugin structs (ChallengePlugin, CursorPlugin,
AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin,
HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin)
- Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef
- Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win
card_animation module (new files from previous session):
- chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs
- Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants
- Add handle_touch_stock_tap so touch users can draw from the stock pile
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
- Event/EventReader/EventWriter renamed to Message/MessageReader/MessageWriter
- add_event → add_message for all 67 call sites
- ScrollPosition changed to tuple struct ScrollPosition(Vec2)
- CursorIcon import moved from bevy::winit::cursor to bevy::window
- WindowResolution::from((f32,f32)) removed — use (u32,u32) tuple
- World::send_event → World::write_message in test code
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Resolves 15 violations found by `cargo clippy --workspace --tests -D warnings`:
- Remove unused imports (Card, Rank) in cursor_plugin tests
- Replace absurd i32::MAX comparison with a meaningful >= 0 check
- Use range .contains() instead of manual >= && <= (manual_range_contains)
- Move impl FromRequestParts before test module in middleware.rs (items_after_test_module)
- Move _VEC3_REFERENCED const before test module in input_plugin.rs
- Convert runtime assert on constant to const { assert!(...) }
- Use .contains() instead of .iter().any() for slice membership
- Replace .get(...).is_none() with !.contains_key(...) in HashMap checks
- Collapse Default::default() + field assignment into struct literal initializers
across solitaire_sync, solitaire_data, and solitaire_engine test helpers
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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>
Task #34: CardFlipAnim component + start_flip_anim/tick_flip_anim systems animate revealed
cards by squashing scale.x to 0 then expanding back to 1 (2×0.08 s). Skipped at Instant speed.
Task #35: spawn_pile_markers now adds a Text2d child (S/H/D/C, 45% alpha) on Foundation
markers so the suit is visible while the pile is empty.
Task #43: Tableau pile markers get a "K" Text2d child (35% alpha) indicating only Kings land
on empty columns.
Task #38: update_drag_shadow system maintains a single ShadowEntity while dragging — a
card_w+8 × card_h+8 dark semi-transparent sprite at z−1 behind the top dragged card.
Also fixed pre-existing clippy/compiler errors in hud_plugin, pause_plugin, stats_plugin,
cursor_plugin, and settings_plugin (missing imports, too-many-arguments, doc formatting).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>