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v0.43.0
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| 299f6bfea7 |
@@ -29,14 +29,21 @@ on:
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jobs:
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test:
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runs-on: ubuntu-latest
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runs-on: rust-host
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# Full debuginfo made the solitaire_engine test-binary link peak past the
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# runner's memory — ld was OOM-killed (signal 9) on runs 447 and 486.
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# line-tables-only keeps file:line in panic backtraces while cutting the
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# link's memory footprint enough to fit the runner.
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#
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# CARGO_BUILD_JOBS=2: with one job per core, cargo links several large
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# test binaries concurrently; as the workspace grew (runs 514/516/519)
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# two+ simultaneous ld processes OOM-killed the runner again even at
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# line-tables-only. Two jobs keeps at most two links in flight — the
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# compile-throughput cost is small next to the cache-warm build.
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env:
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CARGO_PROFILE_DEV_DEBUG: line-tables-only
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CARGO_BUILD_JOBS: '2'
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steps:
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- name: Checkout
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Generated
+1
@@ -7331,6 +7331,7 @@ dependencies = [
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"card_game",
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"klondike",
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"proptest",
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"rand 0.10.1",
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"serde",
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"thiserror 2.0.18",
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]
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+1
-1
@@ -77,7 +77,7 @@ wasm-bindgen \
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--out-name canvas \
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--target web \
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--no-typescript \
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"$REPO_ROOT/target/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
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"${CARGO_TARGET_DIR:-$REPO_ROOT/target}/wasm32-unknown-unknown/wasm-release/solitaire_web.wasm"
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# Optional size optimisation — Bevy bundles are large (~5-15 MB uncompressed).
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# wasm-opt passes are skipped silently when the tool is not installed.
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@@ -16,6 +16,11 @@ serde = { workspace = true }
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thiserror = { workspace = true }
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klondike = { workspace = true }
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card_game = { workspace = true }
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# Deliberately NOT the workspace rand (0.9): this pins the exact dep the
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# upstream `klondike` crate uses, so `SeedableRng`/`SliceRandom` resolve
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# against the same crate version as `klondike::Rng` and Spider deals go
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# through the identical shuffle stack as Klondike deals.
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rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
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[lints]
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workspace = true
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@@ -1109,6 +1109,66 @@ impl GameState {
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})
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}
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/// Full winning line from the current position:
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///
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/// * `Ok(Some(line))` — winnable; applying every instruction in order via
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/// [`GameState::apply_instruction`] reaches a won game.
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/// * `Ok(None)` — provably unwinnable, or already won (no moves to show).
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/// * `Err(SolveError)` — inconclusive; budget exhausted before a verdict.
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///
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/// Delegates to upstream [`card_game::Session::solve`] on a solve-budgeted
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/// copy of the board like [`GameState::solve_first_move`], but returns the
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/// whole path instead of the first move, compacted with
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/// [`card_game::Solution::clean_solution`] (drops move ranges that loop
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/// back to an already-seen state — the raw DFS trace is full of them).
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///
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/// Foundation→foundation shuffles ([`KlondikeInstruction::is_useless`])
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/// are additionally stripped when the remaining sequence still replays to
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/// a win; if stripping one would break a later move's preconditions the
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/// unstripped cleaned line is returned instead, so the replay contract
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/// above always holds. `clean_solution` is quadratic-ish in line length —
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/// callers should run this off the UI thread with modest budgets.
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pub fn winning_line(
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&self,
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moves_budget: u64,
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states_budget: u64,
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) -> Result<Option<Vec<KlondikeInstruction>>, SolveError> {
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if self.is_won() {
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return Ok(None);
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}
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let inner = KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation);
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let config = SessionConfig {
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inner: inner.clone(),
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undo_penalty: 0,
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solve_moves_budget: moves_budget,
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solve_states_budget: states_budget,
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};
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let start = self.session.state().state().clone();
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let session = Session::new(start.clone(), config);
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let Some(solution) = session.solve()? else {
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return Ok(None);
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};
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let cleaned: Vec<KlondikeInstruction> = solution
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.clean_solution()
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.iter()
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.map(|snapshot| *snapshot.instruction())
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.collect();
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let filtered: Vec<KlondikeInstruction> = cleaned
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.iter()
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.copied()
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.filter(|instruction| !instruction.is_useless())
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.collect();
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if line_replays_to_win(start, &inner, &filtered) {
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Ok(Some(filtered))
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} else {
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Ok(Some(cleaned))
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}
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}
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/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
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///
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/// Fresh-deal solving models standard Klondike rules, so the non-standard
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@@ -1126,6 +1186,25 @@ impl GameState {
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}
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}
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/// `true` when applying `line` in order from `start` is legal at every step
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/// and ends in a won game. Pure replay check backing
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/// [`GameState::winning_line`]'s "the returned sequence always replays to a
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/// win" contract.
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fn line_replays_to_win(
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mut state: Klondike,
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config: &KlondikeConfig,
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line: &[KlondikeInstruction],
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) -> bool {
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let mut stats = <Klondike as card_game::Game>::Stats::default();
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for &instruction in line {
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if !state.is_instruction_valid(config, instruction) {
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return false;
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}
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state.process_instruction(&mut stats, config, instruction);
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}
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state.is_win()
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -1351,6 +1430,69 @@ mod tests {
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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// ── Full winning line (winning_line) ──────────────────────────────────
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#[test]
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fn winning_line_replays_to_a_won_game() {
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// Seed 0xD1FF_0000_0000_0012 / DrawOne is proven Winnable at 5k
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// budgets by `budget_is_passed_through_not_clamped`. Standard rules
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// (take-from-foundation off) keep the search space identical to
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// that baseline. The returned line must apply cleanly through the
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// normal instruction pipeline and end in a win — the whole point
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// of the API contract.
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let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
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game.take_from_foundation = false;
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let line = game
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.winning_line(5_000, 5_000)
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.expect("this seed must not exhaust a 5k budget")
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.expect("this seed must be winnable");
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assert!(!line.is_empty(), "a winnable unfinished game needs moves");
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for (i, instruction) in line.iter().enumerate() {
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game.apply_instruction(*instruction)
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.unwrap_or_else(|e| panic!("move {i} of the line must be legal: {e}"));
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}
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assert!(game.is_won(), "line must end in a won game");
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}
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#[test]
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fn winning_line_contains_no_useless_moves() {
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// The foundation→foundation strip must survive the replay check on
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// this seed; a line shown to the player should never shuffle
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// between foundations. Same proven-winnable seed and standard
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// rules as `winning_line_replays_to_a_won_game`.
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let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
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game.take_from_foundation = false;
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let line = game
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.winning_line(5_000, 5_000)
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.expect("budget")
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.expect("winnable");
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assert!(
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!line.iter().any(KlondikeInstruction::is_useless),
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"filtered line must not contain foundation→foundation moves"
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);
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}
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#[test]
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fn winning_line_is_inconclusive_when_budget_exhausted() {
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let game = GameState::new(7, DrawStockConfig::DrawOne);
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let outcome = game.winning_line(5_000, 0);
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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#[test]
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fn winning_line_matches_first_move_verdict() {
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// The two solver entry points must agree on winnability for the
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// same position and budgets (both are deterministic DFS).
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let game = GameState::new(42, DrawStockConfig::DrawOne);
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let first = game.solve_first_move(5_000, 5_000);
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let line = game.winning_line(5_000, 5_000);
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assert_eq!(
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matches!(first, Ok(Some(_))),
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matches!(line, Ok(Some(_))),
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"solve_first_move and winning_line disagree on winnability"
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);
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}
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#[test]
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fn budget_is_passed_through_not_clamped() {
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// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
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@@ -3,6 +3,7 @@ pub mod error;
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pub mod game_state;
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pub mod klondike_adapter;
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pub mod scoring;
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pub mod spider;
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// Re-export the upstream types that cross the solitaire_core API boundary so
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// downstream crates (engine, wasm) can import from one place without a direct
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@@ -21,6 +22,13 @@ pub use klondike::{
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// former `solitaire_data::solver` wrapper module.
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pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
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// Spider rules (second `card_game::Game` implementation; engine UI is a
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// later phase — nothing outside solitaire_core consumes these yet).
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pub use spider::{
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RunLength, Spider, SpiderConfig, SpiderGameState, SpiderInstruction, SpiderIter, SpiderMove,
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SpiderScoring, SpiderStats, SpiderSuits, SpiderTableau,
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};
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/// All four foundation slots, in slot order.
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///
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/// Canonical iteration source for `Foundation` — upstream `klondike` has no
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File diff suppressed because it is too large
Load Diff
@@ -18,9 +18,10 @@ use crate::{
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DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
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HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
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ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
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SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
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TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
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UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
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SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
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StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
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TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
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WinSummaryPlugin,
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};
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#[cfg(not(target_arch = "wasm32"))]
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use crate::{
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@@ -93,6 +94,7 @@ impl Plugin for CoreGamePlugin {
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.add_plugins(FeedbackAnimPlugin)
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.add_plugins(CardAnimationPlugin)
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.add_plugins(AutoCompletePlugin)
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.add_plugins(SolutionPlaybackPlugin)
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.add_plugins(ReplayPlaybackPlugin)
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.add_plugins(ReplayOverlayPlugin)
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.add_plugins(StatsPlugin::default())
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@@ -159,6 +159,12 @@ pub struct DeleteAccountRequestEvent;
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct PauseRequestEvent;
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|
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/// Request to solve the current deal and auto-play the winning line.
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/// Fired by the pause menu's "Show solution" button; consumed by
|
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/// `solution_playback_plugin`.
|
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct ShowSolutionRequestEvent;
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|
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/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
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/// button alongside the existing `F1` accelerator so the overlay is
|
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/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
|
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|
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@@ -46,6 +46,7 @@ pub mod safe_area;
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mod schedule_checks;
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pub mod selection_plugin;
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pub mod settings_plugin;
|
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pub mod solution_playback_plugin;
|
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pub mod splash_plugin;
|
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pub mod stats_plugin;
|
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#[cfg(not(target_arch = "wasm32"))]
|
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@@ -162,6 +163,7 @@ pub use settings_plugin::{
|
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SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
|
||||
};
|
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pub use solitaire_data::SyncProvider;
|
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pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
|
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pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
|
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pub use stats_plugin::{
|
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LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
|
||||
|
||||
@@ -71,6 +71,12 @@ struct PauseResumeButton;
|
||||
#[derive(Component, Debug)]
|
||||
struct PauseForfeitButton;
|
||||
|
||||
/// Marker on the "Show solution" secondary button on the pause modal.
|
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/// A click resumes the game and fires `ShowSolutionRequestEvent`;
|
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/// `solution_playback_plugin` takes it from there.
|
||||
#[derive(Component, Debug)]
|
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struct PauseSolutionButton;
|
||||
|
||||
/// Marker on the forfeit-confirm modal scrim.
|
||||
#[derive(Component, Debug)]
|
||||
pub struct ForfeitConfirmScreen;
|
||||
@@ -107,6 +113,7 @@ impl Plugin for PausePlugin {
|
||||
.add_message::<PauseRequestEvent>()
|
||||
.add_message::<ForfeitRequestEvent>()
|
||||
.add_message::<ForfeitEvent>()
|
||||
.add_message::<crate::events::ShowSolutionRequestEvent>()
|
||||
.add_message::<InfoToastEvent>()
|
||||
.init_resource::<PausedResource>()
|
||||
.add_systems(
|
||||
@@ -125,6 +132,7 @@ impl Plugin for PausePlugin {
|
||||
handle_pause_draw_buttons,
|
||||
handle_pause_resume_button,
|
||||
handle_pause_forfeit_button,
|
||||
handle_pause_solution_button,
|
||||
handle_forfeit_request,
|
||||
handle_forfeit_confirm_buttons,
|
||||
handle_forfeit_keyboard,
|
||||
@@ -304,6 +312,22 @@ fn handle_pause_resume_button(
|
||||
}
|
||||
}
|
||||
|
||||
/// Translates a click on the pause modal's "Show solution" button into
|
||||
/// a resume (`PauseRequestEvent` — playback can't run while paused)
|
||||
/// plus a `ShowSolutionRequestEvent` for `solution_playback_plugin`.
|
||||
fn handle_pause_solution_button(
|
||||
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseSolutionButton>)>,
|
||||
mut pause: MessageWriter<PauseRequestEvent>,
|
||||
mut solution: MessageWriter<crate::events::ShowSolutionRequestEvent>,
|
||||
) {
|
||||
for interaction in &interaction_query {
|
||||
if *interaction == Interaction::Pressed {
|
||||
pause.write(PauseRequestEvent);
|
||||
solution.write(crate::events::ShowSolutionRequestEvent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Translates a click on the pause modal's Forfeit button into a
|
||||
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
|
||||
/// confirm modal — same code path as the `G` accelerator.
|
||||
@@ -498,6 +522,14 @@ fn spawn_pause_screen(
|
||||
ButtonVariant::Tertiary,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_button(
|
||||
actions,
|
||||
PauseSolutionButton,
|
||||
"Show solution",
|
||||
None,
|
||||
ButtonVariant::Secondary,
|
||||
font_res,
|
||||
);
|
||||
spawn_modal_button(
|
||||
actions,
|
||||
PauseResumeButton,
|
||||
|
||||
@@ -0,0 +1,414 @@
|
||||
//! "Show solution" — solve the current deal off-thread and auto-play
|
||||
//! the winning line through the normal move pipeline.
|
||||
//!
|
||||
//! The pause menu's "Show solution" button fires
|
||||
//! [`crate::events::ShowSolutionRequestEvent`]. This plugin snapshots
|
||||
//! the live [`GameState`], runs [`GameState::winning_line`] on
|
||||
//! [`AsyncComputeTaskPool`] (the solver plus `clean_solution` can take
|
||||
//! seconds — §2.4 never block the main thread), then steps the returned
|
||||
//! instructions on a cadence, one `MoveRequestEvent` /
|
||||
//! `DrawRequestEvent` per tick — the same events player input produces,
|
||||
//! so animations, scoring, undo history, and win detection all behave
|
||||
//! exactly as if the player made the moves.
|
||||
//!
|
||||
//! Playback cancels on Esc, on pause, on undo / new-game requests, and
|
||||
//! on any rejected move (which is what a player interfering mid-line
|
||||
//! produces — their move diverges the state, the next scripted step
|
||||
//! becomes illegal, and the rejection stops the run cleanly).
|
||||
|
||||
use std::collections::VecDeque;
|
||||
|
||||
use bevy::prelude::*;
|
||||
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
|
||||
|
||||
use solitaire_core::game_state::GameState;
|
||||
use solitaire_core::{
|
||||
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
|
||||
};
|
||||
|
||||
use crate::events::{
|
||||
DrawRequestEvent, InfoToastEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
|
||||
ShowSolutionRequestEvent, UndoRequestEvent,
|
||||
};
|
||||
use crate::game_plugin::GameMutation;
|
||||
use crate::pause_plugin::PausedResource;
|
||||
use crate::resources::GameStateResource;
|
||||
|
||||
/// Seconds between scripted moves — slow enough to follow, fast enough
|
||||
/// not to drag on a 100-move line.
|
||||
const STEP_INTERVAL_SECS: f32 = 0.45;
|
||||
|
||||
/// Initial delay before the first scripted move, giving the pause modal
|
||||
/// time to close and the player a beat to see what's happening.
|
||||
const FIRST_STEP_DELAY_SECS: f32 = 0.9;
|
||||
|
||||
/// In-flight solver task plus the `move_count` snapshot used to detect
|
||||
/// a stale result (player moved while the solver ran). Mirrors
|
||||
/// `PendingHintTask`.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct SolutionSolveTask {
|
||||
inner: Option<(u32, Task<SolveTaskOutput>)>,
|
||||
}
|
||||
|
||||
/// What the solver task carries back to the main thread.
|
||||
enum SolveTaskOutput {
|
||||
Line(Vec<KlondikeInstruction>),
|
||||
Unwinnable,
|
||||
Inconclusive,
|
||||
}
|
||||
|
||||
/// Queue of instructions currently being auto-played, or empty when no
|
||||
/// playback is active. HUD/UI may read `is_active` to badge the state.
|
||||
#[derive(Resource, Default)]
|
||||
pub struct SolutionPlayback {
|
||||
queue: VecDeque<KlondikeInstruction>,
|
||||
cooldown: f32,
|
||||
}
|
||||
|
||||
impl SolutionPlayback {
|
||||
/// `true` while a solution line is being auto-played.
|
||||
pub fn is_active(&self) -> bool {
|
||||
!self.queue.is_empty()
|
||||
}
|
||||
|
||||
fn stop(&mut self) {
|
||||
self.queue.clear();
|
||||
}
|
||||
}
|
||||
|
||||
/// Bevy plugin for the Show-solution flow. See the module docs.
|
||||
pub struct SolutionPlaybackPlugin;
|
||||
|
||||
impl Plugin for SolutionPlaybackPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
// add_message is idempotent — GamePlugin registers most of these
|
||||
// too, but this plugin must also boot standalone under
|
||||
// MinimalPlugins in tests.
|
||||
app.init_resource::<SolutionSolveTask>()
|
||||
.init_resource::<SolutionPlayback>()
|
||||
.add_message::<ShowSolutionRequestEvent>()
|
||||
.add_message::<InfoToastEvent>()
|
||||
.add_message::<MoveRequestEvent>()
|
||||
.add_message::<DrawRequestEvent>()
|
||||
.add_message::<MoveRejectedEvent>()
|
||||
.add_message::<UndoRequestEvent>()
|
||||
.add_message::<NewGameRequestEvent>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
handle_show_solution_request,
|
||||
poll_solution_task,
|
||||
cancel_playback_on_interrupt,
|
||||
drive_solution_playback,
|
||||
)
|
||||
.chain()
|
||||
.before(GameMutation),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// Starts a solver task from the live game state. A repeat request
|
||||
/// while one is already in flight (or playback is running) is ignored
|
||||
/// — the button is idempotent, not a queue.
|
||||
fn handle_show_solution_request(
|
||||
mut requests: MessageReader<ShowSolutionRequestEvent>,
|
||||
game: Option<Res<GameStateResource>>,
|
||||
mut task: ResMut<SolutionSolveTask>,
|
||||
playback: Res<SolutionPlayback>,
|
||||
mut toast: MessageWriter<InfoToastEvent>,
|
||||
) {
|
||||
if requests.is_empty() {
|
||||
return;
|
||||
}
|
||||
requests.clear();
|
||||
if task.inner.is_some() || playback.is_active() {
|
||||
return;
|
||||
}
|
||||
let Some(game) = game else { return };
|
||||
if game.0.is_won() {
|
||||
return;
|
||||
}
|
||||
|
||||
toast.write(InfoToastEvent("Searching for a solution…".to_string()));
|
||||
let snapshot: GameState = game.0.clone();
|
||||
let move_count = snapshot.move_count();
|
||||
let handle = AsyncComputeTaskPool::get().spawn(async move {
|
||||
match snapshot.winning_line(DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET) {
|
||||
Ok(Some(line)) => SolveTaskOutput::Line(line),
|
||||
Ok(None) => SolveTaskOutput::Unwinnable,
|
||||
Err(_) => SolveTaskOutput::Inconclusive,
|
||||
}
|
||||
});
|
||||
task.inner = Some((move_count, handle));
|
||||
}
|
||||
|
||||
/// Polls the solver; on completion either starts playback or explains
|
||||
/// why there is nothing to play. A result computed for a position the
|
||||
/// player has since moved past is discarded silently.
|
||||
fn poll_solution_task(
|
||||
mut task: ResMut<SolutionSolveTask>,
|
||||
game: Option<Res<GameStateResource>>,
|
||||
mut playback: ResMut<SolutionPlayback>,
|
||||
mut toast: MessageWriter<InfoToastEvent>,
|
||||
) {
|
||||
let Some((move_count_at_spawn, handle)) = task.inner.as_mut() else {
|
||||
return;
|
||||
};
|
||||
let Some(output) = future::block_on(future::poll_once(handle)) else {
|
||||
return;
|
||||
};
|
||||
let move_count_at_spawn = *move_count_at_spawn;
|
||||
task.inner = None;
|
||||
|
||||
let Some(game) = game else { return };
|
||||
if game.0.move_count() != move_count_at_spawn {
|
||||
return; // Stale — the board moved while we were solving.
|
||||
}
|
||||
|
||||
match output {
|
||||
SolveTaskOutput::Line(line) if line.is_empty() => {}
|
||||
SolveTaskOutput::Line(line) => {
|
||||
toast.write(InfoToastEvent(format!(
|
||||
"Solution found — playing {} moves. Press Esc to stop.",
|
||||
line.len()
|
||||
)));
|
||||
playback.queue = line.into();
|
||||
playback.cooldown = FIRST_STEP_DELAY_SECS;
|
||||
}
|
||||
SolveTaskOutput::Unwinnable => {
|
||||
toast.write(InfoToastEvent(
|
||||
"No winning line exists from this position.".to_string(),
|
||||
));
|
||||
}
|
||||
SolveTaskOutput::Inconclusive => {
|
||||
toast.write(InfoToastEvent(
|
||||
"Couldn't find a solution within the search budget.".to_string(),
|
||||
));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Stops playback on Esc, pause, undo / new-game requests, or a
|
||||
/// rejected move (the signature of the player diverging the board
|
||||
/// mid-line). Runs before `drive_solution_playback` so a cancel takes
|
||||
/// effect without one extra scripted move slipping out.
|
||||
fn cancel_playback_on_interrupt(
|
||||
mut playback: ResMut<SolutionPlayback>,
|
||||
keys: Option<Res<ButtonInput<KeyCode>>>,
|
||||
paused: Option<Res<PausedResource>>,
|
||||
mut rejected: MessageReader<MoveRejectedEvent>,
|
||||
mut undos: MessageReader<UndoRequestEvent>,
|
||||
mut new_games: MessageReader<NewGameRequestEvent>,
|
||||
mut toast: MessageWriter<InfoToastEvent>,
|
||||
) {
|
||||
if !playback.is_active() {
|
||||
rejected.clear();
|
||||
undos.clear();
|
||||
new_games.clear();
|
||||
return;
|
||||
}
|
||||
let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape));
|
||||
let interrupted = esc
|
||||
|| paused.is_some_and(|p| p.0)
|
||||
|| rejected.read().next().is_some()
|
||||
|| undos.read().next().is_some()
|
||||
|| new_games.read().next().is_some();
|
||||
if interrupted {
|
||||
playback.stop();
|
||||
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
|
||||
}
|
||||
}
|
||||
|
||||
/// Emits the next scripted instruction every [`STEP_INTERVAL_SECS`]
|
||||
/// while playback is active, translated to the same request events
|
||||
/// player input produces. Instructions that no longer decode against
|
||||
/// the live state stop the run instead of guessing.
|
||||
fn drive_solution_playback(
|
||||
mut playback: ResMut<SolutionPlayback>,
|
||||
game: Option<Res<GameStateResource>>,
|
||||
time: Res<Time>,
|
||||
mut moves: MessageWriter<MoveRequestEvent>,
|
||||
mut draws: MessageWriter<DrawRequestEvent>,
|
||||
mut toast: MessageWriter<InfoToastEvent>,
|
||||
) {
|
||||
if !playback.is_active() {
|
||||
return;
|
||||
}
|
||||
let Some(game) = game else {
|
||||
playback.stop();
|
||||
return;
|
||||
};
|
||||
if game.0.is_won() {
|
||||
playback.stop();
|
||||
return;
|
||||
}
|
||||
|
||||
playback.cooldown -= time.delta_secs();
|
||||
if playback.cooldown > 0.0 {
|
||||
return;
|
||||
}
|
||||
playback.cooldown = STEP_INTERVAL_SECS;
|
||||
|
||||
let Some(instruction) = playback.queue.pop_front() else {
|
||||
return;
|
||||
};
|
||||
|
||||
match instruction {
|
||||
KlondikeInstruction::RotateStock => {
|
||||
draws.write(DrawRequestEvent);
|
||||
}
|
||||
other => {
|
||||
// Decode against the LIVE state — tableau run lengths depend on
|
||||
// the current face-up counts, so this must happen at step time,
|
||||
// not at solve time.
|
||||
let Some((from, to, count)) = game.0.instruction_to_piles(other) else {
|
||||
playback.stop();
|
||||
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
|
||||
return;
|
||||
};
|
||||
moves.write(MoveRequestEvent { from, to, count });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tests
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
use crate::game_plugin::GamePlugin;
|
||||
use crate::table_plugin::TablePlugin;
|
||||
use bevy::ecs::message::Messages;
|
||||
use solitaire_core::DrawStockConfig;
|
||||
|
||||
/// Seed proven Winnable at 5k budgets by the core
|
||||
/// `budget_is_passed_through_not_clamped` test. Solved here under
|
||||
/// standard rules (no take-from-foundation) to match that baseline.
|
||||
const WINNABLE_SEED: u64 = 0xD1FF_0000_0000_0012;
|
||||
|
||||
fn winnable_state() -> GameState {
|
||||
let mut game = GameState::new(WINNABLE_SEED, DrawStockConfig::DrawOne);
|
||||
game.take_from_foundation = false;
|
||||
game
|
||||
}
|
||||
|
||||
/// Full pipeline: GamePlugin consumes the Move/Draw requests the
|
||||
/// playback driver emits, exactly as in production.
|
||||
fn headless_app() -> App {
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins)
|
||||
.add_plugins(GamePlugin)
|
||||
.add_plugins(TablePlugin)
|
||||
.add_plugins(SolutionPlaybackPlugin);
|
||||
app.init_resource::<ButtonInput<KeyCode>>();
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
fn request_solution(app: &mut App) {
|
||||
app.world_mut()
|
||||
.resource_mut::<Messages<ShowSolutionRequestEvent>>()
|
||||
.write(ShowSolutionRequestEvent);
|
||||
}
|
||||
|
||||
/// Pump updates until the solver task resolves (wall-clock bounded,
|
||||
/// mirroring `winnable_solver_emits_hint_after_async_completes`).
|
||||
fn pump_until_solved(app: &mut App) {
|
||||
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(30);
|
||||
while app.world().resource::<SolutionSolveTask>().inner.is_some() {
|
||||
app.update();
|
||||
std::thread::yield_now();
|
||||
if std::time::Instant::now() >= deadline {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(
|
||||
app.world().resource::<SolutionSolveTask>().inner.is_none(),
|
||||
"solver task should have completed within 30 s wall-clock",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn request_solves_and_arms_playback() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
|
||||
request_solution(&mut app);
|
||||
app.update();
|
||||
assert!(
|
||||
app.world().resource::<SolutionSolveTask>().inner.is_some(),
|
||||
"request must spawn a solver task",
|
||||
);
|
||||
pump_until_solved(&mut app);
|
||||
assert!(
|
||||
app.world().resource::<SolutionPlayback>().is_active(),
|
||||
"a winnable position must arm playback",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn playback_reaches_win_through_normal_pipeline() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
request_solution(&mut app);
|
||||
app.update();
|
||||
pump_until_solved(&mut app);
|
||||
assert!(app.world().resource::<SolutionPlayback>().is_active());
|
||||
|
||||
// Force each step instead of waiting out the real cadence; a line
|
||||
// is at most a few hundred instructions.
|
||||
for _ in 0..600 {
|
||||
app.world_mut().resource_mut::<SolutionPlayback>().cooldown = 0.0;
|
||||
app.update();
|
||||
if app.world().resource::<GameStateResource>().0.is_won() {
|
||||
break;
|
||||
}
|
||||
}
|
||||
assert!(
|
||||
app.world().resource::<GameStateResource>().0.is_won(),
|
||||
"auto-played line must drive the real game to a win",
|
||||
);
|
||||
assert!(
|
||||
!app.world().resource::<SolutionPlayback>().is_active(),
|
||||
"playback must deactivate once the game is won",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn escape_cancels_playback() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
app.world_mut()
|
||||
.resource_mut::<SolutionPlayback>()
|
||||
.queue
|
||||
.push_back(KlondikeInstruction::RotateStock);
|
||||
|
||||
app.world_mut()
|
||||
.resource_mut::<ButtonInput<KeyCode>>()
|
||||
.press(KeyCode::Escape);
|
||||
app.update();
|
||||
assert!(
|
||||
!app.world().resource::<SolutionPlayback>().is_active(),
|
||||
"Esc must stop playback",
|
||||
);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn repeat_request_is_ignored_while_active() {
|
||||
let mut app = headless_app();
|
||||
app.insert_resource(GameStateResource(winnable_state()));
|
||||
app.world_mut()
|
||||
.resource_mut::<SolutionPlayback>()
|
||||
.queue
|
||||
.push_back(KlondikeInstruction::RotateStock);
|
||||
|
||||
request_solution(&mut app);
|
||||
app.update();
|
||||
assert!(
|
||||
app.world().resource::<SolutionSolveTask>().inner.is_none(),
|
||||
"a request during active playback must not spawn a solver task",
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -5,6 +5,13 @@
|
||||
//! started), a full-screen modal is spawned showing score, time, XP, and a
|
||||
//! "Play Again" button that fires `NewGameRequestEvent` and closes the modal.
|
||||
//!
|
||||
//! # Phase G (docs/ui-redesign-2026-07.md) — action hierarchy
|
||||
//! The modal leads with actions: **Play Again** (primary, Enter
|
||||
//! accelerator), then **Watch Replay** and **Share Replay** (shared
|
||||
//! `stats_plugin` markers, so the global handlers there act on the
|
||||
//! just-won replay), with the score/time/XP recap reading quietly
|
||||
//! below.
|
||||
//!
|
||||
//! # Task #47 — Win fanfare screen-shake
|
||||
//! When `GameWonEvent` fires, `ScreenShakeResource` is set. A system offsets
|
||||
//! the `Camera2d` `Transform` each frame with a decaying oscillation until the
|
||||
@@ -23,7 +30,7 @@ use crate::game_plugin::GameMutation;
|
||||
use crate::progress_plugin::ProgressResource;
|
||||
use crate::resources::GameStateResource;
|
||||
use crate::settings_plugin::SettingsResource;
|
||||
use crate::stats_plugin::{StatsResource, StatsUpdate};
|
||||
use crate::stats_plugin::{CopyShareLinkButton, StatsResource, StatsUpdate, WatchReplayButton};
|
||||
use crate::ui_modal::ModalScrim;
|
||||
use crate::ui_theme::{
|
||||
ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
|
||||
@@ -163,12 +170,15 @@ pub struct SessionAchievements {
|
||||
#[derive(Component, Debug)]
|
||||
pub struct WinSummaryOverlay;
|
||||
|
||||
/// Marker on the "Play Again" / "Watch Replay" buttons inside the win-summary modal.
|
||||
/// Marker on the "Play Again" button inside the win-summary modal.
|
||||
///
|
||||
/// Watch Replay and Share Replay carry the shared
|
||||
/// [`WatchReplayButton`] / [`CopyShareLinkButton`] markers from
|
||||
/// `stats_plugin`, so the global handlers there drive them (both act
|
||||
/// on [`crate::stats_plugin::SelectedReplayIndex`], which snaps to the
|
||||
/// just-won replay on every `GameWonEvent`).
|
||||
#[derive(Component, Debug)]
|
||||
enum WinSummaryButton {
|
||||
PlayAgain,
|
||||
WatchReplay,
|
||||
}
|
||||
struct WinSummaryPlayAgainButton;
|
||||
|
||||
/// Marker for one row of the win-modal score-breakdown reveal.
|
||||
///
|
||||
@@ -230,6 +240,7 @@ impl Plugin for WinSummaryPlugin {
|
||||
collect_session_achievements,
|
||||
spawn_win_summary_after_delay,
|
||||
handle_win_summary_buttons,
|
||||
close_overlay_on_watch_replay,
|
||||
handle_win_summary_keyboard,
|
||||
apply_screen_shake,
|
||||
reveal_score_breakdown,
|
||||
@@ -604,51 +615,49 @@ fn spawn_win_summary_after_delay(
|
||||
}
|
||||
}
|
||||
|
||||
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
|
||||
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
|
||||
/// Handles "Play Again" in the win-summary modal: collapses the
|
||||
/// overlay and requests a fresh deal. `NewGameRequestEvent::default()`
|
||||
/// reuses the current game's `GameMode`, and `handle_new_game` reads
|
||||
/// the deal options (draw mode, difficulty) from `Settings` — so the
|
||||
/// rematch is "same mode + same options" in one tap.
|
||||
fn handle_win_summary_buttons(
|
||||
interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
|
||||
interaction_query: Query<&Interaction, (Changed<Interaction>, With<WinSummaryPlayAgainButton>)>,
|
||||
overlays: Query<Entity, With<WinSummaryOverlay>>,
|
||||
mut commands: Commands,
|
||||
mut new_game: MessageWriter<NewGameRequestEvent>,
|
||||
mut toast: MessageWriter<InfoToastEvent>,
|
||||
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
|
||||
mut playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
|
||||
) {
|
||||
// Collect all pressed buttons first to avoid moving `playback` inside the loop.
|
||||
let pressed: Vec<&WinSummaryButton> = interaction_query
|
||||
.iter()
|
||||
.filter(|(i, _)| **i == Interaction::Pressed)
|
||||
.map(|(_, b)| b)
|
||||
.collect();
|
||||
|
||||
for button in pressed {
|
||||
match button {
|
||||
WinSummaryButton::PlayAgain => {
|
||||
if !interaction_query.iter().any(|i| *i == Interaction::Pressed) {
|
||||
return;
|
||||
}
|
||||
for entity in &overlays {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
new_game.write(NewGameRequestEvent::default());
|
||||
}
|
||||
|
||||
/// Collapses the win-summary overlay when its "Watch Replay" button is
|
||||
/// pressed, so playback (started by `stats_plugin`'s global
|
||||
/// [`WatchReplayButton`] handler reacting to the same press) is not
|
||||
/// hidden behind the celebration scrim. No-op while the overlay is
|
||||
/// closed — the Replays-tab copy of the button manages its own modal.
|
||||
///
|
||||
/// "Share Replay" ([`CopyShareLinkButton`]) deliberately does NOT
|
||||
/// close the overlay: the player stays on the celebration while the
|
||||
/// copy-feedback toast confirms the link.
|
||||
fn close_overlay_on_watch_replay(
|
||||
buttons: Query<&Interaction, (Changed<Interaction>, With<WatchReplayButton>)>,
|
||||
overlays: Query<Entity, With<WinSummaryOverlay>>,
|
||||
mut commands: Commands,
|
||||
) {
|
||||
if overlays.is_empty() {
|
||||
return;
|
||||
}
|
||||
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
|
||||
return;
|
||||
}
|
||||
WinSummaryButton::WatchReplay => {
|
||||
let latest = history.as_ref().and_then(|h| h.0.replays.last()).cloned();
|
||||
match (latest, playback.as_mut()) {
|
||||
(Some(replay), Some(pb)) => {
|
||||
for entity in &overlays {
|
||||
commands.entity(entity).despawn();
|
||||
}
|
||||
crate::replay_playback::start_replay_playback(&mut commands, pb, replay);
|
||||
}
|
||||
(Some(_), None) => {
|
||||
toast.write(InfoToastEvent("Replay playback not available".to_string()));
|
||||
}
|
||||
(None, _) => {
|
||||
toast.write(InfoToastEvent("No replay saved yet".to_string()));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Keyboard accelerator for the win summary's "Play Again" button.
|
||||
@@ -818,18 +827,68 @@ fn spawn_overlay(
|
||||
));
|
||||
}
|
||||
|
||||
// Score breakdown reveal — replaces the previous single
|
||||
// "Score:" line with a per-component multi-row layout.
|
||||
// --- Action hierarchy (Phase G) ---
|
||||
// Play Again is the hero action; the two replay
|
||||
// actions sit under it; the stats recap reads quietly
|
||||
// below all three. Rematch is one tap.
|
||||
|
||||
// Play Again (primary, full row)
|
||||
card.spawn((
|
||||
WinSummaryPlayAgainButton,
|
||||
Button,
|
||||
Node {
|
||||
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
|
||||
justify_content: JustifyContent::Center,
|
||||
align_self: AlignSelf::Stretch,
|
||||
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||
margin: UiRect::top(VAL_SPACE_2),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(ACCENT_PRIMARY),
|
||||
))
|
||||
.with_children(|b| {
|
||||
b.spawn((
|
||||
Text::new("Play Again \u{21B5}"),
|
||||
TextFont {
|
||||
font_size: TYPE_BODY_LG,
|
||||
..default()
|
||||
},
|
||||
TextColor(BG_BASE),
|
||||
));
|
||||
});
|
||||
|
||||
// Watch Replay + Share Replay (secondary, side by side).
|
||||
// Both reuse the global stats_plugin handlers, which
|
||||
// target the just-won replay (`SelectedReplayIndex`
|
||||
// snaps to 0 on every win). Each is always rendered —
|
||||
// with no replay / no share URL the handler explains
|
||||
// itself in a toast instead of silently doing nothing.
|
||||
card.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::Center,
|
||||
column_gap: VAL_SPACE_3,
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
spawn_replay_action(row, WatchReplayButton, "Watch Replay");
|
||||
spawn_replay_action(row, CopyShareLinkButton, "Share Replay");
|
||||
});
|
||||
|
||||
// --- Quiet stats recap, below the actions ---
|
||||
|
||||
// Score breakdown reveal — per-component multi-row
|
||||
// layout with the staggered fade-in.
|
||||
spawn_score_breakdown(card, &breakdown, anim_speed);
|
||||
|
||||
// Time
|
||||
// Time (demoted to body/secondary — part of the quiet
|
||||
// recap, not the celebration headline)
|
||||
card.spawn((
|
||||
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
|
||||
TextFont {
|
||||
font_size: TYPE_HEADLINE,
|
||||
font_size: TYPE_BODY_LG,
|
||||
..default()
|
||||
},
|
||||
TextColor(TEXT_PRIMARY),
|
||||
TextColor(TEXT_SECONDARY),
|
||||
));
|
||||
|
||||
// XP total
|
||||
@@ -859,19 +918,17 @@ fn spawn_overlay(
|
||||
if !session.names.is_empty() {
|
||||
spawn_achievements_section(card, &session.names);
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
// Button row: Watch Replay + Play Again side by side.
|
||||
card.spawn(Node {
|
||||
flex_direction: FlexDirection::Row,
|
||||
justify_content: JustifyContent::Center,
|
||||
column_gap: VAL_SPACE_3,
|
||||
margin: UiRect::top(VAL_SPACE_2),
|
||||
..default()
|
||||
})
|
||||
.with_children(|row| {
|
||||
// Watch Replay (secondary style)
|
||||
/// Spawns one secondary (outline-style) replay action button in the
|
||||
/// win modal's replay row. `marker` is the shared `stats_plugin`
|
||||
/// click-target component (`WatchReplayButton` / `CopyShareLinkButton`)
|
||||
/// whose global handler reacts to the press.
|
||||
fn spawn_replay_action<M: Component>(row: &mut ChildSpawnerCommands, marker: M, label: &str) {
|
||||
row.spawn((
|
||||
WinSummaryButton::WatchReplay,
|
||||
marker,
|
||||
Button,
|
||||
Node {
|
||||
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
|
||||
@@ -885,7 +942,7 @@ fn spawn_overlay(
|
||||
))
|
||||
.with_children(|b| {
|
||||
b.spawn((
|
||||
Text::new("Watch Replay"),
|
||||
Text::new(label.to_string()),
|
||||
TextFont {
|
||||
font_size: TYPE_BODY_LG,
|
||||
..default()
|
||||
@@ -893,32 +950,6 @@ fn spawn_overlay(
|
||||
TextColor(ACCENT_PRIMARY),
|
||||
));
|
||||
});
|
||||
|
||||
// Play Again (primary style)
|
||||
row.spawn((
|
||||
WinSummaryButton::PlayAgain,
|
||||
Button,
|
||||
Node {
|
||||
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
|
||||
justify_content: JustifyContent::Center,
|
||||
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
||||
..default()
|
||||
},
|
||||
BackgroundColor(ACCENT_PRIMARY),
|
||||
))
|
||||
.with_children(|b| {
|
||||
b.spawn((
|
||||
Text::new("Play Again \u{21B5}"),
|
||||
TextFont {
|
||||
font_size: TYPE_BODY_LG,
|
||||
..default()
|
||||
},
|
||||
TextColor(BG_BASE),
|
||||
));
|
||||
});
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
/// Maximum number of achievement names shown explicitly in the win modal before
|
||||
@@ -1863,4 +1894,134 @@ mod tests {
|
||||
assert_eq!(stagger, 0.0);
|
||||
assert_eq!(fade, 0.0);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Phase G — action hierarchy
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// Like [`make_app`] but with `TimePlugin` disabled and a manual
|
||||
/// `Time` resource, so tests can step the win-summary delay timer
|
||||
/// deterministically via `Time::advance_by` (the real clock's
|
||||
/// microsecond deltas would never reach the 0.5 s threshold).
|
||||
fn make_app_manual_clock() -> App {
|
||||
use bevy::time::TimePlugin;
|
||||
let mut app = App::new();
|
||||
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>())
|
||||
.add_plugins(WinSummaryPlugin)
|
||||
.insert_resource(StatsResource(StatsSnapshot::default()))
|
||||
.insert_resource(GameStateResource(GameState::new(
|
||||
0,
|
||||
solitaire_core::DrawStockConfig::DrawOne,
|
||||
)))
|
||||
.insert_resource(ProgressResource(PlayerProgress::default()));
|
||||
app.init_resource::<Time>();
|
||||
app.update();
|
||||
app
|
||||
}
|
||||
|
||||
/// Drives the real spawn path: fire `GameWonEvent`, then advance
|
||||
/// `Time` past the 0.5 s celebration delay so
|
||||
/// `spawn_win_summary_after_delay` spawns the overlay.
|
||||
fn open_win_overlay(app: &mut App) {
|
||||
app.world_mut().write_message(GameWonEvent {
|
||||
score: 1200,
|
||||
time_seconds: 90,
|
||||
});
|
||||
app.update();
|
||||
{
|
||||
let mut time = app.world_mut().resource_mut::<Time>();
|
||||
time.advance_by(std::time::Duration::from_secs_f32(
|
||||
WIN_SUMMARY_DELAY_SECS + 0.1,
|
||||
));
|
||||
}
|
||||
app.update();
|
||||
// One more frame so the deferred spawn commands flush.
|
||||
app.update();
|
||||
}
|
||||
|
||||
fn overlay_count(app: &mut App) -> usize {
|
||||
app.world_mut()
|
||||
.query::<&WinSummaryOverlay>()
|
||||
.iter(app.world())
|
||||
.count()
|
||||
}
|
||||
|
||||
fn button_entity<M: Component>(app: &mut App) -> Entity {
|
||||
let entities: Vec<Entity> = app
|
||||
.world_mut()
|
||||
.query_filtered::<Entity, With<M>>()
|
||||
.iter(app.world())
|
||||
.collect();
|
||||
assert_eq!(entities.len(), 1, "expected exactly one button");
|
||||
entities[0]
|
||||
}
|
||||
|
||||
/// The win modal must render all three Phase G actions: the
|
||||
/// primary Play Again plus the shared Watch/Share replay buttons.
|
||||
#[test]
|
||||
fn win_modal_renders_play_again_watch_and_share_actions() {
|
||||
let mut app = make_app_manual_clock();
|
||||
open_win_overlay(&mut app);
|
||||
assert_eq!(overlay_count(&mut app), 1, "overlay must spawn after delay");
|
||||
button_entity::<WinSummaryPlayAgainButton>(&mut app);
|
||||
button_entity::<WatchReplayButton>(&mut app);
|
||||
button_entity::<CopyShareLinkButton>(&mut app);
|
||||
}
|
||||
|
||||
/// Play Again collapses the overlay and requests a fresh deal.
|
||||
#[test]
|
||||
fn play_again_press_closes_overlay_and_requests_new_game() {
|
||||
use bevy::ecs::message::Messages;
|
||||
|
||||
let mut app = make_app_manual_clock();
|
||||
open_win_overlay(&mut app);
|
||||
let button = button_entity::<WinSummaryPlayAgainButton>(&mut app);
|
||||
app.world_mut()
|
||||
.entity_mut(button)
|
||||
.insert(Interaction::Pressed);
|
||||
app.update();
|
||||
|
||||
assert_eq!(overlay_count(&mut app), 0, "Play Again must close overlay");
|
||||
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
|
||||
assert!(
|
||||
!events.is_empty(),
|
||||
"Play Again must write NewGameRequestEvent"
|
||||
);
|
||||
}
|
||||
|
||||
/// Watch Replay collapses the overlay so playback (driven by the
|
||||
/// global `stats_plugin` handler on the same press) is visible.
|
||||
#[test]
|
||||
fn watch_replay_press_closes_the_overlay() {
|
||||
let mut app = make_app_manual_clock();
|
||||
open_win_overlay(&mut app);
|
||||
let button = button_entity::<WatchReplayButton>(&mut app);
|
||||
app.world_mut()
|
||||
.entity_mut(button)
|
||||
.insert(Interaction::Pressed);
|
||||
app.update();
|
||||
assert_eq!(
|
||||
overlay_count(&mut app),
|
||||
0,
|
||||
"Watch Replay must close the celebration overlay"
|
||||
);
|
||||
}
|
||||
|
||||
/// Share Replay leaves the overlay open — the player stays on the
|
||||
/// celebration while the copy-feedback toast confirms the link.
|
||||
#[test]
|
||||
fn share_replay_press_keeps_the_overlay_open() {
|
||||
let mut app = make_app_manual_clock();
|
||||
open_win_overlay(&mut app);
|
||||
let button = button_entity::<CopyShareLinkButton>(&mut app);
|
||||
app.world_mut()
|
||||
.entity_mut(button)
|
||||
.insert(Interaction::Pressed);
|
||||
app.update();
|
||||
assert_eq!(
|
||||
overlay_count(&mut app),
|
||||
1,
|
||||
"Share Replay must not close the overlay"
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1649,62 +1649,62 @@ function __wbg_get_imports() {
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000001: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 61918, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 62028, ret: Result(Unit), inner_ret: Some(Result(Unit)) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hd94d76233321402f);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Externref], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000003: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 7364, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>"), NamedExternref("ResizeObserver")], shim_idx: 7474, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfc779804ccb0943e);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000004: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Array<any>")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_3);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000005: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("Event")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_4);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000006: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("FocusEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_5);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000007: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("KeyboardEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_6);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000008: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PageTransitionEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_7);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_0000000000000009: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("PointerEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_8);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_000000000000000a: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 7361, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [NamedExternref("WheelEvent")], shim_idx: 7471, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__h26ff63c654218354_9);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_000000000000000b: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 7362, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [Option(NamedExternref("Blob"))], shim_idx: 7472, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hfd77696cd35180b1);
|
||||
return ret;
|
||||
},
|
||||
__wbindgen_cast_000000000000000c: function(arg0, arg1) {
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 7363, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
// Cast intrinsic for `Closure(Closure { owned: true, function: Function { arguments: [], shim_idx: 7473, ret: Unit, inner_ret: Some(Unit) }, mutable: true }) -> Externref`.
|
||||
const ret = makeMutClosure(arg0, arg1, wasm_bindgen__convert__closures_____invoke__hebcd362fbbe0fc8c);
|
||||
return ret;
|
||||
},
|
||||
|
||||
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