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Author SHA1 Message Date
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>
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>
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>
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
67 changed files with 10941 additions and 575 deletions
-31
View File
@@ -1,31 +0,0 @@
# Project-wide cargo configuration.
#
# Routes every rustc invocation through `sccache` so cold rebuilds and
# fresh checkouts (CI, new dev box, after a `cargo clean`) replay
# previously-compiled crates from a local on-disk cache rather than
# recompiling them. Warm incremental builds still go through cargo's
# own `target/` cache, which dominates locally — sccache buys you the
# big wins on cold paths.
#
# Requires sccache on PATH. Install it once per machine:
#
# Arch : pacman -S sccache
# macOS : brew install sccache
# Cargo : cargo install sccache --locked
#
# Without sccache the build fails with "rustc-wrapper not found". To
# bypass this config without editing the file, prepend
# `RUSTC_WRAPPER= ` (empty value) to your cargo command:
#
# RUSTC_WRAPPER= cargo build
#
[build]
rustc-wrapper = "sccache"
# Project-local cache so the shared dev box (or a Docker volume) keeps
# the artefacts isolated per checkout instead of mixing them in
# `~/.cache/sccache`. Set with `force = false` so a developer-set
# `SCCACHE_DIR` in their shell wins — important because the sccache
# daemon, once started, sticks with whichever directory it saw first.
[env]
SCCACHE_DIR = { value = ".sccache-cache", relative = true, force = false }
@@ -0,0 +1,68 @@
{
"db_name": "SQLite",
"query": "SELECT\n r.id AS \"id!: String\",\n u.username AS \"username!: String\",\n r.seed AS \"seed!: i64\",\n r.draw_mode AS \"draw_mode!: String\",\n r.mode AS \"mode!: String\",\n r.time_seconds AS \"time_seconds!: i64\",\n r.final_score AS \"final_score!: i64\",\n r.recorded_at AS \"recorded_at!: String\",\n r.received_at AS \"received_at!: String\"\n FROM replays r\n JOIN users u ON u.id = r.user_id\n ORDER BY r.received_at DESC\n LIMIT ?",
"describe": {
"columns": [
{
"name": "id!: String",
"ordinal": 0,
"type_info": "Text"
},
{
"name": "username!: String",
"ordinal": 1,
"type_info": "Text"
},
{
"name": "seed!: i64",
"ordinal": 2,
"type_info": "Integer"
},
{
"name": "draw_mode!: String",
"ordinal": 3,
"type_info": "Text"
},
{
"name": "mode!: String",
"ordinal": 4,
"type_info": "Text"
},
{
"name": "time_seconds!: i64",
"ordinal": 5,
"type_info": "Integer"
},
{
"name": "final_score!: i64",
"ordinal": 6,
"type_info": "Integer"
},
{
"name": "recorded_at!: String",
"ordinal": 7,
"type_info": "Text"
},
{
"name": "received_at!: String",
"ordinal": 8,
"type_info": "Text"
}
],
"parameters": {
"Right": 1
},
"nullable": [
true,
false,
false,
false,
false,
false,
false,
false,
false
]
},
"hash": "3a9bd2e51b2389da5b7e85f26806fcffa896748e0b589d216cf60827fc3857a9"
}
@@ -0,0 +1,20 @@
{
"db_name": "SQLite",
"query": "SELECT replay_json FROM replays WHERE id = ?",
"describe": {
"columns": [
{
"name": "replay_json",
"ordinal": 0,
"type_info": "Text"
}
],
"parameters": {
"Right": 1
},
"nullable": [
false
]
},
"hash": "5bc1984044bc792c2e9577a159ca22789469df14cb25144451f37e8cdad8165c"
}
@@ -0,0 +1,12 @@
{
"db_name": "SQLite",
"query": "INSERT INTO replays (\n id, user_id, seed, draw_mode, mode, time_seconds, final_score,\n recorded_at, received_at, replay_json\n ) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)",
"describe": {
"columns": [],
"parameters": {
"Right": 10
},
"nullable": []
},
"hash": "6a36a96faa9d9b423aae3b72b0c049a1489b67ca2361581b2300bb4ee0bc9e2f"
}
+414
View File
@@ -0,0 +1,414 @@
# Changelog
All notable changes to Solitaire Quest are documented here. The format is
based on [Keep a Changelog](https://keepachangelog.com/en/1.1.0/) and this
project follows [Semantic Versioning](https://semver.org/).
## [Unreleased]
_Nothing yet._
## [0.14.0] — 2026-05-02
Two threads land in v0.14.0: the second half of the post-v0.12.0 UX
candidate list (theme thumbnails, daily-challenge calendar, Time Attack
auto-save, per-mode bests, time-bonus multiplier) plus a **major new
feature** — the replay pipeline (record → upload → web viewer). Three
Quat-reported bugs from a smoke-test round shipped alongside.
### Added
- **Theme-picker thumbnails** in Settings → Cosmetic. Each theme chip
renders a small Ace-of-Spades + back preview pair via the existing
`rasterize_svg` path. Cached per theme in a new
`ThemeThumbnailCache`. Themes that lack a preview SVG fall back to
a transparent placeholder rather than crashing.
- **14-day daily-challenge calendar** in the Profile modal. Horizontal
row of dots showing the trailing two weeks; today's dot is ringed
in `ACCENT_PRIMARY`, completed days fill `STATE_SUCCESS`, missed
days fill `BG_ELEVATED`. Caption above the row reads "Current
streak: N · Longest: M".
- **Time Attack session auto-save** to `<data_dir>/time_attack_session.json`,
atomic .tmp + rename. 30-second auto-save while a session is active,
plus on `AppExit`. Sessions whose 10-minute window expired in real
time while the app was closed are discarded on load. Classic, Zen,
and Challenge already auto-saved correctly via `game_state.json`
Time Attack was the only mode missing session-level persistence.
- **Per-mode best-score and fastest-win readouts** in the Stats screen.
`StatsSnapshot` gains six `#[serde(default)]` fields (Classic / Zen
/ Challenge × best_score + fastest_win_seconds). Stats screen renders
a "Per-mode bests" section between the primary cell grid and
progression. Lifetime totals continue to roll all modes together.
- **Time-bonus multiplier slider** in Settings → Gameplay (0.02.0,
0.1 steps, default 1.0, "Off" label at zero). Cosmetic only —
multiplies the time-bonus shown in the win modal but does NOT
affect achievement unlock thresholds (those still use the raw
unmultiplied score).
- **Win-replay recording + storage.** Every move during a successful
game appends to a `RecordingReplay` resource; on `GameWonEvent`
the recording freezes into a `Replay` (seed + draw_mode + mode +
score + time + ordered move list) and persists to
`<data_dir>/latest_replay.json` atomically. Single-slot — overwrites
on every win.
- **"Watch replay" button** in the Stats overlay. Shows the latest
win's caption and surfaces a button that loads the replay (button
fires an `InfoToastEvent` describing the replay; full in-engine
playback is deferred to a future build).
- **Replay upload + fetch endpoints** on the server. `POST /api/replays`
accepts a `Replay` JSON; `GET /api/replays/:id` returns it. JWT-gated
with the existing auth middleware. Engine uploads winning replays
automatically when the player has cloud sync configured.
- **`solitaire_wasm` crate** — new workspace member compiling
replay-relevant `solitaire_core` types to WebAssembly so a
browser can re-execute a replay client-side. No-std-friendly
surface; `wasm-bindgen` glue.
- **Web replay viewer** served from the Solitaire server.
`GET /replays/:id` returns HTML + CSS + the wasm bundle that
fetches the replay JSON, rasterises a deal from the seed, and
animates the recorded moves.
- **Card flight animations on the web side** so the browser viewer
reads as a real game replay rather than a static dump.
### Fixed
- **Multi-card lift validation.** `solitaire_core::rules::is_valid_tableau_sequence`
rejects a moved stack whose adjacent cards don't form a descending
alternating-colour run. Previously a player could lift any
multi-card selection and drop it as long as the bottom landed
legally. Wired into `move_cards`'s tableau-destination branch.
- **Softlock detection.** `has_legal_moves` rewritten to walk every
potential move source (every stock card, every waste card, the
face-up top of every tableau column) and check it against every
foundation and every tableau. Previously the heuristic
early-returned `true` whenever stock had cards — players got
stuck in unwinnable end-states with no end-game screen.
`GameOverScreen` now actually fires for true softlocks. Quat's
exact reproduction case is pinned by a new test.
- **Deal-tween information leak.** New-game now snaps every card
sprite to the stock pile position before writing
`StateChangedEvent`, so all 52 cards animate from a single point
during the deal. Previously the sprites started from their
previous-game positions, briefly revealing the prior deal.
### Documentation
- `SESSION_HANDOFF.md` refreshed for the Quat smoke-test round
including investigation findings on solver decisions and
dependency duplicates.
### Stats
- 1134 passing tests (was 1053 at v0.13.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.13.0] — 2026-05-02
Third UX iteration round on top of v0.12.0. Six handoff candidates
shipped — three small polish items, three larger interaction
features (theme-aware backs, full keyboard play, right-click power
shortcut). Plus two code-review fixes (font handling unified,
sccache wiring removed).
### Added
- **Tooltip-delay slider** in Settings → Gameplay. `tooltip_delay_secs`
ranges [0.0, 1.5] in 0.1 s steps; "Instant" label when zero.
`Settings.tooltip_delay_secs` round-trips through serialise/deserialise
with `#[serde(default)]`. The hover-delay comparison in
`ui_tooltip` reads from `SettingsResource` with the existing
`MOTION_TOOLTIP_DELAY_SECS` as the test-fixture fallback.
- **Win-streak fire animation.** New `WinStreakMilestoneEvent` fires
from `stats_plugin` when `win_streak_current` crosses any of
[3, 5, 10] (only the threshold crossing — not every subsequent
win). The HUD streak readout scale-pulses 1.0 → 1.20 → 1.0 over
`MOTION_STREAK_FLOURISH_SECS` (0.6 s).
- **Score-breakdown reveal on the win modal.** Replaces the single
"Score: N" line with a per-component reveal (Base / Time bonus /
No-undo bonus / Mode multiplier / Total). Rows fade in over
`MOTION_SCORE_BREAKDOWN_FADE_SECS` (0.12 s) staggered by
`MOTION_SCORE_BREAKDOWN_STAGGER_SECS` (0.15 s). Honours
`AnimSpeed::Instant` by spawning all rows fully visible.
- **Card backs follow the active theme.** `theme.ron`'s `back` slot
now actually drives the face-down sprite. Active-theme back
rasterises alongside the faces and supersedes the legacy
`back_N.png` picker. The picker remains as a fallback for themes
that don't ship a back, and the Settings UI surfaces a caption
("Active theme provides its own back") + dimmed swatches when
the override is in effect.
- **Keyboard-only drag-and-drop.** Tab cycles draggable card stacks,
Enter "lifts" the focused stack, arrow keys (or Tab) cycle the
legal-destination targets only, Enter confirms, Esc cancels. A
new `KeyboardDragState` resource models the two-mode flow without
changing the existing `SelectionState` contract. Mutual exclusion
with mouse drag uses a sentinel `DragState.active_touch_id =
KEYBOARD_DRAG_TOUCH_ID` (u64::MAX) so neither pipeline can
trample the other.
- **Right-click radial menu.** Hold right-click on a face-up card →
a small ring of icons appears at the cursor with one entry per
legal destination. Release over an icon → fires
`MoveRequestEvent`; release in dead space, Esc, or left-click
cancels. Skips the drag motion entirely. New `RadialMenuPlugin`
owns the flow; co-exists with the existing `RightClickHighlight`
pile-marker tint.
### Fixed
- **Font handling consolidated to bundled-only.** Code-review
feedback: the SVG rasteriser previously mixed
`load_system_fonts` + bundled FiraMono + a lenient resolver,
which made card text rendering depend on host fontconfig. Picked
option (a) and applied it across both layers — `font_plugin` now
embeds `assets/fonts/main.ttf` via `include_bytes!()` and
registers it with `Assets<Font>`; `svg_loader::shared_fontdb`
loads only the bundled bytes; the new `bundled_font_resolver`
ignores the SVG's `font-family` request and always returns the
single bundled face. A parse failure aborts with a clear error
("bundled FiraMono failed to parse — binary is corrupt").
### Removed
- **Project-level sccache wiring.** Code-review feedback: sccache
shouldn't be a per-project build dependency. Cargo's incremental
cache already covers the single-project case, and forcing
`rustc-wrapper = "sccache"` workspace-wide meant every contributor
had to install it. `.cargo/config.toml` deleted entirely; plain
`cargo build` now works without setup.
### Documentation
- `help_plugin` controls reference gains a "Mouse" section covering
double-click auto-move, right-click highlight, and the new
hold-RMB radial.
- `help_plugin` also gains a "Keyboard drag" section for the new
Tab/Enter/Arrows/Esc flow.
- Onboarding slide 3 picks up a `Tab → Enter` row referencing the
full keyboard drag path.
### Stats
- 1053 passing tests (was 1031 at v0.12.0 close).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.12.0] — 2026-05-02
UX feel polish round on top of v0.11.0. Six small-but-tangible
improvements that make the play surface feel more responsive,
forgiving, and discoverable, plus the doc refresh that should have
ridden along with v0.11.0.
### Added
- **Foundation completion flourish.** When a King lands on a
foundation (Ace-through-King for that suit), a brief celebration
fires: King card scale-pulses 1.0 → 1.15 → 1.0 over 0.4 s, the
foundation marker tints `STATE_SUCCESS` for the first half then
fades, and a synthesised C6→E6→G6 bell ping plays (~240 ms,
octave above `win_fanfare`'s root so the fourth completion + win
cascade layer cleanly). New `FoundationCompletedEvent { slot,
suit }` carries the trigger so future systems can hook in.
- **Drag-cancel return tween.** Illegal drops glide each dragged
card back to its origin slot over 150 ms with a quintic ease-out
curve (`MotionCurve::Responsive`, zero overshoot — reads forgiving
rather than jittery). The audio cue (`card_invalid.wav`) still
fires for negative feedback. Right-click and double-click invalid
paths still use `ShakeAnim` since there's no motion to interpolate.
- **Focus ring breathing.** The keyboard focus ring's alpha modulates
with a 1.4 s sin curve over [0.65, 1.0] of its native value so the
indicator catches the eye on focus changes without competing with
gameplay. Honours `AnimSpeed::Instant` by reverting to the static
outline for reduced-motion users.
- **First-win achievement onboarding toast.** After the player's
very first win, a one-shot info toast surfaces "First win! Press
A to see your achievements." `Settings.shown_achievement_onboarding`
persists the seen state so the cue never re-fires (legacy
`settings.json` files load to `false` via `#[serde(default)]`).
- **Mode Launcher digit shortcuts.** Pressing M opens the Home modal
(the Mode Launcher); inside it, pressing 15 launches each mode
directly without needing Tab + Enter. Locked modes (Zen, Challenge,
Time Attack at level < 5) are silent no-ops. Modal-scoped — digit
keys outside the launcher fire nothing.
### Fixed
- **Card aspect ratio matches hayeah SVGs.** `CARD_ASPECT` 1.4 →
1.4523 to match the bundled artwork's natural 167.087 × 242.667
dimensions. Cards previously rendered ~3.6 % vertically squashed.
The vertical-budget math in `compute_layout` uses `CARD_ASPECT`
algebraically so the worst-case-tableau-fits-on-screen guarantee
adapts automatically.
### Documentation
- **README refresh** with v0.11.0+ features (card themes, HUD
overhaul, drag feel, unlocked foundations) and a corrected controls
table — the previous table inverted Z/U for undo and listed H for
help when F1 is the binding.
- **CHANGELOG.md** added (this file), covering v0.9.0v0.12.0 with
Keep a Changelog 1.1.0 conventions.
### Stats
- 1007 passing tests (was 982 at v0.11.0).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.11.0] — 2026-05-02
The biggest release since 0.10.0. Headline threads: a runtime card-theme
system, an HUD restructure that reclaims the play surface, and a round of
UX feel polish surfaced by smoke testing.
### Added
- **Runtime card-theme system** (CARD_PLAN phases 17).
- Bundled default theme ships in the binary via `embedded://` — 52
[hayeah/playing-cards-assets](https://github.com/hayeah/playing-cards-assets)
SVGs (MIT) plus a midnight-purple `back.svg` as original work.
- User themes live under `themes://` rooted at `user_theme_dir()`. Drop
a directory containing `theme.ron` + 53 SVGs and the registry picks
it up on next launch.
- Importer at `solitaire_engine::theme::import_theme(zip)` validates
archives (20 MB cap, zip-slip rejection, manifest validation, every
SVG round-tripped through the rasteriser) and atomically unpacks.
- Picker UI in **Settings → Cosmetic**; selection persists as
`selected_theme_id` and propagates to live sprites.
- **Reserved HUD top band** (64 px) so cards no longer crowd the score
readout or action buttons; layout's `top_y` shifts down accordingly.
- **Action-bar auto-fade** — buttons fade out when the cursor leaves the
band, fade back in when it returns. Lerp at ~167 ms.
- **Visible drop-target overlay during drag** — a soft fill plus 3 px
outline drawn ABOVE stacked cards for every legal target (full fanned
column for tableaux, card-sized for foundations and empty tableaux).
Replaces the previously invisible pile-marker tint.
- **Card drop shadows** — every card casts a neutral 25 % black shadow
with a 4 px halo; cards in the active drag set switch to a lifted
shadow (40 % alpha, larger offset, bigger halo).
- **Stock remaining-count badge** — small `·N` chip at the top-right of
the stock pile so the player can see how close they are to a recycle.
Hides when the stock empties.
### Changed
- **Foundations are unlocked.** `PileType::Foundation(Suit)`
`Foundation(u8)` (slot 0..3). The claimed suit is derived from the
bottom card via `Pile::claimed_suit()` — no separate field, no
claim-stuck-after-undo bugs. Any Ace lands in any empty slot, and the
slot then claims that suit. `next_auto_complete_move` prefers a
claim-matched slot before falling back to the first empty slot for
Aces. Empty foundation markers render as plain placeholders (no
"C/D/H/S").
- **HUD selection label** and **hint toast** read `claimed_suit()` and
fall through to "Foundation N" / "move to foundation" only when the
slot is empty.
### Fixed
- **`shared_fontdb` now bundles FiraMono.** The hayeah SVGs reference
`Bitstream Vera Sans` and `Arial` by name. On minimal Linux installs
/ fresh Wayland sessions / chroots where neither is installed AND the
CSS-generic aliases don't resolve, card rank/suit text vanished. The
bundled font is loaded into fontdb and pinned as every CSS generic's
target so the resolver always lands on something real. Surfaced when
a second-machine pull rendered cards without glyphs.
- **Theme asset path resolution** — `AssetPath::resolve` (concatenates)
`resolve_embed` (RFC 1808 sibling resolution). Was producing paths
like `…/theme.ron/hearts_4.svg` and failing to load every face SVG.
- **Sync exit log spam** — `push_on_exit` silently no-ops on
`LocalOnlyProvider`'s `UnsupportedPlatform` instead of warn-spamming
every shutdown.
- **usvg font-substitution warn spam** — custom `FontResolver.select_font`
appends `Family::SansSerif` and `Family::Serif` to every query so
unmatched named families silently fall through.
### Migration
- **In-progress saves invalidated.** `GameState.schema_version` bumped
1 → 2; pre-v2 `game_state.json` files silently fall through to "fresh
game on launch." Stats, progress, achievements, and settings live in
separate files and are unaffected.
### Stats
- 982 passing tests (was 819 at v0.10.0).
- Zero clippy warnings under `--workspace --all-targets -- -D warnings`.
## [0.10.0] — 2026-04-29
PNG art pipeline plus a major dependency pass. The first release where
the binary shipped with bundled artwork.
### Added
- **52 individual card face PNGs** generated via `solitaire_assetgen`.
- **Custom font** (FiraMono-Medium) loaded via `AssetServer` at startup
through the new `FontPlugin`.
- **Card backs and backgrounds** upgraded to 120×168 with richer
patterns.
- **Ambient audio loop** wired through the kira mixer.
- **Arch Linux PKGBUILDs** for the game client and sync server (under
the separate `solitaire-quest-pkgbuild` directory).
- **Workspace README, CI workflow, migration guide.**
### Changed
- **Bevy 0.15 → 0.18** workspace migration.
- **kira 0.9 → 0.12** audio backend migration.
- **Edition 2024**, MSRV pinned to **Rust 1.95**.
- **rand 0.9** upgrade.
- **Card rendering** moved from `Text2d` overlay to PNG-backed
`Sprite` with face/back atlases; `Text2d` retained as a headless
fallback when `CardImageSet` is absent (tests under MinimalPlugins).
- **Asset pipeline** switched from `include_bytes!()` for PNGs/TTFs to
runtime `AssetServer::load()` so artwork can be swapped without a
recompile. Audio remains embedded.
- **Removed Google Play Games Services sync backend** — redundant with
the self-hosted server.
### Fixed
- **Server JWT secret** loaded at startup (was lazy, surfaced as
intermittent 500s).
- **Daily-challenge race** in the server's seed-generation path.
- **Rate limiter** switched to `SmartIpKeyExtractor` so the limit
applies per real client IP rather than per upstream proxy.
- **Touch input** uses `MessageReader<TouchInput>` (Bevy 0.18 rename).
- **Sync push/pull races** in async task scheduling.
- **Hot-path allocations** reduced in card-rendering systems.
- **Conflict report coverage** added for sync merge edge cases.
### Stats
- 819 passing tests at tag time.
## [0.9.0] — 2026-04-28
Initial public-tagged release. Established the workspace structure
(`solitaire_core` / `_sync` / `_data` / `_engine` / `_server` / `_app` /
`_assetgen`), the modal scaffold via `ui_modal`, the design-token system
in `ui_theme`, and the four-tier HUD layout. Foundations were
suit-locked at this point; cards rendered as `Text2d` rank/suit overlays
with no PNG artwork yet.
### Added
- Klondike core (Draw One / Draw Three modes).
- Progression system (XP, levels, 18 achievements, daily challenge,
weekly goals, special modes at level 5).
- Self-hosted sync server (Axum + SQLite + JWT auth).
- All 12 overlay screens migrated to the `ui_modal` scaffold with real
Primary/Secondary/Tertiary buttons.
- Animation upgrades: `SmoothSnap` slide curves, scoped settle bounce,
deal jitter, win-cascade rotation.
- Splash screen, focus rings (Phases 13), tooltips infrastructure +
HUD/Settings/popover applications, achievement integration tests,
destructive-confirm verb unification, leaderboard error/idle states,
first-launch empty-state polish, hit-target accessibility fix,
CREDITS.md, persistent window geometry, mode-launcher Home repurpose,
client-side sync round-trip integration tests.
[Unreleased]: https://github.com/funman300/Rusty_Solitaire/compare/v0.14.0...HEAD
[0.14.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.13.0...v0.14.0
[0.13.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.12.0...v0.13.0
[0.12.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.11.0...v0.12.0
[0.11.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.10.0...v0.11.0
[0.10.0]: https://github.com/funman300/Rusty_Solitaire/compare/v0.9.0...v0.10.0
[0.9.0]: https://github.com/funman300/Rusty_Solitaire/releases/tag/v0.9.0
Generated
+58
View File
@@ -4321,6 +4321,12 @@ dependencies = [
"pin-project-lite",
]
[[package]]
name = "http-range-header"
version = "0.4.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9171a2ea8a68358193d15dd5d70c1c10a2afc3e7e4c5bc92bc9f025cebd7359c"
[[package]]
name = "httparse"
version = "1.10.1"
@@ -5280,6 +5286,16 @@ version = "0.3.17"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6877bb514081ee2a7ff5ef9de3281f14a4dd4bceac4c09388074a6b5df8a139a"
[[package]]
name = "mime_guess"
version = "2.0.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f7c44f8e672c00fe5308fa235f821cb4198414e1c77935c1ab6948d3fd78550e"
dependencies = [
"mime",
"unicase",
]
[[package]]
name = "minimal-lexical"
version = "0.2.1"
@@ -7322,6 +7338,17 @@ dependencies = [
"serde_derive",
]
[[package]]
name = "serde-wasm-bindgen"
version = "0.6.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "8302e169f0eddcc139c70f139d19d6467353af16f9fce27e8c30158036a1e16b"
dependencies = [
"js-sys",
"serde",
"wasm-bindgen",
]
[[package]]
name = "serde_core"
version = "1.0.228"
@@ -7710,6 +7737,7 @@ dependencies = [
"thiserror 2.0.18",
"tokio",
"tower",
"tower-http",
"tower_governor",
"tracing",
"tracing-subscriber",
@@ -7726,6 +7754,20 @@ dependencies = [
"uuid",
]
[[package]]
name = "solitaire_wasm"
version = "0.1.0"
dependencies = [
"chrono",
"console_error_panic_hook",
"getrandom 0.3.4",
"serde",
"serde-wasm-bindgen",
"serde_json",
"solitaire_core",
"wasm-bindgen",
]
[[package]]
name = "spin"
version = "0.9.8"
@@ -8758,14 +8800,24 @@ checksum = "d4e6559d53cc268e5031cd8429d05415bc4cb4aefc4aa5d6cc35fbf5b924a1f8"
dependencies = [
"bitflags 2.11.1",
"bytes",
"futures-core",
"futures-util",
"http",
"http-body",
"http-body-util",
"http-range-header",
"httpdate",
"iri-string",
"mime",
"mime_guess",
"percent-encoding",
"pin-project-lite",
"tokio",
"tokio-util",
"tower",
"tower-layer",
"tower-service",
"tracing",
]
[[package]]
@@ -9182,6 +9234,12 @@ dependencies = [
"version_check",
]
[[package]]
name = "unicase"
version = "2.9.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "dbc4bc3a9f746d862c45cb89d705aa10f187bb96c76001afab07a0d35ce60142"
[[package]]
name = "unicode-bidi"
version = "0.3.18"
+1
View File
@@ -7,6 +7,7 @@ members = [
"solitaire_server",
"solitaire_app",
"solitaire_assetgen",
"solitaire_wasm",
]
resolver = "2"
+59 -20
View File
@@ -1,17 +1,35 @@
# Solitaire Quest
A cross-platform Klondike Solitaire game written in Rust, featuring a full progression system with XP, levels, achievements, daily challenges, and optional self-hosted sync so your stats follow you across machines.
A cross-platform Klondike Solitaire game written in Rust, with a card-theme
system, full progression (XP / levels / achievements / daily challenges), and
optional self-hosted sync so your stats follow you across machines.
## Features
- **Klondike Solitaire** — Draw One and Draw Three modes
- **Klondike Solitaire** — Draw One and Draw Three modes; foundations are
unlocked (any Ace lands in any empty slot, the slot then claims that suit)
- **Card themes** — bundled hayeah/playing-cards-assets default plus
user-installable themes (drop a directory under the data dir or import a
zip from Settings → Cosmetic)
- **Modern HUD** — reserved top band keeps cards from crowding the score
readout; the action bar auto-fades when the cursor leaves it so it can't
compete with the play surface
- **Drag feel** — every legal drop target is highlighted in green during
drag; cards cast a soft drop shadow that lifts when picked up; the stock
pile shows a remaining-count chip so you can see how close you are to a
recycle
- **Keyboard navigation** — Tab cycles focus through buttons, arrow keys
move within picker rows, Enter activates; works across every modal and
the HUD action bar
- **Progression** — XP, levels, unlockable card backs and backgrounds
- **18 Achievements** — including secret ones
- **Daily Challenge** — server-seeded so every player worldwide gets the same deal
- **Daily Challenge** — server-seeded so every player worldwide gets the
same deal
- **Leaderboard** — opt-in, powered by your own self-hosted server
- **Special Modes** (unlocked at level 5): Zen, Time Attack, Challenge
- **Sync** — pull/push stats across devices via a self-hosted server
- **Color-blind mode** — blue tint on red-suit cards
- **Color-blind mode** — blue tint on red-suit cards alongside the suit
glyph
## Building
@@ -32,52 +50,73 @@ cargo build -p solitaire_app --release
## Controls
Every action also has a visible UI button — keyboard shortcuts are optional
accelerators.
| Key | Action |
|---|---|
| Left click / drag | Move cards |
| Double click | Auto-move card to its best legal destination |
| Right click | Highlight legal moves for a card |
| Space / D | Draw from stock |
| Z / Ctrl+Z | Undo |
| U | Undo |
| H | Hint (highlight a legal move) |
| N | New game |
| S | Stats overlay |
| A | Achievements overlay |
| P | Profile overlay |
| O | Settings |
| L | Leaderboard |
| H | Help / controls |
| Enter | Auto-complete (when badge is lit) |
| Escape | Pause / clear selection |
| Arrow keys | Navigate card selection |
| Z | Zen mode |
| G | Forfeit (during pause) |
| Tab / Shift+Tab | Cycle keyboard focus |
| Enter | Activate focused button / auto-complete (when badge is lit) |
| Esc | Pause / dismiss modal |
| F1 | Help / controls |
| F11 | Toggle fullscreen |
| S / A / P / O / L / M | Stats / Achievements / Profile / Settings / Leaderboard / Menu |
## Card themes
The default theme ships embedded in the binary, so the game runs
self-contained with no external assets. To install another theme, drop a
directory containing a `theme.ron` manifest plus 53 SVG files (52 faces +
1 back) under the platform data dir's `themes/` folder, or import a zip
from **Settings → Cosmetic**. The picker chip lights up the moment a new
theme is registered. Themes are SVG-based, so they rasterise cleanly at
whatever resolution the window happens to be.
## Sync Server (optional)
To sync stats across machines, run the self-hosted server. See [README_SERVER.md](README_SERVER.md) for setup instructions.
To sync stats across machines, run the self-hosted server. See
[README_SERVER.md](README_SERVER.md) for setup instructions.
Once the server is running, open **Settings → Sync Backend**, enter the server URL and your username, and register an account from within the game.
Once the server is running, open **Settings → Sync Backend**, enter the
server URL and your username, and register an account from within the
game.
## Running Tests
```bash
# All tests
# All tests (982 passing as of v0.11.0)
cargo test --workspace
# Just game logic (no display required)
cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_server
# Lint
cargo clippy --workspace -- -D warnings
cargo clippy --workspace --all-targets -- -D warnings
```
## Credits
Built on [Bevy](https://bevyengine.org/) and the wider Rust ecosystem (Tokio,
Axum, sqlx, Serde, kira, and many more). Card faces come from
Built on [Bevy](https://bevyengine.org/) and the wider Rust ecosystem
(Tokio, Axum, sqlx, Serde, kira, and many more). Card faces come from
[hayeah/playing-cards-assets](https://github.com/hayeah/playing-cards-assets)
(MIT, derived from the public-domain `vector-playing-cards` library); the
default card back is original work; the UI font is FiraMono-Medium (OFL).
All audio is synthesized programmatically by this project. See
[CREDITS.md](CREDITS.md) for the full list and license details.
## Changelog
See [CHANGELOG.md](CHANGELOG.md).
## License
MIT — see [LICENSE](LICENSE).
+85 -55
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@@ -1,66 +1,93 @@
# Solitaire Quest — UX Overhaul Session Handoff
# Solitaire Quest — Session Handoff
**Last updated:** 2026-05-02 (session 7) — UX iteration round complete: every item from session 6's UX punch list has shipped, plus a font-fallback fix surfaced by a second-machine smoke test. Six commits on top of session 6's `c4970b1`. Direction now opens for the next round — release prep or another UX pass, the player's call.
**Last updated:** 2026-05-02 (session 9, post-v0.14.0 release prep) — v0.14.0 cut. The Quat bug fixes, the rest of the v0.13.0 candidate list, and the entire replay → upload → web-viewer pipeline are all bundled in this release. Direction now opens for the next round.
## Status at pause
- **HEAD:** `655dfde`. Local master is **3 commits ahead** of `origin/master` (`f6c9166`, `f712b89`, `655dfde` unpushed; `fdb6c2e` and `95df542` already pushed).
- **Working tree:** clean. (`CARD_PLAN.md` is untracked but intentionally so — it's a plan doc, not source.)
- **HEAD on origin:** v0.14.0's tag commit (CHANGELOG + handoff refresh).
- **Working tree:** clean apart from untracked `CARD_PLAN.md` (intentional).
- **Build:** `cargo clippy --workspace --all-targets -- -D warnings` clean.
- **Tests:** **982 passed / 0 failed** across the workspace (+20 from session 6's 962 baseline).
- **Tags on origin:** `v0.9.0`, `v0.10.0`. Stale local-only `v0.1.0` is still safe to `git tag -d v0.1.0`.
- **Tests:** **1134 passed / 0 failed** across the workspace.
- **Tags on origin:** `v0.9.0`, `v0.10.0`, `v0.11.0`, `v0.12.0`, `v0.13.0`, `v0.14.0`.
## Where we are
Session 6's UX punch list was four items. All four shipped today, plus an unrelated font-fallback fix from a second-machine smoke test.
v0.14.0 is the largest release since the card-theme system. Three threads land together:
The card-theme system, HUD restructure, modal scaffold, and the four big UX feel items (foundations, drop shadows, drop highlights, stock badge) are all in. Direction is open — the deferred release-prep items (`v0.11.0` cut, README/CHANGELOG refresh, desktop packaging) are still on the table, and a fresh round of UX iteration is also available.
1. **The remaining v0.13.0-era UX candidates** — theme thumbnails, daily-challenge calendar, Time Attack auto-save, per-mode bests, time-bonus multiplier slider.
2. **Quat smoke-test bug fixes** — multi-card move validation, softlock detection, deal-tween information leak.
3. **The replay pipeline** — record on win, persist to disk, upload to server, view in browser via a new `solitaire_wasm` crate. The biggest single feature since the card-theme system.
The card-flight web animations and replay E2E test coverage close out the pipeline.
### Design direction (unchanged)
- **Tone:** Balatro — chunky readable type, theatrical hierarchy, satisfying micro-interactions.
- **Palette:** Midnight Purple base + Balatro yellow primary + warm magenta secondary.
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (auto-memory; on a different machine, recreate this fresh from the README + ARCHITECTURE.md).
- See `~/.claude/projects/-home-manage-Rusty-Solitare/memory/project_ux_overhaul_2026-04.md` (machine-local).
### Canonical remote
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there. (Earlier sessions used `Rusty_Solitare` — single-i typo — as the repo name; the rename to `Rusty_Solitaire` happened in session 7. Local clone directories may still be named `Rusty_Solitare`; that's just a directory name and works fine.)
`github.com/funman300/Rusty_Solitaire` is the canonical repo. Always push there.
## Session 7 (shipped 2026-05-02)
## Session 8 + 9 (shipped 2026-05-02) — v0.14.0
### v0.13.0-era UX candidates (had landed but missed v0.13.0's tag)
| Area | Commit | What landed |
|---|---|---|
| Font fallback | `fdb6c2e` | `shared_fontdb` now `include_bytes!()`s `assets/fonts/main.ttf` (FiraMono) and pins every CSS generic to `"Fira Mono"` so unmatched named families on minimal Linux installs / fresh Wayland sessions / chroots don't drop card rank/suit text. Surfaced when a second-machine pull rendered cards without glyphs. |
| Unlock foundations | `95df542` | `PileType::Foundation(Suit)``Foundation(u8)` (slot 0..3). `Pile::claimed_suit()` derives the claim from the bottom card — no separate field, no claim-stuck-after-undo class of bugs. `can_place_on_foundation` drops its suit parameter. `next_auto_complete_move` prefers a slot whose claimed suit matches the candidate before falling back to the first empty slot for an Ace. Empty foundation markers render as plain placeholders (no "C/D/H/S"). HUD selection label and hint toast read `claimed_suit()` and fall through to "Foundation N" / "move to foundation" when the slot is empty. Save-format invalidation: `GameState.schema_version` bumped 1 → 2; old `game_state.json` files silently fall through to "fresh game on launch." Stats / progress / achievements / settings live in separate files and are unaffected. 9 new tests. |
| Drop overlay | `f6c9166` | The pre-existing `update_drop_highlights` system tinted `PileMarker` sprites green for valid drops, but markers were occluded by stacked cards — invisible during real play. New `update_drop_target_overlays` spawns a soft-fill + 3 px outlined box ABOVE cards for every legal target (full fanned column for tableaux, card-sized for foundations / empty tableaux). `Z_DROP_OVERLAY = 50` sits above static cards but below `DRAG_Z = 500` so the dragged card never gets occluded. Reuses `STATE_SUCCESS` hue. The original marker-tint system is untouched. 3 new tests. |
| Drop shadows | `f712b89` | Each `CardEntity` spawns a `CardShadow` child sprite — neutral black at 25 % alpha, sized `card_size + 4 px`, offset `(2, -3)`, local z `-0.05`. `update_card_shadows_on_drag` snaps shadows in `DragState.cards` to a lifted state (40 % alpha, `(4, -6)` offset, `(8, 8)` padding). `resize_cards_in_place` extended to keep shadows cheap on window resize. `update_card_entity`'s `despawn_related` is followed by a fresh `add_card_shadow_child` so flips / theme swaps re-attach shadows. Pure `card_shadow_params(is_dragged)` helper unit-tested. 4 new tests. |
| Stock badge | `655dfde` | A small `·N` chip at the top-right corner of the stock pile shows the remaining count. `update_stock_count_badge` spawns a top-level world entity whose `Transform.translation` is recomputed each tick from `LayoutResource`, so window resize / theme swap don't strand it. Hides via `Visibility::Hidden` when the stock empties — the existing `↺` `StockEmptyLabel` takes over and they never co-render. `Z_STOCK_BADGE = 30` sits between cards and `Z_DROP_OVERLAY`. 4 new tests. |
| Theme thumbnails | `ba527de` | Each Settings → Cosmetic theme chip renders an Ace + back preview pair via `rasterize_svg`. Cached per theme. Missing-SVG themes show a transparent placeholder rather than crashing. |
| Daily-challenge calendar | `1a10476` | 14-dot horizontal calendar in the Profile modal. Today is ringed, completed days fill `STATE_SUCCESS`, missed days fill `BG_ELEVATED`. Caption: "Current streak: N · Longest: M". `PlayerProgress` gains `daily_challenge_history` (capped at 365) and `daily_challenge_longest_streak`. |
| Time Attack auto-save | `0001432` | New sibling `time_attack_session.json` next to `game_state.json`. Atomic .tmp + rename. 30 s auto-save while active + on `AppExit`. Sessions whose 10-min window expired in real time while the app was closed are discarded on load. |
| Per-mode bests | `3984231` | StatsSnapshot gains six `#[serde(default)]` fields (Classic / Zen / Challenge × best_score + fastest_win_seconds). Stats screen renders a "Per-mode bests" section. Lifetime totals continue to roll all modes together. |
| Time-bonus slider | `89c51ab` | Settings → Gameplay slider 0.02.0, default 1.0, "Off" at zero. Multiplies the time-bonus shown in the win modal. Cosmetic only — does NOT affect achievement unlock thresholds. |
## Open punch list — release prep (still deferred unless player chooses now)
### Quat smoke-test bug fixes
1. **Cut `v0.11.0`** — meaningful slice since `v0.10.0`: full card-theme system (CARD_PLAN phases 17 + theme picker + hayeah art), HUD overhaul (band + fade), session 6's four bug fixes, and session 7's font fallback + four UX feel wins. (`git tag -d v0.1.0` first to clean up the stale local tag.)
2. **README + CHANGELOG refresh** — README was last touched at `a6b8348` before the Settings picker shipped; doesn't mention card themes, the auto-fade, or any of session 7's UX work.
3. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo, no remote yet). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
| Area | Commit | What landed |
|---|---|---|
| Move validation (#1) | `f1aeb24` | `solitaire_core::rules::is_valid_tableau_sequence(&[Card]) -> bool` checks every adjacent pair in a moved stack descends one rank with alternating colour. Wired into `move_cards`. Closes the bug where any multi-card lift could be dropped as long as the bottom landed legally. |
| Deal-tween leak (#4) | `3eabc14` | New-game snaps every card sprite to the stock pile position before writing `StateChangedEvent`, so all 52 cards animate from a single deck point during the deal. Previously sprites started from previous-game positions, briefly revealing the prior deal. |
| Softlock detection (#2) | `2716472` | `has_legal_moves` rewritten: walks every potential move source (every stock card, every waste card, the face-up top of every tableau column) against every foundation and every tableau. Previous heuristic returned `true` whenever stock had cards, hiding genuine softlocks. `GameOverScreen` now actually fires for true softlocks. |
| End-game screen (#3) | — | Resolved as downstream of #2. The pre-existing `GameOverScreen` and `WinSummaryOverlay` already cover the close-out paths; the softlock screen just never spawned because the old `has_legal_moves` lied. |
## Open punch list — UX iteration (next-round candidates)
### Replay pipeline (the major feature)
The session-6 list is exhausted. Candidates for a next round, none formally requested by the player:
| Area | Commit | What landed |
|---|---|---|
| Replay storage | `42535f5` | `solitaire_data::replay::Replay` (seed + draw_mode + mode + score + time + recorded date + ordered move list) and atomic save/load helpers under `<data_dir>/latest_replay.json`. Schema v1; `load` returns None for any other version. |
| Engine recording | `57d1c58` | `RecordingReplay` resource + `ReplayPath` settings. Every successful `MoveRequestEvent` / `DrawRequestEvent` appends to recording; `GameWonEvent` freezes the recording into a `Replay` and persists. Undo intentionally not recorded. New game clears the recording. |
| Stats button | `d9f36bf` | Stats overlay surfaces a "Latest win:" caption + "Watch replay" button. Loads from disk via `LatestReplayResource`. (Full in-engine playback deferred — button currently fires an `InfoToastEvent` describing the replay.) |
| Server upload + fetch | `93182fa` | `POST /api/replays` accepts a `Replay` JSON; `GET /api/replays/:id` returns it. JWT-gated. SQL migration for the new `replays` table. |
| Engine sync | `23c9704` | Engine uploads winning replays automatically when the player has cloud sync configured. Re-uses the existing JWT/refresh-token flow. |
| WASM crate | `5bed43e` | New workspace member `solitaire_wasm` compiles replay-relevant `solitaire_core` types to WebAssembly so a browser can re-execute a replay client-side. `wasm-bindgen` glue. |
| Web viewer | `07b8ecd` | `GET /replays/:id` returns HTML + CSS + the wasm bundle. Browser fetches the replay JSON, rasterises a deal from the seed, and animates the recorded moves. |
| E2E coverage | `3081505` | Server tests covering the full upload → fetch round-trip via `axum::test`. |
| Web flight anim | `1fcd032` | Card-flight tweens on the web side so the browser viewer reads as a real game replay rather than a static dump. |
- **Animated focus ring** (currently a static overlay; could pulse on focus change).
- **Achievement onboarding pass** — show first-time players the achievement panel after their first win.
- **Mode-switch keyboard shortcut** from inside the Mode Launcher (today only mouse opens it).
- **Runtime aspect-ratio fidelity** — hayeah SVGs are ~1.45 h/w; engine layout assumes 1.4. Cards render ~3 % squashed vertically. Cosmetic.
- **Foundation completion celebration** — when a foundation reaches its King, do a small flourish (sparkle, lift, sound). The auto-complete cascade already covers the win moment, but per-foundation closure is currently silent.
- **Drag-cancel return animation** — illegal drops snap cards back instantly. A short ease-back tween ("springs back to where it came from") would feel more forgiving.
## Open punch list
### Release prep
1. **Smoke-test on the alex machine** after pulling — confirm Quat's three bug fixes hold up in real gameplay, and try the new replay button + web viewer end-to-end.
2. **Desktop packaging** per `ARCHITECTURE.md §17`. The Arch PKGBUILD exists in `/home/manage/solitaire-quest-pkgbuild/` (separate repo). Pending: app icon, macOS `.icns` + notarisation cert, Windows `.ico` + Authenticode cert, AppImage recipe.
### UX iteration (next-round candidates)
- **Solver-at-deal toggle** (Quat investigation #1, still deferred): add a Settings → Gameplay toggle "Winnable deals only" rather than baking solver-only into every deal. Lightest middle ground.
- **Disable Bevy's default audio feature** (Quat investigation #2, still deferred): one-line `default-features = false` swap on the workspace `bevy =` line, re-enable explicitly the features the engine uses (`render`, `bevy_winit`, `2d`, `bevy_window`, `png`, `bevy_text`, `bevy_ui`, `bevy_log`, `bevy_asset`, `default_font`, `bevy_state`). Drops ~50 transitive crates including the rodio + symphonia stack the project doesn't use (kira handles audio).
- **In-engine replay playback** — promote the "Watch replay" button from a stub toast to a real playback overlay that re-runs the recorded moves with `CardAnimation` tweens. The wasm crate already proves the playback math; the in-engine version reuses the same execute logic against the live game state.
- **Per-replay history** — currently single-slot at `latest_replay.json`. A "best replay per mode" bucket or a recent-N rolling list would let players revisit notable wins.
- **Solver-driven hint system** — extend the existing hint toggle so a deal-time solver provides higher-quality hints (currently a heuristic). Requires the solver from the toggle work above.
- **Achievement: "won via replay path"** — track when a player wins a deal whose previously-saved replay also won the same deal. Mostly fun; trivial scope.
## Card-theme system (CARD_PLAN.md, fully shipped)
Seven phases landed across `b8fb3fb``924a1e2`. End-to-end:
Seven phases landed across `b8fb3fb``924a1e2` in v0.11.0; v0.13.0's `7ed4f2c` consumes the per-theme `back.svg`; v0.14.0's `ba527de` adds preview thumbnails. End-to-end:
- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs (MIT) + a midnight-purple `back.svg` (original work).
- **User themes** live under `themes://` rooted at `solitaire_engine::assets::user_theme_dir()`. Drop a directory containing `theme.ron` + 53 SVG files; appears in the registry on next launch.
- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates an archive (20 MB cap, zip-slip rejection, manifest validation, every SVG round-tripped through the rasteriser) and atomically unpacks.
- **Picker UI** in Settings → Cosmetic — one chip per registered theme; selection persists to `settings.json` as `selected_theme_id` and propagates to live sprites via `react_to_settings_theme_change` `sync_card_image_set_with_active_theme``StateChangedEvent`.
- **Bundled default theme** ships in the binary via `embedded://` — 52 hayeah/playing-cards-assets SVGs + a midnight-purple `back.svg`.
- **User themes** under `themes://`. Drop a directory containing `theme.ron` + 53 SVGs.
- **Importer** at `solitaire_engine::theme::import_theme(zip)` validates archives and atomically unpacks.
- **Picker UI** in Settings → Cosmetic; thumbnails + the active theme's `back` override the legacy `back_N.png` picker when present.
## Resume prompt
@@ -68,43 +95,46 @@ Seven phases landed across `b8fb3fb` → `924a1e2`. End-to-end:
You are a senior Rust + Bevy developer working on Solitaire Quest.
Working directory: <Rusty_Solitaire clone path on this machine — local
directory may still be named Rusty_Solitare from earlier; that's fine>.
Branch: master. Direction is OPEN — the session-6 UX punch list is
fully shipped. The player will choose between cutting v0.11.0, doing
release prep (README/CHANGELOG/packaging), or starting a new UX
iteration round.
Branch: master. Direction is OPEN — v0.14.0 just shipped covering the
Quat bug fixes, the v0.13.0 candidate tail, and the entire
replay-pipeline feature.
State: HEAD=655dfde. Local master is 3 commits ahead of origin
(f6c9166, f712b89, 655dfde unpushed; fdb6c2e and 95df542 already
pushed). Working tree clean apart from untracked CARD_PLAN.md
(intentional).
State: HEAD at v0.14.0. Working tree clean apart from untracked
CARD_PLAN.md (intentional).
Build: cargo clippy --workspace --all-targets -- -D warnings clean.
Tests: 982 passed / 0 failed.
Tests: 1134 passed / 0 failed.
READ FIRST (in order, before doing anything):
1. SESSION_HANDOFF.md — full state, session 7 changelog, punch list
2. CLAUDE.md — hard rules (UI-first, no panics, etc.)
3. ARCHITECTURE.md — crate responsibilities + data flow
4. ~/.claude/projects/<this-project>/memory/MEMORY.md
1. SESSION_HANDOFF.md — v0.14.0 changelog + open punch list
2. CHANGELOG.md — release-by-release record
3. CLAUDE.md — hard rules (UI-first, no panics, etc.)
4. ARCHITECTURE.md — crate responsibilities + data flow
5. ~/.claude/projects/<this-project>/memory/MEMORY.md
— saved feedback / project context (machine-local;
may be missing on a fresh machine)
DECISION TO ASK THE PLAYER FIRST:
A. Push the 3 unpushed commits and cut v0.11.0?
B. Skip the tag for now, refresh README + CHANGELOG, then tag?
C. Skip release prep entirely and start a new UX iteration round?
If C, see the session-7 next-round candidates list (animated
focus ring, achievement onboarding, mode-switch keyboard
shortcut, aspect-ratio fidelity, foundation completion flourish,
drag-cancel return tween).
A. Smoke-test v0.14.0 on the alex machine first to confirm the
three Quat bug fixes hold up in real gameplay and the replay
pipeline works end-to-end (record → upload → web viewer).
B. Take the deferred Bevy-audio-feature trim (Quat investigation
#2) — one-line workspace edit, ~50 fewer transitive crates.
C. Take the deferred solver toggle (Quat investigation #1): add
"Winnable deals only" Settings toggle. Larger.
D. Promote the in-engine "Watch replay" button to real playback.
E. Pick from the remaining "next-round candidates" in this doc.
F. Take the deferred desktop-packaging item (needs artwork +
signing certs from the user).
WORKFLOW NOTES:
- Commits use:
git -c user.name=funman300 -c user.email=root@vscode.infinity \
commit -m "..."
- When attributing playtester feedback in commits/docs, use "Quat"
not "Rhys" (saved feedback memory).
- Sub-agents stage + verify only; orchestrator commits.
- Every commit must pass build / clippy / test before pushing.
- Push to GitHub (origin) — that is the canonical remote.
OPEN AT THE START: ask which of A / B / C. Don't pick unilaterally
this is a directional choice, not a tactical one.
OPEN AT THE START: ask which of AF. Don't pick unilaterally.
```
Binary file not shown.
+4 -3
View File
@@ -10,9 +10,9 @@ use solitaire_engine::{
AudioPlugin, AutoCompletePlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
CursorPlugin, DailyChallengePlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin, OnboardingPlugin, PausePlugin,
ProfilePlugin, ProgressPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin,
SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, UiFocusPlugin,
UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin,
StatsPlugin, SyncPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
};
fn main() {
@@ -111,6 +111,7 @@ fn main() {
.add_plugins(CardPlugin)
.add_plugins(CursorPlugin)
.add_plugins(InputPlugin)
.add_plugins(RadialMenuPlugin)
.add_plugins(SelectionPlugin)
.add_plugins(AnimationPlugin)
.add_plugins(FeedbackAnimPlugin)
+40 -1
View File
@@ -16,13 +16,14 @@ fn main() -> io::Result<()> {
let out_dir = workspace_root().join("assets").join("audio");
fs::create_dir_all(&out_dir)?;
let effects: [(&str, Generator); 6] = [
let effects: [(&str, Generator); 7] = [
("card_flip.wav", card_flip),
("card_place.wav", card_place),
("card_deal.wav", card_deal),
("card_invalid.wav", card_invalid),
("win_fanfare.wav", win_fanfare),
("ambient_loop.wav", ambient_loop),
("foundation_complete.wav", foundation_complete),
];
for (name, make) in &effects {
@@ -170,6 +171,44 @@ fn win_fanfare() -> Vec<i16> {
out
}
/// Per-suit foundation-completion ping (~240 ms): a rising three-note
/// chime — C6, E6, G6 — with a soft 2nd-harmonic warm layer on each
/// note. Shorter and brighter than `win_fanfare` so it can fire up to
/// four times per game (once per suit) without drowning out subsequent
/// move sounds. The fourth firing co-occurs with the win cascade and
/// `win_fanfare`; the C-major triad sits an octave above the
/// fanfare's root so the two layer cleanly instead of fighting for the
/// same frequency band.
fn foundation_complete() -> Vec<i16> {
// C major triad, one octave up from win_fanfare's root.
let notes = [1046.50_f32, 1318.51, 1567.98]; // C6, E6, G6
let note_dur = 0.07_f32; // brisk, ascending
let total = note_dur * notes.len() as f32 + 0.05;
let n = duration_samples(total);
let mut out = Vec::with_capacity(n);
for i in 0..n {
let t = i as f32 / SAMPLE_RATE as f32;
let mut sample = 0.0f32;
for (idx, freq) in notes.iter().enumerate() {
let start = idx as f32 * note_dur;
let local = t - start;
// Each note rings out for 0.18 s — overlapping notes form a
// brief chord at the tail.
if !(0.0..=0.18).contains(&local) {
continue;
}
// Sine + soft 2nd harmonic for warmth, ar_envelope decays
// sharply so each note is bell-like rather than sustained.
let s = (2.0 * std::f32::consts::PI * freq * local).sin()
+ 0.25 * (2.0 * std::f32::consts::PI * freq * 2.0 * local).sin();
let env = ar_envelope(local, 0.005, 0.18, 14.0);
sample += s * env;
}
out.push(quantize(sample * 0.20));
}
out
}
/// Generates a seamlessly looping ambient drone track (~6 seconds, 44100 Hz
/// mono 16-bit PCM).
///
+13 -1
View File
@@ -4,7 +4,7 @@ use crate::card::Card;
use crate::deck::{deal_klondike, Deck};
use crate::error::MoveError;
use crate::pile::{Pile, PileType};
use crate::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::rules::{can_place_on_foundation, can_place_on_tableau, is_valid_tableau_sequence};
use crate::scoring::{compute_time_bonus as scoring_time_bonus, score_move, score_undo as scoring_undo};
const MAX_UNDO_STACK: usize = 64;
@@ -283,6 +283,18 @@ impl GameState {
if !can_place_on_tableau(&bottom_card, dest) {
return Err(MoveError::RuleViolation("invalid tableau placement".into()));
}
// The previous check only validates that the *bottom* of the
// moved stack lands on the destination's top card. Without
// this guard, a player could lift an arbitrary multi-card
// selection from one column and drop it onto another whenever
// the bottom card happens to match — even if the cards
// above the bottom don't form a legal descending
// alternating-colour run.
if !is_valid_tableau_sequence(&from_pile.cards[start..]) {
return Err(MoveError::RuleViolation(
"moved cards must form a valid tableau run".into(),
));
}
}
_ => return Err(MoveError::InvalidDestination),
}
+34
View File
@@ -30,6 +30,18 @@ pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
}
}
/// Returns `true` if `cards` is a legal tableau run on its own — every
/// adjacent pair descends by one rank and alternates colour. A single
/// card is trivially valid. The destination check is separate; this
/// only validates the sequence's *internal* structure, which the tableau
/// move path must enforce so a player can't smuggle an arbitrary stack
/// onto another column when the bottom card happens to land legally.
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| {
w[0].rank.value() == w[1].rank.value() + 1 && w[0].suit.is_red() != w[1].suit.is_red()
})
}
#[cfg(test)]
mod tests {
use super::*;
@@ -174,4 +186,26 @@ mod tests {
let p = pile_with(PileType::Tableau(0), vec![top]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_sequence_validation() {
// Single card is trivially a valid sequence.
assert!(is_valid_tableau_sequence(&[card(Suit::Hearts, Rank::Five)]));
// Valid descending alternating-colour run K♠ Q♥ J♣.
assert!(is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Queen),
card(Suit::Clubs, Rank::Jack),
]));
// Same colour twice (Q♠ on K♠) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Spades, Rank::Queen),
]));
// Rank gap (K♠ → J♥) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Jack),
]));
}
}
+26 -3
View File
@@ -56,6 +56,15 @@ pub trait SyncProvider: Send + Sync {
async fn delete_account(&self) -> Result<(), SyncError> {
Ok(())
}
/// Upload a winning replay to the backend so it's available for web
/// playback at `<server>/replays/<id>`. Default returns
/// `UnsupportedPlatform` so backends without a server (e.g.
/// `LocalOnlyProvider`) are silently no-op'd by the engine's
/// push-on-win system, matching the same pattern `pull` / `push`
/// follow.
async fn push_replay(&self, _replay: &crate::replay::Replay) -> Result<(), SyncError> {
Err(SyncError::UnsupportedPlatform)
}
}
/// Blanket impl so `Box<dyn SyncProvider + Send + Sync>` (returned by
@@ -92,6 +101,9 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
async fn delete_account(&self) -> Result<(), SyncError> {
(**self).delete_account().await
}
async fn push_replay(&self, replay: &crate::replay::Replay) -> Result<(), SyncError> {
(**self).push_replay(replay).await
}
}
pub mod stats;
@@ -99,8 +111,11 @@ pub use stats::{StatsExt, StatsSnapshot};
pub mod storage;
pub use storage::{
cleanup_orphaned_tmp_files, delete_game_state_at, game_state_file_path, load_game_state_from,
load_stats, load_stats_from, save_game_state_to, save_stats, save_stats_to, stats_file_path,
cleanup_orphaned_tmp_files, delete_game_state_at, delete_time_attack_session_at,
game_state_file_path, load_game_state_from, load_stats, load_stats_from,
load_time_attack_session_from, load_time_attack_session_from_at, save_game_state_to,
save_stats, save_stats_to, save_time_attack_session_to, stats_file_path,
time_attack_session_path, time_attack_session_with_now, TimeAttackSession,
};
pub mod achievements;
@@ -126,7 +141,9 @@ pub use challenge::{challenge_count, challenge_seed_for, CHALLENGE_SEEDS};
pub mod settings;
pub use settings::{
load_settings_from, save_settings_to, settings_file_path, AnimSpeed, Settings, SyncBackend,
Theme, WindowGeometry,
Theme, WindowGeometry, TIME_BONUS_MULTIPLIER_MAX, TIME_BONUS_MULTIPLIER_MIN,
TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_MAX_SECS, TOOLTIP_DELAY_MIN_SECS,
TOOLTIP_DELAY_STEP_SECS,
};
pub mod auth_tokens;
@@ -136,3 +153,9 @@ pub use auth_tokens::{
pub mod sync_client;
pub use sync_client::{provider_for_backend, LocalOnlyProvider, SolitaireServerClient};
pub mod replay;
pub use replay::{
latest_replay_path, load_latest_replay_from, save_latest_replay_to, Replay, ReplayMove,
REPLAY_SCHEMA_VERSION,
};
+66
View File
@@ -298,4 +298,70 @@ mod tests {
assert!(!recorded_again, "same-day completion must report no-op");
assert_eq!(p.daily_challenge_streak, 1);
}
// --- Daily challenge history & longest streak ---
#[test]
fn record_daily_completion_appends_to_history() {
// Recording a completion adds the date to history, preserving the
// pre-call length + 1, and the new entry is the chronological tail.
let mut p = PlayerProgress::default();
let prev_len = p.daily_challenge_history.len();
let today = NaiveDate::from_ymd_opt(2026, 5, 5).unwrap();
let recorded = p.record_daily_completion(today);
assert!(recorded);
assert_eq!(p.daily_challenge_history.len(), prev_len + 1);
assert_eq!(p.daily_challenge_history.last().copied(), Some(today));
}
#[test]
fn record_daily_completion_updates_longest_streak() {
// A streak of 4 must lift `daily_challenge_longest_streak` from 2 to 4
// (we seed the previous best at 2 and watch it get overtaken).
let mut p = PlayerProgress {
daily_challenge_longest_streak: 2,
..Default::default()
};
let d = NaiveDate::from_ymd_opt(2026, 5, 1).unwrap();
p.record_daily_completion(d);
p.record_daily_completion(d + Duration::days(1));
p.record_daily_completion(d + Duration::days(2));
// 3rd consecutive day equals the previous best; longest should match.
assert_eq!(p.daily_challenge_streak, 3);
assert_eq!(p.daily_challenge_longest_streak, 3);
// 4th consecutive day overtakes the previous best.
p.record_daily_completion(d + Duration::days(3));
assert_eq!(p.daily_challenge_streak, 4);
assert_eq!(p.daily_challenge_longest_streak, 4);
}
#[test]
fn legacy_progress_without_history_deserializes_to_empty() {
// A progress.json file produced before the history fields existed
// must still round-trip through serde::from_slice without error,
// with the new fields landing on their `#[serde(default)]` values.
let path = tmp_path("legacy_no_history");
let _ = fs::remove_file(&path);
let legacy_json = br#"{
"total_xp": 1500,
"level": 3,
"daily_challenge_last_completed": null,
"daily_challenge_streak": 0,
"weekly_goal_progress": {},
"unlocked_card_backs": [0],
"unlocked_backgrounds": [0],
"last_modified": "2026-04-29T12:00:00Z"
}"#;
fs::write(&path, legacy_json).expect("write");
let p = load_progress_from(&path);
assert_eq!(p.total_xp, 1500);
assert!(
p.daily_challenge_history.is_empty(),
"legacy file lacking daily_challenge_history must default to empty"
);
assert_eq!(
p.daily_challenge_longest_streak, 0,
"legacy file lacking daily_challenge_longest_streak must default to 0"
);
}
}
+297
View File
@@ -0,0 +1,297 @@
//! Win-game replay recording + storage.
//!
//! When a player wins, the engine freezes the in-memory recording into a
//! [`Replay`] and persists it to `<data_dir>/solitaire_quest/latest_replay.json`
//! via [`save_latest_replay_to`]. The Stats screen offers a "Watch replay"
//! action that loads it via [`load_latest_replay_from`] so the player can
//! revisit (or, in a future build, watch the engine re-execute) the path
//! they took to victory.
//!
//! Schema versioning: bump [`REPLAY_SCHEMA_VERSION`] whenever the on-disk
//! shape changes. [`load_latest_replay_from`] returns `None` when the file
//! carries any other version so older replays are silently dropped instead
//! of crashing the loader.
//!
//! The recording is intentionally minimal — only [`ReplayMove`] entries
//! that successfully advanced the game. `Undo` is **not** recorded: a
//! replay represents the canonical path the player ultimately took to win,
//! so backed-out missteps simply do not appear in the move list. The
//! starting deal is not stored either — the [`seed`](Replay::seed) +
//! [`draw_mode`](Replay::draw_mode) + [`mode`](Replay::mode) are sufficient
//! for `GameState::new_with_mode` to rebuild the identical layout.
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
const APP_DIR_NAME: &str = "solitaire_quest";
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
/// Save-file schema version for [`Replay`]. Increment when the on-disk
/// representation changes incompatibly so [`load_latest_replay_from`] can
/// reject older formats and the player simply has no replay rather than
/// seeing a broken one.
///
/// History:
/// - v1: initial release. `ReplayMove` had separate `Draw` and `Recycle`
/// variants which carried the *outcome* of a stock interaction rather
/// than the player's atomic input.
/// - v2 (current): `Draw` + `Recycle` collapsed into a single `StockClick`
/// variant. The engine resolves draw-vs-recycle deterministically from
/// the current stock state, so the input alone is sufficient and the
/// replay model now stores atomic player inputs end-to-end.
pub const REPLAY_SCHEMA_VERSION: u32 = 2;
/// Default value for [`Replay::schema_version`] when deserialising files
/// that pre-date the field. Any value other than [`REPLAY_SCHEMA_VERSION`]
/// causes [`load_latest_replay_from`] to return `None`.
fn schema_v0() -> u32 {
0
}
/// One atomic player input recorded during a winning game, in the order
/// it was applied to the live `GameState`.
///
/// `Undo` is intentionally absent — see the module-level docs.
///
/// The variants represent *inputs*, not outcomes. `StockClick` covers
/// every player click on the stock pile; the engine then resolves
/// draw-vs-recycle deterministically from the current state during both
/// recording and playback, so the same input always produces the same
/// effect on the same starting deal.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum ReplayMove {
/// A successful `move_cards(from, to, count)` call.
Move {
/// Source pile.
from: PileType,
/// Destination pile.
to: PileType,
/// Number of cards moved.
count: usize,
},
/// A click on the stock pile. Resolves to a draw when stock is
/// non-empty and to a waste→stock recycle when stock is empty.
StockClick,
}
/// A complete recording of a single winning game.
///
/// Replays are reconstructed by rebuilding a fresh
/// `GameState::new_with_mode(seed, draw_mode, mode)` and applying the
/// [`moves`](Self::moves) in order. The presentation fields
/// ([`time_seconds`](Self::time_seconds), [`final_score`](Self::final_score),
/// [`recorded_at`](Self::recorded_at)) drive the Stats UI caption such as
/// "Replay (2:14 win on 2026-05-02)".
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct Replay {
/// Schema version. See [`REPLAY_SCHEMA_VERSION`].
#[serde(default = "schema_v0")]
pub schema_version: u32,
/// Seed used for the deal — replay rasterises the deck via
/// `GameState::new_with_mode(seed, draw_mode, mode)`.
pub seed: u64,
/// Draw mode the recorded game was played in.
pub draw_mode: DrawMode,
/// Game mode the recorded game was played in.
pub mode: GameMode,
/// Total wall-clock seconds the win took. Used for the Stats UI
/// "Replay (2:14 win on 2026-05-02)" caption.
pub time_seconds: u64,
/// Final score at the moment of the win.
pub final_score: i32,
/// ISO-8601 date the win was recorded.
pub recorded_at: NaiveDate,
/// Ordered move list. Each entry is what the player did, replayable
/// against a fresh `GameState` constructed from the seed.
pub moves: Vec<ReplayMove>,
}
impl Replay {
/// Construct a fresh replay with the current schema version. The
/// caller fills in the recorded fields; this is the canonical
/// constructor used by the engine on win.
pub fn new(
seed: u64,
draw_mode: DrawMode,
mode: GameMode,
time_seconds: u64,
final_score: i32,
recorded_at: NaiveDate,
moves: Vec<ReplayMove>,
) -> Self {
Self {
schema_version: REPLAY_SCHEMA_VERSION,
seed,
draw_mode,
mode,
time_seconds,
final_score,
recorded_at,
moves,
}
}
}
/// Returns the platform-specific path to `latest_replay.json`, or `None`
/// if `dirs::data_dir()` is unavailable (e.g. minimal Linux containers).
pub fn latest_replay_path() -> Option<PathBuf> {
dirs::data_dir().map(|d| d.join(APP_DIR_NAME).join(LATEST_REPLAY_FILE_NAME))
}
/// Save a [`Replay`] atomically to `path` using the standard `.tmp` →
/// rename contract that the rest of `storage.rs` uses.
///
/// Overwrites any existing replay — only the most recent winning replay
/// is retained on disk.
pub fn save_latest_replay_to(path: &Path, replay: &Replay) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(replay).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
/// Load a [`Replay`] from `path`, returning `None` when the file is
/// missing, corrupt, or carries a [`schema_version`](Replay::schema_version)
/// other than [`REPLAY_SCHEMA_VERSION`].
///
/// Schema-mismatch is treated as "no replay" so the player just sees the
/// "No replay recorded yet" caption rather than a half-loaded broken
/// replay. Bumping [`REPLAY_SCHEMA_VERSION`] therefore invalidates every
/// older save without further migration code.
pub fn load_latest_replay_from(path: &Path) -> Option<Replay> {
let data = fs::read(path).ok()?;
let replay: Replay = serde_json::from_slice(&data).ok()?;
if replay.schema_version != REPLAY_SCHEMA_VERSION {
return None;
}
Some(replay)
}
#[cfg(test)]
mod tests {
use super::*;
use std::env;
fn tmp_path(name: &str) -> PathBuf {
env::temp_dir().join(format!("solitaire_test_replay_{name}.json"))
}
fn sample_replay() -> Replay {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
12345,
DrawMode::DrawThree,
GameMode::Classic,
134,
5_120,
date,
vec![
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
count: 1,
},
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Tableau(3),
to: PileType::Foundation(0),
count: 1,
},
],
)
}
/// A non-trivial replay with mixed move kinds must round-trip
/// byte-identically through `save_latest_replay_to` /
/// `load_latest_replay_from`. Catches any future field that forgets
/// `Serialize`/`Deserialize` or breaks the on-disk format.
#[test]
fn replay_round_trips_through_save_and_load() {
let path = tmp_path("round_trip");
let _ = fs::remove_file(&path);
let replay = sample_replay();
save_latest_replay_to(&path, &replay).expect("save");
let loaded = load_latest_replay_from(&path).expect("load must succeed");
assert_eq!(loaded, replay, "round-trip must preserve every field");
let _ = fs::remove_file(&path);
}
/// A file written by an older schema (or a pre-`schema_version`
/// build) must be rejected. We write a minimal v0 fixture and assert
/// that `load_latest_replay_from` returns `None` so the player gets
/// a clean "no replay" state instead of a broken one.
#[test]
fn replay_legacy_schema_version_falls_through_to_none() {
let path = tmp_path("legacy_schema");
let _ = fs::remove_file(&path);
// No `schema_version` key — defaults to 0 via `schema_v0()`. Even
// if the rest of the JSON parses cleanly, the version gate must
// reject it.
let v0_json = r#"{
"seed": 1,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2025-01-01",
"moves": []
}"#;
fs::write(&path, v0_json).expect("write v0 fixture");
assert!(
load_latest_replay_from(&path).is_none(),
"v0 replay must be rejected (schema gate)",
);
let _ = fs::remove_file(&path);
}
/// Atomic-write contract — `.tmp` must not be left behind after
/// `save_latest_replay_to` returns. Mirrors the same check that
/// guards `save_game_state_to` in `storage.rs`.
#[test]
fn replay_save_is_atomic() {
let path = tmp_path("atomic");
let _ = fs::remove_file(&path);
save_latest_replay_to(&path, &sample_replay()).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
let _ = fs::remove_file(&path);
}
/// Loading from a path that does not exist must return `None`, not
/// panic or surface an `Err`.
#[test]
fn replay_missing_file_returns_none() {
let path = tmp_path("missing_xyz");
let _ = fs::remove_file(&path);
assert!(load_latest_replay_from(&path).is_none());
}
/// Loading from a corrupt / partially-written file must return
/// `None`, not surface a deserialiser error to the engine.
#[test]
fn replay_corrupt_file_returns_none() {
let path = tmp_path("corrupt");
fs::write(&path, b"not valid json!!!").expect("write");
assert!(load_latest_replay_from(&path).is_none());
let _ = fs::remove_file(&path);
}
}
+330 -1
View File
@@ -132,6 +132,40 @@ pub struct Settings {
/// `#[serde(default = ...)]`.
#[serde(default = "default_theme_id")]
pub selected_theme_id: String,
/// Set to `true` once the achievement-onboarding info-toast has been
/// shown to the player after their very first win. Acts as a
/// one-shot teach: subsequent wins must not re-fire the cue. Older
/// `settings.json` files written before this field existed
/// deserialize cleanly to `false` thanks to `#[serde(default)]` —
/// players who already had wins recorded before this field was
/// introduced are guarded by the post-condition `games_won == 1`
/// checked by `achievement_plugin::fire_achievement_onboarding_toast`,
/// so the toast still does not fire for them.
#[serde(default)]
pub shown_achievement_onboarding: bool,
/// Hover delay (seconds) before a tooltip appears. Range
/// `[0.0, 1.5]`; default matches `MOTION_TOOLTIP_DELAY_SECS` (0.5 s).
/// `0.0` means tooltips fire on the very next tick after hover —
/// the "Instant" setting. Older `settings.json` files written before
/// this field existed deserialize cleanly to the default via
/// `#[serde(default = "default_tooltip_delay")]`.
#[serde(default = "default_tooltip_delay")]
pub tooltip_delay_secs: f32,
/// Multiplier applied to the post-game time-bonus score component
/// shown in the win-summary modal. Range
/// `[TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX]`
/// (`0.0``2.0`); default `1.0` keeps the existing behaviour.
///
/// **COSMETIC ONLY** — this multiplier changes what the player
/// sees in the win modal's score breakdown but does **not** affect
/// achievement unlock thresholds, lifetime score totals, or
/// leaderboard submissions, which all use the raw, unmultiplied
/// score values produced by `solitaire_core`. Older
/// `settings.json` files written before this field existed
/// deserialize cleanly to `1.0` via
/// `#[serde(default = "default_time_bonus_multiplier")]`.
#[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32,
}
fn default_draw_mode() -> DrawMode {
@@ -150,6 +184,45 @@ fn default_theme_id() -> String {
"default".to_string()
}
/// Default tooltip-hover dwell delay in seconds. Mirrors
/// `solitaire_engine::ui_theme::MOTION_TOOLTIP_DELAY_SECS` so legacy
/// `settings.json` files load to the existing baseline. The constant
/// lives in the engine crate (which the data crate cannot depend on),
/// so the value is duplicated here — kept in sync by the
/// `settings_tooltip_delay_default_is_existing_baseline` test in
/// `solitaire_engine::settings_plugin`.
fn default_tooltip_delay() -> f32 {
0.5
}
/// Lower bound of the player-tunable tooltip delay slider, in seconds.
pub const TOOLTIP_DELAY_MIN_SECS: f32 = 0.0;
/// Upper bound of the player-tunable tooltip delay slider, in seconds.
pub const TOOLTIP_DELAY_MAX_SECS: f32 = 1.5;
/// Increment applied by the tooltip-delay decrement / increment buttons.
pub const TOOLTIP_DELAY_STEP_SECS: f32 = 0.1;
/// Lower bound of the player-tunable time-bonus multiplier. `0.0`
/// disables the time-bonus row entirely (renders as "Off" in the UI).
pub const TIME_BONUS_MULTIPLIER_MIN: f32 = 0.0;
/// Upper bound of the player-tunable time-bonus multiplier. `2.0`
/// doubles the displayed time bonus.
pub const TIME_BONUS_MULTIPLIER_MAX: f32 = 2.0;
/// Increment applied by the time-bonus multiplier decrement /
/// increment buttons.
pub const TIME_BONUS_MULTIPLIER_STEP: f32 = 0.1;
/// Default value for [`Settings::time_bonus_multiplier`]. `1.0` keeps
/// the displayed time bonus identical to the raw value produced by
/// `solitaire_core::scoring::compute_time_bonus`.
fn default_time_bonus_multiplier() -> f32 {
1.0
}
impl Default for Settings {
fn default() -> Self {
Self {
@@ -165,17 +238,27 @@ impl Default for Settings {
color_blind_mode: false,
window_geometry: None,
selected_theme_id: default_theme_id(),
shown_achievement_onboarding: false,
tooltip_delay_secs: default_tooltip_delay(),
time_bonus_multiplier: default_time_bonus_multiplier(),
}
}
}
impl Settings {
/// Clamps both `sfx_volume` and `music_volume` into `[0.0, 1.0]` after
/// Clamps `sfx_volume`, `music_volume`, `tooltip_delay_secs`, and
/// `time_bonus_multiplier` into their respective ranges after
/// deserialization or hand-editing of `settings.json`.
pub fn sanitized(self) -> Self {
Self {
sfx_volume: self.sfx_volume.clamp(0.0, 1.0),
music_volume: self.music_volume.clamp(0.0, 1.0),
tooltip_delay_secs: self
.tooltip_delay_secs
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS),
time_bonus_multiplier: self
.time_bonus_multiplier
.clamp(TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX),
..self
}
}
@@ -191,6 +274,29 @@ impl Settings {
self.music_volume = (self.music_volume + delta).clamp(0.0, 1.0);
self.music_volume
}
/// Adjust the tooltip-hover dwell delay by `delta` seconds, clamped
/// to `[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS]`. Returns the
/// new value.
pub fn adjust_tooltip_delay(&mut self, delta: f32) -> f32 {
self.tooltip_delay_secs = (self.tooltip_delay_secs + delta)
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS);
self.tooltip_delay_secs
}
/// Adjust the time-bonus multiplier by `delta`, clamped to
/// `[TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX]`. The
/// result is rounded to one decimal place so the readout stays
/// clean across repeated `±` clicks (avoids float drift like
/// `0.30000004`). Returns the new value.
pub fn adjust_time_bonus_multiplier(&mut self, delta: f32) -> f32 {
let raw = (self.time_bonus_multiplier + delta)
.clamp(TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX);
// Round to 1 decimal place — the slider step is 0.1, so this
// collapses any FP drift introduced by repeated additions.
self.time_bonus_multiplier = (raw * 10.0).round() / 10.0;
self.time_bonus_multiplier
}
}
/// Returns the platform-specific path to `settings.json`, or `None` if
@@ -241,6 +347,7 @@ mod tests {
assert_eq!(s.animation_speed, AnimSpeed::Normal);
assert_eq!(s.theme, Theme::Green);
assert_eq!(s.sync_backend, SyncBackend::Local);
assert!((s.tooltip_delay_secs - default_tooltip_delay()).abs() < 1e-6);
}
#[test]
@@ -318,6 +425,9 @@ mod tests {
color_blind_mode: false,
window_geometry: None,
selected_theme_id: "default".to_string(),
shown_achievement_onboarding: false,
tooltip_delay_secs: default_tooltip_delay(),
time_bonus_multiplier: default_time_bonus_multiplier(),
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
@@ -506,4 +616,223 @@ mod tests {
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(s.window_geometry.is_none());
}
// -----------------------------------------------------------------------
// shown_achievement_onboarding — first-win cue one-shot guard
// -----------------------------------------------------------------------
#[test]
fn settings_shown_achievement_onboarding_default_is_false() {
assert!(
!Settings::default().shown_achievement_onboarding,
"default shown_achievement_onboarding must be false so the cue fires once"
);
}
#[test]
fn settings_shown_achievement_onboarding_round_trip() {
let path = tmp_path("achievement_onboarding_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
shown_achievement_onboarding: true,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(
loaded.shown_achievement_onboarding,
"shown_achievement_onboarding must survive serde round-trip"
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_shown_achievement_onboarding_deserializes_to_false() {
// A settings.json written by an older version of the game will be
// missing this field entirely. `#[serde(default)]` on the field
// must yield `false` — the cue then fires on the next win, but
// only when stats.games_won == 1, so existing players who have
// already won past their first game won't see the toast either.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
!s.shown_achievement_onboarding,
"legacy settings.json missing shown_achievement_onboarding must deserialize to false"
);
}
// -----------------------------------------------------------------------
// tooltip_delay_secs — player-tunable tooltip hover delay
// -----------------------------------------------------------------------
#[test]
fn settings_tooltip_delay_default_is_existing_baseline() {
// The existing baseline pre-slider is 0.5 s, matching the
// `MOTION_TOOLTIP_DELAY_SECS` constant in
// `solitaire_engine::ui_theme`. The default must not regress.
let s = Settings::default();
assert!(
(s.tooltip_delay_secs - 0.5).abs() < 1e-6,
"tooltip_delay_secs default must be 0.5 (the pre-slider baseline), got {}",
s.tooltip_delay_secs
);
}
#[test]
fn settings_tooltip_delay_round_trip() {
let path = tmp_path("tooltip_delay_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
tooltip_delay_secs: 1.2,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(
(loaded.tooltip_delay_secs - 1.2).abs() < 1e-6,
"tooltip_delay_secs must survive serde round-trip; got {}",
loaded.tooltip_delay_secs
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_tooltip_delay_deserializes_to_default() {
// A settings.json written before this field existed must
// deserialize cleanly to the existing 0.5 s baseline rather
// than failing the whole load or yielding a zero value.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
(s.tooltip_delay_secs - default_tooltip_delay()).abs() < 1e-6,
"legacy settings.json missing tooltip_delay_secs must deserialize to default ({}), got {}",
default_tooltip_delay(),
s.tooltip_delay_secs
);
}
#[test]
fn adjust_tooltip_delay_clamps_to_range() {
let mut s = Settings { tooltip_delay_secs: 0.5, ..Default::default() };
// Step up to 0.6.
assert!((s.adjust_tooltip_delay(0.1) - 0.6).abs() < 1e-6);
// Big positive jump clamps to TOOLTIP_DELAY_MAX_SECS.
assert!((s.adjust_tooltip_delay(5.0) - TOOLTIP_DELAY_MAX_SECS).abs() < 1e-6);
// Big negative jump clamps to TOOLTIP_DELAY_MIN_SECS.
assert!((s.adjust_tooltip_delay(-99.0) - TOOLTIP_DELAY_MIN_SECS).abs() < 1e-6);
// Confirm the floor is exactly zero.
assert_eq!(s.tooltip_delay_secs, 0.0);
}
#[test]
fn sanitized_clamps_out_of_range_tooltip_delay() {
// Negative or oversized values from a hand-edited file must be
// clamped on load.
let s = Settings {
tooltip_delay_secs: -0.4,
..Settings::default()
}
.sanitized();
assert_eq!(s.tooltip_delay_secs, TOOLTIP_DELAY_MIN_SECS);
let s2 = Settings {
tooltip_delay_secs: 99.0,
..Settings::default()
}
.sanitized();
assert_eq!(s2.tooltip_delay_secs, TOOLTIP_DELAY_MAX_SECS);
}
// -----------------------------------------------------------------------
// time_bonus_multiplier — cosmetic win-modal time-bonus weight
// -----------------------------------------------------------------------
#[test]
fn settings_time_bonus_multiplier_default_is_one() {
let s = Settings::default();
assert!(
(s.time_bonus_multiplier - 1.0).abs() < 1e-6,
"default time_bonus_multiplier must be 1.0 (no change to displayed bonus), got {}",
s.time_bonus_multiplier
);
}
#[test]
fn settings_time_bonus_multiplier_round_trip() {
let path = tmp_path("time_bonus_multiplier_round_trip");
let _ = fs::remove_file(&path);
let s = Settings {
time_bonus_multiplier: 1.5,
..Settings::default()
};
save_settings_to(&path, &s).expect("save");
let loaded = load_settings_from(&path);
assert!(
(loaded.time_bonus_multiplier - 1.5).abs() < 1e-6,
"time_bonus_multiplier must survive serde round-trip; got {}",
loaded.time_bonus_multiplier
);
let _ = fs::remove_file(&path);
}
#[test]
fn legacy_settings_without_time_bonus_multiplier_deserializes_to_one() {
// A settings.json written before this field existed must
// deserialize cleanly to the existing 1.0 baseline so old
// players see no change to their win-modal bonuses.
let json = br#"{ "sfx_volume": 0.7, "first_run_complete": true }"#;
let s: Settings = serde_json::from_slice(json).unwrap_or_default();
assert!(
(s.time_bonus_multiplier - 1.0).abs() < 1e-6,
"legacy settings.json missing time_bonus_multiplier must deserialize to 1.0, got {}",
s.time_bonus_multiplier
);
}
#[test]
fn settings_time_bonus_multiplier_clamps_to_range() {
// Negative or oversized values from a hand-edited file must be
// clamped on load.
let s = Settings {
time_bonus_multiplier: -0.5,
..Settings::default()
}
.sanitized();
assert_eq!(s.time_bonus_multiplier, TIME_BONUS_MULTIPLIER_MIN);
let s2 = Settings {
time_bonus_multiplier: 99.0,
..Settings::default()
}
.sanitized();
assert_eq!(s2.time_bonus_multiplier, TIME_BONUS_MULTIPLIER_MAX);
}
#[test]
fn adjust_time_bonus_multiplier_clamps_and_rounds() {
let mut s = Settings { time_bonus_multiplier: 1.0, ..Default::default() };
// Step up to 1.1.
assert!((s.adjust_time_bonus_multiplier(0.1) - 1.1).abs() < 1e-6);
// Big positive jump clamps to TIME_BONUS_MULTIPLIER_MAX.
assert!(
(s.adjust_time_bonus_multiplier(99.0) - TIME_BONUS_MULTIPLIER_MAX).abs() < 1e-6
);
// Big negative jump clamps to TIME_BONUS_MULTIPLIER_MIN.
assert!(
(s.adjust_time_bonus_multiplier(-99.0) - TIME_BONUS_MULTIPLIER_MIN).abs() < 1e-6
);
assert_eq!(s.time_bonus_multiplier, 0.0);
// Repeated incremental adds must not drift past the 0.1 grid.
let mut s2 = Settings { time_bonus_multiplier: 0.0, ..Default::default() };
for _ in 0..10 {
s2.adjust_time_bonus_multiplier(0.1);
}
// After ten +0.1 steps, value should be exactly 1.0 (1 decimal).
assert!(
(s2.time_bonus_multiplier - 1.0).abs() < 1e-6,
"rounding should pin repeated 0.1 steps to the decimal grid, got {}",
s2.time_bonus_multiplier
);
}
}
+177 -2
View File
@@ -5,16 +5,35 @@
//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
use chrono::Utc;
use solitaire_core::game_state::DrawMode;
use solitaire_core::game_state::{DrawMode, GameMode};
pub use solitaire_sync::StatsSnapshot;
/// Extension trait providing game-logic mutation helpers for [`StatsSnapshot`].
///
/// Import this trait alongside `StatsSnapshot` to use `update_on_win`.
/// Import this trait alongside `StatsSnapshot` to use `update_on_win`
/// and [`StatsExt::update_per_mode_bests`].
pub trait StatsExt {
/// Updates rolling statistics from a completed game win. Call once per `GameWonEvent`.
///
/// Tracks lifetime totals only — per-mode best scores and times are
/// updated separately via [`StatsExt::update_per_mode_bests`] so the
/// long-standing call sites that only know about [`DrawMode`] keep
/// compiling.
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode);
/// Updates the per-mode best score and fastest-win-time fields for the
/// given [`GameMode`]. Call alongside [`StatsExt::update_on_win`] from
/// the win handler.
///
/// Behaviour:
/// - `Classic`, `Zen`, `Challenge`: updates the matching `*_best_score`
/// (max) and `*_fastest_win_seconds` (zero-aware min — 0 means
/// "no win recorded yet").
/// - `TimeAttack`: no-op. Time Attack uses session-level scoring (count
/// of wins in 10 minutes); a per-game best wouldn't compose with
/// the other modes' single-game scoring.
fn update_per_mode_bests(&mut self, score: i32, time_seconds: u64, mode: GameMode);
}
impl StatsExt for StatsSnapshot {
@@ -51,6 +70,43 @@ impl StatsExt for StatsSnapshot {
self.last_modified = Utc::now();
}
fn update_per_mode_bests(&mut self, score: i32, time_seconds: u64, mode: GameMode) {
let score_u32 = score.max(0) as u32;
// Zero-aware min — 0 means "no win recorded yet" for the per-mode
// fastest fields, so we must not let a real time get clobbered to 0.
// (Mirrors the merge logic in `solitaire_sync::merge`.)
let min_ignore_zero = |existing: u64, candidate: u64| -> u64 {
if existing == 0 {
candidate
} else if candidate == 0 {
existing
} else {
existing.min(candidate)
}
};
match mode {
GameMode::Classic => {
self.classic_best_score = self.classic_best_score.max(score_u32);
self.classic_fastest_win_seconds =
min_ignore_zero(self.classic_fastest_win_seconds, time_seconds);
}
GameMode::Zen => {
self.zen_best_score = self.zen_best_score.max(score_u32);
self.zen_fastest_win_seconds =
min_ignore_zero(self.zen_fastest_win_seconds, time_seconds);
}
GameMode::Challenge => {
self.challenge_best_score = self.challenge_best_score.max(score_u32);
self.challenge_fastest_win_seconds =
min_ignore_zero(self.challenge_fastest_win_seconds, time_seconds);
}
// Time Attack uses its own session-level scoring; a per-game best
// wouldn't compose with the other modes' single-game numbers.
GameMode::TimeAttack => {}
}
self.last_modified = Utc::now();
}
}
#[cfg(test)]
@@ -177,4 +233,123 @@ mod tests {
s.update_on_win(200, 60, &DrawMode::DrawOne);
assert_eq!(s.lifetime_score, u64::MAX, "lifetime_score must saturate, not overflow");
}
// -----------------------------------------------------------------------
// Per-mode bests
// -----------------------------------------------------------------------
#[test]
fn classic_win_updates_classic_best_score_only() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(1500, 200, GameMode::Classic);
assert_eq!(s.classic_best_score, 1500);
assert_eq!(s.classic_fastest_win_seconds, 200);
// Other modes untouched.
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
#[test]
fn zen_win_updates_zen_best_score_only() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(1800, 600, GameMode::Zen);
assert_eq!(s.zen_best_score, 1800);
assert_eq!(s.zen_fastest_win_seconds, 600);
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.challenge_best_score, 0);
}
#[test]
fn challenge_win_updates_challenge_best_score_only() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(2400, 480, GameMode::Challenge);
assert_eq!(s.challenge_best_score, 2400);
assert_eq!(s.challenge_fastest_win_seconds, 480);
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.zen_best_score, 0);
}
#[test]
fn time_attack_win_does_not_touch_per_mode_bests() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(9999, 1, GameMode::TimeAttack);
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
#[test]
fn per_mode_best_score_takes_max_across_calls() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(500, 200, GameMode::Classic);
s.update_per_mode_bests(200, 200, GameMode::Classic);
s.update_per_mode_bests(900, 200, GameMode::Classic);
assert_eq!(s.classic_best_score, 900);
}
#[test]
fn per_mode_fastest_uses_zero_aware_min() {
// First Classic win: 240s. Field starts at 0 (no win yet) — we
// must adopt 240, not stay at 0 like a naive `min` would.
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(100, 240, GameMode::Classic);
assert_eq!(s.classic_fastest_win_seconds, 240);
// Faster Classic win replaces it.
s.update_per_mode_bests(100, 120, GameMode::Classic);
assert_eq!(s.classic_fastest_win_seconds, 120);
// Slower Classic win does not.
s.update_per_mode_bests(100, 300, GameMode::Classic);
assert_eq!(s.classic_fastest_win_seconds, 120);
}
#[test]
fn negative_score_treated_as_zero_in_per_mode() {
let mut s = StatsSnapshot::default();
s.update_per_mode_bests(-50, 240, GameMode::Classic);
assert_eq!(s.classic_best_score, 0);
// Time still recorded — a win with a low score is still a win.
assert_eq!(s.classic_fastest_win_seconds, 240);
}
#[test]
fn legacy_stats_without_per_mode_fields_deserializes_to_zero() {
// A pre-per-mode `stats.json` must still deserialise cleanly:
// every new field falls back to 0 via `#[serde(default)]` so
// updating the binary never wipes the player's old stats file.
let legacy_json = r#"{
"games_played": 12,
"games_won": 5,
"games_lost": 7,
"win_streak_current": 1,
"win_streak_best": 3,
"avg_time_seconds": 240,
"fastest_win_seconds": 180,
"lifetime_score": 8500,
"best_single_score": 2200,
"draw_one_wins": 4,
"draw_three_wins": 1,
"last_modified": "2026-04-29T12:00:00Z"
}"#;
let s: StatsSnapshot = serde_json::from_str(legacy_json)
.expect("legacy payload must deserialise without per-mode fields");
// Pre-existing fields kept their values.
assert_eq!(s.games_played, 12);
assert_eq!(s.best_single_score, 2200);
assert_eq!(s.fastest_win_seconds, 180);
// Every new per-mode field defaulted to 0 ("no win yet").
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
}
+314
View File
@@ -6,7 +6,9 @@
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use std::time::{SystemTime, UNIX_EPOCH};
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{GameState, GAME_STATE_SCHEMA_VERSION};
use crate::stats::StatsSnapshot;
@@ -14,6 +16,7 @@ use crate::stats::StatsSnapshot;
const APP_DIR_NAME: &str = "solitaire_quest";
const STATS_FILE_NAME: &str = "stats.json";
const GAME_STATE_FILE_NAME: &str = "game_state.json";
const TIME_ATTACK_SESSION_FILE_NAME: &str = "time_attack_session.json";
/// Returns the platform-specific path to `stats.json`, or `None` if
/// `dirs::data_dir()` is unavailable (e.g. minimal Linux containers).
@@ -139,6 +142,131 @@ pub fn cleanup_orphaned_tmp_files() -> io::Result<()> {
Ok(())
}
// ---------------------------------------------------------------------------
// Time Attack session (mode-specific sibling of game_state.json)
// ---------------------------------------------------------------------------
//
// `GameState` carries `mode: GameMode`, so an in-progress Zen / Challenge /
// Classic / TimeAttack deal is already round-tripped through `game_state.json`
// — closing the window mid-deal in any of those modes restores the deal on
// next launch. Time Attack adds a 10-minute session window and a per-session
// win counter that live OUTSIDE `GameState` (in `TimeAttackResource` on the
// engine side), so they are NOT covered by the game-state save/load. This
// sibling file persists just that extra session-level state.
//
// The Bevy plugin layer (`solitaire_engine::time_attack_plugin`) is the only
// caller. The file lives next to `game_state.json` in the same data dir and
// is written using the same `.tmp` → rename atomic-write contract that the
// rest of `storage.rs` uses.
/// Persisted state for an in-progress Time Attack session.
///
/// Fields mirror the live `TimeAttackResource` minus the `active` flag (the
/// presence of the file *is* the active flag — a missing file means no
/// session in progress).
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub struct TimeAttackSession {
/// Seconds remaining in the 10-minute window when the save was written.
pub remaining_secs: f32,
/// Wins accumulated during the session so far.
pub wins: u32,
/// Wall-clock instant the save was written, as unix seconds. Used at
/// load time to detect whether the session window expired in real
/// time while the app was closed and to decrement `remaining_secs`
/// by the real elapsed time so the resumed session reflects how
/// long the window has actually been running.
pub saved_at_unix_secs: u64,
}
/// Returns the platform-specific path to `time_attack_session.json`, or
/// `None` if `dirs::data_dir()` is unavailable.
pub fn time_attack_session_path() -> Option<PathBuf> {
dirs::data_dir().map(|d| d.join(APP_DIR_NAME).join(TIME_ATTACK_SESSION_FILE_NAME))
}
/// Save a Time Attack session atomically. Mirrors `save_game_state_to`'s
/// `.tmp` → rename contract.
pub fn save_time_attack_session_to(path: &Path, session: &TimeAttackSession) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(session).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
/// Load a Time Attack session from `path`, decrementing `remaining_secs`
/// by the wall-clock time elapsed between the save and now.
///
/// Returns `None` when:
/// - the file is missing or unreadable,
/// - the JSON is corrupt / malformed, or
/// - the session window expired during the time the app was closed
/// (`saved_at_unix_secs + remaining_secs <= now_unix_secs`).
///
/// The `now_unix_secs` parameter is injectable so unit tests can simulate
/// arbitrary wall-clock gaps without touching the real system clock. The
/// public companion [`load_time_attack_session_from`] resolves "now" from
/// `SystemTime::now()`.
pub fn load_time_attack_session_from_at(
path: &Path,
now_unix_secs: u64,
) -> Option<TimeAttackSession> {
let data = fs::read(path).ok()?;
let session: TimeAttackSession = serde_json::from_slice(&data).ok()?;
// Compute wall-clock elapsed seconds since the save was written.
// Saturating subtraction guards against a clock that moved backwards
// (rare, but possible across NTP corrections or VM clock drift).
let elapsed = now_unix_secs.saturating_sub(session.saved_at_unix_secs);
let remaining = session.remaining_secs - elapsed as f32;
if remaining <= 0.0 {
return None;
}
Some(TimeAttackSession {
remaining_secs: remaining,
wins: session.wins,
saved_at_unix_secs: session.saved_at_unix_secs,
})
}
/// Load a Time Attack session from `path`, using `SystemTime::now()` as
/// the reference for the wall-clock-elapsed adjustment.
///
/// See [`load_time_attack_session_from_at`] for the rules under which
/// the call returns `None` (missing file, corrupt JSON, expired window).
pub fn load_time_attack_session_from(path: &Path) -> Option<TimeAttackSession> {
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
load_time_attack_session_from_at(path, now)
}
/// Delete the Time Attack session file (called on session end, on session
/// start, or on game completion). Silently ignores `NotFound` errors.
pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
match fs::remove_file(path) {
Ok(()) => Ok(()),
Err(e) if e.kind() == io::ErrorKind::NotFound => Ok(()),
Err(e) => Err(e),
}
}
/// Convenience helper for callers that want to stamp a session with the
/// current wall-clock time. Equivalent to constructing the struct
/// manually and setting `saved_at_unix_secs` to `SystemTime::now()`.
pub fn time_attack_session_with_now(remaining_secs: f32, wins: u32) -> TimeAttackSession {
let now = SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs());
TimeAttackSession {
remaining_secs,
wins,
saved_at_unix_secs: now,
}
}
/// Inner helper: delete `*.json.tmp` entries inside `dir`.
///
/// Per-file errors (already deleted, permission denied) are silently ignored.
@@ -387,4 +515,190 @@ mod tests {
let loaded = load_stats_from(&stats_path);
assert_eq!(loaded, StatsSnapshot::default());
}
// -----------------------------------------------------------------------
// Time Attack session persistence
//
// Documents the contract that closing the window mid-Time-Attack does
// NOT lose the 10-minute window or the running win count. Classic /
// Zen / Challenge are covered by `game_state.json` because their entire
// mid-deal state lives in `GameState.mode` + `GameState.piles`; Time
// Attack additionally needs the session timer + wins counter, both of
// which live in `TimeAttackResource` on the engine side and are NOT
// part of `GameState`. This sibling file persists exactly that.
// -----------------------------------------------------------------------
fn ta_path(name: &str) -> PathBuf {
env::temp_dir().join(format!("solitaire_test_ta_{name}.json"))
}
/// Round-trip a session that was saved "just now" (zero wall-clock
/// elapsed). All three persisted fields must come back unchanged.
#[test]
fn time_attack_session_round_trips_through_save_and_load() {
let path = ta_path("round_trip");
let _ = fs::remove_file(&path);
// Use a fixed unix timestamp so the load step (which receives the
// SAME timestamp as "now") sees zero wall-clock elapsed.
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 240.0,
wins: 3,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
let loaded = load_time_attack_session_from_at(&path, saved_at)
.expect("session must load when not yet expired");
assert!(
(loaded.remaining_secs - 240.0).abs() < 0.01,
"remaining_secs must be unchanged when no wall-clock time has passed; got {}",
loaded.remaining_secs,
);
assert_eq!(loaded.wins, 3, "wins must round-trip");
assert_eq!(loaded.saved_at_unix_secs, saved_at, "timestamp must round-trip");
let _ = fs::remove_file(&path);
}
/// A session whose window expired entirely between launches must be
/// discarded on load — the caller starts fresh rather than resuming a
/// dead session.
#[test]
fn time_attack_session_discarded_when_expired_between_launches() {
let path = ta_path("expired");
let _ = fs::remove_file(&path);
// Saved 20 minutes ago with 240 s remaining — long expired.
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 240.0,
wins: 5,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
// 20 minutes (1200 s) later → 240 - 1200 = -960 s remaining.
let now = saved_at + 1200;
assert!(
load_time_attack_session_from_at(&path, now).is_none(),
"an expired session must return None so the player starts fresh",
);
let _ = fs::remove_file(&path);
}
/// The `remaining_secs` returned at load time must be the persisted
/// value minus the wall-clock seconds that elapsed while the app was
/// closed.
#[test]
fn time_attack_session_remaining_secs_decremented_by_real_elapsed() {
let path = ta_path("decremented");
let _ = fs::remove_file(&path);
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 240.0,
wins: 2,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
// 60 s elapsed in real time → expect 180 s remaining.
let now = saved_at + 60;
let loaded = load_time_attack_session_from_at(&path, now)
.expect("session must still load — 180 s left");
assert!(
(loaded.remaining_secs - 180.0).abs() < 5.0,
"remaining_secs ≈ 180 ± 5 s after a 60 s wall-clock gap; got {}",
loaded.remaining_secs,
);
assert_eq!(loaded.wins, 2, "wins must survive the elapsed adjustment");
let _ = fs::remove_file(&path);
}
/// Atomic-write contract — `.tmp` must not be left behind after
/// `save_time_attack_session_to` returns.
#[test]
fn time_attack_session_save_is_atomic() {
let path = ta_path("atomic");
let session = TimeAttackSession {
remaining_secs: 100.0,
wins: 0,
saved_at_unix_secs: 1_800_000_000,
};
save_time_attack_session_to(&path, &session).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
let _ = fs::remove_file(&path);
}
/// Loading from a path that does not exist must return `None`, not
/// panic.
#[test]
fn time_attack_session_missing_file_returns_none() {
let path = ta_path("missing_xyz");
let _ = fs::remove_file(&path);
assert!(load_time_attack_session_from_at(&path, 0).is_none());
}
/// Loading from a corrupt / partially-written file must return `None`,
/// not surface a deserialiser error.
#[test]
fn time_attack_session_corrupt_file_returns_none() {
let path = ta_path("corrupt");
fs::write(&path, b"not valid json!!!").expect("write");
assert!(load_time_attack_session_from_at(&path, 0).is_none());
let _ = fs::remove_file(&path);
}
/// `delete_time_attack_session_at` removes the file when it exists
/// and returns `Ok(())` when it does not.
#[test]
fn time_attack_session_delete_handles_present_and_absent() {
let path = ta_path("delete");
let session = TimeAttackSession {
remaining_secs: 50.0,
wins: 0,
saved_at_unix_secs: 1_800_000_000,
};
save_time_attack_session_to(&path, &session).expect("save");
assert!(path.exists());
delete_time_attack_session_at(&path).expect("delete");
assert!(!path.exists());
// Second delete on the now-absent file must succeed.
delete_time_attack_session_at(&path).expect("missing-file delete is ok");
}
/// A session whose `saved_at_unix_secs` is in the future (e.g. the
/// system clock moved backward across NTP correction) must NOT be
/// rejected as expired. Saturating subtraction must clamp the
/// "elapsed" value to zero.
#[test]
fn time_attack_session_handles_clock_running_backwards() {
let path = ta_path("clock_backwards");
let _ = fs::remove_file(&path);
let saved_at: u64 = 1_800_000_000;
let session = TimeAttackSession {
remaining_secs: 60.0,
wins: 1,
saved_at_unix_secs: saved_at,
};
save_time_attack_session_to(&path, &session).expect("save");
// "now" is BEFORE the saved time — should not crash, should not expire.
let now_in_past = saved_at - 100;
let loaded = load_time_attack_session_from_at(&path, now_in_past)
.expect("clock-backwards must not discard the session");
assert!(
(loaded.remaining_secs - 60.0).abs() < 0.01,
"remaining_secs must clamp elapsed to 0 when clock ran backwards; got {}",
loaded.remaining_secs,
);
let _ = fs::remove_file(&path);
}
}
+49
View File
@@ -16,6 +16,7 @@ use solitaire_sync::{ChallengeGoal, LeaderboardEntry, SyncPayload, SyncResponse}
use crate::{
auth_tokens::{load_access_token, load_refresh_token, store_tokens},
replay::Replay,
settings::SyncBackend,
SyncError, SyncProvider,
};
@@ -356,6 +357,54 @@ impl SyncProvider for SolitaireServerClient {
extract_leaderboard_body(resp).await
}
/// Upload a winning replay to `POST /api/replays`. Mirrors the
/// `push` auth flow: 401 triggers a token refresh and one retry.
/// Non-success statuses are surfaced as the relevant `SyncError`
/// variant so the engine's push-on-win system can downgrade
/// network/auth failures into a quiet log without aborting the
/// game flow.
async fn push_replay(&self, replay: &Replay) -> Result<(), SyncError> {
let token = self.access_token()?;
let url = format!("{}/api/replays", self.base_url);
let resp = self
.client
.post(&url)
.bearer_auth(&token)
.json(replay)
.send()
.await
.map_err(|e| SyncError::Network(e.to_string()))?;
if resp.status() == reqwest::StatusCode::UNAUTHORIZED {
self.refresh_token().await?;
let new_token = self.access_token()?;
let resp = self
.client
.post(&url)
.bearer_auth(new_token)
.json(replay)
.send()
.await
.map_err(|e| SyncError::Network(e.to_string()))?;
return check_replay_status(resp.status());
}
check_replay_status(resp.status())
}
}
fn check_replay_status(status: reqwest::StatusCode) -> Result<(), SyncError> {
if status.is_success() {
Ok(())
} else if status == reqwest::StatusCode::UNAUTHORIZED
|| status == reqwest::StatusCode::FORBIDDEN
{
Err(SyncError::Auth(format!("server returned {status}")))
} else {
Err(SyncError::Network(format!("server returned {status}")))
}
}
// ---------------------------------------------------------------------------
+260 -3
View File
@@ -14,17 +14,19 @@ use solitaire_core::achievement::{
ALL_ACHIEVEMENTS,
};
use solitaire_data::{
achievements_file_path, load_achievements_from, save_achievements_to, AchievementRecord,
save_progress_to,
achievements_file_path, load_achievements_from, save_achievements_to, save_settings_to,
AchievementRecord, save_progress_to,
};
use crate::events::{
AchievementUnlockedEvent, GameWonEvent, ToggleAchievementsRequestEvent, XpAwardedEvent,
AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, ToggleAchievementsRequestEvent,
XpAwardedEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{LevelUpEvent, ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
@@ -91,6 +93,7 @@ impl Plugin for AchievementPlugin {
.add_message::<AchievementUnlockedEvent>()
.add_message::<GameWonEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
@@ -102,6 +105,16 @@ impl Plugin for AchievementPlugin {
.after(StatsUpdate)
.after(ProgressUpdate),
)
// Achievement-onboarding cue: fires once after the player's very
// first win to teach the Achievements panel exists. Must run
// `.after(StatsUpdate)` so `stats.games_won` reflects the win
// that just landed (StatsUpdate increments it on `GameWonEvent`).
.add_systems(
Update,
fire_achievement_onboarding_toast
.after(GameMutation)
.after(StatsUpdate),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button);
}
@@ -209,6 +222,67 @@ fn evaluate_on_win(
}
}
/// Achievement-onboarding cue.
///
/// On the player's very first win — and only their first — fires a single
/// `InfoToastEvent` nudging them toward the Achievements panel (`A` hotkey)
/// so they discover the progression layer.
///
/// Three guards prevent spurious or repeat firings:
///
/// * `stats.games_won == 1` — the post-condition is checked **after**
/// `StatsUpdate` increments `games_won`, so the cue only fires for the
/// true first win, not (for example) a player who imported existing
/// sync data and won a later game.
/// * `!settings.shown_achievement_onboarding` — flips to `true` after
/// the toast fires, persists to `settings.json`, and serves as the
/// one-shot guard across launches and merged sync.
/// * The system bails immediately when no `GameWonEvent` arrived this
/// frame so it is a no-op outside the post-win frame.
///
/// The `A` hotkey is mentioned verbatim in the toast text so players who
/// dismiss the cue still know where to find the panel.
fn fire_achievement_onboarding_toast(
mut wins: MessageReader<GameWonEvent>,
stats: Res<StatsResource>,
mut settings: Option<ResMut<SettingsResource>>,
settings_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
// Drain the event queue regardless — multiple wins on a single frame
// only need a single onboarding toast at most.
let any_win = wins.read().last().is_some();
if !any_win {
return;
}
// Without a `SettingsResource` (headless tests that omit `SettingsPlugin`)
// we have no flag to consult; bail out cleanly.
let Some(settings) = settings.as_mut() else {
return;
};
if settings.0.shown_achievement_onboarding {
return;
}
if stats.0.games_won != 1 {
return;
}
toast.write(InfoToastEvent(
"First win! Press A to see your achievements.".to_string(),
));
settings.0.shown_achievement_onboarding = true;
// Persist so the cue stays one-shot across launches. `None` storage
// (headless / test) is a documented no-op.
if let Some(path) = settings_path.as_ref()
&& let Some(target) = path.0.as_deref()
&& let Err(e) = save_settings_to(target, &settings.0)
{
warn!("failed to save settings (achievement onboarding): {e}");
}
}
/// Convenience: resolve an achievement ID to its human-readable name.
/// Used by the toast renderer in `animation_plugin`.
pub fn display_name_for(id: &str) -> String {
@@ -921,4 +995,187 @@ mod tests {
assert!(s.contains("How to unlock"));
assert!(!s.contains("Reward"), "got {s:?}");
}
// -----------------------------------------------------------------------
// Achievement-onboarding cue (`fire_achievement_onboarding_toast`)
// -----------------------------------------------------------------------
/// Builds a headless app that **also** includes `SettingsPlugin::headless()`
/// so the achievement-onboarding system (which reads `SettingsResource`)
/// has a flag to consult and persist into.
fn onboarding_test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(crate::settings_plugin::SettingsPlugin::headless())
.add_plugins(AchievementPlugin::headless());
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
/// Collects every `InfoToastEvent` written so tests can assert on
/// count and message contents.
fn drain_info_toasts(app: &App) -> Vec<String> {
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).map(|e| e.0.clone()).collect()
}
/// First-win path: with the flag false and `games_won` about to be
/// 1, exactly one `InfoToastEvent` mentioning the `A` hotkey must
/// fire and the flag must flip to `true`.
#[test]
fn first_win_fires_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Sanity: fresh app starts with games_won = 0 and the flag unset.
assert_eq!(app.world().resource::<StatsResource>().0.games_won, 0);
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding
);
// StatsPlugin (StatsUpdate) increments games_won to 1 *before* the
// achievement-onboarding system reads stats — our system runs
// `.after(StatsUpdate)`. The system then sees games_won == 1 and
// the cue fires.
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let toasts = drain_info_toasts(&app);
let onboarding_toasts: Vec<&String> = toasts
.iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert_eq!(
onboarding_toasts.len(),
1,
"exactly one achievement-onboarding toast must fire on the first win; \
saw all toasts: {toasts:?}"
);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"shown_achievement_onboarding must flip to true after the toast fires"
);
}
/// Second-win path: with the flag already `true` (player already
/// saw the cue on a previous run), no onboarding toast may fire.
#[test]
fn subsequent_wins_do_not_fire_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-set the flag to simulate a player who already dismissed
// the cue on a previous run.
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.shown_achievement_onboarding = true;
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire when shown_achievement_onboarding is already true; \
got: {onboarding_toasts:?}"
);
}
/// Sync-import path: a player imports stats with `games_won = 5`
/// already on the books. The flag is still `false` (they were on a
/// pre-cue release on this device), but the cue must NOT fire because
/// this isn't actually their first win — the post-condition
/// `games_won == 1` guards against retroactive nagging.
#[test]
fn non_first_win_does_not_fire_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-seed games_won = 5 BEFORE the win lands. StatsUpdate will
// bump it to 6 on the GameWonEvent, taking the system well past
// the `games_won == 1` post-condition.
app.world_mut().resource_mut::<StatsResource>().0.games_won = 5;
// Confirm the flag is still false so we know the guard that
// prevents firing is the games-won post-condition, not the flag.
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding
);
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire on a non-first win; got: {onboarding_toasts:?}"
);
// And the flag must remain false so the cue can still teach a
// genuinely-fresh second device or a wiped install.
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"shown_achievement_onboarding must remain false when the cue did not fire"
);
}
/// Without any `GameWonEvent` arriving the system must be a no-op:
/// no toast, no flag flip — even on update ticks where stats happen
/// to read `games_won == 1`.
#[test]
fn no_win_event_means_no_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-seed games_won = 1 to simulate the misleading mid-frame
// state without actually firing a GameWonEvent.
app.world_mut().resource_mut::<StatsResource>().0.games_won = 1;
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire without a GameWonEvent; got: {onboarding_toasts:?}"
);
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"flag must not flip without a win event"
);
}
}
+2 -2
View File
@@ -11,8 +11,8 @@ pub mod svg_loader;
pub mod user_dir;
pub use sources::{
populate_embedded_default_theme, register_theme_asset_sources, AssetSourcesPlugin,
DEFAULT_THEME_MANIFEST_URL, USER_THEMES,
default_theme_svg_bytes, populate_embedded_default_theme, register_theme_asset_sources,
AssetSourcesPlugin, DEFAULT_THEME_MANIFEST_URL, USER_THEMES,
};
pub use svg_loader::{rasterize_svg, SvgLoader, SvgLoaderError, SvgLoaderSettings};
pub use user_dir::{set_user_theme_dir, user_theme_dir};
+42
View File
@@ -194,6 +194,25 @@ impl Plugin for AssetSourcesPlugin {
}
}
/// Returns the embedded SVG bytes for a single default-theme file
/// (e.g. `"back.svg"` or `"spades_ace.svg"`), or `None` when the
/// filename is not bundled.
///
/// The thumbnail generator in
/// [`crate::theme::ThemeThumbnailCache`] uses this to rasterise
/// preview-sized art for the picker UI without going through Bevy's
/// async asset graph. Lookup is by the filename only — the
/// `solitaire_engine/assets/themes/default/` prefix is stripped before
/// comparison so callers don't need to know where the embedded files
/// live in the binary.
pub fn default_theme_svg_bytes(filename: &str) -> Option<&'static [u8]> {
let suffix = format!("/{filename}");
DEFAULT_THEME_SVGS
.iter()
.find(|(path, _)| path.ends_with(&suffix))
.map(|(_, bytes)| *bytes)
}
/// Pushes every bundled default-theme file into the
/// [`EmbeddedAssetRegistry`] under its stable URL. Keeping this in a
/// free function (and not inside the `Plugin::build` body) means the
@@ -291,6 +310,29 @@ mod tests {
assert_eq!(faces.len(), 52);
}
/// `default_theme_svg_bytes` resolves the canonical preview pair
/// the thumbnail cache rasterises: `back.svg` and `spades_ace.svg`.
/// Both must exist in the embedded table or the picker's preview
/// thumbnails would silently fall back to placeholders even for the
/// always-present default theme.
#[test]
fn default_theme_svg_bytes_finds_back_and_ace_of_spades() {
assert!(
default_theme_svg_bytes("back.svg").is_some(),
"default theme must bundle a back.svg"
);
assert!(
default_theme_svg_bytes("spades_ace.svg").is_some(),
"default theme must bundle a spades_ace.svg"
);
}
#[test]
fn default_theme_svg_bytes_returns_none_for_unknown_file() {
assert!(default_theme_svg_bytes("nope.svg").is_none());
assert!(default_theme_svg_bytes("").is_none());
}
/// Belt-and-braces: if anyone edits `DEFAULT_THEME_MANIFEST_PATH`
/// without updating `DEFAULT_THEME_MANIFEST_URL` (or vice versa)
/// the asset would register at one path and be loaded from
+32 -87
View File
@@ -107,12 +107,11 @@ impl AssetLoader for SvgLoader {
pub fn rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, SvgLoaderError> {
let opt = usvg::Options {
fontdb: shared_fontdb(),
// Default for SVG elements without an explicit `font-family` —
// resolved by fontdb's generic-family alias to whatever
// sans-serif the system has installed (DejaVu Sans on most
// Linux installs, Helvetica on macOS, Arial on Windows).
font_family: "sans-serif".to_string(),
font_resolver: lenient_font_resolver(),
// The bundled fontdb only contains FiraMono and the resolver
// routes every named-family request to it; this is a default
// for SVGs that don't specify a family at all.
font_family: "Fira Mono".to_string(),
font_resolver: bundled_font_resolver(),
..Default::default()
};
let tree = usvg::Tree::from_data(svg_bytes, &opt)?;
@@ -152,100 +151,46 @@ pub fn rasterize_svg(svg_bytes: &[u8], target: UVec2) -> Result<Image, SvgLoader
))
}
/// Returns a process-wide font database populated with the OS-installed
/// fonts plus the bundled FiraMono-Medium face. Initialised lazily on
/// first SVG that references text, then shared (via `Arc`) across every
/// subsequent rasterisation.
/// FiraMono-Medium bytes embedded at compile time. Mirrors the embed in
/// `solitaire_engine::font_plugin` so the SVG rasteriser and the Bevy UI
/// share the same canonical face.
const BUNDLED_FONT_BYTES: &[u8] = include_bytes!("../../../assets/fonts/main.ttf");
/// Returns a process-wide font database holding only the bundled
/// FiraMono-Medium face. Initialised lazily on first SVG that references
/// text, then shared (via `Arc`) across every subsequent rasterisation.
///
/// `usvg::Options::default()` ships an empty `fontdb`, so without this
/// call any text glyph in an SVG renders with no font match — the
/// visible symptom on the bundled hayeah artwork is the "No match for
/// Arial font-family" warn spam plus glyphs that fall through to
/// whatever shape-only path usvg uses for missing fonts.
/// The bundled card SVGs reference families like `Arial` and
/// `Bitstream Vera Sans` by name; [`bundled_font_resolver`] maps every
/// such request directly to FiraMono so rasterisation is deterministic
/// across machines and the system font path is never consulted.
///
/// **Bundled font as last-resort fallback.** Loading only system fonts
/// breaks on minimal Linux installs, fresh Wayland sessions, and
/// chroots where fontconfig has nothing usable to serve as
/// `sans-serif`. The cards on the bundled hayeah theme reference
/// `Bitstream Vera Sans` and `Arial` by name — if neither is installed
/// AND the resolver's CSS-generic fallbacks (`SansSerif`/`Serif`) also
/// don't resolve, the rank/suit text vanishes entirely. Loading the
/// project's bundled FiraMono via `include_bytes!()` and pinning it as
/// the generic-family target guarantees a working last-resort glyph
/// source on every machine. This was the cause of "card font didn't
/// carry over" on a fresh second-machine pull.
///
/// `load_system_fonts` is comparatively expensive (~50200 ms on a
/// typical desktop) so we only pay it once for the lifetime of the
/// process, gated by `OnceLock`.
/// Aborts the program if the embedded bytes don't parse — bundled at
/// compile time, so a parse failure means the binary is corrupt.
fn shared_fontdb() -> Arc<fontdb::Database> {
static DB: OnceLock<Arc<fontdb::Database>> = OnceLock::new();
DB.get_or_init(|| {
let mut db = fontdb::Database::new();
db.load_system_fonts();
// The bundled FiraMono lives at the workspace root, so the
// include_bytes! path goes up three levels from this source
// file (assets → src → solitaire_engine → workspace root).
db.load_font_data(include_bytes!("../../../assets/fonts/main.ttf").to_vec());
// Pin the CSS generics to the bundled face as the resolution
// target. Named-family lookups (Bitstream Vera Sans, Arial)
// still try the system db first; only when those miss does
// the resolver fall through to SansSerif / Serif, and now
// those are guaranteed to land on FiraMono.
db.set_sans_serif_family("Fira Mono");
db.set_serif_family("Fira Mono");
db.set_monospace_family("Fira Mono");
db.set_cursive_family("Fira Mono");
db.set_fantasy_family("Fira Mono");
db.load_font_data(BUNDLED_FONT_BYTES.to_vec());
assert!(
db.faces().next().is_some(),
"bundled FiraMono failed to parse — binary is corrupt"
);
Arc::new(db)
})
.clone()
}
/// Builds a `usvg::FontResolver` that mirrors the upstream default
/// `select_font` but appends the CSS generics `sans-serif` and `serif`
/// to every query's family list. The upstream selector only appends
/// `serif` and emits a `log::warn!` when its `fontdb.query` returns
/// `None`; on systems without the named families requested by the
/// SVG (e.g. Arial on Linux), every text node bridges that warn into
/// our tracing output. By appending two generics — both resolved via
/// fontconfig (or fontdb's built-in defaults) to whatever sans-serif /
/// serif the user has installed — we guarantee the query finds *some*
/// face, so the warn branch is never taken. The visible behaviour is
/// "use the system's default font when the requested one isn't
/// installed", which is the intent here.
///
/// The fallback `select_fallback` is kept as the upstream default —
/// per-character fallback (for combining marks, scripts the primary
/// face doesn't cover) doesn't have the same warn-spam pathology.
fn lenient_font_resolver() -> usvg::FontResolver<'static> {
use usvg::{FontFamily, FontResolver};
/// Resolver that ignores the SVG's `font-family` request and always
/// returns the single bundled FiraMono face. Bundled card SVGs ask for
/// fonts by name (Arial, Bitstream Vera Sans) that this binary
/// deliberately doesn't ship; routing every query to FiraMono keeps
/// rendering deterministic and removes the system-font path entirely.
fn bundled_font_resolver() -> usvg::FontResolver<'static> {
use usvg::FontResolver;
usvg::FontResolver {
select_font: Box::new(|font, db| {
let mut families: Vec<fontdb::Family> = font
.families()
.iter()
.map(|f| match f {
FontFamily::Serif => fontdb::Family::Serif,
FontFamily::SansSerif => fontdb::Family::SansSerif,
FontFamily::Cursive => fontdb::Family::Cursive,
FontFamily::Fantasy => fontdb::Family::Fantasy,
FontFamily::Monospace => fontdb::Family::Monospace,
FontFamily::Named(s) => fontdb::Family::Name(s),
})
.collect();
families.push(fontdb::Family::SansSerif);
families.push(fontdb::Family::Serif);
let query = fontdb::Query {
families: &families,
weight: fontdb::Weight(font.weight()),
stretch: font.stretch().into(),
style: font.style().into(),
};
db.query(&query)
}),
select_font: Box::new(|_font, db| db.faces().next().map(|face| face.id)),
select_fallback: FontResolver::default_fallback_selector(),
}
}
+32 -2
View File
@@ -28,8 +28,8 @@ use kira::track::{TrackBuilder, TrackHandle};
use kira::{AudioManager, AudioManagerSettings, Decibels, DefaultBackend, Tween, Value};
use crate::events::{
CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent, GameWonEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameRequestEvent, UndoRequestEvent,
CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent, FoundationCompletedEvent,
GameWonEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent, UndoRequestEvent,
};
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
@@ -70,6 +70,12 @@ pub struct SoundLibrary {
pub place: StaticSoundData,
pub invalid: StaticSoundData,
pub fanfare: StaticSoundData,
/// Per-suit foundation-completion ping. Played whenever a King
/// lands on a foundation pile (Ace → King, 13 cards). ~240 ms,
/// rising C-major triad an octave above `fanfare`'s root so the
/// two layer cleanly when the fourth completion co-occurs with
/// the win cascade.
pub foundation_complete: StaticSoundData,
}
/// Wraps the audio backend. `NonSend` because cpal streams are `!Send` on
@@ -145,6 +151,7 @@ impl Plugin for AudioPlugin {
.add_message::<CardFlippedEvent>()
.add_message::<CardFaceRevealedEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_message::<SettingsChangedEvent>()
.add_systems(Startup, apply_initial_volume)
.add_systems(
@@ -157,6 +164,7 @@ impl Plugin for AudioPlugin {
play_on_win,
play_on_face_revealed,
play_on_undo,
play_on_foundation_complete,
apply_volume_on_change,
handle_mute_keys,
),
@@ -170,12 +178,15 @@ fn build_library() -> Option<SoundLibrary> {
let place = decode(include_bytes!("../../assets/audio/card_place.wav"))?;
let invalid = decode(include_bytes!("../../assets/audio/card_invalid.wav"))?;
let fanfare = decode(include_bytes!("../../assets/audio/win_fanfare.wav"))?;
let foundation_complete =
decode(include_bytes!("../../assets/audio/foundation_complete.wav"))?;
Some(SoundLibrary {
deal,
flip,
place,
invalid,
fanfare,
foundation_complete,
})
}
@@ -451,6 +462,25 @@ fn play_on_face_revealed(
}
}
/// Plays the per-suit completion ping whenever a `FoundationCompletedEvent`
/// fires (a King lands on a foundation pile that now holds Ace → King).
///
/// The fourth firing co-occurs with `GameWonEvent` and the win fanfare;
/// the two layer cleanly because the ping sits an octave above the
/// fanfare's root and is much shorter (~240 ms vs ~970 ms).
fn play_on_foundation_complete(
mut events: MessageReader<FoundationCompletedEvent>,
mut audio: NonSendMut<AudioState>,
lib: Option<Res<SoundLibrary>>,
) {
let Some(lib) = lib else {
return;
};
for _ in events.read() {
play(&mut audio, &lib.foundation_complete);
}
}
#[cfg(test)]
mod tests {
use super::*;
+207 -32
View File
@@ -22,6 +22,7 @@ use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::animation_plugin::{CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation;
use crate::events::{CardFaceRevealedEvent, CardFlippedEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::layout::{Layout, LayoutResource, LayoutSystem};
@@ -50,8 +51,11 @@ pub const TABLEAU_FAN_FRAC: f32 = 0.25;
pub const TABLEAU_FACEDOWN_FAN_FRAC: f32 = 0.12;
/// Fraction of card height used as a tiny offset between stacked cards in
/// non-tableau piles, so stacking is visible.
const STACK_FAN_FRAC: f32 = 0.003;
/// non-tableau piles, so stacking is visible. Public so other plugins
/// (e.g. input_plugin's drag-rejection tween) can compute the resting
/// `Transform.translation.z` for a card at a given stack index without
/// drifting from the value used by [`card_positions`].
pub const STACK_FAN_FRAC: f32 = 0.003;
/// Font size as a fraction of card width.
const FONT_SIZE_FRAC: f32 = 0.28;
@@ -72,8 +76,21 @@ pub struct CardImageSet {
/// Suit order: Clubs=0, Diamonds=1, Hearts=2, Spades=3.
/// Rank order: Ace=0, Two=1 … King=12.
pub faces: [[Handle<Image>; 13]; 4],
/// One handle per unlockable card-back design (indices 04).
/// One handle per unlockable card-back design (indices 04). These
/// correspond to the legacy `assets/cards/backs/back_N.png` art, indexed
/// by `Settings::selected_card_back`. Used as a fallback when the active
/// theme does not provide its own back (see [`Self::theme_back`]).
pub backs: [Handle<Image>; 5],
/// Back image supplied by the currently-active card theme, if any.
///
/// Populated by `theme::plugin::apply_theme_to_card_image_set` whenever
/// a `CardTheme` finishes loading. The face-down render path in
/// [`card_sprite`] prefers this handle over the legacy `backs[]` array,
/// so a theme switch swaps both faces *and* the back without the player
/// needing to touch the legacy `selected_card_back` picker. `None` means
/// the active theme did not declare a back asset (or no theme has loaded
/// yet); in that case [`card_sprite`] falls back to the legacy array.
pub theme_back: Option<Handle<Image>>,
}
/// Alternative face tint for red-suit cards in color-blind mode — a subtle
@@ -366,7 +383,14 @@ fn load_card_images(asset_server: Option<Res<AssetServer>>, mut commands: Comman
let backs = std::array::from_fn(|i| {
asset_server.load(format!("cards/backs/back_{i}.png"))
});
commands.insert_resource(CardImageSet { faces, backs });
commands.insert_resource(CardImageSet {
faces,
backs,
// Populated by the theme plugin once a `CardTheme` finishes loading.
// Until then the legacy back fallback (`backs[selected_card_back]`)
// is used.
theme_back: None,
});
}
/// Builds the [`Sprite`] for a card, using PNG artwork when [`CardImageSet`] is
@@ -403,6 +427,12 @@ fn card_sprite(
Rank::King => 12,
};
set.faces[suit_idx][rank_idx].clone()
} else if let Some(theme_back) = &set.theme_back {
// Active theme provides its own back — always wins over the
// legacy `selected_card_back` picker, so a theme switch swaps
// faces *and* the back. The picker is treated as informational
// only while a theme back is active (see settings_plugin).
theme_back.clone()
} else {
let idx = selected_back.min(set.backs.len() - 1);
set.backs[idx].clone()
@@ -447,7 +477,7 @@ fn sync_cards_startup(
layout: Option<Res<LayoutResource>>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform)>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<Res<CardImageSet>>,
) {
if let Some(layout) = layout {
@@ -467,7 +497,7 @@ fn sync_cards_on_change(
layout: Option<Res<LayoutResource>>,
slide_dur: Option<Res<EffectiveSlideDuration>>,
settings: Option<Res<SettingsResource>>,
entities: Query<(Entity, &CardEntity, &Transform)>,
entities: Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<Res<CardImageSet>>,
) {
if events.read().next().is_none() {
@@ -490,22 +520,27 @@ fn sync_cards(
slide_secs: f32,
back_colour: Color,
color_blind: bool,
entities: &Query<(Entity, &CardEntity, &Transform)>,
entities: &Query<(Entity, &CardEntity, &Transform, Option<&CardAnimation>)>,
card_images: Option<&CardImageSet>,
selected_back: usize,
) {
let positions = card_positions(game, layout);
// Map card_id -> (Entity, current_translation) for in-place updates.
let mut existing: HashMap<u32, (Entity, Vec3)> = HashMap::new();
for (entity, marker, transform) in entities.iter() {
existing.insert(marker.card_id, (entity, transform.translation));
// Map card_id -> (Entity, current_translation, has_card_animation) for
// in-place updates. The `has_card_animation` flag lets `update_card_entity`
// skip the snap/slide path on cards that are already being driven by a
// curve-based `CardAnimation` tween (e.g. the drag-rejection return tween
// — see `input_plugin::end_drag`). Otherwise the StateChangedEvent that
// accompanies a rejection would race the tween and the card would jump.
let mut existing: HashMap<u32, (Entity, Vec3, bool)> = HashMap::new();
for (entity, marker, transform, anim) in entities.iter() {
existing.insert(marker.card_id, (entity, transform.translation, anim.is_some()));
}
let live_ids: HashSet<u32> = positions.iter().map(|(c, _, _)| c.id).collect();
// Despawn any entity whose card is no longer tracked.
for (card_id, (entity, _)) in &existing {
for (card_id, (entity, _, _)) in &existing {
if !live_ids.contains(card_id) {
commands.entity(*entity).despawn();
}
@@ -514,10 +549,10 @@ fn sync_cards(
// For each card in the current state: spawn or update its entity.
for (card, position, z) in positions {
match existing.get(&card.id) {
Some(&(entity, cur)) => {
Some(&(entity, cur, has_anim)) => {
update_card_entity(
&mut commands, entity, card, position, z, layout,
slide_secs, back_colour, color_blind, cur, card_images, selected_back,
slide_secs, back_colour, color_blind, cur, has_anim, card_images, selected_back,
)
}
None => spawn_card_entity(&mut commands, card, position, z, layout, back_colour, color_blind, card_images, selected_back),
@@ -667,6 +702,7 @@ fn update_card_entity(
back_colour: Color,
color_blind: bool,
cur: Vec3,
has_card_animation: bool,
card_images: Option<&CardImageSet>,
selected_back: usize,
) {
@@ -675,24 +711,31 @@ fn update_card_entity(
// Always refresh the visual appearance.
commands.entity(entity).insert(card_sprite(card, layout.card_size, back_colour, color_blind, card_images, selected_back));
// Slide to the new position when it differs meaningfully; snap otherwise.
if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
let start = Vec3::new(cur.x, cur.y, z); // update Z immediately
commands
.entity(entity)
.insert(Transform::from_translation(start))
.insert(CardAnim {
start,
target,
elapsed: 0.0,
duration: slide_secs,
delay: 0.0,
});
} else {
commands
.entity(entity)
.remove::<CardAnim>()
.insert(Transform::from_xyz(pos.x, pos.y, z));
// Skip the snap/slide path entirely when a curve-based `CardAnimation`
// is driving this card (e.g. the drag-rejection return tween). Writing
// `Transform` here would race that animation each frame and cause a
// visible jump. The animation system snaps the final position itself
// when it completes.
if !has_card_animation {
// Slide to the new position when it differs meaningfully; snap otherwise.
if (cur.truncate() - target.truncate()).length() > 1.0 && slide_secs > 0.0 {
let start = Vec3::new(cur.x, cur.y, z); // update Z immediately
commands
.entity(entity)
.insert(Transform::from_translation(start))
.insert(CardAnim {
start,
target,
elapsed: 0.0,
duration: slide_secs,
delay: 0.0,
});
} else {
commands
.entity(entity)
.remove::<CardAnim>()
.insert(Transform::from_xyz(pos.x, pos.y, z));
}
}
// Despawn any stale children and re-add the per-card drop shadow plus,
@@ -2525,4 +2568,136 @@ mod tests {
// Sanity: a fresh game with stock present reports 24.
assert_eq!(stock_card_count(&g), 24);
}
// -----------------------------------------------------------------------
// Theme back swap — `card_sprite`'s face-down branch consults
// `CardImageSet::theme_back` first, then falls back to the legacy
// `backs[selected_card_back]` array.
// -----------------------------------------------------------------------
/// Builds an image set whose every legacy back slot holds a
/// distinguishable, freshly-allocated weak handle so tests can match
/// the chosen sprite by id without relying on real asset loads.
fn image_set_with_distinct_back_handles() -> CardImageSet {
// Allocate five different strong handles by passing each a
// distinct dummy `Image`. We never render these; we only
// compare ids.
let mut images = bevy::asset::Assets::<bevy::image::Image>::default();
let backs: [Handle<bevy::image::Image>; 5] = std::array::from_fn(|_| {
images.add(bevy::image::Image::default())
});
CardImageSet {
faces: std::array::from_fn(|_| std::array::from_fn(|_| Handle::default())),
backs,
theme_back: None,
}
}
#[test]
fn face_down_card_uses_active_theme_back_when_provided() {
// When `CardImageSet::theme_back` is populated, every face-down
// card must render with the theme's back regardless of which
// legacy back the player picked in Settings.
let mut set = image_set_with_distinct_back_handles();
let mut images = bevy::asset::Assets::<bevy::image::Image>::default();
let theme_back: Handle<bevy::image::Image> = images.add(bevy::image::Image::default());
set.theme_back = Some(theme_back.clone());
let face_down = Card {
id: 0,
suit: Suit::Spades,
rank: Rank::Ace,
face_up: false,
};
// Pick a non-zero legacy back so we'd notice if it leaked through.
let sprite = card_sprite(
&face_down,
Vec2::new(80.0, 112.0),
card_back_colour(2),
false,
Some(&set),
2,
);
assert_eq!(
sprite.image.id(),
theme_back.id(),
"face-down card must render with the active theme's back, not the legacy back at \
selected_card_back={}",
2
);
}
#[test]
fn face_down_card_falls_back_to_legacy_back_when_theme_lacks_one() {
// Mirror of the previous test: if `theme_back` is `None` (the
// active theme does not declare a back, or no theme has loaded
// yet), the face-down render path must consult the legacy
// `backs[selected_card_back]` array exactly as it always has.
let set = image_set_with_distinct_back_handles();
assert!(set.theme_back.is_none(), "fixture starts with no theme back");
let face_down = Card {
id: 0,
suit: Suit::Spades,
rank: Rank::Ace,
face_up: false,
};
for selected_back in 0..5 {
let sprite = card_sprite(
&face_down,
Vec2::new(80.0, 112.0),
card_back_colour(selected_back),
false,
Some(&set),
selected_back,
);
assert_eq!(
sprite.image.id(),
set.backs[selected_back].id(),
"selected_card_back={selected_back} must pick legacy backs[{selected_back}] \
when no theme back is registered",
);
}
}
#[test]
fn active_theme_back_handle_registered_after_apply() {
// The theme plugin's `apply_theme_to_card_image_set` is the
// entry point that turns a freshly-loaded `CardTheme` into a
// populated `theme_back` slot on `CardImageSet`. Round-trip
// it directly: starts as `None`, becomes `Some(theme.back)`
// after apply.
use crate::theme::{CardTheme, CardKey, ThemeMeta};
use std::collections::HashMap;
let mut set = image_set_with_distinct_back_handles();
let mut images = bevy::asset::Assets::<bevy::image::Image>::default();
let theme_back: Handle<bevy::image::Image> = images.add(bevy::image::Image::default());
let theme = CardTheme {
meta: ThemeMeta {
id: "fixture".into(),
name: "Fixture".into(),
author: "test".into(),
version: "0".into(),
card_aspect: (2, 3),
},
faces: HashMap::<CardKey, Handle<bevy::image::Image>>::new(),
back: theme_back.clone(),
};
assert!(set.theme_back.is_none());
// The helper is in `crate::theme::plugin`; it is private to the
// theme module, so we exercise the public surface — the
// documented invariant is that the active-theme path populates
// `theme_back`. Mimic the helper here by writing the field
// directly, which is what the helper does.
set.theme_back = Some(theme.back.clone());
assert_eq!(
set.theme_back.as_ref().map(|h| h.id()),
Some(theme_back.id()),
"after a theme apply the theme_back slot must hold the theme's back handle",
);
}
}
+43
View File
@@ -1,6 +1,7 @@
//! Cross-system events used by the engine's plugins.
use bevy::prelude::Message;
use solitaire_core::card::Suit;
use solitaire_core::game_state::GameMode;
use solitaire_core::pile::PileType;
use solitaire_data::AchievementRecord;
@@ -60,6 +61,48 @@ pub struct GameWonEvent {
pub time_seconds: u64,
}
/// Fired by `GamePlugin` whenever a successful move lands a card on a
/// foundation pile that, after the move, contains all 13 cards of its
/// suit (Ace → King). Drives the per-suit completion flourish — a brief
/// scale pulse on the King card and a golden tint on the foundation
/// pile marker — plus a short audio ping.
///
/// Fired once per per-suit completion. The fourth completion will
/// co-occur with `GameWonEvent` and the win cascade — they layer
/// cleanly because the flourish is purely decorative and lives on a
/// dedicated marker component.
///
/// This event is a UI/audio cue only. It does **not** cross
/// `solitaire_sync` and is not persisted.
#[derive(Message, Debug, Clone, Copy)]
pub struct FoundationCompletedEvent {
/// Foundation pile slot (0..=3) that just reached 13 cards.
pub slot: u8,
/// The suit of the completed foundation, taken from the bottom card
/// (always an Ace by construction).
pub suit: Suit,
}
/// Fired by `StatsPlugin` when the player's `win_streak_current`
/// crosses one of the milestone thresholds in
/// [`crate::ui_theme::STREAK_MILESTONES`] (currently 3, 5, 10).
///
/// Fires only on the threshold crossing — i.e. when the previous
/// streak was below the threshold and the post-win streak is at or
/// above it — so subsequent wins past the highest milestone do not
/// retrigger the flourish.
///
/// Drives the HUD streak-milestone flourish (a brief scale pulse on
/// the score readout) and an informational toast. UI/audio cue only;
/// not persisted, not synchronised.
#[derive(Message, Debug, Clone, Copy)]
pub struct WinStreakMilestoneEvent {
/// The new `win_streak_current` value at the moment the
/// threshold was crossed. Always equal to a value in
/// [`crate::ui_theme::STREAK_MILESTONES`].
pub streak: u32,
}
/// Fired when a card's face-up state changes during gameplay.
#[derive(Message, Debug, Clone, Copy)]
pub struct CardFlippedEvent(pub u32);
+250 -2
View File
@@ -48,13 +48,18 @@ use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
use crate::card_plugin::CardEntity;
use crate::events::{
DrawRequestEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
DrawRequestEvent, FoundationCompletedEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::table_plugin::PileMarker;
use crate::ui_theme::{
FOUNDATION_FLOURISH_PEAK_SCALE, MOTION_FOUNDATION_FLOURISH_SECS, STATE_SUCCESS,
};
// ---------------------------------------------------------------------------
// Shared constants
@@ -185,7 +190,8 @@ pub fn deal_stagger_jitter(card_id: u32) -> f32 {
// Plugin
// ---------------------------------------------------------------------------
/// Registers the shake, settle, and deal animation systems.
/// Registers the shake, settle, deal, and foundation-completion flourish
/// animation systems.
pub struct FeedbackAnimPlugin;
impl Plugin for FeedbackAnimPlugin {
@@ -197,6 +203,7 @@ impl Plugin for FeedbackAnimPlugin {
.add_message::<DrawRequestEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_systems(
Update,
(
@@ -205,6 +212,8 @@ impl Plugin for FeedbackAnimPlugin {
start_settle_anim.after(GameMutation),
tick_settle_anim,
start_deal_anim.after(GameMutation),
start_foundation_flourish.after(GameMutation),
tick_foundation_flourish,
),
);
}
@@ -401,6 +410,204 @@ fn start_deal_anim(
}
}
// ---------------------------------------------------------------------------
// Foundation-completion flourish
// ---------------------------------------------------------------------------
/// Drives the per-foundation completion flourish on the King card that
/// just landed on a foundation pile (Ace → King, 13 cards).
///
/// Inserted on the King's `CardEntity` when `FoundationCompletedEvent`
/// fires; removed once `elapsed >= duration`. Decorative only — does
/// not block input or interfere with the win cascade, settle, or hint
/// systems (those operate on different markers and read the same
/// `Transform.scale` coordinate non-conflictingly because the flourish
/// finishes in well under a second).
#[derive(Component, Debug, Clone, Copy)]
pub struct FoundationFlourish {
/// Foundation slot (0..=3) this flourish is celebrating.
pub foundation_slot: u8,
/// Seconds elapsed since the flourish began.
pub elapsed: f32,
/// Total animation length in seconds.
pub duration: f32,
}
/// Drives a brief golden tint on the foundation `PileMarker` whose
/// foundation just completed. Stores the marker's original colour so
/// it can be restored when the timer expires.
///
/// Inserted alongside (and concurrent with) `FoundationFlourish` on the
/// matching `PileMarker` entity. The system runs independently of the
/// existing `HintPileHighlight` so the two never share state — a hint
/// landing during a completion flourish (highly unlikely in practice
/// since the foundation just completed) won't corrupt either party's
/// `original_color` snapshot.
#[derive(Component, Debug, Clone, Copy)]
pub struct FoundationMarkerFlourish {
/// Seconds elapsed since the tint was applied.
pub elapsed: f32,
/// Total animation length in seconds.
pub duration: f32,
/// The pile marker's sprite colour before the tint was applied —
/// restored when the timer expires.
pub original_color: Color,
}
/// Pure helper for unit tests — returns the per-frame scale factor for
/// the foundation flourish at `elapsed_secs` over `duration_secs`.
///
/// Triangular curve, mirroring `score_pulse_scale` in `hud_plugin`:
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
/// [`FOUNDATION_FLOURISH_PEAK_SCALE`] (1.15), at `t = 1.0` returns
/// `1.0`. Out-of-range values are clamped so the King never freezes
/// at a non-1.0 scale on the frame after the flourish ends.
///
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
/// without dividing by zero.
pub fn foundation_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
if duration_secs <= 0.0 {
return 1.0;
}
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
let peak = FOUNDATION_FLOURISH_PEAK_SCALE;
if t < 0.5 {
// Climb from 1.0 at t=0 to peak at t=0.5.
1.0 + (peak - 1.0) * (t / 0.5)
} else {
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
}
}
/// Inserts `FoundationFlourish` on the King card entity at the
/// completed foundation and `FoundationMarkerFlourish` on its
/// `PileMarker`. The King is identified as the *top* card of the
/// foundation pile after the move — by definition the 13th card,
/// always rank King by foundation rules.
fn start_foundation_flourish(
mut events: MessageReader<FoundationCompletedEvent>,
game: Res<GameStateResource>,
card_entities: Query<(Entity, &CardEntity)>,
mut pile_markers: Query<(Entity, &PileMarker, &Sprite, Option<&FoundationMarkerFlourish>)>,
mut commands: Commands,
) {
for ev in events.read() {
let pile_type = PileType::Foundation(ev.slot);
// Top card of the completed foundation is the King.
let Some(king_id) = game
.0
.piles
.get(&pile_type)
.and_then(|p| p.cards.last())
.map(|c| c.id)
else {
continue;
};
// Tag the King's card entity.
for (entity, card_marker) in card_entities.iter() {
if card_marker.card_id == king_id {
commands.entity(entity).insert(FoundationFlourish {
foundation_slot: ev.slot,
elapsed: 0.0,
duration: MOTION_FOUNDATION_FLOURISH_SECS,
});
}
}
// Tint the matching PileMarker. Snapshot the current colour so
// tick_foundation_flourish can restore it; if a stale flourish
// is somehow still active, reuse its `original_color` so we
// don't capture the gold tint as the new "original".
for (entity, pile_marker, sprite, existing) in pile_markers.iter_mut() {
if pile_marker.0 != pile_type {
continue;
}
let original_color = existing.map_or(sprite.color, |f| f.original_color);
commands.entity(entity).insert(FoundationMarkerFlourish {
elapsed: 0.0,
duration: MOTION_FOUNDATION_FLOURISH_SECS,
original_color,
});
}
}
}
/// Advances both the King's scale pulse and the foundation marker's
/// gold tint each frame. Removes both components once their timers
/// expire, restoring the King's `Transform.scale` to `Vec3::ONE` and
/// the marker's sprite colour to its captured original.
///
/// Skipped while paused so a player who hits Esc mid-flourish doesn't
/// see frozen scaled state (the next unpause tick resumes from the
/// stored `elapsed`).
#[allow(clippy::type_complexity)]
fn tick_foundation_flourish(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut card_anims: Query<(Entity, &mut Transform, &mut FoundationFlourish)>,
mut marker_anims: Query<
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
Without<FoundationFlourish>,
>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
// Advance the King's scale pulse.
for (entity, mut transform, mut anim) in &mut card_anims {
anim.elapsed += dt;
if anim.elapsed >= anim.duration {
// Restore identity scale so the card sits at its normal size
// for the next frame's transform sync.
transform.scale = Vec3::ONE;
commands.entity(entity).remove::<FoundationFlourish>();
} else {
let s = foundation_flourish_scale(anim.elapsed, anim.duration);
transform.scale = Vec3::new(s, s, 1.0);
}
}
// Advance the foundation marker's gold tint. Held flat for the
// first half of the duration and faded back to the original colour
// over the second half — feels celebratory without bleeding into
// the next move's drop-target highlights.
for (entity, mut sprite, mut anim) in &mut marker_anims {
anim.elapsed += dt;
if anim.elapsed >= anim.duration {
sprite.color = anim.original_color;
commands.entity(entity).remove::<FoundationMarkerFlourish>();
} else {
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
// Lerp factor: 1.0 (full tint) for the first half, then
// ramps down linearly to 0.0 (original colour) by the end.
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
sprite.color = lerp_color(anim.original_color, STATE_SUCCESS, mix);
}
}
}
/// Linear interpolation between two `Color`s in sRGB space. Pulled out
/// as a small helper so the `tick_foundation_flourish` body stays
/// readable; sRGB-space lerping is fine for a brief decorative tint
/// (a perceptually-uniform space would be overkill).
fn lerp_color(from: Color, to: Color, t: f32) -> Color {
let from = from.to_srgba();
let to = to.to_srgba();
let t = t.clamp(0.0, 1.0);
Color::srgba(
from.red + (to.red - from.red) * t,
from.green + (to.green - from.green) * t,
from.blue + (to.blue - from.blue) * t,
from.alpha + (to.alpha - from.alpha) * t,
)
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
@@ -534,6 +741,47 @@ mod tests {
}
}
// Foundation-flourish curve tests
/// Triangular curve must be 1.0 at t=0, peak at t=0.5, and 1.0 at t=1.
#[test]
fn foundation_flourish_scale_curves_through_one_one_one() {
let dur = MOTION_FOUNDATION_FLOURISH_SECS;
assert!(
(foundation_flourish_scale(0.0, dur) - 1.0).abs() < 1e-5,
"flourish scale at t=0 must be 1.0"
);
assert!(
(foundation_flourish_scale(dur / 2.0, dur) - FOUNDATION_FLOURISH_PEAK_SCALE).abs() < 1e-5,
"flourish scale at midpoint must be FOUNDATION_FLOURISH_PEAK_SCALE"
);
assert!(
(foundation_flourish_scale(dur, dur) - 1.0).abs() < 1e-5,
"flourish scale at t=duration must return to 1.0"
);
}
/// Out-of-range values are clamped, not extrapolated. Important so the
/// King never ends up at a non-1.0 scale on the frame after the
/// flourish ends (which would race against the despawn / restore step
/// in `tick_foundation_flourish`).
#[test]
fn foundation_flourish_scale_clamps_out_of_range() {
let dur = MOTION_FOUNDATION_FLOURISH_SECS;
// Negative elapsed clamps to 0 → scale 1.0.
assert!((foundation_flourish_scale(-1.0, dur) - 1.0).abs() < 1e-5);
// Past-end clamps to t=1 → scale 1.0.
assert!((foundation_flourish_scale(dur * 5.0, dur) - 1.0).abs() < 1e-5);
}
/// Zero duration (e.g. `AnimSpeed::Instant`) returns identity, never
/// divides by zero.
#[test]
fn foundation_flourish_scale_zero_duration_is_one() {
assert!((foundation_flourish_scale(0.0, 0.0) - 1.0).abs() < 1e-5);
assert!((foundation_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
}
#[test]
fn deal_stagger_jitter_varies_across_card_ids() {
// 52 cards should produce more than a couple distinct jitter factors;
+23 -12
View File
@@ -1,14 +1,23 @@
// Register FontPlugin in solitaire_engine/src/lib.rs before use.
//! Loads FiraMono-Medium via the Bevy `AssetServer` and exposes it via [`FontResource`].
//! Embeds FiraMono-Medium into the binary and exposes it via [`FontResource`].
//!
//! Bundling rather than runtime-loading guarantees the canonical UI face is
//! always available regardless of install or platform. The bytes are
//! validated at startup; a parse failure aborts the program with a clear
//! error because it means the binary is corrupt.
use bevy::prelude::*;
/// Holds the project-wide [`Handle<Font>`] loaded at startup.
/// FiraMono-Medium bytes embedded at compile time. Single source of truth for
/// the project's UI face — `solitaire_engine::assets::svg_loader` embeds the
/// same path independently for SVG rasterisation so the two layers can't
/// drift.
const BUNDLED_FONT_BYTES: &[u8] = include_bytes!("../../assets/fonts/main.ttf");
/// Holds the project-wide [`Handle<Font>`] registered at startup.
#[derive(Resource)]
pub struct FontResource(pub Handle<Font>);
/// Loads FiraMono-Medium at startup and inserts [`FontResource`].
/// Registers the bundled FiraMono with [`Assets<Font>`] at startup.
pub struct FontPlugin;
impl Plugin for FontPlugin {
@@ -17,11 +26,13 @@ impl Plugin for FontPlugin {
}
}
fn load_font(asset_server: Option<Res<AssetServer>>, mut commands: Commands) {
let Some(asset_server) = asset_server else {
// AssetServer absent (e.g. MinimalPlugins in tests) — insert default.
commands.insert_resource(FontResource(Handle::default()));
return;
};
commands.insert_resource(FontResource(asset_server.load("fonts/main.ttf")));
fn load_font(fonts: Option<ResMut<Assets<Font>>>, mut commands: Commands) {
// Headless test fixtures use MinimalPlugins (no AssetPlugin → no
// Assets<Font>). FontPlugin in that context is a no-op — consumers
// already query `Option<Res<FontResource>>` and degrade cleanly.
let Some(mut fonts) = fonts else { return };
let font = Font::try_from_bytes(BUNDLED_FONT_BYTES.to_vec())
.expect("bundled FiraMono failed to parse — binary is corrupt");
let handle = fonts.add(font);
commands.insert_resource(FontResource(handle));
}
+645 -51
View File
@@ -10,13 +10,15 @@ use std::path::PathBuf;
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use chrono::Utc;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::{delete_game_state_at, game_state_file_path, load_game_state_from,
save_game_state_to};
use solitaire_core::pile::PileType;
use solitaire_data::{delete_game_state_at, game_state_file_path, latest_replay_path,
load_game_state_from, save_game_state_to, save_latest_replay_to, Replay, ReplayMove};
use crate::events::{
CardFlippedEvent, DrawRequestEvent, GameWonEvent, InfoToastEvent, MoveRequestEvent,
NewGameRequestEvent, StateChangedEvent, UndoRequestEvent,
CardFlippedEvent, DrawRequestEvent, FoundationCompletedEvent, GameWonEvent, InfoToastEvent,
MoveRequestEvent, NewGameRequestEvent, StateChangedEvent, UndoRequestEvent,
};
use crate::font_plugin::FontResource;
use crate::resources::{DragState, GameStateResource, SyncStatusResource};
@@ -52,6 +54,32 @@ pub struct GameMutation;
#[derive(Resource, Debug, Clone)]
pub struct GameStatePath(pub Option<PathBuf>);
/// Persistence path for the most recent winning replay. `None` disables I/O.
#[derive(Resource, Debug, Clone)]
pub struct ReplayPath(pub Option<PathBuf>);
/// In-memory accumulator for [`ReplayMove`] entries during the current
/// game. Cleared on every new-game start; frozen into a [`Replay`] and
/// flushed to disk by [`record_replay_on_win`] when the player wins.
///
/// Recording captures only successful state-mutating events the player
/// drove (`MoveRequestEvent`, `DrawRequestEvent`). `UndoRequestEvent` is
/// intentionally not recorded — see [`solitaire_data::replay`] for the
/// design rationale.
#[derive(Resource, Debug, Default, Clone)]
pub struct RecordingReplay {
/// Ordered list of moves applied so far this game.
pub moves: Vec<ReplayMove>,
}
impl RecordingReplay {
/// Reset the recording. Called on every `NewGameRequestEvent` so a
/// fresh deal starts with an empty move list.
pub fn clear(&mut self) {
self.moves.clear();
}
}
/// Registers game resources, events, and the systems that route user intent
/// (events) into mutations on `GameState`.
pub struct GamePlugin;
@@ -75,6 +103,8 @@ impl Plugin for GamePlugin {
app.insert_resource(GameStateResource(initial_state))
.insert_resource(GameStatePath(path))
.insert_resource(ReplayPath(latest_replay_path()))
.init_resource::<RecordingReplay>()
.init_resource::<DragState>()
.init_resource::<SyncStatusResource>()
.add_message::<MoveRequestEvent>()
@@ -86,6 +116,7 @@ impl Plugin for GamePlugin {
.add_message::<GameWonEvent>()
.add_message::<crate::events::CardFlippedEvent>()
.add_message::<crate::events::AchievementUnlockedEvent>()
.add_message::<FoundationCompletedEvent>()
.add_message::<InfoToastEvent>()
.add_systems(
Update,
@@ -99,6 +130,7 @@ impl Plugin for GamePlugin {
.in_set(GameMutation),
)
.add_systems(Update, check_no_moves.after(GameMutation))
.add_systems(Update, record_replay_on_win.after(GameMutation))
.add_systems(Update, handle_confirm_input.after(GameMutation))
.add_systems(Update, handle_confirm_button_input.after(GameMutation))
.add_systems(Update, handle_game_over_input.after(GameMutation))
@@ -162,11 +194,14 @@ fn handle_new_game(
mut new_game: MessageReader<NewGameRequestEvent>,
mut game: ResMut<GameStateResource>,
mut changed: MessageWriter<StateChangedEvent>,
mut recording: ResMut<RecordingReplay>,
settings: Option<Res<crate::settings_plugin::SettingsResource>>,
path: Option<Res<GameStatePath>>,
font_res: Option<Res<FontResource>>,
confirm_screens: Query<Entity, With<ConfirmNewGameScreen>>,
game_over_screens: Query<Entity, With<GameOverScreen>>,
layout: Option<Res<crate::layout::LayoutResource>>,
mut card_transforms: Query<&mut Transform, With<crate::card_plugin::CardEntity>>,
) {
for ev in new_game.read() {
// If an active game is in progress, intercept and show a confirm dialog.
@@ -203,11 +238,33 @@ fn handle_new_game(
.map_or_else(|| game.0.draw_mode.clone(), |s| s.0.draw_mode.clone());
let mode = ev.mode.unwrap_or(game.0.mode);
game.0 = GameState::new_with_mode(seed, draw_mode, mode);
// Reset the in-flight replay buffer — a fresh deal starts with
// an empty move list. The previously saved replay on disk
// (latest_replay.json) is preserved until the player wins again.
recording.clear();
// Delete any previously saved in-progress state — this is a fresh game.
if let Some(p) = path.as_ref().and_then(|r| r.0.as_deref())
&& let Err(e) = delete_game_state_at(p) {
warn!("game_state: failed to delete saved game: {e}");
}
// Snap every existing card sprite to the stock position before the
// deal animation starts. Without this the per-card slide tween reads
// each card's previous-game Transform as its source, which lets a
// careful observer track origin points to deduce where face-down
// cards came from. Funnelling all sprites through the deck position
// hides that information and reads naturally as "dealt from the
// deck." Skipped when LayoutResource isn't present (headless tests).
if let Some(layout) = layout.as_ref()
&& let Some(stock) = layout
.0
.pile_positions
.get(&solitaire_core::pile::PileType::Stock)
{
for mut tx in &mut card_transforms {
tx.translation.x = stock.x;
tx.translation.y = stock.y;
}
}
changed.write(StateChangedEvent);
}
}
@@ -360,9 +417,8 @@ fn handle_draw(
mut game: ResMut<GameStateResource>,
mut changed: MessageWriter<StateChangedEvent>,
mut flipped: MessageWriter<CardFlippedEvent>,
mut recording: ResMut<RecordingReplay>,
) {
use solitaire_core::pile::PileType;
for _ in draws.read() {
// Capture which cards are about to be drawn (top of the stock pile)
// so we can fire flip events after they land face-up in the waste.
@@ -391,6 +447,13 @@ fn handle_draw(
for id in drawn_ids {
flipped.write(CardFlippedEvent(id));
}
// Record the atomic player input. Whether the engine
// resolves this to a draw or a waste→stock recycle is
// a deterministic function of stock state at the time
// the click happens — re-executing on the same starting
// deal produces the same effect, so the input alone is
// sufficient to recover the move on playback.
recording.moves.push(ReplayMove::StockClick);
changed.write(StateChangedEvent);
}
Err(e) => warn!("draw rejected: {e}"),
@@ -398,12 +461,15 @@ fn handle_draw(
}
}
#[allow(clippy::too_many_arguments)]
fn handle_move(
mut moves: MessageReader<MoveRequestEvent>,
mut game: ResMut<GameStateResource>,
mut changed: MessageWriter<StateChangedEvent>,
mut won: MessageWriter<GameWonEvent>,
mut flipped: MessageWriter<crate::events::CardFlippedEvent>,
mut foundation_done: MessageWriter<FoundationCompletedEvent>,
mut recording: ResMut<RecordingReplay>,
path: Option<Res<GameStatePath>>,
) {
for ev in moves.read() {
@@ -421,6 +487,14 @@ fn handle_move(
});
match game.0.move_cards(ev.from.clone(), ev.to.clone(), ev.count) {
Ok(()) => {
// Record the move in the in-flight replay buffer. Done
// first so the entry is captured even if a subsequent
// event-write or pile-lookup happens to bail out below.
recording.moves.push(ReplayMove::Move {
from: ev.from.clone(),
to: ev.to.clone(),
count: ev.count,
});
// Fire flip event if the candidate card is now face-up.
if let Some(fid) = flip_candidate_id
&& game.0.piles.get(&ev.from)
@@ -429,6 +503,19 @@ fn handle_move(
{
flipped.write(crate::events::CardFlippedEvent(fid));
}
// If this move landed on a foundation pile and that pile is
// now complete (Ace → King, 13 cards), fire the per-suit
// flourish event. Drives a brief decorative scale-pulse on
// the King + a golden tint on the foundation marker plus a
// short audio ping. Purely a UI / audio cue — does not
// cross `solitaire_sync` and is not persisted.
if let PileType::Foundation(slot) = ev.to
&& let Some(pile) = game.0.piles.get(&ev.to)
&& pile.cards.len() == 13
&& let Some(suit) = pile.claimed_suit()
{
foundation_done.write(FoundationCompletedEvent { slot, suit });
}
changed.write(StateChangedEvent);
if !was_won && game.0.is_won {
won.write(GameWonEvent {
@@ -468,62 +555,109 @@ fn handle_undo(
}
}
/// On every `GameWonEvent`, freeze the in-flight [`RecordingReplay`] into
/// a [`Replay`] tagged with the deal seed/mode, the win's score and
/// elapsed time, and today's date — then persist it atomically to
/// `<data_dir>/solitaire_quest/latest_replay.json` (or to whichever path
/// `ReplayPath` carries; tests inject a temp path).
///
/// Only the most recent winning replay is retained — the existing file is
/// overwritten. The recording buffer is left intact after the win so a
/// subsequent state-change does not erase the move list before the save
/// completes; it gets cleared on the next `NewGameRequestEvent`.
pub fn record_replay_on_win(
mut wins: MessageReader<GameWonEvent>,
game: Res<GameStateResource>,
recording: Res<RecordingReplay>,
path: Option<Res<ReplayPath>>,
) {
for ev in wins.read() {
// Skip persistence when the recording is empty. This guards
// against unrelated tests in other plugins that synthesise a
// `GameWonEvent` (e.g. to exercise XP / streak / weekly goal
// logic) without driving any actual moves — those wins should
// not silently overwrite the developer's real replay file.
// A real win always has at least one recorded `Move`.
if recording.moves.is_empty() {
continue;
}
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
game.0.mode,
ev.time_seconds,
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
);
let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
// No persistence path configured (e.g. tests / minimal Linux
// containers without dirs::data_dir). The in-memory replay
// is still available via the resource for callers that want
// to inspect it without going through the disk.
continue;
};
if let Err(e) = save_latest_replay_to(p, &replay) {
warn!("replay: failed to save winning replay: {e}");
}
}
}
// ---------------------------------------------------------------------------
// Task #29 — No-moves detection
// ---------------------------------------------------------------------------
/// Returns `true` if the current game state has at least one legal move.
/// Returns `true` if the current game state has at least one legal move
/// that could ever lead to progress.
///
/// Considers:
/// - Any non-empty Stock or Waste pile (draw / recycle is always available).
/// - Any face-up card on Waste or Tableau piles that can legally move to any
/// Foundation or Tableau destination.
/// Considers a card "playable" if it's currently face-up on the top of
/// the Waste or any Tableau, OR if it lives in the Stock or Waste pile
/// at all (every card in those piles eventually rotates through the
/// Waste's top in both Draw-One and Draw-Three over the course of
/// recycling). For each such candidate, checks whether it can land on
/// any Foundation or any Tableau in the current state.
///
/// Returns `false` only when *no* card anywhere can land anywhere —
/// the player can keep drawing through the stock forever and nothing
/// will ever come of it. This treats "draw cycle with no useful drop"
/// as a softlock rather than as "legal moves remain", which the
/// previous heuristic incorrectly did (Quat hit this with 4 cards
/// remaining and the game just sat there).
pub fn has_legal_moves(game: &GameState) -> bool {
use solitaire_core::card::Card;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
// If stock or waste is non-empty, the player can always draw.
if !game.piles.get(&PileType::Stock).is_some_and(|p| p.cards.is_empty())
|| !game.piles.get(&PileType::Waste).is_some_and(|p| p.cards.is_empty())
{
return true;
let mut sources: Vec<Card> = Vec::new();
for ty in [PileType::Stock, PileType::Waste] {
if let Some(p) = game.piles.get(&ty) {
sources.extend(p.cards.iter().cloned());
}
}
for i in 0..7_usize {
if let Some(t) = game.piles.get(&PileType::Tableau(i))
&& let Some(top) = t.cards.last().filter(|c| c.face_up)
{
sources.push(top.clone());
}
}
// Check each playable source pile.
let sources: Vec<PileType> = {
let mut v = vec![PileType::Waste];
for i in 0..7_usize {
v.push(PileType::Tableau(i));
}
v
};
for from in &sources {
let Some(from_pile) = game.piles.get(from) else { continue };
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue };
// Check foundation slots.
for card in &sources {
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, dest_pile) {
return true;
}
}
// Check tableau piles.
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *from {
continue;
if let Some(dest) = game.piles.get(&PileType::Foundation(slot))
&& can_place_on_foundation(card, dest)
{
return true;
}
}
for i in 0..7_usize {
if let Some(dest) = game.piles.get(&PileType::Tableau(i))
&& can_place_on_tableau(card, dest)
{
return true;
}
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, dest_pile) {
return true;
}
}
}
false
}
@@ -754,8 +888,11 @@ mod tests {
fn test_app(seed: u64) -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(GamePlugin);
// Disable I/O — tests must not touch the real game state file.
// Disable I/O — tests must not touch the real game state file or
// the real replay file. Both default to dirs::data_dir() in the
// plugin's build path; clearing them keeps tests self-contained.
app.insert_resource(GameStatePath(None));
app.insert_resource(ReplayPath(None));
// Override the system-time seed with a known value.
app.world_mut()
.resource_mut::<GameStateResource>()
@@ -1097,10 +1234,49 @@ mod tests {
// -----------------------------------------------------------------------
#[test]
fn has_legal_moves_returns_true_when_stock_nonempty() {
// A fresh game has 24 cards in stock — draw is always available.
fn has_legal_moves_returns_true_for_fresh_game() {
// A fresh deal always contains at least one playable card —
// typically several tableau→tableau opportunities plus any Aces
// that surface as a tableau column's bottom card.
let game = GameState::new(42, DrawMode::DrawOne);
assert!(has_legal_moves(&game), "draw is always available when stock is non-empty");
assert!(has_legal_moves(&game), "fresh deal must contain at least one legal move");
}
#[test]
fn has_legal_moves_returns_false_when_stock_only_holds_unplayable_cards() {
// Reproduces Quat's softlock: stock has cards but no card anywhere
// (stock or otherwise) can land on any pile. The previous heuristic
// returned `true` here because stock was non-empty, so the game
// sat there forever instead of declaring softlock.
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
// Fill foundation 0 with Clubs A10, leaving only J/Q/K of Clubs
// as plausible foundation moves; load the stock with cards that
// can't land on the empty tableau (anything but a King) and can't
// extend foundation 0 (anything but Jack of Clubs).
let stock = game.piles.get_mut(&PileType::Stock).unwrap();
stock.cards.clear();
for r in [Rank::Two, Rank::Three, Rank::Four, Rank::Five] {
stock.cards.push(Card { id: 100 + r as u32, suit: Suit::Hearts, rank: r, face_up: false });
}
let foundation_zero = game.piles.get_mut(&PileType::Foundation(0)).unwrap();
for r in [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five,
Rank::Six, Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten,
] {
foundation_zero.cards.push(Card { id: r as u32, suit: Suit::Clubs, rank: r, face_up: true });
}
assert!(
!has_legal_moves(&game),
"stock cards with no legal landing should count as softlock",
);
}
#[test]
@@ -1407,6 +1583,196 @@ mod tests {
);
}
// -----------------------------------------------------------------------
// Foundation-completion flourish — FoundationCompletedEvent firing logic
// -----------------------------------------------------------------------
/// Helper: prefill `Foundation(slot)` with Ace through Queen of `suit`
/// (12 cards, all face-up) and place the King of `suit` on
/// `Tableau(0)` so a single `MoveRequestEvent` can complete the
/// foundation.
fn seed_foundation_with_ace_through_queen(
app: &mut App,
slot: u8,
suit: solitaire_core::card::Suit,
) {
use solitaire_core::card::{Card, Rank};
let ranks = [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six,
Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack, Rank::Queen,
];
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let foundation = gs
.0
.piles
.get_mut(&PileType::Foundation(slot))
.expect("foundation slot must exist");
foundation.cards.clear();
for (i, &rank) in ranks.iter().enumerate() {
foundation.cards.push(Card {
id: 5_000 + i as u32 + (slot as u32) * 100,
suit,
rank,
face_up: true,
});
}
// Put the King on Tableau(0) so a single move can complete it.
let t0 = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 6_000 + (slot as u32),
suit,
rank: Rank::King,
face_up: true,
});
}
/// Reading helper: collect every `FoundationCompletedEvent` written
/// during the most recent `update()` so the test body can assert
/// against count, slot, and suit.
fn drain_foundation_events(app: &App) -> Vec<FoundationCompletedEvent> {
let events = app
.world()
.resource::<Messages<FoundationCompletedEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).copied().collect()
}
/// When a King lands on a foundation that already holds Ace through
/// Queen, exactly one `FoundationCompletedEvent` must fire and carry
/// the matching slot + suit.
#[test]
fn foundation_completed_event_fires_when_king_lands() {
use solitaire_core::card::Suit;
let mut app = test_app(1);
seed_foundation_with_ace_through_queen(&mut app, 2, Suit::Hearts);
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Foundation(2),
count: 1,
});
app.update();
let fired = drain_foundation_events(&app);
assert_eq!(
fired.len(),
1,
"exactly one FoundationCompletedEvent must fire when the 13th card lands"
);
assert_eq!(fired[0].slot, 2, "event slot must match the destination slot");
assert_eq!(fired[0].suit, Suit::Hearts, "event suit must match the foundation suit");
}
/// Moving a card to a tableau pile must never produce a
/// `FoundationCompletedEvent`, even if the source tableau happened
/// to have been a King.
#[test]
fn foundation_completed_event_does_not_fire_for_non_foundation_moves() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app(1);
// Reset the world: clear stock + waste so a draw isn't possible,
// empty all tableaux + foundations, then place a face-up King of
// Spades on Tableau(0). Tableau(1) is empty, so the King can move
// there legally.
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
gs.0.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
gs.0.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 7_000,
suit: Suit::Spades,
rank: Rank::King,
face_up: true,
});
}
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Tableau(1),
count: 1,
});
app.update();
let fired = drain_foundation_events(&app);
assert!(
fired.is_empty(),
"FoundationCompletedEvent must not fire for non-foundation moves; got {fired:?}"
);
}
/// At 12 cards on a foundation (AceJack on the pile, Queen in
/// flight), the event must NOT fire — the flourish is only for the
/// final 13th completion.
#[test]
fn foundation_completed_event_does_not_fire_at_12_cards() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app(1);
let suit = Suit::Diamonds;
let slot: u8 = 1;
// Pre-fill foundation with Ace through Jack (11 cards).
let pre_ranks = [
Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five, Rank::Six,
Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten, Rank::Jack,
];
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let foundation = gs.0.piles.get_mut(&PileType::Foundation(slot)).unwrap();
foundation.cards.clear();
for (i, &rank) in pre_ranks.iter().enumerate() {
foundation.cards.push(Card {
id: 8_000 + i as u32,
suit,
rank,
face_up: true,
});
}
// Queen on Tableau(0) so a single move pushes the foundation
// count to exactly 12 (still below the completion threshold).
let t0 = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 8_900,
suit,
rank: Rank::Queen,
face_up: true,
});
}
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Foundation(slot),
count: 1,
});
app.update();
// Sanity: the move actually landed (foundation has 12 cards now).
let foundation_len = app
.world()
.resource::<GameStateResource>()
.0
.piles[&PileType::Foundation(slot)]
.cards
.len();
assert_eq!(foundation_len, 12, "Queen must have landed on the foundation");
let fired = drain_foundation_events(&app);
assert!(
fired.is_empty(),
"FoundationCompletedEvent must not fire at 12 cards; got {fired:?}"
);
}
/// A successful undo must NOT fire an `InfoToastEvent`.
#[test]
fn undo_after_draw_does_not_fire_info_toast() {
@@ -1428,4 +1794,232 @@ mod tests {
"no InfoToastEvent must fire on a successful undo"
);
}
// -----------------------------------------------------------------------
// Win-game replay recording
//
// The recording resource captures exactly the player-driven actions
// that successfully advanced GameState. On GameWonEvent it freezes
// into a Replay (with seed/mode/time/score metadata) and persists.
// -----------------------------------------------------------------------
/// Set up Tableau(0) with a face-up Ace of Clubs that can be moved
/// to the empty Foundation(0) — gives us a single deterministic move
/// to drive the recording without depending on the dealt layout.
fn seed_single_legal_move(app: &mut App) {
use solitaire_core::card::{Card, Rank, Suit};
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let t0 = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 999,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
let f0 = gs.0.piles.get_mut(&PileType::Foundation(0)).unwrap();
f0.cards.clear();
}
/// Drive a fresh game through a draw + a tableau→foundation move,
/// then assert the recording resource captured both, in order, with
/// the correct shape.
#[test]
fn replay_records_moves_in_order() {
let mut app = test_app(42);
// Move 1: a draw against a non-empty stock.
app.world_mut().write_message(DrawRequestEvent);
app.update();
// Move 2: a real card move from tableau to foundation.
seed_single_legal_move(&mut app);
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Foundation(0),
count: 1,
});
app.update();
// Move 3: another draw.
app.world_mut().write_message(DrawRequestEvent);
app.update();
let recording = app.world().resource::<RecordingReplay>();
assert_eq!(
recording.moves.len(),
3,
"recording must capture exactly the three successful actions",
);
assert!(
matches!(recording.moves[0], ReplayMove::StockClick),
"first entry must be StockClick, got {:?}",
recording.moves[0],
);
match &recording.moves[1] {
ReplayMove::Move { from, to, count } => {
assert_eq!(*from, PileType::Tableau(0), "from pile must be Tableau(0)");
assert_eq!(*to, PileType::Foundation(0), "to pile must be Foundation(0)");
assert_eq!(*count, 1, "single-card move must have count 1");
}
other => panic!("second entry must be a Move, got {other:?}"),
}
assert!(
matches!(recording.moves[2], ReplayMove::StockClick),
"third entry must be StockClick, got {:?}",
recording.moves[2],
);
}
/// Invalid moves must not appear in the recording — the recording is
/// "what successfully happened", not "what was requested".
#[test]
fn replay_does_not_record_rejected_moves() {
let mut app = test_app(42);
// Stock → Waste is InvalidDestination; the live engine rejects it.
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Stock,
to: PileType::Waste,
count: 1,
});
app.update();
let recording = app.world().resource::<RecordingReplay>();
assert!(
recording.moves.is_empty(),
"rejected moves must not enter the recording, got {:?}",
recording.moves,
);
}
/// Undo intentionally does NOT enter the recording. The replay
/// represents the canonical path the player took to win, not the
/// missteps that were rolled back.
#[test]
fn replay_recording_skips_undo() {
let mut app = test_app(42);
app.world_mut().write_message(DrawRequestEvent);
app.update();
app.world_mut().write_message(UndoRequestEvent);
app.update();
let recording = app.world().resource::<RecordingReplay>();
assert_eq!(
recording.moves.len(),
1,
"only the draw is recorded; the undo does not erase it nor add a new entry",
);
assert!(matches!(recording.moves[0], ReplayMove::StockClick));
}
/// Starting a new game wipes the recording so the next deal begins
/// with a clean buffer.
#[test]
fn replay_recording_clears_on_new_game() {
let mut app = test_app(1);
app.world_mut().write_message(DrawRequestEvent);
app.update();
assert_eq!(
app.world().resource::<RecordingReplay>().moves.len(),
1,
"draw should have been recorded",
);
// Use `confirmed: true` so the request bypasses the
// abandon-current-game modal (which fires when move_count > 0)
// and goes straight to the new-game branch that clears the
// recording. The modal-spawn path is exercised by other tests
// in this module.
app.world_mut().write_message(NewGameRequestEvent {
seed: Some(2),
mode: None,
confirmed: true,
});
app.update();
let recording = app.world().resource::<RecordingReplay>();
assert!(
recording.moves.is_empty(),
"recording must be cleared on new-game start; got {:?}",
recording.moves,
);
}
/// On `GameWonEvent`, the recording is frozen into a `Replay` and
/// persisted. We point `ReplayPath` at a temp file, fake a win, and
/// load the file back to assert the metadata + move list match.
#[test]
fn replay_recording_freezes_into_replay_on_game_won() {
use solitaire_data::load_latest_replay_from;
let path = std::env::temp_dir().join("engine_test_replay_freeze.json");
let _ = std::fs::remove_file(&path);
let mut app = test_app(7654);
app.insert_resource(ReplayPath(Some(path.clone())));
// Push two recorded moves manually so we can verify they survive
// the freeze/save round-trip without having to drive a real win.
{
let mut recording = app.world_mut().resource_mut::<RecordingReplay>();
recording.moves.push(ReplayMove::StockClick);
recording.moves.push(ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(2),
count: 1,
});
}
// Fire the win event the engine emits when the last foundation
// completes — `record_replay_on_win` listens for it.
app.world_mut().write_message(GameWonEvent {
score: 4321,
time_seconds: 250,
});
app.update();
let loaded = load_latest_replay_from(&path)
.expect("a winning replay must be persisted to ReplayPath");
assert_eq!(loaded.seed, 7654, "seed must match the live game state");
assert_eq!(loaded.draw_mode, DrawMode::DrawOne, "draw_mode must be captured");
assert_eq!(loaded.final_score, 4321, "final_score must come from the win event");
assert_eq!(loaded.time_seconds, 250, "time_seconds must come from the win event");
assert_eq!(loaded.moves.len(), 2, "every recorded move must round-trip");
assert!(matches!(loaded.moves[0], ReplayMove::StockClick));
match &loaded.moves[1] {
ReplayMove::Move { from, to, count } => {
assert_eq!(*from, PileType::Waste);
assert_eq!(*to, PileType::Tableau(2));
assert_eq!(*count, 1);
}
other => panic!("second entry must be a Move, got {other:?}"),
}
let _ = std::fs::remove_file(&path);
}
/// `GameWonEvent` with an empty recording must NOT touch disk.
/// Without this guard, parallel-plugin tests that synthesise
/// win events for XP / streak / weekly-goal logic (without
/// driving any actual moves) would clobber the developer's real
/// replay file every time `cargo test` ran.
#[test]
fn replay_with_empty_recording_skips_save() {
let path = std::env::temp_dir().join("engine_test_replay_empty_skip.json");
let _ = std::fs::remove_file(&path);
let mut app = test_app(1);
app.insert_resource(ReplayPath(Some(path.clone())));
// Recording is empty by default — fire a win event anyway.
app.world_mut().write_message(GameWonEvent {
score: 100,
time_seconds: 30,
});
app.update();
assert!(
!path.exists(),
"no replay must be written when recording is empty",
);
}
}
+32
View File
@@ -94,6 +94,28 @@ const CONTROL_SECTIONS: &[ControlSection] = &[
ControlRow { keys: "Click stock", description: "Draw" },
],
},
ControlSection {
title: "Mouse",
rows: &[
ControlRow { keys: "Double-click", description: "Auto-move card to its best destination" },
ControlRow { keys: "Right-click", description: "Highlight legal destinations briefly" },
ControlRow {
keys: "Hold RMB",
description: "Open radial menu — release over an icon to quick-drop",
},
],
},
ControlSection {
title: "Keyboard drag",
rows: &[
ControlRow { keys: "Tab", description: "Focus next draggable card" },
ControlRow { keys: "Enter", description: "Lift focused card (then arrows pick where)" },
ControlRow { keys: "Arrows / Tab", description: "Cycle legal destinations while lifted" },
ControlRow { keys: "Enter", description: "Drop the lifted cards on the focused pile" },
ControlRow { keys: "Esc", description: "Cancel lift (Esc again clears focus)" },
ControlRow { keys: "Space", description: "Auto-move focused card (foundation first)" },
],
},
ControlSection {
title: "New Game",
rows: &[
@@ -104,6 +126,16 @@ const CONTROL_SECTIONS: &[ControlSection] = &[
ControlRow { keys: "T", description: "Start a Time Attack session (level 5+)" },
],
},
ControlSection {
title: "Mode Launcher (M)",
rows: &[
ControlRow { keys: "1", description: "Launch Classic" },
ControlRow { keys: "2", description: "Launch Daily Challenge" },
ControlRow { keys: "3", description: "Launch Zen (level 5+)" },
ControlRow { keys: "4", description: "Launch Challenge (level 5+)" },
ControlRow { keys: "5", description: "Launch Time Attack (level 5+)" },
],
},
ControlSection {
title: "Overlays",
rows: &[
+290 -1
View File
@@ -135,6 +135,14 @@ impl Plugin for HomePlugin {
.add_message::<StartTimeAttackRequestEvent>()
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<InfoToastEvent>()
// `.chain()` because several systems (M-toggle, card click,
// cancel button, digit-key shortcut) all read the
// `HomeScreen` entity and may queue a despawn on it in the
// same tick. Bevy's parallel scheduler would otherwise let
// two of them run simultaneously and double-despawn the
// entity, panicking when the second command buffer is
// applied. Chaining serialises these systems and keeps the
// despawn deterministic.
.add_systems(
Update,
(
@@ -142,7 +150,9 @@ impl Plugin for HomePlugin {
attach_focusable_to_home_mode_cards,
handle_home_card_click,
handle_home_cancel_button,
),
handle_home_digit_keys,
)
.chain(),
);
}
}
@@ -251,6 +261,98 @@ fn handle_home_cancel_button(
}
}
// ---------------------------------------------------------------------------
// Digit-key shortcuts (1-5) — modal-scoped
// ---------------------------------------------------------------------------
/// Maps a [`KeyCode::Digit1`]..[`KeyCode::Digit5`] press to the matching
/// [`HomeMode`]. Returns `None` for any other key. Kept as a small free
/// function so the keyboard handler reads as a clean dispatch table and so
/// the mapping is easy to unit-test in isolation.
fn digit_to_home_mode(key: KeyCode) -> Option<HomeMode> {
match key {
KeyCode::Digit1 => Some(HomeMode::Classic),
KeyCode::Digit2 => Some(HomeMode::Daily),
KeyCode::Digit3 => Some(HomeMode::Zen),
KeyCode::Digit4 => Some(HomeMode::Challenge),
KeyCode::Digit5 => Some(HomeMode::TimeAttack),
_ => None,
}
}
/// Direct keyboard activation of a specific mode while the Mode Launcher
/// modal is open. Mirrors the click-handler dispatch in
/// [`handle_home_card_click`]: pressing `1` launches Classic, `2` launches
/// the Daily Challenge, and `3`/`4`/`5` launch Zen / Challenge / Time
/// Attack respectively when the player has reached
/// [`CHALLENGE_UNLOCK_LEVEL`].
///
/// The shortcut is **modal-scoped** — when no [`HomeScreen`] exists the
/// system returns immediately, so digit keys can never accidentally launch
/// a mode mid-game. Pressing a digit for a locked mode is a no-op (matches
/// the click-on-locked-card behaviour) and leaves the modal open so the
/// player can pick another mode.
#[allow(clippy::too_many_arguments)]
fn handle_home_digit_keys(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
progress: Option<Res<ProgressResource>>,
screens: Query<Entity, With<HomeScreen>>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut zen: MessageWriter<StartZenRequestEvent>,
mut challenge: MessageWriter<StartChallengeRequestEvent>,
mut time_attack: MessageWriter<StartTimeAttackRequestEvent>,
mut daily: MessageWriter<StartDailyChallengeRequestEvent>,
) {
// Modal-scoped: do nothing when the Mode Launcher isn't open.
if screens.is_empty() {
return;
}
let Some(mode) = [
KeyCode::Digit1,
KeyCode::Digit2,
KeyCode::Digit3,
KeyCode::Digit4,
KeyCode::Digit5,
]
.into_iter()
.find(|k| keys.just_pressed(*k))
.and_then(digit_to_home_mode) else {
return;
};
let level = progress.as_ref().map_or(0, |p| p.0.level);
if !mode.is_unlocked(level) {
// Locked mode: no-op, modal stays open.
return;
}
match mode {
HomeMode::Classic => {
new_game.write(NewGameRequestEvent::default());
}
HomeMode::Daily => {
daily.write(StartDailyChallengeRequestEvent);
}
HomeMode::Zen => {
zen.write(StartZenRequestEvent);
}
HomeMode::Challenge => {
challenge.write(StartChallengeRequestEvent);
}
HomeMode::TimeAttack => {
time_attack.write(StartTimeAttackRequestEvent);
}
}
// Close the modal after dispatching the launch event — same shape as
// the click handler.
for entity in &screens {
commands.entity(entity).despawn();
}
}
// ---------------------------------------------------------------------------
// Spawn helpers
// ---------------------------------------------------------------------------
@@ -873,4 +975,191 @@ mod tests {
"no card may be Disabled when the player is at the unlock level"
);
}
// -----------------------------------------------------------------------
// Digit-key shortcuts (1-5) — modal-scoped direct mode launch
// -----------------------------------------------------------------------
/// Press a key and clear the input afterwards so the next `update()`
/// doesn't re-fire `just_pressed`. Mirrors the open_home() pattern but
/// for an arbitrary key (the M-press helper releases & clears KeyM,
/// which is also what we need here for Digit keys).
fn press_and_clear(app: &mut App, key: KeyCode) {
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.press(key);
}
app.update();
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
}
}
#[test]
fn digit1_in_home_modal_starts_classic_and_closes_modal() {
let mut app = headless_app();
let _ = open_home(&mut app);
// Drain any pre-existing NewGameRequestEvent so the assertion
// only sees the digit-key driven write.
app.world_mut()
.resource_mut::<Messages<NewGameRequestEvent>>()
.clear();
press_and_clear(&mut app, KeyCode::Digit1);
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).copied().collect();
assert_eq!(
fired.len(),
1,
"exactly one NewGameRequestEvent must fire for Digit1"
);
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
0,
"Home modal must close after launching Classic via Digit1"
);
}
#[test]
fn digit3_at_level_zero_is_a_noop() {
let mut app = headless_app();
// Default level is 0 — Zen is locked.
let _ = open_home(&mut app);
app.world_mut()
.resource_mut::<Messages<StartZenRequestEvent>>()
.clear();
press_and_clear(&mut app, KeyCode::Digit3);
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
let mut zc = zen.get_cursor();
assert!(
zc.read(zen).next().is_none(),
"Digit3 at level 0 must not fire StartZenRequestEvent"
);
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
1,
"Home modal must remain open after a locked-mode digit press"
);
}
#[test]
fn digit3_at_unlock_level_starts_zen_and_closes_modal() {
let mut app = headless_app();
// Bump the player to the unlock level *before* opening the modal
// so the Mode Launcher is in its unlocked state.
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.level = CHALLENGE_UNLOCK_LEVEL;
let _ = open_home(&mut app);
app.world_mut()
.resource_mut::<Messages<StartZenRequestEvent>>()
.clear();
press_and_clear(&mut app, KeyCode::Digit3);
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
let mut zc = zen.get_cursor();
assert_eq!(
zc.read(zen).count(),
1,
"Digit3 at unlock level must fire exactly one StartZenRequestEvent"
);
assert_eq!(
app.world_mut()
.query::<&HomeScreen>()
.iter(app.world())
.count(),
0,
"Home modal must close after launching Zen via Digit3"
);
}
#[test]
fn digit_keys_outside_home_modal_are_noop() {
let mut app = headless_app();
// Modal is NOT open. Bump level so Zen would otherwise be allowed
// — this isolates the modal-scope guard from the unlock check.
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.level = CHALLENGE_UNLOCK_LEVEL;
// Drain any pre-existing events.
app.world_mut()
.resource_mut::<Messages<NewGameRequestEvent>>()
.clear();
app.world_mut()
.resource_mut::<Messages<StartZenRequestEvent>>()
.clear();
app.world_mut()
.resource_mut::<Messages<StartChallengeRequestEvent>>()
.clear();
app.world_mut()
.resource_mut::<Messages<StartTimeAttackRequestEvent>>()
.clear();
app.world_mut()
.resource_mut::<Messages<StartDailyChallengeRequestEvent>>()
.clear();
// Press every digit 1-5 in turn — none should trigger a launch.
for key in [
KeyCode::Digit1,
KeyCode::Digit2,
KeyCode::Digit3,
KeyCode::Digit4,
KeyCode::Digit5,
] {
press_and_clear(&mut app, key);
}
let new_game = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut nc = new_game.get_cursor();
assert!(
nc.read(new_game).next().is_none(),
"Digit keys with no modal open must not fire NewGameRequestEvent"
);
let zen = app.world().resource::<Messages<StartZenRequestEvent>>();
let mut zc = zen.get_cursor();
assert!(
zc.read(zen).next().is_none(),
"Digit keys with no modal open must not fire StartZenRequestEvent"
);
let chal = app.world().resource::<Messages<StartChallengeRequestEvent>>();
let mut cc = chal.get_cursor();
assert!(
cc.read(chal).next().is_none(),
"Digit keys with no modal open must not fire StartChallengeRequestEvent"
);
let ta = app.world().resource::<Messages<StartTimeAttackRequestEvent>>();
let mut tc = ta.get_cursor();
assert!(
tc.read(ta).next().is_none(),
"Digit keys with no modal open must not fire StartTimeAttackRequestEvent"
);
let daily = app.world().resource::<Messages<StartDailyChallengeRequestEvent>>();
let mut dc = daily.get_cursor();
assert!(
dc.read(daily).next().is_none(),
"Digit keys with no modal open must not fire StartDailyChallengeRequestEvent"
);
}
}
+238 -4
View File
@@ -19,16 +19,17 @@ use crate::settings_plugin::SettingsResource;
use crate::layout::HUD_BAND_HEIGHT;
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, ACCENT_SECONDARY, BG_ELEVATED, BG_ELEVATED_HI,
BG_ELEVATED_PRESSED, BG_HUD_BAND, BORDER_SUBTLE, MOTION_SCORE_PULSE_SECS, RADIUS_MD, RADIUS_SM,
STATE_DANGER, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
BG_ELEVATED_PRESSED, BG_HUD_BAND, BORDER_SUBTLE, MOTION_SCORE_PULSE_SECS,
MOTION_STREAK_FLOURISH_SECS, RADIUS_MD, RADIUS_SM, STATE_DANGER, STATE_INFO, STATE_SUCCESS,
STATE_WARNING, STREAK_FLOURISH_PEAK_SCALE, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3,
};
use crate::events::{
HelpRequestEvent, InfoToastEvent, NewGameRequestEvent, PauseRequestEvent,
StartChallengeRequestEvent, StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent,
StartZenRequestEvent, ToggleAchievementsRequestEvent, ToggleLeaderboardRequestEvent,
ToggleProfileRequestEvent, ToggleSettingsRequestEvent, ToggleStatsRequestEvent,
UndoRequestEvent,
UndoRequestEvent, WinStreakMilestoneEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
@@ -130,6 +131,51 @@ pub struct ScoreFloater {
pub duration: f32,
}
/// Drives the streak-milestone flourish: scales the [`HudScore`] text
/// from `1.0 → STREAK_FLOURISH_PEAK_SCALE → 1.0` over
/// [`MOTION_STREAK_FLOURISH_SECS`] (scaled by
/// [`AnimSpeed`](solitaire_data::AnimSpeed)) and tints it
/// [`ACCENT_SECONDARY`] for the same window before restoring the
/// original colour.
///
/// The streak readout currently lives in the Stats overlay (press
/// `S`) — there is no always-on HUD streak counter — so the flourish
/// piggybacks on the score readout, which is the most prominent
/// always-visible HUD number. Mirrors the `FoundationFlourish`
/// pattern: triangular scale curve, fixed duration, restores state
/// when the timer expires.
///
/// Inserted on `HudScore` entities by `start_streak_flourish` when a
/// `WinStreakMilestoneEvent` fires; removed once `elapsed >=
/// duration` so the readout returns to its rest state for the next
/// frame's transform sync.
///
/// Coexists with [`ScorePulse`]: the streak flourish lives on a
/// dedicated marker so a streak-crossing win that also ticks the
/// score (every win does) doesn't have the two animations stomp on
/// each other's `Transform.scale` writes — the streak flourish runs
/// in a `Without<ScorePulse>` query so only the loudest of the two
/// celebrations is active at a time.
#[derive(Component, Debug, Clone, Copy)]
pub struct StreakFlourish {
/// The streak milestone that triggered this flourish (3, 5, 10).
/// Carried for diagnostic logging only — the visual is identical
/// for every threshold so play-testing can decide later whether
/// to differentiate.
pub streak: u32,
/// Seconds elapsed since the flourish began.
pub elapsed: f32,
/// Total animation length in seconds. Zero under
/// [`AnimSpeed::Instant`](solitaire_data::AnimSpeed) — the system
/// snaps the scale back to 1.0 on the first tick so no half-state
/// is ever shown.
pub duration: f32,
/// The score readout's colour before the flourish began —
/// restored when the timer expires so the readout returns to its
/// resting `TEXT_PRIMARY` (or whatever it was) tint.
pub original_color: Color,
}
/// Tracks the score from the previous frame so the HUD can detect
/// changes without a `ScoreChangedEvent`. The plugin wires this to the
/// pulse + floater systems on every `Update`.
@@ -251,6 +297,7 @@ impl Plugin for HudPlugin {
.add_message::<ToggleProfileRequestEvent>()
.add_message::<ToggleSettingsRequestEvent>()
.add_message::<ToggleLeaderboardRequestEvent>()
.add_message::<WinStreakMilestoneEvent>()
.init_resource::<PreviousScore>()
.init_resource::<HudActionFade>()
.add_systems(Startup, (spawn_hud_band, spawn_hud, spawn_action_buttons))
@@ -267,6 +314,12 @@ impl Plugin for HudPlugin {
.chain()
.after(GameMutation),
)
.add_systems(
Update,
(start_streak_flourish, advance_streak_flourish)
.chain()
.after(GameMutation),
)
.add_systems(
Update,
(
@@ -1285,6 +1338,148 @@ fn advance_score_floater(
}
}
// ---------------------------------------------------------------------------
// Streak-milestone flourish
//
// Per the 2026-04-30 UX overhaul plan, the foundation flourish is the per-suit
// completion celebration; the streak flourish is its lifetime equivalent —
// when the player's `win_streak_current` crosses 3, 5, or 10, the HUD score
// readout pulses larger than a normal score-change pulse and tints magenta
// (`ACCENT_SECONDARY`) before snapping back to its resting state.
//
// Why the score readout: there is no always-on streak number on the HUD
// today (the readout lives in the Stats overlay), and the score is the
// most prominent always-visible HUD figure. The accompanying `InfoToastEvent`
// fired by `stats_plugin` carries the explicit "Win streak: N!" text so a
// player who isn't watching the score still sees the celebration land.
// ---------------------------------------------------------------------------
/// Pure helper for unit tests — returns the per-frame scale factor for
/// the streak flourish at `elapsed_secs` over `duration_secs`.
///
/// Triangular curve, mirroring [`foundation_flourish_scale`](crate::feedback_anim_plugin::foundation_flourish_scale):
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
/// [`STREAK_FLOURISH_PEAK_SCALE`], at `t = 1.0` returns `1.0`.
/// Out-of-range values are clamped so the score readout never freezes
/// at a non-1.0 scale on the frame after the flourish ends.
///
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
/// without dividing by zero.
pub fn streak_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
if duration_secs <= 0.0 {
return 1.0;
}
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
let peak = STREAK_FLOURISH_PEAK_SCALE;
if t < 0.5 {
// Climb from 1.0 at t=0 to peak at t=0.5.
1.0 + (peak - 1.0) * (t / 0.5)
} else {
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
}
}
/// Inserts a [`StreakFlourish`] on every [`HudScore`] entity when a
/// [`WinStreakMilestoneEvent`] fires. Captures the readout's current
/// `TextColor` so `advance_streak_flourish` can restore it when the
/// timer expires; reuses any existing flourish's `original_color` so
/// re-entering the system mid-flourish doesn't snapshot the magenta
/// tint as the new "original".
///
/// Removes any concurrent [`ScorePulse`] from the same entity so the
/// flourish takes over the scale slot cleanly — score pulses last
/// 250 ms, the flourish 600 ms, and the streak crossing always
/// coincides with a positive score delta, so the flourish is the
/// louder of the two celebrations.
fn start_streak_flourish(
mut events: MessageReader<WinStreakMilestoneEvent>,
settings: Option<Res<SettingsResource>>,
score_q: Query<(Entity, &TextColor, Option<&StreakFlourish>), With<HudScore>>,
mut commands: Commands,
) {
let Some(latest) = events.read().last() else {
return;
};
let speed = settings
.as_ref()
.map(|s| s.0.animation_speed)
.unwrap_or_default();
let duration = scaled_duration(MOTION_STREAK_FLOURISH_SECS, speed);
for (entity, color, existing) in &score_q {
let original_color = existing.map_or(color.0, |f| f.original_color);
commands
.entity(entity)
.remove::<ScorePulse>()
.insert(StreakFlourish {
streak: latest.streak,
elapsed: 0.0,
duration,
original_color,
});
}
}
/// Advances every [`StreakFlourish`], scaling its entity's `Transform`
/// using [`streak_flourish_scale`] and lerping the `TextColor` toward
/// [`ACCENT_SECONDARY`] for the first half then back to the captured
/// `original_color`. Removes the component once `elapsed >= duration`
/// (or immediately under [`AnimSpeed::Instant`](solitaire_data::AnimSpeed)
/// where duration is 0) and pins the scale back to 1.0 / restores the
/// original colour so no half-state is ever shown.
///
/// Filtered with `Without<ScorePulse>` so the streak flourish never
/// races a score pulse for the same `Transform.scale` slot —
/// `start_streak_flourish` strips any concurrent `ScorePulse` from the
/// score entity before this system runs, so the filter is purely a
/// belt-and-braces invariant.
fn advance_streak_flourish(
time: Res<Time>,
mut commands: Commands,
mut q: Query<
(Entity, &mut StreakFlourish, &mut Transform, &mut TextColor),
Without<ScorePulse>,
>,
) {
let dt = time.delta_secs();
for (entity, mut anim, mut transform, mut color) in &mut q {
let t = if anim.duration <= 0.0 {
1.0
} else {
anim.elapsed += dt;
(anim.elapsed / anim.duration).clamp(0.0, 1.0)
};
let scale = streak_flourish_scale(anim.elapsed, anim.duration);
transform.scale = Vec3::new(scale, scale, 1.0);
// Tint mix: full magenta at t=0..=0.5, fades back to the
// original colour over t=0.5..=1.0.
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
color.0 = lerp_text_color(anim.original_color, ACCENT_SECONDARY, mix);
if t >= 1.0 {
transform.scale = Vec3::ONE;
color.0 = anim.original_color;
commands.entity(entity).remove::<StreakFlourish>();
}
}
}
/// sRGB-space linear interpolation between two `Color`s — small local
/// helper so `advance_streak_flourish` stays readable. sRGB-space
/// lerping is fine for a brief decorative tint (a perceptually-uniform
/// space would be overkill).
fn lerp_text_color(from: Color, to: Color, t: f32) -> Color {
let from = from.to_srgba();
let to = to.to_srgba();
let t = t.clamp(0.0, 1.0);
Color::srgba(
from.red + (to.red - from.red) * t,
from.green + (to.green - from.green) * t,
from.blue + (to.blue - from.blue) * t,
from.alpha + (to.alpha - from.alpha) * t,
)
}
#[allow(clippy::type_complexity, clippy::too_many_arguments)]
fn update_hud(
game: Res<GameStateResource>,
@@ -2091,6 +2286,45 @@ mod tests {
assert!((score_pulse_scale(2.0) - 1.0).abs() < 1e-6);
}
/// Streak flourish curve must be 1.0 at t=0, peak at t=0.5, and
/// return to 1.0 at t=duration. Mirrors the `foundation_flourish_scale`
/// curve test — the two animations share a triangular shape so a
/// future tweak that desyncs them shows up here.
#[test]
fn streak_flourish_scale_curves_through_one_one_one() {
let dur = MOTION_STREAK_FLOURISH_SECS;
assert!(
(streak_flourish_scale(0.0, dur) - 1.0).abs() < 1e-5,
"streak flourish scale at t=0 must be 1.0",
);
assert!(
(streak_flourish_scale(dur / 2.0, dur) - STREAK_FLOURISH_PEAK_SCALE).abs() < 1e-5,
"streak flourish scale at midpoint must be STREAK_FLOURISH_PEAK_SCALE",
);
assert!(
(streak_flourish_scale(dur, dur) - 1.0).abs() < 1e-5,
"streak flourish scale at t=duration must return to 1.0",
);
}
/// Out-of-range values are clamped, not extrapolated. Matches the
/// foundation flourish's clamp behaviour so the score readout never
/// freezes at a non-1.0 scale on the frame after the flourish ends.
#[test]
fn streak_flourish_scale_clamps_out_of_range() {
let dur = MOTION_STREAK_FLOURISH_SECS;
assert!((streak_flourish_scale(-1.0, dur) - 1.0).abs() < 1e-5);
assert!((streak_flourish_scale(dur * 5.0, dur) - 1.0).abs() < 1e-5);
}
/// Zero duration (e.g. `AnimSpeed::Instant`) returns identity, never
/// divides by zero.
#[test]
fn streak_flourish_scale_zero_duration_is_one() {
assert!((streak_flourish_scale(0.0, 0.0) - 1.0).abs() < 1e-5);
assert!((streak_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
}
// -----------------------------------------------------------------------
// Phase 2: keyboard focus ring — HUD action bar
// -----------------------------------------------------------------------
+189 -77
View File
@@ -30,10 +30,12 @@ use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_animation::tuning::AnimationTuning;
use crate::card_animation::{CardAnimation, MotionCurve};
use crate::card_plugin::{
CardEntity, HintHighlight, HintHighlightTimer, TABLEAU_FACEDOWN_FAN_FRAC, TABLEAU_FAN_FRAC,
CardEntity, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC, TABLEAU_FACEDOWN_FAN_FRAC,
TABLEAU_FAN_FRAC,
};
use crate::feedback_anim_plugin::ShakeAnim;
use crate::ui_theme::MOTION_DRAG_REJECT_SECS;
use solitaire_core::game_state::DrawMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
@@ -666,14 +668,16 @@ fn end_drag(
to: target.clone(),
count,
});
// Shake each dragged card so the player gets immediate
// visual feedback that the drop was rejected. ShakeAnim
// restores translation.x to origin_x at the end of the
// animation, so origin_x must be the target slot in the
// origin pile — using the current drag transform would
// pin the card at the drop location and fight the
// sync_cards slide that StateChangedEvent triggers
// (the symptom is "card lands beside the pile").
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot in the origin pile.
// The audio cue (card_invalid.wav, played by AudioPlugin
// on MoveRejectedEvent) still gives the player clear
// negative feedback; this just replaces the old shake
// wiggle with a forgiving ease-out tween.
//
// `update_card_entity` skips its own snap/slide while a
// `CardAnimation` is present, so the StateChangedEvent
// that fires below does not fight this tween.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) =
@@ -683,14 +687,23 @@ fn end_drag(
};
let target_pos =
card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, _)) = card_entities
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card_id == card_id)
{
commands.entity(entity).insert(ShakeAnim {
elapsed: 0.0,
origin_x: target_pos.x,
});
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
@@ -899,9 +912,11 @@ fn touch_end_drag(
fired = true;
} else {
rejected.write(MoveRejectedEvent { from: origin.clone(), to: target, count });
// See `end_drag` (mouse path) for the rationale: ShakeAnim
// restores translation.x to origin_x, so origin_x must be
// the origin pile's slot, not the drop location.
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot. See `end_drag`
// (mouse path) for the full rationale; the touch path
// mirrors it exactly so finger and mouse rejection
// feel identical.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) =
@@ -911,13 +926,22 @@ fn touch_end_drag(
};
let target_pos =
card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, _)) =
if let Some((entity, _, transform)) =
card_entities.iter().find(|(_, ce, _)| ce.card_id == card_id)
{
commands.entity(entity).insert(ShakeAnim {
elapsed: 0.0,
origin_x: target_pos.x,
});
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
@@ -1946,71 +1970,159 @@ mod tests {
}
// -----------------------------------------------------------------------
// Task #57 — ShakeAnim insertion on rejected drag
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
// visual response on the dragged cards swapped from a horizontal wiggle
// to a smooth ease-out glide back to the origin pile.
//
// These tests build the component values exactly as `end_drag` and
// `touch_end_drag` would, then assert the resulting `CardAnimation` is
// shaped correctly. Driving `end_drag` end-to-end requires a real window
// and mouse-button input, so we exercise the data path the same way the
// legacy `ShakeAnim` tests did.
// -----------------------------------------------------------------------
/// Verifies that `ShakeAnim` constructed for a rejected drag has the
/// correct initial values: `elapsed` starts at 0.0 and `origin_x` matches
/// the **target slot in the origin pile** (where the card will rest after
/// the rejection). Saving the drop-location X here was the root cause of
/// the "card lands beside the pile" bug — `tick_shake_anim` restores
/// `translation.x` to `origin_x` at the end of the shake, fighting the
/// `sync_cards` slide that `StateChangedEvent` triggers.
///
/// The Bevy ECS part (Commands + Query) is exercised at runtime; this test
/// covers the data path — that we build the component with the right values
/// before handing it to `commands.entity(...).insert(...)`.
#[test]
fn shake_anim_for_rejected_drag_has_correct_initial_values() {
use crate::feedback_anim_plugin::ShakeAnim;
// Simulate the X coordinate of the card's slot in its origin pile —
// computed by `card_position(game, layout, &origin, stack_index)` at
// rejection time, not the drop-location transform X.
let target_slot_x = 123.5_f32;
// This mirrors the ShakeAnim construction in `end_drag` and
// `touch_end_drag` after the bugfix: origin_x is the origin pile's
// slot X, so the shake ends with the card at its correct resting
// position.
let anim = ShakeAnim {
elapsed: 0.0,
origin_x: target_slot_x,
};
assert_eq!(
anim.elapsed, 0.0,
"ShakeAnim must start with elapsed=0.0 so the animation plays from the beginning"
);
assert!(
(anim.origin_x - target_slot_x).abs() < 1e-6,
"ShakeAnim origin_x must match the origin pile slot's X (where the \
card belongs after rejection), not the drop-location transform X. \
Expected {target_slot_x}, got {}",
anim.origin_x
);
/// Helper: build the `CardAnimation` the rejection paths construct for
/// one dragged card. Mirrors the inline logic in `end_drag` and
/// `touch_end_drag` so the tests stay in sync with the production code.
fn build_drag_reject_animation(
drag_pos: Vec2,
drag_z: f32,
target_pos: Vec2,
stack_index: usize,
) -> CardAnimation {
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
CardAnimation::slide(drag_pos, drag_z, target_pos, end_z, MotionCurve::Responsive)
.with_duration(MOTION_DRAG_REJECT_SECS)
}
/// When a drag is rejected, every card id in `drag.cards` should receive a
/// `ShakeAnim`. Verify that the set of card ids we would iterate matches
/// exactly the ids stored in `DragState::cards` at rejection time.
/// Every card in `drag.cards` should receive its own `CardAnimation` on
/// rejection. With the shake → tween migration, the assertion changes
/// from "every dragged card gets a ShakeAnim" to "every dragged card
/// gets a CardAnimation" — same coverage, new component.
#[test]
fn rejected_drag_shakes_all_dragged_cards() {
// Simulate a DragState with two card ids (a stack drag).
fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
// Simulate a stack drag of two cards.
let dragged_ids: Vec<u32> = vec![10, 11];
// In `end_drag`, we iterate `drag.cards` and look up each id in
// `card_entities`. The ids we would insert ShakeAnim on must exactly
// match the dragged set.
let mut shaken: Vec<u32> = Vec::new();
let mut animated: Vec<u32> = Vec::new();
for &card_id in &dragged_ids {
// Simulate finding the entity for card_id (always succeeds here).
shaken.push(card_id);
// In `end_drag` we iterate `drag.cards` and look up each id in
// `card_entities`. The ids we would insert a `CardAnimation` on
// must exactly match the dragged set.
animated.push(card_id);
}
assert_eq!(
shaken, dragged_ids,
"every card id in drag.cards must receive a ShakeAnim on rejection"
animated, dragged_ids,
"every card id in drag.cards must receive a CardAnimation on rejection"
);
}
/// The `end` field of the inserted tween must equal the card's resting
/// slot in its origin pile — the position the card belongs at after a
/// rejected drop. Without this, the tween would glide to the wrong spot
/// and `sync_cards` would have to fight it back.
#[test]
fn rejected_drag_animation_targets_origin_resting_position() {
let drag_pos = Vec2::new(640.0, 200.0); // somewhere mid-screen
let target_pos = Vec2::new(123.5, -50.0); // origin pile slot
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
assert!(
(anim.end - target_pos).length() < 1e-6,
"CardAnimation.end must match the origin slot's resting position. \
Expected {target_pos:?}, got {:?}",
anim.end
);
}
/// The `start` field of the inserted tween must equal the card's
/// drop-time transform position — i.e. wherever the cursor or finger
/// released the card. This is what makes the glide feel like a
/// continuous return rather than a teleport-then-shake.
#[test]
fn rejected_drag_animation_starts_from_drag_position() {
let drag_pos = Vec2::new(640.0, 200.0);
let target_pos = Vec2::new(80.0, -120.0);
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
assert!(
(anim.start - drag_pos).length() < 1e-6,
"CardAnimation.start must match the drop-time transform position \
(where the cursor released). Expected {drag_pos:?}, got {:?}",
anim.start
);
// And the start must be visibly distinct from the origin slot — the
// whole point of the tween is that it visibly travels.
assert!(
(anim.start - anim.end).length() > 1.0,
"rejected drag should travel a visible distance, got start={:?} end={:?}",
anim.start,
anim.end
);
}
/// The tween duration is taken from the project-wide motion token so
/// designers can retune the feel from one place. Keeps the constant and
/// the call site honest.
#[test]
fn rejected_drag_animation_uses_correct_duration() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert!(
(anim.duration - MOTION_DRAG_REJECT_SECS).abs() < 1e-6,
"drag-rejection tween duration must match MOTION_DRAG_REJECT_SECS \
({MOTION_DRAG_REJECT_SECS}), got {}",
anim.duration
);
}
/// The curve must be a no-overshoot ease-out so the card decelerates
/// cleanly into its rest position — overshoot on a rejection feels
/// jittery rather than forgiving.
#[test]
fn rejected_drag_animation_uses_responsive_curve() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert_eq!(
anim.curve,
MotionCurve::Responsive,
"drag-rejection tween must use Responsive (quintic ease-out) \
so the card snaps back without bouncing past the slot"
);
}
/// The `start_z` of the tween must equal the card's drop-time z
/// (`DRAG_Z`) so the card stays above the rest of the table while it
/// travels home, then settles at the correct resting z.
#[test]
fn rejected_drag_animation_lifts_from_drag_z_to_resting_z() {
let stack_index = 2_usize;
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
stack_index,
);
assert!(
(anim.start_z - DRAG_Z).abs() < 1e-6,
"tween must start at DRAG_Z so the card stays on top during the glide"
);
let expected_end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
assert!(
(anim.end_z - expected_end_z).abs() < 1e-6,
"tween must end at the slot's resting z, got {} expected {expected_end_z}",
anim.end_z
);
}
}
+8 -3
View File
@@ -26,7 +26,11 @@ pub enum LayoutSystem {
pub const MIN_WINDOW: Vec2 = Vec2::new(800.0, 600.0);
/// Aspect ratio (height / width) of a standard playing card.
const CARD_ASPECT: f32 = 1.4;
///
/// Matches the bundled hayeah/playing-cards-assets SVG dimensions
/// (167.087 × 242.667 → 1.4523). Pre-v0.11 the constant was 1.4,
/// which rendered the cards ~3.6 % squashed vertically.
const CARD_ASPECT: f32 = 1.4523;
/// Fraction of card height used as vertical padding between the top row and
/// the tableau row.
@@ -59,7 +63,7 @@ pub const TABLE_COLOUR: [f32; 3] = [0.059, 0.322, 0.196];
pub struct Layout {
/// Width and height of a single card, in world units (Bevy 2D world-space).
///
/// `x` is the card width; `y` is the card height (always `x * 1.4`).
/// `x` is the card width; `y` is the card height (`x * CARD_ASPECT`).
/// All pile positions and fan offsets are derived from this value.
pub card_size: Vec2,
/// Centre position of each pile, in 2D world coordinates.
@@ -80,7 +84,8 @@ pub struct Layout {
/// column (13 face-up cards, see [`MAX_TABLEAU_CARDS`]) inside the
/// window with a bottom margin equal to `h_gap`. Limiter on tall/narrow
/// windows.
/// - `card_height = card_width * 1.4`.
/// - `card_height = card_width * CARD_ASPECT` (1.4523, matches the
/// bundled hayeah card art's natural SVG dimensions).
/// - Horizontal gap `h_gap = card_width / 4.0`.
/// - Top row (stock, waste, 4 foundations) aligns with tableau columns
/// 0, 1, 3, 4, 5, 6 — column 2 is intentionally empty to separate the
+25 -10
View File
@@ -23,6 +23,7 @@ pub mod layout;
pub mod onboarding_plugin;
pub mod pause_plugin;
pub mod profile_plugin;
pub mod radial_menu;
pub mod settings_plugin;
pub mod progress_plugin;
pub mod resources;
@@ -69,8 +70,9 @@ pub use card_animation::{
FrameTimeDiagnostics, DIAG_WINDOW_SIZE,
};
pub use feedback_anim_plugin::{
deal_stagger_delay, deal_stagger_secs_for_speed, shake_offset, settle_scale,
FeedbackAnimPlugin, SettleAnim, ShakeAnim,
deal_stagger_delay, deal_stagger_secs_for_speed, foundation_flourish_scale, shake_offset,
settle_scale, FeedbackAnimPlugin, FoundationFlourish, FoundationMarkerFlourish, SettleAnim,
ShakeAnim,
};
pub use auto_complete_plugin::AutoCompletePlugin;
pub use audio_plugin::{AudioPlugin, AudioState, SoundLibrary};
@@ -82,35 +84,48 @@ pub use font_plugin::{FontPlugin, FontResource};
pub use cursor_plugin::CursorPlugin;
pub use events::{
AchievementUnlockedEvent, CardFaceRevealedEvent, CardFlippedEvent, DrawRequestEvent,
ForfeitEvent, ForfeitRequestEvent, GameWonEvent, HelpRequestEvent, HintVisualEvent,
InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
ForfeitEvent, ForfeitRequestEvent, FoundationCompletedEvent, GameWonEvent, HelpRequestEvent,
HintVisualEvent, InfoToastEvent, ManualSyncRequestEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameConfirmEvent, NewGameRequestEvent, PauseRequestEvent, StartChallengeRequestEvent,
StartDailyChallengeRequestEvent, StartTimeAttackRequestEvent, StartZenRequestEvent,
StateChangedEvent, SyncCompleteEvent, ToggleAchievementsRequestEvent,
ToggleLeaderboardRequestEvent, ToggleProfileRequestEvent, ToggleSettingsRequestEvent,
ToggleStatsRequestEvent, UndoRequestEvent, XpAwardedEvent,
ToggleStatsRequestEvent, UndoRequestEvent, WinStreakMilestoneEvent, XpAwardedEvent,
};
pub use game_plugin::{
ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath, RecordingReplay,
ReplayPath,
};
pub use game_plugin::{ConfirmNewGameScreen, GameMutation, GameOverScreen, GamePlugin, GameStatePath};
pub use help_plugin::{HelpPlugin, HelpScreen};
pub use home_plugin::{HomePlugin, HomeScreen};
pub use hud_plugin::{
ActionButton, HelpButton, HudAutoComplete, HudPlugin, MenuButton, MenuOption, MenuPopover,
ModeOption, ModesButton, ModesPopover, NewGameButton, PauseButton, UndoButton,
streak_flourish_scale, ActionButton, HelpButton, HudAutoComplete, HudPlugin, MenuButton,
MenuOption, MenuPopover, ModeOption, ModesButton, ModesPopover, NewGameButton, PauseButton,
StreakFlourish, UndoButton,
};
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
pub use input_plugin::InputPlugin;
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
pub use pause_plugin::{ForfeitConfirmScreen, PausePlugin, PauseScreen, PausedResource};
pub use profile_plugin::{ProfilePlugin, ProfileScreen};
pub use radial_menu::{
legal_destinations_for_card, radial_anchor_for_index, radial_hovered_index, RadialIcon,
RadialMenuPlugin, RightClickRadialState, Z_RADIAL_MENU,
};
pub use settings_plugin::{
PendingWindowGeometry, SettingsChangedEvent, SettingsPlugin, SettingsResource, SettingsScreen,
SFX_STEP, WINDOW_GEOMETRY_DEBOUNCE_SECS,
};
pub use layout::{compute_layout, Layout, LayoutResource};
pub use resources::{DragState, GameStateResource, HintCycleIndex, SettingsScrollPos, SyncStatus, SyncStatusResource};
pub use selection_plugin::{SelectionHighlight, SelectionPlugin, SelectionState};
pub use selection_plugin::{
KeyboardDragState, SelectionHighlight, SelectionPlugin, SelectionState,
};
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
pub use stats_plugin::{StatsPlugin, StatsResource, StatsScreen, StatsUpdate};
pub use stats_plugin::{
format_replay_caption, LatestReplayPath, LatestReplayResource, StatsPlugin, StatsResource,
StatsScreen, StatsUpdate, WatchReplayButton,
};
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
pub use ui_focus::{Disabled, FocusGroup, Focusable, FocusedButton, UiFocusPlugin};
pub use ui_modal::{
@@ -93,7 +93,9 @@ struct HotkeyRow {
const HOTKEYS: &[HotkeyRow] = &[
HotkeyRow { keys: "D / Space", description: "Draw from stock" },
HotkeyRow { keys: "U", description: "Undo last move" },
HotkeyRow { keys: "Tab → Enter", description: "Pick a card; arrows pick where; Enter to drop" },
HotkeyRow { keys: "N", description: "New Classic game" },
HotkeyRow { keys: "M", description: "Open Mode Launcher (then 15 to pick)" },
HotkeyRow { keys: "S", description: "Stats & progression" },
HotkeyRow { keys: "A", description: "Achievements" },
HotkeyRow { keys: "O", description: "Settings" },
+168 -2
View File
@@ -6,6 +6,7 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use chrono::{Duration, Local, NaiveDate};
use solitaire_core::achievement::achievement_by_id;
use solitaire_data::SyncBackend;
@@ -20,14 +21,38 @@ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
ACCENT_PRIMARY, STATE_INFO, STATE_SUCCESS, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY,
TYPE_BODY_LG, VAL_SPACE_2, Z_MODAL_PANEL,
ACCENT_PRIMARY, BG_ELEVATED, BORDER_STRONG, SPACE_1, STATE_INFO, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, VAL_SPACE_2, Z_MODAL_PANEL,
};
/// Number of days surfaced in the daily-challenge calendar row.
///
/// 14 = trailing two weeks ending today. At ~12 px per dot with a 6 px gap
/// the row is ~246 px wide — well inside the 360 px minimum modal width on
/// the smallest supported window (800 px).
const CALENDAR_DAYS: usize = 14;
/// Diameter of each calendar dot, in pixels.
const CALENDAR_DOT_SIZE_PX: f32 = 12.0;
/// Marker component on the profile overlay root node.
#[derive(Component, Debug)]
pub struct ProfileScreen;
/// Marker on each daily-challenge calendar dot inside the Profile modal.
///
/// One entity per day in the trailing 14-day window — tests can query
/// for this component to assert the row was rendered.
#[derive(Component, Debug, Clone, Copy)]
pub struct DailyCalendarDot {
/// The calendar date this dot represents.
pub date: NaiveDate,
/// Whether the player completed the daily challenge on `date`.
pub completed: bool,
/// `true` if `date == today` (the rightmost dot).
pub is_today: bool,
}
/// Registers the `P` key toggle for the profile overlay.
pub struct ProfilePlugin;
@@ -195,6 +220,16 @@ fn spawn_profile_screen(
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
// 14-day daily-challenge calendar row.
spawn_daily_calendar(
card,
&prog.daily_challenge_history,
prog.daily_challenge_streak,
prog.daily_challenge_longest_streak,
Local::now().date_naive(),
font_res,
);
}
// ── Achievements section ────────────────────────────────────
@@ -300,6 +335,98 @@ fn spawn_spacer(parent: &mut ChildSpawnerCommands, height: Val) {
});
}
/// Spawn the daily-challenge calendar row: a caption + 14 dots.
///
/// `history` is the player's full chronological completion history.
/// `current_streak` and `longest_streak` are surfaced in the caption.
/// `today` is passed in (rather than read directly) so the function is
/// trivially testable with a fixed reference date.
///
/// Layout: caption row → row of 14 dots (~12 px each, 6 px gap). The
/// rightmost dot represents today; past dots fill from oldest (left) to
/// most recent (right). Each dot carries a [`DailyCalendarDot`] marker.
fn spawn_daily_calendar(
parent: &mut ChildSpawnerCommands,
history: &[NaiveDate],
current_streak: u32,
longest_streak: u32,
today: NaiveDate,
font_res: Option<&FontResource>,
) {
use std::collections::HashSet;
let history_set: HashSet<NaiveDate> = history.iter().copied().collect();
let font_caption = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent.spawn((
Text::new(format!(
"Current streak: {current_streak} \u{00B7} Longest: {longest_streak}"
)),
font_caption,
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
top: VAL_SPACE_1,
bottom: VAL_SPACE_1,
..default()
},
..default()
},
));
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: Val::Px(SPACE_1 + 2.0), // 6 px between dots
align_items: AlignItems::Center,
..default()
})
.with_children(|row| {
// Iterate from oldest (today 13) to today (rightmost).
for offset in (0..CALENDAR_DAYS as i64).rev() {
let date = today - Duration::days(offset);
let is_today = offset == 0;
let completed = history_set.contains(&date);
// Today's dot keeps the outlined-ring look (Balatro-yellow
// accent border) regardless of completion; past days use a
// subtle border so the row reads as a row of pills, not a
// strip of bare squares.
let border_color = if is_today { ACCENT_PRIMARY } else { BORDER_STRONG };
let border_width = if is_today { 2.0 } else { 0.0 };
row.spawn((
DailyCalendarDot {
date,
completed,
is_today,
},
Node {
width: Val::Px(CALENDAR_DOT_SIZE_PX),
height: Val::Px(CALENDAR_DOT_SIZE_PX),
border: UiRect::all(Val::Px(border_width)),
border_radius: BorderRadius::all(Val::Px(CALENDAR_DOT_SIZE_PX / 2.0)),
..default()
},
BackgroundColor(calendar_dot_color(completed)),
BorderColor::all(border_color),
));
}
});
}
/// Background colour for a calendar dot. `STATE_SUCCESS` for completed
/// days, `BG_ELEVATED` for missed/pending days.
fn calendar_dot_color(completed: bool) -> Color {
if completed {
STATE_SUCCESS
} else {
BG_ELEVATED
}
}
/// Return `(backend_name, username_display)` for the given sync backend.
fn sync_info(backend: &SyncBackend) -> (&'static str, String) {
match backend {
@@ -417,4 +544,43 @@ mod tests {
// Level 10 is the first post-table level (span = 1000, starts at 5000).
assert_eq!(xp_progress(5_000, 10), (1_000, 0));
}
#[test]
fn profile_modal_renders_14_calendar_dots() {
// Open the Profile modal and assert the 14-day calendar row was
// populated with one DailyCalendarDot entity per day.
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyP);
app.update();
let dot_count = app
.world_mut()
.query::<&DailyCalendarDot>()
.iter(app.world())
.count();
assert_eq!(
dot_count, CALENDAR_DAYS,
"Profile modal must render exactly {CALENDAR_DAYS} calendar dots"
);
}
#[test]
fn calendar_dot_today_marker_is_set_on_rightmost_dot_only() {
// Exactly one of the 14 dots is the "today" dot (the rightmost).
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyP);
app.update();
let today_count = app
.world_mut()
.query::<&DailyCalendarDot>()
.iter(app.world())
.filter(|d| d.is_today)
.count();
assert_eq!(today_count, 1, "exactly one dot must be marked is_today");
}
}
+943
View File
@@ -0,0 +1,943 @@
//! Right-click radial menu for power-user quick-drops.
//!
//! Holding the right mouse button on a face-up draggable card pops up a
//! small radial menu of icons, one per legal destination pile, arranged in
//! a ring around the cursor. Releasing the button while the cursor is
//! over an icon dispatches a [`MoveRequestEvent`] to that destination —
//! the player skips the drag entirely. Releasing in empty space, or
//! pressing `Esc`, cancels.
//!
//! # Relationship to [`crate::card_plugin::handle_right_click`]
//!
//! This plugin **augments** rather than replaces the legacy
//! right-click-highlight tint. On the press frame `handle_right_click`
//! still tints legal pile markers via [`RightClickHighlight`]; the radial
//! overlay sits on top (Z = [`Z_RADIAL_MENU`]) and disappears with the
//! release. The two paths read the same legal-destination set, so what
//! the radial offers always matches what the highlights show.
//!
//! # State machine
//!
//! ```text
//! ┌──────────────────┐ RMB press on face-up card
//! │ Idle │ ──────────────────────────────────► Active
//! └──────────────────┘
//! Esc OR RMB release outside any icon
//! OR pause / state change
//! ┌──────────────────┐ ◄──────────────────────────────────┐
//! │ Active │ │
//! │ source_pile │ RMB release while hovered_index │
//! │ count │ = Some(i) │
//! │ cards │ ─── fire MoveRequestEvent ─────────┘
//! │ destinations[] │
//! │ hovered_index │
//! └──────────────────┘
//! ```
//!
//! # Tests
//!
//! Tests live alongside the implementation. The cursor-tracking and
//! release-confirm systems take a [`RadialCursorOverride`] resource that
//! lets tests inject a world-space cursor position without spinning up a
//! real `PrimaryWindow` / camera, since `MinimalPlugins` provides
//! neither.
use bevy::input::ButtonInput;
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::card::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::{TABLEAU_FACEDOWN_FAN_FRAC, TABLEAU_FAN_FRAC};
use crate::events::MoveRequestEvent;
use crate::layout::{Layout, LayoutResource};
use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource};
use crate::ui_theme::{ACCENT_PRIMARY, BORDER_STRONG, BORDER_SUBTLE, STATE_SUCCESS};
/// Sprite-space `Transform.z` for radial-menu overlay sprites.
///
/// One rung above [`crate::ui_theme::Z_DROP_OVERLAY`] (`50.0`) so the radial icons render
/// in front of any drop-target wash that might still be active from a
/// concurrent drag, but well below the lifted card stack at `DRAG_Z`.
pub const Z_RADIAL_MENU: f32 = 60.0;
/// Pixel radius (world space) of the ring on which radial icons are
/// placed, measured from the cursor centre.
pub const RADIAL_RADIUS_PX: f32 = 80.0;
/// Side length (world-space pixels) of each radial icon's hit-box.
///
/// Sprites are rendered at this size; the cursor is considered "over" an
/// icon when it lies within the axis-aligned square of this side length
/// centred on the icon anchor.
pub const RADIAL_ICON_SIZE_PX: f32 = 48.0;
/// Scale factor applied to the focused (hovered) icon for emphasis.
pub const RADIAL_HOVER_SCALE: f32 = 1.15;
// ---------------------------------------------------------------------------
// State resource
// ---------------------------------------------------------------------------
/// Right-click radial-menu state machine.
///
/// `Idle` is the resting state. `Active` is entered when right-mouse is
/// just-pressed on a face-up draggable card with at least one legal
/// destination; it is exited on right-mouse release, on `Escape`, or on
/// any external state change (game mutation, pause).
#[derive(Resource, Debug, Default, Clone, PartialEq)]
pub enum RightClickRadialState {
/// Resting state — the radial is closed and no overlay sprites exist.
#[default]
Idle,
/// Radial is open. The player is holding right-mouse on
/// `source_pile` and the cursor is currently over icon
/// `hovered_index` (or none).
Active {
/// Pile the right-clicked card came from.
source_pile: PileType,
/// Number of cards that would be moved (always `1` — only the
/// top face-up card is ever offered for a quick-drop, since the
/// radial is built around single-card foundation/tableau
/// shortcuts and that matches the right-click highlight set).
count: usize,
/// Card ids that would be moved (bottom-to-top order). Length
/// always equals `count`. Currently always one element.
cards: Vec<u32>,
/// Pre-computed `(destination, icon_anchor_world_pos)` pairs.
///
/// Anchors are evenly spaced around a ring of radius
/// [`RADIAL_RADIUS_PX`] centred on the press position. A single
/// destination is placed directly above the cursor; multiple
/// destinations span an arc.
legal_destinations: Vec<(PileType, Vec2)>,
/// Cursor position (world space) the radial was opened at —
/// used as the centre of the ring for cursor-hover hit testing.
centre: Vec2,
/// Index into `legal_destinations` the cursor is currently
/// hovering over, or `None` when the cursor is outside every
/// icon's hit-box.
hovered_index: Option<usize>,
},
}
impl RightClickRadialState {
/// Returns `true` when the radial is currently open.
pub fn is_active(&self) -> bool {
matches!(self, Self::Active { .. })
}
}
/// Optional override resource for tests: when present and `Some`, every
/// system that would normally read `Window::cursor_position()` reads this
/// world-space coordinate instead.
///
/// Tests insert this resource so the radial systems can run under
/// `MinimalPlugins`, which has no `PrimaryWindow` and no `Camera`.
/// Production builds never insert this resource.
#[derive(Resource, Debug, Clone, Copy, Default)]
pub struct RadialCursorOverride(pub Option<Vec2>);
// ---------------------------------------------------------------------------
// Visual marker components
// ---------------------------------------------------------------------------
/// Marker on a radial icon parent entity. Wraps the icon's index into
/// [`RightClickRadialState::Active::legal_destinations`] so the
/// hover-state system can find the right anchor / pile.
#[derive(Component, Debug)]
pub struct RadialIcon {
/// Index into `RightClickRadialState::Active::legal_destinations`.
pub index: usize,
}
/// Marker on the centre dot drawn at the cursor / source position.
#[derive(Component, Debug)]
pub struct RadialCentre;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers [`RightClickRadialState`] and the systems that drive it.
///
/// All systems run in the `Update` schedule. `RadialCursorOverride` is
/// **not** registered by default — production never needs it; tests
/// insert it manually.
pub struct RadialMenuPlugin;
impl Plugin for RadialMenuPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<RightClickRadialState>()
// Tests inject `RadialCursorOverride` themselves; production
// never touches it. We do not `init_resource` here so the
// cursor-from-window path is the default.
.add_systems(
Update,
(
radial_open_on_right_click,
radial_track_cursor,
radial_handle_release_or_cancel,
radial_redraw_overlay,
)
.chain(),
);
}
}
// ---------------------------------------------------------------------------
// Pure helpers (testable without a Bevy World)
// ---------------------------------------------------------------------------
/// Returns the world-space anchor for radial icon `index` of `count`,
/// arranged on a ring of `radius` centred at `centre`.
///
/// One destination places the icon directly above the cursor (12 o'clock).
/// Multiple destinations spread evenly around a circle, with index 0 at
/// 12 o'clock and remaining indices winding clockwise.
pub fn radial_anchor_for_index(centre: Vec2, count: usize, index: usize, radius: f32) -> Vec2 {
if count == 0 {
return centre;
}
if count == 1 {
// Single destination → straight above the cursor for maximum legibility.
return centre + Vec2::new(0.0, radius);
}
// Spread evenly. Angle is measured from the +Y axis, clockwise, so
// index 0 sits at 12 o'clock and increasing indices sweep right.
let frac = (index as f32) / (count as f32);
let angle = std::f32::consts::TAU * frac;
Vec2::new(centre.x + radius * angle.sin(), centre.y + radius * angle.cos())
}
/// Returns `(hit?, index)` — whether `cursor` falls within any icon's
/// hit-box, and if so the index of the first match. Hit-boxes are
/// axis-aligned squares of side [`RADIAL_ICON_SIZE_PX`] centred on each
/// anchor. If multiple icons overlap (impossible at the default radius +
/// icon size combination, but defensively checked) the lowest index wins.
pub fn radial_hovered_index(cursor: Vec2, anchors: &[Vec2]) -> Option<usize> {
let half = RADIAL_ICON_SIZE_PX / 2.0;
for (i, anchor) in anchors.iter().enumerate() {
if (cursor.x - anchor.x).abs() <= half && (cursor.y - anchor.y).abs() <= half {
return Some(i);
}
}
None
}
/// Returns the legal destination piles for moving `card` from
/// `source_pile` in `game`.
///
/// Mirrors [`crate::card_plugin::handle_right_click`]'s decision logic
/// exactly — only foundations that legally accept the card and tableaus
/// that legally accept the card. The source pile is excluded because
/// dropping a card on its own pile is a no-op.
pub fn legal_destinations_for_card(
card: &Card,
source_pile: &PileType,
game: &GameState,
) -> Vec<PileType> {
let mut out = Vec::new();
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
out.push(dest);
}
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, pile)
{
out.push(dest);
}
}
out
}
/// Returns the topmost face-up draggable card under `cursor` (world
/// space) along with its source pile.
///
/// Reuses the same "topmost face-up card" semantics as
/// [`crate::card_plugin::handle_right_click`]: tableau columns offer
/// every face-up card, waste / foundations offer only their top card,
/// and stock is never draggable. Returns `None` for face-down cards,
/// empty piles, or clicks in dead space.
pub fn find_top_face_up_card_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
) -> Option<(PileType, Card)> {
let piles = [
PileType::Waste,
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
for pile in piles {
let Some(pile_cards) = game.piles.get(&pile) else {
continue;
};
if pile_cards.cards.is_empty() {
continue;
}
let is_tableau = matches!(pile, PileType::Tableau(_));
for i in (0..pile_cards.cards.len()).rev() {
let card = &pile_cards.cards[i];
if !card.face_up {
continue;
}
// Only the top card is draggable on non-tableau piles.
if !is_tableau && i != pile_cards.cards.len() - 1 {
continue;
}
let pos = card_position(game, layout, &pile, i);
let half = layout.card_size / 2.0;
if cursor.x < pos.x - half.x
|| cursor.x > pos.x + half.x
|| cursor.y < pos.y - half.y
|| cursor.y > pos.y + half.y
{
continue;
}
return Some((pile, card.clone()));
}
}
None
}
/// Mirror of `input_plugin::card_position` — kept private to this
/// module so the radial's hit-test geometry tracks renderer geometry
/// without depending on `input_plugin` internals.
fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let mut y_offset = 0.0_f32;
if let Some(pile_cards) = game.piles.get(pile) {
for card in pile_cards.cards.iter().take(stack_index) {
let step = if card.face_up {
TABLEAU_FAN_FRAC
} else {
TABLEAU_FACEDOWN_FAN_FRAC
};
y_offset -= layout.card_size.y * step;
}
}
Vec2::new(base.x, base.y + y_offset)
} else {
base
}
}
/// Builds the `(destination, anchor)` list for a fresh radial open.
fn build_radial_destinations(centre: Vec2, dests: Vec<PileType>) -> Vec<(PileType, Vec2)> {
let count = dests.len();
dests
.into_iter()
.enumerate()
.map(|(i, d)| (d, radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX)))
.collect()
}
// ---------------------------------------------------------------------------
// Cursor lookup — uses an override resource under MinimalPlugins, falls
// back to the real Window/Camera otherwise.
// ---------------------------------------------------------------------------
/// Returns the world-space cursor position. Prefers
/// [`RadialCursorOverride`] when present (test injection); otherwise
/// reads the primary window's cursor position and projects it through
/// the camera.
fn cursor_world(
override_res: Option<&Res<RadialCursorOverride>>,
windows: &Query<&Window, With<PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
) -> Option<Vec2> {
if let Some(ovr) = override_res
&& let Some(pos) = ovr.0
{
return Some(pos);
}
let window = windows.single().ok()?;
let cursor = window.cursor_position()?;
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, cursor).ok()
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// On `MouseButton::Right` `just_pressed`, attempts to open the radial
/// menu over the card the cursor is on. Skips when a left-mouse drag is
/// in progress, when the game is paused, or when the clicked card has no
/// legal destinations.
#[allow(clippy::too_many_arguments)]
fn radial_open_on_right_click(
buttons: Option<Res<ButtonInput<MouseButton>>>,
paused: Option<Res<PausedResource>>,
drag: Res<DragState>,
cursor_override: Option<Res<RadialCursorOverride>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
mut state: ResMut<RightClickRadialState>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !drag.is_idle() {
return;
}
let Some(buttons) = buttons else { return };
if !buttons.just_pressed(MouseButton::Right) {
return;
}
if state.is_active() {
// Already active — ignore re-presses.
return;
}
let Some(layout) = layout else { return };
let Some(game) = game else { return };
let Some(world) = cursor_world(cursor_override.as_ref(), &windows, &cameras) else {
return;
};
let Some((source_pile, card)) = find_top_face_up_card_at(world, &game.0, &layout.0) else {
return;
};
// Only single-card right-click for now: foundations require single
// cards and the highlight tint shows the same set the radial offers.
let dests = legal_destinations_for_card(&card, &source_pile, &game.0);
if dests.is_empty() {
return;
}
let legal_destinations = build_radial_destinations(world, dests);
*state = RightClickRadialState::Active {
source_pile,
count: 1,
cards: vec![card.id],
legal_destinations,
centre: world,
hovered_index: None,
};
}
/// Each frame while `Active`, updates `hovered_index` based on the
/// current cursor position. Cheap — just re-runs hit-testing against
/// the precomputed anchors. The overlay redraw system reads this index
/// to apply the focused tint and scale.
fn radial_track_cursor(
cursor_override: Option<Res<RadialCursorOverride>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut state: ResMut<RightClickRadialState>,
) {
let RightClickRadialState::Active {
legal_destinations,
hovered_index,
..
} = state.as_mut()
else {
return;
};
let Some(world) = cursor_world(cursor_override.as_ref(), &windows, &cameras) else {
return;
};
let anchors: Vec<Vec2> = legal_destinations.iter().map(|(_, a)| *a).collect();
*hovered_index = radial_hovered_index(world, &anchors);
}
/// Handles three exit conditions while `Active`:
/// 1. Right-mouse release → confirm if hovering, otherwise cancel.
/// 2. `Escape` → cancel.
/// 3. Left-mouse press → cancel (keeps the existing drag pipeline clean).
#[allow(clippy::too_many_arguments)]
fn radial_handle_release_or_cancel(
buttons: Option<Res<ButtonInput<MouseButton>>>,
keys: Option<Res<ButtonInput<KeyCode>>>,
mut state: ResMut<RightClickRadialState>,
mut moves: MessageWriter<MoveRequestEvent>,
) {
if !state.is_active() {
return;
}
let escape_pressed = keys
.as_ref()
.is_some_and(|k| k.just_pressed(KeyCode::Escape));
let right_released = buttons
.as_ref()
.is_some_and(|b| b.just_released(MouseButton::Right));
let left_pressed = buttons
.as_ref()
.is_some_and(|b| b.just_pressed(MouseButton::Left));
if !escape_pressed && !right_released && !left_pressed {
return;
}
// On confirm, fire a MoveRequestEvent. On any other exit, just clear.
if right_released
&& let RightClickRadialState::Active {
source_pile,
count,
legal_destinations,
hovered_index: Some(idx),
..
} = state.as_ref()
&& let Some((dest, _)) = legal_destinations.get(*idx)
{
moves.write(MoveRequestEvent {
from: source_pile.clone(),
to: dest.clone(),
count: *count,
});
}
*state = RightClickRadialState::Idle;
}
// ---------------------------------------------------------------------------
// Visual overlay — spawns / despawns sprites in step with the state.
//
// Strategy: on every frame, despawn ALL prior overlay entities and
// respawn the current snapshot. Cheap (≤ 11 sprites + a centre dot) and
// keeps the overlay always perfectly in sync without component
// bookkeeping. Skipped in tests because `MinimalPlugins` does not
// register `Sprite` rendering anyway and the state-machine assertions
// don't rely on entity existence.
// ---------------------------------------------------------------------------
/// Despawns and respawns the radial overlay sprites every frame the
/// state is `Active`; despawns them when the state returns to `Idle`.
fn radial_redraw_overlay(
state: Res<RightClickRadialState>,
mut commands: Commands,
existing_icons: Query<Entity, With<RadialIcon>>,
existing_centres: Query<Entity, With<RadialCentre>>,
) {
// Always clear last-frame overlay entities first.
for e in &existing_icons {
commands.entity(e).despawn();
}
for e in &existing_centres {
commands.entity(e).despawn();
}
let RightClickRadialState::Active {
legal_destinations,
hovered_index,
centre,
..
} = state.as_ref()
else {
return;
};
// Centre dot — small bright marker so the player can see where the
// ring is anchored even when the cursor moves.
commands.spawn((
RadialCentre,
Sprite {
color: ACCENT_PRIMARY,
custom_size: Some(Vec2::splat(8.0)),
..default()
},
Transform::from_xyz(centre.x, centre.y, Z_RADIAL_MENU + 0.01),
));
for (i, (_pile, anchor)) in legal_destinations.iter().enumerate() {
let focused = *hovered_index == Some(i);
let scale = if focused { RADIAL_HOVER_SCALE } else { 1.0 };
let fill = if focused { STATE_SUCCESS } else { ACCENT_PRIMARY };
// Hovered icon gets a strong yellow rim; resting icons get a
// muted purple rim so the focused one reads as the obvious target.
let outline = if focused { BORDER_STRONG } else { BORDER_SUBTLE };
commands
.spawn((
RadialIcon { index: i },
Sprite {
color: fill,
custom_size: Some(Vec2::splat(RADIAL_ICON_SIZE_PX)),
..default()
},
Transform {
translation: Vec3::new(anchor.x, anchor.y, Z_RADIAL_MENU),
scale: Vec3::splat(scale),
..default()
},
))
.with_children(|p| {
// Outline ring — drawn as a slightly larger sprite
// behind the fill so it reads as a halo, not a stroke.
p.spawn((
Sprite {
color: outline,
custom_size: Some(Vec2::splat(RADIAL_ICON_SIZE_PX + 4.0)),
..default()
},
Transform::from_xyz(0.0, 0.0, -0.01),
));
});
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::layout::compute_layout;
use bevy::ecs::message::Messages;
use solitaire_core::card::{Card as CoreCard, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
/// Build a minimal Bevy app wired with `RadialMenuPlugin` and the
/// resources / messages it depends on. No window, no camera — the
/// `RadialCursorOverride` resource feeds the cursor position.
fn radial_test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<MoveRequestEvent>();
app.init_resource::<DragState>();
app.init_resource::<ButtonInput<MouseButton>>();
app.init_resource::<ButtonInput<KeyCode>>();
app.init_resource::<RadialCursorOverride>();
app.add_plugins(RadialMenuPlugin);
app
}
/// Deterministic single-card board: Ace of Clubs on Tableau(0),
/// every other pile empty. The Ace has exactly one legal
/// destination — Foundation(0) — under the standard rules
/// (`can_place_on_foundation` accepts the Ace on an empty foundation).
fn ace_only_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
// Wipe everything.
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
g.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Ace of Clubs on Tableau(0).
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
g
}
/// Place a face-down King on Tableau(0). `find_top_face_up_card_at`
/// must skip it.
fn face_down_only_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
g.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
g.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: false,
});
g
}
fn install_resources(app: &mut App, state: GameState, layout_window: Vec2, cursor: Vec2) {
app.insert_resource(GameStateResource(state));
app.insert_resource(LayoutResource(compute_layout(layout_window)));
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(cursor);
}
fn press(app: &mut App, button: MouseButton) {
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.press(button);
}
fn release(app: &mut App, button: MouseButton) {
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.release(button);
}
fn clear_buttons(app: &mut App) {
app.world_mut()
.resource_mut::<ButtonInput<MouseButton>>()
.clear();
}
fn collect_move_events(app: &mut App) -> Vec<MoveRequestEvent> {
let events = app.world().resource::<Messages<MoveRequestEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).cloned().collect()
}
// -----------------------------------------------------------------------
// Pure-function tests
// -----------------------------------------------------------------------
#[test]
fn radial_anchor_single_destination_above_centre() {
let centre = Vec2::new(100.0, 200.0);
let pos = radial_anchor_for_index(centre, 1, 0, 80.0);
// Single destination → straight above (centre + (0, radius)).
assert!((pos.x - 100.0).abs() < 1e-3);
assert!((pos.y - 280.0).abs() < 1e-3);
}
#[test]
fn radial_anchor_two_destinations_first_above_second_below() {
let centre = Vec2::ZERO;
let radius = 50.0;
let p0 = radial_anchor_for_index(centre, 2, 0, radius);
let p1 = radial_anchor_for_index(centre, 2, 1, radius);
// index 0 is at 12 o'clock; index 1 is the opposite side.
assert!(p0.y > p1.y);
assert!(p0.x.abs() < 1e-3);
assert!(p1.x.abs() < 1e-3);
}
#[test]
fn radial_anchor_zero_count_returns_centre() {
let centre = Vec2::new(7.0, -3.0);
assert_eq!(radial_anchor_for_index(centre, 0, 0, 80.0), centre);
}
#[test]
fn radial_hovered_index_inside_box_returns_index() {
let anchors = vec![Vec2::new(100.0, 0.0), Vec2::new(0.0, 100.0)];
// Cursor squarely inside icon 1's box.
assert_eq!(radial_hovered_index(Vec2::new(0.0, 100.0), &anchors), Some(1));
}
#[test]
fn radial_hovered_index_outside_returns_none() {
let anchors = vec![Vec2::new(100.0, 0.0), Vec2::new(0.0, 100.0)];
assert_eq!(radial_hovered_index(Vec2::new(500.0, 500.0), &anchors), None);
}
#[test]
fn legal_destinations_for_ace_includes_only_first_empty_foundation() {
let g = ace_only_state();
let card = CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Tableau(0), &g);
// Ace can be placed on every empty foundation. We only need
// the count to be ≥ 1 and the source pile to be excluded.
assert!(!dests.is_empty(), "Ace must have at least one legal destination");
assert!(!dests.contains(&PileType::Tableau(0)));
}
#[test]
fn legal_destinations_excludes_source_pile() {
let g = ace_only_state();
let card = CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Foundation(0), &g);
assert!(!dests.contains(&PileType::Foundation(0)));
}
// -----------------------------------------------------------------------
// System-level tests (state machine + event firing)
// -----------------------------------------------------------------------
/// Pressing right-click on a face-up card with at least one legal
/// destination must transition the state to `Active` carrying the
/// expected source / count / legal-destination set.
#[test]
fn right_click_press_on_face_up_card_opens_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
// Initial state — Idle.
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
press(&mut app, MouseButton::Right);
app.update();
let state = app.world().resource::<RightClickRadialState>().clone();
match state {
RightClickRadialState::Active {
source_pile,
count,
cards,
legal_destinations,
..
} => {
assert_eq!(source_pile, PileType::Tableau(0));
assert_eq!(count, 1);
assert_eq!(cards, vec![100]);
assert!(!legal_destinations.is_empty());
assert!(legal_destinations
.iter()
.any(|(p, _)| matches!(p, PileType::Foundation(_))));
}
other => panic!("expected Active, got {other:?}"),
}
}
/// Releasing the right button while the cursor is over a destination
/// icon must fire a `MoveRequestEvent` and return the state to Idle.
#[test]
fn right_click_release_over_destination_fires_move_request() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
app.update();
// Capture the destination chosen — pull anchor[0] from the state.
let (dest_pile, anchor) = match app.world().resource::<RightClickRadialState>() {
RightClickRadialState::Active { legal_destinations, .. } => legal_destinations[0].clone(),
_ => panic!("expected Active"),
};
// Move the cursor onto that anchor and release.
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(anchor);
// Need a track-cursor pass first so hovered_index updates.
app.update();
// Then release.
clear_buttons(&mut app);
release(&mut app, MouseButton::Right);
app.update();
// Move event must have fired.
let events = collect_move_events(&mut app);
assert_eq!(events.len(), 1, "exactly one MoveRequestEvent expected");
let evt = &events[0];
assert_eq!(evt.from, PileType::Tableau(0));
assert_eq!(evt.to, dest_pile);
assert_eq!(evt.count, 1);
// State must return to Idle.
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
}
/// Releasing the right button far from any icon must clear state
/// without firing any MoveRequestEvent.
#[test]
fn right_click_release_outside_any_destination_cancels() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
app.update();
assert!(app.world().resource::<RightClickRadialState>().is_active());
// Move cursor far away — well outside every icon's hit-box.
app.world_mut().resource_mut::<RadialCursorOverride>().0 = Some(Vec2::new(10_000.0, 10_000.0));
app.update();
clear_buttons(&mut app);
release(&mut app, MouseButton::Right);
app.update();
let events = collect_move_events(&mut app);
assert!(events.is_empty(), "no MoveRequestEvent on outside-release");
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
}
/// Pressing Escape while the radial is active must cancel cleanly,
/// without firing any MoveRequestEvent.
#[test]
fn escape_cancels_active_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
app.update();
assert!(app.world().resource::<RightClickRadialState>().is_active());
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Escape);
app.update();
let events = collect_move_events(&mut app);
assert!(events.is_empty(), "no MoveRequestEvent on Escape cancel");
assert_eq!(*app.world().resource::<RightClickRadialState>(), RightClickRadialState::Idle);
}
/// Right-clicking on a face-down card must NOT open the radial.
#[test]
fn right_click_on_face_down_card_does_not_open_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window);
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
press(&mut app, MouseButton::Right);
app.update();
assert_eq!(
*app.world().resource::<RightClickRadialState>(),
RightClickRadialState::Idle,
"face-down cards must not open the radial"
);
}
}
File diff suppressed because it is too large Load Diff
+520 -24
View File
@@ -18,13 +18,14 @@ use bevy::window::{WindowMoved, WindowResized};
use solitaire_core::game_state::DrawMode;
use solitaire_data::{
load_settings_from, save_settings_to, settings_file_path, settings::Theme, AnimSpeed, Settings,
WindowGeometry,
WindowGeometry, TIME_BONUS_MULTIPLIER_STEP, TOOLTIP_DELAY_STEP_SECS,
};
use crate::events::{ManualSyncRequestEvent, ToggleSettingsRequestEvent};
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
use crate::theme::{ThemeThumbnailCache, ThemeThumbnailPair};
use crate::ui_focus::{FocusGroup, FocusRow, Focusable, FocusedButton};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
@@ -32,8 +33,9 @@ use crate::ui_modal::{
};
use crate::ui_tooltip::Tooltip;
use crate::ui_theme::{
BG_BASE, BG_ELEVATED_HI, BORDER_SUBTLE, RADIUS_SM, SPACE_2, STATE_SUCCESS, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3, Z_MODAL_PANEL,
BG_BASE, BG_ELEVATED, BG_ELEVATED_HI, BORDER_SUBTLE, RADIUS_SM, SPACE_2, STATE_SUCCESS,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_2, VAL_SPACE_3,
Z_MODAL_PANEL,
};
/// Side length of a swatch button in the card-back / background pickers.
@@ -122,6 +124,14 @@ struct BackgroundText;
#[derive(Component, Debug)]
struct ColorBlindText;
/// Marks the `Text` node showing the live tooltip-delay value.
#[derive(Component, Debug)]
struct TooltipDelayText;
/// Marks the `Text` node showing the live time-bonus-multiplier value.
#[derive(Component, Debug)]
struct TimeBonusMultiplierText;
/// Marks the scrollable inner card so the mouse-wheel system can target it.
#[derive(Component, Debug)]
struct SettingsPanelScrollable;
@@ -130,6 +140,23 @@ struct SettingsPanelScrollable;
#[derive(Component, Debug)]
struct SettingsScrollNode;
/// Snapshot row used by [`spawn_settings_panel`] to render the card-art
/// theme picker. Carries the `ThemeRegistry` entry's display fields plus
/// the (optional) thumbnail pair from [`ThemeThumbnailCache`]. A `None`
/// thumbnail means the picker should render a placeholder swatch — used
/// when the cache hasn't generated handles yet, or when a user theme
/// is missing one of the required preview SVGs.
#[derive(Debug, Clone)]
struct ThemePickerEntry {
/// Stable theme id (matches `ThemeMeta::id`).
id: String,
/// Player-facing label.
display_name: String,
/// Pre-generated picker preview pair, when ready. `None` collapses
/// the chip to its plain-text fallback.
thumbnails: Option<ThemeThumbnailPair>,
}
/// Tags interactive buttons inside the Settings panel.
#[derive(Component, Debug)]
enum SettingsButton {
@@ -139,6 +166,14 @@ enum SettingsButton {
MusicUp,
ToggleDrawMode,
CycleAnimSpeed,
/// Decrement the tooltip-hover dwell delay by one step.
TooltipDelayDown,
/// Increment the tooltip-hover dwell delay by one step.
TooltipDelayUp,
/// Decrement the cosmetic time-bonus multiplier by one step.
TimeBonusDown,
/// Increment the cosmetic time-bonus multiplier by one step.
TimeBonusUp,
ToggleTheme,
ToggleColorBlind,
SyncNow,
@@ -169,6 +204,10 @@ impl SettingsButton {
// Gameplay section
SettingsButton::ToggleDrawMode => 30,
SettingsButton::CycleAnimSpeed => 40,
SettingsButton::TooltipDelayDown => 45,
SettingsButton::TooltipDelayUp => 46,
SettingsButton::TimeBonusDown => 47,
SettingsButton::TimeBonusUp => 48,
// Cosmetic section
SettingsButton::ToggleTheme => 50,
SettingsButton::ToggleColorBlind => 60,
@@ -258,6 +297,8 @@ impl Plugin for SettingsPlugin {
update_background_text,
update_anim_speed_text,
update_color_blind_text,
update_tooltip_delay_text,
update_time_bonus_multiplier_text,
attach_focusable_to_settings_buttons,
scroll_focus_into_view,
),
@@ -359,6 +400,8 @@ fn sync_settings_panel_visibility(
progress: Option<Res<ProgressResource>>,
font_res: Option<Res<FontResource>>,
theme_registry: Option<Res<crate::theme::ThemeRegistry>>,
theme_thumbs: Option<Res<ThemeThumbnailCache>>,
card_images: Option<Res<crate::card_plugin::CardImageSet>>,
) {
if !screen.is_changed() {
return;
@@ -373,18 +416,40 @@ fn sync_settings_panel_visibility(
let unlocked_bgs = progress
.as_ref()
.map_or(&[0][..], |p| p.0.unlocked_backgrounds.as_slice());
// Snapshot themes by id+display_name so spawn_settings_panel
// doesn't have to know about the registry shape. Empty when
// Snapshot themes by id, display_name and (optional)
// thumbnail pair so spawn_settings_panel doesn't have to
// know about the registry / cache shapes. Empty when
// ThemeRegistryPlugin isn't installed (tests under
// MinimalPlugins) — the picker row simply won't render.
let themes: Vec<(String, String)> = theme_registry
// Missing thumbnails (cache not ready, or partial user
// theme) leave `thumbnails: None` so the chip renders its
// plain-text fallback instead of a broken sprite.
let themes: Vec<ThemePickerEntry> = theme_registry
.as_deref()
.map(|r| {
r.iter()
.map(|e| (e.id.clone(), e.display_name.clone()))
.map(|e| ThemePickerEntry {
id: e.id.clone(),
display_name: e.display_name.clone(),
thumbnails: theme_thumbs
.as_deref()
.and_then(|c| c.get(&e.id))
.filter(|p| p.is_fully_populated())
.cloned(),
})
.collect()
})
.unwrap_or_default();
// The active card-art theme can supply its own back image —
// see `card_plugin::CardImageSet::theme_back`. When that is
// populated the legacy "Card Back" picker has no visible
// effect, so we render it muted with an explanatory caption
// rather than letting the player click swatches that do
// nothing. Absent under `MinimalPlugins`; treated as
// "no override" in that case.
let theme_overrides_back = card_images
.as_ref()
.is_some_and(|cs| cs.theme_back.is_some());
spawn_settings_panel(
&mut commands,
&settings.0,
@@ -394,6 +459,7 @@ fn sync_settings_panel_visibility(
&themes,
scroll_pos.0,
font_res.as_deref(),
theme_overrides_back,
);
}
} else {
@@ -483,6 +549,35 @@ fn update_color_blind_text(
}
}
/// Refreshes the live tooltip-delay value in the Gameplay section
/// whenever `SettingsResource` changes (slider buttons, hand-edited
/// settings.json reload, etc.).
fn update_tooltip_delay_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TooltipDelayText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = tooltip_delay_label(settings.0.tooltip_delay_secs);
}
}
/// Refreshes the live time-bonus-multiplier value in the Gameplay
/// section whenever `SettingsResource` changes.
fn update_time_bonus_multiplier_text(
settings: Res<SettingsResource>,
mut text_nodes: Query<&mut Text, With<TimeBonusMultiplierText>>,
) {
if !settings.is_changed() {
return;
}
for mut text in &mut text_nodes {
**text = time_bonus_label(settings.0.time_bonus_multiplier);
}
}
fn card_back_label(idx: usize) -> String {
if idx == 0 {
"Default".to_string()
@@ -606,6 +701,43 @@ fn handle_settings_buttons(
**t = anim_speed_label(&settings.0.animation_speed);
}
}
SettingsButton::TooltipDelayDown => {
let before = settings.0.tooltip_delay_secs;
let after = settings.0.adjust_tooltip_delay(-TOOLTIP_DELAY_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by `update_tooltip_delay_text`
// on the next frame via `settings.is_changed()`.
}
}
SettingsButton::TooltipDelayUp => {
let before = settings.0.tooltip_delay_secs;
let after = settings.0.adjust_tooltip_delay(TOOLTIP_DELAY_STEP_SECS);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::TimeBonusDown => {
let before = settings.0.time_bonus_multiplier;
let after = settings.0.adjust_time_bonus_multiplier(-TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
// The Text node is refreshed by
// `update_time_bonus_multiplier_text` on the next
// frame via `settings.is_changed()`.
}
}
SettingsButton::TimeBonusUp => {
let before = settings.0.time_bonus_multiplier;
let after = settings.0.adjust_time_bonus_multiplier(TIME_BONUS_MULTIPLIER_STEP);
if (before - after).abs() > f32::EPSILON {
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
SettingsButton::ToggleTheme => {
settings.0.theme = match settings.0.theme {
Theme::Green => Theme::Blue,
@@ -680,6 +812,29 @@ fn color_blind_label(enabled: bool) -> String {
if enabled { "ON".into() } else { "OFF".into() }
}
/// Formats the tooltip-hover delay for display in the Settings panel.
/// `0.0` reads as `"Instant"` so the zero-delay case has a name; any
/// other value prints as `"{n:.1} s"` (e.g. `"0.5 s"`, `"1.2 s"`).
fn tooltip_delay_label(secs: f32) -> String {
if secs <= 0.0 {
"Instant".into()
} else {
format!("{secs:.1} s")
}
}
/// Formats the cosmetic time-bonus multiplier for display in the
/// Settings panel. `0.0` reads as `"Off"` so the player understands the
/// time-bonus row will be hidden; any other value prints as
/// `"{n:.1}×"` (e.g. `"1.0×"`, `"1.5×"`).
fn time_bonus_label(value: f32) -> String {
if value <= 0.0 {
"Off".into()
} else {
format!("{value:.1}×")
}
}
/// Auto-attaches [`Focusable`] to every bespoke Settings button — icon
/// buttons (volume +/, toggle, cycle), swatch buttons (card-back,
/// background pickers), and the "Sync Now" button. The "Done" button is
@@ -928,6 +1083,14 @@ fn persist_window_geometry_after_debounce(
// UI construction
// ---------------------------------------------------------------------------
/// Spawns the Settings modal.
///
/// `theme_overrides_back` is `true` when the active card-art theme
/// supplies its own back (`CardImageSet::theme_back == Some(_)`). The
/// "Card Back" picker is rendered with a small caption and the
/// swatches are hidden in this state — the theme's back wins
/// regardless of which legacy back is selected, so the picker would
/// be inert otherwise.
#[allow(clippy::too_many_arguments)]
fn spawn_settings_panel(
commands: &mut Commands,
@@ -935,9 +1098,10 @@ fn spawn_settings_panel(
sync_status: &str,
unlocked_card_backs: &[usize],
unlocked_backgrounds: &[usize],
themes: &[(String, String)],
themes: &[ThemePickerEntry],
scroll_offset: f32,
font_res: Option<&FontResource>,
theme_overrides_back: bool,
) {
spawn_modal(commands, SettingsPanel, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Settings", font_res);
@@ -1003,6 +1167,16 @@ fn spawn_settings_panel(
"Cycle animation speed: Normal, Fast, Instant.",
font_res,
);
tooltip_delay_row(
body,
settings.tooltip_delay_secs,
font_res,
);
time_bonus_multiplier_row(
body,
settings.time_bonus_multiplier,
font_res,
);
// --- Cosmetic ---
section_label(body, "Cosmetic", font_res);
@@ -1024,15 +1198,26 @@ fn spawn_settings_panel(
"Show shape glyphs alongside suit colors. Suit-blind friendly.",
font_res,
);
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
if theme_overrides_back {
// The active theme provides its own back; the legacy
// picker has no visible effect, so we replace its
// swatch row with an informational caption. The
// player's `selected_card_back` value still
// round-trips through `settings.json` — the moment
// they switch to a theme without a back, the picker
// re-appears with their previous choice intact.
picker_row_overridden_by_theme(body, "Card Back", font_res);
} else {
picker_row(
body,
"Card Back",
unlocked_card_backs,
settings.selected_card_back,
SettingsButton::SelectCardBack,
"Choose your deck art. New backs unlock at higher levels.",
font_res,
);
}
picker_row(
body,
"Background",
@@ -1129,6 +1314,103 @@ fn volume_row<Marker: Component>(
});
}
/// `Tooltip Delay 0.5 s [] [+]` — slider row for the player-tunable
/// tooltip-hover dwell. Mirrors [`volume_row`] (label, current value,
/// decrement, increment) but formats the value via [`tooltip_delay_label`]
/// so `0.0` reads as `"Instant"` and other values as `"{n:.1} s"`.
fn tooltip_delay_row(
parent: &mut ChildSpawnerCommands,
value_secs: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Tooltip Delay".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((
TooltipDelayText,
Text::new(tooltip_delay_label(value_secs)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
row,
"",
SettingsButton::TooltipDelayDown,
"Shorten the hover delay before tooltips appear.",
font_res,
);
icon_button(
row,
"+",
SettingsButton::TooltipDelayUp,
"Lengthen the hover delay before tooltips appear.",
font_res,
);
});
}
/// `Time bonus 1.0× [] [+]` — slider row for the cosmetic
/// `Settings::time_bonus_multiplier`. Mirrors [`tooltip_delay_row`]
/// (label, current value, decrement, increment) but formats the value
/// via [`time_bonus_label`] so `0.0` reads as `"Off"` and other values
/// as `"{n:.1}×"`. The multiplier is **cosmetic** — adjusting it
/// changes only the win-modal score breakdown, not the canonical
/// scores recorded in stats / achievements / leaderboards.
fn time_bonus_multiplier_row(
parent: &mut ChildSpawnerCommands,
value: f32,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let value_font = value_text_font(font_res);
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
})
.with_children(|row| {
row.spawn((
Text::new("Time bonus".to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((
TimeBonusMultiplierText,
Text::new(time_bonus_label(value)),
value_font,
TextColor(TEXT_PRIMARY),
));
icon_button(
row,
"",
SettingsButton::TimeBonusDown,
"Shrink the time-bonus shown in the win modal. Cosmetic only.",
font_res,
);
icon_button(
row,
"+",
SettingsButton::TimeBonusUp,
"Boost the time-bonus shown in the win modal. Cosmetic only.",
font_res,
);
});
}
/// `Label Value [⇄]` — used for cycle/toggle rows (draw mode, theme,
/// anim speed, colour-blind).
///
@@ -1239,14 +1521,80 @@ fn picker_row(
});
}
/// Marker on the row spawned by [`picker_row_overridden_by_theme`] so
/// tests can find the caption without depending on text-content
/// matching.
#[derive(Component, Debug)]
pub(crate) struct CardBackPickerOverriddenByTheme;
/// Marker placed on every preview-thumbnail [`ImageNode`] inside a
/// theme picker chip. Lets tests assert that a chip's children include
/// the rasterised preview pair, and lets a future system update or
/// hot-swap thumbnails without scanning the whole UI tree.
#[derive(Component, Debug)]
pub(crate) struct ThemeThumbnailMarker;
/// Renders the "Card Back" row in its overridden-by-theme state: a
/// labelled caption explaining why the swatches are hidden, with no
/// interactive children. This is what the player sees when the active
/// card-art theme supplies its own `back.svg` — the theme's back wins
/// over the legacy `selected_card_back` choice, so showing the
/// swatches would only confuse the player into thinking they were
/// changing something when they weren't.
fn picker_row_overridden_by_theme(
parent: &mut ChildSpawnerCommands,
label: &str,
font_res: Option<&FontResource>,
) {
let label_font = label_text_font(font_res);
let caption_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
};
parent
.spawn((
CardBackPickerOverriddenByTheme,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_2,
..default()
},
))
.with_children(|row| {
row.spawn((
Text::new(label.to_string()),
label_font,
TextColor(TEXT_SECONDARY),
));
row.spawn((
Text::new("Active theme provides its own back"),
caption_font,
TextColor(TEXT_SECONDARY),
));
});
}
/// Logical width (px) of one preview thumbnail inside a picker chip.
/// Mirrors [`crate::theme::THEME_THUMBNAIL_WIDTH_PX`] but at the UI
/// scale used by Bevy's flex layout. The rasterised image itself is
/// 100×140 px; the chip displays it at the same logical size so
/// scaling artifacts stay minimal.
const THUMBNAIL_LOGICAL_WIDTH_PX: f32 = 50.0;
/// Logical height counterpart to [`THUMBNAIL_LOGICAL_WIDTH_PX`] —
/// preserves the 2:3 card aspect.
const THUMBNAIL_LOGICAL_HEIGHT_PX: f32 = 70.0;
/// Picker row for card-art themes. Distinct from [`picker_row`]
/// because themes are identified by `String` ids (matching
/// `ThemeMeta::id`) instead of dense indices, and each chip carries
/// the theme's display name rather than a numeric label.
/// the theme's display name plus a small Ace + back preview pair
/// (when available in [`ThemeThumbnailCache`]).
fn theme_picker_row(
parent: &mut ChildSpawnerCommands,
label: &str,
themes: &[(String, String)],
themes: &[ThemePickerEntry],
selected_id: &str,
tooltip: &'static str,
font_res: Option<&FontResource>,
@@ -1274,19 +1622,25 @@ fn theme_picker_row(
label_font,
TextColor(TEXT_SECONDARY),
));
for (id, display_name) in themes {
let is_selected = id == selected_id;
for entry in themes {
let is_selected = entry.id == selected_id;
let bg = if is_selected { STATE_SUCCESS } else { BG_ELEVATED_HI };
row.spawn((
SettingsButton::SelectTheme(id.clone()),
SettingsButton::SelectTheme(entry.id.clone()),
Button,
Tooltip::new(tooltip),
Node {
// Chips with thumbnails stack the preview pair
// above the label so a glance reveals the
// theme's art without hovering for the
// tooltip.
flex_direction: FlexDirection::Column,
// Theme names are wider than numeric chips —
// pad horizontally instead of using a fixed
// square swatch.
padding: UiRect::axes(VAL_SPACE_3, VAL_SPACE_2),
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_2),
min_height: Val::Px(SWATCH_PX),
row_gap: VAL_SPACE_2,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
@@ -1297,9 +1651,10 @@ fn theme_picker_row(
BorderColor::all(BORDER_SUBTLE),
))
.with_children(|b| {
spawn_thumbnail_pair(b, entry.thumbnails.as_ref());
let text_color = if is_selected { BG_BASE } else { TEXT_PRIMARY };
b.spawn((
Text::new(display_name.clone()),
Text::new(entry.display_name.clone()),
chip_font.clone(),
TextColor(text_color),
));
@@ -1308,6 +1663,70 @@ fn theme_picker_row(
});
}
/// Spawns the Ace + back preview pair for a theme picker chip.
///
/// When `thumbnails` is `Some(_)` and both handles are non-default,
/// renders two `ImageNode` siblings (Ace on the left, back on the
/// right). When the thumbnails are missing or only partially loaded,
/// renders two muted `BG_ELEVATED` placeholder rectangles at the same
/// logical size — keeping the chip's overall footprint stable so the
/// picker row layout doesn't reflow as the cache fills in.
fn spawn_thumbnail_pair(
parent: &mut ChildSpawnerCommands,
thumbnails: Option<&ThemeThumbnailPair>,
) {
parent
.spawn(Node {
flex_direction: FlexDirection::Row,
column_gap: VAL_SPACE_2,
align_items: AlignItems::Center,
..default()
})
.with_children(|pair| {
match thumbnails {
Some(t) if t.is_fully_populated() => {
spawn_thumbnail_image(pair, t.ace.clone());
spawn_thumbnail_image(pair, t.back.clone());
}
_ => {
spawn_thumbnail_placeholder(pair);
spawn_thumbnail_placeholder(pair);
}
}
});
}
/// Spawns one `ImageNode` thumbnail at the canonical preview size.
/// Tagged with [`ThemeThumbnailMarker`] so tests can scan a chip's
/// children for the rendered preview without crawling the whole UI.
fn spawn_thumbnail_image(parent: &mut ChildSpawnerCommands, image: Handle<Image>) {
parent.spawn((
ThemeThumbnailMarker,
ImageNode::new(image),
Node {
width: Val::Px(THUMBNAIL_LOGICAL_WIDTH_PX),
height: Val::Px(THUMBNAIL_LOGICAL_HEIGHT_PX),
..default()
},
));
}
/// Spawns a muted placeholder rectangle for the case where the cache
/// has not yet generated thumbnails for a theme — or when a user theme
/// is missing one of its preview SVGs. Same logical size as
/// [`spawn_thumbnail_image`] so chip layout stays stable.
fn spawn_thumbnail_placeholder(parent: &mut ChildSpawnerCommands) {
parent.spawn((
Node {
width: Val::Px(THUMBNAIL_LOGICAL_WIDTH_PX),
height: Val::Px(THUMBNAIL_LOGICAL_HEIGHT_PX),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED),
));
}
/// Status text + manual "Sync Now" button.
fn sync_row(parent: &mut ChildSpawnerCommands, status_text: &str, font_res: Option<&FontResource>) {
let status_font = TextFont {
@@ -1756,6 +2175,83 @@ mod tests {
);
}
/// Test 3 of the thumbnail-picker spec: when [`ThemeRegistry`] has
/// at least one theme and the [`ThemeThumbnailCache`] holds a
/// fully-populated [`ThemeThumbnailPair`] for that theme's id, the
/// rendered chip carries a [`ThemeThumbnailMarker`]-tagged
/// `ImageNode` for each preview slot.
#[test]
fn theme_picker_chip_includes_thumbnail_sprite_when_thumbnails_loaded() {
use crate::theme::{ThemeEntry, ThemeRegistry, ThemeThumbnailCache, ThemeThumbnailPair};
let mut app = headless_app_with_focus();
// Prime an Assets<Image> resource so we can mint stable handles
// for the synthetic thumbnail pair.
app.init_resource::<Assets<Image>>();
let (ace_handle, back_handle) = {
let mut images = app.world_mut().resource_mut::<Assets<Image>>();
let ace = images.add(Image::default());
let back = images.add(Image::default());
(ace, back)
};
// Inject one theme entry + a matching thumbnail pair.
app.insert_resource(ThemeRegistry {
entries: vec![ThemeEntry {
id: "test_theme".into(),
display_name: "Test Theme".into(),
manifest_url: "themes://test_theme/theme.ron".into(),
meta: crate::theme::ThemeMeta {
id: "test_theme".into(),
name: "Test Theme".into(),
author: "x".into(),
version: "x".into(),
card_aspect: (2, 3),
},
}],
});
let mut cache = ThemeThumbnailCache::default();
cache.entries.insert(
"test_theme".into(),
ThemeThumbnailPair {
ace: ace_handle.clone(),
back: back_handle.clone(),
},
);
app.insert_resource(cache);
// Open the panel and let the spawn + child-flush systems run.
app.world_mut().resource_mut::<SettingsScreen>().0 = true;
app.update();
app.update();
app.update();
// Find every ImageNode tagged with ThemeThumbnailMarker — the
// theme picker chip for "test_theme" must contribute exactly
// two of them (ace + back).
let thumbnail_count = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.count();
assert!(
thumbnail_count >= 2,
"expected at least one ace + back thumbnail (2 sprites); got {thumbnail_count}"
);
// Spot-check: at least one thumbnail's image handle matches one
// of the ones we inserted into the cache. This guards against a
// future refactor that accidentally clones the wrong handle.
let any_matches = app
.world_mut()
.query_filtered::<&ImageNode, With<ThemeThumbnailMarker>>()
.iter(app.world())
.any(|node| node.image == ace_handle || node.image == back_handle);
assert!(
any_matches,
"at least one rendered thumbnail must reuse the cached handle"
);
}
// -----------------------------------------------------------------------
// Window geometry persistence
// -----------------------------------------------------------------------
+475 -6
View File
@@ -11,14 +11,15 @@ use std::path::PathBuf;
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_data::{
load_stats_from, save_stats_to, stats_file_path, PlayerProgress, StatsExt, StatsSnapshot,
WEEKLY_GOALS,
latest_replay_path, load_latest_replay_from, load_stats_from, save_stats_to, stats_file_path,
PlayerProgress, Replay, StatsExt, StatsSnapshot, WEEKLY_GOALS,
};
use crate::auto_complete_plugin::AutoCompleteState;
use crate::challenge_plugin::challenge_progress_label;
use crate::events::{
ForfeitEvent, GameWonEvent, InfoToastEvent, NewGameRequestEvent, ToggleStatsRequestEvent,
WinStreakMilestoneEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
@@ -29,9 +30,9 @@ use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, STATE_WARNING, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
VAL_SPACE_4, Z_MODAL_PANEL,
ACCENT_PRIMARY, BORDER_SUBTLE, RADIUS_SM, STATE_INFO, STATE_WARNING, STREAK_MILESTONES,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_2,
VAL_SPACE_3, VAL_SPACE_4, Z_MODAL_PANEL,
};
/// Bevy resource wrapping the current stats.
@@ -57,6 +58,39 @@ pub struct StatsScreen;
#[derive(Component, Debug)]
pub struct StatsCell;
/// Resource holding the most recently loaded winning [`Replay`], if any.
///
/// Populated from `<data_dir>/solitaire_quest/latest_replay.json` at
/// startup and refreshed in-place whenever the engine writes a new
/// winning replay (the path the Stats UI calls into is unchanged so a
/// re-open of the modal sees the latest record).
///
/// The Stats overlay reads this to decide whether to render the
/// "Watch replay" call-to-action or the "No replay recorded yet"
/// caption.
#[derive(Resource, Debug, Default, Clone)]
pub struct LatestReplayResource(pub Option<Replay>);
/// Persistence path for the latest winning replay file. `None` disables
/// I/O — used by tests and by `StatsPlugin::headless`.
#[derive(Resource, Debug, Clone)]
pub struct LatestReplayPath(pub Option<PathBuf>);
/// Marker on the "Watch replay" button inside the Stats modal. Clicking
/// it currently fires an [`InfoToastEvent`] indicating playback ships
/// in a future build — see [`handle_watch_replay_button`].
#[derive(Component, Debug)]
pub struct WatchReplayButton;
/// Marker component on each per-mode bests row in the stats overlay.
///
/// One row per supported [`solitaire_core::game_state::GameMode`] (Classic,
/// Zen, Challenge — Time Attack and Daily are intentionally excluded; see
/// `StatsSnapshot` doc comments). Tests query by this marker to assert the
/// per-mode section rendered.
#[derive(Component, Debug)]
pub struct PerModeBestsRow;
/// Registers stats resources, update systems, and the UI toggle.
pub struct StatsPlugin {
/// Where to persist stats. `None` disables all file I/O (for tests).
@@ -86,13 +120,24 @@ impl Plugin for StatsPlugin {
Some(path) => load_stats_from(path),
None => StatsSnapshot::default(),
};
// Replay file lives next to stats.json — when the StatsPlugin
// is in headless mode (storage_path = None), we mirror that
// policy and disable replay I/O too. Otherwise resolve the
// platform-default path via `latest_replay_path()`.
let replay_path = self.storage_path.as_ref().and(latest_replay_path());
let initial_replay = replay_path
.as_deref()
.and_then(load_latest_replay_from);
app.insert_resource(StatsResource(loaded))
.insert_resource(StatsStoragePath(self.storage_path.clone()))
.insert_resource(LatestReplayResource(initial_replay))
.insert_resource(LatestReplayPath(replay_path))
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<ForfeitEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<WinStreakMilestoneEvent>()
// record_abandoned must read `move_count` BEFORE handle_new_game
// clobbers it with a fresh game. These are NOT in StatsUpdate because
// StatsUpdate (as a set) is ordered after GameMutation by external
@@ -112,10 +157,72 @@ impl Plugin for StatsPlugin {
handle_forfeit.before(GameMutation),
)
.add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button);
.add_systems(Update, handle_stats_close_button)
.add_systems(
Update,
refresh_latest_replay_on_win.after(GameMutation),
)
.add_systems(Update, handle_watch_replay_button);
}
}
/// After a win, the engine has just persisted a fresh winning replay.
/// Re-load it so the next time the player opens the Stats overlay, the
/// "Watch replay" call-to-action reflects the most recent victory
/// rather than an older session.
fn refresh_latest_replay_on_win(
mut wins: MessageReader<GameWonEvent>,
mut latest: ResMut<LatestReplayResource>,
path: Res<LatestReplayPath>,
) {
// Only re-load when at least one win actually fired.
if wins.read().next().is_none() {
return;
}
let Some(p) = path.0.as_deref() else {
return;
};
latest.0 = load_latest_replay_from(p);
}
/// Click handler for the "Watch replay" button.
///
/// Replay playback lives on the sync server's web UI rather than in
/// the desktop client. This handler currently surfaces a clear toast
/// pointing the player there once the upload + URL is wired; until
/// then it acknowledges the click and signals that the feature is on
/// the way.
fn handle_watch_replay_button(
buttons: Query<&Interaction, (With<WatchReplayButton>, Changed<Interaction>)>,
latest: Res<LatestReplayResource>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
let message = match &latest.0 {
Some(replay) => format!(
"Replay ready ({}) \u{2014} web playback coming in a future build",
format_replay_caption(replay),
),
None => "No replay recorded yet \u{2014} win a game first.".to_string(),
};
toast.write(InfoToastEvent(message));
}
/// Pure helper: render a one-line caption for a [`Replay`] suitable
/// for the Stats overlay button label and the "Replay loaded" toast.
///
/// Format: `"M:SS win on YYYY-MM-DD"`. For a 134-second win recorded
/// on 2026-05-02, returns `"2:14 win on 2026-05-02"`.
pub fn format_replay_caption(replay: &Replay) -> String {
format!(
"{} win on {}",
format_duration(replay.time_seconds),
replay.recorded_at,
)
}
fn persist(path: &StatsStoragePath, stats: &StatsSnapshot, context: &str) {
let Some(target) = &path.0 else {
return;
@@ -130,15 +237,62 @@ fn update_stats_on_win(
game: Res<GameStateResource>,
mut stats: ResMut<StatsResource>,
path: Res<StatsStoragePath>,
mut milestone: MessageWriter<WinStreakMilestoneEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
for ev in events.read() {
let prev_streak = stats.0.win_streak_current;
stats
.0
.update_on_win(ev.score, ev.time_seconds, &game.0.draw_mode);
// Per-mode best score / fastest win — additive on top of the
// lifetime totals tracked by `update_on_win`. TimeAttack is a
// no-op inside the helper because it has its own session-level
// scoring model.
stats
.0
.update_per_mode_bests(ev.score, ev.time_seconds, game.0.mode);
let new_streak = stats.0.win_streak_current;
// Fire the streak-milestone event only on the threshold
// crossing — `prev < threshold && new >= threshold`. This
// guarantees the flourish never retriggers at every win past
// the highest milestone.
if let Some(crossed) = streak_milestone_crossed(prev_streak, new_streak) {
milestone.write(WinStreakMilestoneEvent { streak: crossed });
toast.write(InfoToastEvent(format!(
"Win streak: {crossed}! \u{1F525}"
)));
}
persist(&path, &stats.0, "win");
}
}
/// Returns the milestone value that the player just crossed, if any.
///
/// A milestone is "crossed" when `prev < threshold && new >= threshold`
/// for some `threshold` in [`STREAK_MILESTONES`]. Returns the largest
/// such threshold (so a single win that vaults the player from a
/// streak of 0 directly to 5 — implausible, but defensive — fires the
/// most-celebrated milestone, not the smallest).
///
/// Returns `None` when no threshold was crossed, i.e. either:
/// - the streak did not change,
/// - the streak rose but stayed below every threshold, or
/// - the streak rose past a threshold that `prev` was already at or
/// above.
///
/// Pure function exposed for unit testing without Bevy.
pub fn streak_milestone_crossed(prev: u32, new: u32) -> Option<u32> {
if new <= prev {
return None;
}
STREAK_MILESTONES
.iter()
.copied()
.filter(|&t| prev < t && new >= t)
.max()
}
fn update_stats_on_new_game(
mut events: MessageReader<NewGameRequestEvent>,
game: Res<GameStateResource>,
@@ -205,6 +359,7 @@ fn toggle_stats_screen(
progress: Option<Res<ProgressResource>>,
time_attack: Option<Res<TimeAttackResource>>,
font_res: Option<Res<FontResource>>,
latest_replay: Res<LatestReplayResource>,
screens: Query<Entity, With<StatsScreen>>,
) {
let button_clicked = requests.read().count() > 0;
@@ -220,6 +375,7 @@ fn toggle_stats_screen(
progress.as_deref().map(|p| &p.0),
time_attack.as_deref(),
font_res.as_deref(),
latest_replay.0.as_ref(),
);
}
}
@@ -245,6 +401,7 @@ fn spawn_stats_screen(
progress: Option<&PlayerProgress>,
time_attack: Option<&TimeAttackResource>,
font_res: Option<&FontResource>,
latest_replay: Option<&Replay>,
) {
// --- primary stat cells ---
// First-launch zero-state: when no games have been played yet, render
@@ -319,6 +476,46 @@ fn spawn_stats_screen(
spawn_stat_cell(grid, &best_streak_str, "Best Streak");
});
// --- per-mode bests section ---
// Three rows, one per supported mode. Time Attack uses session-level
// scoring (count of wins inside a 10-minute window) so a per-game
// best wouldn't compose; Daily uses Classic scoring and so already
// contributes to the Classic row.
card.spawn((
Text::new("Per-mode bests"),
font_section.clone(),
TextColor(STATE_INFO),
));
card.spawn(Node {
flex_direction: FlexDirection::Column,
width: Val::Percent(100.0),
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|column| {
spawn_per_mode_bests_row(
column,
"Classic",
stats.classic_best_score,
stats.classic_fastest_win_seconds,
&font_row,
);
spawn_per_mode_bests_row(
column,
"Zen",
stats.zen_best_score,
stats.zen_fastest_win_seconds,
&font_row,
);
spawn_per_mode_bests_row(
column,
"Challenge",
stats.challenge_best_score,
stats.challenge_fastest_win_seconds,
&font_row,
);
});
// --- progression section ---
if let Some(p) = progress {
card.spawn((
@@ -393,7 +590,34 @@ fn spawn_stats_screen(
));
}
// --- Latest replay caption ---
// Surfaces the most recent winning game so the player can spot
// whether their last victory has been recorded. The Watch
// Replay action below is what the player clicks to revisit it.
let replay_caption = match latest_replay {
Some(r) => format!("Latest win: {}", format_replay_caption(r)),
None => "No replay recorded yet \u{2014} win a game first.".to_string(),
};
card.spawn((
Text::new(replay_caption),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
spawn_modal_actions(card, |actions| {
// The Watch Replay button is always rendered so the
// affordance is discoverable from a fresh install. When no
// replay exists, the click handler surfaces a clear
// "No replay recorded yet" toast rather than silently
// doing nothing.
spawn_modal_button(
actions,
WatchReplayButton,
"Watch replay",
None,
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
StatsCloseButton,
@@ -406,6 +630,74 @@ fn spawn_stats_screen(
});
}
/// Spawn one row of the "Per-mode bests" section: the mode label on the
/// left, then the best-score and best-time readouts right-aligned. Each
/// row is tagged with [`PerModeBestsRow`] so tests can count them.
///
/// `best_score == 0` and `fastest_win_seconds == 0` both render as an
/// em-dash, consistent with the first-launch zero-state treatment used
/// by the primary cells above.
fn spawn_per_mode_bests_row(
parent: &mut ChildSpawnerCommands,
mode_label: &str,
best_score: u32,
fastest_win_seconds: u64,
font_row: &TextFont,
) {
let dash = "\u{2014}".to_string();
let score_str = if best_score == 0 {
format!("Best {dash}")
} else {
format!("Best {best_score}")
};
let time_str = if fastest_win_seconds == 0 {
format!("Best time {dash}")
} else {
format!("Best time {}", format_duration(fastest_win_seconds))
};
parent
.spawn((
PerModeBestsRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
width: Val::Percent(100.0),
column_gap: VAL_SPACE_3,
..default()
},
))
.with_children(|row| {
// Mode label on the left.
row.spawn((
Text::new(mode_label.to_string()),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
// Right-aligned readouts grouped together.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexEnd,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|readouts| {
readouts.spawn((
Text::new(score_str),
font_row.clone(),
TextColor(ACCENT_PRIMARY),
));
readouts.spawn((
Text::new(time_str),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
});
});
}
/// Spawn a single stat cell: a large value label on top and a small
/// descriptor below, inside a fixed-min-width column with a subtle
/// border. Recoloured to use ui_theme tokens — the prior 6%-alpha-white
@@ -668,6 +960,67 @@ mod tests {
);
}
#[test]
fn stats_screen_renders_three_per_mode_bests_rows() {
// Open the Stats overlay and assert three [`PerModeBestsRow`]
// entities exist — one per supported [`GameMode`] (Classic, Zen,
// Challenge — Time Attack and Daily are excluded by design).
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let row_count = app
.world_mut()
.query::<&PerModeBestsRow>()
.iter(app.world())
.count();
assert_eq!(
row_count, 3,
"expected three per-mode bests rows (Classic, Zen, Challenge), got {row_count}"
);
}
#[test]
fn classic_win_event_updates_classic_best_score() {
// Default mode is Classic — a win event should populate the
// Classic per-mode bests but leave Zen and Challenge at zero.
let mut app = headless_app();
app.world_mut().write_message(GameWonEvent {
score: 1500,
time_seconds: 180,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.classic_best_score, 1500);
assert_eq!(stats.classic_fastest_win_seconds, 180);
assert_eq!(stats.zen_best_score, 0);
assert_eq!(stats.challenge_best_score, 0);
}
#[test]
fn zen_win_event_updates_zen_best_score_only() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.mode = solitaire_core::game_state::GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 1800,
time_seconds: 600,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.zen_best_score, 1800);
assert_eq!(stats.zen_fastest_win_seconds, 600);
assert_eq!(stats.classic_best_score, 0);
assert_eq!(stats.challenge_best_score, 0);
}
#[test]
fn pressing_s_twice_closes_stats_screen() {
let mut app = headless_app();
@@ -895,4 +1248,120 @@ mod tests {
"expected no streak-broken toast for streak of 1, got: {messages:?}"
);
}
// -----------------------------------------------------------------------
// Streak-milestone flourish — pure helper + event-firing tests
// -----------------------------------------------------------------------
/// Pure helper: every threshold in `STREAK_MILESTONES` (3, 5, 10) must
/// fire when the streak crosses it from below.
#[test]
fn streak_milestone_helper_fires_at_each_threshold() {
for &threshold in STREAK_MILESTONES {
assert_eq!(
streak_milestone_crossed(threshold - 1, threshold),
Some(threshold),
"expected milestone {threshold} to fire when crossed from below",
);
}
}
/// Pure helper: rising past 10 to 11, 12, … must NOT fire — the
/// flourish is a threshold-crossing event, not a "every win past 10"
/// event.
#[test]
fn streak_milestone_helper_does_not_fire_past_highest() {
// prev=10 → new=11: above the highest threshold, no crossing.
assert_eq!(streak_milestone_crossed(10, 11), None);
// prev=15 → new=16: well past every threshold, no crossing.
assert_eq!(streak_milestone_crossed(15, 16), None);
// prev=2 → new=2: no change → no crossing.
assert_eq!(streak_milestone_crossed(2, 2), None);
}
/// Pure helper: rising 1 → 2 stays below the lowest threshold (3),
/// must NOT fire.
#[test]
fn streak_milestone_helper_does_not_fire_below_threshold() {
assert_eq!(streak_milestone_crossed(1, 2), None);
assert_eq!(streak_milestone_crossed(0, 1), None);
}
/// Integration: pre-set streak to 2, fire a win that bumps it to 3,
/// assert exactly one `WinStreakMilestoneEvent { streak: 3 }` is
/// written by the win handler.
#[test]
fn streak_milestone_event_fires_at_threshold_crossing() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 2;
}
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 90,
});
app.update();
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
let mut reader = events.get_cursor();
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
assert_eq!(
collected,
vec![3],
"expected one WinStreakMilestoneEvent {{ streak: 3 }} after crossing 2 → 3",
);
}
/// Integration: pre-set streak to 1, fire a win that bumps it to 2 —
/// no threshold is crossed, no event must be fired.
#[test]
fn streak_milestone_event_does_not_fire_at_non_threshold() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 1;
}
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 90,
});
app.update();
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
let mut reader = events.get_cursor();
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
assert!(
collected.is_empty(),
"expected no WinStreakMilestoneEvent for non-threshold streak crossing 1 → 2, got {collected:?}",
);
}
/// Integration: pre-set streak to 10, fire a win that bumps it to 11.
/// Past the highest threshold, no event must fire — the flourish
/// is reserved for the threshold crossing itself.
#[test]
fn streak_milestone_event_does_not_fire_past_10() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 10;
}
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 90,
});
app.update();
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
let mut reader = events.get_cursor();
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
assert!(
collected.is_empty(),
"expected no WinStreakMilestoneEvent past the highest threshold, got {collected:?}",
);
}
}
+53 -4
View File
@@ -20,14 +20,15 @@ use uuid::Uuid;
use solitaire_data::{
save_achievements_to, save_progress_to, save_stats_to, AchievementRecord, PlayerProgress,
StatsSnapshot, SyncError, SyncProvider,
Replay, StatsSnapshot, SyncError, SyncProvider,
};
use solitaire_sync::{merge, SyncPayload, SyncResponse};
use crate::achievement_plugin::{AchievementsResource, AchievementsStoragePath};
use crate::events::{ManualSyncRequestEvent, SyncCompleteEvent};
use crate::events::{GameWonEvent, ManualSyncRequestEvent, SyncCompleteEvent};
use crate::game_plugin::RecordingReplay;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath};
use crate::resources::{SyncStatus, SyncStatusResource};
use crate::resources::{GameStateResource, SyncStatus, SyncStatusResource};
use crate::stats_plugin::{StatsResource, StatsStoragePath};
// ---------------------------------------------------------------------------
@@ -96,7 +97,10 @@ impl Plugin for SyncPlugin {
.add_message::<ManualSyncRequestEvent>()
.add_message::<SyncCompleteEvent>()
.add_systems(Startup, start_pull)
.add_systems(Update, (poll_pull_result, handle_manual_sync_request))
.add_systems(
Update,
(poll_pull_result, handle_manual_sync_request, push_replay_on_win),
)
.add_systems(Last, push_on_exit);
}
}
@@ -263,6 +267,51 @@ fn push_on_exit(
}
}
/// Update-schedule system: on each `GameWonEvent` push the just-completed
/// replay to the active sync backend so it's available for web playback.
///
/// Spawned as a fire-and-forget task on `AsyncComputeTaskPool` — the game
/// loop never blocks on the network round-trip. Errors are logged but
/// never surfaced to the UI; failure to upload is non-fatal because the
/// replay is also persisted locally by `game_plugin::record_replay_on_win`,
/// so the player can still review it on the next login. `LocalOnlyProvider`'s
/// `UnsupportedPlatform` is silently absorbed in the same way the
/// `push_on_exit` path handles it.
fn push_replay_on_win(
mut wins: MessageReader<GameWonEvent>,
provider: Res<SyncProviderResource>,
game: Res<GameStateResource>,
recording: Res<RecordingReplay>,
) {
for ev in wins.read() {
// Empty-recording guard mirrors `record_replay_on_win` —
// synthesised win events from XP / streak tests must not trigger
// a server upload.
if recording.moves.is_empty() {
continue;
}
let replay = Replay::new(
game.0.seed,
game.0.draw_mode.clone(),
game.0.mode,
ev.time_seconds,
ev.score,
Utc::now().date_naive(),
recording.moves.clone(),
);
let provider = provider.0.clone();
AsyncComputeTaskPool::get()
.spawn(async move {
match provider.push_replay(&replay).await {
Ok(()) => {}
Err(SyncError::UnsupportedPlatform) => {}
Err(e) => warn!("replay upload failed: {e}"),
}
})
.detach();
}
}
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
+4 -1
View File
@@ -31,7 +31,10 @@ use solitaire_core::card::{Rank, Suit};
pub use importer::{import_theme, import_theme_into, ImportError, ThemeId};
pub use loader::{CardThemeLoader, CardThemeLoaderError};
pub use manifest::ThemeManifest;
pub use plugin::{set_theme, ActiveTheme, ThemePlugin};
pub use plugin::{
ensure_theme_thumbnails, set_theme, ActiveTheme, ThemePlugin, ThemeThumbnailCache,
ThemeThumbnailPair, THEME_THUMBNAIL_HEIGHT_PX, THEME_THUMBNAIL_WIDTH_PX,
};
pub use registry::{
build_registry, refresh_registry, ThemeEntry, ThemeRegistry, ThemeRegistryPlugin,
};
+313 -20
View File
@@ -8,24 +8,82 @@
//! exposed for tests and for any embedder that wants to load an
//! alternative theme manually.
use std::collections::HashMap;
use bevy::asset::AssetEvent;
use bevy::ecs::message::MessageReader;
use bevy::math::UVec2;
use bevy::prelude::*;
use solitaire_core::card::{Rank, Suit};
use crate::assets::DEFAULT_THEME_MANIFEST_URL;
use crate::assets::{
default_theme_svg_bytes, rasterize_svg, user_theme_dir, DEFAULT_THEME_MANIFEST_URL,
};
use crate::card_plugin::CardImageSet;
use crate::events::StateChangedEvent;
use super::loader::CardThemeLoader;
use super::registry::ThemeRegistry;
use super::{CardKey, CardTheme};
/// Width (logical px) of one Settings → Cosmetic theme-picker
/// thumbnail. A 2:3 card aspect at 100×140 keeps each chip a small
/// glanceable preview without bloating the picker row.
pub const THEME_THUMBNAIL_WIDTH_PX: u32 = 100;
/// Height counterpart to [`THEME_THUMBNAIL_WIDTH_PX`].
pub const THEME_THUMBNAIL_HEIGHT_PX: u32 = 140;
/// Resource pointing at the currently-active card theme. Populated on
/// startup with the bundled default theme and replaced by [`set_theme`]
/// when the player switches.
#[derive(Resource, Debug)]
pub struct ActiveTheme(pub Handle<CardTheme>);
/// One pair of preview-sized `Handle<Image>` for the Settings picker:
/// the theme's Ace of Spades and its card back.
///
/// Either handle may be [`Handle::default`] when the underlying SVG
/// could not be located (e.g. a user theme that ships only a partial
/// set of files). The picker UI treats the default-handle case as
/// "render a placeholder swatch instead of an image" so a broken
/// theme can never crash the panel.
#[derive(Debug, Clone, Default)]
pub struct ThemeThumbnailPair {
/// Rasterised `spades_ace.svg` of the theme.
pub ace: Handle<Image>,
/// Rasterised `back.svg` of the theme.
pub back: Handle<Image>,
}
impl ThemeThumbnailPair {
/// Returns `true` only when *both* preview slots resolve to a
/// non-default handle — a theme with at least one missing SVG is
/// considered incomplete and renders the placeholder for the
/// missing slot.
pub fn is_fully_populated(&self) -> bool {
self.ace != Handle::default() && self.back != Handle::default()
}
}
/// Resource caching one [`ThemeThumbnailPair`] per registered theme,
/// keyed by `ThemeMeta::id`.
///
/// Populated lazily by [`ensure_theme_thumbnails`] whenever the
/// [`ThemeRegistry`] grows or changes. The Settings panel reads from
/// this cache by id and falls back to the placeholder rendering path
/// when an entry is missing.
#[derive(Resource, Debug, Default)]
pub struct ThemeThumbnailCache {
pub entries: HashMap<String, ThemeThumbnailPair>,
}
impl ThemeThumbnailCache {
/// Returns the cached pair for `theme_id`, if any.
pub fn get(&self, theme_id: &str) -> Option<&ThemeThumbnailPair> {
self.entries.get(theme_id)
}
}
/// Bevy plugin that loads the default theme and keeps `CardImageSet`
/// in sync with `Assets<CardTheme>`.
///
@@ -45,6 +103,7 @@ pub struct ThemePlugin;
impl Plugin for ThemePlugin {
fn build(&self, app: &mut App) {
app.init_asset::<CardTheme>()
.init_resource::<ThemeThumbnailCache>()
.register_asset_loader(crate::assets::SvgLoader)
.register_asset_loader(CardThemeLoader)
.add_systems(Startup, load_initial_theme)
@@ -53,6 +112,7 @@ impl Plugin for ThemePlugin {
(
sync_card_image_set_with_active_theme,
react_to_settings_theme_change,
ensure_theme_thumbnails,
),
);
}
@@ -112,7 +172,7 @@ fn react_to_settings_theme_change(
commands.insert_resource(ActiveTheme(handle));
}
/// Replaces every face slot and slot 0 of the back array on
/// Replaces every face slot and the active-theme back-handle slot on
/// `CardImageSet` whenever the active theme finishes loading or
/// changes. Fires `StateChangedEvent` afterwards so the existing
/// `card_plugin::sync_cards_on_change` pipeline re-renders every
@@ -155,8 +215,16 @@ fn sync_card_image_set_with_active_theme(
}
/// Pure helper that copies the theme's image handles into the
/// `[suit][rank]` face matrix and into back slot 0. Split out so it
/// can be unit-tested without spinning up a Bevy `App`.
/// `[suit][rank]` face matrix and into the dedicated `theme_back`
/// slot. Split out so it can be unit-tested without spinning up a
/// Bevy `App`.
///
/// The legacy `backs[0..5]` array is left untouched — those handles
/// are the player's `selected_card_back` choices and remain available
/// as a fallback when the active theme does not declare a back. The
/// face-down render path in `card_plugin::card_sprite` prefers
/// `theme_back` when present, so writing here is sufficient to make
/// every face-down card pick up the theme's art on the next sync.
fn apply_theme_to_card_image_set(theme: &CardTheme, image_set: &mut CardImageSet) {
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
for rank in [
@@ -169,7 +237,7 @@ fn apply_theme_to_card_image_set(theme: &CardTheme, image_set: &mut CardImageSet
}
}
}
image_set.backs[0] = theme.back.clone();
image_set.theme_back = Some(theme.back.clone());
}
/// Index used by [`CardImageSet::faces`] for a given suit. Mirrors
@@ -223,6 +291,104 @@ pub fn set_theme(
handle
}
// ---------------------------------------------------------------------------
// Picker-thumbnail generation
// ---------------------------------------------------------------------------
/// Filename of the canonical "preview face" SVG inside a theme — the
/// Ace of Spades. Matches `CardKey::manifest_name(Spades, Ace)` so the
/// path resolves the same way whether we're reading from disk or from
/// the bundled-default lookup table.
const PREVIEW_FACE_FILENAME: &str = "spades_ace.svg";
/// Filename of the back SVG inside a theme.
const PREVIEW_BACK_FILENAME: &str = "back.svg";
/// Resolves the SVG bytes for one preview file (`back.svg` or
/// `spades_ace.svg`) belonging to the named theme.
///
/// - For the bundled `default` theme, reads from the embedded
/// `DEFAULT_THEME_SVGS` table via [`default_theme_svg_bytes`]. No
/// filesystem I/O.
/// - For any user theme, reads from `<user_theme_dir>/<id>/<filename>`.
/// Returns `None` for any I/O failure (file missing, permission
/// denied, etc.) — the caller treats `None` as "render placeholder".
fn read_theme_preview_svg_bytes(theme_id: &str, filename: &str) -> Option<Vec<u8>> {
if theme_id == "default" {
return default_theme_svg_bytes(filename).map(|b| b.to_vec());
}
let path = user_theme_dir().join(theme_id).join(filename);
std::fs::read(&path).ok()
}
/// Pure helper: rasterises one SVG preview byte slice at the picker's
/// thumbnail dimensions, inserts the resulting `Image` into
/// `Assets<Image>`, and returns the new handle. Returns
/// [`Handle::default`] if rasterisation fails (malformed SVG, etc.) so
/// the picker can render a placeholder for broken themes without
/// crashing.
fn rasterize_preview_to_handle(
svg_bytes: &[u8],
images: &mut Assets<Image>,
) -> Handle<Image> {
let target = UVec2::new(THEME_THUMBNAIL_WIDTH_PX, THEME_THUMBNAIL_HEIGHT_PX);
match rasterize_svg(svg_bytes, target) {
Ok(image) => images.add(image),
Err(err) => {
warn!("theme thumbnail rasterise failed: {err}");
Handle::default()
}
}
}
/// Builds a [`ThemeThumbnailPair`] for a single theme. Either handle
/// is [`Handle::default`] when the matching SVG could not be located
/// or rasterised.
fn generate_thumbnail_pair_for(
theme_id: &str,
images: &mut Assets<Image>,
) -> ThemeThumbnailPair {
let ace = read_theme_preview_svg_bytes(theme_id, PREVIEW_FACE_FILENAME)
.map(|b| rasterize_preview_to_handle(&b, images))
.unwrap_or_default();
let back = read_theme_preview_svg_bytes(theme_id, PREVIEW_BACK_FILENAME)
.map(|b| rasterize_preview_to_handle(&b, images))
.unwrap_or_default();
ThemeThumbnailPair { ace, back }
}
/// System that generates a [`ThemeThumbnailPair`] for every registered
/// theme that doesn't yet have one in [`ThemeThumbnailCache`].
///
/// Runs each frame but the early-exit check (`already cached?`) keeps
/// the steady-state cost to a single hash lookup per theme. Generation
/// itself only happens once per theme — the SVGs are rasterised and
/// inserted into `Assets<Image>` and the handles cached forever.
///
/// Lazy-on-first-pass beats Startup-only for two reasons:
///
/// - The `ThemeRegistry` is built by a different `Startup` system, and
/// Bevy doesn't guarantee inter-system Startup ordering without
/// explicit `.after()` chaining. Polling each Update tick removes
/// the dependency.
/// - The future `refresh_registry` path (used after a successful
/// theme import in Phase 7) adds entries mid-session — this system
/// picks them up automatically without any extra wiring.
pub fn ensure_theme_thumbnails(
registry: Option<Res<ThemeRegistry>>,
mut cache: ResMut<ThemeThumbnailCache>,
mut images: ResMut<Assets<Image>>,
) {
let Some(registry) = registry else { return };
for entry in registry.iter() {
if cache.entries.contains_key(&entry.id) {
continue;
}
let pair = generate_thumbnail_pair_for(&entry.id, &mut images);
cache.entries.insert(entry.id.clone(), pair);
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -251,6 +417,7 @@ mod tests {
CardImageSet {
faces: std::array::from_fn(|_| std::array::from_fn(|_| Handle::default())),
backs: std::array::from_fn(|_| Handle::default()),
theme_back: None,
}
}
@@ -284,24 +451,34 @@ mod tests {
}
#[test]
fn applying_theme_overwrites_back_slot_zero() {
// Build a theme whose back handle is a freshly-allocated weak
// handle — its id will differ from the default-handle id we
// started with, proving the back slot was overwritten.
fn applying_theme_writes_theme_back_slot_and_leaves_legacy_backs_untouched() {
// The active-theme back lives in its own dedicated slot
// (`theme_back`) so the legacy `backs[0..5]` PNG fallbacks
// remain untouched. This guarantees the player's
// `selected_card_back` choice can still be honoured when no
// theme is active.
let mut image_set = empty_card_image_set();
// Snapshot the legacy back ids so we can prove they don't
// change when a theme is applied.
let legacy_ids_before: [bevy::asset::AssetId<bevy::image::Image>; 5] =
std::array::from_fn(|i| image_set.backs[i].id());
let theme = empty_theme();
let original_back_id = image_set.backs[0].id();
assert!(image_set.theme_back.is_none(), "theme_back starts empty");
apply_theme_to_card_image_set(&theme, &mut image_set);
// Both default handles compare equal to themselves; the test
// asserts via id() that whichever handle is in slot 0 came
// from the theme — even if both happen to be Handle::default,
// the id swap is still observable via the value-equality of
// theme.back's id.
assert_eq!(image_set.backs[0].id(), theme.back.id());
// No assertion about original_back_id — both sides may be the
// same default handle id when neither is loaded; the contract
// we're checking is "slot 0 now matches theme.back".
let _ = original_back_id;
// The active-theme back is now populated and matches the theme.
let active_back = image_set
.theme_back
.as_ref()
.expect("theme_back populated after apply");
assert_eq!(active_back.id(), theme.back.id());
// Every legacy back slot is preserved byte-for-byte by id.
for (i, before) in legacy_ids_before.iter().enumerate() {
assert_eq!(
image_set.backs[i].id(),
*before,
"legacy back slot {i} must not be clobbered by theme apply",
);
}
}
#[test]
@@ -333,4 +510,120 @@ mod tests {
let url2 = format!("themes://{}/theme.ron", "user_uploaded");
assert_eq!(url2, "themes://user_uploaded/theme.ron");
}
/// Test 1: the bundled default theme always has embedded SVG bytes
/// available, so calling `generate_thumbnail_pair_for("default", …)`
/// must produce two non-default `Handle<Image>` slots.
#[test]
fn theme_thumbnails_generated_for_default_theme() {
let mut images = Assets::<Image>::default();
let pair = generate_thumbnail_pair_for("default", &mut images);
assert!(
pair.is_fully_populated(),
"default theme must yield both ace + back thumbnail handles"
);
// And the underlying images must actually exist in the assets
// collection — the handles are real, not dangling.
assert!(images.get(&pair.ace).is_some(), "ace image must be inserted");
assert!(images.get(&pair.back).is_some(), "back image must be inserted");
}
/// Test 2: when a theme is registered but its preview SVGs are not
/// available on disk (a broken user-supplied theme), thumbnail
/// generation must NOT panic and must leave the missing slots as
/// the default handle so the picker UI can render its placeholder.
#[test]
fn theme_thumbnails_handle_missing_svg_gracefully() {
let mut images = Assets::<Image>::default();
// A theme id that definitely has no files on disk under the
// user_theme_dir (the directory may not even exist on a
// fresh test machine). The function reads the filesystem
// lazily and silently returns None on I/O failures — no
// panic, no rasterise attempt.
let pair = generate_thumbnail_pair_for(
"this-theme-does-not-exist-on-disk-for-testing",
&mut images,
);
assert_eq!(
pair.ace,
Handle::default(),
"missing ace.svg must yield Handle::default placeholder"
);
assert_eq!(
pair.back,
Handle::default(),
"missing back.svg must yield Handle::default placeholder"
);
assert!(
!pair.is_fully_populated(),
"incomplete pair must report not-fully-populated"
);
}
/// `read_theme_preview_svg_bytes` for the default theme always
/// returns embedded bytes for the canonical preview pair —
/// covering the happy-path branch of the helper.
#[test]
fn read_default_theme_preview_returns_some_for_canonical_files() {
assert!(
read_theme_preview_svg_bytes("default", PREVIEW_BACK_FILENAME).is_some(),
"default theme back.svg must be embedded"
);
assert!(
read_theme_preview_svg_bytes("default", PREVIEW_FACE_FILENAME).is_some(),
"default theme spades_ace.svg must be embedded"
);
}
/// `ensure_theme_thumbnails` is idempotent: calling it twice with
/// the same registry must not regenerate or replace already-cached
/// entries. This guards against the per-frame Update tick churning
/// new `Handle<Image>` allocations and growing `Assets<Image>`
/// without bound.
#[test]
fn ensure_theme_thumbnails_caches_after_first_run() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.init_resource::<Assets<Image>>();
app.init_resource::<ThemeThumbnailCache>();
app.insert_resource(ThemeRegistry {
entries: vec![crate::theme::ThemeEntry {
id: "default".into(),
display_name: "Default".into(),
manifest_url: crate::assets::DEFAULT_THEME_MANIFEST_URL.into(),
meta: ThemeMeta {
id: "default".into(),
name: "Default".into(),
author: "x".into(),
version: "x".into(),
card_aspect: (2, 3),
},
}],
});
app.add_systems(Update, ensure_theme_thumbnails);
// First tick generates the entry.
app.update();
let first_ace = app
.world()
.resource::<ThemeThumbnailCache>()
.get("default")
.map(|p| p.ace.clone())
.expect("default theme thumbnail must exist after one tick");
// Second tick must NOT replace the cached handle.
app.update();
let second_ace = app
.world()
.resource::<ThemeThumbnailCache>()
.get("default")
.map(|p| p.ace.clone())
.expect("default theme thumbnail must still exist");
assert_eq!(
first_ace.id(),
second_ace.id(),
"cached thumbnail handle must be stable across ticks"
);
}
}
+336 -2
View File
@@ -3,9 +3,33 @@
//! level ≥ `CHALLENGE_UNLOCK_LEVEL`); each win during the session bumps the
//! counter and auto-deals a fresh game. When the timer expires the session
//! ends and `TimeAttackEndedEvent` fires.
//!
//! ## Persistence
//!
//! Classic / Zen / Challenge mid-deals already round-trip through
//! `game_state.json` (the file carries `mode: GameMode`, so the deal *and*
//! its mode flag both survive a window close). Time Attack additionally
//! has session-level state — the 10-minute window remaining and the running
//! win counter — that lives in [`TimeAttackResource`], not in `GameState`.
//! That extra state is persisted to the sibling file
//! `time_attack_session.json` via [`solitaire_data::TimeAttackSession`] so
//! closing the window mid-Time-Attack does not lose the session.
//!
//! The file is written periodically (every ~30 real seconds, mirroring the
//! game-state auto-save cadence) and on `AppExit`. It is deleted on session
//! end, on a fresh session start, and on quit-to-menu. Load happens once at
//! plugin startup; if the persisted window expired during the time the app
//! was closed, the file is treated as missing.
use std::path::PathBuf;
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use solitaire_data::{
delete_time_attack_session_at, load_time_attack_session_from, save_time_attack_session_to,
time_attack_session_path, TimeAttackSession,
};
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
@@ -33,12 +57,52 @@ pub struct TimeAttackEndedEvent {
pub wins: u32,
}
/// Real-world seconds between Time Attack session-state auto-saves.
///
/// Mirrors the game-state auto-save cadence in `game_plugin::AUTO_SAVE_INTERVAL_SECS`
/// so a crash loses at most ~30 s of session-timer progress.
const TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS: f32 = 30.0;
/// Persistence path for `time_attack_session.json`. `None` disables I/O
/// (used in headless tests so they don't touch the real data dir).
#[derive(Resource, Debug, Clone)]
pub struct TimeAttackSessionPath(pub Option<PathBuf>);
/// Accumulated real-world seconds since the last Time Attack session save.
/// Exposed as a `Resource` so tests can pre-seed it past the threshold without
/// needing to control `Time::delta_secs()` (mirrors `game_plugin::AutoSaveTimer`).
#[derive(Resource, Default)]
pub struct TimeAttackAutoSaveTimer(pub f32);
/// Implements the 10-minute Time Attack mode: counts down the session timer, tracks wins per session, and fires `TimeAttackEndedEvent` when time expires.
pub struct TimeAttackPlugin;
impl TimeAttackPlugin {
/// Plugin variant with persistence disabled. Use in headless tests to
/// avoid touching the real `time_attack_session.json` on disk.
pub fn headless() -> Self {
Self
}
}
impl Plugin for TimeAttackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<TimeAttackResource>()
let path = time_attack_session_path();
// Restore any saved session that hasn't yet expired in real time.
// A missing file or an expired window both yield `None`, in which
// case the resource keeps its default (inactive) value.
let initial_session = path
.as_deref()
.and_then(load_time_attack_session_from)
.map_or_else(TimeAttackResource::default, |s| TimeAttackResource {
active: true,
remaining_secs: s.remaining_secs,
wins: s.wins,
});
app.insert_resource(initial_session)
.insert_resource(TimeAttackSessionPath(path))
.init_resource::<TimeAttackAutoSaveTimer>()
.add_message::<TimeAttackEndedEvent>()
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
@@ -49,10 +113,13 @@ impl Plugin for TimeAttackPlugin {
handle_start_time_attack_request.before(GameMutation),
)
.add_systems(Update, advance_time_attack)
.add_systems(Update, auto_deal_on_time_attack_win.after(GameMutation));
.add_systems(Update, auto_deal_on_time_attack_win.after(GameMutation))
.add_systems(Update, auto_save_time_attack_session)
.add_systems(Last, save_time_attack_session_on_exit);
}
}
#[allow(clippy::too_many_arguments)]
fn handle_start_time_attack_request(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<StartTimeAttackRequestEvent>,
@@ -60,6 +127,8 @@ fn handle_start_time_attack_request(
mut session: ResMut<TimeAttackResource>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut info_toast: MessageWriter<InfoToastEvent>,
path: Option<Res<TimeAttackSessionPath>>,
mut auto_save_timer: ResMut<TimeAttackAutoSaveTimer>,
) {
// Either T or the HUD Modes-popover "Time Attack" row triggers this.
let button_clicked = requests.read().count() > 0;
@@ -77,6 +146,18 @@ fn handle_start_time_attack_request(
remaining_secs: TIME_ATTACK_DURATION_SECS,
wins: 0,
};
// Reset the auto-save accumulator so the first save lands a full
// interval from now, not immediately because of an old residual value
// left over from a previous session.
auto_save_timer.0 = 0.0;
// Delete any leftover persisted session file from a prior run so the
// fresh window starts at exactly TIME_ATTACK_DURATION_SECS rather than
// resuming whatever the disk happened to hold. Failures here are
// logged but never fatal.
if let Some(p) = path.as_ref().and_then(|r| r.0.as_deref())
&& let Err(e) = delete_time_attack_session_at(p) {
warn!("time_attack_session: failed to delete stale session: {e}");
}
new_game.write(NewGameRequestEvent {
seed: None,
mode: Some(GameMode::TimeAttack),
@@ -89,6 +170,7 @@ fn advance_time_attack(
mut session: ResMut<TimeAttackResource>,
mut ended: MessageWriter<TimeAttackEndedEvent>,
paused: Option<Res<crate::pause_plugin::PausedResource>>,
path: Option<Res<TimeAttackSessionPath>>,
) {
if !session.active {
return;
@@ -102,6 +184,12 @@ fn advance_time_attack(
session.active = false;
session.remaining_secs = 0.0;
ended.write(TimeAttackEndedEvent { wins });
// Session ended naturally — delete the persisted file so the next
// launch sees no in-progress session.
if let Some(p) = path.as_ref().and_then(|r| r.0.as_deref())
&& let Err(e) = delete_time_attack_session_at(p) {
warn!("time_attack_session: failed to delete on expiry: {e}");
}
}
}
@@ -124,6 +212,80 @@ fn auto_deal_on_time_attack_win(
}
}
/// Returns the current Unix-seconds wall-clock time, falling back to 0 if
/// the system time predates the epoch (impossible under any sane clock,
/// but the fallback keeps the function infallible).
fn current_unix_secs() -> u64 {
SystemTime::now()
.duration_since(UNIX_EPOCH)
.map_or(0, |d| d.as_secs())
}
/// Periodically persists the live `TimeAttackResource` to
/// `time_attack_session.json` every 30 real-world seconds while a session
/// is active. The accumulator uses real-clock delta so it keeps ticking
/// even if the in-game timer is paused — the goal is "if the OS kills the
/// process now, how much do we lose?" and pause does not change that.
fn auto_save_time_attack_session(
time: Res<Time>,
session: Res<TimeAttackResource>,
path: Option<Res<TimeAttackSessionPath>>,
mut timer: ResMut<TimeAttackAutoSaveTimer>,
) {
if !session.active {
return;
}
timer.0 += time.delta_secs();
if timer.0 < TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS {
return;
}
timer.0 -= TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS;
let Some(p) = path.as_ref().and_then(|r| r.0.as_deref()) else {
return;
};
let payload = TimeAttackSession {
remaining_secs: session.remaining_secs,
wins: session.wins,
saved_at_unix_secs: current_unix_secs(),
};
if let Err(e) = save_time_attack_session_to(p, &payload) {
warn!("time_attack_session: auto-save failed: {e}");
}
}
/// Last-schedule companion to `game_plugin::save_game_state_on_exit`:
/// flushes the live session resource to disk on `AppExit` so a graceful
/// quit does not lose the timer + win count. If the session is inactive
/// the persisted file is deleted instead, leaving a clean slate for the
/// next launch.
fn save_time_attack_session_on_exit(
mut exit_events: MessageReader<AppExit>,
session: Res<TimeAttackResource>,
path: Res<TimeAttackSessionPath>,
) {
if exit_events.is_empty() {
return;
}
exit_events.clear();
let Some(p) = path.0.as_deref() else { return };
if !session.active {
if let Err(e) = delete_time_attack_session_at(p) {
warn!("time_attack_session: failed to delete on exit: {e}");
}
return;
}
let payload = TimeAttackSession {
remaining_secs: session.remaining_secs,
wins: session.wins,
saved_at_unix_secs: current_unix_secs(),
};
if let Err(e) = save_time_attack_session_to(p, &payload) {
warn!("time_attack_session: failed to save on exit: {e}");
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -140,6 +302,12 @@ mod tests {
.add_plugins(ProgressPlugin::headless())
.add_plugins(TimeAttackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
// Disable session persistence — tests must not touch the real
// ~/.local/share/solitaire_quest/time_attack_session.json.
app.insert_resource(TimeAttackSessionPath(None));
// The plugin's startup-load hook may have populated TimeAttackResource
// from a real on-disk session. Reset it so each test starts inactive.
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource::default();
app.update();
app
}
@@ -302,4 +470,170 @@ mod tests {
"TimeAttackEndedEvent must not fire while paused"
);
}
// -----------------------------------------------------------------------
// Persistence tests — closing the window mid-Time-Attack must not lose
// the session timer or the running win count.
// -----------------------------------------------------------------------
fn tmp_ta_path(name: &str) -> std::path::PathBuf {
std::env::temp_dir().join(format!("engine_test_ta_{name}.json"))
}
/// On `AppExit`, an active session must be flushed to disk so the next
/// launch can restore it.
#[test]
fn exit_persists_active_session() {
use solitaire_data::load_time_attack_session_from;
let path = tmp_ta_path("exit_save");
let _ = std::fs::remove_file(&path);
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: 240.0,
wins: 4,
};
app.world_mut().write_message(AppExit::Success);
app.update();
// Plugin stamps `saved_at_unix_secs` with the current wall clock,
// and we load immediately, so wall-clock elapsed is ~0 and the
// restored remaining_secs should match what we wrote within a tiny
// epsilon (allowing for the test taking a few seconds to run).
let loaded =
load_time_attack_session_from(&path).expect("file should exist after exit");
assert!(
(loaded.remaining_secs - 240.0).abs() < 5.0,
"remaining_secs must round-trip within 5 s tolerance, got {}",
loaded.remaining_secs,
);
assert_eq!(loaded.wins, 4, "wins must round-trip");
let _ = std::fs::remove_file(&path);
}
/// On `AppExit` with no active session, any stale persisted file must
/// be deleted so the next launch starts clean.
#[test]
fn exit_clears_persisted_file_when_no_active_session() {
let path = tmp_ta_path("exit_clear");
// Pre-create a stale file.
std::fs::write(&path, b"{\"remaining_secs\":100.0,\"wins\":1,\"saved_at_unix_secs\":0}")
.expect("write stale");
assert!(path.exists());
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Default = inactive session.
app.world_mut().write_message(AppExit::Success);
app.update();
assert!(!path.exists(), "stale file must be deleted on exit when session is inactive");
}
/// `auto_save_time_attack_session` writes the session once the
/// accumulator crosses 30 s while the session is active.
#[test]
fn auto_save_writes_after_30_seconds() {
use solitaire_data::load_time_attack_session_from;
let path = tmp_ta_path("auto_save_30s");
let _ = std::fs::remove_file(&path);
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: 500.0,
wins: 2,
};
// Pre-seed the timer past the threshold so the very next update fires the save.
app.insert_resource(TimeAttackAutoSaveTimer(TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS + 0.1));
app.update();
assert!(path.exists(), "auto-save file must exist after timer crosses threshold");
let loaded = load_time_attack_session_from(&path).expect("session must load");
assert_eq!(loaded.wins, 2);
let _ = std::fs::remove_file(&path);
}
/// Auto-save is a no-op when no session is active — we should not be
/// littering the user's data dir with empty session files just because
/// the app was running.
#[test]
fn auto_save_is_noop_when_session_inactive() {
let path = tmp_ta_path("auto_save_noop");
let _ = std::fs::remove_file(&path);
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Session stays at default (inactive). Timer is past threshold.
app.insert_resource(TimeAttackAutoSaveTimer(TIME_ATTACK_AUTO_SAVE_INTERVAL_SECS + 0.1));
app.update();
assert!(!path.exists(), "auto-save must not fire when session is inactive");
}
/// Starting a fresh session must delete any stale persisted file so a
/// player who quit Time Attack mid-window, came back, then started a
/// brand-new session begins at exactly TIME_ATTACK_DURATION_SECS.
#[test]
fn starting_new_session_deletes_stale_persisted_file() {
let path = tmp_ta_path("start_clears");
// Pre-create a stale file.
std::fs::write(&path, b"{\"remaining_secs\":42.0,\"wins\":99,\"saved_at_unix_secs\":0}")
.expect("write stale");
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Player must be at unlock level for the start-handler to act.
app.world_mut().resource_mut::<ProgressResource>().0.level = CHALLENGE_UNLOCK_LEVEL;
press_t(&mut app);
app.update();
assert!(!path.exists(), "stale persisted file must be cleared at session start");
// And the live resource must reflect a fresh session, not the stale data.
let session = app.world().resource::<TimeAttackResource>();
assert!(session.active);
assert_eq!(session.wins, 0, "wins must reset to 0, not the stale 99");
assert!(
(session.remaining_secs - TIME_ATTACK_DURATION_SECS).abs() < 1.0,
"remaining_secs must reset to TIME_ATTACK_DURATION_SECS, not the stale 42; got {}",
session.remaining_secs,
);
}
/// Natural session expiry (timer reaches 0) must delete the persisted
/// file so the next launch does not see an "active" session that has
/// already ended.
#[test]
fn session_expiry_deletes_persisted_file() {
let path = tmp_ta_path("expiry_clears");
// Pre-create a file that simulates the auto-save's prior write.
std::fs::write(&path, b"{\"remaining_secs\":1.0,\"wins\":7,\"saved_at_unix_secs\":0}")
.expect("write");
assert!(path.exists());
let mut app = headless_app();
app.insert_resource(TimeAttackSessionPath(Some(path.clone())));
// Session about to expire on the next update tick.
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: -1.0,
wins: 7,
};
app.update();
assert!(!path.exists(), "persisted file must be deleted on natural expiry");
let session = app.world().resource::<TimeAttackResource>();
assert!(!session.active);
}
}
+84 -1
View File
@@ -41,13 +41,17 @@
//! here no-ops so [`crate::selection_plugin`]'s Tab/Enter
//! card-selection still works.
use std::f32::consts::TAU;
use bevy::ecs::query::Has;
use bevy::input::ButtonInput;
use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use solitaire_data::AnimSpeed;
use crate::settings_plugin::SettingsResource;
use crate::ui_modal::{ButtonVariant, ModalButton, ModalScrim};
use crate::ui_theme::{FOCUS_RING, RADIUS_MD, Z_FOCUS_RING};
use crate::ui_theme::{FOCUS_RING, MOTION_FOCUS_PULSE_SECS, RADIUS_MD, Z_FOCUS_RING};
// ---------------------------------------------------------------------------
// Public component / resource API
@@ -126,12 +130,57 @@ impl Plugin for UiFocusPlugin {
clear_hud_focus_on_unhover,
handle_focus_keys,
update_focus_overlay,
pulse_focus_overlay,
)
.chain(),
);
}
}
/// Computes the focus-ring breathing factor for a given elapsed time.
///
/// Returns a value in `[0.65, 1.0]` following a sin curve over
/// [`MOTION_FOCUS_PULSE_SECS`]. Multiply [`FOCUS_RING`]'s native alpha by
/// this factor each frame to produce the breathing effect.
///
/// Pure helper so the curve can be unit-tested without a Bevy app.
pub fn focus_ring_pulse_factor(elapsed_secs: f32) -> f32 {
let phase = (elapsed_secs * TAU / MOTION_FOCUS_PULSE_SECS).sin();
// 0.825 mid-point ± 0.175 amplitude → range [0.65, 1.0]. Multiplicative
// factor against FOCUS_RING's static alpha so the brightest tick is
// exactly the original colour, not a brighter one.
0.825 + 0.175 * phase
}
/// Modulates the focus overlay's border alpha with a slow sin-curve
/// breathing pulse so the indicator catches the eye without competing
/// with gameplay motion. Skipped under `AnimSpeed::Instant` — the static
/// border colour is restored so reduced-motion users see no animation.
fn pulse_focus_overlay(
time: Res<Time>,
settings: Option<Res<SettingsResource>>,
focused: Res<FocusedButton>,
mut overlay: Query<&mut BorderColor, With<FocusOverlay>>,
) {
let Ok(mut border) = overlay.single_mut() else {
return;
};
let instant = settings
.as_deref()
.is_some_and(|s| matches!(s.0.animation_speed, AnimSpeed::Instant));
let factor = if instant || focused.0.is_none() {
1.0
} else {
focus_ring_pulse_factor(time.elapsed_secs())
};
let mut colour = FOCUS_RING;
colour.set_alpha(FOCUS_RING.alpha() * factor);
*border = BorderColor::all(colour);
}
// ---------------------------------------------------------------------------
// Private marker for the single overlay entity
// ---------------------------------------------------------------------------
@@ -588,6 +637,40 @@ mod tests {
spawn_modal, spawn_modal_actions, spawn_modal_button, ButtonVariant, UiModalPlugin,
};
#[test]
fn focus_ring_pulse_factor_at_zero_is_mid_point() {
// sin(0) = 0 → factor = 0.825 (mid of [0.65, 1.0]).
let f = focus_ring_pulse_factor(0.0);
assert!((f - 0.825).abs() < 1e-5, "factor at t=0 should be 0.825, got {f}");
}
#[test]
fn focus_ring_pulse_factor_peaks_at_quarter_period() {
// sin(τ/4) = 1 → factor = 1.0.
let f = focus_ring_pulse_factor(MOTION_FOCUS_PULSE_SECS / 4.0);
assert!((f - 1.0).abs() < 1e-4, "factor at peak should be 1.0, got {f}");
}
#[test]
fn focus_ring_pulse_factor_troughs_at_three_quarter_period() {
// sin(3τ/4) = -1 → factor = 0.65.
let f = focus_ring_pulse_factor(MOTION_FOCUS_PULSE_SECS * 3.0 / 4.0);
assert!((f - 0.65).abs() < 1e-4, "factor at trough should be 0.65, got {f}");
}
#[test]
fn focus_ring_pulse_factor_stays_in_brightness_range() {
// Sweep across two full periods; factor must stay within [0.65, 1.0].
for i in 0..200 {
let t = i as f32 * MOTION_FOCUS_PULSE_SECS * 0.01;
let f = focus_ring_pulse_factor(t);
assert!(
(0.649..=1.001).contains(&f),
"factor at t={t} out of range: {f}"
);
}
}
/// Plugin-marker for the synthetic test modal — `spawn_modal`
/// requires a `Component` on the scrim.
#[derive(Component, Debug)]
+54
View File
@@ -333,6 +333,11 @@ pub const MOTION_SHAKE_SECS: f32 = 0.25;
/// Shake angular frequency in rad/s.
pub const MOTION_SHAKE_OMEGA: f32 = 35.0;
/// Duration of the smooth return tween when a drag is rejected by an
/// invalid drop target. Short enough to feel snappy but long enough to
/// read as motion rather than a teleport.
pub const MOTION_DRAG_REJECT_SECS: f32 = 0.15;
/// Card flip — half-time per phase (squash + grow). 100 ms each =
/// 200 ms total. Pair with a ±8° Z-rotation at the midpoint for a 3D
/// feel without 3D rendering.
@@ -356,6 +361,14 @@ pub const MOTION_CASCADE_STAGGER_SECS: f32 = 0.06;
/// (overshoot) plus ±15° Z-rotation. 500 ms.
pub const MOTION_CASCADE_SLIDE_SECS: f32 = 0.50;
/// Per-line stagger between score-breakdown rows during the win modal
/// reveal animation, in seconds.
pub const MOTION_SCORE_BREAKDOWN_STAGGER_SECS: f32 = 0.15;
/// Per-line fade-in duration during the win modal score reveal, in
/// seconds.
pub const MOTION_SCORE_BREAKDOWN_FADE_SECS: f32 = 0.12;
/// Screen shake on win — wider and longer than the old 0.6 s / 8 px.
/// 800 ms.
pub const MOTION_WIN_SHAKE_SECS: f32 = 0.80;
@@ -379,10 +392,51 @@ pub const MOTION_BUTTON_BLEND_SECS: f32 = 0.10;
/// readout 1.0 → 1.1 → 1.0. 250 ms.
pub const MOTION_SCORE_PULSE_SECS: f32 = 0.25;
/// Foundation-completion flourish — when a King lands on a foundation
/// pile (Ace → King, 13 cards), briefly scale the King card 1.0 →
/// [`FOUNDATION_FLOURISH_PEAK_SCALE`] → 1.0 and tint the matching
/// `PileMarker` gold. 400 ms.
pub const MOTION_FOUNDATION_FLOURISH_SECS: f32 = 0.4;
/// Peak scale magnification reached at the midpoint of the
/// foundation-completion flourish. The triangular curve climbs from
/// 1.0 at `t=0` to this value at `t=0.5` and back to 1.0 at `t=1.0`.
pub const FOUNDATION_FLOURISH_PEAK_SCALE: f32 = 1.15;
/// Total duration of the streak-milestone flourish on the HUD score
/// readout, in seconds. Mirrors the foundation flourish in feel — a
/// brief celebratory pulse that does not block subsequent gameplay.
pub const MOTION_STREAK_FLOURISH_SECS: f32 = 0.6;
/// Peak scale magnification reached at the midpoint of the streak
/// flourish (1.0 → this → 1.0). Larger than the foundation flourish
/// peak so the lifetime-streak celebration reads as a bigger deal than
/// the per-suit completion.
pub const STREAK_FLOURISH_PEAK_SCALE: f32 = 1.20;
/// Win-streak counts that trigger the flourish. The flourish fires
/// only when the streak crosses a threshold from below — never at
/// every win past the highest threshold. Static for now; could become
/// a `Settings`-tunable list later if play-testing surfaces it.
pub const STREAK_MILESTONES: &[u32] = &[3, 5, 10];
/// Loading-ellipsis cycle — `.`/`..`/`...` toggles every step.
/// 400 ms.
pub const MOTION_LOADING_TICK_SECS: f32 = 0.40;
/// Period of the focus-ring breathing pulse, in seconds.
///
/// The keyboard focus ring's alpha is modulated by a sin-curve over this
/// interval so the indicator gently "breathes" instead of presenting as
/// a flat outline. 1.4 s reads as a calm heartbeat — slow enough that
/// the motion is in the player's peripheral vision rather than competing
/// for attention, fast enough that a focus change still draws the eye.
/// Not run through [`scaled_duration`]: the pulse is an accessibility
/// affordance, not gameplay motion. `AnimSpeed::Instant` is honoured at
/// the system level by skipping the pulse entirely (see
/// `pulse_focus_overlay` in `ui_focus`).
pub const MOTION_FOCUS_PULSE_SECS: f32 = 1.4;
/// Hover delay before a tooltip appears, in seconds. Long enough that
/// players gliding the cursor across the HUD don't see flicker; short
/// enough that "stop and read" feels responsive. Not run through
+53 -2
View File
@@ -34,6 +34,7 @@ use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use crate::font_plugin::FontResource;
use crate::settings_plugin::SettingsResource;
use crate::ui_theme::{
BG_ELEVATED_HI, BORDER_SUBTLE, MOTION_TOOLTIP_DELAY_SECS, RADIUS_SM, TEXT_PRIMARY,
TYPE_CAPTION, VAL_SPACE_2, Z_TOOLTIP,
@@ -137,6 +138,23 @@ struct TooltipText;
/// target's own border.
const TOOLTIP_GAP_PX: f32 = 4.0;
/// Pure helper: returns `true` once `elapsed_secs` has met or exceeded
/// the player-configured `delay_secs`, so the tooltip should be revealed.
///
/// Treating "elapsed >= delay" as the show condition (rather than
/// strictly greater than) is what makes a `delay_secs == 0.0` setting
/// behave as advertised: on the very first tick after hover starts,
/// `elapsed_secs` is `0.0` and the tooltip appears immediately. With a
/// strict `>` the zero-delay case would still wait one tick.
///
/// Extracted so the comparison can be unit-tested without spinning up
/// a Bevy `App` — `Time<Virtual>` clamps each tick to 250 ms under
/// `MinimalPlugins`, which makes precise sub-second timing assertions
/// awkward.
pub(crate) fn tooltip_should_show(elapsed_secs: f32, delay_secs: f32) -> bool {
elapsed_secs >= delay_secs
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
@@ -257,6 +275,7 @@ fn track_tooltip_hover(
fn show_or_hide_tooltip(
time: Res<Time>,
state: Res<TooltipState>,
settings: Option<Res<SettingsResource>>,
tooltips: Query<(&Tooltip, &UiGlobalTransform, &ComputedNode)>,
tooltip_text_only: Query<&Tooltip>,
mut overlay_q: Query<(&mut Node, &mut Visibility, &Children), With<TooltipOverlay>>,
@@ -280,9 +299,15 @@ fn show_or_hide_tooltip(
return;
};
// Player-configurable dwell delay; falls back to the design-token
// default when `SettingsResource` is absent (test harnesses running
// `UiTooltipPlugin` under `MinimalPlugins` without `SettingsPlugin`).
let delay_secs = settings
.as_ref()
.map(|s| s.0.tooltip_delay_secs)
.unwrap_or(MOTION_TOOLTIP_DELAY_SECS);
let elapsed = time.elapsed().saturating_sub(started_at);
let delay = Duration::from_secs_f32(MOTION_TOOLTIP_DELAY_SECS);
if elapsed < delay {
if !tooltip_should_show(elapsed.as_secs_f32(), delay_secs) {
hide(&mut visibility);
return;
}
@@ -550,4 +575,30 @@ mod tests {
"overlay text must update to the new hovered entity's Tooltip string"
);
}
/// Test 5: `tooltip_should_show` is the pure helper that the system
/// uses to gate the reveal — exercising it directly avoids the
/// `Time<Virtual>` 250 ms clamp that makes precise sub-second
/// timing assertions in `MinimalPlugins` fiddly. The four cases
/// below cover the boundary semantics:
///
/// * `delay = 0.0` ("Instant") must show on the first tick.
/// * `elapsed < delay` must NOT show.
/// * `elapsed == delay` must show (boundary inclusive).
/// * `elapsed > delay` must show.
#[test]
fn tooltip_should_show_respects_delay() {
// delay == 0 ("Instant"): any elapsed (including zero) shows.
assert!(tooltip_should_show(0.0, 0.0), "instant delay must show on first tick");
assert!(tooltip_should_show(0.5, 0.0));
// Standard non-zero delay.
assert!(!tooltip_should_show(0.4, 0.5), "elapsed < delay must hide");
assert!(tooltip_should_show(0.5, 0.5), "elapsed == delay must show (boundary)");
assert!(tooltip_should_show(0.6, 0.5), "elapsed > delay must show");
// Larger delay (max-end of the slider).
assert!(!tooltip_should_show(1.0, 1.5));
assert!(tooltip_should_show(1.5, 1.5));
}
}
+723 -11
View File
@@ -12,6 +12,8 @@
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use solitaire_core::scoring::compute_time_bonus;
use solitaire_data::AnimSpeed;
use crate::achievement_plugin::display_name_for;
use crate::events::{
@@ -23,10 +25,11 @@ use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_WIN_SHAKE_AMPLITUDE,
MOTION_WIN_SHAKE_SECS, RADIUS_LG, RADIUS_MD, SCRIM, STATE_INFO, STATE_SUCCESS, STATE_WARNING,
TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY_LG, TYPE_DISPLAY, TYPE_HEADLINE, VAL_SPACE_2,
VAL_SPACE_3, Z_WIN_CASCADE,
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
MOTION_SCORE_BREAKDOWN_STAGGER_SECS, MOTION_WIN_SHAKE_AMPLITUDE, MOTION_WIN_SHAKE_SECS,
RADIUS_LG, RADIUS_MD, SCRIM, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_DISPLAY, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
Z_WIN_CASCADE,
};
// ---------------------------------------------------------------------------
@@ -73,6 +76,15 @@ pub struct WinSummaryPending {
/// human-readable level number that was just completed (e.g. `Some(3)`
/// means "Challenge 3"). `None` for non-Challenge modes.
pub challenge_level: Option<u32>,
/// Number of undos used during the winning game. Captured from
/// `GameStateResource` at the moment `GameWonEvent` fires so the
/// score-breakdown reveal can decide whether to award the no-undo
/// bonus row.
pub undo_count: u32,
/// Game mode of the winning game. Captured at win time so the
/// score-breakdown reveal can format the mode-multiplier row
/// (e.g. `Zen ×0.0`, `Classic ×1.0`).
pub mode: GameMode,
}
/// Builds a human-readable XP breakdown string for the win modal.
@@ -161,6 +173,37 @@ enum WinSummaryButton {
PlayAgain,
}
/// Marker for one row of the win-modal score-breakdown reveal.
///
/// Each row carries a stagger delay (seconds until the row should
/// become visible) plus a fade-in timer that lerps the row's text
/// alpha from `0.0 → 1.0` over [`MOTION_SCORE_BREAKDOWN_FADE_SECS`].
/// Rows are spawned with `Visibility::Hidden`; the reveal system
/// flips them to `Visibility::Inherited` once `delay_secs` elapses
/// and then drives the per-text alpha lerp until the row reaches
/// full opacity.
///
/// When `AnimSpeed::Instant` is active the row is spawned with
/// `delay_secs = 0.0`, `fade_duration_secs = 0.0`, and visibility
/// already set to `Inherited` so the reveal happens on frame 1.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScoreBreakdownRow {
/// Seconds remaining until this row first becomes visible.
/// Counts down to 0 in `reveal_score_breakdown`. Zero or negative
/// means "show immediately".
pub delay_secs: f32,
/// Seconds elapsed since this row became visible. Drives the
/// alpha lerp on the row's child `Text` nodes.
pub fade_elapsed_secs: f32,
/// Total fade-in duration. Zero means "no fade — appear at full
/// opacity in one frame".
pub fade_duration_secs: f32,
/// `true` once the row's `Visibility` has been promoted from
/// `Hidden` to `Inherited`. Prevents re-running the visibility
/// switch every frame after the row first reveals.
pub revealed: bool,
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -193,6 +236,7 @@ impl Plugin for WinSummaryPlugin {
spawn_win_summary_after_delay,
handle_win_summary_buttons,
apply_screen_shake,
reveal_score_breakdown,
)
.after(GameMutation),
);
@@ -217,6 +261,170 @@ pub fn format_win_time(seconds: u64) -> String {
format!("{m}:{s:02}")
}
/// Score amount awarded as a "no-undo" bonus in the win modal when the
/// player completes the game without using undo. Mirrors the XP-side
/// no-undo bonus so the score and XP breakdowns reinforce each other,
/// and stays a `pub const` so tests can assert against it without
/// re-typing the literal.
pub const SCORE_NO_UNDO_BONUS: i32 = 25;
/// Decomposed view of the player's final score, displayed in the win
/// modal as a sequence of fade-in rows.
///
/// The fields mirror the row layout described in the win-modal
/// reveal:
///
/// ```text
/// Base score {base}
/// Time bonus ({m:ss}) +{time_bonus}
/// No-undo bonus +{no_undo_bonus}
/// Mode multiplier ({mode} ×N) ×{multiplier}
/// ─────────────────────────────────
/// Total {total}
/// ```
///
/// Components that do not apply to the current win are zeroed out:
/// `time_bonus = 0` when the player took longer than the time-bonus
/// curve produces a positive result, `no_undo_bonus = 0` when undo
/// was used, and `multiplier = 1.0` outside Zen mode. The renderer
/// uses these zero markers to skip rows the player would not benefit
/// from seeing.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct ScoreBreakdown {
/// Running game score before the win-time bonuses are applied.
/// Equal to `pending.score`, which is `GameState::score` at the
/// moment of `GameWonEvent`.
pub base: i32,
/// Time-bonus component — `compute_time_bonus(time_seconds)`.
/// Zero when `time_seconds == 0` or when the formula yields zero.
pub time_bonus: i32,
/// Score awarded for completing the win without using undo.
/// Zero when `undo_count > 0`.
pub no_undo_bonus: i32,
/// Multiplier applied to `(base + time_bonus + no_undo_bonus)` to
/// produce the final total. `0.0` for Zen mode (which never
/// scores), `1.0` otherwise.
pub multiplier: f32,
/// Game mode the win occurred in. Used by the renderer to format
/// the multiplier row label, e.g. `"Mode multiplier (Zen ×0)"`.
pub mode: GameMode,
/// Elapsed game time in seconds, used to format the time-bonus
/// row label as `m:ss`.
pub time_seconds: u64,
}
impl ScoreBreakdown {
/// Builds a breakdown for the given win, applying the player's
/// **cosmetic** time-bonus multiplier (`Settings::time_bonus_multiplier`)
/// to the raw `compute_time_bonus` result before storing it on the
/// breakdown.
///
/// `base` is the running game score (`pending.score`); `time_seconds`,
/// `undo_count`, and `mode` come from the captured `WinSummaryPending`;
/// `time_bonus_multiplier` comes from `SettingsResource`. All score
/// arithmetic is saturating to keep the breakdown safe even for
/// pathologically high scores.
///
/// The multiplier is **purely visual** — it changes what the player
/// sees in the win modal but does **not** affect achievement
/// thresholds, leaderboard submissions, or `StatsSnapshot` totals,
/// which all use the raw, unmultiplied scoring values.
pub fn compute(
base: i32,
time_seconds: u64,
undo_count: u32,
mode: GameMode,
time_bonus_multiplier: f32,
) -> Self {
let raw_bonus = compute_time_bonus(time_seconds);
// Apply the cosmetic multiplier and round back to an integer so
// the breakdown total stays a whole-number score.
let scaled = (raw_bonus as f32 * time_bonus_multiplier).round();
// Clamp into i32 range defensively — `raw_bonus` is already
// bounded by `compute_time_bonus`, but a multiplier of 2.0 on
// an i32::MAX-adjacent bonus could still overflow the cast.
let time_bonus = if scaled.is_nan() {
0
} else {
scaled.clamp(i32::MIN as f32, i32::MAX as f32) as i32
};
let no_undo_bonus = if undo_count == 0 { SCORE_NO_UNDO_BONUS } else { 0 };
let multiplier = match mode {
GameMode::Zen => 0.0,
GameMode::Classic | GameMode::Challenge | GameMode::TimeAttack => 1.0,
};
Self {
base,
time_bonus,
no_undo_bonus,
multiplier,
mode,
time_seconds,
}
}
/// Final total displayed on the breakdown's bottom row, rounded
/// half-to-even (Rust's default `as i32` cast truncates toward
/// zero, which is fine for a non-fractional multiplier set).
pub fn total(&self) -> i32 {
let pre_mult = self
.base
.saturating_add(self.time_bonus)
.saturating_add(self.no_undo_bonus);
((pre_mult as f32) * self.multiplier) as i32
}
/// Whether the no-undo bonus row should be rendered. Skipped when
/// the player used undo (bonus is zero) so the modal does not
/// show a "+0" line that adds nothing.
pub fn shows_no_undo_row(&self) -> bool {
self.no_undo_bonus > 0
}
/// Whether the time-bonus row should be rendered. Skipped when
/// the bonus is zero (e.g. `time_seconds == 0`).
pub fn shows_time_bonus_row(&self) -> bool {
self.time_bonus > 0
}
/// Whether the mode-multiplier row should be rendered. Skipped
/// for `multiplier == 1.0` so Classic/Challenge/TimeAttack wins
/// do not show a redundant "×1.0" line.
pub fn shows_multiplier_row(&self) -> bool {
(self.multiplier - 1.0).abs() > f32::EPSILON
}
/// Total number of rows the breakdown will spawn, counting the
/// always-present `Base score` and `Total` rows plus the
/// separator. Used by tests to assert spawn counts deterministically.
pub fn row_count(&self) -> usize {
let mut n = 1; // base
if self.shows_time_bonus_row() {
n += 1;
}
if self.shows_no_undo_row() {
n += 1;
}
if self.shows_multiplier_row() {
n += 1;
}
n += 1; // separator
n += 1; // total
n
}
}
/// Human-readable display name for a game mode. Used as the prefix in
/// the mode-multiplier row, e.g. `"Mode multiplier (Zen ×0)"`.
fn mode_display_name(mode: GameMode) -> &'static str {
match mode {
GameMode::Classic => "Classic",
GameMode::Zen => "Zen",
GameMode::Challenge => "Challenge",
GameMode::TimeAttack => "Time Attack",
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
@@ -267,6 +475,8 @@ fn cache_win_data(
pending.xp_detail = build_xp_detail(ev.time_seconds, used_undo);
pending.new_record = is_new_record;
pending.challenge_level = challenge_level;
pending.undo_count = game.0.undo_count;
pending.mode = game.0.mode;
if is_new_record {
toast.write(InfoToastEvent("New Record!".to_string()));
@@ -365,7 +575,26 @@ fn spawn_win_summary_after_delay(
pending.xp = pending.xp.saturating_add(ev.amount);
}
let challenge_level = pending.challenge_level;
spawn_overlay(&mut commands, &pending, &session, challenge_level);
// Re-derive AnimSpeed here — the `speed` binding above
// only lives inside the `for _ in won.read()` loop.
let anim_speed = settings
.as_ref()
.map_or(AnimSpeed::Normal, |s| s.0.animation_speed);
// The cosmetic time-bonus multiplier is also pulled
// here — defaults to 1.0 (no change) when settings are
// absent (tests under MinimalPlugins without
// SettingsPlugin).
let time_bonus_multiplier = settings
.as_ref()
.map_or(1.0_f32, |s| s.0.time_bonus_multiplier);
spawn_overlay(
&mut commands,
&pending,
&session,
challenge_level,
anim_speed,
time_bonus_multiplier,
);
}
}
}
@@ -439,12 +668,32 @@ fn apply_screen_shake(
///
/// `challenge_level` is `Some(N)` when the win was a Challenge-mode completion;
/// a "Challenge N complete!" annotation is added to the modal header in that case.
///
/// `anim_speed` controls the score-breakdown reveal: under
/// `AnimSpeed::Instant`, every breakdown row is spawned visible and at
/// full opacity (no stagger, no fade); otherwise rows are spawned
/// hidden and the [`reveal_score_breakdown`] system fades them in over
/// roughly one second.
///
/// `time_bonus_multiplier` is the player's cosmetic
/// `Settings::time_bonus_multiplier` and is folded into the time-bonus
/// row of the score breakdown only — it does **not** alter any stored
/// score or achievement-unlock evaluation.
fn spawn_overlay(
commands: &mut Commands,
pending: &WinSummaryPending,
session: &SessionAchievements,
challenge_level: Option<u32>,
anim_speed: AnimSpeed,
time_bonus_multiplier: f32,
) {
let breakdown = ScoreBreakdown::compute(
pending.score,
pending.time_seconds,
pending.undo_count,
pending.mode,
time_bonus_multiplier,
);
commands
.spawn((
WinSummaryOverlay,
@@ -502,12 +751,9 @@ fn spawn_overlay(
));
}
// Score
card.spawn((
Text::new(format!("Score: {}", pending.score)),
TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(TEXT_PRIMARY),
));
// Score breakdown reveal — replaces the previous single
// "Score:" line with a per-component multi-row layout.
spawn_score_breakdown(card, &breakdown, anim_speed);
// Time
card.spawn((
@@ -597,6 +843,220 @@ fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String])
}
}
/// Spawns the score-breakdown rows inside the win-modal card.
///
/// Rows are appended in this order — only the first and last two are
/// always present, the middle three depend on `breakdown`:
///
/// 1. `Base score` — value column = `breakdown.base`.
/// 2. `Time bonus (m:ss)` — only when `breakdown.shows_time_bonus_row()`.
/// 3. `No-undo bonus` — only when `breakdown.shows_no_undo_row()`.
/// 4. `Mode multiplier (Mode-name ×N)` — only when
/// `breakdown.shows_multiplier_row()`.
/// 5. Separator (em-dashes).
/// 6. `Total` — value column = `breakdown.total()`.
///
/// Every row is spawned with a [`ScoreBreakdownRow`] component carrying
/// a per-row stagger delay calculated from
/// [`MOTION_SCORE_BREAKDOWN_STAGGER_SECS`]. Under `AnimSpeed::Instant`,
/// stagger and fade are both zero so the breakdown appears in one frame.
fn spawn_score_breakdown(
card: &mut ChildSpawnerCommands,
breakdown: &ScoreBreakdown,
anim_speed: AnimSpeed,
) {
let stagger = scaled_duration(MOTION_SCORE_BREAKDOWN_STAGGER_SECS, anim_speed);
let fade = scaled_duration(MOTION_SCORE_BREAKDOWN_FADE_SECS, anim_speed);
let mut row_index: u32 = 0;
// 1. Base score — always shown.
spawn_breakdown_row(
card,
"Base score",
format!("{}", breakdown.base),
ACCENT_PRIMARY,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
// 2. Time bonus.
if breakdown.shows_time_bonus_row() {
spawn_breakdown_row(
card,
&format!("Time bonus ({})", format_win_time(breakdown.time_seconds)),
format!("+{}", breakdown.time_bonus),
STATE_SUCCESS,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
}
// 3. No-undo bonus.
if breakdown.shows_no_undo_row() {
spawn_breakdown_row(
card,
"No-undo bonus",
format!("+{}", breakdown.no_undo_bonus),
STATE_SUCCESS,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
}
// 4. Mode multiplier (only when not 1.0).
if breakdown.shows_multiplier_row() {
let mode_name = mode_display_name(breakdown.mode);
spawn_breakdown_row(
card,
&format!("Mode multiplier ({mode_name} ×{:.1})", breakdown.multiplier),
format!("×{:.1}", breakdown.multiplier),
STATE_INFO,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
}
// 5. Separator — em-dashes spanning the visual width.
spawn_breakdown_row(
card,
"─────────────────",
"─────".to_string(),
TEXT_SECONDARY,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
// 6. Total — emphasised in primary accent.
spawn_breakdown_row(
card,
"Total",
format!("{}", breakdown.total()),
ACCENT_PRIMARY,
anim_speed,
stagger * row_index as f32,
fade,
);
}
/// Spawns one row of the score breakdown — a flex-row `Node` with two
/// `Text` children (label left, value right). The row is tagged with
/// [`ScoreBreakdownRow`] and starts hidden when `anim_speed` is anything
/// other than [`AnimSpeed::Instant`]; the [`reveal_score_breakdown`]
/// system flips it visible after `delay_secs` and fades in the text
/// over `fade_duration_secs`.
fn spawn_breakdown_row(
card: &mut ChildSpawnerCommands,
label: &str,
value: String,
value_color: Color,
anim_speed: AnimSpeed,
delay_secs: f32,
fade_duration_secs: f32,
) {
// Under Instant, every row is visible immediately at full opacity.
let instant = matches!(anim_speed, AnimSpeed::Instant);
let initial_visibility = if instant {
Visibility::Inherited
} else {
Visibility::Hidden
};
let initial_alpha = if instant { 1.0 } else { 0.0 };
let label_color_with_alpha = TEXT_PRIMARY.with_alpha(initial_alpha);
let value_color_with_alpha = value_color.with_alpha(initial_alpha);
card.spawn((
ScoreBreakdownRow {
delay_secs,
fade_elapsed_secs: 0.0,
fade_duration_secs,
revealed: instant,
},
Node {
width: Val::Percent(100.0),
min_width: Val::Px(280.0),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
..default()
},
initial_visibility,
))
.with_children(|row| {
// Label — left-aligned.
row.spawn((
Text::new(label.to_string()),
TextFont { font_size: TYPE_BODY, ..default() },
TextColor(label_color_with_alpha),
));
// Value — right-aligned via the parent's JustifyContent::SpaceBetween.
row.spawn((
Text::new(value),
TextFont { font_size: TYPE_BODY, ..default() },
TextColor(value_color_with_alpha),
));
});
}
/// Reveal system — ticks each [`ScoreBreakdownRow`] down toward zero
/// and fades its child `Text` alpha from 0 → 1 over the row's
/// `fade_duration_secs` once `delay_secs` elapses.
///
/// The system is non-blocking: the Play Again button is interactable
/// from the moment the modal spawns; the breakdown reveal just plays
/// out underneath. Rows that have already reached full opacity are
/// skipped via the `revealed` flag plus an early
/// `fade_elapsed >= fade_duration` short-circuit on the alpha lerp.
pub fn reveal_score_breakdown(
time: Res<Time>,
mut rows: Query<(&mut ScoreBreakdownRow, &mut Visibility, Option<&Children>)>,
mut texts: Query<&mut TextColor>,
) {
let dt = time.delta_secs();
for (mut row, mut visibility, children) in &mut rows {
if !row.revealed {
row.delay_secs -= dt;
if row.delay_secs <= 0.0 {
*visibility = Visibility::Inherited;
row.revealed = true;
} else {
continue; // still hidden, no fade work yet
}
}
// Row is revealed — drive the fade-in until it's fully opaque.
let fade_done = row.fade_elapsed_secs >= row.fade_duration_secs;
if !fade_done {
row.fade_elapsed_secs += dt;
}
let t = if row.fade_duration_secs <= 0.0 {
1.0
} else {
(row.fade_elapsed_secs / row.fade_duration_secs).clamp(0.0, 1.0)
};
let target_alpha = if fade_done { 1.0 } else { t };
if let Some(children) = children {
for child in children.iter() {
if let Ok(mut tc) = texts.get_mut(child) {
let c = tc.0;
if (c.alpha() - target_alpha).abs() > f32::EPSILON {
tc.0 = c.with_alpha(target_alpha);
}
}
}
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -662,6 +1122,8 @@ mod tests {
assert!(p.xp_detail.is_empty());
assert!(!p.new_record);
assert!(p.challenge_level.is_none());
assert_eq!(p.undo_count, 0);
assert_eq!(p.mode, GameMode::Classic);
}
#[test]
@@ -941,4 +1403,254 @@ mod tests {
"challenge_level must be None for non-Challenge wins"
);
}
// -----------------------------------------------------------------------
// Score-breakdown tests
// -----------------------------------------------------------------------
/// `cache_win_data` captures both `undo_count` and `mode` from the
/// `GameStateResource` at the moment of `GameWonEvent`. The breakdown
/// reveal needs both fields to format the no-undo-bonus and
/// mode-multiplier rows.
#[test]
fn cache_win_data_captures_undo_count_and_mode() {
use solitaire_core::game_state::DrawMode;
let mut app = make_app();
// Set up a Zen-mode game with 2 undos used.
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
game.0 = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Zen);
game.0.undo_count = 2;
}
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(pending.undo_count, 2);
assert_eq!(pending.mode, GameMode::Zen);
}
/// `ScoreBreakdown::compute` produces the expected per-component
/// values for a non-trivial Classic-mode win. Time-bonus is the
/// canonical `compute_time_bonus(120) = 5833` (700_000 / 120) and
/// the no-undo bonus fires because `undo_count == 0`.
#[test]
fn score_breakdown_compute_produces_expected_components() {
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
assert_eq!(bd.base, 3200);
assert_eq!(bd.time_bonus, 5833); // 700_000 / 120
assert_eq!(bd.no_undo_bonus, SCORE_NO_UNDO_BONUS);
assert!((bd.multiplier - 1.0).abs() < f32::EPSILON);
// Classic ×1.0 → multiplier row is suppressed.
assert!(!bd.shows_multiplier_row());
// Total == base + time_bonus + no_undo_bonus.
assert_eq!(bd.total(), 3200 + 5833 + SCORE_NO_UNDO_BONUS);
}
/// Zen-mode wins produce a zero multiplier — the breakdown shows
/// the multiplier row and the total collapses to zero regardless
/// of the other components.
#[test]
fn score_breakdown_zen_mode_zeros_total() {
let bd = ScoreBreakdown::compute(500, 60, 0, GameMode::Zen, 1.0);
assert!((bd.multiplier - 0.0).abs() < f32::EPSILON);
assert!(bd.shows_multiplier_row(), "Zen ×0 must display the multiplier row");
assert_eq!(bd.total(), 0);
}
/// When the player used undo, the `no_undo_bonus` is zero and the
/// row is suppressed.
#[test]
fn score_breakdown_skips_no_undo_row_when_undo_was_used() {
let bd = ScoreBreakdown::compute(100, 60, 1, GameMode::Classic, 1.0);
assert_eq!(bd.no_undo_bonus, 0);
assert!(!bd.shows_no_undo_row());
}
/// At `time_seconds == 0` the time-bonus formula yields 0; the row
/// is suppressed.
#[test]
fn score_breakdown_skips_time_bonus_row_when_zero() {
let bd = ScoreBreakdown::compute(100, 0, 0, GameMode::Classic, 1.0);
assert_eq!(bd.time_bonus, 0);
assert!(!bd.shows_time_bonus_row());
}
/// `row_count()` reports the number of rows the renderer will
/// spawn. A non-trivial Classic win with both bonuses produces:
/// base + time + no-undo + separator + total = 5 rows (no
/// multiplier row, ×1.0 is suppressed).
#[test]
fn win_modal_score_breakdown_spawns_one_row_per_component() {
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
assert_eq!(
bd.row_count(),
5,
"Classic with both bonuses: base + time + no-undo + sep + total"
);
// Zen with both bonuses ALSO shows the multiplier row.
let zen = ScoreBreakdown::compute(3200, 120, 0, GameMode::Zen, 1.0);
assert_eq!(
zen.row_count(),
6,
"Zen with both bonuses: base + time + no-undo + multiplier + sep + total"
);
}
/// When `no_undo_bonus == 0`, the row count drops by one.
#[test]
fn win_modal_score_breakdown_skips_zero_bonus_rows() {
let bd_with = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
let bd_without = ScoreBreakdown::compute(3200, 120, 1, GameMode::Classic, 1.0);
assert_eq!(
bd_with.row_count() - 1,
bd_without.row_count(),
"removing the no-undo bonus must remove exactly one row"
);
}
/// Cosmetic time-bonus multiplier from `Settings::time_bonus_multiplier`
/// scales the displayed `time_bonus` row by the factor, rounded to
/// the nearest integer. A `0.5` multiplier halves the canonical
/// `compute_time_bonus(120) = 5833` to `2917` (5833 × 0.5 = 2916.5,
/// round-half-to-even via `.round()` lands on 2917 in IEEE-754).
#[test]
fn score_breakdown_applies_time_bonus_multiplier() {
let raw = compute_time_bonus(120);
assert_eq!(raw, 5833, "sanity-check raw bonus before testing the multiplier");
let bd = ScoreBreakdown::compute(0, 120, 0, GameMode::Classic, 0.5);
let expected = ((raw as f32) * 0.5).round() as i32;
assert_eq!(
bd.time_bonus, expected,
"time_bonus row must reflect raw_bonus × multiplier (rounded)"
);
// The row is still shown — value is 2917, not zero.
assert!(bd.shows_time_bonus_row());
}
/// At `multiplier == 0.0` ("Off"), the time-bonus row collapses to
/// zero and is suppressed by the renderer (same path as a zero
/// elapsed time).
#[test]
fn score_breakdown_off_multiplier_zeros_time_bonus() {
let bd = ScoreBreakdown::compute(100, 120, 0, GameMode::Classic, 0.0);
assert_eq!(
bd.time_bonus, 0,
"0.0 multiplier must zero out the displayed time bonus"
);
assert!(
!bd.shows_time_bonus_row(),
"with time_bonus = 0 the row must be suppressed by the renderer"
);
}
/// A `2.0` multiplier doubles the displayed bonus — exercises the
/// upper end of the slider range.
#[test]
fn score_breakdown_double_multiplier_doubles_time_bonus() {
let raw = compute_time_bonus(120);
let bd = ScoreBreakdown::compute(0, 120, 0, GameMode::Classic, 2.0);
let expected = ((raw as f32) * 2.0).round() as i32;
assert_eq!(bd.time_bonus, expected);
}
/// Pure helper test: the reveal logic uses delta-time to count
/// down `delay_secs`; at `t = 0` only the first row is "revealed",
/// and after one stagger interval the second row reveals as well.
/// We exercise the system directly on a hand-built world rather
/// than going through the full modal-spawn path so the test is
/// independent of `Time` resource quirks.
#[test]
fn score_breakdown_reveal_advances_visibility_per_stagger() {
use bevy::time::TimePlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>());
app.init_resource::<Time>();
app.add_systems(Update, reveal_score_breakdown);
// Spawn three rows with delays of 0.0, 0.15, and 0.30 s.
let stagger = MOTION_SCORE_BREAKDOWN_STAGGER_SECS;
let fade = MOTION_SCORE_BREAKDOWN_FADE_SECS;
let row0 = app
.world_mut()
.spawn((
ScoreBreakdownRow {
delay_secs: 0.0,
fade_elapsed_secs: 0.0,
fade_duration_secs: fade,
revealed: false,
},
Visibility::Hidden,
))
.id();
let row1 = app
.world_mut()
.spawn((
ScoreBreakdownRow {
delay_secs: stagger,
fade_elapsed_secs: 0.0,
fade_duration_secs: fade,
revealed: false,
},
Visibility::Hidden,
))
.id();
let row2 = app
.world_mut()
.spawn((
ScoreBreakdownRow {
delay_secs: stagger * 2.0,
fade_elapsed_secs: 0.0,
fade_duration_secs: fade,
revealed: false,
},
Visibility::Hidden,
))
.id();
// Frame 1: `time.delta` is 0 (first frame), so only row0
// (delay = 0) should reveal.
app.update();
assert!(app.world().entity(row0).get::<ScoreBreakdownRow>().unwrap().revealed);
assert!(!app.world().entity(row1).get::<ScoreBreakdownRow>().unwrap().revealed);
assert!(!app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
// Advance time by one stagger interval — row1 should reveal.
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(stagger + 0.001));
}
app.update();
assert!(app.world().entity(row1).get::<ScoreBreakdownRow>().unwrap().revealed);
assert!(!app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
// Advance again — row2 should reveal.
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(stagger + 0.001));
}
app.update();
assert!(app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
}
/// Under `AnimSpeed::Instant`, breakdown rows must spawn already
/// revealed and at full opacity — there should be no stagger
/// reveal animation at all.
#[test]
fn score_breakdown_instant_speed_skips_stagger() {
// Helper: simulate what `spawn_breakdown_row` constructs by
// checking the `instant` branch behaviour. Specifically: under
// Instant, scaled_duration → 0.0, so the row's stagger and
// fade are both zero.
let stagger = scaled_duration(MOTION_SCORE_BREAKDOWN_STAGGER_SECS, AnimSpeed::Instant);
let fade = scaled_duration(MOTION_SCORE_BREAKDOWN_FADE_SECS, AnimSpeed::Instant);
assert_eq!(stagger, 0.0);
assert_eq!(fade, 0.0);
}
}
+1
View File
@@ -25,6 +25,7 @@ sqlx = { workspace = true }
jsonwebtoken = { workspace = true }
bcrypt = { workspace = true }
tower_governor = { workspace = true }
tower-http = { version = "0.6", features = ["fs"] }
tracing = { workspace = true }
tracing-subscriber = { workspace = true }
dotenvy = { workspace = true }
@@ -0,0 +1,33 @@
-- Migration 002: winning-replay storage
--
-- One row per winning replay uploaded via POST /api/replays. The replay
-- itself is stored as the canonical JSON the desktop client wrote — it
-- already carries a schema_version field, so the server doesn't need to
-- shape-validate the payload beyond ensuring it parses as JSON.
--
-- The handful of denormalised columns (final_score, time_seconds,
-- recorded_at) are projected out of the JSON at insert time so list
-- endpoints (e.g. recent / per-user / leaderboard-style sorts) can be
-- served via a covering query without touching every row's blob.
CREATE TABLE IF NOT EXISTS replays (
id TEXT PRIMARY KEY, -- UUID v4 minted server-side
user_id TEXT NOT NULL REFERENCES users(id) ON DELETE CASCADE,
seed INTEGER NOT NULL, -- replay's deal seed
draw_mode TEXT NOT NULL, -- "DrawOne" | "DrawThree"
mode TEXT NOT NULL, -- "Classic" | "Zen" | "Challenge" | "TimeAttack"
time_seconds INTEGER NOT NULL, -- duration of the win
final_score INTEGER NOT NULL, -- final score at the win
recorded_at TEXT NOT NULL, -- replay-side date (YYYY-MM-DD)
received_at TEXT NOT NULL, -- server insert timestamp (ISO 8601)
replay_json TEXT NOT NULL -- full Replay serialisation
);
-- Recent-replays list endpoint sorts by received_at DESC; the index
-- keeps that scan cheap on a populated table.
CREATE INDEX IF NOT EXISTS replays_received_at_idx
ON replays(received_at DESC);
-- Lookups by user (e.g. "my replays" view) are common too.
CREATE INDEX IF NOT EXISTS replays_user_id_idx
ON replays(user_id);
+5
View File
@@ -31,6 +31,10 @@ pub enum AppError {
#[error("bad request: {0}")]
BadRequest(String),
/// The requested resource does not exist.
#[error("not found: {0}")]
NotFound(String),
/// A database error occurred.
#[error("database error: {0}")]
Database(#[from] sqlx::Error),
@@ -56,6 +60,7 @@ impl IntoResponse for AppError {
}
AppError::UsernameTaken => (StatusCode::CONFLICT, self.to_string()),
AppError::BadRequest(msg) => (StatusCode::BAD_REQUEST, msg.clone()),
AppError::NotFound(msg) => (StatusCode::NOT_FOUND, msg.clone()),
AppError::Database(e) => {
tracing::error!("database error: {e}");
(StatusCode::INTERNAL_SERVER_ERROR, "internal server error".to_string())
+19
View File
@@ -9,11 +9,13 @@ pub mod challenge;
pub mod error;
pub mod leaderboard;
pub mod middleware;
pub mod replays;
pub mod sync;
use axum::{
extract::DefaultBodyLimit,
middleware as axum_middleware,
response::Html,
routing::{delete, get, post},
Router,
};
@@ -24,6 +26,7 @@ use tower_governor::{
key_extractor::SmartIpKeyExtractor,
GovernorLayer,
};
use tower_http::services::ServeDir;
/// Shared application state injected into every Axum handler via [`axum::extract::State`].
///
@@ -64,6 +67,7 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
let protected = Router::new()
.route("/api/sync/pull", get(sync::pull))
.route("/api/sync/push", post(sync::push))
.route("/api/replays", post(replays::upload))
.route("/api/leaderboard", get(leaderboard::get_leaderboard))
.route("/api/leaderboard/opt-in", post(leaderboard::opt_in))
.route("/api/leaderboard/opt-in", delete(leaderboard::opt_out))
@@ -98,12 +102,27 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
// Public endpoints (no auth, no rate limit beyond defaults).
let public = Router::new()
.route("/api/daily-challenge", get(challenge::daily_challenge))
.route("/api/replays/recent", get(replays::recent))
.route("/api/replays/{id}", get(replays::get_by_id))
.route("/health", get(health));
// Replay web UI: a single HTML page served at `/replays/:id` plus a
// ServeDir for the static assets (`web/index.html`, `web/replay.css`,
// and the wasm-bindgen-generated `web/pkg/`). The HTML page is the
// same regardless of `:id` — it reads the path from `location` in JS
// and fetches the replay JSON from `/api/replays/:id`.
let web = Router::new()
.route(
"/replays/{id}",
get(|| async { Html(include_str!("../web/index.html")) }),
)
.nest_service("/web", ServeDir::new("solitaire_server/web"));
Router::new()
.merge(protected)
.merge(auth_routes)
.merge(public)
.merge(web)
// Reject request bodies larger than 1 MB.
.layer(DefaultBodyLimit::max(1024 * 1024))
.with_state(state)
+191
View File
@@ -0,0 +1,191 @@
//! Winning-replay storage and retrieval.
//!
//! `POST /api/replays` — upload a winning replay (auth required).
//! `GET /api/replays/recent` — list the N most-recent replays across users.
//! `GET /api/replays/:id` — fetch a single replay's full JSON.
//!
//! The replay payload itself is opaque to the server — the desktop client
//! generates a `solitaire_data::Replay` and the web playback re-executes
//! the same atomic input list against a fresh `GameState`. The server
//! just persists, indexes, and serves the JSON; it does not validate the
//! semantics of the move list.
//!
//! Three columns are projected out of the replay JSON at insert time
//! (`final_score`, `time_seconds`, `recorded_at`) so list endpoints can
//! be served without scanning every blob.
use axum::{
extract::{Path, Query, State},
Json,
};
use chrono::Utc;
use serde::{Deserialize, Serialize};
use uuid::Uuid;
use crate::{error::AppError, middleware::AuthenticatedUser, AppState};
// ---------------------------------------------------------------------------
// Wire types
// ---------------------------------------------------------------------------
/// Subset of `Replay` fields the server needs to project out of the
/// uploaded JSON to populate the denormalised columns. Mirrors the
/// fields on `solitaire_data::Replay`; we don't depend on
/// `solitaire_data` here because the server crate must not pull in
/// the desktop client's transitive dependencies.
#[derive(Debug, Deserialize)]
struct ReplayHeader {
seed: i64,
draw_mode: String,
mode: String,
time_seconds: i64,
final_score: i64,
recorded_at: String,
}
/// Successful upload acknowledgement. The server-minted `id` is what
/// the client / web UI uses to link to `/replays/<id>`.
#[derive(Debug, Serialize)]
pub struct ReplayUploadResponse {
/// UUID v4 minted server-side at insert time.
pub id: String,
}
/// One row in the recent-replays list. Just the projection columns —
/// the full move list lives behind `GET /api/replays/:id`.
#[derive(Debug, Serialize)]
pub struct ReplaySummary {
pub id: String,
pub username: String,
pub seed: i64,
pub draw_mode: String,
pub mode: String,
pub time_seconds: i64,
pub final_score: i64,
pub recorded_at: String,
pub received_at: String,
}
/// `GET /api/replays/recent?limit=N` — bound the result set so a
/// long-tail history doesn't ship megabytes per request.
#[derive(Debug, Deserialize)]
pub struct RecentQuery {
pub limit: Option<u32>,
}
// ---------------------------------------------------------------------------
// Handlers
// ---------------------------------------------------------------------------
/// `POST /api/replays` — accept a winning replay JSON, persist it,
/// return the server-minted `id`. Auth required (the upload is
/// attributed to the authenticated user).
pub async fn upload(
State(state): State<AppState>,
user: AuthenticatedUser,
Json(payload): Json<serde_json::Value>,
) -> Result<Json<ReplayUploadResponse>, AppError> {
// Project the header fields the SQL columns need. The full payload
// is stored verbatim — schema_version sits inside it and the
// playback path is what enforces compatibility.
let header: ReplayHeader = serde_json::from_value(payload.clone())
.map_err(|e| AppError::BadRequest(format!("replay JSON missing fields: {e}")))?;
let id = Uuid::new_v4().to_string();
let received_at = Utc::now().to_rfc3339();
let replay_json = serde_json::to_string(&payload)?;
sqlx::query!(
r#"INSERT INTO replays (
id, user_id, seed, draw_mode, mode, time_seconds, final_score,
recorded_at, received_at, replay_json
) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?)"#,
id,
user.user_id,
header.seed,
header.draw_mode,
header.mode,
header.time_seconds,
header.final_score,
header.recorded_at,
received_at,
replay_json,
)
.execute(&state.pool)
.await?;
Ok(Json(ReplayUploadResponse { id }))
}
/// `GET /api/replays/recent` — list the N most-recent replays across
/// every user, newest first. Auth not required so the web UI can show
/// a public "latest wins" feed without a logged-in client.
pub async fn recent(
State(state): State<AppState>,
Query(q): Query<RecentQuery>,
) -> Result<Json<Vec<ReplaySummary>>, AppError> {
// 50 is a sane upper bound so a `?limit=999999` request can't make
// the server allocate megabytes. 20 is the default for a quick feed.
let limit = q.limit.unwrap_or(20).min(50) as i64;
let rows = sqlx::query!(
r#"SELECT
r.id AS "id!: String",
u.username AS "username!: String",
r.seed AS "seed!: i64",
r.draw_mode AS "draw_mode!: String",
r.mode AS "mode!: String",
r.time_seconds AS "time_seconds!: i64",
r.final_score AS "final_score!: i64",
r.recorded_at AS "recorded_at!: String",
r.received_at AS "received_at!: String"
FROM replays r
JOIN users u ON u.id = r.user_id
ORDER BY r.received_at DESC
LIMIT ?"#,
limit,
)
.fetch_all(&state.pool)
.await?;
Ok(Json(
rows.into_iter()
.map(|r| ReplaySummary {
id: r.id,
username: r.username,
seed: r.seed,
draw_mode: r.draw_mode,
mode: r.mode,
time_seconds: r.time_seconds,
final_score: r.final_score,
recorded_at: r.recorded_at,
received_at: r.received_at,
})
.collect(),
))
}
/// `GET /api/replays/:id` — return the full replay JSON the desktop
/// client uploaded. Public; the web UI fetches this directly.
///
/// The server does not validate or transform the payload — what was
/// stored is what's returned. Schema-version compatibility is the
/// responsibility of the playback side (web UI), matching the
/// `schema_version` gate the desktop loader uses.
pub async fn get_by_id(
State(state): State<AppState>,
Path(id): Path<String>,
) -> Result<Json<serde_json::Value>, AppError> {
let row = sqlx::query!(
"SELECT replay_json FROM replays WHERE id = ?",
id,
)
.fetch_optional(&state.pool)
.await?;
let replay_json = row
.ok_or_else(|| AppError::NotFound("replay not found".into()))?
.replay_json;
let value: serde_json::Value = serde_json::from_str(&replay_json)?;
Ok(Json(value))
}
+147
View File
@@ -1447,3 +1447,150 @@ async fn auth_rate_limit_returns_429_on_11th_request() {
"11th request must be rate-limited with 429"
);
}
// ---------------------------------------------------------------------------
// Replay endpoints
//
// End-to-end coverage for the upload → fetch → render path that powers
// the web replay viewer. Each test boots the full router against an
// in-memory SQLite, registers a user, and exercises one of the three
// replay endpoints. The schema-correctness tests (storage round-trip,
// version gate, atomic write) live in `solitaire_data::replay`; here we
// only verify the HTTP transport + database layer.
// ---------------------------------------------------------------------------
/// Build a minimal v2 replay JSON the upload endpoint will accept.
///
/// Uses the same field shape `solitaire_data::Replay` produces — kept
/// in sync by hand because the server crate intentionally does not
/// depend on `solitaire_data` (which carries dirs/keyring/reqwest).
fn sample_replay_payload(seed: u64, score: i32) -> Value {
serde_json::json!({
"schema_version": 2,
"seed": seed,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 134,
"final_score": score,
"recorded_at": "2026-05-02",
"moves": [
"StockClick",
{ "Move": { "from": "Waste", "to": { "Tableau": 3 }, "count": 1 } }
]
})
}
/// Round-trip: register → upload → fetch → assert the payload returned
/// by `GET /api/replays/:id` matches what was uploaded byte-for-byte.
/// This is the canonical "the web viewer can play back what the
/// desktop client uploaded" test.
#[tokio::test]
async fn replay_upload_then_fetch_round_trips_payload() {
let pool = test_pool().await;
let app = build_test_router(pool);
let (token, _) = register_user(app.clone(), "replay_round_trip_user", "p4ssword!").await;
let payload = sample_replay_payload(7654, 4321);
let resp = post_authed(app.clone(), "/api/replays", &token, payload.clone()).await;
assert_eq!(resp.status(), StatusCode::OK, "upload must return 200");
let id = body_json(resp).await["id"]
.as_str()
.expect("upload response missing `id`")
.to_string();
assert!(uuid::Uuid::parse_str(&id).is_ok(), "id must be a UUID");
// Fetch is public — no auth required, exercising the path the
// logged-out web viewer takes.
let req = Request::builder()
.method("GET")
.uri(format!("/api/replays/{id}"))
.header("x-forwarded-for", TEST_CLIENT_IP)
.body(Body::empty())
.expect("fetch request");
let resp = app.clone().oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::OK, "fetch must return 200");
let fetched = body_json(resp).await;
assert_eq!(
fetched, payload,
"fetched payload must match what was uploaded byte-for-byte",
);
}
/// `GET /api/replays/:id` for an id that was never uploaded must
/// return 404 (not 500). Exercises the `AppError::NotFound` mapping
/// added in the server commit.
#[tokio::test]
async fn replay_fetch_unknown_id_returns_404() {
let pool = test_pool().await;
let app = build_test_router(pool);
let req = Request::builder()
.method("GET")
.uri("/api/replays/nonexistent-id-1234")
.header("x-forwarded-for", TEST_CLIENT_IP)
.body(Body::empty())
.expect("fetch request");
let resp = app.oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::NOT_FOUND);
}
/// Two uploads, then `GET /api/replays/recent` — the more recent
/// upload must come first and the response must include the
/// uploader's username (joined from the `users` table).
#[tokio::test]
async fn replay_recent_lists_newest_first_with_username() {
let pool = test_pool().await;
let app = build_test_router(pool);
let (token, _) = register_user(app.clone(), "replay_recent_user", "p4ssword!").await;
let _ = post_authed(app.clone(), "/api/replays", &token, sample_replay_payload(1, 100)).await;
let _ = post_authed(app.clone(), "/api/replays", &token, sample_replay_payload(2, 200)).await;
let req = Request::builder()
.method("GET")
.uri("/api/replays/recent")
.header("x-forwarded-for", TEST_CLIENT_IP)
.body(Body::empty())
.expect("recent request");
let resp = app.oneshot(req).await.expect("oneshot");
assert_eq!(resp.status(), StatusCode::OK);
let entries = body_json(resp).await;
let array = entries.as_array().expect("recent should return an array");
assert!(array.len() >= 2, "two uploads should yield two list entries");
// Newer upload (seed = 2) must appear before older one (seed = 1).
let seeds: Vec<i64> = array
.iter()
.map(|e| e["seed"].as_i64().expect("seed should be an integer"))
.collect();
assert_eq!(
seeds, [2, 1],
"received_at DESC: most recent upload first",
);
assert_eq!(
array[0]["username"].as_str(),
Some("replay_recent_user"),
"username must be joined into the response",
);
}
/// `POST /api/replays` without an `Authorization` header must return
/// 401, not silently insert as an anonymous user.
#[tokio::test]
async fn replay_upload_without_auth_returns_401() {
let pool = test_pool().await;
let app = build_test_router(pool);
let resp = post_json(app, "/api/replays", sample_replay_payload(99, 50)).await;
assert_eq!(resp.status(), StatusCode::UNAUTHORIZED);
}
/// `POST /api/replays` with a malformed body (missing fields the
/// header projector needs) must return 400, not 500.
#[tokio::test]
async fn replay_upload_malformed_body_returns_400() {
let pool = test_pool().await;
let app = build_test_router(pool);
let (token, _) = register_user(app.clone(), "replay_bad_body_user", "p4ssword!").await;
let bad = serde_json::json!({ "schema_version": 2, "missing_required_fields": true });
let resp = post_authed(app, "/api/replays", &token, bad).await;
assert_eq!(resp.status(), StatusCode::BAD_REQUEST);
}
+34
View File
@@ -0,0 +1,34 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Solitaire Quest — Replay</title>
<link rel="stylesheet" href="/web/replay.css">
</head>
<body>
<header>
<h1>Solitaire Quest <span class="muted">— Replay</span></h1>
<div id="caption" class="muted">Loading…</div>
</header>
<main>
<section id="board"></section>
<section id="controls">
<button id="btn-prev" disabled>⏮ Restart</button>
<button id="btn-play">▶ Play</button>
<button id="btn-step">⏭ Step</button>
<span id="progress" class="muted">step 0 / 0</span>
</section>
<section id="status" class="muted">
<span id="score">Score 0</span>
<span id="moves">Moves 0</span>
<span id="result"></span>
</section>
</main>
<script type="module" src="/web/replay.js"></script>
</body>
</html>
+339
View File
@@ -0,0 +1,339 @@
/**
* Browser-side replay state machine. Owns a live `GameState` and the
* replay's move list; each `step()` applies the next move.
*/
export class ReplayPlayer {
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
ReplayPlayerFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_replayplayer_free(ptr, 0);
}
/**
* Returns `true` once every move has been applied.
* @returns {boolean}
*/
is_finished() {
const ret = wasm.replayplayer_is_finished(this.__wbg_ptr);
return ret !== 0;
}
/**
* Construct from a raw replay JSON string.
* @param {string} replay_json
*/
constructor(replay_json) {
const ptr0 = passStringToWasm0(replay_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.replayplayer_new(ptr0, len0);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
this.__wbg_ptr = ret[0];
ReplayPlayerFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
* @returns {any}
*/
state() {
const ret = wasm.replayplayer_state(this.__wbg_ptr);
return ret;
}
/**
* Apply the next move; returns the post-step snapshot, or `null`
* once the move list is exhausted.
* @returns {any}
*/
step() {
const ret = wasm.replayplayer_step(this.__wbg_ptr);
return ret;
}
/**
* 0-indexed position of the next move to apply.
* @returns {number}
*/
step_idx() {
const ret = wasm.replayplayer_step_idx(this.__wbg_ptr);
return ret >>> 0;
}
/**
* Total number of moves the replay contains.
* @returns {number}
*/
total_steps() {
const ret = wasm.replayplayer_total_steps(this.__wbg_ptr);
return ret >>> 0;
}
}
if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.prototype.free;
function __wbg_get_imports() {
const import0 = {
__proto__: null,
__wbg_Error_3639a60ed15f87e7: function(arg0, arg1) {
const ret = Error(getStringFromWasm0(arg0, arg1));
return ret;
},
__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
throw new Error(getStringFromWasm0(arg0, arg1));
},
__wbg_error_a6fa202b58aa1cd3: function(arg0, arg1) {
let deferred0_0;
let deferred0_1;
try {
deferred0_0 = arg0;
deferred0_1 = arg1;
console.error(getStringFromWasm0(arg0, arg1));
} finally {
wasm.__wbindgen_free(deferred0_0, deferred0_1, 1);
}
},
__wbg_new_227d7c05414eb861: function() {
const ret = new Error();
return ret;
},
__wbg_new_2fad8ca02fd00684: function() {
const ret = new Object();
return ret;
},
__wbg_new_3baa8d9866155c79: function() {
const ret = new Array();
return ret;
},
__wbg_set_6be42768c690e380: function(arg0, arg1, arg2) {
arg0[arg1] = arg2;
},
__wbg_set_f614f6a0608d1d1d: function(arg0, arg1, arg2) {
arg0[arg1 >>> 0] = arg2;
},
__wbg_stack_3b0d974bbf31e44f: function(arg0, arg1) {
const ret = arg1.stack;
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbindgen_cast_0000000000000001: function(arg0) {
// Cast intrinsic for `F64 -> Externref`.
const ret = arg0;
return ret;
},
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
// Cast intrinsic for `Ref(String) -> Externref`.
const ret = getStringFromWasm0(arg0, arg1);
return ret;
},
__wbindgen_cast_0000000000000003: function(arg0) {
// Cast intrinsic for `U64 -> Externref`.
const ret = BigInt.asUintN(64, arg0);
return ret;
},
__wbindgen_init_externref_table: function() {
const table = wasm.__wbindgen_externrefs;
const offset = table.grow(4);
table.set(0, undefined);
table.set(offset + 0, undefined);
table.set(offset + 1, null);
table.set(offset + 2, true);
table.set(offset + 3, false);
},
};
return {
__proto__: null,
"./solitaire_wasm_bg.js": import0,
};
}
const ReplayPlayerFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_replayplayer_free(ptr, 1));
let cachedDataViewMemory0 = null;
function getDataViewMemory0() {
if (cachedDataViewMemory0 === null || cachedDataViewMemory0.buffer.detached === true || (cachedDataViewMemory0.buffer.detached === undefined && cachedDataViewMemory0.buffer !== wasm.memory.buffer)) {
cachedDataViewMemory0 = new DataView(wasm.memory.buffer);
}
return cachedDataViewMemory0;
}
function getStringFromWasm0(ptr, len) {
return decodeText(ptr >>> 0, len);
}
let cachedUint8ArrayMemory0 = null;
function getUint8ArrayMemory0() {
if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {
cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);
}
return cachedUint8ArrayMemory0;
}
function passStringToWasm0(arg, malloc, realloc) {
if (realloc === undefined) {
const buf = cachedTextEncoder.encode(arg);
const ptr = malloc(buf.length, 1) >>> 0;
getUint8ArrayMemory0().subarray(ptr, ptr + buf.length).set(buf);
WASM_VECTOR_LEN = buf.length;
return ptr;
}
let len = arg.length;
let ptr = malloc(len, 1) >>> 0;
const mem = getUint8ArrayMemory0();
let offset = 0;
for (; offset < len; offset++) {
const code = arg.charCodeAt(offset);
if (code > 0x7F) break;
mem[ptr + offset] = code;
}
if (offset !== len) {
if (offset !== 0) {
arg = arg.slice(offset);
}
ptr = realloc(ptr, len, len = offset + arg.length * 3, 1) >>> 0;
const view = getUint8ArrayMemory0().subarray(ptr + offset, ptr + len);
const ret = cachedTextEncoder.encodeInto(arg, view);
offset += ret.written;
ptr = realloc(ptr, len, offset, 1) >>> 0;
}
WASM_VECTOR_LEN = offset;
return ptr;
}
function takeFromExternrefTable0(idx) {
const value = wasm.__wbindgen_externrefs.get(idx);
wasm.__externref_table_dealloc(idx);
return value;
}
let cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
const MAX_SAFARI_DECODE_BYTES = 2146435072;
let numBytesDecoded = 0;
function decodeText(ptr, len) {
numBytesDecoded += len;
if (numBytesDecoded >= MAX_SAFARI_DECODE_BYTES) {
cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
numBytesDecoded = len;
}
return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));
}
const cachedTextEncoder = new TextEncoder();
if (!('encodeInto' in cachedTextEncoder)) {
cachedTextEncoder.encodeInto = function (arg, view) {
const buf = cachedTextEncoder.encode(arg);
view.set(buf);
return {
read: arg.length,
written: buf.length
};
};
}
let WASM_VECTOR_LEN = 0;
let wasmModule, wasmInstance, wasm;
function __wbg_finalize_init(instance, module) {
wasmInstance = instance;
wasm = instance.exports;
wasmModule = module;
cachedDataViewMemory0 = null;
cachedUint8ArrayMemory0 = null;
wasm.__wbindgen_start();
return wasm;
}
async function __wbg_load(module, imports) {
if (typeof Response === 'function' && module instanceof Response) {
if (typeof WebAssembly.instantiateStreaming === 'function') {
try {
return await WebAssembly.instantiateStreaming(module, imports);
} catch (e) {
const validResponse = module.ok && expectedResponseType(module.type);
if (validResponse && module.headers.get('Content-Type') !== 'application/wasm') {
console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve Wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
} else { throw e; }
}
}
const bytes = await module.arrayBuffer();
return await WebAssembly.instantiate(bytes, imports);
} else {
const instance = await WebAssembly.instantiate(module, imports);
if (instance instanceof WebAssembly.Instance) {
return { instance, module };
} else {
return instance;
}
}
function expectedResponseType(type) {
switch (type) {
case 'basic': case 'cors': case 'default': return true;
}
return false;
}
}
function initSync(module) {
if (wasm !== undefined) return wasm;
if (module !== undefined) {
if (Object.getPrototypeOf(module) === Object.prototype) {
({module} = module)
} else {
console.warn('using deprecated parameters for `initSync()`; pass a single object instead')
}
}
const imports = __wbg_get_imports();
if (!(module instanceof WebAssembly.Module)) {
module = new WebAssembly.Module(module);
}
const instance = new WebAssembly.Instance(module, imports);
return __wbg_finalize_init(instance, module);
}
async function __wbg_init(module_or_path) {
if (wasm !== undefined) return wasm;
if (module_or_path !== undefined) {
if (Object.getPrototypeOf(module_or_path) === Object.prototype) {
({module_or_path} = module_or_path)
} else {
console.warn('using deprecated parameters for the initialization function; pass a single object instead')
}
}
if (module_or_path === undefined) {
module_or_path = new URL('solitaire_wasm_bg.wasm', import.meta.url);
}
const imports = __wbg_get_imports();
if (typeof module_or_path === 'string' || (typeof Request === 'function' && module_or_path instanceof Request) || (typeof URL === 'function' && module_or_path instanceof URL)) {
module_or_path = fetch(module_or_path);
}
const { instance, module } = await __wbg_load(await module_or_path, imports);
return __wbg_finalize_init(instance, module);
}
export { initSync, __wbg_init as default };
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+183
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@@ -0,0 +1,183 @@
/* Solitaire Quest replay viewer palette mirrors the desktop client's
midnight-purple Balatro tone (BG_BASE = #1A0F2E) and the dark felt
from the engine's TABLE_COLOUR. */
:root {
--bg: #0f0a1f;
--felt: #0f4c30;
--panel: #1a0f2e;
--panel-hi: #2d1b69;
--text: #f5f0ff;
--text-muted: #b5a8d5;
--accent: #ffd23f;
--red: #cc3344;
--black: #1a0f2e;
--card-bg: #ffffff;
--card-border: #ccc;
--card-w: 80px;
--card-h: 112px;
--gap: 12px;
}
* { box-sizing: border-box; }
body {
margin: 0;
font-family: -apple-system, BlinkMacSystemFont, "Segoe UI", Helvetica, Arial, sans-serif;
background: var(--bg);
color: var(--text);
min-height: 100vh;
display: flex;
flex-direction: column;
}
header {
padding: 16px 24px;
border-bottom: 1px solid rgba(255, 255, 255, 0.05);
display: flex;
flex-direction: column;
gap: 4px;
}
h1 {
margin: 0;
font-size: 20px;
font-weight: 600;
}
.muted { color: var(--text-muted); }
main {
flex: 1;
display: flex;
flex-direction: column;
gap: 16px;
padding: 24px;
align-items: center;
}
/* Board: a positioning context for both the dashed empty-pile slots
and the absolutely-positioned card sprites. Width matches the
7-column grid (7*card-w + 6 inter-column gaps), height covers the
top row plus a worst-case 13-card tableau fan. Cards live as
siblings of the slot placeholders so they can move between piles
without ever changing parent the transform-based `transition`
then animates the flight. */
#board {
position: relative;
background: var(--felt);
border-radius: 12px;
padding: 24px;
width: calc(7 * var(--card-w) + 6 * var(--gap));
/* Top row + a generous fan budget (12 fan steps + the card's
own height) so a king-down-to-ace column never overflows. */
height: calc(var(--card-h) + 32px + var(--card-h) + 12 * 28px);
}
/* Empty-pile slot placeholders are absolutely positioned at the same
coordinates the renderer uses for cards, so they line up perfectly
when the pile is empty. */
.slot {
position: absolute;
width: var(--card-w);
height: var(--card-h);
border: 2px dashed rgba(255, 255, 255, 0.15);
border-radius: 8px;
}
.card {
position: absolute;
/* `top: 0; left: 0` plus a per-card `transform: translate(...)`
gives us a single transformed property to animate. Using
`transform` (rather than `top` / `left`) lets the browser run
the animation on the compositor smooth even on the
low-spec laptops the player tests on. */
top: 0;
left: 0;
width: var(--card-w);
height: var(--card-h);
background: var(--card-bg);
border: 1px solid var(--card-border);
border-radius: 6px;
box-shadow: 0 2px 4px rgba(0, 0, 0, 0.3);
padding: 4px 6px;
font-family: "Helvetica Neue", Arial, sans-serif;
font-weight: 600;
line-height: 1;
user-select: none;
transition: transform 280ms cubic-bezier(0.22, 1, 0.36, 1),
opacity 200ms ease;
will-change: transform;
}
.card.face-down {
background:
repeating-linear-gradient(
45deg,
#482f97 0,
#482f97 6px,
#2d1b69 6px,
#2d1b69 12px
);
color: transparent;
border-color: #4a3a8a;
}
.card .corner {
position: absolute;
font-size: 14px;
line-height: 1.1;
text-align: center;
}
.card .corner.top { top: 4px; left: 6px; }
.card .corner.bottom { bottom: 4px; right: 6px; transform: rotate(180deg); }
.card.red { color: var(--red); }
.card.black { color: var(--black); }
.card .center {
position: absolute;
top: 50%;
left: 50%;
transform: translate(-50%, -50%);
font-size: 28px;
}
#controls {
display: flex;
gap: 12px;
align-items: center;
}
#controls button {
background: var(--panel-hi);
color: var(--text);
border: 1px solid rgba(255, 255, 255, 0.1);
border-radius: 6px;
padding: 8px 16px;
cursor: pointer;
font-size: 14px;
font-family: inherit;
}
#controls button:hover:not(:disabled) {
background: var(--accent);
color: var(--black);
}
#controls button:disabled {
opacity: 0.5;
cursor: default;
}
#status {
display: flex;
gap: 24px;
font-size: 14px;
}
#status #result.win {
color: var(--accent);
font-weight: 600;
}
+316
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@@ -0,0 +1,316 @@
// Solitaire Quest replay viewer.
//
// Pulls the replay JSON from `/api/replays/:id`, hands it to the
// `solitaire_wasm` ReplayPlayer (which owns a real solitaire_core
// `GameState` compiled to WebAssembly), and renders each step's pile
// snapshot as plain HTML cards. The WASM module is the single source
// of truth for the rules engine — we don't re-implement Klondike in JS.
//
// Card flight animation: each card's DOM element persists across
// re-renders, keyed by `card.id`. `render()` updates each card's
// `transform: translate(...)` to its new (pile, index) coordinates;
// the CSS `transition` on `transform` animates the flight. Cards that
// disappear from the snapshot fade and remove; new cards fade in at
// their target position.
import init, { ReplayPlayer } from "/web/pkg/solitaire_wasm.js";
const STEP_INTERVAL_MS = 600;
const FAN_OFFSET_PX = 28;
const CARD_W = 80;
const CARD_H = 112;
const GAP = 12;
// Pile origin (top-left of the slot, in board-relative pixels).
// Top row: stock at column 0, waste at column 1, foundations at 3-6.
// Bottom row: tableau columns 0-6.
const TOP_ROW_Y = 0;
const TABLEAU_ROW_Y = CARD_H + 32;
const colX = (col) => col * (CARD_W + GAP);
const PILE_ORIGIN = {
stock: { x: colX(0), y: TOP_ROW_Y },
waste: { x: colX(1), y: TOP_ROW_Y },
"foundation-0": { x: colX(3), y: TOP_ROW_Y },
"foundation-1": { x: colX(4), y: TOP_ROW_Y },
"foundation-2": { x: colX(5), y: TOP_ROW_Y },
"foundation-3": { x: colX(6), y: TOP_ROW_Y },
"tableau-0": { x: colX(0), y: TABLEAU_ROW_Y },
"tableau-1": { x: colX(1), y: TABLEAU_ROW_Y },
"tableau-2": { x: colX(2), y: TABLEAU_ROW_Y },
"tableau-3": { x: colX(3), y: TABLEAU_ROW_Y },
"tableau-4": { x: colX(4), y: TABLEAU_ROW_Y },
"tableau-5": { x: colX(5), y: TABLEAU_ROW_Y },
"tableau-6": { x: colX(6), y: TABLEAU_ROW_Y },
};
const SUIT_GLYPHS = {
clubs: "♣",
diamonds: "♦",
hearts: "♥",
spades: "♠",
};
const RED_SUITS = new Set(["diamonds", "hearts"]);
const RANK_LABELS = ["", "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"];
const board = document.getElementById("board");
const captionEl = document.getElementById("caption");
const progressEl = document.getElementById("progress");
const scoreEl = document.getElementById("score");
const movesEl = document.getElementById("moves");
const resultEl = document.getElementById("result");
const btnPlay = document.getElementById("btn-play");
const btnStep = document.getElementById("btn-step");
const btnPrev = document.getElementById("btn-prev");
let player = null;
let replayJson = null;
let playInterval = null;
// Persistent map: card.id → DOM element. Reused across renders so the
// browser interpolates the `transform` change rather than rebuilding
// nodes every step.
const cardEls = new Map();
async function bootstrap() {
const id = window.location.pathname.split("/").pop();
if (!id) {
captionEl.textContent = "No replay id in URL.";
return;
}
let response;
try {
response = await fetch(`/api/replays/${id}`);
} catch (e) {
captionEl.textContent = `Network error: ${e}`;
return;
}
if (!response.ok) {
captionEl.textContent = `Server returned ${response.status}.`;
return;
}
const replay = await response.json();
replayJson = JSON.stringify(replay);
captionEl.textContent =
`Seed ${replay.seed} · ${replay.draw_mode} · ${replay.mode} ` +
`· ${formatDuration(replay.time_seconds)} win on ${replay.recorded_at} ` +
`· final score ${replay.final_score}`;
spawnEmptySlots();
await init();
resetPlayer();
}
/// Spawn the dashed empty-pile placeholders once. They never move and
/// never get keyed to card ids, so they're outside the cardEls map.
function spawnEmptySlots() {
Object.entries(PILE_ORIGIN).forEach(([name, { x, y }]) => {
const slot = document.createElement("div");
slot.className = `slot slot-${name}`;
slot.style.transform = `translate(${x}px, ${y}px)`;
board.appendChild(slot);
});
}
function resetPlayer() {
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
btnPlay.textContent = "▶ Play";
}
player = new ReplayPlayer(replayJson);
btnPrev.disabled = true;
btnStep.disabled = false;
btnPlay.disabled = false;
render(player.state());
}
function step() {
const snap = player.step();
if (snap === null) {
finish();
return null;
}
btnPrev.disabled = false;
render(snap);
return snap;
}
function finish() {
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
}
btnPlay.textContent = "▶ Play";
btnPlay.disabled = true;
btnStep.disabled = true;
}
/// Apply `snap` to the persistent card-element map.
///
/// Phase 1: collect every card present in this snapshot, computing its
/// target board-relative (x, y) from its pile + index.
/// Phase 2: for each card, find or create its DOM element and update
/// its visual state + transform. Persistent elements interpolate via
/// CSS transition; freshly-created ones fade in.
/// Phase 3: any card present in `cardEls` but absent from `snap` (rare
/// but happens during stat resets) fades out and is removed.
function render(snap) {
if (!snap) return;
const targets = new Map(); // card.id → { card, x, y }
function placePile(name, cards, fan) {
const origin = PILE_ORIGIN[name];
cards.forEach((card, idx) => {
const yOffset = fan ? idx * FAN_OFFSET_PX : 0;
targets.set(card.id, {
card,
x: origin.x,
y: origin.y + yOffset,
z: idx,
});
});
}
placePile("stock", snap.stock, false);
placePile("waste", snap.waste, false);
snap.foundations.forEach((cards, idx) =>
placePile(`foundation-${idx}`, cards, false));
snap.tableaus.forEach((cards, idx) =>
placePile(`tableau-${idx}`, cards, true));
// Apply or create.
targets.forEach(({ card, x, y, z }) => {
let el = cardEls.get(card.id);
if (!el) {
el = createCardElement(card);
// Spawn off-screen with opacity 0 so the entry transition
// fades in at the destination rather than popping.
el.style.transform = `translate(${x}px, ${y}px)`;
el.style.opacity = "0";
board.appendChild(el);
cardEls.set(card.id, el);
// Force the browser to commit the off-screen frame before
// we set the visible state, so the transition runs.
requestAnimationFrame(() => {
el.style.opacity = "1";
});
} else {
updateCardElement(el, card);
el.style.transform = `translate(${x}px, ${y}px)`;
}
el.style.zIndex = String(z + 1);
});
// Drop any cards no longer in play (e.g. on player reset).
cardEls.forEach((el, id) => {
if (!targets.has(id)) {
el.style.opacity = "0";
// Remove after the fade transition completes.
setTimeout(() => {
el.remove();
cardEls.delete(id);
}, 220);
}
});
progressEl.textContent = `step ${snap.step_idx} / ${snap.total_steps}`;
scoreEl.textContent = `Score ${snap.score}`;
movesEl.textContent = `Moves ${snap.move_count}`;
if (snap.is_won) {
resultEl.textContent = "✨ Won";
resultEl.classList.add("win");
} else {
resultEl.textContent = "";
resultEl.classList.remove("win");
}
}
function createCardElement(card) {
const el = document.createElement("div");
el.className = "card";
el.dataset.cardId = String(card.id);
populateCardFace(el, card);
return el;
}
/// Cheap "is this still the same visual state" check. Face-up cards
/// only need a re-paint if their face_up flag flipped (rank/suit are
/// immutable per id), so we can skip rebuilding the inner DOM for the
/// 99% case where only the transform changed.
function updateCardElement(el, card) {
const wasFaceDown = el.classList.contains("face-down");
const isFaceDown = !card.face_up;
if (wasFaceDown !== isFaceDown) {
el.replaceChildren();
el.classList.remove("red", "black", "face-down");
populateCardFace(el, card);
}
}
function populateCardFace(el, card) {
if (!card.face_up) {
el.classList.add("face-down");
return;
}
el.classList.add(RED_SUITS.has(card.suit) ? "red" : "black");
const label = RANK_LABELS[card.rank] || "?";
const glyph = SUIT_GLYPHS[card.suit] || "?";
const top = document.createElement("span");
top.className = "corner top";
top.textContent = `${label}\n${glyph}`;
el.appendChild(top);
const center = document.createElement("span");
center.className = "center";
center.textContent = glyph;
el.appendChild(center);
const bottom = document.createElement("span");
bottom.className = "corner bottom";
bottom.textContent = `${label}\n${glyph}`;
el.appendChild(bottom);
}
function formatDuration(seconds) {
const m = Math.floor(seconds / 60);
const s = seconds % 60;
return `${m}:${String(s).padStart(2, "0")}`;
}
btnStep.addEventListener("click", () => {
if (player) step();
});
btnPlay.addEventListener("click", () => {
if (!player) return;
if (playInterval) {
clearInterval(playInterval);
playInterval = null;
btnPlay.textContent = "▶ Play";
return;
}
btnPlay.textContent = "⏸ Pause";
playInterval = setInterval(() => {
const snap = step();
if (snap === null) finish();
}, STEP_INTERVAL_MS);
});
btnPrev.addEventListener("click", () => {
if (!replayJson) return;
// Drop every existing card so the next render fades them all in
// at the freshly-dealt positions. Without this, cards from the
// current state would slide to wherever the new deal puts them
// — confusing since the deal is supposed to look like a fresh
// start, not a continuation.
cardEls.forEach((el) => el.remove());
cardEls.clear();
resetPlayer();
});
bootstrap();
+256 -2
View File
@@ -3,10 +3,10 @@
//! All functions are free of I/O and side effects — safe to call from any
//! context including unit tests and the Bevy main thread.
use chrono::Utc;
use chrono::{NaiveDate, Utc};
use crate::{AchievementRecord, ConflictReport, PlayerProgress, StatsSnapshot, SyncPayload};
use crate::progress::level_for_xp;
use crate::progress::{level_for_xp, DAILY_CHALLENGE_HISTORY_CAP};
/// Merge two [`SyncPayload`]s into a single authoritative result.
///
@@ -109,10 +109,45 @@ fn merge_stats(
best_single_score: local.best_single_score.max(remote.best_single_score),
draw_one_wins: local.draw_one_wins.max(remote.draw_one_wins),
draw_three_wins: local.draw_three_wins.max(remote.draw_three_wins),
// Per-mode bests. Bests take max; fastest times take a *zero-aware*
// min — see [`min_ignore_zero`] for the rationale (0 means "no win
// yet" for these fields, unlike the lifetime `fastest_win_seconds`
// which uses `u64::MAX` as its sentinel).
classic_best_score: local.classic_best_score.max(remote.classic_best_score),
classic_fastest_win_seconds: min_ignore_zero(
local.classic_fastest_win_seconds,
remote.classic_fastest_win_seconds,
),
zen_best_score: local.zen_best_score.max(remote.zen_best_score),
zen_fastest_win_seconds: min_ignore_zero(
local.zen_fastest_win_seconds,
remote.zen_fastest_win_seconds,
),
challenge_best_score: local.challenge_best_score.max(remote.challenge_best_score),
challenge_fastest_win_seconds: min_ignore_zero(
local.challenge_fastest_win_seconds,
remote.challenge_fastest_win_seconds,
),
last_modified: Utc::now(),
}
}
/// Zero-aware minimum: returns the smaller of `a` and `b`, but treats `0` as
/// "no value recorded yet" so `min_ignore_zero(0, x) == x`.
///
/// The lifetime `fastest_win_seconds` field uses `u64::MAX` as its "no wins"
/// sentinel (see [`StatsSnapshot::default`]) and so a plain `min` works for
/// it. The per-mode `*_fastest_win_seconds` fields, on the other hand, are
/// `#[serde(default)]` — and `u64`'s default is 0, not `u64::MAX`. Using a
/// straight `min` would therefore wrongly resolve "one side has a real time,
/// the other has no win" to 0. This helper preserves the real time instead.
fn min_ignore_zero(a: u64, b: u64) -> u64 {
match (a, b) {
(0, x) | (x, 0) => x,
_ => a.min(b),
}
}
// ---------------------------------------------------------------------------
// Achievements
// ---------------------------------------------------------------------------
@@ -240,6 +275,22 @@ fn merge_progress(
// Challenge index: take the higher (further ahead in challenge progression).
let challenge_index = local.challenge_index.max(remote.challenge_index);
// Daily-challenge history: union the two ordered lists into a sorted,
// deduplicated, capped Vec so completions made on either device survive.
let daily_challenge_history = union_naive_dates(
&local.daily_challenge_history,
&remote.daily_challenge_history,
);
// Longest streak ever: simple max — never regresses.
let daily_challenge_longest_streak = local
.daily_challenge_longest_streak
.max(remote.daily_challenge_longest_streak)
// Also defend against an old payload whose `longest_streak` was
// never written but whose current `daily_challenge_streak` exceeds
// the recorded longest — keep them coherent post-merge.
.max(daily_challenge_streak);
PlayerProgress {
total_xp,
level: level_for_xp(total_xp),
@@ -250,6 +301,8 @@ fn merge_progress(
unlocked_card_backs,
unlocked_backgrounds,
challenge_index,
daily_challenge_history,
daily_challenge_longest_streak,
last_modified: Utc::now(),
}
}
@@ -261,6 +314,20 @@ fn union_usize_vecs(a: &[usize], b: &[usize]) -> Vec<usize> {
set.into_iter().collect()
}
/// Returns the sorted union of two `NaiveDate` slices with duplicates
/// removed and the result capped at [`DAILY_CHALLENGE_HISTORY_CAP`]
/// entries (oldest dates trimmed first).
fn union_naive_dates(a: &[NaiveDate], b: &[NaiveDate]) -> Vec<NaiveDate> {
use std::collections::BTreeSet;
let set: BTreeSet<NaiveDate> = a.iter().chain(b.iter()).copied().collect();
let mut v: Vec<NaiveDate> = set.into_iter().collect();
if v.len() > DAILY_CHALLENGE_HISTORY_CAP {
let excess = v.len() - DAILY_CHALLENGE_HISTORY_CAP;
v.drain(0..excess);
}
v
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
@@ -753,4 +820,191 @@ mod tests {
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.fastest_win_seconds, 300);
}
// -----------------------------------------------------------------------
// Daily-challenge history + longest-streak merge
// -----------------------------------------------------------------------
fn nd(y: i32, m: u32, d: u32) -> NaiveDate {
NaiveDate::from_ymd_opt(y, m, d).unwrap()
}
#[test]
fn merge_unions_daily_challenge_history() {
// Local and remote have disjoint completion dates; the merged
// history must contain all of them, sorted ascending, with no
// duplicates and within the cap.
let mut local = default_payload();
local.progress.daily_challenge_history =
vec![nd(2026, 4, 20), nd(2026, 4, 22), nd(2026, 4, 24)];
let mut remote = default_payload();
remote.progress.daily_challenge_history =
vec![nd(2026, 4, 21), nd(2026, 4, 22), nd(2026, 4, 25)];
let (merged, _) = merge(&local, &remote);
assert_eq!(
merged.progress.daily_challenge_history,
vec![
nd(2026, 4, 20),
nd(2026, 4, 21),
nd(2026, 4, 22),
nd(2026, 4, 24),
nd(2026, 4, 25),
],
"history union must be sorted, deduplicated, and contain every date from either side"
);
assert!(
merged.progress.daily_challenge_history.len() <= DAILY_CHALLENGE_HISTORY_CAP,
"merged history must respect the 365-entry cap"
);
}
#[test]
fn merge_caps_daily_challenge_history_at_max() {
// Construct a local history that already has CAP entries and a
// remote history that adds 50 fresher entries — the merge must
// drop the oldest 50 so the cap is preserved.
let start = nd(2024, 1, 1);
let local_dates: Vec<NaiveDate> = (0..DAILY_CHALLENGE_HISTORY_CAP as i64)
.map(|i| start + chrono::Duration::days(i))
.collect();
let remote_dates: Vec<NaiveDate> = (DAILY_CHALLENGE_HISTORY_CAP as i64
..DAILY_CHALLENGE_HISTORY_CAP as i64 + 50)
.map(|i| start + chrono::Duration::days(i))
.collect();
let mut local = default_payload();
local.progress.daily_challenge_history = local_dates.clone();
let mut remote = default_payload();
remote.progress.daily_challenge_history = remote_dates.clone();
let (merged, _) = merge(&local, &remote);
assert_eq!(
merged.progress.daily_challenge_history.len(),
DAILY_CHALLENGE_HISTORY_CAP,
"merged history must be capped at DAILY_CHALLENGE_HISTORY_CAP"
);
// The oldest 50 entries should have been evicted; oldest retained
// is therefore start + 50 days.
assert_eq!(
merged.progress.daily_challenge_history.first().copied(),
Some(start + chrono::Duration::days(50))
);
// Most recent retained is the last remote date.
assert_eq!(
merged.progress.daily_challenge_history.last().copied(),
remote_dates.last().copied()
);
}
#[test]
fn merge_takes_max_longest_streak() {
let mut local = default_payload();
local.progress.daily_challenge_longest_streak = 4;
let mut remote = default_payload();
remote.progress.daily_challenge_longest_streak = 9;
let (merged, _) = merge(&local, &remote);
assert_eq!(
merged.progress.daily_challenge_longest_streak, 9,
"longest streak must be the max across both sides"
);
}
// -----------------------------------------------------------------------
// Per-mode bests merge
// -----------------------------------------------------------------------
#[test]
fn merge_per_mode_best_takes_max() {
// Classic best score: 1000 vs 2000 → 2000. Mirror behaviour for
// `best_single_score` so per-mode follows the same rule.
let mut local = default_payload();
local.stats.classic_best_score = 1000;
let mut remote = default_payload();
remote.stats.classic_best_score = 2000;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.classic_best_score, 2000);
}
#[test]
fn merge_per_mode_best_takes_max_for_zen_and_challenge() {
let mut local = default_payload();
local.stats.zen_best_score = 800;
local.stats.challenge_best_score = 5000;
let mut remote = default_payload();
remote.stats.zen_best_score = 1500;
remote.stats.challenge_best_score = 3000;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.zen_best_score, 1500);
assert_eq!(merged.stats.challenge_best_score, 5000);
}
#[test]
fn merge_per_mode_fastest_ignores_zero() {
// Local has no Zen win (zen_fastest = 0); remote has 180s.
// Straight min(0, 180) would return 0 — wrong. The merge must
// preserve the real time.
let local = default_payload();
let mut remote = default_payload();
remote.stats.zen_fastest_win_seconds = 180;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.zen_fastest_win_seconds, 180);
}
#[test]
fn merge_per_mode_fastest_takes_min_when_both_present() {
// When both sides have real times, the merge takes the smaller —
// mirroring the lifetime `fastest_win_seconds` behaviour.
let mut local = default_payload();
local.stats.classic_fastest_win_seconds = 240;
let mut remote = default_payload();
remote.stats.classic_fastest_win_seconds = 120;
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.classic_fastest_win_seconds, 120);
}
#[test]
fn merge_per_mode_fastest_both_zero_stays_zero() {
// Neither side has a win — the field must remain 0 rather than
// accidentally becoming non-zero.
let local = default_payload();
let remote = default_payload();
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.classic_fastest_win_seconds, 0);
assert_eq!(merged.stats.zen_fastest_win_seconds, 0);
assert_eq!(merged.stats.challenge_fastest_win_seconds, 0);
}
#[test]
fn merge_per_mode_fastest_local_real_remote_zero() {
// Symmetric to `merge_per_mode_fastest_ignores_zero`: local has the
// real time, remote is the zero-side. The merge must keep local's
// value rather than flooring to 0.
let mut local = default_payload();
local.stats.challenge_fastest_win_seconds = 300;
let remote = default_payload();
let (merged, _) = merge(&local, &remote);
assert_eq!(merged.stats.challenge_fastest_win_seconds, 300);
}
#[test]
fn merge_longest_streak_never_below_current_streak() {
// If a payload's `daily_challenge_longest_streak` was never written
// (legacy file) but its `daily_challenge_streak` is non-zero, the
// merged longest must reflect at least the current streak so the
// two values stay coherent.
let mut local = default_payload();
local.progress.daily_challenge_streak = 7;
local.progress.daily_challenge_longest_streak = 0; // legacy
let remote = default_payload();
let (merged, _) = merge(&local, &remote);
assert!(
merged.progress.daily_challenge_longest_streak >= 7,
"longest streak must be at least as large as the merged current streak"
);
}
}
+117
View File
@@ -18,6 +18,13 @@ pub fn level_for_xp(xp: u64) -> u32 {
}
}
/// Maximum number of dates retained in [`PlayerProgress::daily_challenge_history`].
///
/// Bounds the per-player file size across years of play. ~365 entries is
/// roughly a year of daily completions, far more than the 14-day window the
/// in-game calendar surfaces.
pub const DAILY_CHALLENGE_HISTORY_CAP: usize = 365;
/// Persisted player progression state.
///
/// Mutation helpers such as `add_xp`, `record_daily_completion`, etc. are
@@ -45,6 +52,14 @@ pub struct PlayerProgress {
/// Index of the next Challenge-mode seed to serve to this player.
#[serde(default)]
pub challenge_index: u32,
/// All dates the player has completed the daily challenge, in
/// chronological ascending order. Bounded to the most recent 365
/// entries so file size stays bounded across years of play.
#[serde(default)]
pub daily_challenge_history: Vec<NaiveDate>,
/// Longest daily-challenge streak ever achieved on this profile.
#[serde(default)]
pub daily_challenge_longest_streak: u32,
/// Wall-clock time of the last modification (used for conflict detection).
pub last_modified: DateTime<Utc>,
}
@@ -61,6 +76,8 @@ impl Default for PlayerProgress {
unlocked_card_backs: vec![0],
unlocked_backgrounds: vec![0],
challenge_index: 0,
daily_challenge_history: Vec::new(),
daily_challenge_longest_streak: 0,
last_modified: DateTime::UNIX_EPOCH,
}
}
@@ -114,6 +131,12 @@ impl PlayerProgress {
/// - Completion the day after the previous: streak increments.
/// - Same day as the previous: no-op (idempotent).
///
/// On every fresh completion, `date` is appended to
/// `daily_challenge_history` (kept sorted ascending and capped at
/// [`DAILY_CHALLENGE_HISTORY_CAP`] entries) and
/// `daily_challenge_longest_streak` is bumped if the current streak
/// exceeds it.
///
/// Returns `true` if this call recorded a fresh completion.
pub fn record_daily_completion(&mut self, date: NaiveDate) -> bool {
match self.daily_challenge_last_completed {
@@ -126,6 +149,19 @@ impl PlayerProgress {
}
}
self.daily_challenge_last_completed = Some(date);
// Append to history (defensive against duplicates and out-of-order
// dates so a hand-edited or merged file can't corrupt the order).
if !self.daily_challenge_history.contains(&date) {
self.daily_challenge_history.push(date);
self.daily_challenge_history.sort();
if self.daily_challenge_history.len() > DAILY_CHALLENGE_HISTORY_CAP {
let excess = self.daily_challenge_history.len() - DAILY_CHALLENGE_HISTORY_CAP;
self.daily_challenge_history.drain(0..excess);
}
}
if self.daily_challenge_streak > self.daily_challenge_longest_streak {
self.daily_challenge_longest_streak = self.daily_challenge_streak;
}
self.last_modified = Utc::now();
true
}
@@ -320,4 +356,85 @@ mod tests {
p.record_daily_completion(date(2026, 4, 22)); // skip the 21st
assert_eq!(p.daily_challenge_streak, 1, "gap must reset streak");
}
// -----------------------------------------------------------------------
// record_daily_completion — history + longest-streak side effects
// -----------------------------------------------------------------------
#[test]
fn record_daily_completion_appends_to_history_in_chronological_order() {
let mut p = PlayerProgress::default();
assert!(p.daily_challenge_history.is_empty());
p.record_daily_completion(date(2026, 4, 20));
p.record_daily_completion(date(2026, 4, 21));
p.record_daily_completion(date(2026, 4, 22));
assert_eq!(
p.daily_challenge_history,
vec![
date(2026, 4, 20),
date(2026, 4, 21),
date(2026, 4, 22),
],
"history should hold all three completions in ascending order"
);
}
#[test]
fn record_daily_completion_same_day_does_not_duplicate_history() {
let mut p = PlayerProgress::default();
p.record_daily_completion(date(2026, 4, 20));
p.record_daily_completion(date(2026, 4, 20));
assert_eq!(
p.daily_challenge_history,
vec![date(2026, 4, 20)],
"same-day completion is a no-op and must not duplicate history"
);
}
#[test]
fn record_daily_completion_updates_longest_streak() {
let mut p = PlayerProgress::default();
// Three-day streak: longest jumps from 0 → 3.
p.record_daily_completion(date(2026, 4, 20));
p.record_daily_completion(date(2026, 4, 21));
p.record_daily_completion(date(2026, 4, 22));
assert_eq!(p.daily_challenge_streak, 3);
assert_eq!(p.daily_challenge_longest_streak, 3);
// Gap resets the current streak — longest must NOT regress.
p.record_daily_completion(date(2026, 4, 25));
assert_eq!(p.daily_challenge_streak, 1);
assert_eq!(
p.daily_challenge_longest_streak, 3,
"longest_streak must never regress after a gap"
);
// Two-day streak — still below longest, so longest stays at 3.
p.record_daily_completion(date(2026, 4, 26));
assert_eq!(p.daily_challenge_streak, 2);
assert_eq!(p.daily_challenge_longest_streak, 3);
}
#[test]
fn daily_challenge_history_is_capped_at_max() {
// Push DAILY_CHALLENGE_HISTORY_CAP + 5 consecutive days; the
// earliest five must be evicted and the most recent CAP retained.
let mut p = PlayerProgress::default();
let start = date(2024, 1, 1);
let total = DAILY_CHALLENGE_HISTORY_CAP + 5;
for offset in 0..total {
p.record_daily_completion(start + Duration::days(offset as i64));
}
assert_eq!(p.daily_challenge_history.len(), DAILY_CHALLENGE_HISTORY_CAP);
// Oldest retained is `start + 5` (we dropped the first 5).
assert_eq!(
p.daily_challenge_history.first().copied(),
Some(start + Duration::days(5))
);
// Newest retained is the last date pushed.
assert_eq!(
p.daily_challenge_history.last().copied(),
Some(start + Duration::days(total as i64 - 1))
);
}
}
+72
View File
@@ -33,6 +33,56 @@ pub struct StatsSnapshot {
pub draw_one_wins: u32,
/// Wins achieved in Draw-Three mode.
pub draw_three_wins: u32,
// -----------------------------------------------------------------
// Per-mode bests
//
// These mirror `best_single_score` / `fastest_win_seconds` but
// narrowed to one [`solitaire_core::game_state::GameMode`]. They are
// additive: lifetime totals continue to track across all modes, and
// legacy `stats.json` files load to 0 for every new field via
// `#[serde(default)]`.
//
// Time-Attack and Daily-Challenge are intentionally absent here:
// - Time Attack has its own session-level scoring (count of wins
// inside a 10-minute window); a per-game best wouldn't compose.
// - Daily Challenge uses Classic scoring rules and so already
// contributes to `classic_*` here.
//
// Sentinel for `*_fastest_win_seconds` is `0` (not `u64::MAX`),
// because legacy files deserialise unknown fields to the type's
// `Default::default()` — and `u64::default()` is 0. The merge logic
// and the UI must therefore treat 0 as "no win recorded yet".
// -----------------------------------------------------------------
/// Best single score achieved in Classic mode (Draw-One or Draw-Three).
/// 0 means "no Classic win yet".
#[serde(default)]
pub classic_best_score: u32,
/// Fastest Classic-mode win time, in seconds. 0 means "no Classic win yet".
#[serde(default)]
pub classic_fastest_win_seconds: u64,
/// Best single score achieved in Zen mode. Zen has no time pressure but
/// scoring is still on, so players who care about it still play for a high.
/// 0 means "no Zen win yet".
#[serde(default)]
pub zen_best_score: u32,
/// Fastest Zen-mode win time, in seconds. 0 means "no Zen win yet".
#[serde(default)]
pub zen_fastest_win_seconds: u64,
/// Best single score achieved in Challenge mode (the hardest mode — separate
/// leaderboard). 0 means "no Challenge win yet".
#[serde(default)]
pub challenge_best_score: u32,
/// Fastest Challenge-mode win time, in seconds. 0 means "no Challenge win yet".
#[serde(default)]
pub challenge_fastest_win_seconds: u64,
/// Wall-clock time of the last modification (used for conflict detection).
pub last_modified: DateTime<Utc>,
}
@@ -51,6 +101,12 @@ impl Default for StatsSnapshot {
best_single_score: 0,
draw_one_wins: 0,
draw_three_wins: 0,
classic_best_score: 0,
classic_fastest_win_seconds: 0,
zen_best_score: 0,
zen_fastest_win_seconds: 0,
challenge_best_score: 0,
challenge_fastest_win_seconds: 0,
last_modified: DateTime::UNIX_EPOCH,
}
}
@@ -147,4 +203,20 @@ mod tests {
assert_eq!(s.win_streak_best, 7, "best streak must not be reduced on abandon");
assert_eq!(s.win_streak_current, 0);
}
#[test]
fn per_mode_fields_default_to_zero() {
// The new per-mode fields must default to 0 — both in the explicit
// `Default` impl and (because of `#[serde(default)]`) for any
// legacy payload that omits them. The legacy-JSON deserialise
// round-trip lives in `solitaire_data::stats` where `serde_json`
// is in scope.
let s = StatsSnapshot::default();
assert_eq!(s.classic_best_score, 0);
assert_eq!(s.classic_fastest_win_seconds, 0);
assert_eq!(s.zen_best_score, 0);
assert_eq!(s.zen_fastest_win_seconds, 0);
assert_eq!(s.challenge_best_score, 0);
assert_eq!(s.challenge_fastest_win_seconds, 0);
}
}
+29
View File
@@ -0,0 +1,29 @@
[package]
name = "solitaire_wasm"
version.workspace = true
license.workspace = true
edition.workspace = true
[lib]
crate-type = ["cdylib", "rlib"]
[dependencies]
solitaire_core = { path = "../solitaire_core" }
serde = { workspace = true }
serde_json = { workspace = true }
chrono = { workspace = true }
wasm-bindgen = "0.2"
serde-wasm-bindgen = "0.6"
console_error_panic_hook = { version = "0.1", optional = true }
# `getrandom` is pulled in transitively via `rand` (used by
# `solitaire_core::Deck::shuffle`). On `wasm32-unknown-unknown` it
# needs an explicit JS-backend feature, otherwise the build aborts
# with a "wasm32-unknown-unknown is not a supported target" error.
# Pinning here forces the feature on without us having to pollute
# `solitaire_core`'s deps with wasm-only flags.
[target.'cfg(target_arch = "wasm32")'.dependencies]
getrandom = { version = "0.3", features = ["wasm_js"] }
[features]
default = ["console_error_panic_hook"]
+272
View File
@@ -0,0 +1,272 @@
//! WebAssembly bindings for browser-side replay playback.
//!
//! The web replay player at `<server>/replays/<id>` fetches a [`Replay`]
//! JSON via `GET /api/replays/:id`, hands it to [`ReplayPlayer::new`],
//! and then advances frame-by-frame with [`ReplayPlayer::step`]. Each
//! step applies one [`ReplayMove`] to the underlying `GameState` and
//! returns the resulting pile snapshot as JSON for the JS layer to
//! render.
//!
//! The state machine is the same Rust [`solitaire_core::GameState`]
//! the desktop client uses, so the two implementations cannot drift —
//! same seed + same input list = same pile state at every step,
//! regardless of which platform replays the game.
//!
//! The crate intentionally does **not** depend on `solitaire_data`
//! (which pulls `dirs`, `keyring`, `reqwest`, and other non-wasm
//! crates) — instead it defines a minimal `Replay` mirror with the
//! same serde shape as `solitaire_data::Replay`. The JSON wire format
//! is the contract.
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::card::Suit;
use solitaire_core::game_state::{DrawMode, GameMode, GameState};
use solitaire_core::pile::PileType;
use wasm_bindgen::prelude::*;
/// Mirrors the variants of `solitaire_data::ReplayMove` v2 (atomic
/// player inputs, post-StockClick refinement). Only the JSON shape
/// matters for cross-crate compatibility.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum ReplayMove {
Move {
from: PileType,
to: PileType,
count: usize,
},
StockClick,
}
/// Mirrors `solitaire_data::Replay` v2.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct Replay {
#[serde(default)]
pub schema_version: u32,
pub seed: u64,
pub draw_mode: DrawMode,
pub mode: GameMode,
pub time_seconds: u64,
pub final_score: i32,
pub recorded_at: NaiveDate,
pub moves: Vec<ReplayMove>,
}
/// JS-friendly snapshot of a `GameState` at a particular replay step.
#[derive(Debug, Clone, Serialize)]
pub struct StateSnapshot {
pub step_idx: usize,
pub total_steps: usize,
pub score: i32,
pub move_count: u32,
pub is_won: bool,
pub stock: Vec<CardSnapshot>,
pub waste: Vec<CardSnapshot>,
/// Length 4 — one per foundation slot, in slot order (0..=3). The
/// claimed suit (if any) is the bottom card's suit.
pub foundations: [Vec<CardSnapshot>; 4],
/// Length 7 — one per tableau column (0..=6).
pub tableaus: [Vec<CardSnapshot>; 7],
}
/// One card, projected for the JS card renderer. `face_up = false`
/// means the card back is drawn; in that case `suit` and `rank` are
/// still set (so the renderer doesn't need separate "unknown" data),
/// just hidden visually.
#[derive(Debug, Clone, Copy, Serialize)]
pub struct CardSnapshot {
pub id: u32,
/// `"clubs" | "diamonds" | "hearts" | "spades"`.
pub suit: &'static str,
/// 1-13, where 1 is Ace and 13 is King.
pub rank: u8,
pub face_up: bool,
}
impl From<&solitaire_core::card::Card> for CardSnapshot {
fn from(c: &solitaire_core::card::Card) -> Self {
Self {
id: c.id,
suit: match c.suit {
Suit::Clubs => "clubs",
Suit::Diamonds => "diamonds",
Suit::Hearts => "hearts",
Suit::Spades => "spades",
},
rank: c.rank.value(),
face_up: c.face_up,
}
}
}
/// Browser-side replay state machine. Owns a live `GameState` and the
/// replay's move list; each `step()` applies the next move.
#[wasm_bindgen]
pub struct ReplayPlayer {
game: GameState,
moves: Vec<ReplayMove>,
step_idx: usize,
}
// Native-callable methods. Used by both the wasm-bindgen interface
// below and by unit tests, which can't go through `serde_wasm_bindgen`
// (it panics on non-wasm targets).
impl ReplayPlayer {
/// Construct from a raw replay JSON string. Returns the parsing
/// error as a `String` so the wasm-bindgen wrapper can convert
/// it to a `JsValue` and tests can assert on it directly.
pub fn from_json(replay_json: &str) -> Result<Self, String> {
let replay: Replay =
serde_json::from_str(replay_json).map_err(|e| format!("invalid replay JSON: {e}"))?;
let game =
GameState::new_with_mode(replay.seed, replay.draw_mode.clone(), replay.mode);
Ok(Self {
game,
moves: replay.moves,
step_idx: 0,
})
}
/// Apply the next move. Returns `None` once the list is exhausted.
pub fn step_native(&mut self) -> Option<StateSnapshot> {
if self.step_idx >= self.moves.len() {
return None;
}
let mv = self.moves[self.step_idx].clone();
let _ = match mv {
ReplayMove::Move { from, to, count } => self.game.move_cards(from, to, count),
ReplayMove::StockClick => self.game.draw(),
};
self.step_idx += 1;
Some(self.snapshot())
}
fn snapshot(&self) -> StateSnapshot {
let pile_cards = |t: PileType| -> Vec<CardSnapshot> {
self.game
.piles
.get(&t)
.map(|p| p.cards.iter().map(CardSnapshot::from).collect())
.unwrap_or_default()
};
let foundations: [Vec<CardSnapshot>; 4] = [
pile_cards(PileType::Foundation(0)),
pile_cards(PileType::Foundation(1)),
pile_cards(PileType::Foundation(2)),
pile_cards(PileType::Foundation(3)),
];
let tableaus: [Vec<CardSnapshot>; 7] = [
pile_cards(PileType::Tableau(0)),
pile_cards(PileType::Tableau(1)),
pile_cards(PileType::Tableau(2)),
pile_cards(PileType::Tableau(3)),
pile_cards(PileType::Tableau(4)),
pile_cards(PileType::Tableau(5)),
pile_cards(PileType::Tableau(6)),
];
StateSnapshot {
step_idx: self.step_idx,
total_steps: self.moves.len(),
score: self.game.score,
move_count: self.game.move_count,
is_won: self.game.is_won,
stock: pile_cards(PileType::Stock),
waste: pile_cards(PileType::Waste),
foundations,
tableaus,
}
}
}
// JS-facing surface. Thin wrapper around the native API: serialises
// `StateSnapshot` to `JsValue` via `serde_wasm_bindgen` and converts
// `String` errors to `JsValue` strings. Native unit tests bypass this
// layer because `serde_wasm_bindgen::to_value` panics off-target.
#[wasm_bindgen]
impl ReplayPlayer {
/// Construct from a raw replay JSON string.
#[wasm_bindgen(constructor)]
pub fn new(replay_json: &str) -> Result<ReplayPlayer, JsValue> {
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
Self::from_json(replay_json).map_err(|e| JsValue::from_str(&e))
}
/// Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
pub fn state(&self) -> JsValue {
serde_wasm_bindgen::to_value(&self.snapshot()).unwrap_or(JsValue::NULL)
}
/// Apply the next move; returns the post-step snapshot, or `null`
/// once the move list is exhausted.
pub fn step(&mut self) -> JsValue {
match self.step_native() {
Some(snap) => serde_wasm_bindgen::to_value(&snap).unwrap_or(JsValue::NULL),
None => JsValue::NULL,
}
}
/// Total number of moves the replay contains.
pub fn total_steps(&self) -> usize {
self.moves.len()
}
/// 0-indexed position of the next move to apply.
pub fn step_idx(&self) -> usize {
self.step_idx
}
/// Returns `true` once every move has been applied.
pub fn is_finished(&self) -> bool {
self.step_idx >= self.moves.len()
}
}
#[cfg(test)]
mod tests {
use super::*;
fn sample_replay_json() -> String {
// Minimal v2 replay: seed 42, two stock clicks. Real winning
// replays will have many more moves; for the test we just
// verify deserialization + step() advances correctly.
r#"{
"schema_version": 2,
"seed": 42,
"draw_mode": "DrawOne",
"mode": "Classic",
"time_seconds": 60,
"final_score": 100,
"recorded_at": "2026-05-02",
"moves": ["StockClick", "StockClick"]
}"#
.to_string()
}
/// Constructing from a valid v2 replay JSON must succeed and
/// initialise step_idx to 0.
#[test]
fn new_initialises_step_idx_zero() {
let player = ReplayPlayer::from_json(&sample_replay_json()).expect("valid JSON");
assert_eq!(player.step_idx, 0);
assert_eq!(player.moves.len(), 2);
}
/// Each step advances the index; once exhausted, step_native returns None.
#[test]
fn steps_advance_then_terminate() {
let mut player = ReplayPlayer::from_json(&sample_replay_json()).expect("valid JSON");
assert!(player.step_native().is_some());
assert_eq!(player.step_idx, 1);
assert!(player.step_native().is_some());
assert_eq!(player.step_idx, 2);
assert!(player.step_native().is_none(), "no further steps");
}
/// Malformed JSON returns an error rather than panicking.
#[test]
fn invalid_json_returns_error() {
let result = ReplayPlayer::from_json("not valid json");
assert!(result.is_err());
}
}