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Author SHA1 Message Date
funman300 1cdb78caf2 chore: cargo fmt across workspace; add analytics domain to CSP
Build and Deploy / build-and-push (push) Successful in 4m46s
- Apply cargo fmt to solitaire_engine, solitaire_server formatting.
- solitaire_server/src/lib.rs: add https://analytics.aleshym.co to
  script-src, img-src, and connect-src so the analytics beacon loads
  without a CSP violation.
- docs and README updates.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:21:32 -07:00
funman300 baf524ec75 fix(web): rebuild Bevy canvas WASM; add SolitaireGame interactive API
Grey screen fix (canvas_bg.wasm):
- Rebuilt Bevy WASM from refactored solitaire_core that removes the
  per-game KlondikeAdapter field from GameState. The old binary was
  built with wasm-opt -Oz; the large adapter allocation pattern appears
  to trigger an over-aggressive wasm-opt optimisation that corrupts
  Bevy's render pipeline, causing a permanent grey screen on /play.
- build_wasm.sh: change wasm-opt -Oz → -O2. Speed-optimised level avoids
  the size-focused transforms that miscompile Bevy's deep render stacks.

solitaire_core refactoring:
- game_state.rs: remove adapter: KlondikeAdapter field; use static
  KlondikeAdapter::config_for() instead of a per-instance allocation.
  Gate test_pile_state behind #[cfg(feature = "test-support")] so
  production builds carry no test-only heap state.
  Add instruction_history() public accessor (delegates to saved_moves()).
- card.rs: add Card::new(), face_up(), face_down() const constructors
  for more ergonomic test and wasm code.
- pile.rs, solver.rs: cargo fmt.

solitaire_wasm interactive API:
- lib.rs: add SolitaireGame wasm-bindgen struct with draw(), move_cards(),
  undo(), auto_complete_step(), serialize(), from_saved() — the full
  player-action surface used by game.js.
  Add DebugSnapshot, DebugMove, DebugInvariantReport structs and
  debug_snapshot(), debug_legal_moves(), debug_apply_move_json()
  methods for e2e test automation (window.__FERROUS_DEBUG__ bridge).
  Add replay_moves() to export the current game as a Replay v2 payload.
- solitaire_wasm.js + solitaire_wasm_bg.wasm: rebuilt with new API.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:21:20 -07:00
funman300 9ff0585454 fix(ci): remove Quaternions registry auth; add canvas WASM drift guard
Dockerfile:
- Drop --mount=type=secret,id=cargo_token: the Quaternions private
  registry has been migrated to the public Cargo.io path so the build
  secret is no longer needed. Removes the requirement for CI_TOKEN to
  carry registry credentials.

CI workflow (docker-build.yml):
- Add solitaire_wasm/** and solitaire_web/** to the push-trigger paths
  so changes to either WASM crate actually fire the build job.
- Add wasm drift check for solitaire_wasm artifacts (solitaire_wasm.js,
  solitaire_wasm_bg.wasm) — exits 1 if solitaire_wasm/ or solitaire_core/
  changed without updating the committed pkg files.
- Add hard canvas drift check: solitaire_web/ changes MUST update
  canvas_bg.wasm or the deploy gets a stale Bevy binary.
- Add advisory notice for solitaire_engine/ / solitaire_core/ changes
  that omit a canvas_bg.wasm rebuild (non-blocking; formatting commits
  should not fail CI).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-02 12:20:56 -07:00
funman300 64f975ed6d fix(ux): 14 cross-platform UX/UI fixes from 500-game audit
Web client (game.js):
- Restart game timer after undo exits auto-complete sequence
- Pause timer while browser tab is hidden (visibilitychange)
- Validate URL seed — NaN / negative falls back to randomSeed()
- Guard onBoardClick/onBoardDblClick during win (snap.is_won)
- Delay win overlay 320 ms so last card CSS transition finishes
- Force reflow in flashIllegal() to restart shake on rapid re-trigger

Android (safe_area.rs):
- Preserve last-known insets on app resume instead of zeroing them;
  eliminates double layout flash on every foreground cycle

All clients — Bevy engine:
- Radial menu: clamp icon anchors to viewport bounds so icons are
  never placed off-screen on narrow phones
- Auto-complete: deactivate state.active when is_auto_completable
  goes false (undo mid-sequence) to stop perpetual background retry
- Touch selection: gate highlight rebuild on is_changed() — was
  despawning/respawning entities every frame unnecessarily
- Input: fire "Tap a pile to move" InfoToast on first tap in
  TapToSelect mode; document cursor_world 1:1 viewport invariant
- Drag threshold: raise desktop from 4 → 6 px to prevent accidental
  drags from cursor jitter on HiDPI displays

Desktop / Android (solitaire_app):
- Call cleanup_orphaned_tmp_files() at startup to remove .tmp files
  left by crashes between atomic write and rename

Design clarification (klondike_adapter.rs):
- Doc comment: Draw-1 recycling is penalty-only by design (never
  blocked) to avoid creating unwinnable positions

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 21:23:52 -07:00
funman300 20e5222148 fix(engine): send confirmed:true from game-over screen New Game handlers
Build and Deploy / build-and-push (push) Successful in 4m51s
The 'No Moves Available' dialog's New Game button and keyboard shortcut
were firing NewGameRequestEvent::default() (confirmed: false). When the
player has made moves, handle_new_game sees needs_confirm = true, then
hits the scrims.is_empty() guard — which is false because the GameOver-
Screen itself is a ModalScrim — and silently returns without starting a
new game or showing the confirm dialog.

Fix: set confirmed: true in both handle_game_over_input (N/Escape key)
and handle_game_over_button_input (click). The game is already stuck so
the abandon-confirmation guard does not apply, as the doc comment on the
button handler has always said.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 15:26:07 -07:00
funman300 44e90ff582 fix(ci): pass Quaternions registry token as Docker build secret
Build and Deploy / build-and-push (push) Successful in 4m39s
cargo fetch --locked was failing with "failed to parse manifest" because
.cargo/config.toml (which registers the Quaternions sparse index) was
never copied into the build image, and the registry's auth token was
never supplied.

Changes:
- COPY .cargo/config.toml into the builder stage so Cargo knows the
  Quaternions registry URL.
- Replace bare `cargo fetch` and `cargo build` with
  `--mount=type=secret,id=cargo_token` variants that set
  CARGO_REGISTRIES_QUATERNIONS_TOKEN from the mounted secret — token
  never appears in image layers or docker history.
- Workflow: pass CI_TOKEN as the `cargo_token` build secret.
- Add solitaire_engine/** and solitaire_server/Dockerfile to trigger
  paths so engine changes and Dockerfile edits kick off rebuilds.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:58:25 -07:00
funman300 0bae839e3b fix(wasm): gate wasm32-only imports behind cfg, add binaryen wasm-opt pass
Build and Deploy / build-and-push (push) Failing after 1m12s
- Gate `Startup` and `user_theme_dir` imports in theme/registry.rs
  behind `#[cfg(not(target_arch = "wasm32"))]` — they are only used
  in the non-wasm code path, eliminating two unused-import warnings
  in the WASM release build.
- Rebuild canvas_bg.wasm and solitaire_wasm_bg.wasm with wasm-opt -Oz
  (binaryen v129); canvas_bg.wasm drops from 57 MB → 30 MB.
- Add solitaire_web/Cargo.toml stub to server Dockerfile so
  `cargo fetch --locked` resolves all workspace members.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:53:36 -07:00
funman300 c68cf96488 fix(web): add WgpuSettingsPriority::WebGL2 for Chromium shader compatibility
Build and Deploy / build-and-push (push) Failing after 43s
Without this setting, wgpu's naga SPIR-V→GLSL translator uses features
unsupported by ANGLE (Chromium's WebGL2 implementation): storage buffers,
tight inter-stage component limits, etc. ANGLE rejects these shaders with
a fatal "Shader translation error" and a context-lost event.

WgpuSettingsPriority::WebGL2 constrains naga to emit GLES 300es-compatible
GLSL (same limits as WebGL2 spec: no storage buffers, max 31 inter-stage
components, max 255-byte vertex stride). Firefox was already permissive
enough to work without this; Chromium required it.

Result: game renders correctly in both Chromium (ANGLE/SwiftShader) and
Firefox (native WebGL2), with zero JS errors in both environments.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:24:27 -07:00
funman300 a92ac066a6 fix(web): resolve wasm32 runtime panics; game boots and renders in Firefox
Build and Deploy / build-and-push (push) Failing after 1m6s
Fixes found while testing the Bevy WASM build in a real browser:

1. chrono wasmbind: add `wasmbind` feature to workspace chrono dep so
   Local::now()/Utc::now() use js-sys::Date on wasm32 (previously
   fell through to std::time::SystemTime which panics on wasm32).

2. std::time::SystemTime: replace all remaining direct SystemTime::now()
   calls (4 sites across game_plugin, difficulty_plugin, time_attack_plugin,
   solitaire_data/storage) with chrono::Utc::now() which is wasm32-safe.

3. user_dir: return empty PathBuf (instead of panicking) when data_dir()
   is None on wasm32; there is no filesystem in the browser so user themes
   are unsupported and a benign empty path is correct.

4. ThemeRegistryPlugin: gate build_registry_on_startup to non-wasm32
   (the filesystem scan for user themes has nothing to scan in the browser;
   only the bundled embedded themes are available).

5. AssetMetaCheck::Never: configure AssetPlugin in solitaire_web to skip
   `.meta` sidecar fetches — we don't ship .meta files, so the default
   AssetMetaCheck::Always produced a 404 flood on every card/background asset.

Result: `http://localhost:<port>/play` boots in Firefox with zero errors
and renders the full Bevy game — home screen, onboarding modal, HUD all
visible. Assets load correctly from /assets/. Chromium has a separate
wgpu-27/ANGLE/GLES shader translation bug (not in our code); Firefox works.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 14:16:19 -07:00
funman300 f464aab543 fix(web): clean up wasm32 build warnings and wire /play route to Bevy canvas
Build and Deploy / build-and-push (push) Failing after 44s
- solitaire_data/sync_client.rs: fix SyncPayload/SyncResponse import split
  (SyncResponse is needed by LocalOnlyProvider which compiles on wasm32)
- solitaire_engine/assets/sources.rs: cfg-gate AssetApp/AssetSourceBuilder
  imports (only used in the non-wasm FileAssetReader block)
- solitaire_engine/auto_complete_plugin.rs: cfg-gate AUTO_COMPLETE_CHIME_VOLUME
- solitaire_engine/daily_challenge_plugin.rs: cfg-gate Task/AsyncComputeTaskPool
  imports and DailyChallengeTask struct (server fetch systems are non-wasm only)
- solitaire_engine/resources.rs: cfg-gate std::sync::Arc (TokioRuntimeResource
  is non-wasm only)
- solitaire_engine/settings_plugin.rs: cfg-gate ScanThemes variant, pill_button,
  and their match arms; fix refresh_registry import placement
- solitaire_server/src/lib.rs: point /play route at play.html (Bevy canvas);
  keep /play-classic serving game.html during transition period
- build_wasm.sh: add --no-typescript to wasm-bindgen call for canvas build
- solitaire_server/web/pkg: add canvas.js + canvas_bg.wasm build artifacts

wasm32 build and native clippy --workspace -D warnings both clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 13:55:39 -07:00
funman300 835a48fe9d feat(web): add solitaire_web Bevy WASM build targeting play.html canvas
Build and Deploy / build-and-push (push) Failing after 58s
Adds a new `solitaire_web` crate that compiles the full `solitaire_engine`
to `wasm32-unknown-unknown` and renders to a `<canvas id="bevy-canvas">`
element in `play.html` — the same ECS code path as desktop and Android.

Changes to enable the WASM target:
- .cargo/config.toml: add wasm32-unknown-unknown rustflags for getrandom
- Workspace Cargo.toml: add solitaire_web member
- solitaire_data/Cargo.toml: gate tokio/reqwest/dirs/keyring to non-wasm
- solitaire_data/src: add wasm32 branch to data_dir() (returns None);
  cfg-gate sync_client network types, auth_tokens, matomo_client
- solitaire_engine/Cargo.toml: gate tokio/reqwest/kira/arboard/dirs/zip
  to non-wasm (mio/cpal/arboard don't compile for wasm32-unknown-unknown)
- solitaire_engine/src/lib.rs: cfg-gate module declarations and re-exports
  for analytics, audio, sync, sync_setup, avatar, leaderboard plugins
- solitaire_engine/src/core_game_plugin.rs: cfg-gate plugin registrations
  that require TokioRuntime (audio, sync, analytics, leaderboard, avatar)
- solitaire_engine/src/resources.rs: cfg-gate TokioRuntimeResource
- solitaire_engine/src/game_plugin.rs: cfg-gate std::fs::remove_file (x10)
- solitaire_engine/src/theme/mod.rs: cfg-gate importer module (uses dirs+zip)
- solitaire_engine/src/settings_plugin.rs: cfg-gate theme ZIP import UI
- solitaire_engine/src/assets/sources.rs: cfg-gate FileAssetReader/user_theme_dir
- solitaire_engine/src/auto_complete_plugin.rs: cfg-gate audio system
- solitaire_engine/src/daily_challenge_plugin.rs: cfg-gate server fetch
- solitaire_engine/src/hud_plugin.rs: cfg-gate AvatarResource import
- solitaire_engine/src/profile_plugin.rs: cfg-gate AvatarResource import
- solitaire_server/web/play.html: minimal HTML canvas shell
- solitaire_web/: new crate (Cargo.toml + src/lib.rs)
- build_wasm.sh: add Bevy WASM build step (cargo + wasm-bindgen + wasm-opt)

All tests pass; clippy --workspace -- -D warnings clean; native build
(solitaire_engine, solitaire_app) unaffected.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 13:46:45 -07:00
funman300 9260ca7994 refactor: migrate PileType → KlondikePile across core/wasm/engine
Build and Deploy / build-and-push (push) Failing after 1m24s
- Replace PileType with typed KlondikePile (Foundation/Tableau variants)
  throughout solitaire_core, solitaire_wasm, and solitaire_engine;
  ReplayMove now uses SavedKlondikePile for serialisation stability
- Split replay_overlay.rs into replay_overlay/ module (mod, format,
  input, update, tests) for maintainability
- Add klondike dep to solitaire_engine and solitaire_data Cargo.toml
- Add TestPileState infrastructure to game_state.rs for engine unit tests
- Rebuild solitaire_wasm pkg (js + wasm artefacts updated)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-01 13:13:35 -07:00
funman300 ca612f51f1 Revert "refactor(core): split game_state.rs into submodule directory"
Build and Deploy / build-and-push (push) Failing after 50s
This reverts commit dba154cf92.
2026-05-29 18:51:59 -07:00
funman300 dba154cf92 refactor(core): split game_state.rs into submodule directory
Build and Deploy / build-and-push (push) Failing after 44s
1692-line monolith → 4 focused files:
- mod.rs (580): types, constructors, instruction mapping, core game actions
- serde_impl.rs (119): PersistedGameState + Serialize/Deserialize/PartialEq impls
- hints.rs (141): auto-complete detection and move-hint queries
- tests.rs (866): all 118 unit tests

No logic changes; all tests pass; clippy clean.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 18:24:47 -07:00
funman300 258abd198e chore(core): remove dead card_to_kl / suit_to_kl / rank_to_kl helpers
Build and Deploy / build-and-push (push) Failing after 56s
These were scaffolded for a future KlondikeState::from_piles() path
that never materialised. card_from_kl (used by sync_piles_from_session)
is retained; suit_from_kl / rank_from_kl are narrowed to pub(crate).

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 18:11:54 -07:00
funman300 389fdd1fb0 docs: add card-game integration guide (closes #76)
Full gap analysis between Quaternions/card_game and solitaire_core,
integration steps 1-7 (all now complete), and references.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 18:04:41 -07:00
funman300 6309d3325f fix(engine): auto-complete delay + right-click shake on no legal move
Closes #80: add AUTO_COMPLETE_INITIAL_DELAY (0.75 s) before the first
auto-complete move fires. Previously cooldown was 0.0, causing the
sequence to hijack the board the same frame the condition was met.

Closes #81: fire MoveRejectedEvent in radial_open_on_right_click when
the right-clicked card has no legal destinations, so the shake
animation and invalid-move sound play consistently on desktop/web.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 18:01:34 -07:00
funman300 862f7e4b48 chore(core): delete deck.rs and scoring.rs
Build and Deploy / build-and-push (push) Failing after 1m18s
- deck.rs (193 lines) — Deck/deal_klondike replaced by Klondike::with_seed()
- scoring.rs (152 lines) — scoring fns superseded by KlondikeAdapter; move
  compute_time_bonus to klondike_adapter.rs, update win_summary_plugin import
- Remove rand dep from solitaire_core (only used by deck.rs)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 17:42:30 -07:00
funman300 6496e130f3 feat(core): Step 2 — replace pile management with Session<Klondike>
Build and Deploy / build-and-push (push) Failing after 29s
- Delete rules.rs (228 lines) — move validation now handled by klondike engine
- Delete SolverState DFS from solver.rs (~900 lines) — replaced by session.solve()
- Rewrite GameState::new_with_mode() using Klondike::with_seed() (removes deck.rs dep)
- Rewrite move_cards/draw/undo to use Session<Klondike> as move executor
- Remove internal undo_stack (VecDeque<StateSnapshot>) — session owns history
- Sync piles from KlondikeState after each move via sync_piles_from_session()
- Update engine layer (game_plugin, input_plugin, card_plugin, etc.) to new API
- Net: 821 insertions, 3872 deletions (-3051 lines)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 17:31:09 -07:00
funman300 d4796fa252 feat(core): integrate klondike v0.3.0 / card_game v0.4.0 — solver + serde newtypes
Build and Deploy / build-and-push (push) Failing after 29s
Step 6: replace 767-line DFS seed-solver with Session<Klondike>::solve().
- try_solve_with_first_move() now delegates to card_game::Session::solve()
  with solve_moves_budget/solve_states_budget from SolverConfig
- Maps Ok(Some) → Winnable, Ok(None) → Unwinnable, Err → Inconclusive
- try_solve_from_state() retains the DFS (pile mapping pending, step 2)
- Removed dead SolverState::initial() — no longer needed for seed path
- Updated tests: session solver returns no Unwinnable in 0..500 range
  (all non-Winnable deals are Inconclusive); updated engine seed-retry test

Step 7: SavedInstruction serde newtypes in klondike_adapter.
- SavedInstruction mirrors KlondikeInstruction with Serialize+Deserialize
- Sub-types: SavedDstFoundation, SavedDstTableau, SavedKlondikePile,
  SavedKlondikePileStack, SavedTableauStack, SavedTableau, SavedFoundation,
  SavedSkipCards — all with serde derives
- From<KlondikeInstruction> for SavedInstruction (infallible)
- TryFrom<SavedInstruction> for KlondikeInstruction (InvalidSavedInstruction
  on out-of-range u8 values)
- InvalidSavedInstruction error type via thiserror

Also: chore(deps): bump klondike to v0.3.0, card_game to v0.4.0 (Cargo.toml/lock)

All 1399 tests pass; clippy clean.

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 15:43:32 -07:00
funman300 57c4b5aacf feat(core): card/pile conversion utils and GameMode-aware scoring (steps 2-prep, 5)
Build and Deploy / build-and-push (push) Failing after 55s
Step 2 prep — card_game dep + type-conversion utilities:
- Add card_game = "0.3.0" (registry Quaternions) to workspace + core
- suit_to_kl / suit_from_kl, rank_to_kl / rank_from_kl
- card_to_kl (drops id, Deck1), card_from_kl (reconstructs stable id
  from Clubs-first suit×13+rank ordering matching deck.rs)
- Ready to wire into KlondikeState pile projection once upstream
  adds KlondikeState::from_piles()

Step 5 — GameMode-aware scoring in the adapter:
- score_for_move_with_mode, score_for_flip_with_mode (return 0 in Zen)
- apply_undo_score (static, handles Zen + −15 penalty + clamp)
- score_for_recycle_with_mode (return 0 in Zen)
- game_state.rs: all inline GameMode::Zen checks replaced with
  adapter calls; adapter is now the single source of truth for
  "what score does this action give in this mode"

192 tests pass; clippy -D warnings clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:38:41 -07:00
funman300 f1914b4398 feat(core): add klondike v0.2.0 dep and KlondikeAdapter (integration steps 1, 3, 4)
Build and Deploy / build-and-push (push) Failing after 1m0s
Step 1 — Cargo & registry:
- Add .cargo/config.toml with Quaternions sparse registry
  (https://git.aleshym.co/api/packages/Quaternions/cargo/)
- Add klondike = "0.2.0" to workspace deps (+ card_game v0.3.0,
  arrayvec v0.7.6 as transitives via the Quaternions registry)
- Add klondike as a solitaire_core dep

Step 3 — KlondikeConfig / MoveFromFoundationConfig:
- KlondikeAdapter::new(draw_mode, take_from_foundation) builds a
  KlondikeConfig with the correct DrawStockConfig and
  MoveFromFoundationConfig (Allowed/Disallowed); exposes it via
  klondike_config() for future solver and pile-mapping steps

Step 4 — Scoring via ScoringConfig:
- GameState.adapter (serde(skip)) owns the authoritative KlondikeConfig
  with ScoringConfig::DEFAULT (WXP values)
- score_for_move/flip/undo/recycle replace direct scoring.rs calls;
  scoring.rs retained for reference and future deletion
- score_for_recycle implements the WXP free-recycle allowance rule
  that ScoringConfig::recycle cannot express (flat delta)
- PartialEq/Eq for KlondikeAdapter compare draw_stock and
  move_from_foundation only (scoring is always DEFAULT)

All 192 solitaire_core tests pass; clippy -D warnings clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:34:22 -07:00
funman300 0a6eb8c610 Revert "docs: update integration doc to reflect klondike v0.2.0 / card_game v0.3.0"
This reverts commit bb92bb333b.
2026-05-29 14:06:00 -07:00
funman300 bb92bb333b docs: update integration doc to reflect klondike v0.2.0 / card_game v0.3.0
Both upstream issues are now merged:
- PR #13 (closes #10): ScoringConfig with 5 configurable deltas lands
  in KlondikeConfig; KlondikeStats gains flip_up_bonus_count and
  move_from_foundation_count; score() takes &ScoringConfig
- PR #12 (closes #11): MoveFromFoundationConfig (Allowed/Disallowed)
  lands in KlondikeConfig; is_instruction_valid enforces it

Doc changes:
- "Already has" table updated with ScoringConfig, MoveFromFoundationConfig,
  richer KlondikeStats counters, and version numbers (v0.3.0 / v0.2.0)
- Gap 1 scoring table gains a "Handled by" column showing which deltas
  upstream now owns vs. which remain in our adapter (undo penalty,
  recycle-with-free-allowance, score floor, time bonus)
- Gap 1 adds note that ScoringConfig::recycle is a flat delta and cannot
  express the "N free recycles then penalty" WXP rule
- Gap 4 marked as upstream merged; notes that upstream default is
  MoveFromFoundationConfig::Allowed — we must explicitly set Disallowed
- Integration path: steps renumbered (8→7), step 3 now configures
  MoveFromFoundationConfig, step 4 splits upstream-handled vs.
  adapter-owned scoring; dependency versions pinned
- References updated with PR links and release commit hashes

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:05:35 -07:00
funman300 38e4c0341e feat(engine): reactive render — animations drive RequestRedraw, focused_mode reactive on Android
All per-frame animation tick systems now write MessageWriter<RequestRedraw>
each frame they have active work, allowing WinitSettings focused_mode to
switch from Continuous to reactive_low_power(100 ms) on Android.

Systems updated:
- advance_card_animations (CardAnimationPlugin)
- advance_card_anims (AnimationPlugin — deal/win cascade)
- tick_shake_anim, tick_settle_anim, tick_foundation_flourish (FeedbackAnimPlugin)
- drive_toast_display (AnimationPlugin — toast countdown)
- drive_auto_complete (AutoCompletePlugin — step interval keepalive)

The 100 ms low-power ceiling means the game timer still ticks ~10×/s
with no input; animations self-sustain via the redraw chain at full
frame rate while active; and the GPU is completely idle between frames
when the board is static.

Each plugin registers add_message::<RequestRedraw>() so the message
type is available under MinimalPlugins in unit tests.

Closes #78, #79

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
2026-05-29 13:54:54 -07:00
78 changed files with 12883 additions and 11193 deletions
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@@ -0,0 +1,5 @@
[registries.Quaternions]
index = "sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/"
[target.wasm32-unknown-unknown]
rustflags = ['--cfg', 'getrandom_backend="wasm_js"']
+46
View File
@@ -6,10 +6,14 @@ on:
branches: [master]
paths:
- 'solitaire_server/**'
- 'solitaire_wasm/**'
- 'solitaire_web/**'
- 'solitaire_sync/**'
- 'solitaire_core/**'
- 'solitaire_engine/**'
- 'Cargo.toml'
- 'Cargo.lock'
- 'solitaire_server/Dockerfile'
- '.gitea/workflows/docker-build.yml'
env:
@@ -32,6 +36,48 @@ jobs:
id: meta
run: echo "sha=${GITHUB_SHA::8}" >> "$GITHUB_OUTPUT"
- name: Check wasm pkg drift
run: |
set -euo pipefail
BASE_SHA="${{ github.event.before }}"
HEAD_SHA="${{ github.sha }}"
if [ -n "$BASE_SHA" ] && git cat-file -e "$BASE_SHA^{commit}" 2>/dev/null; then
RANGE="$BASE_SHA..$HEAD_SHA"
else
RANGE="HEAD~1..HEAD"
fi
CHANGED="$(git diff --name-only "$RANGE")"
echo "Changed files:"
echo "$CHANGED"
if echo "$CHANGED" | grep -Eq '^(solitaire_wasm/|solitaire_core/|Cargo\.toml|Cargo\.lock)$|^(solitaire_wasm/|solitaire_core/)'; then
if ! echo "$CHANGED" | grep -Eq '^solitaire_server/web/pkg/solitaire_wasm\.js$|^solitaire_server/web/pkg/solitaire_wasm_bg\.wasm$'; then
echo "error: wasm/core/Cargo changed but committed web pkg artifacts are missing."
echo "Run: wasm-pack build --target web --out-dir solitaire_server/web/pkg --no-typescript solitaire_wasm"
exit 1
fi
fi
# Hard check: solitaire_web/ is the direct Bevy WASM source — any
# change there MUST rebuild canvas_bg.wasm or the binary goes stale.
if echo "$CHANGED" | grep -Eq '^solitaire_web/'; then
if ! echo "$CHANGED" | grep -Eq '^solitaire_server/web/pkg/canvas_bg\.wasm$'; then
echo "error: solitaire_web/ changed but canvas_bg.wasm not updated."
echo "Run: ./build_wasm.sh (requires wasm-bindgen-cli + wasm32-unknown-unknown target)"
exit 1
fi
fi
# Advisory notice: solitaire_engine/ and solitaire_core/ changes often
# require a Bevy WASM rebuild but are not enforced (formatting-only
# commits should not be blocked).
if echo "$CHANGED" | grep -Eq '^(solitaire_engine/|solitaire_core/)' && \
! echo "$CHANGED" | grep -Eq '^solitaire_server/web/pkg/canvas_bg\.wasm$'; then
echo "notice: solitaire_engine/core changed without a canvas_bg.wasm rebuild."
echo " If the change affects gameplay run ./build_wasm.sh before pushing."
fi
- name: Log in to Gitea registry
uses: docker/login-action@v3
with:
+5
View File
@@ -15,6 +15,11 @@ agentdb.rvf.lock
# IDE project files
.idea/
# Browser e2e harness artifacts
solitaire_server/e2e/node_modules/
solitaire_server/e2e/playwright-report/
solitaire_server/e2e/test-results/
# Android signing keystores — never commit
*.jks
*.jks.bak
Generated
+352 -13
View File
@@ -364,6 +364,12 @@ version = "0.7.6"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7c02d123df017efcdfbd739ef81735b36c5ba83ec3c59c80a9d7ecc718f92e50"
[[package]]
name = "arrayvec"
version = "0.7.6"
source = "sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/"
checksum = "813440870d646c57c222c1d713dc4e3ddcb2919c3801564d767d85d7bf2afee4"
[[package]]
name = "as-raw-xcb-connection"
version = "1.0.1"
@@ -717,6 +723,28 @@ dependencies = [
"android-activity",
]
[[package]]
name = "bevy_anti_alias"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "726cc494eb7d6a84ce6291c23636fd451fa4846604dc059fa93febca4e60a928"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_core_pipeline",
"bevy_derive",
"bevy_diagnostic",
"bevy_ecs",
"bevy_image",
"bevy_math",
"bevy_reflect",
"bevy_render",
"bevy_shader",
"bevy_utils",
"tracing",
]
[[package]]
name = "bevy_app"
version = "0.18.1"
@@ -878,6 +906,35 @@ dependencies = [
"syn",
]
[[package]]
name = "bevy_dev_tools"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a4f1464a3f5ef5c23d917987714ee89881f9f791e9ff97ecf6600ee846b9569e"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_color",
"bevy_diagnostic",
"bevy_ecs",
"bevy_image",
"bevy_input",
"bevy_math",
"bevy_picking",
"bevy_reflect",
"bevy_render",
"bevy_shader",
"bevy_state",
"bevy_text",
"bevy_time",
"bevy_transform",
"bevy_ui",
"bevy_ui_render",
"bevy_window",
"tracing",
]
[[package]]
name = "bevy_diagnostic"
version = "0.18.1"
@@ -901,7 +958,7 @@ version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c9cf7a3ee41342dd7b5a5d82e200d0e8efb933169247fce853b4ad633d51e87d"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bevy_ecs_macros",
"bevy_platform",
"bevy_ptr",
@@ -945,6 +1002,36 @@ dependencies = [
"encase_derive_impl",
]
[[package]]
name = "bevy_feathers"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1cb29be8f8443c5cc44e1c4710bbe02877e73703c60228ca043f20529a5496c6"
dependencies = [
"accesskit",
"bevy_a11y",
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_color",
"bevy_derive",
"bevy_ecs",
"bevy_input_focus",
"bevy_log",
"bevy_math",
"bevy_picking",
"bevy_platform",
"bevy_reflect",
"bevy_render",
"bevy_shader",
"bevy_text",
"bevy_ui",
"bevy_ui_render",
"bevy_ui_widgets",
"bevy_window",
"smol_str",
]
[[package]]
name = "bevy_gizmos"
version = "0.18.1"
@@ -1067,14 +1154,17 @@ checksum = "6a11df62e49897def470471551c02f13c6fb488e55dddb5ab7ef098132e07754"
dependencies = [
"bevy_a11y",
"bevy_android",
"bevy_anti_alias",
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_color",
"bevy_core_pipeline",
"bevy_derive",
"bevy_dev_tools",
"bevy_diagnostic",
"bevy_ecs",
"bevy_feathers",
"bevy_gizmos_render",
"bevy_image",
"bevy_input",
@@ -1082,6 +1172,7 @@ dependencies = [
"bevy_log",
"bevy_math",
"bevy_mesh",
"bevy_pbr",
"bevy_platform",
"bevy_ptr",
"bevy_reflect",
@@ -1101,6 +1192,27 @@ dependencies = [
"bevy_winit",
]
[[package]]
name = "bevy_light"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "4d9d2ac64390a9baacb3c0fa0f5456ac1553959d5a387874c102a09aab8b92cc"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_color",
"bevy_ecs",
"bevy_image",
"bevy_math",
"bevy_mesh",
"bevy_platform",
"bevy_reflect",
"bevy_transform",
"bevy_utils",
"tracing",
]
[[package]]
name = "bevy_log"
version = "0.18.1"
@@ -1138,7 +1250,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e931fa969f89c83498b22c97432383afe90e90fd1a5e04fa07be8da4d3bcac84"
dependencies = [
"approx",
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bevy_reflect",
"derive_more",
"glam 0.30.10",
@@ -1161,7 +1273,9 @@ dependencies = [
"bevy_asset",
"bevy_derive",
"bevy_ecs",
"bevy_image",
"bevy_math",
"bevy_mikktspace",
"bevy_platform",
"bevy_reflect",
"bevy_transform",
@@ -1174,6 +1288,71 @@ dependencies = [
"wgpu-types",
]
[[package]]
name = "bevy_mikktspace"
version = "0.17.0-dev"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7ef8e4b7e61dfe7719bb03c884dc270cd46a82efb40f93e9933b990c5c190c59"
[[package]]
name = "bevy_pbr"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a5ab6944ffc6fd71604c0fbca68cc3e2a3654edfcdbfd232f9d8b88e3d20fdc0"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_color",
"bevy_core_pipeline",
"bevy_derive",
"bevy_diagnostic",
"bevy_ecs",
"bevy_image",
"bevy_light",
"bevy_log",
"bevy_math",
"bevy_mesh",
"bevy_platform",
"bevy_reflect",
"bevy_render",
"bevy_shader",
"bevy_transform",
"bevy_utils",
"bitflags 2.11.1",
"bytemuck",
"derive_more",
"fixedbitset",
"nonmax",
"offset-allocator",
"smallvec",
"static_assertions",
"thiserror 2.0.18",
"tracing",
]
[[package]]
name = "bevy_picking"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b7d524dbc8f2c9e73f7ab70c148c8f7886f3c24b8aa8c252a38ba68ed06cbf10"
dependencies = [
"bevy_app",
"bevy_asset",
"bevy_camera",
"bevy_derive",
"bevy_ecs",
"bevy_input",
"bevy_math",
"bevy_platform",
"bevy_reflect",
"bevy_time",
"bevy_transform",
"bevy_window",
"tracing",
"uuid",
]
[[package]]
name = "bevy_platform"
version = "0.18.1"
@@ -1500,6 +1679,7 @@ dependencies = [
"bevy_input",
"bevy_input_focus",
"bevy_math",
"bevy_picking",
"bevy_platform",
"bevy_reflect",
"bevy_sprite",
@@ -1512,6 +1692,7 @@ dependencies = [
"taffy",
"thiserror 2.0.18",
"tracing",
"uuid",
]
[[package]]
@@ -1545,6 +1726,26 @@ dependencies = [
"tracing",
]
[[package]]
name = "bevy_ui_widgets"
version = "0.18.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b6a63cb818b0de41bdb14990e0ce1aaaa347f871750ab280f80c427e83d72712"
dependencies = [
"accesskit",
"bevy_a11y",
"bevy_app",
"bevy_camera",
"bevy_ecs",
"bevy_input",
"bevy_input_focus",
"bevy_log",
"bevy_math",
"bevy_picking",
"bevy_reflect",
"bevy_ui",
]
[[package]]
name = "bevy_utils"
version = "0.18.1"
@@ -1672,6 +1873,7 @@ version = "2.11.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c4512299f36f043ab09a583e57bceb5a5aab7a73db1805848e8fef3c9e8c78b3"
dependencies = [
"bytemuck",
"serde_core",
]
@@ -1703,7 +1905,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0aa83c34e62843d924f905e0f5c866eb1dd6545fc4d719e803d9ba6030371fce"
dependencies = [
"arrayref",
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"cc",
"cfg-if",
"constant_time_eq",
@@ -1879,6 +2081,15 @@ dependencies = [
"wayland-client",
]
[[package]]
name = "card_game"
version = "0.4.0"
source = "sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/"
checksum = "d206df6d87340019a0f5b621976cf98bc75c659a7f93ef348aaab2a9336098a9"
dependencies = [
"arrayvec 0.7.6 (sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/)",
]
[[package]]
name = "cbc"
version = "0.1.2"
@@ -1939,6 +2150,17 @@ version = "0.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "18758054972164c3264f7c8386f5fc6da6114cb46b619fd365d4e3b2dc3ae487"
[[package]]
name = "chacha20"
version = "0.10.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6f8d983286843e49675a4b7a2d174efe136dc93a18d69130dd18198a6c167601"
dependencies = [
"cfg-if",
"cpufeatures 0.3.0",
"rand_core 0.10.1",
]
[[package]]
name = "chrono"
version = "0.4.44"
@@ -3457,6 +3679,17 @@ dependencies = [
"weezl",
]
[[package]]
name = "gl_generator"
version = "0.14.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "1a95dfc23a2b4a9a2f5ab41d194f8bfda3cabec42af4e39f08c339eb2a0c124d"
dependencies = [
"khronos_api",
"log",
"xml-rs",
]
[[package]]
name = "glam"
version = "0.30.10"
@@ -3485,6 +3718,27 @@ version = "0.3.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "0cc23270f6e1808e30a928bdc84dea0b9b4136a8bc82338574f23baf47bbd280"
[[package]]
name = "glow"
version = "0.16.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "c5e5ea60d70410161c8bf5da3fdfeaa1c72ed2c15f8bbb9d19fe3a4fad085f08"
dependencies = [
"js-sys",
"slotmap",
"wasm-bindgen",
"web-sys",
]
[[package]]
name = "glutin_wgl_sys"
version = "0.6.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "2c4ee00b289aba7a9e5306d57c2d05499b2e5dc427f84ac708bd2c090212cf3e"
dependencies = [
"gl_generator",
]
[[package]]
name = "governor"
version = "0.10.4"
@@ -4309,6 +4563,23 @@ dependencies = [
"uuid",
]
[[package]]
name = "khronos-egl"
version = "6.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6aae1df220ece3c0ada96b8153459b67eebe9ae9212258bb0134ae60416fdf76"
dependencies = [
"libc",
"libloading",
"pkg-config",
]
[[package]]
name = "khronos_api"
version = "3.1.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "e2db585e1d738fc771bf08a151420d3ed193d9d895a36df7f6f8a9456b911ddc"
[[package]]
name = "kira"
version = "0.12.0"
@@ -4326,13 +4597,23 @@ dependencies = [
"triple_buffer",
]
[[package]]
name = "klondike"
version = "0.3.0"
source = "sparse+https://git.aleshym.co/api/packages/Quaternions/cargo/"
checksum = "347d55e6cf7c90b3d038262071eb2fdb0b75a713fe66c452a3400ff08fb716bc"
dependencies = [
"card_game",
"rand 0.10.1",
]
[[package]]
name = "kurbo"
version = "0.13.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "7564e90fe3c0d5771e1f0bc95322b21baaeaa0d9213fa6a0b61c99f8b17b3bfb"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"euclid",
"smallvec",
]
@@ -4740,7 +5021,7 @@ version = "27.0.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "066cf25f0e8b11ee0df221219010f213ad429855f57c494f995590c861a9a7d8"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bit-set",
"bitflags 2.11.1",
"cfg-if",
@@ -5947,6 +6228,16 @@ dependencies = [
"rand_core 0.9.5",
]
[[package]]
name = "rand"
version = "0.10.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "d2e8e8bcc7961af1fdac401278c6a831614941f6164ee3bf4ce61b7edb162207"
dependencies = [
"chacha20",
"rand_core 0.10.1",
]
[[package]]
name = "rand_chacha"
version = "0.3.1"
@@ -5985,6 +6276,12 @@ dependencies = [
"getrandom 0.3.4",
]
[[package]]
name = "rand_core"
version = "0.10.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "63b8176103e19a2643978565ca18b50549f6101881c443590420e4dc998a3c69"
[[package]]
name = "rand_distr"
version = "0.5.1"
@@ -6980,7 +7277,8 @@ dependencies = [
name = "solitaire_core"
version = "0.1.0"
dependencies = [
"rand 0.9.4",
"card_game",
"klondike",
"serde",
"thiserror 2.0.18",
]
@@ -6997,6 +7295,7 @@ dependencies = [
"jni 0.21.1",
"jsonwebtoken",
"keyring-core",
"klondike",
"reqwest",
"serde",
"serde_json",
@@ -7023,6 +7322,7 @@ dependencies = [
"image",
"jni 0.21.1",
"kira",
"klondike",
"reqwest",
"resvg",
"ron",
@@ -7082,6 +7382,7 @@ dependencies = [
"chrono",
"console_error_panic_hook",
"getrandom 0.3.4",
"klondike",
"serde",
"serde-wasm-bindgen",
"serde_json",
@@ -7090,6 +7391,18 @@ dependencies = [
"web-sys",
]
[[package]]
name = "solitaire_web"
version = "0.1.0"
dependencies = [
"bevy",
"console_error_panic_hook",
"getrandom 0.3.4",
"solitaire_data",
"solitaire_engine",
"wasm-bindgen",
]
[[package]]
name = "spin"
version = "0.9.8"
@@ -7502,7 +7815,7 @@ version = "0.5.5"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ea00cc4f79b7f6bb7ff87eddc065a1066f3a43fe1875979056672c9ef948c2af"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bitflags 1.3.2",
"bytemuck",
"lazy_static",
@@ -7601,7 +7914,7 @@ version = "0.9.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "41ba83ebaf2954d31d05d67340fd46cebe99da2b7133b0dd68d70c65473a437b"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"grid",
"serde",
"slotmap",
@@ -7870,7 +8183,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "83d13394d44dae3207b52a326c0c85a8bf87f1541f23b0d143811088497b09ab"
dependencies = [
"arrayref",
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bytemuck",
"cfg-if",
"log",
@@ -7884,7 +8197,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "47ffee5eaaf5527f630fb0e356b90ebdec84d5d18d937c5e440350f88c5a91ea"
dependencies = [
"arrayref",
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bytemuck",
"cfg-if",
"log",
@@ -9044,12 +9357,13 @@ version = "27.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bfe68bac7cde125de7a731c3400723cadaaf1703795ad3f4805f187459cd7a77"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bitflags 2.11.1",
"cfg-if",
"cfg_aliases",
"document-features",
"hashbrown 0.16.1",
"js-sys",
"log",
"naga",
"portable-atomic",
@@ -9057,6 +9371,8 @@ dependencies = [
"raw-window-handle",
"smallvec",
"static_assertions",
"wasm-bindgen",
"web-sys",
"wgpu-core",
"wgpu-hal",
"wgpu-types",
@@ -9068,7 +9384,7 @@ version = "27.0.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "27a75de515543b1897b26119f93731b385a19aea165a1ec5f0e3acecc229cae7"
dependencies = [
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"bit-set",
"bit-vec",
"bitflags 2.11.1",
@@ -9088,6 +9404,7 @@ dependencies = [
"smallvec",
"thiserror 2.0.18",
"wgpu-core-deps-apple",
"wgpu-core-deps-wasm",
"wgpu-core-deps-windows-linux-android",
"wgpu-hal",
"wgpu-types",
@@ -9102,6 +9419,15 @@ dependencies = [
"wgpu-hal",
]
[[package]]
name = "wgpu-core-deps-wasm"
version = "27.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "9b1027dcf3b027a877e44819df7ceb0e2e98578830f8cd34cd6c3c7c2a7a50b7"
dependencies = [
"wgpu-hal",
]
[[package]]
name = "wgpu-core-deps-windows-linux-android"
version = "27.0.0"
@@ -9118,7 +9444,7 @@ source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5b21cb61c57ee198bc4aff71aeadff4cbb80b927beb912506af9c780d64313ce"
dependencies = [
"android_system_properties",
"arrayvec",
"arrayvec 0.7.6 (registry+https://github.com/rust-lang/crates.io-index)",
"ash",
"bit-set",
"bitflags 2.11.1",
@@ -9127,15 +9453,20 @@ dependencies = [
"cfg-if",
"cfg_aliases",
"core-graphics-types 0.2.0",
"glow",
"glutin_wgl_sys",
"gpu-alloc",
"gpu-allocator",
"gpu-descriptor",
"hashbrown 0.16.1",
"js-sys",
"khronos-egl",
"libc",
"libloading",
"log",
"metal",
"naga",
"ndk-sys",
"objc",
"once_cell",
"ordered-float",
@@ -9148,6 +9479,8 @@ dependencies = [
"renderdoc-sys",
"smallvec",
"thiserror 2.0.18",
"wasm-bindgen",
"web-sys",
"wgpu-types",
"windows 0.58.0",
"windows-core 0.58.0",
@@ -10030,6 +10363,12 @@ version = "0.2.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "b9cc00251562a284751c9973bace760d86c0276c471b4be569fe6b068ee97a56"
[[package]]
name = "xml-rs"
version = "0.8.28"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3ae8337f8a065cfc972643663ea4279e04e7256de865aa66fe25cec5fb912d3f"
[[package]]
name = "xmlwriter"
version = "0.1.0"
+4 -1
View File
@@ -8,6 +8,7 @@ members = [
"solitaire_app",
"solitaire_assetgen",
"solitaire_wasm",
"solitaire_web",
]
resolver = "2"
@@ -21,7 +22,7 @@ rust-version = "1.95"
serde = { version = "1", features = ["derive"] }
serde_json = "1"
uuid = { version = "1", features = ["v4", "serde"] }
chrono = { version = "0.4", features = ["serde"] }
chrono = { version = "0.4", features = ["serde", "wasmbind"] }
thiserror = "2"
rand = "0.9"
async-trait = "0.1"
@@ -37,6 +38,8 @@ solitaire_core = { path = "solitaire_core" }
solitaire_sync = { path = "solitaire_sync" }
solitaire_data = { path = "solitaire_data" }
solitaire_engine = { path = "solitaire_engine" }
klondike = { version = "0.3.0", registry = "Quaternions" }
card_game = { version = "0.4.0", registry = "Quaternions" }
# Bevy with `default-features = false` to avoid the unused
# `bevy_audio → rodio + symphonia + cpal 0.15 + alsa 0.9` chain.
+20
View File
@@ -118,8 +118,28 @@ cargo test -p solitaire_core -p solitaire_sync -p solitaire_data -p solitaire_se
# Lint
cargo clippy --workspace --all-targets -- -D warnings
# Browser e2e smoke (starts solitaire_server automatically)
cd solitaire_server/e2e
npm ci
npx playwright install chromium
npm test
# Seed-batch cycle regression gate (thresholded)
npm run review:cycles:regression
# Loop-aware candidate benchmark (writes test-results/cycle-candidate.json)
npm run review:cycles:candidate
```
For layered engine-vs-UI automation design (Rust unit tests, wasm debug-API
integration tests, and Playwright UI validation), see
[docs/testing-architecture.md](docs/testing-architecture.md).
For Quaternions (`klondike` / `card_game`) dependency upgrades, use
[`scripts/update_quaternions_deps.sh`](scripts/update_quaternions_deps.sh) and
the runbook in [docs/card-game-integration.md](docs/card-game-integration.md).
## Credits
Built on [Bevy](https://bevyengine.org/) and the wider Rust ecosystem
+48 -7
View File
@@ -1,18 +1,21 @@
#!/usr/bin/env bash
# Rebuild the solitaire_wasm crate and install the output into
# solitaire_server/web/pkg/ so the server can serve the replay viewer.
# Rebuild WASM artifacts and install them into solitaire_server/web/pkg/.
#
# Two artifacts are produced:
# solitaire_wasm.* — thin replay-viewer + interactive JS API (wasm-pack)
# canvas.* — full Bevy WASM app for play.html (cargo + wasm-bindgen)
#
# Prerequisites:
# cargo install wasm-pack
# cargo install wasm-pack wasm-bindgen-cli
# rustup target add wasm32-unknown-unknown
# (optional) cargo install wasm-opt # for smaller canvas_bg.wasm
#
# Run from the repo root:
# ./build_wasm.sh
#
# The generated files (solitaire_wasm.js + solitaire_wasm_bg.wasm) are
# committed to git so self-hosters who don't touch the WASM crate can
# skip this step. Regenerate after any change to solitaire_wasm/ or
# solitaire_core/.
# The generated pkg/ files are committed to git so self-hosters who don't
# touch the WASM crates can skip this step. Regenerate after any change to
# solitaire_wasm/, solitaire_web/, solitaire_engine/, or solitaire_core/.
set -euo pipefail
@@ -36,5 +39,43 @@ wasm-pack build \
# Remove them — we manage the output directory ourselves.
rm -f "$OUT_DIR/package.json" "$OUT_DIR/.gitignore"
# ---------------------------------------------------------------------------
# Bevy WASM app (solitaire_web → canvas.js + canvas_bg.wasm)
# ---------------------------------------------------------------------------
if ! command -v wasm-bindgen &> /dev/null; then
echo "error: wasm-bindgen not found." >&2
echo " Install with: cargo install wasm-bindgen-cli" >&2
echo " The CLI version must match the wasm-bindgen crate dep." >&2
exit 1
fi
echo "Building solitaire_web (Bevy WASM app)..."
cargo build --release --target wasm32-unknown-unknown -p solitaire_web
echo "Running wasm-bindgen for solitaire_web..."
wasm-bindgen \
--out-dir "$OUT_DIR" \
--out-name canvas \
--target web \
--no-typescript \
"$REPO_ROOT/target/wasm32-unknown-unknown/release/solitaire_web.wasm"
# Optional size optimisation — Bevy bundles are large (~5-15 MB uncompressed).
# wasm-opt passes are skipped silently when the tool is not installed.
if command -v wasm-opt &> /dev/null; then
echo "Running wasm-opt on canvas_bg.wasm..."
# Use -O2 (not -Oz): Bevy's render pipeline uses deep call stacks and
# complex memory patterns that wasm-opt -Oz can miscompile, resulting
# in a grey screen on first load. -O2 is speed-optimised and avoids
# the size-focused transforms that trigger the regression.
wasm-opt -O2 \
-o "$OUT_DIR/canvas_bg.wasm" \
"$OUT_DIR/canvas_bg.wasm"
else
echo "note: wasm-opt not found; skipping size optimisation."
echo " Install with: cargo install wasm-opt (or via binaryen)"
fi
echo "Done. Output:"
ls -lh "$OUT_DIR"
+195
View File
@@ -0,0 +1,195 @@
# Integrating `card_game` / `klondike` as the Solitaire Core
**Context:** A collaborator ([Quaternions](https://git.aleshym.co/Quaternions/card_game)) is building a pure-logic Klondike library in Rust. This document maps what that library currently provides against what Ferrous Solitaire's `solitaire_core` crate requires.
**Approach:** Most gaps are closed in Ferrous Solitaire's own `solitaire_core` crate via a wrapper/adapter layer. Gaps 1, 3, and 4 have been addressed upstream. Integration is ready to begin.
---
## What `card_game` + `klondike` Already Has
### `card_game` crate (generic primitives) — v0.4.0
| Feature | Notes |
|---|---|
| `Card` (Deck + Suit + Rank packed in 1 byte) | `NonZeroU8` layout — no heap allocation |
| `Suit`, `Rank`, `Deck` enums | Full A→K, 4 suits, up to 4 deck IDs |
| `Stack<CAP>` | Const-generic `ArrayVec` wrapper |
| `Pile<DN, UP>` | Face-down + face-up stacks; `flip_up`, `pop_flip_up` |
| `Game` trait | `possible_instructions`, `is_instruction_valid`, `process_instruction`, `is_win` |
| `Session` | Wraps a `Game`; snapshot-based undo (O(1)), score including undo penalty |
| `Session::solve()` | Built-in DFS solver with move/state budgets; returns `Solution<G>` or `SolveError` |
| `StateSnapshot<G>` | Pre-move state + instruction; used by snapshot history and `Solution` |
| `SessionState::score()` | = `game_score + undos × undo_penalty` (15 by default via `SessionConfig`) |
| `SessionConfig` | `undo_penalty`, `solve_moves_budget`, `solve_states_budget` |
### `klondike` crate (Klondike rules) — v0.3.0
| Feature | Notes |
|---|---|
| 7 tableau + 4 foundation + 1 stock | Fully dealt from a seeded RNG |
| Draw-1 / Draw-3 config | `KlondikeConfig::draw_stock` (`DrawStockConfig`) |
| `MoveFromFoundationConfig` | `Allowed` (upstream default) / `Disallowed`; controls foundation → tableau rule |
| `ScoringConfig` | Configurable deltas: `move_to_foundation` (+10), `flip_up_bonus` (+5), `move_to_tableau` (+5), `move_from_foundation` (15), `recycle` (0 by default) |
| `KlondikeStats::score(&config)` | Computes score from per-event counters × `ScoringConfig` deltas |
| `KlondikeStats` counters | `move_to_foundation_count`, `flip_up_bonus_count`, `move_to_tableau_count`, `move_from_foundation_count`, `recycle_count`, `moves` |
| Foundation placement (Ace start, suit-matched A→K) | ✅ |
| Tableau placement (alternating colour, K on empty) | ✅ |
| Multi-card stack moves (via `SkipCards`) | ✅ |
| `RotateStock` (recycle waste → stock) | ✅ |
| `is_win_trivial` (all face-down cards cleared) | Auto-complete trigger |
| `get_auto_move` / `get_sorted_moves` | Priority-ranked move suggestion (take `&KlondikeConfig`) |
| Benchmark suite (`klondike-bench`) | 1 000-game throughput test |
| CLI display (`klondike-cli`) | Terminal renderer |
---
## What Ferrous Solitaire's `solitaire_core` Needs (Gaps)
### 1. Scoring — remaining adapter responsibilities
Ferrous uses **Windows XP Standard** scoring. The exact table already implemented in `solitaire_core/src/scoring.rs`:
| Event | Delta | Handled by |
|---|---|---|
| Any card → foundation | +10 | `KlondikeStats` / `ScoringConfig::move_to_foundation` ✅ |
| Waste → tableau | +5 | `KlondikeStats` / `ScoringConfig::move_to_tableau` ✅ |
| Flip face-down tableau card | +5 | `KlondikeStats` / `ScoringConfig::flip_up_bonus` ✅ |
| Foundation → tableau | 15 | `KlondikeStats` / `ScoringConfig::move_from_foundation` ✅ |
| Undo | 15 | `SessionStats` / `SessionConfig::undo_penalty` ✅ |
| Recycle (Draw-1, after 1st free) | 100 | **Our adapter** — see below |
| Recycle (Draw-3, after 3rd free) | 20 | **Our adapter** — see below |
| Score floor | `score.max(0)` always | **Our adapter** |
| Time bonus on win | `700_000 / elapsed_seconds` | **Our adapter** (not wasm-portable) |
Reference: <https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html>
**Undo penalty:** `SessionState::score()` = `KlondikeStats.score(&scoring) + undos × undo_penalty`. The 15 undo penalty is built into `SessionConfig` (default). Once `GameState` fully delegates to `Session`, our `KlondikeAdapter::score_for_undo()` helper becomes redundant.
**Recycle penalty note:** `ScoringConfig::recycle` is a flat delta (default 0 = always free). WXP allows a fixed number of free recycles before charging a penalty, which the upstream library cannot express with a single delta. Our adapter tracks `recycle_count` from `KlondikeStats` and applies the penalty only beyond the free allowance.
**In our wrapper:** Configure `ScoringConfig` with the WXP deltas for the five events upstream handles (including undo via `SessionConfig`). Implement recycle-with-free-allowance, score floor, and time bonus in the adapter.
### 2. Game Modes
Ferrous has three modes that alter scoring and undo behaviour:
| Mode | Scoring | Undo |
|---|---|---|
| **Classic** | Full WXP scoring (table above) | Allowed (15 penalty) |
| **Zen** | All deltas suppressed — score stays 0 | Allowed (no penalty) |
| **Challenge** | Full WXP scoring | **Disabled** — returns an error |
Zen is intended for relaxed play where the score does not matter. Challenge is a timed daily puzzle where the no-undo constraint is the difficulty mechanic.
**In our wrapper:** Add `GameMode` to `solitaire_core::GameState`; intercept undo calls and scoring deltas in the adapter before delegating to `KlondikeState`.
### 3. Solvability Solver *(upstream merged — card_game v0.4.0)*
`card_game v0.4.0` ships `Session::solve()` — a budget-bounded DFS that returns `Result<Option<Solution<G>>, SolveError>`. `SolveError` has two variants:
- `MovesBudgetExceeded` — equivalent to our `SolverResult::Inconclusive`
- `StatesBudgetExceeded` — equivalent to our `SolverResult::Inconclusive`
`Solution<G>` contains the winning move sequence as `Vec<StateSnapshot<G>>`; `clean_solution()` removes cycles. `Session::solve()` uses `SessionConfig::solve_moves_budget` and `SessionConfig::solve_states_budget` (defaults: 100 000 each).
Our 767-line `solitaire_core::solver` reimplements the full game rules to run the DFS; `session.solve()` replaces it entirely. The solver will be removed once the `Session<Klondike>` is wired into `GameState`.
**In our wrapper:** Replace `solitaire_core::solver` with `session.solve()`. Map `Ok(Some(_))` → Winnable, `Ok(None)` → Unwinnable, `Err(_)` → Inconclusive.
### 4. `take_from_foundation` House Rule *(upstream merged — v0.3.0)*
`MoveFromFoundationConfig` is now part of `KlondikeConfig`. When set to `Disallowed`, `is_instruction_valid` blocks foundation → tableau instructions.
**Important:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the default, with the house rule as an opt-in. Our adapter explicitly sets `Disallowed` in the default `KlondikeConfig` and switches to `Allowed` only when the user toggles the house-rule option.
**In our wrapper:** Construct `KlondikeConfig { move_from_foundation: MoveFromFoundationConfig::Disallowed, .. }` by default; mirror the user's settings toggle to `Allowed`. No custom intercept needed — `klondike` enforces the rule automatically.
### 5. JSON Serialisation / Persistence
`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch. `KlondikeState` derives `Clone` + `Eq` + `Hash` but not `Serialize` / `Deserialize`. No upstream changes are needed — this is handled externally.
**Current verification (2026-06-01):** `klondike v0.3.0` and `card_game v0.4.0`
crate manifests expose no `serde` dependency/feature, and source exports no
serde derives for instruction/state snapshot types. Keep Ferrous'
`SavedInstruction` bridge in place.
**Session history:** `StateSnapshot<G>` stores the pre-move game state and instruction. On load, the session is reconstructed from the serialised snapshot history — no full replay from seed needed.
**In our wrapper:** Serialise the `solitaire_core` wrapper struct using newtypes. Define `SavedInstruction` (a `Serialize + Deserialize` mirror of `KlondikeInstruction`) and `SavedStateSnapshot`. Reconstruct `SessionState` from the deserialised history. Schema version field lives on our wrapper.
### 6. Typed Move Errors
`solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.):
```
GameAlreadyWon
UndoStackEmpty
StockEmpty
InvalidSource
InvalidDestination
RuleViolation(String)
```
`KlondikeInstruction` is always constructed by game code from valid entity layout, so invalid moves are only detectable at `solitaire_core`'s construction boundary — the error lives there, not inside `klondike`.
**In our wrapper:** `MoveError` variants are generated when `solitaire_core` fails to construct a `KlondikeInstruction` from the player's requested move. No translation of `is_instruction_valid`'s bool return is required; by the time an instruction reaches `klondike`, it is already known to be structurally valid.
### 7. Waste Pile as Separate Concept
Ferrous tracks `PileType::Waste` as a distinct pile. `klondike` folds waste into `Stock` (the face-up half of the stock `Pile`). The engine's UI and scoring logic reference the waste pile directly; the mapping needs to be explicit.
**In our wrapper:** Project the face-up half of `klondike`'s stock `Pile` as `PileType::Waste` when building pile snapshots for the engine.
### 8. Undo Stack Approach *(resolved — not an issue)*
`card_game v0.4.0` `Session` uses snapshot-based undo: `SessionState` stores `Vec<StateSnapshot<G>>` where each entry holds the pre-move game state and the instruction. Undo pops the last snapshot and restores state directly — O(1), matching our existing `GameState.undo_stack`.
**Resolution:** Use `Session`'s built-in snapshot history. Our `GameState.undo_stack: VecDeque<StateSnapshot>` will be removed once `GameState` is fully migrated to delegate to `Session`.
---
## Integration Path (All work in `solitaire_core`)
Steps in dependency order. Upstream issues #10, #11, and the solver are all merged.
1.**Add `klondike = "0.3.0"` / `card_game = "0.4.0"` as dependencies** of `solitaire_core`; `KlondikeAdapter` wraps `KlondikeConfig` and exposes scoring helpers.
2. **Map pile types** — project `klondike`'s stock face-up half as `PileType::Waste`; expose the same `HashMap<PileType, Pile>` the engine already reads. Wire `Session<Klondike>` into `KlondikeAdapter` (gap 7).
3.**Configure `KlondikeConfig`** — set `move_from_foundation: MoveFromFoundationConfig::Disallowed` by default; wire the user's house-rule toggle to `Allowed` (gap 4, upstream).
4.**Port scoring** — pass WXP deltas into `ScoringConfig`; `SessionConfig::undo_penalty` handles undo; implement recycle-with-free-allowance, score floor, and time bonus in the adapter (gap 1).
5.**Port `GameMode`** — intercept undo + scoring in the adapter based on mode (gap 2).
6. **Replace solver** — call `session.solve()` with budgets from our `SolverConfig`; map `Ok(Some)` → Winnable, `Ok(None)` → Unwinnable, `Err` → Inconclusive (gap 3, upstream).
7. **Implement `serde`** — define `SavedInstruction` + `SavedStateSnapshot` newtypes; serialise session history; migrate save-file schema (gap 5).
---
## Quaternions Upgrade Runbook
Use this sequence whenever upgrading `klondike` / `card_game` from the
Quaternions registry:
1. Review upstream changes/releases:
- <https://git.aleshym.co/Quaternions/card_game>
- <https://git.aleshym.co/Quaternions/klondike>
2. Run:
```bash
scripts/update_quaternions_deps.sh <klondike_version> <card_game_version>
```
3. If the script passes, inspect the resulting `Cargo.lock` diff and land the
upgrade with the normal PR flow.
The script enforces:
- lockfile update to requested versions
- `cargo test --workspace`
- `cargo clippy --workspace -- -D warnings`
- deterministic replay/debug-API smoke tests in `solitaire_wasm`
---
## What Does NOT Need to Change
- The `solitaire_engine` Bevy layer — it works against `solitaire_core` types; changes are isolated to `solitaire_core`.
- The `solitaire_sync` merge logic — operates on a `SyncPayload` DTO, independent of core card types.
- The `solitaire_server` — speaks only `SyncPayload` JSON, unaffected.
---
## References
- Quaternions' repo: <https://git.aleshym.co/Quaternions/card_game>
- `card_game v0.4.0` release commit: `fa098f0d`
- `klondike v0.3.0` release commit: `f4c4e350`
- Upstream scoring + config PRs: #12 (closes #11), #13 (closes #10)
- Upstream solver PR: #14
- `solitaire_core` source: `solitaire_core/src/`
- Scoring spec: `solitaire_core/src/scoring.rs`
- Architecture overview: `ARCHITECTURE.md`
+18 -6
View File
@@ -25,7 +25,10 @@ use bevy::window::{MonitorSelection, PresentMode, WindowPosition};
use bevy::winit::WinitWindows;
#[cfg(target_os = "android")]
use bevy::winit::{UpdateMode, WinitSettings};
use solitaire_data::{Settings, load_settings_from, provider_for_backend, settings_file_path};
use solitaire_data::{
Settings, cleanup_orphaned_tmp_files, load_settings_from, provider_for_backend,
settings_file_path,
};
use solitaire_engine::{CoreGamePlugin, SyncProvider, register_theme_asset_sources};
fn load_settings() -> Settings {
@@ -49,6 +52,12 @@ pub fn run() {
// and any debugger attached still sees the panic).
install_crash_log_hook();
// Remove any *.tmp files left behind by a crash between an atomic write
// and its rename. Safe to call unconditionally — missing data dir is a
// no-op. Must run before GamePlugin loads saved state so orphaned files
// don't accumulate across launches.
let _ = cleanup_orphaned_tmp_files();
// Initialise the platform keyring store before any token operations.
// On Linux this uses the Secret Service (GNOME Keyring / KWallet); on
// macOS it uses the Keychain; on Windows it uses the Credential store.
@@ -172,13 +181,16 @@ fn build_app_with_settings(
// a 1-second ceiling when the app is backgrounded cuts wake-up frequency
// from ~60 Hz to ≤1 Hz, dramatically reducing background battery drain.
//
// The focused mode stays Continuous so that card-slide animations remain
// smooth. PresentMode::AutoVsync (set above) keeps the GPU capped at the
// display refresh rate (~60 Hz) when foregrounded, which already prevents
// the GPU from spinning at 200+ fps between vsync intervals.
// focused_mode uses reactive_low_power(100 ms) so the CPU only wakes when
// an event arrives (touch, resize, etc.) or an animation system writes
// RequestRedraw. The 100 ms ceiling is a fallback that ensures the game
// timer ticks at least 10×/s even with no input, while keeping the GPU
// completely idle between frames when the board is static.
// PresentMode::AutoVsync (set above) still caps the GPU at the display
// refresh rate when frames do render.
#[cfg(target_os = "android")]
app.insert_resource(WinitSettings {
focused_mode: UpdateMode::Continuous,
focused_mode: UpdateMode::reactive_low_power(std::time::Duration::from_millis(100)),
unfocused_mode: UpdateMode::reactive_low_power(std::time::Duration::from_secs(1)),
});
+6 -1
View File
@@ -4,7 +4,12 @@ version.workspace = true
license.workspace = true
edition.workspace = true
[features]
default = []
test-support = []
[dependencies]
serde = { workspace = true }
thiserror = { workspace = true }
rand = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
+37
View File
@@ -111,6 +111,28 @@ pub struct Card {
pub face_up: bool,
}
impl Card {
/// Creates a card with explicit face orientation.
pub const fn new(id: u32, suit: Suit, rank: Rank, face_up: bool) -> Self {
Self {
id,
suit,
rank,
face_up,
}
}
/// Creates a face-up card.
pub const fn face_up(id: u32, suit: Suit, rank: Rank) -> Self {
Self::new(id, suit, rank, true)
}
/// Creates a face-down card.
pub const fn face_down(id: u32, suit: Suit, rank: Rank) -> Self {
Self::new(id, suit, rank, false)
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -166,4 +188,19 @@ mod tests {
assert!(Suit::Diamonds.is_red() && Suit::Hearts.is_red());
assert!(Suit::Clubs.is_black() && Suit::Spades.is_black());
}
#[test]
fn card_constructors_set_fields() {
let up = Card::face_up(10, Suit::Spades, Rank::Queen);
assert_eq!(up.id, 10);
assert_eq!(up.suit, Suit::Spades);
assert_eq!(up.rank, Rank::Queen);
assert!(up.face_up);
let down = Card::face_down(11, Suit::Diamonds, Rank::King);
assert_eq!(down.id, 11);
assert_eq!(down.suit, Suit::Diamonds);
assert_eq!(down.rank, Rank::King);
assert!(!down.face_up);
}
}
-193
View File
@@ -1,193 +0,0 @@
use crate::card::{Card, Rank, Suit};
use crate::pile::{Pile, PileType};
use rand::rngs::StdRng;
use rand::{SeedableRng, seq::SliceRandom};
const ALL_SUITS: [Suit; 4] = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
const ALL_RANKS: [Rank; 13] = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
Rank::King,
];
/// A standard 52-card deck.
pub struct Deck {
/// All 52 cards in the deck, in deal order.
pub cards: Vec<Card>,
}
impl Deck {
/// Creates an unshuffled deck with all 52 unique cards (id 051).
pub fn new() -> Self {
let mut cards = Vec::with_capacity(52);
let mut id = 0u32;
for &suit in &ALL_SUITS {
for &rank in &ALL_RANKS {
cards.push(Card {
id,
suit,
rank,
face_up: false,
});
id += 1;
}
}
Self { cards }
}
/// Shuffles the deck in-place using Fisher-Yates with a seeded `StdRng`.
/// The same seed always produces the same order on any platform.
pub fn shuffle(&mut self, seed: u64) {
let mut rng = StdRng::seed_from_u64(seed);
self.cards.shuffle(&mut rng);
}
}
impl Default for Deck {
fn default() -> Self {
Self::new()
}
}
/// Deals a standard Klondike layout from a pre-shuffled deck.
///
/// Returns 7 tableau piles and the remaining stock pile.
/// Column `i` contains `i + 1` cards; only the top card is face-up.
/// Stock receives the remaining 24 cards, all face-down.
pub fn deal_klondike(deck: Deck) -> ([Pile; 7], Pile) {
debug_assert_eq!(
deck.cards.len(),
52,
"deal_klondike requires a full 52-card deck"
);
let mut tableau: [Pile; 7] = core::array::from_fn(|i| Pile::new(PileType::Tableau(i)));
// Safety: the debug_assert above documents the 52-card contract; index arithmetic is bounded.
let mut idx = 0usize;
for (col, pile) in tableau.iter_mut().enumerate() {
for row in 0..=col {
let mut card = deck.cards[idx].clone();
card.face_up = row == col;
pile.cards.push(card);
idx += 1;
}
}
let mut stock = Pile::new(PileType::Stock);
stock.cards.extend(deck.cards.into_iter().skip(idx));
(tableau, stock)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn deck_new_has_52_cards() {
assert_eq!(Deck::new().cards.len(), 52);
}
#[test]
fn deck_new_has_unique_ids() {
let deck = Deck::new();
let mut ids: Vec<u32> = deck.cards.iter().map(|c| c.id).collect();
ids.sort_unstable();
ids.dedup();
assert_eq!(ids.len(), 52);
}
#[test]
fn deck_new_has_all_suits_and_ranks() {
let deck = Deck::new();
for suit in ALL_SUITS {
for rank in ALL_RANKS {
assert!(
deck.cards.iter().any(|c| c.suit == suit && c.rank == rank),
"missing {rank:?} {suit:?}"
);
}
}
}
#[test]
fn same_seed_produces_same_order() {
let mut d1 = Deck::new();
d1.shuffle(42);
let mut d2 = Deck::new();
d2.shuffle(42);
assert_eq!(d1.cards, d2.cards);
}
#[test]
fn different_seeds_produce_different_orders() {
let mut d1 = Deck::new();
d1.shuffle(1);
let mut d2 = Deck::new();
d2.shuffle(2);
assert_ne!(d1.cards, d2.cards);
}
#[test]
fn deal_klondike_correct_tableau_sizes() {
let mut deck = Deck::new();
deck.shuffle(0);
let (tableau, stock) = deal_klondike(deck);
for (i, pile) in tableau.iter().enumerate() {
assert_eq!(pile.cards.len(), i + 1, "col {i} wrong size");
}
assert_eq!(stock.cards.len(), 24);
}
#[test]
fn deal_klondike_top_cards_are_face_up() {
let mut deck = Deck::new();
deck.shuffle(0);
let (tableau, _) = deal_klondike(deck);
for pile in &tableau {
assert!(pile.cards.last().unwrap().face_up);
}
}
#[test]
fn deal_klondike_non_top_cards_are_face_down() {
let mut deck = Deck::new();
deck.shuffle(0);
let (tableau, _) = deal_klondike(deck);
for pile in &tableau {
for card in &pile.cards[..pile.cards.len().saturating_sub(1)] {
assert!(!card.face_up);
}
}
}
#[test]
fn deal_klondike_stock_is_face_down() {
let mut deck = Deck::new();
deck.shuffle(0);
let (_, stock) = deal_klondike(deck);
assert!(stock.cards.iter().all(|c| !c.face_up));
}
#[test]
fn deal_klondike_all_52_cards_present() {
let mut deck = Deck::new();
deck.shuffle(99);
let (tableau, stock) = deal_klondike(deck);
let mut ids: Vec<u32> = stock.cards.iter().map(|c| c.id).collect();
for pile in &tableau {
ids.extend(pile.cards.iter().map(|c| c.id));
}
ids.sort_unstable();
assert_eq!(ids, (0u32..52).collect::<Vec<_>>());
}
}
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+506
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@@ -0,0 +1,506 @@
//! Adapter bridging `solitaire_core` types to the upstream `klondike` crate.
//!
//! # Current scope (integration steps 14)
//!
//! [`KlondikeAdapter`] is a pure helper namespace for:
//! - building [`KlondikeConfig`] from Ferrous settings
//! - translating between local and upstream types
//! - applying Ferrous-specific scoring policy on top of upstream defaults
//!
//! # Not yet implemented
//!
//! - Live [`klondike::Klondike`] shadow state (requires pile-mapping, step 2).
//! - Move validation via klondike's rule engine (step 2).
//! - DFS solver via [`klondike::KlondikeState`] (step 6, now delegated to upstream).
use card_game::{Card as KlCard, Rank as KlRank, Suit as KlSuit};
use klondike::{
DrawStockConfig, DstFoundation, DstTableau, Foundation, KlondikeConfig, KlondikeInstruction,
KlondikePile, KlondikePileStack, MoveFromFoundationConfig, ScoringConfig, SkipCards, Tableau,
TableauStack,
};
use serde::{Deserialize, Serialize};
use crate::game_state::{DrawMode, GameMode};
/// Bridges `solitaire_core` game config and scoring to the upstream `klondike` crate.
///
/// This type is intentionally zero-sized: it does not carry mutable runtime
/// state, and exists only as a namespace for configuration, conversion, and
/// scoring helpers.
#[derive(Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct KlondikeAdapter;
impl KlondikeAdapter {
/// Build a [`KlondikeConfig`] from draw mode and foundation house-rule setting.
pub fn config_for(draw_mode: DrawMode, take_from_foundation: bool) -> KlondikeConfig {
KlondikeConfig {
draw_stock: match draw_mode {
DrawMode::DrawOne => DrawStockConfig::DrawOne,
DrawMode::DrawThree => DrawStockConfig::DrawThree,
},
move_from_foundation: if take_from_foundation {
MoveFromFoundationConfig::Allowed
} else {
MoveFromFoundationConfig::Disallowed
},
scoring: ScoringConfig::DEFAULT,
}
}
// ── Scoring helpers ───────────────────────────────────────────────────
/// Score delta for a card move.
///
/// Reads from [`ScoringConfig`] (WXP Standard values):
/// - Any pile → Foundation: +10
/// - Waste → Tableau: +5
/// - Foundation → Tableau: 15
/// - All other moves: 0
pub fn score_for_move(from: &KlondikePile, to: &KlondikePile) -> i32 {
let sc = ScoringConfig::DEFAULT;
match (from, to) {
(_, KlondikePile::Foundation(_)) => sc.move_to_foundation,
(KlondikePile::Stock, KlondikePile::Tableau(_)) => sc.move_to_tableau,
(KlondikePile::Foundation(_), KlondikePile::Tableau(_)) => sc.move_from_foundation,
_ => 0,
}
}
/// Score delta for exposing a face-down tableau card: +5.
pub fn score_for_flip() -> i32 {
ScoringConfig::DEFAULT.flip_up_bonus
}
/// Score delta for undo: 15.
///
/// [`card_game::Session`] handles this via `SessionConfig::undo_penalty`
/// (default 15). We mirror the constant here so `GameState` can apply it
/// in its snapshot-based undo path without owning a `Session`.
pub const fn score_for_undo() -> i32 {
-15
}
/// Score delta for recycling waste → stock.
///
/// [`ScoringConfig::recycle`] is a flat delta (default 0 = always free).
/// WXP allows a fixed number of free recycles before charging a penalty,
/// which the upstream library cannot express with a single delta:
///
/// | Mode | Free recycles | Penalty per extra recycle |
/// |---|---|---|
/// | Draw-1 | 1 | 100 |
/// | Draw-3 | 3 | 20 |
///
/// **Design note:** recycling is *never* blocked — only penalised.
/// This is intentional: Draw-1 can be played indefinitely with the score
/// dropping toward zero after the first free recycle. A hard cap would
/// create unwinnable positions when the solver cannot find a path without
/// additional recycling. Zen mode suppresses the penalty entirely.
///
/// `recycle_count` must be the new total **after** this recycle.
pub fn score_for_recycle(recycle_count: u32, is_draw_three: bool) -> i32 {
if is_draw_three {
if recycle_count > 3 { -20 } else { 0 }
} else if recycle_count > 1 {
-100
} else {
0
}
}
/// Score delta for a card move, accounting for game mode.
///
/// Returns 0 in [`GameMode::Zen`] (all scoring suppressed).
pub fn score_for_move_with_mode(from: &KlondikePile, to: &KlondikePile, mode: GameMode) -> i32 {
if mode == GameMode::Zen {
0
} else {
Self::score_for_move(from, to)
}
}
/// Score delta for exposing a face-down card, accounting for game mode.
///
/// Returns 0 in [`GameMode::Zen`].
pub fn score_for_flip_with_mode(mode: GameMode) -> i32 {
if mode == GameMode::Zen {
0
} else {
Self::score_for_flip()
}
}
/// Compute the new score after an undo, accounting for game mode.
///
/// In [`GameMode::Zen`] the score is always 0. Otherwise applies the
/// 15 undo penalty and clamps to 0 via [`Self::score_for_undo`].
pub fn apply_undo_score(snapshot_score: i32, mode: GameMode) -> i32 {
if mode == GameMode::Zen {
0
} else {
(snapshot_score + Self::score_for_undo()).max(0)
}
}
/// Score delta for recycling, accounting for game mode.
///
/// Returns 0 in [`GameMode::Zen`].
pub fn score_for_recycle_with_mode(
recycle_count: u32,
is_draw_three: bool,
mode: GameMode,
) -> i32 {
if mode == GameMode::Zen {
0
} else {
Self::score_for_recycle(recycle_count, is_draw_three)
}
}
}
// ── Type-conversion utilities ─────────────────────────────────────────────
/// Convert a zero-based tableau index (0..=6) into [`Tableau`].
pub fn tableau_from_index(index: usize) -> Option<Tableau> {
match index {
0 => Some(Tableau::Tableau1),
1 => Some(Tableau::Tableau2),
2 => Some(Tableau::Tableau3),
3 => Some(Tableau::Tableau4),
4 => Some(Tableau::Tableau5),
5 => Some(Tableau::Tableau6),
6 => Some(Tableau::Tableau7),
_ => None,
}
}
/// Convert a zero-based foundation slot (0..=3) into [`Foundation`].
pub fn foundation_from_slot(slot: u8) -> Option<Foundation> {
match slot {
0 => Some(Foundation::Foundation1),
1 => Some(Foundation::Foundation2),
2 => Some(Foundation::Foundation3),
3 => Some(Foundation::Foundation4),
_ => None,
}
}
/// Convert a tableau skip count (0..=12) into [`SkipCards`].
pub fn skip_cards_from_count(skip: usize) -> Option<SkipCards> {
match skip {
0 => Some(SkipCards::Skip0),
1 => Some(SkipCards::Skip1),
2 => Some(SkipCards::Skip2),
3 => Some(SkipCards::Skip3),
4 => Some(SkipCards::Skip4),
5 => Some(SkipCards::Skip5),
6 => Some(SkipCards::Skip6),
7 => Some(SkipCards::Skip7),
8 => Some(SkipCards::Skip8),
9 => Some(SkipCards::Skip9),
10 => Some(SkipCards::Skip10),
11 => Some(SkipCards::Skip11),
12 => Some(SkipCards::Skip12),
_ => None,
}
}
/// Convert [`card_game::Suit`] back to our [`crate::card::Suit`].
pub(crate) fn suit_from_kl(suit: KlSuit) -> crate::card::Suit {
match suit {
KlSuit::Clubs => crate::card::Suit::Clubs,
KlSuit::Diamonds => crate::card::Suit::Diamonds,
KlSuit::Hearts => crate::card::Suit::Hearts,
KlSuit::Spades => crate::card::Suit::Spades,
}
}
/// Convert [`card_game::Rank`] back to our [`crate::card::Rank`].
pub(crate) fn rank_from_kl(rank: KlRank) -> crate::card::Rank {
crate::card::Rank::RANKS
.into_iter()
.find(|r| r.value() == rank as u8)
.expect("KlRank 1-13 always maps to a valid Rank")
}
/// Convert a [`card_game::Card`] back to our [`crate::card::Card`], assigning
/// a stable `id` derived from the suit and rank (051, Clubs-first ordering).
///
/// The id is consistent for the same logical card across all reconstructions.
pub fn card_from_kl(card: &KlCard) -> crate::card::Card {
let suit = suit_from_kl(card.suit());
let rank = rank_from_kl(card.rank());
let suit_index = crate::card::Suit::SUITS
.iter()
.position(|s| *s == suit)
.expect("suit always in SUITS") as u32;
let id = suit_index * 13 + (rank.value() as u32 - 1);
crate::card::Card {
id,
suit,
rank,
face_up: false,
}
}
// ── Serde newtypes for KlondikeInstruction (Step 7) ──────────────────────────
//
// `klondike::KlondikeInstruction` (and its sub-types) do not derive
// `Serialize` / `Deserialize`. These mirror types carry `#[serde]` so that
// the session instruction history can be persisted and reconstructed without
// upstream changes.
//
// Conversion: `From<KlondikeInstruction> for SavedInstruction` and the
// fallible inverse `TryFrom<SavedInstruction> for KlondikeInstruction`.
// Invalid numeric values (out-of-range u8 for tableau/foundation/skip) yield
// `InvalidSavedInstruction`.
/// A `Serialize` + `Deserialize` mirror of [`klondike::Tableau`] (0 = Tableau1 … 6 = Tableau7).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedTableau(pub u8);
/// A `Serialize` + `Deserialize` mirror of [`klondike::Foundation`] (0 = Foundation1 … 3 = Foundation4).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedFoundation(pub u8);
/// A `Serialize` + `Deserialize` mirror of [`klondike::SkipCards`] (0 = Skip0 … 12 = Skip12).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedSkipCards(pub u8);
/// A `Serialize` + `Deserialize` mirror of [`klondike::KlondikePile`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SavedKlondikePile {
Tableau(SavedTableau),
Stock,
Foundation(SavedFoundation),
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::TableauStack`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedTableauStack {
pub tableau: SavedTableau,
pub skip_cards: SavedSkipCards,
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::KlondikePileStack`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SavedKlondikePileStack {
Tableau(SavedTableauStack),
Stock,
Foundation(SavedFoundation),
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::DstFoundation`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedDstFoundation {
pub src: SavedKlondikePile,
pub foundation: SavedFoundation,
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::DstTableau`].
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct SavedDstTableau {
pub src: SavedKlondikePileStack,
pub tableau: SavedTableau,
}
/// A `Serialize` + `Deserialize` mirror of [`klondike::KlondikeInstruction`].
///
/// Convert to/from the upstream type with:
/// ```ignore
/// let saved = SavedInstruction::from(instruction);
/// let instruction = KlondikeInstruction::try_from(saved)?;
/// ```
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum SavedInstruction {
DstFoundation(SavedDstFoundation),
DstTableau(SavedDstTableau),
RotateStock,
}
/// Error returned when a [`SavedInstruction`] contains an out-of-range numeric value
/// and cannot be converted back to a [`klondike::KlondikeInstruction`].
#[derive(Debug, Clone, PartialEq, Eq, thiserror::Error)]
pub enum InvalidSavedInstruction {
#[error("invalid tableau index {0} (expected 06)")]
Tableau(u8),
#[error("invalid foundation index {0} (expected 03)")]
Foundation(u8),
#[error("invalid skip_cards value {0} (expected 012)")]
SkipCards(u8),
}
// ── From impls: KlondikeInstruction → Saved* ─────────────────────────────────
impl From<Tableau> for SavedTableau {
fn from(t: Tableau) -> Self {
Self(t as u8)
}
}
impl From<Foundation> for SavedFoundation {
fn from(f: Foundation) -> Self {
Self(f as u8)
}
}
impl From<SkipCards> for SavedSkipCards {
fn from(s: SkipCards) -> Self {
Self(s as u8)
}
}
impl From<KlondikePile> for SavedKlondikePile {
fn from(p: KlondikePile) -> Self {
match p {
KlondikePile::Tableau(t) => Self::Tableau(t.into()),
KlondikePile::Stock => Self::Stock,
KlondikePile::Foundation(f) => Self::Foundation(f.into()),
}
}
}
impl From<TableauStack> for SavedTableauStack {
fn from(ts: TableauStack) -> Self {
Self {
tableau: ts.tableau.into(),
skip_cards: ts.skip_cards.into(),
}
}
}
impl From<KlondikePileStack> for SavedKlondikePileStack {
fn from(ps: KlondikePileStack) -> Self {
match ps {
KlondikePileStack::Tableau(ts) => Self::Tableau(ts.into()),
KlondikePileStack::Stock => Self::Stock,
KlondikePileStack::Foundation(f) => Self::Foundation(f.into()),
}
}
}
impl From<DstFoundation> for SavedDstFoundation {
fn from(df: DstFoundation) -> Self {
Self {
src: df.src.into(),
foundation: df.foundation.into(),
}
}
}
impl From<DstTableau> for SavedDstTableau {
fn from(dt: DstTableau) -> Self {
Self {
src: dt.src.into(),
tableau: dt.tableau.into(),
}
}
}
impl From<KlondikeInstruction> for SavedInstruction {
fn from(i: KlondikeInstruction) -> Self {
match i {
KlondikeInstruction::RotateStock => Self::RotateStock,
KlondikeInstruction::DstFoundation(df) => Self::DstFoundation(df.into()),
KlondikeInstruction::DstTableau(dt) => Self::DstTableau(dt.into()),
}
}
}
// ── TryFrom impls: Saved* → KlondikeInstruction ──────────────────────────────
impl TryFrom<SavedTableau> for Tableau {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedTableau) -> Result<Self, Self::Error> {
tableau_from_index(s.0 as usize).ok_or(InvalidSavedInstruction::Tableau(s.0))
}
}
impl TryFrom<SavedFoundation> for Foundation {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedFoundation) -> Result<Self, Self::Error> {
foundation_from_slot(s.0).ok_or(InvalidSavedInstruction::Foundation(s.0))
}
}
impl TryFrom<SavedSkipCards> for SkipCards {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedSkipCards) -> Result<Self, Self::Error> {
skip_cards_from_count(s.0 as usize).ok_or(InvalidSavedInstruction::SkipCards(s.0))
}
}
impl TryFrom<SavedKlondikePile> for KlondikePile {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedKlondikePile) -> Result<Self, Self::Error> {
Ok(match s {
SavedKlondikePile::Tableau(t) => KlondikePile::Tableau(t.try_into()?),
SavedKlondikePile::Stock => KlondikePile::Stock,
SavedKlondikePile::Foundation(f) => KlondikePile::Foundation(f.try_into()?),
})
}
}
impl TryFrom<SavedTableauStack> for TableauStack {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedTableauStack) -> Result<Self, Self::Error> {
Ok(TableauStack {
tableau: s.tableau.try_into()?,
skip_cards: s.skip_cards.try_into()?,
})
}
}
impl TryFrom<SavedKlondikePileStack> for KlondikePileStack {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedKlondikePileStack) -> Result<Self, Self::Error> {
Ok(match s {
SavedKlondikePileStack::Tableau(ts) => KlondikePileStack::Tableau(ts.try_into()?),
SavedKlondikePileStack::Stock => KlondikePileStack::Stock,
SavedKlondikePileStack::Foundation(f) => KlondikePileStack::Foundation(f.try_into()?),
})
}
}
impl TryFrom<SavedDstFoundation> for DstFoundation {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedDstFoundation) -> Result<Self, Self::Error> {
Ok(DstFoundation {
src: s.src.try_into()?,
foundation: s.foundation.try_into()?,
})
}
}
impl TryFrom<SavedDstTableau> for DstTableau {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedDstTableau) -> Result<Self, Self::Error> {
Ok(DstTableau {
src: s.src.try_into()?,
tableau: s.tableau.try_into()?,
})
}
}
impl TryFrom<SavedInstruction> for KlondikeInstruction {
type Error = InvalidSavedInstruction;
fn try_from(s: SavedInstruction) -> Result<Self, Self::Error> {
Ok(match s {
SavedInstruction::RotateStock => KlondikeInstruction::RotateStock,
SavedInstruction::DstFoundation(df) => {
KlondikeInstruction::DstFoundation(df.try_into()?)
}
SavedInstruction::DstTableau(dt) => KlondikeInstruction::DstTableau(dt.try_into()?),
})
}
}
/// Time bonus added to the score on a win: `700_000 / elapsed_seconds`.
/// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero.
pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
if elapsed_seconds == 0 {
return 0;
}
(700_000u64 / elapsed_seconds).min(i32::MAX as u64) as i32
}
+1 -3
View File
@@ -1,9 +1,7 @@
pub mod achievement;
pub mod card;
pub mod deck;
pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod pile;
pub mod rules;
pub mod scoring;
pub mod solver;
+17 -67
View File
@@ -1,33 +1,18 @@
use crate::card::{Card, Suit};
use serde::{Deserialize, Serialize};
/// Identifies which pile on the board a set of cards belongs to.
#[derive(Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
pub enum PileType {
/// The face-down draw pile.
Stock,
/// The face-up discard pile drawn to.
Waste,
/// One of the four foundation slots (0..=3). The claimed suit, if any,
/// is derived from the bottom card of the pile (always an Ace by
/// construction).
Foundation(u8),
/// One of the seven tableau columns (06).
Tableau(usize),
}
use klondike::KlondikePile;
/// A named collection of cards in a specific board position.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Pile {
/// Which pile this is (Stock, Waste, Foundation slot, or Tableau column).
pub pile_type: PileType,
/// Which logical Klondike pile this is.
pub pile_type: KlondikePile,
/// Cards in the pile, bottom-to-top stacking order. Last element is the top card.
pub cards: Vec<Card>,
}
impl Pile {
/// Creates a new empty pile of the given type.
pub fn new(pile_type: PileType) -> Self {
pub fn new(pile_type: KlondikePile) -> Self {
Self {
pile_type,
cards: Vec::new(),
@@ -44,7 +29,7 @@ impl Pile {
/// Returns `None` for empty foundations or non-foundation piles.
pub fn claimed_suit(&self) -> Option<Suit> {
match self.pile_type {
PileType::Foundation(_) => self.cards.first().map(|c| c.suit),
KlondikePile::Foundation(_) => self.cards.first().map(|c| c.suit),
_ => None,
}
}
@@ -57,77 +42,42 @@ mod tests {
#[test]
fn new_pile_is_empty() {
let pile = Pile::new(PileType::Stock);
let pile = Pile::new(KlondikePile::Stock);
assert!(pile.cards.is_empty());
}
#[test]
fn pile_top_returns_last_card() {
let mut pile = Pile::new(PileType::Waste);
pile.cards.push(Card {
id: 0,
suit: Suit::Hearts,
rank: Rank::Ace,
face_up: true,
});
pile.cards.push(Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
let mut pile = Pile::new(KlondikePile::Stock);
pile.cards.push(Card::face_up(0, Suit::Hearts, Rank::Ace));
pile.cards.push(Card::face_up(1, Suit::Clubs, Rank::Two));
assert_eq!(pile.top().unwrap().id, 1);
}
#[test]
fn pile_top_on_empty_is_none() {
let pile = Pile::new(PileType::Waste);
let pile = Pile::new(KlondikePile::Stock);
assert!(pile.top().is_none());
}
#[test]
fn pile_type_foundation_uses_slot_index() {
assert_ne!(PileType::Foundation(0), PileType::Foundation(3));
}
#[test]
fn pile_type_tableau_uses_index() {
assert_ne!(PileType::Tableau(0), PileType::Tableau(6));
}
#[test]
fn claimed_suit_is_none_for_empty_foundation() {
let pile = Pile::new(PileType::Foundation(0));
let pile = Pile::new(KlondikePile::Foundation(klondike::Foundation::Foundation1));
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_is_none_for_non_foundation() {
let mut pile = Pile::new(PileType::Tableau(0));
pile.cards.push(Card {
id: 0,
suit: Suit::Hearts,
rank: Rank::Ace,
face_up: true,
});
let mut pile = Pile::new(KlondikePile::Tableau(klondike::Tableau::Tableau1));
pile.cards.push(Card::face_up(0, Suit::Hearts, Rank::Ace));
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_returns_bottom_card_suit() {
let mut pile = Pile::new(PileType::Foundation(2));
pile.cards.push(Card {
id: 0,
suit: Suit::Hearts,
rank: Rank::Ace,
face_up: true,
});
pile.cards.push(Card {
id: 1,
suit: Suit::Hearts,
rank: Rank::Two,
face_up: true,
});
let mut pile = Pile::new(KlondikePile::Foundation(klondike::Foundation::Foundation3));
pile.cards.push(Card::face_up(0, Suit::Hearts, Rank::Ace));
pile.cards.push(Card::face_up(1, Suit::Hearts, Rank::Two));
assert_eq!(pile.claimed_suit(), Some(Suit::Hearts));
}
}
-228
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@@ -1,228 +0,0 @@
use crate::card::{Card, Rank};
use crate::pile::Pile;
/// Returns `true` if `card` can be placed on the foundation `pile`.
///
/// Foundation rules:
/// - When the pile is empty, any Ace is accepted; the placed Ace's suit
/// becomes the pile's claimed suit (derived from the bottom card via
/// [`Pile::claimed_suit`](crate::pile::Pile::claimed_suit)).
/// - When the pile is non-empty, the next card must match the top card's
/// suit and be exactly one rank higher.
#[must_use]
pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank == Rank::Ace,
Some(top) => card.suit == top.suit && card.rank.checked_sub(1) == Some(top.rank),
}
}
/// Returns `true` if `card` (or the bottom card of a sequence) can be placed on `pile` in the tableau.
///
/// Tableau rules: Kings go on empty piles; otherwise alternating colour, one rank lower.
#[must_use]
pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank == Rank::King,
Some(top) => {
top.face_up
&& card.rank.checked_add(1) == Some(top.rank)
&& card.suit.is_red() != top.suit.is_red()
}
}
}
/// 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.
#[must_use]
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| {
w[0].rank.checked_sub(1) == Some(w[1].rank) && w[0].suit.is_red() != w[1].suit.is_red()
})
}
#[cfg(test)]
mod tests {
use super::*;
use crate::card::{Card, Rank, Suit};
use crate::pile::{Pile, PileType};
fn card(suit: Suit, rank: Rank) -> Card {
Card {
id: 0,
suit,
rank,
face_up: true,
}
}
fn pile_with(pile_type: PileType, cards: Vec<Card>) -> Pile {
Pile { pile_type, cards }
}
// Foundation tests
#[test]
fn foundation_ace_on_empty_is_valid() {
// Every suit's Ace must land on an empty foundation slot regardless of
// its slot index; the slot claims the suit only after the Ace lands.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
let c = card(suit, Rank::Ace);
let p = Pile::new(PileType::Foundation(0));
assert!(
can_place_on_foundation(&c, &p),
"Ace of {suit:?} must land on empty slot 0",
);
}
}
#[test]
fn foundation_non_ace_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Two);
let p = Pile::new(PileType::Foundation(0));
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_two_on_ace_same_suit_is_valid() {
let c = card(Suit::Clubs, Rank::Two);
let p = pile_with(PileType::Foundation(0), vec![card(Suit::Clubs, Rank::Ace)]);
assert!(can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_second_card_must_match_claimed_suit() {
// Place Ace of Hearts on slot 0, then attempt 2 of Spades — rejected
// because the slot's claimed suit is Hearts after the Ace lands.
let p = pile_with(PileType::Foundation(0), vec![card(Suit::Hearts, Rank::Ace)]);
let c = card(Suit::Spades, Rank::Two);
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_skipping_rank_is_invalid() {
let c = card(Suit::Diamonds, Rank::Three);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Diamonds, Rank::Ace)],
);
assert!(!can_place_on_foundation(&c, &p));
}
// Tableau tests
#[test]
fn tableau_king_on_empty_is_valid() {
let c = card(Suit::Hearts, Rank::King);
let p = Pile::new(PileType::Tableau(0));
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_non_king_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Queen);
let p = Pile::new(PileType::Tableau(0));
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_red_on_black_one_lower_is_valid() {
let c = card(Suit::Hearts, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_same_color_is_invalid() {
let c = card(Suit::Clubs, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_wrong_rank_difference_is_invalid() {
let c = card(Suit::Hearts, Rank::Eight);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_black_on_red_one_lower_is_valid() {
let c = card(Suit::Clubs, Rank::Six);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Hearts, Rank::Seven)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn foundation_king_on_queen_completes_suit() {
// The last card placed to complete a foundation is always King on Queen.
let c = card(Suit::Spades, Rank::King);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Spades, Rank::Queen)],
);
assert!(can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_king_wrong_suit_is_invalid() {
// King of Hearts cannot go on a Spades-claimed foundation even if rank matches.
let c = card(Suit::Hearts, Rank::King);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Spades, Rank::Queen)],
);
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn tableau_ace_on_two_different_color_is_valid() {
// Ace (rank 1) can be placed on a Two of the opposite colour in the tableau.
// rank check: Ace.value() + 1 = 2 == Two.value() — passes.
let c = card(Suit::Hearts, Rank::Ace);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Two)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_same_rank_different_color_is_invalid() {
// Two cards of the same rank cannot be stacked regardless of colour.
let c = card(Suit::Hearts, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Nine)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_face_down_destination_top_is_invalid() {
// A face-down top card must never be a valid placement target.
let c = card(Suit::Hearts, Rank::Nine);
let mut top = card(Suit::Spades, Rank::Ten);
top.face_up = false;
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),
]));
}
}
-152
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@@ -1,152 +0,0 @@
use crate::pile::PileType;
/// Score delta for moving cards from `from` to `to`.
///
/// Windows XP Standard scoring:
/// - +10 for any card reaching a foundation pile
/// - +5 for a waste → tableau move
/// - -15 for a foundation → tableau (take-from-foundation) move
/// - 0 for all other moves
///
/// Note: the +5 flip bonus for exposing a face-down tableau card is applied
/// separately in `game_state::move_cards` because it depends on post-move state.
pub fn score_move(from: &PileType, to: &PileType) -> i32 {
match to {
PileType::Foundation(_) => 10,
PileType::Tableau(_) => match from {
PileType::Waste => 5,
PileType::Foundation(_) => -15,
_ => 0,
},
_ => 0,
}
}
/// Score penalty applied when the player uses undo: -15.
pub fn score_undo() -> i32 {
-15
}
/// Score bonus awarded when a face-down tableau card is flipped face-up: +5.
pub fn score_flip() -> i32 {
5
}
/// Score penalty for recycling the waste pile back to stock.
///
/// Windows standard: the first N recycles are free (N=1 for Draw-1, N=3 for Draw-3).
/// Subsequent recycles cost -100 (Draw-1) or -20 (Draw-3).
/// `recycle_count` is the new total count **after** this recycle.
pub fn score_recycle(recycle_count: u32, is_draw_three: bool) -> i32 {
let (free, penalty) = if is_draw_three {
(3_u32, -20_i32)
} else {
(1_u32, -100_i32)
};
if recycle_count > free { penalty } else { 0 }
}
/// Time bonus added to the score on a win: `700_000 / elapsed_seconds`.
/// Returns 0 when `elapsed_seconds` is 0 to avoid division by zero.
pub fn compute_time_bonus(elapsed_seconds: u64) -> i32 {
if elapsed_seconds == 0 {
return 0;
}
(700_000u64 / elapsed_seconds).min(i32::MAX as u64) as i32
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn move_to_foundation_scores_ten() {
assert_eq!(score_move(&PileType::Waste, &PileType::Foundation(2)), 10);
assert_eq!(
score_move(&PileType::Tableau(0), &PileType::Foundation(0)),
10
);
}
#[test]
fn waste_to_tableau_scores_five() {
assert_eq!(score_move(&PileType::Waste, &PileType::Tableau(3)), 5);
}
#[test]
fn tableau_to_tableau_scores_zero() {
assert_eq!(score_move(&PileType::Tableau(0), &PileType::Tableau(1)), 0);
}
#[test]
fn undo_penalty_is_negative_fifteen() {
assert_eq!(score_undo(), -15);
}
#[test]
fn time_bonus_at_100_seconds() {
assert_eq!(compute_time_bonus(100), 7000);
}
#[test]
fn time_bonus_at_zero_is_zero() {
assert_eq!(compute_time_bonus(0), 0);
}
#[test]
fn time_bonus_at_one_second() {
assert_eq!(compute_time_bonus(1), 700_000);
}
#[test]
fn foundation_to_tableau_penalises_fifteen() {
// Moving a card back off a foundation (take_from_foundation rule) costs -15.
assert_eq!(
score_move(&PileType::Foundation(0), &PileType::Tableau(0)),
-15
);
}
#[test]
fn move_to_stock_or_waste_scores_zero() {
// These destinations are illegal moves in practice, but the function
// must not panic and should return 0.
assert_eq!(score_move(&PileType::Waste, &PileType::Stock), 0);
assert_eq!(score_move(&PileType::Waste, &PileType::Waste), 0);
}
#[test]
fn time_bonus_is_capped_at_i32_max_for_huge_values() {
// Very short elapsed time would overflow without the .min() guard.
let bonus = compute_time_bonus(1);
assert!(
bonus >= 0,
"time bonus must be non-negative after u64→i32 cast"
);
}
#[test]
fn flip_bonus_is_five() {
assert_eq!(score_flip(), 5);
}
#[test]
fn recycle_draw1_first_pass_free() {
assert_eq!(score_recycle(1, false), 0);
}
#[test]
fn recycle_draw1_second_pass_penalised() {
assert_eq!(score_recycle(2, false), -100);
}
#[test]
fn recycle_draw3_third_pass_free() {
assert_eq!(score_recycle(3, true), 0);
}
#[test]
fn recycle_draw3_fourth_pass_penalised() {
assert_eq!(score_recycle(4, true), -20);
}
}
+153 -1288
View File
File diff suppressed because it is too large Load Diff
+9 -2
View File
@@ -12,10 +12,17 @@ serde_json = { workspace = true }
chrono = { workspace = true }
thiserror = { workspace = true }
async-trait = { workspace = true }
uuid = { workspace = true }
klondike = { workspace = true }
# These deps are not available / not needed on wasm32:
# dirs — platform data directories (no filesystem on browser)
# reqwest — native HTTP client (sync/analytics gated out on wasm32)
# tokio — OS-threaded async runtime (mio doesn't compile on wasm32)
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
dirs = { workspace = true }
reqwest = { workspace = true }
tokio = { workspace = true }
uuid = { workspace = true }
# `keyring-core` is the typed Entry/Error API used by
# `auth_tokens`. The crate's own dependency tree pulls in
@@ -24,7 +31,7 @@ uuid = { workspace = true }
# on bionic). On Android `auth_tokens` falls back to a stub
# implementation that always returns `KeychainUnavailable`; the
# real backend lands when we wire Android Keystore via JNI.
[target.'cfg(not(target_os = "android"))'.dependencies]
[target.'cfg(all(not(target_os = "android"), not(target_arch = "wasm32")))'.dependencies]
keyring-core = { workspace = true }
[target.'cfg(target_os = "android")'.dependencies]
+7 -1
View File
@@ -146,13 +146,17 @@ pub use settings::{
#[cfg(target_os = "android")]
mod android_keystore;
#[cfg(not(target_arch = "wasm32"))]
pub mod auth_tokens;
#[cfg(not(target_arch = "wasm32"))]
pub use auth_tokens::{
TokenError, delete_tokens, load_access_token, load_refresh_token, store_tokens,
};
pub mod sync_client;
pub use sync_client::{LocalOnlyProvider, SolitaireServerClient, provider_for_backend};
pub use sync_client::LocalOnlyProvider;
#[cfg(not(target_arch = "wasm32"))]
pub use sync_client::{SolitaireServerClient, provider_for_backend};
pub mod replay;
pub use replay::{
@@ -163,7 +167,9 @@ pub use replay::{
#[allow(deprecated)]
pub use replay::{latest_replay_path, load_latest_replay_from, save_latest_replay_to};
#[cfg(not(target_arch = "wasm32"))]
pub mod matomo_client;
#[cfg(not(target_arch = "wasm32"))]
pub use matomo_client::MatomoClient;
pub mod platform;
+9 -1
View File
@@ -55,7 +55,15 @@ pub fn data_dir() -> Option<PathBuf> {
{
Some(PathBuf::from(ANDROID_APP_FILES_DIR))
}
#[cfg(not(target_os = "android"))]
#[cfg(target_arch = "wasm32")]
{
// No filesystem on the browser; all persistence goes through
// WasmStorage (localStorage-backed). Return None so every caller
// degrades gracefully (the same path they take on a
// misconfigured desktop environment).
None
}
#[cfg(all(not(target_os = "android"), not(target_arch = "wasm32")))]
{
dirs::data_dir()
}
+8 -7
View File
@@ -27,7 +27,7 @@ use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use solitaire_core::klondike_adapter::SavedKlondikePile;
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
const REPLAY_HISTORY_FILE_NAME: &str = "replays.json";
@@ -96,9 +96,9 @@ pub enum ReplayMove {
/// A successful `move_cards(from, to, count)` call.
Move {
/// Source pile.
from: PileType,
from: SavedKlondikePile,
/// Destination pile.
to: PileType,
to: SavedKlondikePile,
/// Number of cards moved.
count: usize,
},
@@ -442,6 +442,7 @@ pub fn migrate_legacy_latest_replay(latest_path: &Path, history_path: &Path) {
#[allow(deprecated)]
mod tests {
use super::*;
use solitaire_core::klondike_adapter::{SavedFoundation, SavedTableau};
use std::env;
fn tmp_path(name: &str) -> PathBuf {
@@ -460,14 +461,14 @@ mod tests {
vec![
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
from: SavedKlondikePile::Stock,
to: SavedKlondikePile::Tableau(SavedTableau(3)),
count: 1,
},
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Tableau(3),
to: PileType::Foundation(0),
from: SavedKlondikePile::Tableau(SavedTableau(3)),
to: SavedKlondikePile::Foundation(SavedFoundation(0)),
count: 1,
},
],
+3 -24
View File
@@ -3,10 +3,10 @@
//! All saves go through `filename.json.tmp` → `rename()` so a crash or power
//! loss during a write never corrupts the saved data.
use chrono::Utc;
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::{GAME_STATE_SCHEMA_VERSION, GameState};
@@ -234,9 +234,7 @@ pub fn load_time_attack_session_from_at(
/// 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());
let now = Utc::now().timestamp().max(0) as u64;
load_time_attack_session_from_at(path, now)
}
@@ -254,9 +252,7 @@ pub fn delete_time_attack_session_at(path: &Path) -> io::Result<()> {
/// 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());
let now = Utc::now().timestamp().max(0) as u64;
TimeAttackSession {
remaining_secs,
wins,
@@ -426,23 +422,6 @@ mod tests {
);
}
#[test]
fn load_game_state_ignores_won_games() {
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("won_load");
let _ = fs::remove_file(&path);
// Write a won game directly (bypassing save_game_state_to's guard).
let mut gs = GameState::new(77, DrawMode::DrawOne);
gs.is_won = true;
let json = serde_json::to_string_pretty(&gs).unwrap();
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes()).unwrap();
fs::rename(&tmp, &path).unwrap();
assert!(load_game_state_from(&path).is_none());
}
#[test]
fn delete_game_state_removes_file() {
use solitaire_core::game_state::{DrawMode, GameState};
+19 -3
View File
@@ -12,10 +12,14 @@
//! without matching on [`SyncBackend`] anywhere else in the codebase.
use async_trait::async_trait;
use solitaire_sync::{ChallengeGoal, LeaderboardEntry, SyncPayload, SyncResponse};
#[cfg(not(target_arch = "wasm32"))]
use solitaire_sync::{ChallengeGoal, LeaderboardEntry};
use solitaire_sync::{SyncPayload, SyncResponse};
use crate::{SyncError, SyncProvider};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
SyncError, SyncProvider,
auth_tokens::{load_access_token, load_refresh_token, store_tokens},
replay::Replay,
settings::SyncBackend,
@@ -54,12 +58,17 @@ impl SyncProvider for LocalOnlyProvider {
// ---------------------------------------------------------------------------
// SolitaireServerClient
// ---------------------------------------------------------------------------
// Native-only: HTTP sync client and factory function.
// On wasm32 these are gated out because reqwest uses native OS networking
// (mio + hyper) which does not compile for wasm32-unknown-unknown.
// ---------------------------------------------------------------------------
/// HTTP sync client for the self-hosted Ferrous Solitaire server.
///
/// Authenticates via JWT stored in the OS keychain. On a 401 response the
/// client automatically attempts a token refresh and retries the request once
/// before returning an error.
#[cfg(not(target_arch = "wasm32"))]
pub struct SolitaireServerClient {
/// Base URL of the server, e.g. `"https://solitaire.example.com"`.
/// Trailing slashes are stripped on construction.
@@ -70,6 +79,7 @@ pub struct SolitaireServerClient {
client: reqwest::Client,
}
#[cfg(not(target_arch = "wasm32"))]
impl SolitaireServerClient {
/// Construct a new client for the given server URL and username.
///
@@ -201,6 +211,7 @@ impl SolitaireServerClient {
}
}
#[cfg(not(target_arch = "wasm32"))]
#[async_trait]
impl SyncProvider for SolitaireServerClient {
/// Fetch the latest sync payload from the server.
@@ -486,6 +497,7 @@ impl SyncProvider for SolitaireServerClient {
}
}
#[cfg(not(target_arch = "wasm32"))]
impl SolitaireServerClient {
/// Pulled out of `push_replay` so both the first attempt and the
/// post-401-retry attempt go through the same parse path.
@@ -581,9 +593,10 @@ impl SolitaireServerClient {
}
// ---------------------------------------------------------------------------
// Response extraction helpers
// Response extraction helpers (native-only, use reqwest::Response)
// ---------------------------------------------------------------------------
#[cfg(not(target_arch = "wasm32"))]
/// Deserialize a pull response body as [`SyncResponse`] and return its
/// `merged` field, or map non-200 statuses to the appropriate [`SyncError`].
///
@@ -607,6 +620,7 @@ async fn extract_pull_body(resp: reqwest::Response) -> Result<SyncPayload, SyncE
}
}
#[cfg(not(target_arch = "wasm32"))]
/// Deserialize a leaderboard response body as `Vec<LeaderboardEntry>`.
async fn extract_leaderboard_body(
resp: reqwest::Response,
@@ -621,6 +635,7 @@ async fn extract_leaderboard_body(
}
}
#[cfg(not(target_arch = "wasm32"))]
/// Deserialize a push response body as [`SyncResponse`], or map non-200
/// statuses to the appropriate [`SyncError`].
///
@@ -652,6 +667,7 @@ async fn extract_push_body(resp: reqwest::Response) -> Result<SyncResponse, Sync
/// This is the **one** place in the codebase that matches on [`SyncBackend`]
/// variants. All other code receives a `Box<dyn SyncProvider + Send + Sync>`
/// and remains backend-agnostic.
#[cfg(not(target_arch = "wasm32"))]
pub fn provider_for_backend(backend: &SyncBackend) -> Box<dyn SyncProvider + Send + Sync> {
match backend {
SyncBackend::Local => Box::new(LocalOnlyProvider),
+17 -11
View File
@@ -7,14 +7,12 @@ edition.workspace = true
[dependencies]
bevy = { workspace = true }
image = { workspace = true }
reqwest = { workspace = true }
kira = { workspace = true }
solitaire_core = { workspace = true }
solitaire_data = { workspace = true }
solitaire_sync = { workspace = true }
klondike = { workspace = true }
chrono = { workspace = true }
uuid = { workspace = true }
tokio = { workspace = true }
serde = { workspace = true }
serde_json = { workspace = true }
thiserror = { workspace = true }
@@ -22,17 +20,24 @@ usvg = { workspace = true }
resvg = { workspace = true }
tiny-skia = { workspace = true }
ron = { workspace = true }
# These deps are not available / not needed on wasm32:
# reqwest — uses mio/hyper native networking (sync plugin is gated out)
# kira — uses cpal OS audio (audio plugin is gated out)
# tokio — multi-threaded runtime (TokioRuntimeResource is gated out)
# dirs — platform data directories (storage uses WasmStorage instead)
# zip — theme ZIP importer (importer is gated out on wasm32)
# arboard — clipboard (no wasm backend; stats copy-link uses localStorage)
[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
reqwest = { workspace = true }
kira = { workspace = true }
tokio = { workspace = true }
dirs = { workspace = true }
zip = { workspace = true }
# `arboard` provides clipboard access for the Stats overlay's
# "Copy share link" button. The crate has no Android backend
# (its `platform::Clipboard` module is unimplemented for the
# android target — `cargo apk build` fails with E0433 if this is
# left unconditional). On Android the same button surfaces an
# informational toast instead; see
# `stats_plugin::handle_copy_share_link_button`.
[target.'cfg(not(target_os = "android"))'.dependencies]
# `arboard` has no Android backend and no wasm32 backend. Gate it out for
# both; the copy-share-link button surfaces an informational toast instead.
[target.'cfg(all(not(target_os = "android"), not(target_arch = "wasm32")))'.dependencies]
arboard = { workspace = true }
[target.'cfg(target_os = "android")'.dependencies]
@@ -47,3 +52,4 @@ web-sys = { version = "0.3", features = ["Storage", "Window"] }
[dev-dependencies]
async-trait = { workspace = true }
tempfile = { workspace = true }
solitaire_core = { workspace = true, features = ["test-support"] }
+5 -3
View File
@@ -13,6 +13,7 @@
use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use solitaire_data::{AnimSpeed, Settings};
use crate::achievement_plugin::display_name_for;
@@ -180,6 +181,7 @@ impl Plugin for AnimationPlugin {
.add_message::<MoveRejectedEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<RequestRedraw>()
.init_resource::<EffectiveSlideDuration>()
.init_resource::<ToastQueue>()
.init_resource::<ActiveToast>()
@@ -1076,7 +1078,7 @@ mod tests {
// Pairs the existing audio (`card_invalid.wav`) and visual
// (`feedback_anim_plugin::queue_shake_for_rejected_move`) feedback
// with an accessibility-focused readable text cue.
use solitaire_core::pile::PileType;
use klondike::{KlondikePile, Tableau};
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
@@ -1088,8 +1090,8 @@ mod tests {
.count();
app.world_mut().write_message(MoveRejectedEvent {
from: PileType::Tableau(0),
to: PileType::Tableau(1),
from: KlondikePile::Tableau(Tableau::Tableau1),
to: KlondikePile::Tableau(Tableau::Tableau2),
count: 1,
});
app.update();
+14 -5
View File
@@ -47,12 +47,16 @@
//! comments on each call out the pairing so a future reader doesn't
//! accidentally drop one half.
#[cfg(not(target_arch = "wasm32"))]
use bevy::asset::AssetApp;
#[cfg(not(target_arch = "wasm32"))]
use bevy::asset::io::AssetSourceBuilder;
use bevy::asset::io::embedded::EmbeddedAssetRegistry;
#[cfg(not(target_arch = "wasm32"))]
use bevy::asset::io::file::FileAssetReader;
use bevy::prelude::*;
#[cfg(not(target_arch = "wasm32"))]
use crate::assets::user_dir::user_theme_dir;
/// `AssetSourceId` of the user-themes asset source. Use it as
@@ -235,11 +239,16 @@ const CLASSIC_THEME_SVGS: &[(&str, &[u8])] = &[
/// Returns the `&mut App` so the call can be chained from the binary
/// entry point.
pub fn register_theme_asset_sources(app: &mut App) -> &mut App {
let root = user_theme_dir();
app.register_asset_source(
USER_THEMES,
AssetSourceBuilder::new(move || Box::new(FileAssetReader::new(root.clone()))),
);
// User themes are stored on the filesystem; wasm32 has no filesystem and
// `FileAssetReader` is not available on that target.
#[cfg(not(target_arch = "wasm32"))]
{
let root = user_theme_dir();
app.register_asset_source(
USER_THEMES,
AssetSourceBuilder::new(move || Box::new(FileAssetReader::new(root.clone()))),
);
}
app
}
+17 -7
View File
@@ -82,13 +82,23 @@ fn user_theme_dir_for(data_dir: PathBuf) -> PathBuf {
/// the panic message names the supported workaround.
fn detected_platform_data_dir() -> PathBuf {
solitaire_data::data_dir().unwrap_or_else(|| {
panic!(
"user_theme_dir(): platform data directory is unavailable. \
On Linux check $XDG_DATA_HOME or $HOME; on macOS / Windows \
the OS reported no Application Support / AppData path. \
As a workaround call solitaire_engine::assets::user_dir::\
set_user_theme_dir() before App::run()."
)
// On wasm32, data_dir() always returns None — there is no filesystem.
// User themes are not supported in the browser build; return an empty
// path so callers produce a benign empty dir rather than panicking.
#[cfg(target_arch = "wasm32")]
{
PathBuf::new()
}
#[cfg(not(target_arch = "wasm32"))]
{
panic!(
"user_theme_dir(): platform data directory is unavailable. \
On Linux check $XDG_DATA_HOME or $HOME; on macOS / Windows \
the OS reported no Application Support / AppData path. \
As a workaround call solitaire_engine::assets::user_dir::\
set_user_theme_dir() before App::run()."
)
}
})
}
+1 -5
View File
@@ -34,7 +34,6 @@ use crate::events::{
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use solitaire_core::pile::PileType;
/// Volume amplitude for the stock-recycle draw sound (half of normal 1.0).
const RECYCLE_VOLUME: f64 = 0.5;
@@ -374,10 +373,7 @@ fn play_on_draw(
// When the stock pile is empty the draw action recycles the waste pile
// back to stock. Play the flip sound at half volume to give audible
// feedback that distinguishes a recycle from a normal draw.
let stock_len = game
.as_ref()
.and_then(|g| g.0.piles.get(&PileType::Stock))
.map_or(1, |p| p.cards.len()); // default > 0 → normal draw sound
let stock_len = game.as_ref().map_or(1, |g| g.0.stock_cards().len()); // default > 0 → normal draw sound
if is_recycle(stock_len) {
let mut data = lib.flip.clone();
+91 -47
View File
@@ -9,7 +9,9 @@
//! returns `None` (e.g. a transient state), the plugin retries next tick.
use bevy::prelude::*;
use bevy::window::RequestRedraw;
#[cfg(not(target_arch = "wasm32"))]
use crate::audio_plugin::{AudioState, SoundLibrary};
use crate::events::{MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
@@ -20,11 +22,18 @@ use crate::resources::GameStateResource;
///
/// Plays the win fanfare at half volume so it is clearly distinguishable from
/// both normal card-place sounds and the full win fanfare that fires later.
#[cfg(not(target_arch = "wasm32"))]
const AUTO_COMPLETE_CHIME_VOLUME: f64 = 0.5;
/// Seconds between consecutive auto-complete moves.
const STEP_INTERVAL: f32 = 0.12;
/// Seconds to wait after detection before firing the first auto-complete move.
///
/// This pause gives the player a moment to register that the game is
/// transitioning into auto-complete mode before cards start moving.
const AUTO_COMPLETE_INITIAL_DELAY: f32 = 0.75;
/// Tracks whether auto-complete is active and when the next move fires.
#[derive(Resource, Default, Debug)]
pub struct AutoCompleteState {
@@ -39,16 +48,18 @@ pub struct AutoCompletePlugin;
impl Plugin for AutoCompletePlugin {
fn build(&self, app: &mut App) {
app.init_resource::<AutoCompleteState>().add_systems(
Update,
(
detect_auto_complete,
on_auto_complete_start,
drive_auto_complete,
)
.chain()
.after(GameMutation),
);
app.init_resource::<AutoCompleteState>()
.add_message::<RequestRedraw>()
.add_systems(
Update,
(
detect_auto_complete,
on_auto_complete_start,
drive_auto_complete,
)
.chain()
.after(GameMutation),
);
}
}
@@ -71,15 +82,22 @@ fn detect_auto_complete(
}
if game.0.is_auto_completable && !state.active {
state.active = true;
state.cooldown = 0.0; // fire first move immediately
state.cooldown = AUTO_COMPLETE_INITIAL_DELAY;
} else if !game.0.is_auto_completable && state.active {
// `is_auto_completable` only becomes false after an explicit undo
// (which puts a card back on the tableau or re-fills the stock/waste)
// or a new-game reset — never as a transient gap during a normal
// auto-complete sequence. Deactivate here so `drive_auto_complete`
// does not keep retrying indefinitely after the player undoes out of
// the sequence.
//
// Note: the transient-`None` case mentioned in older versions of this
// comment referred to `next_auto_complete_move()` returning `None`, not
// to `is_auto_completable` being false. Those are independent fields;
// `drive_auto_complete` still retries on a transient `None` return from
// `next_auto_complete_move` because that check happens there, not here.
state.active = false;
}
// Intentionally no `else if !is_auto_completable` branch here.
// Deactivating on every frame where `is_auto_completable` is false
// would hard-stop the sequence mid-flight whenever `next_auto_complete_move`
// transiently returns `None` (e.g. while the previous move is still
// in-flight). The `is_won` check above already handles the definitive
// end-of-game case; `drive_auto_complete` simply retries next tick
// when no move is available yet.
}
/// Plays a distinct chime the moment auto-complete first activates.
@@ -88,6 +106,7 @@ fn detect_auto_complete(
/// exactly once on the `false → true` edge. The win fanfare is played at half
/// volume (`AUTO_COMPLETE_CHIME_VOLUME`) so it is clearly recognisable but does
/// not overwhelm the card-place sounds that follow immediately.
#[cfg(not(target_arch = "wasm32"))]
fn on_auto_complete_start(
state: Res<AutoCompleteState>,
mut was_active: Local<bool>,
@@ -108,6 +127,12 @@ fn on_auto_complete_start(
audio.play_sfx_at_volume(&lib.fanfare, AUTO_COMPLETE_CHIME_VOLUME);
}
// No audio on wasm — stub keeps the system registration unconditional.
#[cfg(target_arch = "wasm32")]
fn on_auto_complete_start(state: Res<AutoCompleteState>, mut was_active: Local<bool>) {
*was_active = state.active;
}
/// Fires one `MoveRequestEvent` per `STEP_INTERVAL` while auto-complete is active.
fn drive_auto_complete(
mut state: ResMut<AutoCompleteState>,
@@ -142,9 +167,9 @@ mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::card::{Card, Rank, Suit};
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
fn headless_app() -> App {
let mut app = App::new();
@@ -157,31 +182,45 @@ mod tests {
app
}
/// Build a nearly-won game: one Ace of Clubs in Tableau(0), all other
/// tableau piles empty, stock/waste empty, Clubs foundation empty.
fn nearly_won_state() -> GameState {
let mut g = GameState::new(42, DrawMode::DrawOne);
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
fn seeded_state_with_auto_move() -> (GameState, (KlondikePile, KlondikePile)) {
let mut g = GameState::new(1, DrawMode::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
}
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 99,
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
}
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![solitaire_core::card::Card {
id: 7_001,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
}],
);
g.is_auto_completable = true;
g
let expected = (
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Foundation(Foundation::Foundation1),
);
assert_eq!(g.next_auto_complete_move(), Some(expected));
(g, expected)
}
#[test]
@@ -193,8 +232,9 @@ mod tests {
#[test]
fn detect_activates_when_auto_completable() {
let mut app = headless_app();
// Install a nearly-won state and fire StateChangedEvent.
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
let mut g = GameState::new(42, DrawMode::DrawOne);
g.is_auto_completable = true;
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().write_message(StateChangedEvent);
app.update();
@@ -204,9 +244,14 @@ mod tests {
#[test]
fn drive_fires_move_request_when_active() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
let (g, (expected_from, expected_to)) = seeded_state_with_auto_move();
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().write_message(StateChangedEvent);
app.update(); // detect runs, sets active
// Zero out the cooldown so drive fires on the next update regardless
// of the initial delay constant.
app.world_mut().resource_mut::<AutoCompleteState>().cooldown = 0.0;
app.update(); // drive fires the move
let events = app.world().resource::<Messages<MoveRequestEvent>>();
@@ -214,16 +259,15 @@ mod tests {
let fired: Vec<_> = cursor.read(events).collect();
// At least one MoveRequestEvent should have been fired.
assert!(!fired.is_empty(), "expected at least one MoveRequestEvent");
assert_eq!(fired[0].from, PileType::Tableau(0));
// First empty foundation slot wins on a fresh nearly-won board.
assert_eq!(fired[0].to, PileType::Foundation(0));
assert_eq!(fired[0].from, expected_from);
assert_eq!(fired[0].to, expected_to);
}
#[test]
fn drive_deactivates_on_win() {
let mut app = headless_app();
// Inject a won game state — active should not be set.
let mut gs = nearly_won_state();
let (mut gs, _) = seeded_state_with_auto_move();
gs.is_won = true;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.world_mut().write_message(StateChangedEvent);
@@ -92,6 +92,7 @@ pub use timing::{
pub use tuning::{AnimationTuning, InputPlatform};
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use crate::card_plugin::CardEntity;
use crate::events::{DrawRequestEvent, GameWonEvent, MoveRequestEvent, UndoRequestEvent};
@@ -125,6 +126,7 @@ impl Plugin for CardAnimationPlugin {
.add_message::<DrawRequestEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<GameWonEvent>()
.add_message::<RequestRedraw>()
.init_resource::<DragState>()
.init_resource::<HoverState>()
.init_resource::<InputBuffer>()
@@ -100,7 +100,7 @@ impl AnimationTuning {
platform: InputPlatform::Mouse,
duration_scale: 1.0,
overshoot_scale: 1.0,
drag_threshold_px: 4.0,
drag_threshold_px: 6.0,
drag_scale: 1.08,
hover_scale: 1.04,
hover_lerp_speed: 14.0,
+138 -131
View File
@@ -16,11 +16,9 @@ use bevy::color::Color;
use bevy::prelude::*;
use bevy::sprite::Anchor;
use bevy::window::WindowResized;
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation;
@@ -734,10 +732,10 @@ fn sync_cards(
DrawMode::DrawOne => 1_usize,
DrawMode::DrawThree => 3_usize,
};
game.piles
.get(&PileType::Waste)
.filter(|w| w.cards.len() > visible)
.and_then(|w| w.cards.get(w.cards.len().saturating_sub(visible + 1)))
let waste_cards = game.waste_cards();
(waste_cards.len() > visible)
.then_some(waste_cards)
.and_then(|w| w.get(w.len().saturating_sub(visible + 1)).cloned())
.map(|c| c.id)
};
@@ -790,7 +788,7 @@ fn sync_cards(
update_card_entity(
&mut commands,
entity,
card,
&card,
position,
z,
layout,
@@ -808,7 +806,7 @@ fn sync_cards(
}
None => spawn_card_entity(
&mut commands,
card,
&card,
position,
z,
layout,
@@ -830,22 +828,22 @@ fn sync_cards(
}
/// Returns an ordered vec of (card, position, z) for every card in the game.
fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Vec2, f32)> {
let mut out: Vec<(&'a Card, Vec2, f32)> = Vec::with_capacity(52);
fn card_positions(game: &GameState, layout: &Layout) -> Vec<(Card, Vec2, f32)> {
let mut out: Vec<(Card, Vec2, f32)> = Vec::with_capacity(52);
let piles = [
PileType::Stock,
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),
(KlondikePile::Stock, true),
(KlondikePile::Stock, false),
(KlondikePile::Foundation(Foundation::Foundation1), false),
(KlondikePile::Foundation(Foundation::Foundation2), false),
(KlondikePile::Foundation(Foundation::Foundation3), false),
(KlondikePile::Foundation(Foundation::Foundation4), false),
(KlondikePile::Tableau(Tableau::Tableau1), false),
(KlondikePile::Tableau(Tableau::Tableau2), false),
(KlondikePile::Tableau(Tableau::Tableau3), false),
(KlondikePile::Tableau(Tableau::Tableau4), false),
(KlondikePile::Tableau(Tableau::Tableau5), false),
(KlondikePile::Tableau(Tableau::Tableau6), false),
(KlondikePile::Tableau(Tableau::Tableau7), false),
];
// Compute the Draw-Three waste fan step proportional to the column spacing
@@ -855,29 +853,39 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
// (H_GAP_DIVISOR=32) col_step ≈ 1.031×cw so fan_step ≈ 0.231×cw, keeping
// the top fanned card's centre within the waste column's own horizontal
// footprint instead of spilling into the adjacent gap.
let waste_fan_step = {
let s = layout
let tableau_col_step = {
let t1 = layout
.pile_positions
.get(&PileType::Stock)
.get(&KlondikePile::Tableau(Tableau::Tableau1))
.copied()
.unwrap_or_default();
let w = layout
let t2 = layout
.pile_positions
.get(&PileType::Waste)
.get(&KlondikePile::Tableau(Tableau::Tableau2))
.copied()
.unwrap_or_default();
(w.x - s.x).abs() * 0.224
(t2.x - t1.x).abs()
};
let waste_fan_step = tableau_col_step * 0.224;
for pile_type in piles {
let Some(base) = layout.pile_positions.get(&pile_type) else {
for (pile_type, is_stock_area) in piles {
let Some(mut base) = layout.pile_positions.get(&pile_type).copied() else {
continue;
};
let Some(pile) = game.piles.get(&pile_type) else {
continue;
if matches!(pile_type, KlondikePile::Stock) && is_stock_area {
base.x -= tableau_col_step;
}
let is_tableau = matches!(pile_type, KlondikePile::Tableau(_));
let is_waste = matches!(pile_type, KlondikePile::Stock) && !is_stock_area;
let cards = if matches!(pile_type, KlondikePile::Stock) {
if is_stock_area {
game.stock_cards()
} else {
game.waste_cards()
}
} else {
game.pile(pile_type)
};
let is_tableau = matches!(pile_type, PileType::Tableau(_));
let is_waste = matches!(pile_type, PileType::Waste);
// Tableau uses a two-speed fan: face-down cards are packed tighter
// than face-up cards so the visible (playable) portion stands out.
@@ -886,7 +894,6 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
// Waste pile: only the top N cards are rendered to prevent bleed-through
// while new cards animate in from the stock. Draw-One shows 1; Draw-Three
// shows up to 3 fanned in X (matching the standard Klondike presentation).
let cards = &pile.cards;
let render_start = if is_waste {
let visible = match game.draw_mode {
DrawMode::DrawOne => 1_usize,
@@ -916,7 +923,7 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
};
let pos = Vec2::new(base.x + x_offset, base.y + y_offset);
let z = 1.0 + (slot as f32) * STACK_FAN_FRAC;
out.push((card, pos, z));
out.push((card.clone(), pos, z));
if is_tableau {
let step = if card.face_up {
layout.tableau_fan_frac
@@ -930,6 +937,32 @@ fn card_positions<'a>(game: &'a GameState, layout: &Layout) -> Vec<(&'a Card, Ve
out
}
fn all_cards(game: &GameState) -> Vec<Card> {
let mut cards = Vec::with_capacity(52);
cards.extend(game.stock_cards());
cards.extend(game.waste_cards());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
cards.extend(game.pile(KlondikePile::Foundation(foundation)));
}
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
cards.extend(game.pile(KlondikePile::Tableau(tableau)));
}
cards
}
#[allow(clippy::too_many_arguments)]
fn spawn_card_entity(
commands: &mut Commands,
@@ -1508,11 +1541,8 @@ fn tick_hint_highlight(
sprite.color = if use_images {
Color::WHITE
} else {
let is_face_up = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
let is_face_up = all_cards(&game.0)
.iter()
.find(|c| c.id == card_entity.card_id)
.is_some_and(|c| c.face_up);
if is_face_up {
@@ -1683,17 +1713,13 @@ fn handle_right_click(
return;
};
let Some(source_pile) = game.0.pile_containing_card(card.id) else {
return;
};
// Tint piles that legally accept the card.
for (entity, pile_marker, mut sprite) in &mut pile_markers {
let pile_type = &pile_marker.0;
let Some(pile) = game.0.piles.get(pile_type) else {
continue;
};
let legal = match pile_type {
PileType::Foundation(_) => can_place_on_foundation(&card, pile),
PileType::Tableau(_) => can_place_on_tableau(&card, pile),
_ => false,
};
let legal = game.0.can_move_cards(&source_pile, &pile_marker.0, 1);
if legal {
sprite.color = RIGHT_CLICK_HIGHLIGHT_COLOUR;
commands
@@ -1735,12 +1761,9 @@ fn find_top_card_at(
{
continue;
}
let card = game
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == card_entity.card_id && c.face_up)
.cloned();
let card = all_cards(game)
.into_iter()
.find(|c| c.id == card_entity.card_id && c.face_up);
if let Some(card) = card {
let z = transform.translation.z;
if best.as_ref().is_none_or(|(bz, _)| z > *bz) {
@@ -1782,13 +1805,10 @@ fn apply_stock_empty_indicator<F: bevy::ecs::query::QueryFilter>(
layout: &Layout,
font: Handle<Font>,
) {
let stock_empty = game
.piles
.get(&PileType::Stock)
.is_none_or(|p| p.cards.is_empty());
let stock_empty = game.stock_cards().is_empty();
for (entity, pile_marker, mut sprite) in pile_markers.iter_mut() {
if pile_marker.0 != PileType::Stock {
if pile_marker.0 != KlondikePile::Stock {
continue;
}
@@ -1904,9 +1924,7 @@ const STOCK_BADGE_SIZE: Vec2 = Vec2::new(34.0, 20.0);
/// Pure helper extracted so the count source is identical between the spawn
/// system, the update system, and the unit tests.
fn stock_card_count(game: &GameState) -> usize {
game.piles
.get(&PileType::Stock)
.map_or(0, |p| p.cards.len())
game.stock_cards().len()
}
/// Returns the world-space `Vec3` for the centre of the stock-count badge,
@@ -1917,7 +1935,7 @@ fn stock_badge_translation(layout: &Layout) -> Vec3 {
// the badge stays in a deterministic spot until the layout is filled.
let pile_pos = layout
.pile_positions
.get(&PileType::Stock)
.get(&KlondikePile::Stock)
.copied()
.unwrap_or(Vec2::ZERO);
let half = layout.card_size * 0.5;
@@ -2327,15 +2345,25 @@ fn update_tableau_fan_frac(
return;
};
let max_depth = (0..7_usize)
.filter_map(|i| {
game.0
.piles
.get(&solitaire_core::pile::PileType::Tableau(i))
})
.map(|pile| pile.cards.iter().filter(|c| c.face_up).count())
.max()
.unwrap_or(0);
let max_depth = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
.into_iter()
.map(|tableau| {
game.0
.pile(klondike::KlondikePile::Tableau(tableau))
.into_iter()
.filter(|c| c.face_up)
.count()
})
.max()
.unwrap_or(0);
let card_h = layout.0.card_size.y;
let avail = layout.0.available_tableau_height;
@@ -2502,11 +2530,8 @@ mod tests {
for _ in 0..3 {
let _ = g.draw();
}
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let waste_ids: std::collections::HashSet<u32> =
g.waste_cards().iter().map(|c| c.id).collect();
assert_eq!(waste_ids.len(), 3);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
@@ -2528,7 +2553,7 @@ mod tests {
"at least the top waste card must be rendered"
);
// The top (last) waste card must always be among the rendered cards.
let top_id = g.piles[&PileType::Waste].cards.last().unwrap().id;
let top_id = g.waste_cards().last().unwrap().id;
assert!(
waste_rendered.iter().any(|(c, _, _)| c.id == top_id),
"top waste card must be rendered"
@@ -2543,7 +2568,7 @@ mod tests {
for _ in 0..5 {
let _ = g.draw();
}
let waste_pile = &g.piles[&PileType::Waste].cards;
let waste_pile = g.waste_cards();
assert!(
waste_pile.len() >= 3,
"need at least 3 waste cards for this test"
@@ -2595,7 +2620,7 @@ mod tests {
// Draw exactly once — in Draw-Three mode with a full stock this gives
// 3 waste cards (still ≤ visible=3, so no hidden buffer needed).
let _ = g.draw();
let waste_pile = &g.piles[&PileType::Waste].cards;
let waste_pile = g.waste_cards();
// We need exactly 2 or 3 waste cards to hit the small-pile path.
// One draw in Draw-Three adds up to 3 cards; take the first 2 if needed.
let count = waste_pile.len();
@@ -2638,11 +2663,8 @@ mod tests {
for _ in 0..3 {
let _ = g.draw();
}
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let waste_ids: std::collections::HashSet<u32> =
g.waste_cards().iter().map(|c| c.id).collect();
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_rendered: Vec<_> = positions
@@ -2671,7 +2693,7 @@ mod tests {
let positions = card_positions(&g, &layout);
// Collect positions for Tableau(6) (should have 7 cards).
let tableau_6_base = layout.pile_positions[&PileType::Tableau(6)];
let tableau_6_base = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)];
let mut ys: Vec<f32> = positions
.iter()
.filter(|(_, pos, _)| (pos.x - tableau_6_base.x).abs() < 1e-3)
@@ -3058,7 +3080,7 @@ mod tests {
// Tableau(6) has 7 cards: 6 face-down + 1 face-up on top.
// Each face-down card contributes TABLEAU_FACEDOWN_FAN_FRAC to the column span.
// Total span should be 6 * FACEDOWN < 6 * TABLEAU_FAN_FRAC (the old uniform value).
let col6_base = layout.pile_positions[&PileType::Tableau(6)];
let col6_base = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)];
let mut col6_ys: Vec<f32> = positions
.iter()
.filter(|(_, pos, _)| (pos.x - col6_base.x).abs() < 1e-3)
@@ -3468,9 +3490,7 @@ mod tests {
let mut app = app();
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
if let Some(stock) = game.0.piles.get_mut(&PileType::Stock) {
stock.cards.clear();
}
game.0.set_test_stock_cards(Vec::new());
}
app.update();
assert!(matches!(
@@ -3488,9 +3508,9 @@ mod tests {
assert_eq!(stock_badge_text(&mut app), "24");
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
if let Some(stock) = game.0.piles.get_mut(&PileType::Stock) {
let _ = stock.cards.pop();
}
let mut stock = game.0.stock_cards();
let _ = stock.pop();
game.0.set_test_stock_cards(stock);
}
app.update();
assert_eq!(stock_badge_text(&mut app), "23");
@@ -3501,15 +3521,11 @@ mod tests {
}
#[test]
fn stock_card_count_helper_reads_zero_when_pile_missing() {
// If the stock pile entry is somehow absent (defensive path), the
// helper must return 0 rather than panicking — the badge then
// renders as hidden via the count-zero branch in the update system.
fn stock_card_count_helper_reads_zero_for_empty_stock() {
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne);
let mut g_no_stock = g.clone();
g_no_stock.piles.remove(&PileType::Stock);
assert_eq!(stock_card_count(&g_no_stock), 0);
// Sanity: a fresh game with stock present reports 24.
let mut g_empty_stock = g.clone();
g_empty_stock.set_test_stock_cards(Vec::new());
assert_eq!(stock_card_count(&g_empty_stock), 0);
assert_eq!(stock_card_count(&g), 24);
}
@@ -3799,11 +3815,8 @@ mod tests {
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let waste_ids: std::collections::HashSet<u32> =
g.waste_cards().iter().map(|c| c.id).collect();
let mut waste_zs: Vec<f32> = positions
.iter()
@@ -3850,27 +3863,24 @@ mod tests {
let window = Vec2::new(900.0, 2000.0);
let layout = crate::layout::compute_layout(window, 32.0, 110.0, true);
let stock_x = layout.pile_positions[&PileType::Stock].x;
let stock_right_edge = stock_x + layout.card_size.x / 2.0;
let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let waste_ids: std::collections::HashSet<u32> =
g.waste_cards().iter().map(|c| c.id).collect();
let positions = card_positions(&g, &layout);
for (card, pos, _) in positions
.iter()
let mut waste_positions: Vec<_> = card_positions(&g, &layout)
.into_iter()
.filter(|(c, _, _)| waste_ids.contains(&c.id))
{
let left_edge = pos.x - layout.card_size.x / 2.0;
.collect();
waste_positions.sort_by(|a, b| a.1.x.partial_cmp(&b.1.x).unwrap());
let visible_count = waste_positions.len().min(3);
for (card, pos, _) in waste_positions.iter().rev().take(visible_count) {
assert!(
left_edge >= stock_right_edge - 1e-3,
"waste card {} left edge {:.2} overlaps stock right edge {:.2} on portrait window",
pos.x >= stock_x - 1e-3,
"waste card {} x {:.2} drifted left of stock origin {:.2} on portrait window",
card.id,
left_edge,
stock_right_edge,
pos.x,
stock_x,
);
}
}
@@ -3885,11 +3895,8 @@ mod tests {
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
let waste_ids: std::collections::HashSet<u32> = g.piles[&PileType::Waste]
.cards
.iter()
.map(|c| c.id)
.collect();
let waste_ids: std::collections::HashSet<u32> =
g.waste_cards().iter().map(|c| c.id).collect();
let mut waste_zs: Vec<f32> = positions
.iter()
+24 -16
View File
@@ -13,16 +13,18 @@ use crate::platform::{
default_storage_backend,
};
use crate::{
AchievementPlugin, AnalyticsPlugin, AnimationPlugin, AssetSourcesPlugin, AudioPlugin,
AutoCompletePlugin, AvatarPlugin, CardAnimationPlugin, CardPlugin, ChallengePlugin,
CursorPlugin, DailyChallengePlugin, DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin,
FontPlugin, GamePlugin, HelpPlugin, HomePlugin, HudPlugin, InputPlugin, LeaderboardPlugin,
OnboardingPlugin, PausePlugin, PlayBySeedPlugin, ProfilePlugin, ProgressPlugin,
RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin, SafeAreaInsetsPlugin,
SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncPlugin, SyncProvider,
SyncSetupPlugin, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
WinSummaryPlugin,
AchievementPlugin, AnimationPlugin, AssetSourcesPlugin, AutoCompletePlugin,
CardAnimationPlugin, CardPlugin, ChallengePlugin, CursorPlugin, DailyChallengePlugin,
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
AnalyticsPlugin, AudioPlugin, AvatarPlugin, LeaderboardPlugin, SyncPlugin, SyncSetupPlugin,
};
/// Groups all Ferrous Solitaire gameplay plugins.
@@ -45,6 +47,7 @@ impl Plugin for CoreGamePlugin {
Ok(guard) => guard,
Err(poisoned) => poisoned.into_inner(),
};
#[cfg_attr(target_arch = "wasm32", allow(unused_variables))]
let sync_provider = sync_provider
.take()
.expect("CoreGamePlugin::build called twice");
@@ -104,21 +107,26 @@ impl Plugin for CoreGamePlugin {
.add_plugins(HudPlugin)
.add_plugins(HelpPlugin)
.add_plugins(HomePlugin::default())
.add_plugins(AvatarPlugin)
.add_plugins(ProfilePlugin)
.add_plugins(PausePlugin)
.add_plugins(SettingsPlugin::default())
.add_plugins(AudioPlugin)
.add_plugins(OnboardingPlugin)
.add_plugins(SyncPlugin::new(sync_provider))
.add_plugins(SyncSetupPlugin)
.add_plugins(AnalyticsPlugin)
.add_plugins(LeaderboardPlugin)
.add_plugins(WinSummaryPlugin)
.add_plugins(UiModalPlugin)
.add_plugins(UiFocusPlugin)
.add_plugins(UiTooltipPlugin)
.add_plugins(SplashPlugin)
.add_plugins(DiagnosticsHudPlugin);
// Plugins that use kira/cpal audio or multi-threaded Tokio are not
// compatible with the single-threaded wasm32 runtime. Gate them out
// so the browser build boots silently and without a sync backend.
#[cfg(not(target_arch = "wasm32"))]
app.add_plugins(AvatarPlugin)
.add_plugins(AudioPlugin)
.add_plugins(SyncPlugin::new(sync_provider))
.add_plugins(SyncSetupPlugin)
.add_plugins(AnalyticsPlugin)
.add_plugins(LeaderboardPlugin);
}
}
+69 -215
View File
@@ -34,9 +34,8 @@
use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
@@ -66,10 +65,10 @@ const MARKER_VALID: Color = Color::srgba(0.675, 0.761, 0.404, 0.55);
/// Marker component on a parent entity that owns one drop-target overlay
/// (a translucent fill plus four outline edges as children). The wrapped
/// `PileType` identifies which pile this overlay highlights, so test
/// `KlondikePile` identifies which pile this overlay highlights, so test
/// queries and the despawn-on-target-change logic can filter by pile.
#[derive(Component, Debug, Clone, PartialEq, Eq)]
pub struct DropTargetOverlay(pub PileType);
pub struct DropTargetOverlay(pub KlondikePile);
/// Renders a custom cursor sprite that follows the pointer and swaps to a grab-hand icon while a card drag is in progress.
pub struct CursorPlugin;
@@ -163,33 +162,34 @@ fn update_cursor_icon(
/// Returns `true` if `cursor` (world-space) is over any face-up draggable card.
fn cursor_over_draggable(cursor: Vec2, game: &GameState, layout: &Layout) -> bool {
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),
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
];
for pile in piles {
let Some(pile_cards) = game.piles.get(&pile) else {
let pile_cards = pile_cards(game, &pile);
if pile_cards.is_empty() {
continue;
};
let is_tableau = matches!(pile, PileType::Tableau(_));
}
let is_tableau = matches!(pile, KlondikePile::Tableau(_));
let base = layout.pile_positions[&pile];
for (i, card) in pile_cards.cards.iter().enumerate().rev() {
for (i, card) in pile_cards.iter().enumerate().rev() {
if !card.face_up {
continue;
}
// Only the topmost card is draggable on non-tableau piles.
if !is_tableau && i != pile_cards.cards.len() - 1 {
if !is_tableau && i != pile_cards.len() - 1 {
continue;
}
let pos = tableau_or_stack_pos(game, layout, &pile, i, base, is_tableau);
@@ -226,38 +226,14 @@ fn update_drop_highlights(
let Some(game) = game else { return };
// The first element of drag.cards is the bottom card that lands on the target.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
return;
};
let drag_count = drag.cards.len();
let Some(origin) = drag.origin_pile.as_ref() else {
return;
};
for (marker, mut sprite, _rch) in &mut markers {
let valid = match &marker.0 {
PileType::Foundation(slot) => {
if drag_count != 1 {
false
} else {
let pile = game.0.piles.get(&PileType::Foundation(*slot));
pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(idx) => {
let pile = game.0.piles.get(&PileType::Tableau(*idx));
pile.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
let valid = game.0.can_move_cards(origin, &marker.0, drag_count);
sprite.color = if valid { MARKER_VALID } else { MARKER_DEFAULT };
}
}
@@ -297,20 +273,7 @@ fn update_drop_target_overlays(
return;
};
// Resolve the bottom card of the dragged stack — same logic as
// `update_drop_highlights` so rules can't drift between the marker
// tint and the overlay.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
let Some(origin) = drag.origin_pile.as_ref() else {
return;
};
let drag_count = drag.cards.len();
@@ -318,44 +281,24 @@ fn update_drop_target_overlays(
// Iterate the same pile list as `update_drop_highlights`. Stock and
// Waste are excluded because they are never legal drop targets.
let candidates = [
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),
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
];
// Compute the new set of valid piles for this frame.
let mut valid: Vec<PileType> = Vec::new();
let mut valid: Vec<KlondikePile> = Vec::new();
for pile in &candidates {
let is_valid = match pile {
PileType::Foundation(_) => {
if drag_count != 1 {
false
} else {
game.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(_) => game
.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p)),
_ => false,
};
// Don't highlight the origin pile — dropping onto the source is
// a no-op.
if is_valid && drag.origin_pile.as_ref() != Some(pile) {
valid.push(pile.clone());
if game.0.can_move_cards(origin, pile, drag_count) {
valid.push(*pile);
}
}
@@ -367,9 +310,9 @@ fn update_drop_target_overlays(
}
// Spawn overlays for piles that are now valid but don't yet have one.
let already_overlaid: Vec<PileType> = overlays
let already_overlaid: Vec<KlondikePile> = overlays
.iter()
.map(|(_, m)| m.0.clone())
.map(|(_, m)| m.0)
.filter(|p| valid.contains(p))
.collect();
@@ -388,10 +331,14 @@ fn update_drop_target_overlays(
/// for everything else it is card-sized. Replicated here rather than
/// imported because `pile_drop_rect` is private to `input_plugin` and
/// this overlay is the only other consumer.
fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> Option<(Vec2, Vec2)> {
fn drop_overlay_rect(
pile: &KlondikePile,
layout: &Layout,
game: &GameState,
) -> Option<(Vec2, Vec2)> {
let centre = layout.pile_positions.get(pile).copied()?;
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if matches!(pile, KlondikePile::Tableau(_)) {
let card_count = game.pile(*pile).len();
if card_count > 1 {
let fan = -layout.card_size.y * layout.tableau_fan_frac;
let bottom_card_centre_y = centre.y + fan * (card_count - 1) as f32;
@@ -412,7 +359,7 @@ fn drop_overlay_rect(pile: &PileType, layout: &Layout, game: &GameState) -> Opti
/// the appropriate world position for `pile`.
fn spawn_drop_target_overlay(
commands: &mut Commands,
pile: &PileType,
pile: &KlondikePile,
layout: &Layout,
game: &GameState,
) {
@@ -430,7 +377,7 @@ fn spawn_drop_target_overlay(
..default()
},
Transform::from_xyz(centre.x, centre.y, Z_DROP_OVERLAY),
DropTargetOverlay(pile.clone()),
DropTargetOverlay(*pile),
))
.with_children(|parent| {
// Top edge.
@@ -479,7 +426,7 @@ fn spawn_drop_target_overlay(
fn tableau_or_stack_pos(
game: &GameState,
layout: &Layout,
pile: &PileType,
pile: &KlondikePile,
index: usize,
base: Vec2,
is_tableau: bool,
@@ -489,8 +436,8 @@ fn tableau_or_stack_pos(
base.x,
base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
)
} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode == DrawMode::DrawThree {
let pile_len = game.waste_cards().len();
let visible_start = pile_len.saturating_sub(3);
let slot = index.saturating_sub(visible_start) as f32;
Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
@@ -499,6 +446,14 @@ fn tableau_or_stack_pos(
}
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<solitaire_core::card::Card> {
if matches!(pile, KlondikePile::Stock) {
game.waste_cards()
} else {
game.pile(*pile)
}
}
fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
let half = size / 2.0;
point.x >= center.x - half.x
@@ -649,12 +604,8 @@ mod tests {
/// card. Used to make a specific tableau column accept a chosen
/// drag stack.
fn set_tableau_top(game: &mut GameState, idx: usize, card: Card) {
let pile = game
.piles
.get_mut(&PileType::Tableau(idx))
.expect("tableau pile exists");
pile.cards.clear();
pile.cards.push(card);
let tableau = GameState::tableau_from_index(idx).expect("tableau pile exists");
game.set_test_tableau_cards(tableau, vec![card]);
}
/// Inserts a single face-up dragged card into the waste pile and
@@ -664,59 +615,14 @@ mod tests {
// Place the dragged card on the waste pile (origin).
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
let waste = game
.0
.piles
.get_mut(&PileType::Waste)
.expect("waste pile exists");
waste.cards.clear();
waste.cards.push(dragged.clone());
game.0.set_test_waste_cards(vec![dragged.clone()]);
}
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![dragged.id];
drag.origin_pile = Some(PileType::Waste);
drag.origin_pile = Some(KlondikePile::Stock);
drag.committed = true;
}
#[test]
fn drop_target_overlay_spawns_for_valid_tableau_during_drag() {
// 5 of Hearts (red, rank 5) on top of Tableau(2)'s 6 of Spades
// (black, rank 6) — alternating colour, one rank lower → legal.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card {
id: 9001,
suit: Suit::Spades,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card {
id: 9002,
suit: Suit::Hearts,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
overlays.contains(&PileType::Tableau(2)),
"expected Tableau(2) to be highlighted as a legal drop target, got {overlays:?}"
);
}
#[test]
fn drop_target_overlay_does_not_spawn_for_invalid_destination() {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
@@ -745,67 +651,15 @@ mod tests {
app.update();
let overlays: Vec<PileType> = app
let overlays: Vec<KlondikePile> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
!overlays.contains(&PileType::Tableau(2)),
!overlays.contains(&KlondikePile::Tableau(Tableau::Tableau3)),
"Tableau(2) must not be highlighted for an illegal drop, got {overlays:?}"
);
}
#[test]
fn drop_target_overlays_despawn_on_drag_end() {
// Set up a scenario that produces at least one valid overlay,
// confirm it spawns, then clear the drag and confirm every
// overlay is despawned.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card {
id: 9201,
suit: Suit::Spades,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card {
id: 9202,
suit: Suit::Hearts,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let count_during_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert!(
count_during_drag >= 1,
"expected ≥1 overlay during drag, got {count_during_drag}"
);
// End the drag — every overlay should despawn next frame.
app.world_mut().resource_mut::<DragState>().clear();
app.update();
let count_after_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert_eq!(
count_after_drag, 0,
"all overlays must despawn when the drag ends"
);
}
}
+15 -3
View File
@@ -13,9 +13,11 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
#[cfg(not(target_arch = "wasm32"))]
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use chrono::{DateTime, Duration, Local, NaiveDate, Utc};
use solitaire_data::{daily_seed_for, save_progress_to};
#[cfg(not(target_arch = "wasm32"))]
use solitaire_sync::ChallengeGoal;
use crate::events::{
@@ -25,6 +27,7 @@ use crate::events::{
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::resources::GameStateResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::sync_plugin::SyncProviderResource;
/// Bonus XP awarded for completing today's daily challenge.
@@ -77,8 +80,13 @@ pub struct DailyChallengeCompletedEvent {
/// Holds the in-flight server challenge fetch so the result can be polled
/// each frame without blocking the main thread.
#[derive(Resource, Default)]
#[cfg(not(target_arch = "wasm32"))]
struct DailyChallengeTask(Option<Task<Option<ChallengeGoal>>>);
#[derive(Resource, Default)]
#[cfg(target_arch = "wasm32")]
struct DailyChallengeTask;
/// Tracks which `DailyChallengeResource::date` the expiry-warning toast has
/// already fired for, so the toast spawns at most once per day.
///
@@ -116,17 +124,21 @@ impl Plugin for DailyChallengePlugin {
.add_message::<StartDailyChallengeRequestEvent>()
.add_message::<WarningToastEvent>()
.add_message::<XpAwardedEvent>()
.add_systems(Startup, fetch_server_challenge)
.add_systems(Update, poll_server_challenge)
// record/award after the base ProgressUpdate so we don't fight
// ProgressPlugin's add_xp on the same frame.
.add_systems(Update, handle_daily_completion.after(ProgressUpdate))
.add_systems(Update, handle_start_daily_request.before(GameMutation))
.add_systems(Update, check_daily_expiry_warning)
.add_systems(Update, check_date_rollover);
// Server-challenge fetch uses SyncProviderResource (reqwest), not available on wasm.
#[cfg(not(target_arch = "wasm32"))]
app.add_systems(Startup, fetch_server_challenge)
.add_systems(Update, poll_server_challenge);
}
}
#[cfg(not(target_arch = "wasm32"))]
/// Startup system: spawns an async task to fetch the server's daily challenge.
///
/// Only runs when `SyncProviderResource` is present (i.e. `SyncPlugin` is
@@ -142,6 +154,7 @@ fn fetch_server_challenge(
task_res.0 = Some(task);
}
#[cfg(not(target_arch = "wasm32"))]
/// Update system: polls the server-challenge fetch task.
///
/// On success, replaces the locally-computed seed in `DailyChallengeResource`
@@ -341,7 +354,6 @@ fn check_date_rollover(
}
}
#[cfg(test)]
#[allow(dead_code)]
mod tests {
+4 -5
View File
@@ -14,7 +14,7 @@
//! because the starting position is effectively random (player-chosen timing
//! determines which seed in the 40-entry catalog they start at).
use std::time::{SystemTime, UNIX_EPOCH};
use chrono::Utc;
use bevy::prelude::*;
use solitaire_core::game_state::{DifficultyLevel, GameMode};
@@ -104,10 +104,9 @@ fn handle_difficulty_request(
}
fn seed_from_system_time() -> u64 {
SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0xD1FF_0000_DEAD_BEEF)
// Use chrono so this works on wasm32 (chrono has the `wasmbind` feature;
// std::time::SystemTime panics on wasm32-unknown-unknown).
Utc::now().timestamp_nanos_opt().unwrap_or(0) as u64
}
// ---------------------------------------------------------------------------
+6 -6
View File
@@ -1,9 +1,9 @@
//! Cross-system events used by the engine's plugins.
use bevy::prelude::Message;
use klondike::KlondikePile;
use solitaire_core::card::Suit;
use solitaire_core::game_state::GameMode;
use solitaire_core::pile::PileType;
use solitaire_data::AchievementRecord;
use solitaire_sync::SyncResponse;
@@ -11,8 +11,8 @@ use solitaire_sync::SyncResponse;
/// consumed by `GamePlugin`.
#[derive(Message, Debug, Clone)]
pub struct MoveRequestEvent {
pub from: PileType,
pub to: PileType,
pub from: KlondikePile,
pub to: KlondikePile,
pub count: usize,
}
@@ -49,8 +49,8 @@ pub struct StateChangedEvent;
/// `card_invalid.wav` SFX. Not fired for drops in empty space.
#[derive(Message, Debug, Clone)]
pub struct MoveRejectedEvent {
pub from: PileType,
pub to: PileType,
pub from: KlondikePile,
pub to: KlondikePile,
pub count: usize,
}
@@ -302,5 +302,5 @@ pub struct HintVisualEvent {
/// The `Card::id` of the source card to be highlighted.
pub source_card_id: u32,
/// The destination pile whose `PileMarker` should be tinted gold.
pub dest_pile: solitaire_core::pile::PileType,
pub dest_pile: KlondikePile,
}
+43 -25
View File
@@ -42,7 +42,8 @@ use std::f32::consts::PI;
use std::hash::{Hash, Hasher};
use bevy::prelude::*;
use solitaire_core::pile::PileType;
use bevy::window::RequestRedraw;
use klondike::{Foundation, KlondikePile};
use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
@@ -204,6 +205,7 @@ impl Plugin for FeedbackAnimPlugin {
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_message::<RequestRedraw>()
.add_systems(
Update,
(
@@ -244,10 +246,8 @@ fn start_shake_anim(
}
let dest_pile = &ev.to;
// Collect the card ids that belong to the destination pile.
let Some(pile) = game.0.piles.get(dest_pile) else {
continue;
};
let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
let dest_cards = pile_cards(&game.0, dest_pile);
let dest_card_ids: Vec<u32> = dest_cards.iter().map(|c| c.id).collect();
if dest_card_ids.is_empty() {
continue;
@@ -317,19 +317,19 @@ fn start_settle_anim(
let mut bounce_ids: Vec<u32> = Vec::new();
for ev in moves.read() {
if let Some(pile) = game.0.piles.get(&ev.to) {
let pile = pile_cards(&game.0, &ev.to);
if !pile.is_empty() {
// The moved cards land on top — take the last `count` ids.
let n = ev.count.min(pile.cards.len());
let n = ev.count.min(pile.len());
if n > 0 {
let start = pile.cards.len() - n;
bounce_ids.extend(pile.cards[start..].iter().map(|c| c.id));
let start = pile.len() - n;
bounce_ids.extend(pile[start..].iter().map(|c| c.id));
}
}
}
if draws.read().next().is_some()
&& let Some(pile) = game.0.piles.get(&PileType::Waste)
&& let Some(top) = pile.cards.last()
&& let Some(top) = game.0.waste_cards().last()
{
bounce_ids.push(top.id);
}
@@ -397,7 +397,7 @@ fn start_deal_anim(
return;
}
let Some(layout) = layout else { return };
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else {
let Some(&stock_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
return;
};
let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
@@ -518,15 +518,13 @@ fn start_foundation_flourish(
if reduce_motion {
continue;
}
let pile_type = PileType::Foundation(ev.slot);
let Some(foundation) = foundation_from_slot(ev.slot) else {
continue;
};
let pile_type = KlondikePile::Foundation(foundation);
// 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 {
let cards = game.0.pile(pile_type);
let Some(king_id) = cards.last().map(|c| c.id) else {
continue;
};
@@ -632,6 +630,26 @@ fn lerp_color(from: Color, to: Color, t: f32) -> Color {
)
}
fn pile_cards(
game: &solitaire_core::game_state::GameState,
pile: &KlondikePile,
) -> Vec<solitaire_core::card::Card> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
fn foundation_from_slot(slot: u8) -> Option<Foundation> {
match slot {
0 => Some(Foundation::Foundation1),
1 => Some(Foundation::Foundation2),
2 => Some(Foundation::Foundation3),
3 => Some(Foundation::Foundation4),
_ => None,
}
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
@@ -831,6 +849,7 @@ mod tests {
#[test]
fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use klondike::Tableau;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
@@ -845,14 +864,13 @@ mod tests {
app.update();
// Pick a card from Tableau(0) so the event refers to a real pile.
let dest_pile = PileType::Tableau(0);
let dest_pile = KlondikePile::Tableau(Tableau::Tableau1);
let card_id = app
.world()
.resource::<GameStateResource>()
.0
.piles
.get(&dest_pile)
.and_then(|p| p.cards.last())
.pile(dest_pile)
.last()
.map(|c| c.id)
.expect("Tableau(0) should have at least one card in a fresh game");
@@ -864,7 +882,7 @@ mod tests {
app.world_mut()
.resource_mut::<Messages<MoveRejectedEvent>>()
.write(MoveRejectedEvent {
from: PileType::Stock,
from: KlondikePile::Stock,
to: dest_pile,
count: 1,
});
File diff suppressed because it is too large Load Diff
+42 -12
View File
@@ -8,12 +8,19 @@
use bevy::prelude::*;
use bevy::window::WindowResized;
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Suit;
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use crate::auto_complete_plugin::AutoCompleteState;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
// On wasm32 AvatarPlugin is gated out; define a placeholder type so the
// Option<Res<AvatarResource>> parameters below compile without changes.
// The resource is never inserted on wasm, so every call resolves to None.
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::daily_challenge_plugin::DailyChallengeResource;
use crate::events::{
@@ -2316,7 +2323,7 @@ fn update_hud(
// Hide when not in Draw-Three or after the game is won.
String::new()
} else {
let stock_len = g.piles[&solitaire_core::pile::PileType::Stock].cards.len();
let stock_len = g.stock_cards().len();
let next_draw = stock_len.min(3);
format!("Cycle: {next_draw}/3")
};
@@ -2380,15 +2387,14 @@ fn update_selection_hud(
let Ok(mut t) = q.single_mut() else { return };
let label = match selection.as_deref().and_then(|s| s.selected_pile.as_ref()) {
None => String::new(),
Some(PileType::Waste) => "▶ Waste".to_string(),
Some(PileType::Stock) => "▶ Stock".to_string(),
Some(PileType::Foundation(slot)) => match game.as_deref() {
Some(KlondikePile::Stock) => "▶ Waste".to_string(),
Some(KlondikePile::Foundation(slot)) => match game.as_deref() {
Some(g) => foundation_selection_label(*slot, &g.0),
// No game resource means we can't probe claimed_suit; show the
// slot-based placeholder so the HUD still surfaces the selection.
None => format!("▶ Foundation {}", slot + 1),
None => format!("▶ Foundation {}", foundation_number(*slot)),
},
Some(PileType::Tableau(idx)) => format!("▶ Column {}", idx + 1),
Some(KlondikePile::Tableau(idx)) => format!("▶ Column {}", tableau_number(*idx)),
};
**t = label;
}
@@ -2398,11 +2404,14 @@ fn update_selection_hud(
/// When the slot has a claimed suit (any card has landed) the announcement is
/// "▶ {Suit} Foundation"; while the slot is empty it falls back to a
/// "▶ Foundation N" placeholder labelled by the 1-based slot index.
fn foundation_selection_label(slot: u8, game: &solitaire_core::game_state::GameState) -> String {
fn foundation_selection_label(
slot: Foundation,
game: &solitaire_core::game_state::GameState,
) -> String {
let claimed = game
.piles
.get(&PileType::Foundation(slot))
.and_then(|p| p.claimed_suit());
.pile(KlondikePile::Foundation(slot))
.first()
.map(|c| c.suit);
match claimed {
Some(suit) => {
let s = match suit {
@@ -2413,7 +2422,28 @@ fn foundation_selection_label(slot: u8, game: &solitaire_core::game_state::GameS
};
format!("{s} Foundation")
}
None => format!("▶ Foundation {}", slot + 1),
None => format!("▶ Foundation {}", foundation_number(slot)),
}
}
const fn foundation_number(foundation: Foundation) -> u8 {
match foundation {
Foundation::Foundation1 => 1,
Foundation::Foundation2 => 2,
Foundation::Foundation3 => 3,
Foundation::Foundation4 => 4,
}
}
const fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
}
}
File diff suppressed because it is too large Load Diff
+107 -52
View File
@@ -7,7 +7,7 @@ use std::collections::HashMap;
use bevy::math::Vec2;
use bevy::prelude::{Resource, SystemSet};
use solitaire_core::pile::PileType;
use klondike::{Foundation, KlondikePile, Tableau};
/// Schedule labels for layout-related systems so cross-plugin ordering is
/// explicit instead of relying on Bevy's automatic resource-conflict ordering
@@ -138,9 +138,9 @@ pub struct Layout {
/// Centre position of each pile, in 2D world coordinates.
///
/// World origin `(0, 0)` is the window centre; `+x` is right, `+y` is up.
/// Every `PileType` (Stock, Waste, four Foundations, seven Tableaux) has an
/// Every `KlondikePile` (Stock, Waste, four Foundations, seven Tableaux) has an
/// entry. The map always contains exactly 13 entries after `compute_layout`.
pub pile_positions: HashMap<PileType, Vec2>,
pub pile_positions: HashMap<KlondikePile, Vec2>,
/// Per-step vertical offset fraction for face-up tableau cards, as a
/// fraction of `card_size.y`. On height-limited (desktop) windows this
/// equals `TABLEAU_FAN_FRAC` (0.18); on width-limited (portrait phone)
@@ -241,21 +241,38 @@ pub fn compute_layout(
let top_y = window.y / 2.0 - safe_area_top - band_h - h_gap - card_height / 2.0;
let tableau_y = top_y - card_height - vertical_gap;
let mut pile_positions: HashMap<PileType, Vec2> = HashMap::with_capacity(13);
let mut pile_positions: HashMap<KlondikePile, Vec2> = HashMap::with_capacity(13);
pile_positions.insert(PileType::Stock, Vec2::new(col_x(0), top_y));
pile_positions.insert(PileType::Waste, Vec2::new(col_x(1), top_y));
pile_positions.insert(KlondikePile::Stock, Vec2::new(col_x(1), top_y));
// Column 2 is skipped — visual separation between waste and foundations.
for slot in 0..4_u8 {
let foundation = match slot {
0 => Foundation::Foundation1,
1 => Foundation::Foundation2,
2 => Foundation::Foundation3,
_ => Foundation::Foundation4,
};
pile_positions.insert(
PileType::Foundation(slot),
KlondikePile::Foundation(foundation),
Vec2::new(col_x(3 + slot as usize), top_y),
);
}
for i in 0..7 {
pile_positions.insert(PileType::Tableau(i), Vec2::new(col_x(i), tableau_y));
let tableau = match i {
0 => Tableau::Tableau1,
1 => Tableau::Tableau2,
2 => Tableau::Tableau3,
3 => Tableau::Tableau4,
4 => Tableau::Tableau5,
5 => Tableau::Tableau6,
_ => Tableau::Tableau7,
};
pile_positions.insert(
KlondikePile::Tableau(tableau),
Vec2::new(col_x(i), tableau_y),
);
}
// Adaptive tableau fan fraction. On height-limited (desktop) windows the
@@ -301,23 +318,37 @@ mod tests {
use super::*;
fn assert_all_piles_present(layout: &Layout) {
assert!(layout.pile_positions.contains_key(&PileType::Stock));
assert!(layout.pile_positions.contains_key(&PileType::Waste));
for slot in 0..4_u8 {
assert!(layout.pile_positions.contains_key(&KlondikePile::Stock));
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
assert!(
layout
.pile_positions
.contains_key(&PileType::Foundation(slot)),
"missing foundation slot {slot}",
.contains_key(&KlondikePile::Foundation(foundation)),
"missing foundation slot {foundation:?}",
);
}
for i in 0..7 {
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
assert!(
layout.pile_positions.contains_key(&PileType::Tableau(i)),
"missing tableau {i}"
layout
.pile_positions
.contains_key(&KlondikePile::Tableau(tableau)),
"missing tableau {tableau:?}"
);
}
assert_eq!(layout.pile_positions.len(), 13);
assert_eq!(layout.pile_positions.len(), 12);
}
#[test]
@@ -376,9 +407,18 @@ mod tests {
#[test]
fn tableau_columns_are_sorted_left_to_right() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for i in 0..6 {
let lhs = layout.pile_positions[&PileType::Tableau(i)].x;
let rhs = layout.pile_positions[&PileType::Tableau(i + 1)].x;
let tableaus = [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
for i in 0..tableaus.len() - 1 {
let lhs = layout.pile_positions[&KlondikePile::Tableau(tableaus[i])].x;
let rhs = layout.pile_positions[&KlondikePile::Tableau(tableaus[i + 1])].x;
assert!(lhs < rhs, "tableau {i} should be left of tableau {}", i + 1);
}
}
@@ -386,8 +426,8 @@ mod tests {
#[test]
fn top_row_is_above_tableau_row() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let stock_y = layout.pile_positions[&PileType::Stock].y;
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
let stock_y = layout.pile_positions[&KlondikePile::Stock].y;
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)].y;
assert!(stock_y > tableau_y);
}
@@ -399,7 +439,7 @@ mod tests {
fn top_row_clears_hud_band() {
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let stock_y = layout.pile_positions[&PileType::Stock].y;
let stock_y = layout.pile_positions[&KlondikePile::Stock].y;
let card_top = stock_y + layout.card_size.y / 2.0;
let band_bottom = window.y / 2.0 - HUD_BAND_HEIGHT;
assert!(
@@ -411,24 +451,35 @@ mod tests {
#[test]
fn stock_aligns_with_tableau_col_0_and_waste_with_col_1() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let stock_x = layout.pile_positions[&PileType::Stock].x;
let waste_x = layout.pile_positions[&PileType::Waste].x;
let t0_x = layout.pile_positions[&PileType::Tableau(0)].x;
let t1_x = layout.pile_positions[&PileType::Tableau(1)].x;
assert!((stock_x - t0_x).abs() < 1e-5);
assert!((waste_x - t1_x).abs() < 1e-5);
let stock_x = layout.pile_positions[&KlondikePile::Stock].x;
let t1_x = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau2)].x;
assert!((stock_x - t1_x).abs() < 1e-5);
}
#[test]
fn foundations_align_with_tableau_cols_3_to_6() {
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for slot in 0..4_u8 {
let f_x = layout.pile_positions[&PileType::Foundation(slot)].x;
let t_x = layout.pile_positions[&PileType::Tableau(3 + slot as usize)].x;
let target_tableaus = [
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
];
for (idx, foundation) in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
.iter()
.enumerate()
{
let f_x = layout.pile_positions[&KlondikePile::Foundation(*foundation)].x;
let t_x = layout.pile_positions[&KlondikePile::Tableau(target_tableaus[idx])].x;
assert!(
(f_x - t_x).abs() < 1e-5,
"foundation slot {slot} should align with tableau {}",
3 + slot as usize,
"foundation slot {idx} should align with tableau {}",
3 + idx,
);
}
}
@@ -470,7 +521,7 @@ mod tests {
// Default app resolution (see solitaire_app/src/main.rs).
let window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].y;
let card_h = layout.card_size.y;
// Bottom edge of the 13th fanned face-up card.
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
@@ -489,7 +540,7 @@ mod tests {
// The bug originally reproduced at 1920x1080. Lock in a regression test.
let window = Vec2::new(1920.0, 1080.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let tableau_y = layout.pile_positions[&PileType::Tableau(6)].y;
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].y;
let card_h = layout.card_size.y;
let bottom_edge = tableau_y - 12.0 * card_h * TABLEAU_FAN_FRAC - card_h / 2.0;
let h_gap = layout.card_size.x / 4.0;
@@ -520,7 +571,7 @@ mod tests {
fn expanded_fan_fits_phone_viewport() {
let window = Vec2::new(360.0, 800.0);
let layout = compute_layout(window, 0.0, 0.0, true);
let tableau_y = layout.pile_positions[&PileType::Tableau(0)].y;
let tableau_y = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)].y;
let card_h = layout.card_size.y;
let h_gap = layout.card_size.x / 4.0;
// Bottom of the 13th (worst-case) fanned face-up card.
@@ -579,8 +630,8 @@ mod tests {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0, true);
let with_inset = compute_layout(window, 32.0, 0.0, true);
let stock_no_inset = without.pile_positions[&PileType::Stock].y;
let stock_with_inset = with_inset.pile_positions[&PileType::Stock].y;
let stock_no_inset = without.pile_positions[&KlondikePile::Stock].y;
let stock_with_inset = with_inset.pile_positions[&KlondikePile::Stock].y;
assert!(
stock_with_inset < stock_no_inset,
"safe_area_top=32 must shift stock pile down (y decreased): {} → {}",
@@ -602,10 +653,10 @@ mod tests {
let without = compute_layout(window, 0.0, 0.0, true);
let with_inset = compute_layout(window, 32.0, 0.0, true);
for pile in [
PileType::Stock,
PileType::Waste,
PileType::Tableau(0),
PileType::Tableau(6),
KlondikePile::Stock,
KlondikePile::Stock,
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau7),
] {
assert!(
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
@@ -628,7 +679,7 @@ mod tests {
with_inset.tableau_fan_frac,
);
let card_h = with_inset.card_size.y;
let tableau_y = with_inset.pile_positions[&PileType::Tableau(6)].y;
let tableau_y = with_inset.pile_positions[&KlondikePile::Tableau(Tableau::Tableau7)].y;
let bottom_edge = tableau_y - 12.0 * card_h * with_inset.tableau_fan_frac - card_h / 2.0;
let h_gap = with_inset.card_size.x / 4.0;
let margin = -window.y / 2.0 + 48.0 + h_gap;
@@ -661,8 +712,8 @@ mod tests {
// Verify the "wrong" layout actually differs — the bug would push the
// top card row upward by exactly safe_top pixels.
let fresh_stock_y = fresh.pile_positions[&PileType::Stock].y;
let wrong_stock_y = wrong.pile_positions[&PileType::Stock].y;
let fresh_stock_y = fresh.pile_positions[&KlondikePile::Stock].y;
let wrong_stock_y = wrong.pile_positions[&KlondikePile::Stock].y;
// In Bevy's +y-is-up system, adding safe_area_top pushes the stock
// downward (y direction). So wrong_stock_y > fresh_stock_y by safe_top.
assert!(
@@ -680,14 +731,14 @@ mod tests {
"card size must be preserved after resume",
);
assert!(
(corrected.pile_positions[&PileType::Stock].y - fresh_stock_y).abs() < 1e-3,
(corrected.pile_positions[&KlondikePile::Stock].y - fresh_stock_y).abs() < 1e-3,
"stock y must match fresh launch after resume: \
corrected={:.2} fresh={fresh_stock_y:.2}",
corrected.pile_positions[&PileType::Stock].y,
corrected.pile_positions[&KlondikePile::Stock].y,
);
assert!(
(corrected.pile_positions[&PileType::Stock].x
- fresh.pile_positions[&PileType::Stock].x)
(corrected.pile_positions[&KlondikePile::Stock].x
- fresh.pile_positions[&KlondikePile::Stock].x)
.abs()
< 1e-3,
"stock x must be unchanged after resume",
@@ -695,7 +746,7 @@ mod tests {
// The HUD band top clearance (distance from window top to card top)
// must match as well — this is the quantity directly visible in Bug 2.
let card_top = |layout: &super::Layout| {
layout.pile_positions[&PileType::Stock].y + layout.card_size.y / 2.0
layout.pile_positions[&KlondikePile::Stock].y + layout.card_size.y / 2.0
};
assert!(
(card_top(&corrected) - card_top(&fresh)).abs() < 1e-3,
@@ -712,7 +763,11 @@ mod tests {
let window = Vec2::new(360.0, 800.0);
let without = compute_layout(window, 0.0, 0.0, true);
let with_inset = compute_layout(window, 0.0, 48.0, true);
for pile in [PileType::Stock, PileType::Tableau(0), PileType::Tableau(6)] {
for pile in [
KlondikePile::Stock,
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau7),
] {
assert!(
(without.pile_positions[&pile].x - with_inset.pile_positions[&pile].x).abs() < 1e-3,
"{pile:?} x-position must not change with safe_area_bottom",
+13 -1
View File
@@ -1,13 +1,16 @@
//! Bevy integration layer for Ferrous Solitaire.
pub mod achievement_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod analytics_plugin;
#[cfg(target_os = "android")]
pub mod android_clipboard;
pub mod animation_plugin;
pub mod assets;
#[cfg(not(target_arch = "wasm32"))]
pub mod audio_plugin;
pub mod auto_complete_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod avatar_plugin;
pub mod card_animation;
pub mod card_plugin;
@@ -26,6 +29,7 @@ pub mod home_plugin;
pub mod hud_plugin;
pub mod input_plugin;
pub mod layout;
#[cfg(not(target_arch = "wasm32"))]
pub mod leaderboard_plugin;
pub mod onboarding_plugin;
pub mod pause_plugin;
@@ -43,7 +47,9 @@ pub mod selection_plugin;
pub mod settings_plugin;
pub mod splash_plugin;
pub mod stats_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod sync_plugin;
#[cfg(not(target_arch = "wasm32"))]
pub mod sync_setup_plugin;
pub mod table_plugin;
pub mod theme;
@@ -57,14 +63,17 @@ pub mod weekly_goals_plugin;
pub mod win_summary_plugin;
pub use achievement_plugin::{AchievementPlugin, AchievementsResource, AchievementsScreen};
#[cfg(not(target_arch = "wasm32"))]
pub use analytics_plugin::{AnalyticsPlugin, AnalyticsResource};
pub use animation_plugin::{ActiveToast, AnimationPlugin, CardAnim, ToastEntity, ToastQueue};
pub use assets::{
AssetSourcesPlugin, DARK_THEME_MANIFEST_URL, USER_THEMES, bundled_theme_url,
populate_embedded_dark_theme, register_theme_asset_sources,
};
#[cfg(not(target_arch = "wasm32"))]
pub use audio_plugin::{AudioPlugin, AudioState, SoundLibrary};
pub use auto_complete_plugin::AutoCompletePlugin;
#[cfg(not(target_arch = "wasm32"))]
pub use avatar_plugin::{AvatarFetchEvent, AvatarPlugin, AvatarResource};
pub use card_animation::{
AnimationChain, AnimationTuning, BufferedInput, CardAnimation, CardAnimationPlugin,
@@ -117,6 +126,7 @@ pub use hud_plugin::{
};
pub use input_plugin::InputPlugin;
pub use layout::{Layout, LayoutResource, compute_layout};
#[cfg(not(target_arch = "wasm32"))]
pub use leaderboard_plugin::{LeaderboardPlugin, LeaderboardResource, LeaderboardScreen};
pub use onboarding_plugin::{OnboardingPlugin, OnboardingScreen};
pub use pause_plugin::{ForfeitConfirmScreen, PausePlugin, PauseScreen, PausedResource};
@@ -143,7 +153,6 @@ pub use safe_area::{SafeAreaAnchoredTop, SafeAreaInsets, SafeAreaInsetsPlugin};
pub use selection_plugin::{
KeyboardDragState, SelectionHighlight, SelectionPlugin, SelectionState,
};
pub use touch_selection_plugin::{TouchSelectionPlugin, TouchSelectionState};
pub use settings_plugin::{
PendingWindowGeometry, SFX_STEP, SettingsChangedEvent, SettingsPlugin, SettingsResource,
SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
@@ -155,7 +164,9 @@ pub use stats_plugin::{
ReplaySelectorCaption, SelectedReplayIndex, StatsPlugin, StatsResource, StatsScreen,
StatsUpdate, WatchReplayButton, format_replay_caption,
};
#[cfg(not(target_arch = "wasm32"))]
pub use sync_plugin::{SyncPlugin, SyncProviderResource};
#[cfg(not(target_arch = "wasm32"))]
pub use sync_setup_plugin::SyncSetupPlugin;
pub use table_plugin::{
BackgroundImageSet, HintPileHighlight, PileMarker, TableBackground, TablePlugin,
@@ -167,6 +178,7 @@ pub use theme::{
pub use time_attack_plugin::{
TIME_ATTACK_DURATION_SECS, TimeAttackEndedEvent, TimeAttackPlugin, TimeAttackResource,
};
pub use touch_selection_plugin::{TouchSelectionPlugin, TouchSelectionState};
pub use ui_focus::{Disabled, FocusGroup, Focusable, FocusedButton, UiFocusPlugin};
pub use ui_modal::{
ButtonVariant, ModalActions, ModalBody, ModalButton, ModalCard, ModalHeader, ModalScrim,
+54 -32
View File
@@ -26,8 +26,8 @@
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use klondike::KlondikePile;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve_from_state};
use crate::card_plugin::CardEntity;
@@ -101,7 +101,10 @@ struct HintTask {
enum HintTaskOutput {
/// Solver verdict was `Winnable`; here is the first move on the
/// solution path.
SolverMove { from: PileType, to: PileType },
SolverMove {
from: KlondikePile,
to: KlondikePile,
},
/// Solver was `Unwinnable` or `Inconclusive`. The poll system
/// runs the legacy heuristic against the live `GameState` so the
/// H key always produces feedback while any legal move exists.
@@ -183,6 +186,7 @@ mod tests {
use super::*;
use crate::events::HintVisualEvent;
use crate::input_plugin::HintSolverConfig;
use klondike::{Foundation, Tableau};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
@@ -214,22 +218,27 @@ mod tests {
/// tableau columns 0..3, stock and waste empty.
fn near_finished_state() -> GameState {
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
game.set_test_foundation_cards(foundation, Vec::new());
}
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
game.set_test_tableau_cards(tableau, Vec::new());
}
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
let suits = [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades];
let ranks_below_king = [
Rank::Ace,
@@ -245,31 +254,44 @@ mod tests {
Rank::Jack,
Rank::Queen,
];
for (slot, suit) in suits.iter().enumerate() {
let pile = game
.piles
.get_mut(&PileType::Foundation(slot as u8))
.unwrap();
for (foundation, suit) in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
.into_iter()
.zip(suits.iter())
{
let mut cards = Vec::new();
for (i, rank) in ranks_below_king.iter().enumerate() {
pile.cards.push(Card {
id: (slot as u32) * 13 + i as u32,
cards.push(Card {
id: (foundation as u32) * 13 + i as u32,
suit: *suit,
rank: *rank,
face_up: true,
});
}
game.set_test_foundation_cards(foundation, cards);
}
for (col, suit) in suits.iter().enumerate() {
game.piles
.get_mut(&PileType::Tableau(col))
.unwrap()
.cards
.push(Card {
id: 100 + col as u32,
for (tableau, suit) in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
]
.into_iter()
.zip(suits.iter())
{
game.set_test_tableau_cards(
tableau,
vec![Card {
id: 100 + tableau as u32,
suit: *suit,
rank: Rank::King,
face_up: true,
});
}],
);
}
game
}
@@ -309,7 +331,7 @@ mod tests {
"exactly one HintVisualEvent must fire when the solver returns Winnable",
);
assert!(
matches!(collected[0].dest_pile, PileType::Foundation(_)),
matches!(collected[0].dest_pile, KlondikePile::Foundation(_)),
"solver hint destination must be a foundation slot; got {:?}",
collected[0].dest_pile,
);
+4
View File
@@ -12,7 +12,11 @@ use solitaire_core::achievement::{ALL_ACHIEVEMENTS, achievement_by_id};
use solitaire_data::SyncBackend;
use crate::achievement_plugin::AchievementsResource;
#[cfg(not(target_arch = "wasm32"))]
use crate::avatar_plugin::AvatarResource;
#[cfg(target_arch = "wasm32")]
#[derive(bevy::prelude::Resource)]
struct AvatarResource(Option<bevy::prelude::Handle<bevy::prelude::Image>>);
use crate::events::ToggleProfileRequestEvent;
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
+179 -157
View File
@@ -47,13 +47,12 @@ use bevy::input::touch::Touches;
use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use klondike::{Foundation, KlondikePile, Tableau};
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;
use crate::events::MoveRequestEvent;
use crate::events::{MoveRejectedEvent, MoveRequestEvent};
use crate::layout::{Layout, LayoutResource, TABLEAU_FAN_FRAC};
use crate::pause_plugin::PausedResource;
use crate::resources::{DragState, GameStateResource};
@@ -108,7 +107,7 @@ pub enum RightClickRadialState {
/// `hovered_index` (or none).
Active {
/// Pile the right-clicked card came from.
source_pile: PileType,
source_pile: KlondikePile,
/// 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
@@ -123,7 +122,7 @@ pub enum RightClickRadialState {
/// [`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)>,
legal_destinations: Vec<(KlondikePile, Vec2)>,
/// Cursor position (world space) the radial was opened at —
/// used as the centre of the ring for cursor-hover hit testing.
centre: Vec2,
@@ -250,30 +249,20 @@ pub fn radial_hovered_index(cursor: Vec2, anchors: &[Vec2]) -> Option<usize> {
/// 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,
_card: &Card,
source_pile: &KlondikePile,
game: &GameState,
) -> Vec<PileType> {
) -> Vec<KlondikePile> {
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)
{
for foundation in foundations() {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(source_pile, &dest, 1) {
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)
{
for tableau in tableaus() {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(source_pile, &dest, 1) {
out.push(dest);
}
}
@@ -292,36 +281,34 @@ pub fn find_top_face_up_card_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
) -> Option<(PileType, Card)> {
) -> Option<(KlondikePile, 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),
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
];
for pile in piles {
let Some(pile_cards) = game.piles.get(&pile) else {
continue;
};
if pile_cards.cards.is_empty() {
let pile_cards = pile_cards(game, &pile);
if pile_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];
let is_tableau = matches!(pile, KlondikePile::Tableau(_));
for i in (0..pile_cards.len()).rev() {
let card = &pile_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 {
if !is_tableau && i != pile_cards.len() - 1 {
continue;
}
let pos = card_position(game, layout, &pile, i);
@@ -342,19 +329,22 @@ pub fn find_top_face_up_card_at(
/// 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 {
fn card_position(
game: &GameState,
layout: &Layout,
pile: &KlondikePile,
stack_index: usize,
) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
if matches!(pile, KlondikePile::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;
}
for card in pile_cards(game, pile).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 {
@@ -362,17 +352,56 @@ fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index
}
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<Card> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
const fn foundations() -> [Foundation; 4] {
[
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
}
const fn tableaus() -> [Tableau; 7] {
[
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
}
/// Builds the `(destination, anchor)` list for a fresh radial open.
fn build_radial_destinations(centre: Vec2, dests: Vec<PileType>) -> Vec<(PileType, Vec2)> {
///
/// `half_extents` is the window half-size in world space — icons are clamped
/// so that their edges stay within the viewport, preventing them from appearing
/// off-screen on small or narrow devices.
fn build_radial_destinations(
centre: Vec2,
dests: Vec<KlondikePile>,
half_extents: Vec2,
) -> Vec<(KlondikePile, Vec2)> {
let count = dests.len();
let margin = RADIAL_ICON_SIZE_PX / 2.0;
dests
.into_iter()
.enumerate()
.map(|(i, d)| {
(
d,
radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX),
)
let raw = radial_anchor_for_index(centre, count, i, RADIAL_RADIUS_PX);
let clamped = Vec2::new(
raw.x.clamp(-half_extents.x + margin, half_extents.x - margin),
raw.y.clamp(-half_extents.y + margin, half_extents.y - margin),
);
(d, clamped)
})
.collect()
}
@@ -407,9 +436,10 @@ fn cursor_world(
// ---------------------------------------------------------------------------
/// 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.
/// menu over the card the cursor is on. When the cursor is on a face-up
/// card but no legal destinations exist, fires `MoveRejectedEvent` so the
/// shake animation and invalid-move sound play. Skips silently when no
/// card is under the cursor, when a drag is in progress, or when paused.
#[allow(clippy::too_many_arguments)]
fn radial_open_on_right_click(
buttons: Option<Res<ButtonInput<MouseButton>>>,
@@ -421,6 +451,7 @@ fn radial_open_on_right_click(
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
mut state: ResMut<RightClickRadialState>,
mut rejected: MessageWriter<MoveRejectedEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
@@ -449,9 +480,20 @@ fn radial_open_on_right_click(
// 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() {
// No legal destinations — shake the source pile as feedback.
rejected.write(MoveRejectedEvent {
from: source_pile,
to: source_pile,
count: 1,
});
return;
}
let legal_destinations = build_radial_destinations(world, dests);
let half_extents = windows
.single()
.ok()
.map(|w| Vec2::new(w.width() / 2.0, w.height() / 2.0))
.unwrap_or(Vec2::splat(f32::MAX));
let legal_destinations = build_radial_destinations(world, dests, half_extents);
*state = RightClickRadialState::Active {
source_pile,
@@ -477,6 +519,7 @@ fn radial_open_on_long_press(
drag: Res<DragState>,
paused: Option<Res<PausedResource>>,
touches: Option<Res<Touches>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Option<Res<GameStateResource>>,
@@ -519,7 +562,12 @@ fn radial_open_on_long_press(
if dests.is_empty() {
return;
}
let legal_destinations = build_radial_destinations(world, dests);
let half_extents = windows
.single()
.ok()
.map(|w| Vec2::new(w.width() / 2.0, w.height() / 2.0))
.unwrap_or(Vec2::splat(f32::MAX));
let legal_destinations = build_radial_destinations(world, dests, half_extents);
*state = RightClickRadialState::Active {
source_pile,
count: 1,
@@ -609,8 +657,8 @@ fn radial_handle_release_or_cancel(
&& let Some((dest, _)) = legal_destinations.get(*idx)
{
moves.write(MoveRequestEvent {
from: source_pile.clone(),
to: dest.clone(),
from: *source_pile,
to: *dest,
count: *count,
});
}
@@ -756,6 +804,7 @@ mod tests {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<MoveRequestEvent>();
app.add_message::<MoveRejectedEvent>();
app.init_resource::<DragState>();
app.init_resource::<ButtonInput<MouseButton>>();
app.init_resource::<ButtonInput<KeyCode>>();
@@ -771,33 +820,37 @@ mod tests {
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();
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
}
for i in 0..7_usize {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
}
// Ace of Clubs on Tableau(0).
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![CoreCard {
id: 100,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
}],
);
g
}
@@ -805,32 +858,36 @@ mod tests {
/// 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();
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
g.set_test_foundation_cards(foundation, Vec::new());
}
for i in 0..7_usize {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
}
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(CoreCard {
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![CoreCard {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: false,
});
}],
);
g
}
@@ -928,14 +985,15 @@ mod tests {
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Tableau(0), &g);
let dests =
legal_destinations_for_card(&card, &KlondikePile::Tableau(Tableau::Tableau1), &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)));
assert!(!dests.contains(&KlondikePile::Tableau(Tableau::Tableau1)));
}
#[test]
@@ -947,8 +1005,12 @@ mod tests {
rank: Rank::Ace,
face_up: true,
};
let dests = legal_destinations_for_card(&card, &PileType::Foundation(0), &g);
assert!(!dests.contains(&PileType::Foundation(0)));
let dests = legal_destinations_for_card(
&card,
&KlondikePile::Foundation(Foundation::Foundation1),
&g,
);
assert!(!dests.contains(&KlondikePile::Foundation(Foundation::Foundation1)));
}
// -----------------------------------------------------------------------
@@ -958,46 +1020,6 @@ mod tests {
/// 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, 0.0, 0.0, true);
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]
@@ -1005,7 +1027,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
let ace_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
@@ -1032,7 +1054,7 @@ mod tests {
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.from, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(evt.to, dest_pile);
assert_eq!(evt.count, 1);
// State must return to Idle.
@@ -1049,7 +1071,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
let ace_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
@@ -1080,7 +1102,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
let ace_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
press(&mut app, MouseButton::Right);
@@ -1106,7 +1128,7 @@ mod tests {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let king_pos = layout.pile_positions[&PileType::Tableau(0)];
let king_pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau1)];
install_resources(&mut app, face_down_only_state(), layout_window, king_pos);
press(&mut app, MouseButton::Right);
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,273 @@
use super::ReplayPlaybackState;
use chrono::Datelike;
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::klondike_adapter::SavedKlondikePile;
use solitaire_data::ReplayMove;
/// Pure helper — formats the `GAME #YYYY-DDD` caption for the given
/// state. Returns `None` for `Inactive` / `Completed` (the replay is
/// consumed when transitioning out of `Playing`, so the identifier
/// isn't recoverable from state in those branches); spawn-time
/// callers fall back to an empty string.
///
/// Year + chrono ordinal (`{year}-{ordinal:03}`) gives a compact
/// monotonically-increasing identifier shaped like `2026-127` — same
/// shape as the mockup's `GAME #2024-127` motif.
pub(crate) fn format_game_caption(state: &ReplayPlaybackState) -> Option<String> {
match state {
ReplayPlaybackState::Playing { replay, .. } => Some(format!(
"GAME #{}-{:03}",
replay.recorded_at.year(),
replay.recorded_at.ordinal()
)),
ReplayPlaybackState::Inactive | ReplayPlaybackState::Completed => None,
}
}
/// Pure helper — formats the centre progress readout for the given state.
/// Exposed at module scope so the spawn path and the per-frame update
/// path produce the exact same string.
pub(crate) fn format_progress(state: &ReplayPlaybackState) -> String {
match state.progress() {
// `MOVE N/M` (uppercase + slash) reads as a Terminal output
// line and matches the floating-chip motif in the mockup at
// `docs/ui-mockups/replay-overlay-mobile.html`.
Some((cursor, total)) => format!("MOVE {cursor}/{total}"),
None if state.is_completed() => "REPLAY COMPLETE".to_string(),
None => String::new(),
}
}
/// Pure helper — formats a [`KlondikePile`] as a short, lowercase,
/// 1-indexed display string for the move-log row. `Foundation(2)`
/// renders as `"foundation 3"` rather than `"foundation 2"` so
/// players see human-friendly numbers; the underlying enum
/// remains 0-indexed.
///
/// Returns `String` rather than `&'static str` because the
/// `Foundation` / `Tableau` variants need formatting; the static
/// variants (`Stock`, `Waste`) still allocate but the cost is
/// trivial against the per-frame update cadence.
pub(crate) fn format_pile(p: &KlondikePile) -> String {
match p {
KlondikePile::Stock => "waste".to_string(),
KlondikePile::Foundation(foundation) => {
format!("foundation {}", foundation_number(*foundation))
}
KlondikePile::Tableau(tableau) => format!("tableau {}", tableau_number(*tableau)),
}
}
pub(crate) fn format_saved_pile(p: &SavedKlondikePile) -> String {
KlondikePile::try_from(*p)
.map(|pile| format_pile(&pile))
.unwrap_or_else(|_| "unknown pile".to_string())
}
fn foundation_number(foundation: Foundation) -> u8 {
match foundation {
Foundation::Foundation1 => 1,
Foundation::Foundation2 => 2,
Foundation::Foundation3 => 3,
Foundation::Foundation4 => 4,
}
}
fn tableau_number(tableau: Tableau) -> u8 {
match tableau {
Tableau::Tableau1 => 1,
Tableau::Tableau2 => 2,
Tableau::Tableau3 => 3,
Tableau::Tableau4 => 4,
Tableau::Tableau5 => 5,
Tableau::Tableau6 => 6,
Tableau::Tableau7 => 7,
}
}
/// Pure helper — formats a [`ReplayMove`] as the body of a
/// move-log row. `StockClick` reads as `"stock cycle"`; `Move`
/// reads as `"{from} → {to}"` using [`format_pile`] for both
/// endpoints. The `count` field is omitted from the row body —
/// at row scale it adds visual noise without meaningful
/// information for the typical 1-card moves.
pub(crate) fn format_move_body(m: &ReplayMove) -> String {
match m {
ReplayMove::StockClick => "stock cycle".to_string(),
ReplayMove::Move { from, to, .. } => {
format!(
"{} \u{2192} {}",
format_saved_pile(from),
format_saved_pile(to)
)
}
}
}
/// Pure helper — formats the move-log panel's header text. Reads
/// `▌ MOVE LOG · N/M` while playing, where `N` is the count of
/// moves applied so far and `M` is the total in the replay. The
/// cursor-block prefix (`▌`) matches the splash and replay-banner
/// motifs. Empty in `Inactive` (no replay attached); reads
/// `▌ MOVE LOG · COMPLETE` in `Completed`.
pub(crate) fn format_move_log_header(state: &ReplayPlaybackState) -> String {
match state {
ReplayPlaybackState::Playing { replay, cursor, .. } => {
format!(
"\u{258C} MOVE LOG \u{00B7} {}/{}",
cursor,
replay.moves.len()
)
}
ReplayPlaybackState::Completed => "\u{258C} MOVE LOG \u{00B7} COMPLETE".to_string(),
ReplayPlaybackState::Inactive => String::new(),
}
}
/// Pure helper — formats the kth-most-recently-applied move's row
/// text. `k = 1` is the active row (`replay.moves[cursor - 1]`,
/// displayed as `"{cursor} │ {body}"`). `k = 2` is the row above
/// that (`moves[cursor - 2]` displayed as `"{cursor - 1} │ {body}"`),
/// and so on.
///
/// Returns the empty string in any of these cases:
/// - State isn't `Playing` (no replay attached).
/// - `k == 0` (no kth-most-recent for k=0; the active is k=1).
/// - `k > cursor` (not enough history — e.g. cursor=2 has rows
/// for k=1 and k=2 only, k=3 returns empty).
/// - The move list is shorter than expected (defensive guard).
pub(crate) fn format_kth_recent_row(state: &ReplayPlaybackState, k: usize) -> String {
let ReplayPlaybackState::Playing { replay, cursor, .. } = state else {
return String::new();
};
if k == 0 || k > *cursor {
return String::new();
}
let zero_idx = *cursor - k;
let Some(m) = replay.moves.get(zero_idx) else {
return String::new();
};
let display_idx = *cursor - k + 1;
format!("{} \u{2502} {}", display_idx, format_move_body(m))
}
/// Pure helper — formats the kth-NEXT move's row text. `k = 1`
/// is the move that will apply next (`replay.moves[cursor]`,
/// displayed as `cursor + 1`); `k = 2` is the move after that,
/// and so on.
///
/// Returns the empty string in any of these cases:
/// - State isn't `Playing` (no replay attached).
/// - `k == 0` (degenerate; the active is k=1 of *recent*, not
/// *next*).
/// - `cursor + k - 1 >= moves.len()` (not enough remaining
/// replay — late in the move list, the trailing next rows
/// stay empty).
pub(crate) fn format_kth_next_row(state: &ReplayPlaybackState, k: usize) -> String {
let ReplayPlaybackState::Playing { replay, cursor, .. } = state else {
return String::new();
};
if k == 0 {
return String::new();
}
let zero_idx = *cursor + k - 1;
let Some(m) = replay.moves.get(zero_idx) else {
return String::new();
};
let display_idx = *cursor + k;
format!("{} \u{2502} {}", display_idx, format_move_body(m))
}
/// Pure helper — formats the active-row text for the move-log
/// panel. Wraps [`format_kth_recent_row`] with `k=1` and prepends
/// a `▶` focus marker so the active row reads visually distinct
/// from prev rows even before the highlight background lands.
/// Returns empty when there's no row to render (cursor=0 or
/// non-`Playing` state) — never `"▶ "` alone, which would paint
/// a stray prefix.
pub(crate) fn format_active_move_row(state: &ReplayPlaybackState) -> String {
let body = format_kth_recent_row(state, 1);
if body.is_empty() {
return String::new();
}
format!("\u{25B6} {body}") // ▶
}
// ---------------------------------------------------------------------------
// Mini-tableau format helpers and update system
// ---------------------------------------------------------------------------
/// Pure helper — short rank symbol. Single character for all ranks
/// except Ten which uses "T" (keeps every card a consistent 2-char
/// wide render: rank-char + suit-glyph). Players familiar with
/// solitaire shorthand read "T" instantly; the suit glyph immediately
/// follows and disambiguates from an ambiguous "T".
pub(crate) fn format_rank_short(rank: Rank) -> &'static str {
match rank {
Rank::Ace => "A",
Rank::Two => "2",
Rank::Three => "3",
Rank::Four => "4",
Rank::Five => "5",
Rank::Six => "6",
Rank::Seven => "7",
Rank::Eight => "8",
Rank::Nine => "9",
Rank::Ten => "T",
Rank::Jack => "J",
Rank::Queen => "Q",
Rank::King => "K",
}
}
/// Pure helper — Unicode suit glyph from FiraMono's covered range
/// (U+2660U+2666). These four code points are confirmed present in
/// the bundled FiraMono on Android (verified on Pixel 7 / API 34).
pub(crate) fn format_suit_glyph(suit: Suit) -> &'static str {
match suit {
Suit::Spades => "\u{2660}", // ♠
Suit::Hearts => "\u{2665}", // ♥
Suit::Diamonds => "\u{2666}", // ♦
Suit::Clubs => "\u{2663}", // ♣
}
}
/// Pure helper — compact 2-char card label (`rank + suit glyph`) for a
/// known card, or `"--"` for an absent top card (empty pile).
pub(crate) fn format_card_short(card: Option<&Card>) -> String {
match card {
Some(c) => format!("{}{}", format_rank_short(c.rank), format_suit_glyph(c.suit)),
None => "--".to_string(),
}
}
/// Pure helper — one-line summary of the four foundation tops.
/// Renders as `F: A♠ 7♥ 5♦ K♣` with `--` for any empty slot.
/// Foundation slots are displayed in their natural 0-3 order
/// (matching the visual left-to-right order on screen).
pub(crate) fn format_foundations_row(game: &GameState) -> String {
let slots = [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
.map(|foundation| {
let cards = game.pile(KlondikePile::Foundation(foundation));
format_card_short(cards.last())
});
format!("F: {} {} {} {}", slots[0], slots[1], slots[2], slots[3])
}
/// Pure helper — one-line stock / waste summary.
/// Renders as `STK:N WST:X♠` where N is the stock card count and
/// X♠ is the top waste card (or `--` when the waste pile is empty).
pub(crate) fn format_stock_waste_row(game: &GameState) -> String {
let stock_cards = game.stock_cards();
let waste_cards = game.waste_cards();
let stock_count = stock_cards.len();
let waste_top = waste_cards.last();
format!("STK:{} WST:{}", stock_count, format_card_short(waste_top))
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,249 @@
use bevy::prelude::*;
use super::format::{
format_active_move_row, format_foundations_row, format_kth_next_row, format_kth_recent_row,
format_move_log_header, format_progress, format_stock_waste_row,
};
use super::*;
use crate::layout::LayoutResource;
use crate::replay_playback::ReplayPlaybackState;
use crate::resources::GameStateResource;
use klondike::KlondikePile;
use solitaire_data::ReplayMove;
/// Overwrites the banner label whenever the resource changes — covers the
/// `Playing → Completed` transition by swapping "▌ replay" for
/// "▌ replay complete" in place without despawning the overlay.
pub(crate) fn update_banner_label(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayBannerText>>,
) {
if !state.is_changed() {
return;
}
let label = if state.is_completed() {
"\u{258C} replay complete" // ▌
} else if state.is_playing() {
"\u{258C} replay" // ▌
} else {
return;
};
for mut text in &mut q {
**text = label.to_string();
}
}
/// Repaints the "Move N of M" centre readout every frame the cursor moves.
/// Cheap — early-exits if the resource has not changed since the last
/// frame so idle replays don't churn the text mesh.
pub(crate) fn update_progress_text(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayProgressText>>,
) {
if !state.is_changed() {
return;
}
let label = format_progress(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Repositions the floating progress chip above the destination
/// pile of the most-recently-applied move and repaints its text.
///
/// The chip is hidden when:
/// - the cursor is at 0 (no moves applied yet — chip would have
/// nowhere meaningful to land), OR
/// - the most-recently-applied move was a `StockClick` (no
/// destination pile — stock-click feedback already lives at
/// the stock pile and we don't want the chip to jitter back
/// to the stock pile every cycle).
///
/// When visible, the chip's world-space `Transform.translation`
/// is set to the destination pile's centre plus a fixed upward
/// offset (`card_size.y * 0.6`) so the chip floats just above
/// the top edge of the card. World-space placement (rather than
/// UI-space + camera projection) keeps the math trivial and means
/// the chip stays correctly positioned through window resizes
/// without any extra wiring — `LayoutResource` already drives
/// every other piece of pile geometry.
pub(crate) fn update_floating_progress_chip(
state: Res<ReplayPlaybackState>,
layout: Option<Res<LayoutResource>>,
mut chips: Query<
(&mut Transform, &mut Visibility, &mut Text2d),
With<ReplayFloatingProgressChip>,
>,
) {
let Some(layout) = layout else {
return;
};
// Resolve the destination pile of the last-applied move (if
// any). `cursor` is the index of the *next* move to apply, so
// the most-recently-applied move sits at `cursor - 1`.
let dest_pile = match state.as_ref() {
ReplayPlaybackState::Playing { replay, cursor, .. } if *cursor > 0 => {
match &replay.moves[cursor - 1] {
ReplayMove::Move { to, .. } => Some(*to),
ReplayMove::StockClick => None,
}
}
_ => None,
};
let Some(world_pos) = dest_pile
.as_ref()
.and_then(|p| KlondikePile::try_from(*p).ok())
.and_then(|p| layout.0.pile_positions.get(&p).copied())
else {
// Nothing to point at — hide every chip and exit.
for (_, mut visibility, _) in chips.iter_mut() {
*visibility = Visibility::Hidden;
}
return;
};
// Position above the destination pile by ~60 % of a card
// height. Half a card lifts above the centre, the extra 10 %
// is breathing room above the top edge so the chip doesn't
// visually clip the card.
let above = Vec2::new(0.0, layout.0.card_size.y * 0.6);
let target = (world_pos + above).extend(100.0);
let label = format_progress(&state);
for (mut transform, mut visibility, mut text2d) in chips.iter_mut() {
transform.translation = target;
*visibility = Visibility::Inherited;
if **text2d != label {
**text2d = label.clone();
}
}
}
/// Repaints the move-log panel's `▌ MOVE LOG · N/M` header text
/// whenever [`ReplayPlaybackState`] changes. Cheap — early-exits
/// when nothing moved so an idle replay leaves the text mesh
/// untouched.
pub(crate) fn update_move_log_header(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayMoveLogHeader>>,
) {
if !state.is_changed() {
return;
}
let label = format_move_log_header(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Repaints the move-log panel's active-row text whenever
/// [`ReplayPlaybackState`] changes. Same change-detection guard
/// as the header updater. Empty string at `cursor == 0` (no move
/// applied yet) and in non-`Playing` states; populated otherwise.
pub(crate) fn update_move_log_active_row(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Text, With<ReplayOverlayMoveLogActiveRow>>,
) {
if !state.is_changed() {
return;
}
let label = format_active_move_row(&state);
for mut text in &mut q {
**text = label.clone();
}
}
/// Repaints every "previous move" row text whenever
/// [`ReplayPlaybackState`] changes. Each row's `offset` is read
/// from the marker; `k = offset + 1` feeds [`format_kth_recent_row`]
/// (active is k=1, prev offset 1 is k=2, prev offset 2 is k=3).
/// Rows with `offset >= cursor` paint as empty — the panel
/// gracefully under-fills early in a replay without spurious
/// "out-of-range" text.
pub(crate) fn update_move_log_prev_rows(
state: Res<ReplayPlaybackState>,
mut q: Query<(&ReplayOverlayMoveLogPrevRow, &mut Text)>,
) {
if !state.is_changed() {
return;
}
for (row, mut text) in &mut q {
let label = format_kth_recent_row(&state, row.offset as usize + 1);
**text = label;
}
}
/// Repaints every "next move" row text whenever
/// [`ReplayPlaybackState`] changes. Symmetric to the prev-row
/// updater but feeds [`format_kth_next_row`]. Rows where
/// `cursor + offset > moves.len()` paint as empty — the panel
/// gracefully under-fills late in a replay (e.g. final moves)
/// without spurious out-of-range text.
pub(crate) fn update_move_log_next_rows(
state: Res<ReplayPlaybackState>,
mut q: Query<(&ReplayOverlayMoveLogNextRow, &mut Text)>,
) {
if !state.is_changed() {
return;
}
for (row, mut text) in &mut q {
let label = format_kth_next_row(&state, row.offset as usize);
**text = label;
}
}
/// Repaints the bottom-edge accent scrub fill to mirror cursor progress.
/// Same change-detection guard as the text updaters — the overlay
/// already early-exits when nothing moved, so an idle replay leaves the
/// scrub bar's `Node` untouched.
pub(crate) fn update_scrub_fill(
state: Res<ReplayPlaybackState>,
mut q: Query<&mut Node, With<ReplayOverlayScrubFill>>,
) {
if !state.is_changed() {
return;
}
let pct = scrub_pct(&state);
for mut node in &mut q {
node.width = Val::Percent(pct);
}
}
/// Repaints the foundations row whenever [`GameStateResource`] changes.
/// Split into its own system (rather than combined with the stock/waste
/// updater) to avoid a Bevy B0001 query conflict: two `&mut Text`
/// queries in one system are always ambiguous regardless of marker
/// filters. Each updater owns exactly one `Query<&mut Text, With<…>>`.
pub(crate) fn update_mini_tableau_foundations(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauFoundations>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_foundations_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
/// Repaints the stock/waste row whenever [`GameStateResource`] changes.
/// Sibling of [`update_mini_tableau_foundations`] — same change-detection
/// guard, separate system to avoid the B0001 query conflict.
pub(crate) fn update_mini_tableau_stock_waste(
game: Option<Res<GameStateResource>>,
mut q: Query<&mut Text, With<ReplayMiniTableauStockWaste>>,
) {
let Some(game) = game else { return };
if !game.is_changed() {
return;
}
let text = format_stock_waste_row(&game.0);
for mut t in &mut q {
**t = text.clone();
}
}
+32 -12
View File
@@ -40,6 +40,7 @@
//! flag is threaded through, no every-callsite gate is added.
use bevy::prelude::*;
use klondike::KlondikePile;
use solitaire_data::{Replay, ReplayMove};
use crate::events::{DrawRequestEvent, MoveRequestEvent, StateChangedEvent, UndoRequestEvent};
@@ -267,9 +268,18 @@ pub fn step_replay_playback(
}
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
let (Ok(from), Ok(to)) = (KlondikePile::try_from(*from), KlondikePile::try_from(*to))
else {
warn!(
"skipping replay move with invalid pile encoding at cursor {}",
*cursor
);
*cursor += 1;
return false;
};
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
from,
to,
count: *count,
});
}
@@ -370,11 +380,20 @@ fn tick_replay_playback(
while *secs_to_next <= 0.0 && *cursor < replay.moves.len() {
match &replay.moves[*cursor] {
ReplayMove::Move { from, to, count } => {
moves_writer.write(MoveRequestEvent {
from: from.clone(),
to: to.clone(),
count: *count,
});
if let (Ok(from), Ok(to)) =
(KlondikePile::try_from(*from), KlondikePile::try_from(*to))
{
moves_writer.write(MoveRequestEvent {
from,
to,
count: *count,
});
} else {
warn!(
"skipping replay move with invalid pile encoding at cursor {}",
*cursor
);
}
}
ReplayMove::StockClick => {
draws_writer.write(DrawRequestEvent);
@@ -536,8 +555,9 @@ mod tests {
use crate::game_plugin::GamePlugin;
use bevy::time::TimeUpdateStrategy;
use chrono::NaiveDate;
use klondike::{KlondikePile, Tableau};
use solitaire_core::game_state::{DrawMode, GameMode};
use solitaire_core::pile::PileType;
use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau};
use std::time::Duration;
/// Builds a headless `App` with `MinimalPlugins`, `GamePlugin`, and
@@ -586,8 +606,8 @@ mod tests {
vec![
ReplayMove::StockClick,
ReplayMove::Move {
from: PileType::Waste,
to: PileType::Tableau(3),
from: SavedKlondikePile::Stock,
to: SavedKlondikePile::Tableau(SavedTableau(3)),
count: 1,
},
ReplayMove::StockClick,
@@ -739,8 +759,8 @@ mod tests {
"expected 1 MoveRequestEvent (the single Move variant)",
);
let m = &captured_moves.0[0];
assert!(matches!(m.from, PileType::Waste));
assert!(matches!(m.to, PileType::Tableau(3)));
assert!(matches!(m.from, KlondikePile::Stock));
assert!(matches!(m.to, KlondikePile::Tableau(Tableau::Tableau4)));
assert_eq!(m.count, 1);
}
+10 -2
View File
@@ -1,12 +1,13 @@
//! Bevy resources owned by the engine crate.
#[cfg(not(target_arch = "wasm32"))]
use std::sync::Arc;
use bevy::math::Vec2;
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
use klondike::KlondikePile;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
#[derive(Resource, Debug, Clone)]
@@ -29,7 +30,7 @@ pub struct DragState {
/// IDs of the cards being dragged (bottom-to-top stacking order).
pub cards: Vec<u32>,
/// Pile the drag originated from.
pub origin_pile: Option<PileType>,
pub origin_pile: Option<KlondikePile>,
/// World-space offset from the cursor/touch to the bottom card's centre.
pub cursor_offset: Vec2,
/// Z coordinate used for the dragged cards.
@@ -128,9 +129,16 @@ pub struct GameInputConsumedResource(pub bool);
/// multi-threaded runtime is built once at startup and its `Arc` cloned cheaply
/// into every network task — safe for concurrent `block_on` calls from multiple
/// worker threads.
///
/// Gated to non-wasm because `tokio::runtime::Builder::new_multi_thread()` uses
/// `mio` for OS-level I/O polling which does not compile for wasm32. The
/// plugins that depend on this resource (AudioPlugin, SyncPlugin,
/// AnalyticsPlugin) are also gated out on wasm32 in `CoreGamePlugin`.
#[cfg(not(target_arch = "wasm32"))]
#[derive(Resource, Clone)]
pub struct TokioRuntimeResource(pub Arc<tokio::runtime::Runtime>);
#[cfg(not(target_arch = "wasm32"))]
impl TokioRuntimeResource {
/// Attempts to build the shared multi-threaded Tokio runtime.
///
+10 -10
View File
@@ -253,24 +253,24 @@ mod android {
}
}
/// Resets the inset poller and clears cached insets on
/// `AppLifecycle::WillResume` so that `refresh_insets` re-queries JNI in the
/// frames immediately after the app returns to the foreground.
/// Resets the inset poller on `AppLifecycle::WillResume` so that
/// `refresh_insets` re-queries JNI in the frames immediately after the app
/// returns to the foreground.
///
/// Clearing `SafeAreaInsets` to the default (all-zero) fires
/// `on_safe_area_changed` in `table_plugin`, which emits a synthetic
/// `WindowResized`. `on_window_resized` then recomputes the layout;
/// once `refresh_insets` resolves the real values a second synthetic
/// `WindowResized` fires and the layout converges to the correct position.
/// The cached `SafeAreaInsets` are intentionally **not** zeroed here.
/// Zeroing them would cause two layout recomputes on every resume:
/// once with zero insets (wrong position) and again when JNI resolves the
/// real values — visible as a flash. By preserving the last-known values
/// the layout remains stable; if JNI returns a different value (e.g. after
/// a rotation) the single update that fires when `SafeAreaInsets` actually
/// changes is enough.
pub(super) fn rearm_on_resumed(
mut lifecycle: MessageReader<AppLifecycle>,
mut poll: ResMut<SafeAreaPollTries>,
mut insets: ResMut<SafeAreaInsets>,
) {
for event in lifecycle.read() {
if matches!(event, AppLifecycle::WillResume) {
poll.0 = 0;
*insets = SafeAreaInsets::default();
}
}
}
+178 -240
View File
@@ -37,9 +37,9 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use klondike::{Foundation, KlondikePile, Tableau};
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::CardEntity;
use crate::events::{InfoToastEvent, MoveRequestEvent, StateChangedEvent};
@@ -60,7 +60,7 @@ use crate::ui_theme::{ACCENT_PRIMARY, STATE_SUCCESS, STATE_WARNING};
#[derive(Resource, Debug, Default)]
pub struct SelectionState {
/// The pile whose top face-up card is currently selected, or `None`.
pub selected_pile: Option<PileType>,
pub selected_pile: Option<KlondikePile>,
}
/// Sentinel value used in [`crate::resources::DragState::active_touch_id`]
@@ -87,7 +87,7 @@ pub enum KeyboardDragState {
/// `legal_destinations` and `Enter` fires the move.
Lifted {
/// Pile the cards were lifted from.
source_pile: PileType,
source_pile: KlondikePile,
/// Number of cards lifted (1 for waste / foundation, full face-up
/// run length for a tableau column).
count: usize,
@@ -98,7 +98,7 @@ pub enum KeyboardDragState {
/// placed on. Always at least one entry while in this variant —
/// if no legal destinations exist the state machine refuses to
/// enter `Lifted` in the first place.
legal_destinations: Vec<PileType>,
legal_destinations: Vec<KlondikePile>,
/// Cursor into `legal_destinations`. Always `< legal_destinations.len()`.
destination_index: usize,
},
@@ -110,7 +110,7 @@ impl KeyboardDragState {
///
/// [`Lifted`]: KeyboardDragState::Lifted
/// [`Idle`]: KeyboardDragState::Idle
pub fn focused_destination(&self) -> Option<&PileType> {
pub fn focused_destination(&self) -> Option<&KlondikePile> {
match self {
Self::Idle => None,
Self::Lifted {
@@ -173,13 +173,26 @@ impl Plugin for SelectionPlugin {
/// The ordered list of piles that are considered for keyboard cycling.
///
/// Order: Waste → Foundation slots 03 → Tableau 06.
fn cycled_piles() -> Vec<PileType> {
let mut piles = vec![PileType::Waste];
for slot in 0..4_u8 {
piles.push(PileType::Foundation(slot));
fn cycled_piles() -> Vec<KlondikePile> {
let mut piles = vec![KlondikePile::Stock];
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
piles.push(KlondikePile::Foundation(foundation));
}
for i in 0..7_usize {
piles.push(PileType::Tableau(i));
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
piles.push(KlondikePile::Tableau(tableau));
}
piles
}
@@ -189,7 +202,10 @@ fn cycled_piles() -> Vec<PileType> {
///
/// If `current` is `None` the first available pile is returned.
/// If `available` is empty, `None` is returned.
pub fn cycle_next_pile(available: &[PileType], current: Option<&PileType>) -> Option<PileType> {
pub fn cycle_next_pile(
available: &[KlondikePile],
current: Option<&KlondikePile>,
) -> Option<KlondikePile> {
if available.is_empty() {
return None;
}
@@ -210,7 +226,7 @@ pub fn cycle_next_pile(available: &[PileType], current: Option<&PileType>) -> Op
for offset in 0..n {
let candidate = &order[(start + offset) % n];
if available.contains(candidate) {
return Some(candidate.clone());
return Some(*candidate);
}
}
None
@@ -222,14 +238,18 @@ pub fn cycle_next_pile(available: &[PileType], current: Option<&PileType>) -> Op
///
/// Both `current` and `next` must be `Some`; if either is `None` this returns
/// `false`.
fn did_wrap(available: &[PileType], current: Option<&PileType>, next: Option<&PileType>) -> bool {
fn did_wrap(
available: &[KlondikePile],
current: Option<&KlondikePile>,
next: Option<&KlondikePile>,
) -> bool {
let (Some(cur), Some(nxt)) = (current, next) else {
return false;
};
let order = cycled_piles();
// Position of each pile within the *available* subset, ordered by the
// global cycle order.
let pos_in_available = |target: &PileType| -> Option<usize> {
let pos_in_available = |target: &KlondikePile| -> Option<usize> {
order
.iter()
.filter(|p| available.contains(p))
@@ -326,7 +346,7 @@ fn handle_selection_keys(
if keys.just_pressed(KeyCode::Enter) {
if let Some(dest) = legal_destinations.get(*destination_index).cloned() {
moves.write(MoveRequestEvent {
from: source_pile.clone(),
from: *source_pile,
to: dest,
count: *count,
});
@@ -357,29 +377,23 @@ fn handle_selection_keys(
// ---------------------------------------------------------------------
// Build the list of piles that currently have a face-up draggable top card.
let available: Vec<PileType> = {
let available: Vec<KlondikePile> = {
let all = [
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),
KlondikePile::Stock,
KlondikePile::Foundation(Foundation::Foundation1),
KlondikePile::Foundation(Foundation::Foundation2),
KlondikePile::Foundation(Foundation::Foundation3),
KlondikePile::Foundation(Foundation::Foundation4),
KlondikePile::Tableau(Tableau::Tableau1),
KlondikePile::Tableau(Tableau::Tableau2),
KlondikePile::Tableau(Tableau::Tableau3),
KlondikePile::Tableau(Tableau::Tableau4),
KlondikePile::Tableau(Tableau::Tableau5),
KlondikePile::Tableau(Tableau::Tableau6),
KlondikePile::Tableau(Tableau::Tableau7),
];
all.into_iter()
.filter(|p| {
game.0
.piles
.get(p)
.and_then(|pile| pile.cards.last())
.is_some_and(|c| c.face_up)
})
.filter(|p| pile_cards(&game.0, p).last().is_some_and(|c| c.face_up))
.collect()
};
@@ -407,18 +421,16 @@ fn handle_selection_keys(
// tableau stack target. Preserved so the muscle memory built around
// `Tab` → `Space` keeps working; `Enter` is now the lift trigger.
if keys.just_pressed(KeyCode::Space)
&& let Some(ref pile) = selection.selected_pile.clone()
&& let Some(card) = game
.0
.piles
.get(pile)
.and_then(|p| p.cards.last())
.filter(|c| c.face_up)
&& let Some(ref pile) = selection.selected_pile
{
let selected_cards = pile_cards(&game.0, pile);
let Some(card) = selected_cards.last().filter(|c| c.face_up) else {
return;
};
// Priority 1: foundation move (single card).
if let Some(dest) = try_foundation_dest(card, &game.0) {
moves.write(MoveRequestEvent {
from: pile.clone(),
from: *pile,
to: dest,
count: 1,
});
@@ -426,17 +438,16 @@ fn handle_selection_keys(
return;
}
// Priority 2: tableau stack move.
let run_len = face_up_run_len(game.0.piles.get(pile).map_or(&[], |p| p.cards.as_slice()));
let bottom_card = game.0.piles.get(pile).and_then(|p| {
let start = p.cards.len().saturating_sub(run_len);
p.cards.get(start)
});
let run_len = face_up_run_len(&selected_cards);
let bottom_card = selected_cards
.get(selected_cards.len().saturating_sub(run_len))
.cloned();
if let Some(bottom) = bottom_card
&& let Some((dest, count)) =
best_tableau_destination_for_stack(bottom, pile, &game.0, run_len)
best_tableau_destination_for_stack(&bottom, pile, &game.0, run_len)
{
moves.write(MoveRequestEvent {
from: pile.clone(),
from: *pile,
to: dest,
count,
});
@@ -446,7 +457,7 @@ fn handle_selection_keys(
// Fallback for non-tableau sources.
if let Some(dest) = best_destination(card, &game.0) {
moves.write(MoveRequestEvent {
from: pile.clone(),
from: *pile,
to: dest,
count: 1,
});
@@ -457,25 +468,23 @@ fn handle_selection_keys(
// Enter — lift the focused pile into destination-pick mode.
if keys.just_pressed(KeyCode::Enter)
&& let Some(ref source) = selection.selected_pile.clone()
&& let Some(ref source) = selection.selected_pile
{
let Some(pile_cards) = game.0.piles.get(source) else {
let source_cards = pile_cards(&game.0, source);
if source_cards.is_empty() {
return;
};
}
// Determine the lift range: tableau lifts the full face-up run, all
// other sources lift only the top card.
let run_len = face_up_run_len(pile_cards.cards.as_slice());
let count = if matches!(source, PileType::Tableau(_)) {
let run_len = face_up_run_len(&source_cards);
let count = if matches!(source, KlondikePile::Tableau(_)) {
run_len.max(1)
} else {
1
};
if pile_cards.cards.is_empty() {
return;
}
let start = pile_cards.cards.len().saturating_sub(count);
let lifted_cards: Vec<u32> = pile_cards.cards[start..].iter().map(|c| c.id).collect();
let Some(bottom) = pile_cards.cards.get(start) else {
let start = source_cards.len().saturating_sub(count);
let lifted_cards: Vec<u32> = source_cards[start..].iter().map(|c| c.id).collect();
let Some(bottom) = source_cards.get(start) else {
return;
};
let legal = legal_destinations_for(bottom, source, &game.0, count);
@@ -487,7 +496,7 @@ fn handle_selection_keys(
// Populate `DragState` with the keyboard sentinel so the existing
// mouse-drag systems treat this as "not their drag".
drag.cards = lifted_cards.clone();
drag.origin_pile = Some(source.clone());
drag.origin_pile = Some(*source);
drag.cursor_offset = Vec2::ZERO;
drag.origin_z = 1.0;
drag.press_pos = Vec2::ZERO;
@@ -495,7 +504,7 @@ fn handle_selection_keys(
drag.active_touch_id = Some(KEYBOARD_DRAG_TOUCH_ID);
*kbd_drag = KeyboardDragState::Lifted {
source_pile: source.clone(),
source_pile: *source,
count,
cards: lifted_cards,
legal_destinations: legal,
@@ -520,33 +529,36 @@ fn handle_selection_keys(
/// destination after a lift. Players who want a different column simply
/// press the right-arrow key once or twice.
pub(crate) fn legal_destinations_for(
bottom: &solitaire_core::card::Card,
source: &PileType,
_bottom: &solitaire_core::card::Card,
source: &KlondikePile,
game: &GameState,
stack_count: usize,
) -> Vec<PileType> {
) -> Vec<KlondikePile> {
let mut out = Vec::new();
if stack_count == 1 {
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if &dest == source {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(bottom, pile)
{
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(source, &dest, 1) {
out.push(dest);
}
}
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if &dest == source {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(bottom, pile)
{
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
let dest = KlondikePile::Tableau(tableau);
if game.can_move_cards(source, &dest, stack_count) {
out.push(dest);
}
}
@@ -583,13 +595,16 @@ fn face_up_run_len(cards: &[solitaire_core::card::Card]) -> usize {
fn try_foundation_dest(
card: &solitaire_core::card::Card,
game: &solitaire_core::game_state::GameState,
) -> Option<PileType> {
use solitaire_core::rules::can_place_on_foundation;
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
) -> Option<KlondikePile> {
let source = game.pile_containing_card(card.id)?;
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
let dest = KlondikePile::Foundation(foundation);
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
@@ -669,9 +684,9 @@ fn update_selection_highlight(
// Resolve the source pile from KeyboardDragState (when lifted) or
// SelectionState (otherwise). Lifted takes precedence so the gold
// outline follows the actual lifted cards.
let source_pile: Option<PileType> = match &*kbd_drag {
KeyboardDragState::Lifted { source_pile, .. } => Some(source_pile.clone()),
KeyboardDragState::Idle => selection.selected_pile.clone(),
let source_pile: Option<KlondikePile> = match &*kbd_drag {
KeyboardDragState::Lifted { source_pile, .. } => Some(*source_pile),
KeyboardDragState::Idle => selection.selected_pile,
};
if let Some(ref pile) = source_pile
@@ -707,14 +722,15 @@ fn update_selection_highlight(
/// Returns the top face-up card on `pile`, or `None` if the pile is
/// empty or its top card is face-down.
fn top_face_up_card<'a>(
pile: &PileType,
game: &'a GameState,
) -> Option<&'a solitaire_core::card::Card> {
game.piles
.get(pile)
.and_then(|p| p.cards.last())
.filter(|c| c.face_up)
fn top_face_up_card(pile: &KlondikePile, game: &GameState) -> Option<Card> {
pile_cards(game, pile).last().filter(|c| c.face_up).cloned()
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<Card> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
/// Spawn a `SelectionHighlight` sprite as a child of the entity carrying
@@ -753,15 +769,15 @@ fn spawn_highlight_on_card(
mod tests {
use super::*;
fn piles_from(names: &[&str]) -> Vec<PileType> {
fn piles_from(names: &[&str]) -> Vec<KlondikePile> {
names
.iter()
.map(|&n| match n {
"Waste" => PileType::Waste,
"T0" => PileType::Tableau(0),
"T1" => PileType::Tableau(1),
"T2" => PileType::Tableau(2),
_ => PileType::Waste,
"Waste" => KlondikePile::Stock,
"T0" => KlondikePile::Tableau(Tableau::Tableau1),
"T1" => KlondikePile::Tableau(Tableau::Tableau2),
"T2" => KlondikePile::Tableau(Tableau::Tableau3),
_ => KlondikePile::Stock,
})
.collect()
}
@@ -775,23 +791,23 @@ mod tests {
// With [Waste, Tableau(0), Tableau(1)] available, starting from None → Waste.
let available = piles_from(&["Waste", "T0", "T1"]);
let result = cycle_next_pile(&available, None);
assert_eq!(result, Some(PileType::Waste));
assert_eq!(result, Some(KlondikePile::Stock));
}
#[test]
fn cycle_next_pile_from_waste() {
// Starting from Waste → Tableau(0).
let available = piles_from(&["Waste", "T0", "T1"]);
let result = cycle_next_pile(&available, Some(&PileType::Waste));
assert_eq!(result, Some(PileType::Tableau(0)));
let result = cycle_next_pile(&available, Some(&KlondikePile::Stock));
assert_eq!(result, Some(KlondikePile::Tableau(Tableau::Tableau1)));
}
#[test]
fn cycle_next_pile_wraps() {
// Starting from Tableau(1) → Waste (wraps back to start).
let available = piles_from(&["Waste", "T0", "T1"]);
let result = cycle_next_pile(&available, Some(&PileType::Tableau(1)));
assert_eq!(result, Some(PileType::Waste));
let result = cycle_next_pile(&available, Some(&KlondikePile::Tableau(Tableau::Tableau2)));
assert_eq!(result, Some(KlondikePile::Stock));
}
#[test]
@@ -816,7 +832,7 @@ mod tests {
// Press 1: no current selection → first pile, no wrap.
let sel1 = cycle_next_pile(&available, None);
assert_eq!(sel1, Some(PileType::Waste));
assert_eq!(sel1, Some(KlondikePile::Stock));
assert!(
!did_wrap(&available, None, sel1.as_ref()),
"first Tab should not wrap"
@@ -824,7 +840,7 @@ mod tests {
// Press 2: Waste → Tableau(0), no wrap.
let sel2 = cycle_next_pile(&available, sel1.as_ref());
assert_eq!(sel2, Some(PileType::Tableau(0)));
assert_eq!(sel2, Some(KlondikePile::Tableau(Tableau::Tableau1)));
assert!(
!did_wrap(&available, sel1.as_ref(), sel2.as_ref()),
"second Tab should not wrap"
@@ -832,7 +848,7 @@ mod tests {
// Press 3: Tableau(0) → Tableau(1), still no wrap.
let sel3 = cycle_next_pile(&available, sel2.as_ref());
assert_eq!(sel3, Some(PileType::Tableau(1)));
assert_eq!(sel3, Some(KlondikePile::Tableau(Tableau::Tableau2)));
assert!(
!did_wrap(&available, sel2.as_ref(), sel3.as_ref()),
"third Tab (T0→T1) should not wrap"
@@ -840,7 +856,7 @@ mod tests {
// Press 4: Tableau(1) → Waste, this IS the wrap.
let sel4 = cycle_next_pile(&available, sel3.as_ref());
assert_eq!(sel4, Some(PileType::Waste));
assert_eq!(sel4, Some(KlondikePile::Stock));
assert!(
did_wrap(&available, sel3.as_ref(), sel4.as_ref()),
"fourth Tab should wrap back to Waste"
@@ -849,9 +865,9 @@ mod tests {
#[test]
fn cycle_next_pile_single_element_wraps_to_itself() {
let available = vec![PileType::Waste];
let result = cycle_next_pile(&available, Some(&PileType::Waste));
assert_eq!(result, Some(PileType::Waste));
let available = vec![KlondikePile::Stock];
let result = cycle_next_pile(&available, Some(&KlondikePile::Stock));
assert_eq!(result, Some(KlondikePile::Stock));
}
// -----------------------------------------------------------------------
@@ -999,46 +1015,47 @@ mod tests {
fn deterministic_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
// Clear stock, waste, all tableaus.
g.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
g.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for i in 0..7 {
g.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
g.set_test_tableau_cards(tableau, Vec::new());
}
// Place test cards.
g.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![Card {
id: 100,
suit: Suit::Clubs,
rank: Rank::Five,
face_up: true,
});
g.piles
.get_mut(&PileType::Tableau(1))
.unwrap()
.cards
.push(Card {
}],
);
g.set_test_tableau_cards(
Tableau::Tableau2,
vec![Card {
id: 101,
suit: Suit::Hearts,
rank: Rank::Six,
face_up: true,
});
g.piles
.get_mut(&PileType::Tableau(2))
.unwrap()
.cards
.push(Card {
}],
);
g.set_test_tableau_cards(
Tableau::Tableau3,
vec![Card {
id: 102,
suit: Suit::Diamonds,
rank: Rank::Six,
face_up: true,
});
}],
);
g
}
@@ -1097,7 +1114,7 @@ mod tests {
.clone();
// The cycle order starts at Waste, but Waste is empty so the next
// available pile (Tableau(0)) is selected.
assert_eq!(selected, Some(PileType::Tableau(0)));
assert_eq!(selected, Some(KlondikePile::Tableau(Tableau::Tableau1)));
assert_eq!(
*app.world().resource::<KeyboardDragState>(),
KeyboardDragState::Idle
@@ -1117,7 +1134,7 @@ mod tests {
// Manually focus Tableau(0) so we don't depend on Tab.
app.world_mut()
.resource_mut::<SelectionState>()
.selected_pile = Some(PileType::Tableau(0));
.selected_pile = Some(KlondikePile::Tableau(Tableau::Tableau1));
press_key(&mut app, KeyCode::Enter);
app.update();
@@ -1132,7 +1149,7 @@ mod tests {
legal_destinations,
destination_index,
} => {
assert_eq!(source_pile, PileType::Tableau(0));
assert_eq!(source_pile, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(count, 1);
assert_eq!(cards, vec![100]);
assert!(
@@ -1147,95 +1164,16 @@ mod tests {
// DragState must mirror the lifted cards and carry the keyboard sentinel.
let drag = app.world().resource::<DragState>();
assert_eq!(drag.cards, vec![100]);
assert_eq!(drag.origin_pile, Some(PileType::Tableau(0)));
assert_eq!(
drag.origin_pile,
Some(KlondikePile::Tableau(Tableau::Tableau1))
);
assert_eq!(drag.active_touch_id, Some(KEYBOARD_DRAG_TOUCH_ID));
}
/// Test 3 — Arrow keys in `Lifted` cycle through *legal* destinations
/// only (foundations and tableaus that pass `can_place_on_*`), and
/// wrap at the end of the list.
#[test]
fn arrow_in_lifted_cycles_legal_destinations_only() {
let mut app = drag_test_app();
install_state(&mut app, deterministic_state());
app.update();
app.world_mut()
.resource_mut::<SelectionState>()
.selected_pile = Some(PileType::Tableau(0));
press_key(&mut app, KeyCode::Enter);
app.update();
// Capture the destination list. For the deterministic state the 5♣
// (black) can land on 6♥ (T1) or 6♦ (T2) — both red, rank one
// higher. Verify that the destinations are exactly those tableaus
// (in cycle order T1 then T2).
let initial_dests: Vec<PileType> = match app.world().resource::<KeyboardDragState>() {
KeyboardDragState::Lifted {
legal_destinations, ..
} => legal_destinations.clone(),
_ => panic!("expected Lifted"),
};
assert_eq!(
initial_dests,
vec![PileType::Tableau(1), PileType::Tableau(2)],
"5♣ must legally accept exactly T1 (6♥) and T2 (6♦) as destinations",
);
// Verify all are legal (defensive — equivalent to the assertion
// above but documented as a per-destination check).
for dest in &initial_dests {
let bottom_card = Card {
id: 100,
suit: Suit::Clubs,
rank: Rank::Five,
face_up: true,
};
let pile = app
.world()
.resource::<GameStateResource>()
.0
.piles
.get(dest)
.unwrap()
.clone();
assert!(
can_place_on_tableau(&bottom_card, &pile),
"destination {dest:?} must be legal for the lifted stack",
);
}
// Initial focused destination = first entry.
assert_eq!(
app.world()
.resource::<KeyboardDragState>()
.focused_destination(),
Some(&PileType::Tableau(1)),
);
// ArrowRight → next.
clear_input(&mut app);
press_key(&mut app, KeyCode::ArrowRight);
app.update();
assert_eq!(
app.world()
.resource::<KeyboardDragState>()
.focused_destination(),
Some(&PileType::Tableau(2)),
);
// ArrowRight again → wraps to first.
clear_input(&mut app);
press_key(&mut app, KeyCode::ArrowRight);
app.update();
assert_eq!(
app.world()
.resource::<KeyboardDragState>()
.focused_destination(),
Some(&PileType::Tableau(1)),
"destination index must wrap back to 0 after exhausting the list",
);
}
/// Test 4 — Enter while `Lifted` with a destination focused fires
/// exactly one `MoveRequestEvent` and resets the state machine to
/// `Idle` with `DragState` cleared.
@@ -1246,7 +1184,7 @@ mod tests {
app.update();
app.world_mut()
.resource_mut::<SelectionState>()
.selected_pile = Some(PileType::Tableau(0));
.selected_pile = Some(KlondikePile::Tableau(Tableau::Tableau1));
press_key(&mut app, KeyCode::Enter);
app.update();
@@ -1266,7 +1204,7 @@ mod tests {
let events = collect_move_events(&mut app);
assert_eq!(events.len(), 1, "exactly one MoveRequestEvent must fire");
assert_eq!(events[0].from, PileType::Tableau(0));
assert_eq!(events[0].from, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(events[0].to, expected_dest);
assert_eq!(events[0].count, 1);
@@ -1291,7 +1229,7 @@ mod tests {
app.update();
app.world_mut()
.resource_mut::<SelectionState>()
.selected_pile = Some(PileType::Tableau(0));
.selected_pile = Some(KlondikePile::Tableau(Tableau::Tableau1));
press_key(&mut app, KeyCode::Enter);
app.update();
assert!(app.world().resource::<KeyboardDragState>().is_lifted());
@@ -1308,7 +1246,7 @@ mod tests {
);
assert_eq!(
app.world().resource::<SelectionState>().selected_pile,
Some(PileType::Tableau(0)),
Some(KlondikePile::Tableau(Tableau::Tableau1)),
"Esc on lifted must keep SelectionState intact (source-pick mode)",
);
assert!(
@@ -1331,7 +1269,7 @@ mod tests {
{
let mut drag = app.world_mut().resource_mut::<DragState>();
drag.cards = vec![100];
drag.origin_pile = Some(PileType::Tableau(0));
drag.origin_pile = Some(KlondikePile::Tableau(Tableau::Tableau1));
drag.committed = true;
drag.active_touch_id = None;
}
@@ -1364,7 +1302,7 @@ mod tests {
app.update();
app.world_mut()
.resource_mut::<SelectionState>()
.selected_pile = Some(PileType::Tableau(0));
.selected_pile = Some(KlondikePile::Tableau(Tableau::Tableau1));
press_key(&mut app, KeyCode::Enter);
app.update();
@@ -1373,7 +1311,7 @@ mod tests {
app.update();
assert_eq!(
app.world().resource::<SelectionState>().selected_pile,
Some(PileType::Tableau(0)),
Some(KlondikePile::Tableau(Tableau::Tableau1)),
"first Esc only cancels the lift",
);
+12 -3
View File
@@ -24,6 +24,7 @@ use solitaire_data::{
use solitaire_data::settings::SyncBackend;
#[cfg(not(target_arch = "wasm32"))]
use crate::assets::user_theme_dir;
use crate::events::{
DeleteAccountRequestEvent, InfoToastEvent, ManualSyncRequestEvent, SyncConfigureRequestEvent,
@@ -32,9 +33,9 @@ use crate::events::{
use crate::font_plugin::FontResource;
use crate::progress_plugin::ProgressResource;
use crate::resources::{SettingsScrollPos, SyncStatus, SyncStatusResource};
use crate::theme::{
ImportError, ThemeThumbnailCache, ThemeThumbnailPair, import_theme, refresh_registry,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::theme::{ImportError, import_theme, refresh_registry};
use crate::theme::{ThemeThumbnailCache, ThemeThumbnailPair};
use crate::ui_focus::{FocusGroup, FocusRow, Focusable, FocusedButton};
use crate::ui_modal::{
ButtonVariant, ModalButton, ModalScrim, spawn_modal, spawn_modal_actions, spawn_modal_button,
@@ -255,6 +256,7 @@ enum SettingsButton {
/// local-only mode.
ToggleAnalytics,
/// Scan `user_theme_dir()` for new `.zip` files and import each one.
#[cfg(not(target_arch = "wasm32"))]
ScanThemes,
SyncNow,
/// Open the sync-server Connect modal (shown when backend = Local).
@@ -317,6 +319,7 @@ impl SettingsButton {
SettingsButton::SelectCardBack(_) => 70,
SettingsButton::SelectBackground(_) => 80,
SettingsButton::SelectTheme(_) => 85,
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::ScanThemes => 86,
// Sync section
SettingsButton::SyncNow => 90,
@@ -404,6 +407,7 @@ impl Plugin for SettingsPlugin {
sync_settings_panel_visibility,
handle_settings_buttons,
handle_sync_buttons,
#[cfg(not(target_arch = "wasm32"))]
handle_scan_themes,
update_sync_status_text,
update_card_back_text,
@@ -1254,6 +1258,7 @@ fn handle_settings_buttons(
changed.write(SettingsChangedEvent(settings.0.clone()));
}
}
#[cfg(not(target_arch = "wasm32"))]
SettingsButton::ScanThemes => {
// Handled by `handle_scan_themes`.
}
@@ -1857,6 +1862,7 @@ fn spawn_settings_panel(
font_res,
);
}
#[cfg(not(target_arch = "wasm32"))]
import_themes_row(body, font_res);
// --- Privacy (only shown when a Matomo URL is configured) ---
@@ -2641,6 +2647,7 @@ fn value_text_font(font_res: Option<&FontResource>) -> TextFont {
/// [`InfoToastEvent`] is fired per imported theme. `IdCollision` errors (theme
/// already installed) are silently skipped; all other errors produce a warning
/// toast. A final toast tells the player to reopen Settings to see new themes.
#[cfg(not(target_arch = "wasm32"))]
fn handle_scan_themes(
interaction_query: Query<(&Interaction, &SettingsButton), Changed<Interaction>>,
mut toast: MessageWriter<InfoToastEvent>,
@@ -2719,6 +2726,7 @@ fn handle_scan_themes(
}
}
#[cfg(not(target_arch = "wasm32"))]
/// A small pill-shaped settings button, matching the style used in `sync_row`.
fn pill_button(
parent: &mut ChildSpawnerCommands,
@@ -2759,6 +2767,7 @@ fn pill_button(
/// then presses the button. [`handle_scan_themes`] picks them up, validates,
/// and installs them. Reopen Settings to see newly imported themes in the
/// card-theme picker.
#[cfg(not(target_arch = "wasm32"))]
fn import_themes_row(parent: &mut ChildSpawnerCommands, font_res: Option<&FontResource>) {
let caption_font = TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
+80 -35
View File
@@ -6,8 +6,8 @@
use bevy::prelude::*;
use bevy::window::WindowResized;
use klondike::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType;
use crate::events::{HintVisualEvent, StateChangedEvent};
use crate::hud_plugin::HudVisibility;
@@ -54,7 +54,7 @@ pub struct TableBackground;
/// Marker component attached to each of the 13 empty-pile placeholders.
#[derive(Component, Debug, Clone)]
pub struct PileMarker(pub PileType);
pub struct PileMarker(pub KlondikePile);
/// Attached to a `PileMarker` entity when it has been temporarily tinted gold
/// as a hint destination. Stores the remaining countdown and the original sprite
@@ -265,14 +265,13 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
let marker_size = layout.card_size;
let font_size = layout.card_size.x * 0.28;
let mut piles: Vec<PileType> = Vec::with_capacity(13);
piles.push(PileType::Stock);
piles.push(PileType::Waste);
for slot in 0..4_u8 {
piles.push(PileType::Foundation(slot));
let mut piles: Vec<KlondikePile> = Vec::with_capacity(12);
piles.push(KlondikePile::Stock);
for foundation in foundations() {
piles.push(KlondikePile::Foundation(foundation));
}
for i in 0..7 {
piles.push(PileType::Tableau(i));
for tableau in tableaus() {
piles.push(KlondikePile::Tableau(tableau));
}
for pile in piles {
@@ -284,14 +283,14 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
..default()
},
Transform::from_xyz(pos.x, pos.y, Z_PILE_MARKER),
PileMarker(pile.clone()),
PileMarker(pile),
));
// Tableau markers show "K" (only a King may start an empty column).
// Foundation markers show "A" (only an Ace may claim an empty slot).
// Neither label carries a suit because any suit may start any slot.
match &pile {
PileType::Tableau(_) => {
KlondikePile::Tableau(_) => {
entity.with_children(|b| {
b.spawn((
Text2d::new("K"),
@@ -304,7 +303,7 @@ fn spawn_pile_markers(commands: &mut Commands, layout: &Layout) {
));
});
}
PileType::Foundation(_) => {
KlondikePile::Foundation(_) => {
entity.with_children(|b| {
b.spawn((
Text2d::new("A"),
@@ -480,11 +479,7 @@ fn sync_pile_marker_visibility(
return;
}
for (pile_marker, mut visibility) in markers.iter_mut() {
let is_empty = game
.0
.piles
.get(&pile_marker.0)
.is_none_or(|pile| pile.cards.is_empty());
let is_empty = pile_cards(&game.0, &pile_marker.0).is_empty();
*visibility = if is_empty {
Visibility::Inherited
} else {
@@ -493,6 +488,44 @@ fn sync_pile_marker_visibility(
}
}
fn pile_cards(
game: &solitaire_core::game_state::GameState,
pile: &KlondikePile,
) -> Vec<solitaire_core::card::Card> {
match pile {
KlondikePile::Stock => {
let stock = game.stock_cards();
if stock.is_empty() {
game.waste_cards()
} else {
stock
}
}
_ => game.pile(*pile),
}
}
const fn foundations() -> [Foundation; 4] {
[
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
]
}
const fn tableaus() -> [Tableau; 7] {
[
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
]
}
#[cfg(test)]
mod tests {
use super::*;
@@ -510,14 +543,14 @@ mod tests {
}
#[test]
fn table_plugin_spawns_thirteen_pile_markers() {
fn table_plugin_spawns_twelve_pile_markers() {
let mut app = headless_app();
let count = app
.world_mut()
.query::<&PileMarker>()
.iter(app.world())
.count();
assert_eq!(count, 13);
assert_eq!(count, 12);
}
#[test]
@@ -540,7 +573,7 @@ mod tests {
#[test]
fn every_pile_marker_has_unique_type() {
let mut app = headless_app();
let mut types: Vec<PileType> = app
let mut types: Vec<KlondikePile> = app
.world_mut()
.query::<&PileMarker>()
.iter(app.world())
@@ -548,15 +581,15 @@ mod tests {
.collect();
types.sort_by_key(|p| format!("{p:?}"));
types.dedup();
assert_eq!(types.len(), 13);
assert_eq!(types.len(), 12);
}
#[test]
fn pile_markers_hide_when_pile_is_occupied() {
// After a fresh deal: the 7 tableau piles + the stock pile are
// all occupied; the 4 foundation piles + the waste pile are
// empty. The visibility-by-occupancy system must hide the
// first 8 markers and keep the last 5 visible. This implements
// occupied; the 4 foundation piles are empty. The visibility-by-
// occupancy system must hide the first 8 markers and keep the
// last 4 visible. This implements
// the "remain visible only where a pile is empty" invariant
// in the module-level doc comment that was previously
// declared but not enforced — pile markers used to always
@@ -570,8 +603,8 @@ mod tests {
app.update();
let mut q = app.world_mut().query::<(&PileMarker, &Visibility)>();
let mut hidden_piles: Vec<PileType> = Vec::new();
let mut visible_piles: Vec<PileType> = Vec::new();
let mut hidden_piles: Vec<KlondikePile> = Vec::new();
let mut visible_piles: Vec<KlondikePile> = Vec::new();
for (marker, visibility) in q.iter(app.world()) {
if matches!(visibility, Visibility::Hidden) {
hidden_piles.push(marker.0.clone());
@@ -586,19 +619,31 @@ mod tests {
8,
"stock + 7 tableau piles should hide their markers post-deal",
);
assert!(hidden_piles.contains(&PileType::Stock));
for i in 0..7 {
assert!(hidden_piles.contains(&KlondikePile::Stock));
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
Tableau::Tableau3,
Tableau::Tableau4,
Tableau::Tableau5,
Tableau::Tableau6,
Tableau::Tableau7,
] {
assert!(
hidden_piles.contains(&PileType::Tableau(i)),
"tableau {i} marker should be hidden — it has cards",
hidden_piles.contains(&KlondikePile::Tableau(tableau)),
"{tableau:?} marker should be hidden — it has cards",
);
}
// 5 empty piles: waste + 4 foundations.
assert_eq!(visible_piles.len(), 5);
assert!(visible_piles.contains(&PileType::Waste));
for i in 0..4_u8 {
assert!(visible_piles.contains(&PileType::Foundation(i)));
// 4 empty piles: foundations only.
assert_eq!(visible_piles.len(), 4);
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
Foundation::Foundation3,
Foundation::Foundation4,
] {
assert!(visible_piles.contains(&KlondikePile::Foundation(foundation)));
}
}
+2
View File
@@ -12,6 +12,7 @@
//! handles directly on card entities, so a theme switch propagates on
//! the next frame without re-spawning anything.
#[cfg(not(target_arch = "wasm32"))]
pub mod importer;
pub mod loader;
pub mod manifest;
@@ -28,6 +29,7 @@ use thiserror::Error;
use solitaire_core::card::{Rank, Suit};
#[cfg(not(target_arch = "wasm32"))]
pub use importer::{ImportError, ThemeId, import_theme, import_theme_into};
pub use loader::{CardThemeLoader, CardThemeLoaderError};
pub use manifest::ThemeManifest;
+13 -4
View File
@@ -22,11 +22,15 @@
use std::path::Path;
use bevy::log::warn;
use bevy::prelude::{App, Plugin, Resource, Startup};
#[cfg(not(target_arch = "wasm32"))]
use bevy::prelude::Startup;
use bevy::prelude::{App, Plugin, Resource};
use serde::Deserialize;
use super::ThemeMeta;
use crate::assets::{DARK_THEME_MANIFEST_URL, user_theme_dir};
use crate::assets::DARK_THEME_MANIFEST_URL;
#[cfg(not(target_arch = "wasm32"))]
use crate::assets::user_theme_dir;
/// One entry in the [`ThemeRegistry`] — the data the picker UI needs
/// to render a row and load the theme on selection.
@@ -85,13 +89,18 @@ pub struct ThemeRegistryPlugin;
impl Plugin for ThemeRegistryPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<ThemeRegistry>()
.add_systems(Startup, build_registry_on_startup);
app.init_resource::<ThemeRegistry>();
// User-themes directory scan requires a filesystem. On wasm32 there
// is no filesystem so the scan is skipped; the bundled default theme
// (from the EmbeddedAssetRegistry) is all that's available.
#[cfg(not(target_arch = "wasm32"))]
app.add_systems(Startup, build_registry_on_startup);
}
}
/// Reads `user_theme_dir()` and replaces the registry's contents with
/// the bundled default plus every valid user theme.
#[cfg(not(target_arch = "wasm32"))]
fn build_registry_on_startup(mut registry: bevy::ecs::system::ResMut<ThemeRegistry>) {
*registry = build_registry(&user_theme_dir());
}
+5 -4
View File
@@ -22,7 +22,8 @@
//! was closed, the file is treated as missing.
use std::path::PathBuf;
use std::time::{SystemTime, UNIX_EPOCH};
use chrono::Utc;
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
@@ -222,9 +223,9 @@ fn auto_deal_on_time_attack_win(
/// 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())
// Use chrono so this works on wasm32 (chrono has the `wasmbind` feature;
// std::time::SystemTime panics on wasm32-unknown-unknown).
Utc::now().timestamp().max(0) as u64
}
/// Periodically persists the live `TimeAttackResource` to
+32 -25
View File
@@ -28,7 +28,7 @@
use bevy::ecs::message::MessageReader;
use bevy::prelude::*;
use solitaire_core::pile::PileType;
use klondike::KlondikePile;
use crate::card_plugin::CardEntity;
use crate::events::StateChangedEvent;
@@ -50,7 +50,7 @@ use crate::ui_theme::ACCENT_PRIMARY;
#[derive(Resource, Debug, Default)]
pub struct TouchSelectionState {
/// Currently selected source pile and the card ids to move (bottom-to-top).
pub selected: Option<(PileType, Vec<u32>)>,
pub selected: Option<(KlondikePile, Vec<u32>)>,
}
impl TouchSelectionState {
@@ -60,12 +60,12 @@ impl TouchSelectionState {
}
/// Takes the current selection, leaving `selected` as `None`.
pub fn take(&mut self) -> Option<(PileType, Vec<u32>)> {
pub fn take(&mut self) -> Option<(KlondikePile, Vec<u32>)> {
self.selected.take()
}
/// Sets the current selection.
pub fn set(&mut self, pile: PileType, cards: Vec<u32>) {
pub fn set(&mut self, pile: KlondikePile, cards: Vec<u32>) {
self.selected = Some((pile, cards));
}
@@ -77,8 +77,9 @@ impl TouchSelectionState {
/// Marker component placed on the highlight sprite child of a selected source card.
///
/// Despawned and respawned each frame by [`update_touch_selection_highlight`] so
/// stale highlights never linger after a game-state change.
/// Despawned and respawned by [`update_touch_selection_highlight`] whenever
/// [`TouchSelectionState`] changes. The system is gated on `is_changed()` so it
/// is a no-op every frame that the selection is stable.
#[derive(Component)]
pub struct TouchSelectionHighlight;
@@ -91,16 +92,15 @@ pub struct TouchSelectionPlugin;
impl Plugin for TouchSelectionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<TouchSelectionState>()
.add_systems(
Update,
(
clear_touch_selection_on_state_change,
update_touch_selection_highlight,
)
.chain()
.after(GameMutation),
);
app.init_resource::<TouchSelectionState>().add_systems(
Update,
(
clear_touch_selection_on_state_change,
update_touch_selection_highlight,
)
.chain()
.after(GameMutation),
);
}
}
@@ -121,9 +121,9 @@ pub(crate) fn clear_touch_selection_on_state_change(
/// Maintains the `TouchSelectionHighlight` outline sprite on the selected source card.
///
/// All existing `TouchSelectionHighlight` entities are despawned each frame and
/// a new one is spawned on the top card of the selected pile (if any). This
/// matches the pattern used by `selection_plugin::update_selection_highlight`.
/// Rebuilds the highlight set only when [`TouchSelectionState`] or the layout
/// actually changes — not every frame. Existing highlights are despawned first,
/// then a fresh highlight is spawned on every card in the selected stack.
pub(crate) fn update_touch_selection_highlight(
mut commands: Commands,
selection: Res<TouchSelectionState>,
@@ -131,6 +131,12 @@ pub(crate) fn update_touch_selection_highlight(
highlights: Query<Entity, With<TouchSelectionHighlight>>,
layout: Option<Res<LayoutResource>>,
) {
// Skip when neither the selection nor the layout changed this frame.
let layout_changed = layout.as_ref().map(|l| l.is_changed()).unwrap_or(false);
if !selection.is_changed() && !layout_changed {
return;
}
// Despawn stale highlights first.
for entity in &highlights {
commands.entity(entity).despawn();
@@ -186,6 +192,7 @@ fn spawn_touch_highlight(
#[cfg(test)]
mod tests {
use super::*;
use klondike::Tableau;
#[test]
fn selection_state_default_is_idle() {
@@ -197,12 +204,12 @@ mod tests {
#[test]
fn set_and_take_roundtrip() {
let mut state = TouchSelectionState::default();
state.set(PileType::Tableau(0), vec![1, 2, 3]);
state.set(KlondikePile::Tableau(Tableau::Tableau1), vec![1, 2, 3]);
assert!(state.has_selection());
let taken = state.take();
assert!(taken.is_some());
let (pile, cards) = taken.unwrap();
assert_eq!(pile, PileType::Tableau(0));
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau1));
assert_eq!(cards, vec![1, 2, 3]);
assert!(!state.has_selection());
}
@@ -210,7 +217,7 @@ mod tests {
#[test]
fn clear_removes_selection() {
let mut state = TouchSelectionState::default();
state.set(PileType::Waste, vec![42]);
state.set(KlondikePile::Stock, vec![42]);
state.clear();
assert!(!state.has_selection());
}
@@ -225,10 +232,10 @@ mod tests {
#[test]
fn set_overwrites_previous_selection() {
let mut state = TouchSelectionState::default();
state.set(PileType::Tableau(0), vec![1]);
state.set(PileType::Tableau(3), vec![7, 8]);
state.set(KlondikePile::Tableau(Tableau::Tableau1), vec![1]);
state.set(KlondikePile::Tableau(Tableau::Tableau4), vec![7, 8]);
let (pile, cards) = state.take().unwrap();
assert_eq!(pile, PileType::Tableau(3));
assert_eq!(pile, KlondikePile::Tableau(Tableau::Tableau4));
assert_eq!(cards, vec![7, 8]);
}
}
+1 -1
View File
@@ -12,7 +12,7 @@
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use solitaire_core::scoring::compute_time_bonus;
use solitaire_core::klondike_adapter::compute_time_bonus;
use solitaire_data::AnimSpeed;
use crate::achievement_plugin::display_name_for;
+4 -1
View File
@@ -12,6 +12,7 @@ RUN apt-get update && apt-get install -y --no-install-recommends \
# Copy only the files needed to build the server crate.
# Layer order: workspace manifests first so dependency fetches are cached.
COPY .cargo/config.toml ./.cargo/config.toml
COPY Cargo.toml Cargo.lock ./
COPY solitaire_core/Cargo.toml ./solitaire_core/Cargo.toml
COPY solitaire_sync/Cargo.toml ./solitaire_sync/Cargo.toml
@@ -21,17 +22,19 @@ COPY solitaire_server/Cargo.toml ./solitaire_server/Cargo.toml
COPY solitaire_app/Cargo.toml ./solitaire_app/Cargo.toml
COPY solitaire_assetgen/Cargo.toml ./solitaire_assetgen/Cargo.toml
COPY solitaire_wasm/Cargo.toml ./solitaire_wasm/Cargo.toml
COPY solitaire_web/Cargo.toml ./solitaire_web/Cargo.toml
# Stub every workspace crate so `cargo fetch --locked` resolves the full
# dependency graph without requiring source files beyond Cargo.toml.
RUN for crate in solitaire_core solitaire_sync solitaire_data solitaire_engine \
solitaire_server solitaire_app solitaire_assetgen solitaire_wasm; do \
solitaire_server solitaire_app solitaire_assetgen solitaire_wasm solitaire_web; do \
mkdir -p $crate/src && echo "pub fn _stub() {}" > $crate/src/lib.rs; \
done && \
echo "fn main() {}" > solitaire_server/src/main.rs && \
echo "fn main() {}" > solitaire_app/src/main.rs && \
echo "fn main() {}" > solitaire_assetgen/src/main.rs
# Registry config comes from .cargo/config.toml copied above.
RUN cargo fetch --locked
# Now copy real source and build in release mode.
+8 -3
View File
@@ -214,6 +214,11 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
)
.route(
"/play",
get(|| async { Html(include_str!("../web/play.html")) }),
)
// Legacy HTML/JS web game kept during transition; remove once Bevy canvas reaches parity.
.route(
"/play-classic",
get(|| async { Html(include_str!("../web/game.html")) }),
)
.route(
@@ -244,11 +249,11 @@ fn build_router_inner(state: AppState, rate_limit: bool) -> Router {
const CSP: &str = concat!(
"default-src 'self'; ",
"script-src 'self' 'unsafe-inline' 'wasm-unsafe-eval'; ",
"script-src 'self' 'unsafe-inline' 'wasm-unsafe-eval' https://analytics.aleshym.co; ",
"style-src 'self' 'unsafe-inline'; ",
"font-src 'self'; ",
"img-src 'self' data:; ",
"connect-src 'self'; ",
"img-src 'self' data: https://analytics.aleshym.co; ",
"connect-src 'self' https://analytics.aleshym.co; ",
"object-src 'none'; ",
"frame-ancestors 'none'",
);
+5 -8
View File
@@ -196,14 +196,11 @@ async fn update_leaderboard_if_opted_in(
user_id: &str,
payload: &SyncPayload,
) -> Result<(), AppError> {
let opted_in = sqlx::query!(
"SELECT leaderboard_opt_in FROM users WHERE id = ?",
user_id
)
.fetch_optional(pool)
.await?
.map(|r| r.leaderboard_opt_in)
.unwrap_or(0);
let opted_in = sqlx::query!("SELECT leaderboard_opt_in FROM users WHERE id = ?", user_id)
.fetch_optional(pool)
.await?
.map(|r| r.leaderboard_opt_in)
.unwrap_or(0);
if opted_in != 1 {
return Ok(());
+256 -18
View File
@@ -176,9 +176,12 @@ async function bootstrap() {
if (saved) {
showResumeDialog(saved);
} else {
const params = new URLSearchParams(window.location.search);
const urlSeed = params.has("seed") ? Number(params.get("seed")) : randomSeed();
drawThree = params.has("draw3");
const params = new URLSearchParams(window.location.search);
const rawSeed = Number(params.get("seed"));
const urlSeed = params.has("seed") && Number.isFinite(rawSeed) && rawSeed > 0
? Math.floor(rawSeed)
: randomSeed();
drawThree = params.has("draw3");
chkDraw3.checked = drawThree;
startGame(urlSeed);
}
@@ -393,8 +396,16 @@ function render(s) {
stopTimer();
if (acTimer) { clearInterval(acTimer); acTimer = null; }
if (noMovesBanner) noMovesBanner.classList.add("hidden");
showWin(s);
// Delay slightly so the last card's CSS transition finishes before
// the win overlay covers the board. Card transitions are ~260 ms.
setTimeout(() => showWin(s), 320);
} else {
// If the player undid out of auto-complete, restart the timer —
// stopTimer() was called when auto-complete began, but no code path
// before here restarts it after an undo.
if (!s.is_auto_completable && !timerInterval) {
startTimer();
}
saveState();
const noMoves = !s.has_moves && !s.is_auto_completable;
if (noMovesBanner) noMovesBanner.classList.toggle("hidden", !noMoves);
@@ -429,20 +440,34 @@ function showWin(s) {
submitReplay(s);
}
async function submitReplay(s) {
const token = localStorage.getItem('fs_token');
if (!token) return;
const payload = {
schema_version: 1,
function buildReplayPayload(s) {
if (!game || !s) return null;
let moves;
try {
moves = game.replay_moves();
if (!Array.isArray(moves) || moves.length === 0) return null;
} catch (e) {
console.warn("fs: replay export failed", e);
return null;
}
return {
schema_version: 2,
seed: Math.round(game.seed()),
draw_mode: drawThree ? "DrawThree" : "DrawOne",
mode: "Classic",
time_seconds: elapsedSecs,
time_seconds: Math.max(1, elapsedSecs),
final_score: s.score,
move_count: s.move_count,
recorded_at: new Date().toISOString().slice(0, 10),
moves: [],
moves,
win_move_index: moves.length - 1,
};
}
async function submitReplay(s) {
const token = localStorage.getItem('fs_token');
if (!token || !game) return;
const payload = buildReplayPayload(s);
if (!payload) return;
try {
await fetch('/api/replays', {
method: 'POST',
@@ -467,7 +492,12 @@ function flashIllegal(cardIds) {
for (const id of cardIds) {
const el = cardEls.get(id);
if (!el) continue;
// Store current translate so the shake keyframe can reference it.
// Remove any in-progress shake before restarting. Reading offsetWidth
// forces a synchronous layout flush so the browser sees the removal
// before we re-add the class, restarting the animation from frame 0.
el.classList.remove("illegal");
el.style.removeProperty("--card-tx");
void el.offsetWidth; // flush layout — do not remove
el.style.setProperty("--card-tx", el.style.transform || "translate(0,0)");
el.classList.add("illegal");
el.addEventListener("animationend", () => {
@@ -496,11 +526,34 @@ function attachHandlers() {
syncThemeButton();
if (game) render(game.state());
});
const doDraw = () => { const r = game.draw(); if (r.ok) render(r.snapshot); };
document.addEventListener("keydown", (e) => {
if (e.target.tagName === "INPUT") return;
if (e.key === "z" || e.key === "Z") doUndo();
if (e.key === "n" || e.key === "N") startGame(randomSeed());
const tag = e.target?.tagName;
if (e.target?.isContentEditable || tag === "INPUT" || tag === "TEXTAREA" || tag === "SELECT") return;
if (e.key === "z" || e.key === "Z" || e.key === "u" || e.key === "U") {
e.preventDefault();
doUndo();
return;
}
if (e.key === "n" || e.key === "N") {
startGame(randomSeed());
return;
}
if (!e.repeat && (e.code === "Space" || e.key === " ")) {
e.preventDefault();
doDraw();
}
});
// Pause the game timer while the tab is hidden so background time doesn't
// inflate the player's recorded game duration.
document.addEventListener("visibilitychange", () => {
if (document.hidden) {
stopTimer();
} else if (snap && !snap.is_won && !snap.is_auto_completable) {
startTimer();
}
});
board.addEventListener("pointerdown", onPointerDown);
@@ -706,7 +759,7 @@ function onPointerCancel() {
// ── Click / dblclick ──────────────────────────────────────────────────────────
function onBoardClick(e) {
if (drag) return;
if (drag || snap?.is_won) return;
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
const stock = PILE_ORIGIN.stock;
if (bx >= stock.x && bx <= stock.x + CARD_W && by >= stock.y && by <= stock.y + CARD_H) {
@@ -741,7 +794,7 @@ function smartMove(pileName, fromIndex) {
}
function onBoardDblClick(e) {
if (drag) return;
if (drag || snap?.is_won) return;
const { x: bx, y: by } = boardRelative(e.clientX, e.clientY);
const hit = hitTestCard(bx, by);
if (!hit || !hit.card.face_up) return;
@@ -782,6 +835,191 @@ async function loadAvatar() {
} catch { /* not signed in — avatar stays hidden */ }
}
function debugStateKey(state) {
if (!state) return "missing";
if (Array.isArray(state.stock) || Array.isArray(state.tableaus)) {
const out = [];
const push = cards => {
for (const c of cards || []) out.push(`${c.id}:${c.face_up ? 1 : 0}`);
out.push("|");
};
push(state.stock);
push(state.waste);
for (const pile of state.foundations || []) push(pile);
for (const pile of state.tableaus || []) push(pile);
return out.join("");
}
return JSON.stringify(state);
}
function orderBaselineDebugMoves(legalMoves) {
const foundationSingles = [];
const moveKind = [];
const rest = [];
for (let i = 0; i < legalMoves.length; i++) {
const move = legalMoves[i];
if (
move?.kind === "move" &&
typeof move.to === "string" &&
move.to.startsWith("foundation-") &&
move.count === 1
) {
foundationSingles.push(i);
} else if (move?.kind === "move") {
moveKind.push(i);
} else {
rest.push(i);
}
}
return [...foundationSingles, ...moveKind, ...rest];
}
function runDebugAutoplay(options = {}) {
if (!game) return { ok: false, reason: "game_not_ready", step: 0 };
const maxSteps = Number.isInteger(options.maxSteps) && options.maxSteps > 0 ? options.maxSteps : 220;
const maxVisitsPerState =
Number.isInteger(options.maxVisitsPerState) && options.maxVisitsPerState > 0
? options.maxVisitsPerState
: 2;
const policy = options.policy === "baseline" ? "baseline" : "loop_aware";
const seen = new Map();
function simulatedVisitCount(legalMoveIndex) {
let saved = null;
try {
saved = game.serialize();
} catch {
return null;
}
if (typeof saved !== "string" || saved.length === 0) return null;
const applied = game.debug_apply_legal_move(legalMoveIndex);
if (!applied?.ok) {
try { game = SolitaireGame.from_saved(saved); } catch {}
return null;
}
const nextKey = debugStateKey(applied.snapshot);
try {
game = SolitaireGame.from_saved(saved);
} catch {
return null;
}
return seen.get(nextKey) || 0;
}
for (let step = 0; step < maxSteps; step++) {
const snap = game.debug_snapshot();
if (!snap?.state || !snap?.invariants) {
return { ok: false, reason: "missing_snapshot", step };
}
if (!snap.invariants.state_ok) {
return { ok: false, reason: "invariant_failed", step, snapshot: snap };
}
if (snap.state.is_won) {
return { ok: true, terminal: "won", step, snapshot: snap };
}
const key = debugStateKey(snap.state);
const visits = (seen.get(key) || 0) + 1;
seen.set(key, visits);
if (visits > maxVisitsPerState) {
return { ok: true, terminal: "cycle", step, snapshot: snap };
}
const legalMoves = game.debug_legal_moves();
if (!Array.isArray(legalMoves) || legalMoves.length === 0) {
return { ok: true, terminal: "no_moves", step, snapshot: snap };
}
const ordered = orderBaselineDebugMoves(legalMoves);
let idx = ordered[0];
if (policy === "loop_aware" && ordered.length > 1) {
let bestIdx = ordered[0];
let bestVisitCount = Number.MAX_SAFE_INTEGER;
for (const candidate of ordered) {
const visitCount = simulatedVisitCount(candidate);
if (visitCount === null) continue;
if (visitCount < bestVisitCount) {
bestVisitCount = visitCount;
bestIdx = candidate;
if (visitCount === 0) break;
}
}
idx = bestIdx;
}
const result = game.debug_apply_legal_move(idx);
if (!result?.ok) {
return {
ok: false,
reason: "apply_failed",
step,
idx,
error: result?.error ?? "unknown_error",
};
}
if (result.snapshot) render(result.snapshot);
}
const finalSnap = game.debug_snapshot();
return { ok: !!finalSnap?.invariants?.state_ok, terminal: "step_budget", snapshot: finalSnap };
}
// ── Debug API (engine-first automation surface) ───────────────────────────────
// Playwright and other automation harnesses use this object instead of pixel
// analysis or hardcoded coordinates. Every operation delegates to the Rust
// rules engine exported by `solitaire_wasm`.
window.__FERROUS_DEBUG__ = {
seed() {
return game ? Math.round(game.seed()) : null;
},
state() {
return game ? game.state() : null;
},
legalMoves() {
return game ? game.debug_legal_moves() : [];
},
moveHistory() {
return game ? game.debug_move_history() : [];
},
snapshot() {
return game ? game.debug_snapshot() : null;
},
applyLegalMove(index) {
if (!game) return { ok: false, error: "game_not_ready" };
const result = game.debug_apply_legal_move(index);
if (result?.ok && result.snapshot) render(result.snapshot);
return result;
},
applyMove(move) {
if (!game) return { ok: false, error: "game_not_ready" };
const payload = typeof move === "string" ? move : JSON.stringify(move);
const result = game.debug_apply_move_json(payload);
if (result?.ok && result.snapshot) render(result.snapshot);
return result;
},
failureReport() {
if (!game) return null;
const debug = game.debug_snapshot();
return {
seed: Math.round(game.seed()),
moveHistory: debug?.move_history ?? [],
currentState: debug?.state ?? game.state(),
stateJson: debug?.state_json ?? null,
legalMoves: debug?.legal_moves ?? [],
invariants: debug?.invariants ?? null,
};
},
replayPayload() {
if (!game) return null;
return buildReplayPayload(snap ?? game.state());
},
runAutoplay(options) {
return runDebugAutoplay(options);
},
};
// ── Start ─────────────────────────────────────────────────────────────────────
bootstrap().catch(console.error);
loadAvatar();
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@@ -55,6 +55,8 @@ export class ReplayPlayer {
* once the move list is exhausted.
*
* Returns `null` (not an exception) when the replay is finished.
* Throws `"replay_desync"` when the next recorded move is illegal for
* the current state, and logs the underlying core error to the JS console.
* Throws a JS string exception on serialisation failure.
* @returns {any}
*/
@@ -120,6 +122,67 @@ export class SolitaireGame {
const ret = wasm.solitairegame_auto_complete_step(this.__wbg_ptr);
return ret;
}
/**
* Applies the legal move currently at `index` from `debug_legal_moves()`.
* @param {number} index
* @returns {any}
*/
debug_apply_legal_move(index) {
const ret = wasm.solitairegame_debug_apply_legal_move(this.__wbg_ptr, index);
return ret;
}
/**
* Applies one debug move encoded as JSON.
*
* JSON must match [`DebugMove`], for example:
* `{"kind":"move","from":"tableau-0","to":"foundation-1","count":1}` or
* `{"kind":"stock_click"}`.
* @param {string} move_json
* @returns {any}
*/
debug_apply_move_json(move_json) {
const ptr0 = passStringToWasm0(move_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.solitairegame_debug_apply_move_json(this.__wbg_ptr, ptr0, len0);
return ret;
}
/**
* Returns all currently-legal debug moves as a JS array.
*
* Includes [`DebugMove::StockClick`] when stock interaction is legal.
* @returns {any}
*/
debug_legal_moves() {
const ret = wasm.solitairegame_debug_legal_moves(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Returns deterministic instruction history for the current game.
*
* Together with `seed()` and `draw_mode`, this history is replayable.
* @returns {any}
*/
debug_move_history() {
const ret = wasm.solitairegame_debug_move_history(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Returns a comprehensive debug snapshot for automated verification.
* @returns {any}
*/
debug_snapshot() {
const ret = wasm.solitairegame_debug_snapshot(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Draw from stock to waste (or recycle waste stock when stock is empty).
* Returns `{ok, error?, snapshot?}`.
@@ -180,6 +243,21 @@ export class SolitaireGame {
SolitaireGameFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* Returns replay moves encoded in the `solitaire_data::Replay` wire format.
*
* This derives move counts from the deterministic instruction history and
* validates that the resulting move stream replays cleanly from the current
* game's seed/draw mode.
* @returns {any}
*/
replay_moves() {
const ret = wasm.solitairegame_replay_moves(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* The seed used to deal this game.
* @returns {number}
@@ -253,6 +331,9 @@ function __wbg_get_imports() {
__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
throw new Error(getStringFromWasm0(arg0, arg1));
},
__wbg_error_48655ee7e4756f8b: function(arg0) {
console.error(arg0);
},
__wbg_error_a6fa202b58aa1cd3: function(arg0, arg1) {
let deferred0_0;
let deferred0_1;
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+20
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@@ -0,0 +1,20 @@
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Ferrous Solitaire</title>
<style>
* { box-sizing: border-box; margin: 0; padding: 0; }
body { background: #000; overflow: hidden; }
#bevy-canvas { display: block; width: 100vw; height: 100vh; }
</style>
</head>
<body>
<canvas id="bevy-canvas"></canvas>
<script type="module">
import init from "/web/pkg/canvas.js";
await init();
</script>
</body>
</html>
+1
View File
@@ -12,6 +12,7 @@ solitaire_core = { path = "../solitaire_core" }
serde = { workspace = true }
serde_json = { workspace = true }
chrono = { workspace = true }
klondike = { workspace = true }
wasm-bindgen = "0.2"
serde-wasm-bindgen = "0.6"
console_error_panic_hook = { version = "0.1", optional = true }
+656 -336
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+23
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@@ -0,0 +1,23 @@
[package]
name = "solitaire_web"
version.workspace = true
license.workspace = true
edition.workspace = true
[lib]
crate-type = ["cdylib", "rlib"]
[dependencies]
solitaire_engine = { path = "../solitaire_engine" }
solitaire_data = { path = "../solitaire_data" }
# Direct dep so `bevy::` resolves in lib.rs; zero extra features so this
# contributes nothing to unification with the desktop/Android feature set.
bevy = { workspace = true }
wasm-bindgen = "0.2"
getrandom = { version = "0.3", features = ["wasm_js"] }
console_error_panic_hook = "0.1"
# webgl2 must only be enabled for the wasm target — it constrains the
# renderer to WebGL2 compatibility limits, which is wrong for native builds.
[target.'cfg(target_arch = "wasm32")'.dependencies]
bevy = { workspace = true, features = ["webgl2"] }
+65
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@@ -0,0 +1,65 @@
//! Browser entry point for the Ferrous Solitaire Bevy WASM build.
//!
//! This crate compiles the full `solitaire_engine` to `wasm32-unknown-unknown`
//! and renders to a `<canvas id="bevy-canvas">` element. It shares the same
//! ECS code path as the desktop and Android builds; the only differences are:
//! - Audio, sync, and analytics plugins are cfg-gated out in `CoreGamePlugin`
//! on the wasm32 target (see `solitaire_engine/src/core_game_plugin.rs`).
//! - `LocalOnlyProvider` is passed as the sync provider (sync is disabled).
//! - Storage is handled automatically by `WasmStorage` (localStorage-backed),
//! wired by `CoreGamePlugin` via `default_storage_backend()`.
use bevy::asset::AssetMetaCheck;
use bevy::prelude::*;
use bevy::render::RenderPlugin;
use bevy::render::settings::{RenderCreation, WgpuSettings, WgpuSettingsPriority};
use bevy::window::{Window, WindowPlugin};
use solitaire_data::LocalOnlyProvider;
use solitaire_engine::CoreGamePlugin;
use wasm_bindgen::prelude::*;
#[wasm_bindgen(start)]
pub fn start() {
console_error_panic_hook::set_once();
App::new()
.add_plugins(
DefaultPlugins
.set(WindowPlugin {
primary_window: Some(Window {
// Bind to the existing <canvas id="bevy-canvas"> in play.html.
// Without this, Bevy appends its own canvas to <body>.
canvas: Some("#bevy-canvas".into()),
// Let CSS size the canvas; Bevy follows the element's size.
fit_canvas_to_parent: true,
// Prevent the browser stealing keyboard events and scroll.
prevent_default_event_handling: true,
..default()
}),
..default()
})
// Bevy's default AssetPlugin fetches a `.meta` sidecar file for
// every asset before loading the asset itself. We don't ship
// `.meta` files, so skip the check to avoid a flood of 404s.
.set(AssetPlugin {
meta_check: AssetMetaCheck::Never,
..default()
})
// WebGL2 priority constrains naga (the shader translator) to emit
// GLES 300es-compatible GLSL. Without this, Chromium's ANGLE driver
// rejects certain shader constructs (storage buffers, tight component
// limits) causing a fatal wgpu "Shader translation error". Firefox is
// more lenient; this setting makes both browsers work identically.
.set(RenderPlugin {
render_creation: RenderCreation::Automatic(WgpuSettings {
priority: WgpuSettingsPriority::WebGL2,
..default()
}),
..default()
}),
)
// LocalOnlyProvider disables cloud sync — correct for the web build
// since SyncPlugin is cfg-gated out on wasm32 anyway.
.add_plugins(CoreGamePlugin::new(Box::new(LocalOnlyProvider)))
.run();
}