# Solitaire Quest — Session Handoff > Last updated: 2026-04-25 > Branch: `master` — pushed to https://github.com/funman300/Rusty_Solitaire.git > Test count: **242 passing** (83 core + 60 data + 99 engine), `cargo clippy --workspace -- -D warnings` clean --- ## What Has Been Built ### Phase 1 — Workspace Setup ✅ COMPLETE All seven Cargo crates created and compiling cleanly: | Crate | Status | Purpose | |---|---|---| | `solitaire_core` | Fully implemented | Pure Rust game logic — NO Bevy, NO network | | `solitaire_sync` | Stub | Shared API types (`SyncPayload`, `SyncResponse`) | | `solitaire_data` | Stub | `SyncError` enum + `SyncProvider` trait | | `solitaire_engine` | Stub | Bevy ECS systems — all plugins added in Phase 3 | | `solitaire_server` | Stub | Axum sync server — implemented in Phase 8C | | `solitaire_gpgs` | Compile-time stub | Google Play Games bridge — Android only, JNI in Phase: Android | | `solitaire_app` | Working | Opens blank Bevy window titled "Solitaire Quest" at 1280×800 | Fast compile profiles, `assets/` directory structure, and `.env.example` are all in place. ### Phase 2 — Core Game Engine ✅ COMPLETE `solitaire_core` is fully implemented with 68 passing tests and zero clippy warnings. **Modules:** - `card.rs` — `Suit` (Clubs/Diamonds/Hearts/Spades, `is_red()`/`is_black()`), `Rank` (Ace–King, `value() -> u8`), `Card` (id, suit, rank, face_up) - `pile.rs` — `PileType` (Stock, Waste, Foundation(Suit), Tableau(usize)), `Pile` (new, top) - `error.rs` — `MoveError`: InvalidSource, InvalidDestination, EmptySource, RuleViolation(String), UndoStackEmpty, GameAlreadyWon, StockEmpty - `deck.rs` — `Deck::new()`, `Deck::shuffle(seed: u64)` using seeded `StdRng` (cross-platform deterministic), `deal_klondike(deck) -> ([Pile; 7], Pile)` - `rules.rs` — `can_place_on_foundation(card, pile, suit)`, `can_place_on_tableau(card, pile)` - `scoring.rs` — `score_move(from, to)`, `score_undo()` (-15), `compute_time_bonus(elapsed_seconds)` (700_000/s) - `game_state.rs` — `DrawMode`, `GameState` with full game loop **GameState public API:** ```rust GameState::new(seed: u64, draw_mode: DrawMode) -> Self GameState::draw(&mut self) -> Result<(), MoveError> GameState::move_cards(&mut self, from: PileType, to: PileType, count: usize) -> Result<(), MoveError> GameState::undo(&mut self) -> Result<(), MoveError> GameState::check_win(&self) -> bool GameState::check_auto_complete(&self) -> bool GameState::compute_time_bonus(&self) -> i32 GameState::undo_stack_len(&self) -> usize ``` **Key GameState rules:** - Undo stack capped at 64 entries (oldest evicted) - Score never goes below 0 - Waste recycling is unlimited — `StockEmpty` only when both stock AND waste are simultaneously empty - Recycle (waste → stock) pushes a snapshot so it can be undone - Newly exposed top card of source pile is flipped face-up automatically on `move_cards` - Win: all 4 foundations at 13 cards - Auto-complete: stock empty + waste empty + all tableau cards face-up --- ## Commit History ``` b8dc7cb fix(core): remove stock_recycled limit, replace unwrap, snapshot on recycle, fix derives 58f1465 feat(core): add GameState with draw, move_cards, undo, win/auto-complete detection 43194b0 fix(core): use StdRng doc comment, replace expect() with debug_assert in deal_klondike 17bbec0 feat(core): add pile, error, deck, rules, scoring modules with tests fcf878b feat(core): add Card, Suit, Rank types with tests f84d7c5 fix(workspace): add derives/docs per code review, remove unused thiserror from solitaire_sync 684f077 feat(workspace): initialize all seven crates with stubs and blank Bevy window ``` --- ### Phase 3 — Bevy Rendering & Interaction ✅ COMPLETE All sub-phases (3A–3F) done. Plugins: `GamePlugin`, `TablePlugin`, `CardPlugin`, `InputPlugin`, `AnimationPlugin`. Full game playable — drag/drop with rule validation, keyboard shortcuts (U/N/D/Esc), animated slides, win cascade. UI via `bevy::ui`, no egui. ### Phase 4 — Statistics Persistence ✅ COMPLETE - `solitaire_data::StatsSnapshot` with `update_on_win` / `record_abandoned` / `win_rate` - Atomic file I/O via `save_stats_to` (`.tmp` → rename) - `StatsPlugin` in `solitaire_engine` — loads on startup, persists on `GameWonEvent` (win) and `NewGameRequestEvent` (abandoned if move_count>0 and not won) - Full-window overlay toggled with `S` — games played/won, win rate, streak, best score, fastest, avg - `StatsPlugin::default()` for production, `StatsPlugin::headless()` for tests (no disk I/O) ### Phase 5 — Achievements ✅ COMPLETE (14 of ~19) - `solitaire_core::achievement` — `AchievementContext` + `AchievementDef` + `ALL_ACHIEVEMENTS` + `check_achievements` - `solitaire_core::GameState.undo_count` — tracks whether undo was used (for `no_undo` / `speed_and_skill`) - `solitaire_data::AchievementRecord` + atomic `achievements.json` persistence - `AchievementPlugin` — on `GameWonEvent`, build context from `StatsResource` + `GameState` + `chrono::Local` hour, evaluate all conditions, persist newly-unlocked records, emit `AchievementUnlockedEvent(id)` - `AnimationPlugin`'s toast resolves the event's ID to the achievement's name via `achievement_plugin::display_name_for` - New `StatsUpdate` system set lets `AchievementPlugin` order itself after stats are incremented - Deferred: `daily_devotee` (needs `PlayerProgress`), `comeback` (needs recycle counter), `zen_winner` (needs modes), `perfectionist` (needs max-score calc). Stubs can be added in later phases. ### Phase 6 (part 1) — XP, Levels, ProgressPlugin ✅ COMPLETE - `solitaire_data::PlayerProgress` with `total_xp`, `level`, daily/weekly/unlock fields - `level_for_xp(xp)` and `xp_for_win(time, used_undo)` helpers (per ARCHITECTURE.md §13) - `add_xp(amount) -> prev_level` with `leveled_up_from(prev)` for level-up detection - Atomic `progress.json` persistence via `save_progress_to` / `load_progress_from` - `ProgressPlugin` — on `GameWonEvent`, awards XP (base 50 + speed bonus 10–50 + no-undo 25), persists, emits `LevelUpEvent` - `ProgressUpdate` system set for ordering downstream systems - `ProgressPlugin::default()` for production, `::headless()` for tests ### Phase 6 (part 2a) — Daily Challenge + Level-Up Toast ✅ COMPLETE - `daily_seed_for(date)` deterministic per-date seed - `PlayerProgress::record_daily_completion(date)` with streak / reset / idempotency rules - `DailyChallengePlugin`: today's seed in a resource; pressing **C** starts a daily-seed new game; on winning a daily-seed game, awards **+100 XP**, updates streak, persists, fires `DailyChallengeCompletedEvent` - `LevelUpEvent` now spawns a toast through `AnimationPlugin` - `daily_devotee` achievement wired (streak ≥ 7); `AchievementContext` gains `daily_challenge_streak` and reads from `ProgressResource` ### Phase 6 (part 2b) — Weekly Goals ✅ COMPLETE - `solitaire_data::weekly` — `WeeklyGoalKind`, `WeeklyGoalDef`, `WeeklyGoalContext`, `current_iso_week_key`, three starter goals (5 wins / 3 no-undo / 3 fast) - `PlayerProgress` — `weekly_goal_week_iso`, `roll_weekly_goals_if_new_week`, `record_weekly_progress` - `WeeklyGoalsPlugin` — on `GameWonEvent`, rolls week if needed, increments matching goals, awards `WEEKLY_GOAL_XP` (75) per completion, fires `WeeklyGoalCompletedEvent` ### Phase 6 (part 3) — Completion Toasts + Progression Panel ✅ COMPLETE - `AnimationPlugin` now surfaces `DailyChallengeCompletedEvent` (shows streak) and `WeeklyGoalCompletedEvent` (shows goal description) as 3-second toasts. - Stats overlay (**S** key) appends a Progression section: level, total XP, daily streak, and a Weekly Goals list iterating `WEEKLY_GOALS` with `progress/target` for each. ### Phase 6 (part 4a) — Elapsed Time + Zen Mode ✅ COMPLETE - `tick_elapsed_time` in `GamePlugin` ticks `GameState.elapsed_seconds` once per real-world second while not won; `advance_elapsed` is a pure helper for direct unit testing. - `GameMode` enum (`Classic` / `Zen`) added to `solitaire_core::game_state`. `GameState.mode` field; `GameState::new_with_mode` ctor. Zen suppresses scoring in `move_cards` and `undo`. Field is `#[serde(default)]` for backwards-compatible saved games. - `NewGameRequestEvent` carries an optional `mode`; `handle_new_game` falls back to the current game's mode when `None`. - `Z` key starts a fresh Zen game. ### Phase 6 (part 4b) — Challenge Mode + Level-5 Gate ✅ COMPLETE - `GameMode::Challenge` variant in core; `undo()` returns `RuleViolation` in Challenge. - `solitaire_data::challenge` — `CHALLENGE_SEEDS` static list, `challenge_seed_for(index)` wrapping modulo length, `challenge_count()`. - `PlayerProgress.challenge_index` (serde-default) tracks progression. - `ChallengePlugin` advances the cursor on Challenge-mode wins, persists, fires `ChallengeAdvancedEvent`. **X** key starts a Challenge-mode game with the current seed. - Both **Z** (Zen) and **X** (Challenge) are gated to `level >= CHALLENGE_UNLOCK_LEVEL` (5). ### Phase 6 (part 4c) — Time Attack + Unlock UI ✅ COMPLETE - `GameMode::TimeAttack` variant added to core (no scoring/undo changes — just a session marker). - `TimeAttackPlugin` (engine) — `TimeAttackResource { active, remaining_secs, wins }` (session-only, not persisted), `TimeAttackEndedEvent { wins }`. **T** starts a session (gated to level ≥ 5) and deals a TimeAttack-mode game; the timer (`TIME_ATTACK_DURATION_SECS = 600.0`) decrements each frame; wins during the active session bump the counter and auto-deal a fresh game. - `AnimationPlugin` surfaces `TimeAttackEndedEvent` as a 5-second summary toast. - `StatsPlugin` overlay (**S**) appends an "Unlocks" subsection (card backs / backgrounds, sorted/deduped, "None" when empty) and a live "Time Attack" panel showing remaining minutes/seconds + wins while a session is active. - Helper `format_id_list` factored out + tested. ### Phase 7 (part 1) — Help Overlay + Challenge Toast ✅ COMPLETE - `HelpPlugin`: **H** or `?` toggles a full-window cheat sheet listing all keybindings (gameplay, mode hotkeys, overlays). 3 unit tests. - `AnimationPlugin` now surfaces `ChallengeAdvancedEvent` as a 3-second toast ("Challenge N cleared!"). ### Phase 7 (part 2) — Synthesized SFX + AudioPlugin ✅ COMPLETE - New workspace crate `solitaire_assetgen` with bin `gen_sfx`. Synthesizes five 44.1kHz mono 16-bit PCM WAVs from a deterministic LCG noise source + sine/square synths into `assets/audio/`. Run with `cargo run -p solitaire_assetgen --bin gen_sfx`. Output is committed; end users never run the generator. - `AudioPlugin` (`solitaire_engine`): embeds the WAVs via `include_bytes!()`, decodes once via `kira::StaticSoundData::from_cursor`, plays on `DrawRequestEvent` (flip), `MoveRequestEvent` (place), `NewGameRequestEvent` (deal), `GameWonEvent` (fanfare). - Backend handle stored as `NonSend` (cpal stream is `!Send` on some platforms). Plugin degrades gracefully if no audio device is available — logs a warning, gameplay continues silently. - Single decode unit test (`embedded_wavs_decode_successfully`) keeps the loader and generator in sync. ### Phase 7 (part 3) — MoveRejectedEvent + Pause Menu ✅ COMPLETE - New `MoveRejectedEvent { from, to, count }`. `end_drag` fires it when the cursor is over a real pile but `can_place_*` rejects the placement. `AudioPlugin` plays `card_invalid.wav` on it. - New `PausePlugin` + `PausedResource(bool)`. **Esc** toggles a full-window pause overlay (ZIndex 220) and flips the resource. `tick_elapsed_time` and `advance_time_attack` skip work while paused. Input is deliberately not blocked — pause is a "stop the clock" screen, nothing more. - `HelpPlugin` cheat sheet updated to reflect the new Esc behaviour. ### Phase 7 (part 4) — Settings + SFX Volume Control ✅ COMPLETE - New `solitaire_data::Settings { sfx_volume, first_run_complete }` with atomic JSON persistence (`save_settings_to` / `load_settings_from`). `sanitized()` clamps out-of-range volumes after deserialization. Default `sfx_volume = 0.8`. - New `SettingsPlugin` (engine) with `SettingsResource`, `headless()` ctor, and `SettingsChangedEvent`. **\[** / **\]** adjust SFX volume by `SFX_STEP` (0.1), clamped; persists on change. No-op + no event when already at the rail. - `AudioPlugin` applies `sfx_volume` to kira's main track at startup and on every `SettingsChangedEvent` (so changes take effect mid-game without restart). - `AnimationPlugin` shows a brief "SFX: 70%" toast on every change so players see the new value. - Help cheat sheet lists the **\[** / **\]** keys. - 4 plugin tests + 6 data tests added — defaults, clamping, round-trip persistence. ### Phase 7 (part 5) — First-Run Onboarding ✅ COMPLETE - New `OnboardingPlugin`. At `PostStartup`, if `Settings.first_run_complete == false`, spawns a centered welcome banner pointing at the **H**/`?` cheat sheet (ZIndex 230). Any key or mouse-button press dismisses it, sets the flag, and persists `settings.json` — returning players never see it again. - 4 unit tests cover spawn-only-on-first-run, key dismiss, and click dismiss. ## What Is Next Phase 7 polish slate is done. Phase 8 (sync) is next. ### Phase 8 — Sync | Phase | Scope | |---|---| | Phase 8A | Local storage scaffolding + `SyncProvider` plumbing in `solitaire_data` | | Phase 8B | Self-hosted Axum server (auth, sync endpoints, SQLite schema) | | Phase 8C | `SolitaireServerClient` (`SyncProvider` impl) + `SyncPlugin` lifecycle | | Phase 8D | GPGS stub fully wired into the settings UI (Android-only `cfg`-gated) | ### Tiny optional polish (anytime) - **Ambient loop**: optional sixth WAV — needs taste, deferred until artwork phase. - **Block input while paused**: drag/hotkeys still work mid-pause; tightening this would make pause behave more like a true modal. --- ## Important Implementation Notes ### Versions (Cargo.toml workspace deps) - `bevy = "0.15"` (resolved to 0.15.3) — UI via built-in `bevy::ui`, no bevy_egui - `kira = "0.9"` — audio via `kira` crate directly, no bevy_kira_audio or AssetServer - `rand = "0.8"` — note: `small_rng` feature is NOT enabled; use `StdRng`, not `SmallRng` ### Asset strategy - No `AssetServer` — assets embedded at compile time using `include_bytes!()` - Fonts: `Font::try_from_bytes(include_bytes!("../assets/fonts/main.ttf"))` - Audio: load from `&[u8]` via `kira` `StaticSoundData::from_cursor()` - Card rendering: procedural (`bevy::prelude::Sprite` + `Text2d`) — no sprite sheets required ### Hard rules (from CLAUDE.md) - `solitaire_core` and `solitaire_sync` must NEVER gain Bevy or network dependencies - No `unwrap()` or `panic!()` in game logic — use `Result<_, MoveError>` everywhere - All state transitions return `Result` — `debug_assert!` is acceptable for structural invariants - `SyncPlugin` must NEVER match on `SyncBackend` enum inside a Bevy system — always call through the `SyncProvider` trait - Atomic file writes only: write to `.tmp` then `rename()` - `cargo clippy --workspace -- -D warnings` must pass clean - `cargo test --workspace` must pass clean ### Lessons from this session - `rand = "0.8"` without `features = ["small_rng"]` means `SmallRng` is unavailable — use `StdRng` - `tower-governor` uses underscores in the crate name (not hyphens in Cargo.toml) - When implementing `draw()` in `GameState`: recycle is unlimited, stop condition is BOTH piles empty simultaneously - Recycle must push a snapshot (so it can be undone) even though it doesn't count as a "move" --- ## Implementation Plan Document The detailed task-by-task plan for Phases 1 and 2 is at: `docs/superpowers/plans/2026-04-20-phase1-2-workspace-core.md` For Phase 3 onwards, write a new plan using the `superpowers:writing-plans` skill before starting implementation. --- ## Running the Project ```bash # Check everything compiles cargo check --workspace # Run all tests (214 tests, all should pass) cargo test --workspace # Lint (must be zero warnings) cargo clippy --workspace -- -D warnings # Run the game cargo run -p solitaire_app --features bevy/dynamic_linking ```