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fix(multi): resolve 14 bugs from second comprehensive review
Core (solitaire_core):
- fix(scoring): apply -15 penalty for Foundation→Tableau moves when
  take_from_foundation is enabled; update test
- fix(solver): is_won() validates full Ace→King suit sequence, not
  just card count — prevents hint system from emitting invalid paths

Engine — animation / layout:
- fix(animation): guard CardAnim advance against duration=0 to prevent
  NaN-poisoned Transform (analogous to CardAnimation's instant-snap path)
- fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and
  TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial
  layout and first dynamic update produce identical fan spacing
- fix(layout): update tableau_fan_frac doc comment from 0.25→0.18

Engine — ECS / modal guards:
- fix(auto_complete): drive_auto_complete now checks PausedResource so
  cooldown does not tick while paused (prevents instant-move on unpause)
- fix(play_by_seed): handle_open_dialog checks global ModalScrim guard
  to prevent stacking over an existing modal
- fix(win_summary): spawn_win_summary_after_delay checks global
  ModalScrim guard; collect_session_achievements uses .next() not
  .last() to avoid draining the new_games stream

Engine — message registration:
- fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build
  so opt-in/opt-out toasts work under MinimalPlugins
- fix(replay_playback): register StateChangedEvent in
  ReplayPlaybackPlugin::build to prevent panic when used standalone

Security:
- fix(sync_setup): zero password SyncFieldBuffer immediately after
  spawning auth task — credential must not linger in ECS components

Server:
- fix(auth): replace MIME contains-chain with exact match for avatar
  upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 13:40:32 -07:00

226 lines
7.8 KiB
Rust

//! Automatic card-to-foundation sequencing once `is_auto_completable` is set.
//!
//! When `GameState::is_auto_completable` becomes `true`, this plugin fires
//! `MoveRequestEvent` for one card per `STEP_INTERVAL` seconds until the game
//! is won. A single toast announces the sequence; no player input is required.
//!
//! The plugin is intentionally passive: it only reads `GameStateResource` and
//! fires `MoveRequestEvent`. If for some reason `next_auto_complete_move`
//! returns `None` (e.g. a transient state), the plugin retries next tick.
use bevy::prelude::*;
use crate::audio_plugin::{AudioState, SoundLibrary};
use crate::events::{MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
/// Volume amplitude used for the auto-complete activation chime.
///
/// 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.
const AUTO_COMPLETE_CHIME_VOLUME: f64 = 0.5;
/// Seconds between consecutive auto-complete moves.
const STEP_INTERVAL: f32 = 0.12;
/// Tracks whether auto-complete is active and when the next move fires.
#[derive(Resource, Default, Debug)]
pub struct AutoCompleteState {
/// `true` once we've detected `is_auto_completable` and started firing moves.
pub active: bool,
/// Countdown to the next move, in seconds.
cooldown: f32,
}
/// Plugin that drives the auto-complete sequence.
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),
);
}
}
/// Activates auto-complete when `is_auto_completable` flips to `true`.
/// Deactivates it on win or new game (any state where it should not be running).
fn detect_auto_complete(
mut state: ResMut<AutoCompleteState>,
game: Res<GameStateResource>,
mut changed: MessageReader<StateChangedEvent>,
) {
// Only re-evaluate on state changes to avoid per-frame allocations.
if changed.is_empty() && !game.is_changed() {
return;
}
changed.clear();
if game.0.is_won {
state.active = false;
return;
}
if game.0.is_auto_completable && !state.active {
state.active = true;
state.cooldown = 0.0; // fire first move immediately
}
// 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.
///
/// Uses a `Local<bool>` to remember the previous `active` state and fires
/// 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.
fn on_auto_complete_start(
state: Res<AutoCompleteState>,
mut was_active: Local<bool>,
mut audio: Option<NonSendMut<AudioState>>,
lib: Option<Res<SoundLibrary>>,
) {
let now_active = state.active;
let edge = now_active && !*was_active;
*was_active = now_active;
if !edge {
return;
}
let (Some(audio), Some(lib)) = (audio.as_mut(), lib) else { return };
audio.play_sfx_at_volume(&lib.fanfare, AUTO_COMPLETE_CHIME_VOLUME);
}
/// Fires one `MoveRequestEvent` per `STEP_INTERVAL` while auto-complete is active.
fn drive_auto_complete(
mut state: ResMut<AutoCompleteState>,
game: Res<GameStateResource>,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut moves: MessageWriter<MoveRequestEvent>,
) {
if !state.active {
return;
}
if paused.is_some_and(|p| p.0) {
return;
}
state.cooldown -= time.delta_secs();
if state.cooldown > 0.0 {
return;
}
let Some((from, to)) = game.0.next_auto_complete_move() else {
// No move available yet (race with game state update); try next tick.
return;
};
moves.write(MoveRequestEvent { from, to, count: 1 });
state.cooldown = STEP_INTERVAL;
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(AutoCompletePlugin);
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
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();
}
g.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 99,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
g.is_auto_completable = true;
g
}
#[test]
fn state_starts_inactive() {
let app = headless_app();
assert!(!app.world().resource::<AutoCompleteState>().active);
}
#[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();
app.world_mut().write_message(StateChangedEvent);
app.update();
assert!(app.world().resource::<AutoCompleteState>().active);
}
#[test]
fn drive_fires_move_request_when_active() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 = nearly_won_state();
app.world_mut().write_message(StateChangedEvent);
app.update(); // detect runs, sets active
app.update(); // drive fires the move
let events = app.world().resource::<Messages<MoveRequestEvent>>();
let mut cursor = events.get_cursor();
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));
}
#[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();
gs.is_won = true;
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.world_mut().write_message(StateChangedEvent);
app.update();
assert!(!app.world().resource::<AutoCompleteState>().active);
}
}