Files
Ferrous-Solitaire/solitaire_engine/src/win_summary_plugin.rs
T
funman300 2b01f741b4 feat(engine): Android polish sweep + hint button + watch replay
Draw-Three waste fan: slot.saturating_sub(1) was a constant shift that
hid slot-0 even when the pile had fewer cards than visible. Fixed to
slot.saturating_sub(rendered_len.saturating_sub(visible)) so small piles
fan correctly and only a genuine buffer card gets hidden. New regression
test covers the small-pile case.

Android toast: game-over "press D / N" message now shows touch-friendly
copy ("Tap the stock...") on Android via cfg gate.

Onboarding: SLIDE_COUNT drops from 3 to 2 on Android so first-time
users skip the keyboard-shortcuts slide (irrelevant on touchscreen).
spawn_slide dispatch is gated identically.

Hint button: added HintButton to the HUD action bar (order 4, between
Help and Modes). Clicking it triggers the async solver hint — same path
as the H key — via optional resources so headless tests stay clean.
All button-order and tooltip tests updated for the new 7-button bar.

Watch Replay: win-summary modal now shows a "Watch Replay" secondary
button alongside "Play Again". It loads the most recent entry from
ReplayHistoryResource and hands it to start_replay_playback, dismissing
the modal. Falls back to an info toast when the replay or playback
plugin is unavailable.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-11 20:28:20 -07:00

1748 lines
66 KiB
Rust
Raw Blame History

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//! Win summary modal overlay and screen-shake effect.
//!
//! # Task #33 — Win summary screen
//! On `GameWonEvent`, after a 0.5 s delay (so the cascade animation has
//! started), a full-screen modal is spawned showing score, time, XP, and a
//! "Play Again" button that fires `NewGameRequestEvent` and closes the modal.
//!
//! # Task #47 — Win fanfare screen-shake
//! When `GameWonEvent` fires, `ScreenShakeResource` is set. A system offsets
//! the `Camera2d` `Transform` each frame with a decaying oscillation until the
//! shake duration elapses.
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use solitaire_core::scoring::compute_time_bonus;
use solitaire_data::AnimSpeed;
use crate::achievement_plugin::display_name_for;
use crate::events::{
AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, NewGameRequestEvent, XpAwardedEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_theme::{
scaled_duration, ACCENT_PRIMARY, BG_BASE, BG_ELEVATED, MOTION_SCORE_BREAKDOWN_FADE_SECS,
MOTION_SCORE_BREAKDOWN_STAGGER_SECS, MOTION_WIN_SHAKE_AMPLITUDE, MOTION_WIN_SHAKE_SECS,
RADIUS_LG, RADIUS_MD, SCRIM, STATE_INFO, STATE_SUCCESS, STATE_WARNING, TEXT_PRIMARY,
TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG, TYPE_DISPLAY, TYPE_HEADLINE, VAL_SPACE_2, VAL_SPACE_3,
Z_WIN_CASCADE,
};
// ---------------------------------------------------------------------------
// Constants
// ---------------------------------------------------------------------------
/// Delay after `GameWonEvent` before the win-summary modal is spawned.
/// Chosen so the cascade animation has a moment to start first.
const WIN_SUMMARY_DELAY_SECS: f32 = 0.5;
/// Default duration of the screen-shake in seconds, before `AnimSpeed` scaling.
/// Sourced from `ui_theme::MOTION_WIN_SHAKE_SECS`.
const SHAKE_DURATION_SECS: f32 = MOTION_WIN_SHAKE_SECS;
/// Maximum camera displacement in world-space pixels at the start of the shake.
/// Sourced from `ui_theme::MOTION_WIN_SHAKE_AMPLITUDE`.
const SHAKE_INTENSITY: f32 = MOTION_WIN_SHAKE_AMPLITUDE;
// ---------------------------------------------------------------------------
// Resources
// ---------------------------------------------------------------------------
/// Accumulates win data while waiting for `XpAwardedEvent` to arrive.
///
/// The XP event fires shortly after `GameWonEvent`. We store both pieces of
/// data here so the modal can show the complete picture.
#[derive(Resource, Debug, Clone, Default)]
pub struct WinSummaryPending {
/// Score from the most recent `GameWonEvent`.
pub score: i32,
/// Elapsed game time (seconds) from the most recent `GameWonEvent`.
pub time_seconds: u64,
/// XP awarded from the most recent `XpAwardedEvent` (0 until that event fires).
pub xp: u64,
/// Human-readable breakdown of the XP components for the most recent win,
/// e.g. `"+50 base +25 no-undo +30 speed"`. Empty until `GameWonEvent`
/// populates it.
pub xp_detail: String,
/// Whether this win beat the player's previous best score or fastest time.
///
/// Captured from `StatsResource` **before** `StatsUpdate` mutates it so
/// the comparison reflects the old personal-best values.
pub new_record: bool,
/// When the winning game was a Challenge-mode run, holds the 1-based
/// human-readable level number that was just completed (e.g. `Some(3)`
/// means "Challenge 3"). `None` for non-Challenge modes.
pub challenge_level: Option<u32>,
/// Number of undos used during the winning game. Captured from
/// `GameStateResource` at the moment `GameWonEvent` fires so the
/// score-breakdown reveal can decide whether to award the no-undo
/// bonus row.
pub undo_count: u32,
/// Game mode of the winning game. Captured at win time so the
/// score-breakdown reveal can format the mode-multiplier row
/// (e.g. `Zen ×0.0`, `Classic ×1.0`).
pub mode: GameMode,
}
/// Builds a human-readable XP breakdown string for the win modal.
///
/// Mirrors the logic in `solitaire_data::xp_for_win` so the breakdown always
/// matches the total shown on the `XpAwardedEvent`.
///
/// Examples:
/// - slow win, no undo → `"+50 base +25 no-undo"`
/// - fast win, undo → `"+50 base +30 speed"`
/// - fast win, no undo → `"+50 base +25 no-undo +30 speed"`
fn build_xp_detail(time_seconds: u64, used_undo: bool) -> String {
let speed_bonus: u64 = if time_seconds >= 120 {
0
} else {
let scaled = 50_u64.saturating_sub(time_seconds.saturating_mul(40) / 120);
scaled.max(10)
};
let no_undo_bonus: u64 = if used_undo { 0 } else { 25 };
let mut parts = vec!["+50 base".to_string()];
if no_undo_bonus > 0 {
parts.push("+25 no-undo".to_string());
}
if speed_bonus > 0 {
parts.push(format!("+{speed_bonus} speed"));
}
parts.join(" ")
}
/// Drives the camera shake effect after a win.
///
/// While `remaining > 0` a system applies a decaying sinusoidal offset to the
/// main camera's `Transform`. The system resets the camera to the origin when
/// `remaining` reaches zero.
#[derive(Resource, Debug, Clone, Default)]
pub struct ScreenShakeResource {
/// Seconds of shake remaining.
pub remaining: f32,
/// Total duration the shake was armed for, used to compute the
/// `remaining / total` decay factor. Tracked separately from `remaining`
/// because the duration is now scaled by `AnimSpeed`, so a fixed
/// divisor would be wrong on Fast.
pub total: f32,
/// Peak displacement in world-space pixels (decays to zero over `remaining`).
pub intensity: f32,
}
/// Tracks the human-readable names of every achievement unlocked during the
/// current game session.
///
/// Populated by `collect_session_achievements` from `AchievementUnlockedEvent`s
/// and cleared whenever `NewGameRequestEvent` fires so each new game starts
/// with a fresh list. This includes all implicit game-context resets triggered
/// by mode-switch keys:
///
/// | Key | Mode | Event fired |
/// |-----|------|-------------|
/// | Z | Zen | `NewGameRequestEvent { mode: Some(Zen), .. }` |
/// | X | Challenge | `NewGameRequestEvent { mode: Some(Challenge), .. }` |
/// | C | Daily Challenge | `NewGameRequestEvent { seed: Some(..), mode: None }` |
/// | T | Time Attack | `NewGameRequestEvent { mode: Some(TimeAttack), .. }` |
///
/// Because every mode switch routes through `NewGameRequestEvent`,
/// `collect_session_achievements` clears this list for all of them.
/// The win-summary modal reads this resource to display an
/// "Achievements Unlocked" section.
#[derive(Resource, Debug, Clone, Default)]
pub struct SessionAchievements {
/// Display names (not IDs) of achievements unlocked this session, in
/// unlock order.
pub names: Vec<String>,
}
// ---------------------------------------------------------------------------
// Components
// ---------------------------------------------------------------------------
/// Marker on the win-summary modal root entity.
#[derive(Component, Debug)]
pub struct WinSummaryOverlay;
/// Marker on the "Play Again" / "Watch Replay" buttons inside the win-summary modal.
#[derive(Component, Debug)]
enum WinSummaryButton {
PlayAgain,
WatchReplay,
}
/// Marker for one row of the win-modal score-breakdown reveal.
///
/// Each row carries a stagger delay (seconds until the row should
/// become visible) plus a fade-in timer that lerps the row's text
/// alpha from `0.0 → 1.0` over [`MOTION_SCORE_BREAKDOWN_FADE_SECS`].
/// Rows are spawned with `Visibility::Hidden`; the reveal system
/// flips them to `Visibility::Inherited` once `delay_secs` elapses
/// and then drives the per-text alpha lerp until the row reaches
/// full opacity.
///
/// When `AnimSpeed::Instant` is active the row is spawned with
/// `delay_secs = 0.0`, `fade_duration_secs = 0.0`, and visibility
/// already set to `Inherited` so the reveal happens on frame 1.
#[derive(Component, Debug, Clone, Copy)]
pub struct ScoreBreakdownRow {
/// Seconds remaining until this row first becomes visible.
/// Counts down to 0 in `reveal_score_breakdown`. Zero or negative
/// means "show immediately".
pub delay_secs: f32,
/// Seconds elapsed since this row became visible. Drives the
/// alpha lerp on the row's child `Text` nodes.
pub fade_elapsed_secs: f32,
/// Total fade-in duration. Zero means "no fade — appear at full
/// opacity in one frame".
pub fade_duration_secs: f32,
/// `true` once the row's `Visibility` has been promoted from
/// `Hidden` to `Inherited`. Prevents re-running the visibility
/// switch every frame after the row first reveals.
pub revealed: bool,
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers the win-summary modal and screen-shake systems.
pub struct WinSummaryPlugin;
impl Plugin for WinSummaryPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<WinSummaryPending>()
.init_resource::<ScreenShakeResource>()
.init_resource::<SessionAchievements>()
.add_message::<GameWonEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<AchievementUnlockedEvent>()
// `cache_win_data` must run BEFORE `StatsUpdate` so it can compare
// the player's old personal-best values before `StatsPlugin` overwrites them.
.add_systems(
Update,
cache_win_data
.after(GameMutation)
.before(StatsUpdate),
)
.add_systems(
Update,
(
collect_session_achievements,
spawn_win_summary_after_delay,
handle_win_summary_buttons,
handle_win_summary_keyboard,
apply_screen_shake,
reveal_score_breakdown,
)
.after(GameMutation),
);
}
}
// ---------------------------------------------------------------------------
// Pure helpers
// ---------------------------------------------------------------------------
/// Formats `seconds` as `m:ss`.
///
/// ```
/// # use solitaire_engine::win_summary_plugin::format_win_time;
/// assert_eq!(format_win_time(0), "0:00");
/// assert_eq!(format_win_time(65), "1:05");
/// assert_eq!(format_win_time(3661), "61:01");
/// ```
pub fn format_win_time(seconds: u64) -> String {
let m = seconds / 60;
let s = seconds % 60;
format!("{m}:{s:02}")
}
/// Score amount awarded as a "no-undo" bonus in the win modal when the
/// player completes the game without using undo. Mirrors the XP-side
/// no-undo bonus so the score and XP breakdowns reinforce each other,
/// and stays a `pub const` so tests can assert against it without
/// re-typing the literal.
pub const SCORE_NO_UNDO_BONUS: i32 = 25;
/// Decomposed view of the player's final score, displayed in the win
/// modal as a sequence of fade-in rows.
///
/// The fields mirror the row layout described in the win-modal
/// reveal:
///
/// ```text
/// Base score {base}
/// Time bonus ({m:ss}) +{time_bonus}
/// No-undo bonus +{no_undo_bonus}
/// Mode multiplier ({mode} ×N) ×{multiplier}
/// ─────────────────────────────────
/// Total {total}
/// ```
///
/// Components that do not apply to the current win are zeroed out:
/// `time_bonus = 0` when the player took longer than the time-bonus
/// curve produces a positive result, `no_undo_bonus = 0` when undo
/// was used, and `multiplier = 1.0` outside Zen mode. The renderer
/// uses these zero markers to skip rows the player would not benefit
/// from seeing.
#[derive(Debug, Clone, Copy, PartialEq)]
pub struct ScoreBreakdown {
/// Running game score before the win-time bonuses are applied.
/// Equal to `pending.score`, which is `GameState::score` at the
/// moment of `GameWonEvent`.
pub base: i32,
/// Time-bonus component — `compute_time_bonus(time_seconds)`.
/// Zero when `time_seconds == 0` or when the formula yields zero.
pub time_bonus: i32,
/// Score awarded for completing the win without using undo.
/// Zero when `undo_count > 0`.
pub no_undo_bonus: i32,
/// Multiplier applied to `(base + time_bonus + no_undo_bonus)` to
/// produce the final total. `0.0` for Zen mode (which never
/// scores), `1.0` otherwise.
pub multiplier: f32,
/// Game mode the win occurred in. Used by the renderer to format
/// the multiplier row label, e.g. `"Mode multiplier (Zen ×0)"`.
pub mode: GameMode,
/// Elapsed game time in seconds, used to format the time-bonus
/// row label as `m:ss`.
pub time_seconds: u64,
}
impl ScoreBreakdown {
/// Builds a breakdown for the given win, applying the player's
/// **cosmetic** time-bonus multiplier (`Settings::time_bonus_multiplier`)
/// to the raw `compute_time_bonus` result before storing it on the
/// breakdown.
///
/// `base` is the running game score (`pending.score`); `time_seconds`,
/// `undo_count`, and `mode` come from the captured `WinSummaryPending`;
/// `time_bonus_multiplier` comes from `SettingsResource`. All score
/// arithmetic is saturating to keep the breakdown safe even for
/// pathologically high scores.
///
/// The multiplier is **purely visual** — it changes what the player
/// sees in the win modal but does **not** affect achievement
/// thresholds, leaderboard submissions, or `StatsSnapshot` totals,
/// which all use the raw, unmultiplied scoring values.
pub fn compute(
base: i32,
time_seconds: u64,
undo_count: u32,
mode: GameMode,
time_bonus_multiplier: f32,
) -> Self {
let raw_bonus = compute_time_bonus(time_seconds);
// Apply the cosmetic multiplier and round back to an integer so
// the breakdown total stays a whole-number score.
let scaled = (raw_bonus as f32 * time_bonus_multiplier).round();
// Clamp into i32 range defensively — `raw_bonus` is already
// bounded by `compute_time_bonus`, but a multiplier of 2.0 on
// an i32::MAX-adjacent bonus could still overflow the cast.
let time_bonus = if scaled.is_nan() {
0
} else {
scaled.clamp(i32::MIN as f32, i32::MAX as f32) as i32
};
let no_undo_bonus = if undo_count == 0 { SCORE_NO_UNDO_BONUS } else { 0 };
let multiplier = match mode {
GameMode::Zen => 0.0,
GameMode::Classic | GameMode::Challenge | GameMode::TimeAttack | GameMode::Difficulty(_) => 1.0,
};
Self {
base,
time_bonus,
no_undo_bonus,
multiplier,
mode,
time_seconds,
}
}
/// Final total displayed on the breakdown's bottom row, rounded
/// half-to-even (Rust's default `as i32` cast truncates toward
/// zero, which is fine for a non-fractional multiplier set).
pub fn total(&self) -> i32 {
let pre_mult = self
.base
.saturating_add(self.time_bonus)
.saturating_add(self.no_undo_bonus);
((pre_mult as f32) * self.multiplier) as i32
}
/// Whether the no-undo bonus row should be rendered. Skipped when
/// the player used undo (bonus is zero) so the modal does not
/// show a "+0" line that adds nothing.
pub fn shows_no_undo_row(&self) -> bool {
self.no_undo_bonus > 0
}
/// Whether the time-bonus row should be rendered. Skipped when
/// the bonus is zero (e.g. `time_seconds == 0`).
pub fn shows_time_bonus_row(&self) -> bool {
self.time_bonus > 0
}
/// Whether the mode-multiplier row should be rendered. Skipped
/// for `multiplier == 1.0` so Classic/Challenge/TimeAttack wins
/// do not show a redundant "×1.0" line.
pub fn shows_multiplier_row(&self) -> bool {
(self.multiplier - 1.0).abs() > f32::EPSILON
}
/// Total number of rows the breakdown will spawn, counting the
/// always-present `Base score` and `Total` rows plus the
/// separator. Used by tests to assert spawn counts deterministically.
pub fn row_count(&self) -> usize {
let mut n = 1; // base
if self.shows_time_bonus_row() {
n += 1;
}
if self.shows_no_undo_row() {
n += 1;
}
if self.shows_multiplier_row() {
n += 1;
}
n += 1; // separator
n += 1; // total
n
}
}
/// Human-readable display name for a game mode. Used as the prefix in
/// the mode-multiplier row, e.g. `"Mode multiplier (Zen ×0)"`.
fn mode_display_name(mode: GameMode) -> &'static str {
match mode {
GameMode::Classic => "Classic",
GameMode::Zen => "Zen",
GameMode::Challenge => "Challenge",
GameMode::TimeAttack => "Time Attack",
GameMode::Difficulty(level) => level.label(),
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Caches score/time from `GameWonEvent` and XP from `XpAwardedEvent` into
/// `WinSummaryPending` so they are available when the modal spawns.
///
/// Also compares the win result against the player's previous personal bests
/// **before** `StatsUpdate` overwrites them, setting `WinSummaryPending::new_record`
/// and queuing an `InfoToastEvent` when the player sets a new record.
///
/// When the winning game is in `GameMode::Challenge`, the current
/// `challenge_index` (before `ChallengePlugin` advances it) is captured as the
/// 1-based level number and stored in `WinSummaryPending::challenge_level`.
///
/// This system is scheduled `.before(StatsUpdate)` so the comparison always
/// sees the old best values.
fn cache_win_data(
mut won: MessageReader<GameWonEvent>,
mut xp: MessageReader<XpAwardedEvent>,
mut pending: ResMut<WinSummaryPending>,
stats: Res<StatsResource>,
game: Res<GameStateResource>,
progress: Res<ProgressResource>,
mut toast: MessageWriter<InfoToastEvent>,
) {
for ev in won.read() {
// Compare against old personal bests BEFORE StatsPlugin updates them.
// `best_single_score == 0` means no wins yet — any positive score is a record.
// `fastest_win_seconds == u64::MAX` is the sentinel for "no wins yet".
let beats_score = ev.score > 0 && ev.score as u32 > stats.0.best_single_score;
let beats_time = stats.0.fastest_win_seconds == u64::MAX
|| ev.time_seconds < stats.0.fastest_win_seconds;
let is_new_record = beats_score || beats_time;
// Capture the challenge level (1-based) before ChallengePlugin advances
// the index. Only populated for Challenge-mode wins.
let challenge_level = if game.0.mode == GameMode::Challenge {
Some(progress.0.challenge_index.saturating_add(1))
} else {
None
};
let used_undo = game.0.undo_count > 0;
pending.score = ev.score;
pending.time_seconds = ev.time_seconds;
pending.xp = 0; // reset; XP event follows
pending.xp_detail = build_xp_detail(ev.time_seconds, used_undo);
pending.new_record = is_new_record;
pending.challenge_level = challenge_level;
pending.undo_count = game.0.undo_count;
pending.mode = game.0.mode;
if is_new_record {
toast.write(InfoToastEvent("New Record!".to_string()));
}
}
for ev in xp.read() {
pending.xp = ev.amount;
}
}
/// Accumulates achievement names unlocked this session and resets them on a new game.
///
/// Listens for `AchievementUnlockedEvent` and appends the human-readable name
/// of each newly unlocked achievement to `SessionAchievements`. Clears the list
/// whenever `NewGameRequestEvent` fires so each fresh game starts clean.
///
/// All mode-switch keys (Z → Zen, X → Challenge, C → Daily Challenge,
/// T → Time Attack) route through `NewGameRequestEvent`, so this single
/// reader covers every implicit game-context reset in addition to the
/// explicit N / "Play Again" new-game requests.
fn collect_session_achievements(
mut unlocks: MessageReader<AchievementUnlockedEvent>,
mut new_games: MessageReader<NewGameRequestEvent>,
mut session: ResMut<SessionAchievements>,
) {
// Reset on any new-game request (including mode switches via Z/X/C/T) so
// achievements from the previous session are not carried into the next one.
if new_games.read().last().is_some() {
session.names.clear();
}
for ev in unlocks.read() {
session.names.push(display_name_for(&ev.0.id));
}
}
/// After `GameWonEvent`, arms the screen-shake resource.
///
/// This system shares the `GameWonEvent` stream with `cache_win_data` through
/// the delay timer stored in `Local` — the shake fires immediately, while the
/// modal waits 0.5 s.
///
/// Just before the overlay is spawned the system also drains any pending
/// `XpAwardedEvent`s and folds their amounts into `pending.xp`. This guards
/// against the edge case where `XpAwardedEvent` arrives in the same frame as
/// the timer fires but `cache_win_data` runs *after* this system in that
/// frame's schedule, which would otherwise leave `pending.xp` at 0 when
/// `spawn_overlay` reads it.
#[allow(clippy::too_many_arguments)]
fn spawn_win_summary_after_delay(
mut commands: Commands,
mut won: MessageReader<GameWonEvent>,
mut xp_events: MessageReader<XpAwardedEvent>,
mut shake: ResMut<ScreenShakeResource>,
mut pending: ResMut<WinSummaryPending>,
session: Res<SessionAchievements>,
settings: Option<Res<SettingsResource>>,
time: Res<Time>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut delay: Local<Option<f32>>,
) {
// Process new win events.
for _ in won.read() {
// Arm the screen shake immediately. Duration scales with the
// player's `AnimSpeed` preference via `ui_theme::scaled_duration`;
// intensity is left at its design-token value because amplitude
// does not benefit from "fast" / "instant" scaling — at Instant
// speed the duration is zero anyway, suppressing the shake.
let speed = settings.as_ref().map_or(
solitaire_data::AnimSpeed::Normal,
|s| s.0.animation_speed,
);
let scaled = scaled_duration(SHAKE_DURATION_SECS, speed);
shake.remaining = scaled;
shake.total = scaled;
shake.intensity = SHAKE_INTENSITY;
// Start the delay timer (overwrite if a second win arrives).
*delay = Some(WIN_SUMMARY_DELAY_SECS);
// Clear any stale overlay from a previous win.
for entity in &overlays {
commands.entity(entity).despawn();
}
}
// Tick the delay timer.
if let Some(remaining) = delay.as_mut() {
*remaining -= time.delta_secs();
if *remaining <= 0.0 {
*delay = None;
// Only spawn if there is no overlay already.
if overlays.is_empty() {
// Drain any XpAwardedEvents that arrived this frame but were
// not yet consumed by `cache_win_data` (which may run later in
// the same schedule). Accumulating here ensures the modal
// never shows "XP: +0" due to a same-frame ordering race.
for ev in xp_events.read() {
pending.xp = pending.xp.saturating_add(ev.amount);
}
let challenge_level = pending.challenge_level;
// Re-derive AnimSpeed here — the `speed` binding above
// only lives inside the `for _ in won.read()` loop.
let anim_speed = settings
.as_ref()
.map_or(AnimSpeed::Normal, |s| s.0.animation_speed);
// The cosmetic time-bonus multiplier is also pulled
// here — defaults to 1.0 (no change) when settings are
// absent (tests under MinimalPlugins without
// SettingsPlugin).
let time_bonus_multiplier = settings
.as_ref()
.map_or(1.0_f32, |s| s.0.time_bonus_multiplier);
spawn_overlay(
&mut commands,
&pending,
&session,
challenge_level,
anim_speed,
time_bonus_multiplier,
);
}
}
}
}
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
/// Handles "Play Again" and "Watch Replay" in the win-summary modal.
fn handle_win_summary_buttons(
interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
history: Option<Res<crate::stats_plugin::ReplayHistoryResource>>,
mut playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
) {
// Collect all pressed buttons first to avoid moving `playback` inside the loop.
let pressed: Vec<&WinSummaryButton> = interaction_query
.iter()
.filter(|(i, _)| **i == Interaction::Pressed)
.map(|(_, b)| b)
.collect();
for button in pressed {
match button {
WinSummaryButton::PlayAgain => {
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
WinSummaryButton::WatchReplay => {
let latest = history
.as_ref()
.and_then(|h| h.0.replays.last())
.cloned();
match (latest, playback.as_mut()) {
(Some(replay), Some(pb)) => {
for entity in &overlays {
commands.entity(entity).despawn();
}
crate::replay_playback::start_replay_playback(
&mut commands,
pb,
replay,
);
}
(Some(_), None) => {
toast.write(InfoToastEvent(
"Replay playback not available".to_string(),
));
}
(None, _) => {
toast.write(InfoToastEvent("No replay saved yet".to_string()));
}
}
}
}
}
}
/// Keyboard accelerator for the win summary's "Play Again" button.
/// Enter / Return collapses the win modal and starts a fresh deal —
/// the same path the click handler takes — so a keyboard-only player
/// can dismiss the post-win celebration without reaching for the mouse.
fn handle_win_summary_keyboard(
keys: Option<Res<ButtonInput<KeyCode>>>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
) {
if overlays.is_empty() {
return;
}
let Some(keys) = keys else {
return;
};
if !keys.just_pressed(KeyCode::Enter) {
return;
}
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
/// Applies a decaying sinusoidal offset to the main `Camera2d` each frame
/// while `ScreenShakeResource::remaining > 0`.
///
/// Uses a deterministic oscillation (`sin`/`cos` of total elapsed time) to
/// avoid a dependency on a random-number crate in this crate.
fn apply_screen_shake(
mut shake: ResMut<ScreenShakeResource>,
time: Res<Time>,
mut cameras: Query<&mut Transform, With<Camera2d>>,
) {
let dt = time.delta_secs();
if shake.remaining <= 0.0 {
// Ensure the camera is back at origin whenever shake is idle.
for mut t in &mut cameras {
t.translation.x = 0.0;
t.translation.y = 0.0;
}
return;
}
shake.remaining = (shake.remaining - dt).max(0.0);
// Decay factor: 1.0 at start, 0.0 at end. Falls back to the design-token
// duration if `total` is zero (older armings or test setups that bypass
// `spawn_win_summary_after_delay`) so we never divide by zero.
let total = if shake.total > 0.0 { shake.total } else { SHAKE_DURATION_SECS };
let decay = shake.remaining / total;
let elapsed = time.elapsed_secs();
let offset_x = (elapsed * 47.0).sin() * shake.intensity * decay;
let offset_y = (elapsed * 31.0).cos() * shake.intensity * decay;
for mut t in &mut cameras {
t.translation.x = offset_x;
t.translation.y = offset_y;
}
}
// ---------------------------------------------------------------------------
// UI construction
// ---------------------------------------------------------------------------
/// Spawns the full-screen win-summary modal.
///
/// `challenge_level` is `Some(N)` when the win was a Challenge-mode completion;
/// a "Challenge N complete!" annotation is added to the modal header in that case.
///
/// `anim_speed` controls the score-breakdown reveal: under
/// `AnimSpeed::Instant`, every breakdown row is spawned visible and at
/// full opacity (no stagger, no fade); otherwise rows are spawned
/// hidden and the [`reveal_score_breakdown`] system fades them in over
/// roughly one second.
///
/// `time_bonus_multiplier` is the player's cosmetic
/// `Settings::time_bonus_multiplier` and is folded into the time-bonus
/// row of the score breakdown only — it does **not** alter any stored
/// score or achievement-unlock evaluation.
fn spawn_overlay(
commands: &mut Commands,
pending: &WinSummaryPending,
session: &SessionAchievements,
challenge_level: Option<u32>,
anim_speed: AnimSpeed,
time_bonus_multiplier: f32,
) {
let breakdown = ScoreBreakdown::compute(
pending.score,
pending.time_seconds,
pending.undo_count,
pending.mode,
time_bonus_multiplier,
);
commands
.spawn((
WinSummaryOverlay,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(0.0),
top: Val::Percent(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(SCRIM),
ZIndex(Z_WIN_CASCADE),
))
.with_children(|root| {
root.spawn((
Node {
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(36.0)),
row_gap: Val::Px(18.0),
min_width: Val::Px(320.0),
align_items: AlignItems::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_LG)),
..default()
},
BackgroundColor(BG_ELEVATED),
))
.with_children(|card| {
// Heading
card.spawn((
Text::new("You Won!"),
TextFont { font_size: TYPE_DISPLAY, ..default() },
TextColor(ACCENT_PRIMARY),
));
// Challenge-mode annotation — shown only for Challenge wins.
if let Some(level) = challenge_level {
card.spawn((
Text::new(format!("Challenge {level} complete!")),
TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(STATE_INFO),
));
}
// New Record badge — shown only when the player beats their
// previous best score or fastest win time.
if pending.new_record {
card.spawn((
Text::new("New Record!"),
TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(STATE_WARNING),
));
}
// Score breakdown reveal — replaces the previous single
// "Score:" line with a per-component multi-row layout.
spawn_score_breakdown(card, &breakdown, anim_speed);
// Time
card.spawn((
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
TextFont { font_size: TYPE_HEADLINE, ..default() },
TextColor(TEXT_PRIMARY),
));
// XP total
card.spawn((
Text::new(format!("XP earned: +{}", pending.xp)),
TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(STATE_SUCCESS),
));
// XP breakdown (smaller, dimmer text)
if !pending.xp_detail.is_empty() {
card.spawn((
Text::new(pending.xp_detail.clone()),
TextFont { font_size: 15.0, ..default() },
TextColor(TEXT_SECONDARY),
));
}
// Achievements unlocked this game — at most 3 shown explicitly;
// excess is summarised with "...and N more".
if !session.names.is_empty() {
spawn_achievements_section(card, &session.names);
}
// Button row: Watch Replay + Play Again side by side.
card.spawn(Node {
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::Center,
column_gap: VAL_SPACE_3,
margin: UiRect::top(VAL_SPACE_2),
..default()
})
.with_children(|row| {
// Watch Replay (secondary style)
row.spawn((
WinSummaryButton::WatchReplay,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
border: UiRect::all(Val::Px(1.0)),
..default()
},
BackgroundColor(Color::NONE),
BorderColor::all(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Watch Replay"),
TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(ACCENT_PRIMARY),
));
});
// Play Again (primary style)
row.spawn((
WinSummaryButton::PlayAgain,
Button,
Node {
padding: UiRect::axes(Val::Px(20.0), VAL_SPACE_3),
justify_content: JustifyContent::Center,
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
..default()
},
BackgroundColor(ACCENT_PRIMARY),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again \u{21B5}"),
TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(BG_BASE),
));
});
});
});
});
}
/// Maximum number of achievement names shown explicitly in the win modal before
/// the overflow "...and N more" line is shown instead.
const MAX_ACHIEVEMENTS_SHOWN: usize = 3;
/// Spawns the "Achievements Unlocked" sub-section inside the win modal card.
///
/// Shows at most [`MAX_ACHIEVEMENTS_SHOWN`] names. When more achievements were
/// unlocked than the cap, appends a "...and N more" line so the player knows
/// there are additional unlocks visible on the achievements screen.
fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String]) {
card.spawn((
Text::new("Achievements Unlocked"),
TextFont { font_size: TYPE_BODY_LG, ..default() },
TextColor(ACCENT_PRIMARY),
));
let shown = names.len().min(MAX_ACHIEVEMENTS_SHOWN);
for name in &names[..shown] {
card.spawn((
Text::new(format!(" {name}")),
TextFont { font_size: 16.0, ..default() },
TextColor(TEXT_PRIMARY),
));
}
let overflow = names.len().saturating_sub(MAX_ACHIEVEMENTS_SHOWN);
if overflow > 0 {
card.spawn((
Text::new(format!(" ...and {overflow} more")),
TextFont { font_size: 15.0, ..default() },
TextColor(TEXT_SECONDARY),
));
}
}
/// Spawns the score-breakdown rows inside the win-modal card.
///
/// Rows are appended in this order — only the first and last two are
/// always present, the middle three depend on `breakdown`:
///
/// 1. `Base score` — value column = `breakdown.base`.
/// 2. `Time bonus (m:ss)` — only when `breakdown.shows_time_bonus_row()`.
/// 3. `No-undo bonus` — only when `breakdown.shows_no_undo_row()`.
/// 4. `Mode multiplier (Mode-name ×N)` — only when
/// `breakdown.shows_multiplier_row()`.
/// 5. Separator (em-dashes).
/// 6. `Total` — value column = `breakdown.total()`.
///
/// Every row is spawned with a [`ScoreBreakdownRow`] component carrying
/// a per-row stagger delay calculated from
/// [`MOTION_SCORE_BREAKDOWN_STAGGER_SECS`]. Under `AnimSpeed::Instant`,
/// stagger and fade are both zero so the breakdown appears in one frame.
fn spawn_score_breakdown(
card: &mut ChildSpawnerCommands,
breakdown: &ScoreBreakdown,
anim_speed: AnimSpeed,
) {
let stagger = scaled_duration(MOTION_SCORE_BREAKDOWN_STAGGER_SECS, anim_speed);
let fade = scaled_duration(MOTION_SCORE_BREAKDOWN_FADE_SECS, anim_speed);
let mut row_index: u32 = 0;
// 1. Base score — always shown.
spawn_breakdown_row(
card,
"Base score",
format!("{}", breakdown.base),
ACCENT_PRIMARY,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
// 2. Time bonus.
if breakdown.shows_time_bonus_row() {
spawn_breakdown_row(
card,
&format!("Time bonus ({})", format_win_time(breakdown.time_seconds)),
format!("+{}", breakdown.time_bonus),
STATE_SUCCESS,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
}
// 3. No-undo bonus.
if breakdown.shows_no_undo_row() {
spawn_breakdown_row(
card,
"No-undo bonus",
format!("+{}", breakdown.no_undo_bonus),
STATE_SUCCESS,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
}
// 4. Mode multiplier (only when not 1.0).
if breakdown.shows_multiplier_row() {
let mode_name = mode_display_name(breakdown.mode);
spawn_breakdown_row(
card,
&format!("Mode multiplier ({mode_name} ×{:.1})", breakdown.multiplier),
format!("×{:.1}", breakdown.multiplier),
STATE_INFO,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
}
// 5. Separator — em-dashes spanning the visual width.
spawn_breakdown_row(
card,
"─────────────────",
"─────".to_string(),
TEXT_SECONDARY,
anim_speed,
stagger * row_index as f32,
fade,
);
row_index += 1;
// 6. Total — emphasised in primary accent.
spawn_breakdown_row(
card,
"Total",
format!("{}", breakdown.total()),
ACCENT_PRIMARY,
anim_speed,
stagger * row_index as f32,
fade,
);
}
/// Spawns one row of the score breakdown — a flex-row `Node` with two
/// `Text` children (label left, value right). The row is tagged with
/// [`ScoreBreakdownRow`] and starts hidden when `anim_speed` is anything
/// other than [`AnimSpeed::Instant`]; the [`reveal_score_breakdown`]
/// system flips it visible after `delay_secs` and fades in the text
/// over `fade_duration_secs`.
fn spawn_breakdown_row(
card: &mut ChildSpawnerCommands,
label: &str,
value: String,
value_color: Color,
anim_speed: AnimSpeed,
delay_secs: f32,
fade_duration_secs: f32,
) {
// Under Instant, every row is visible immediately at full opacity.
let instant = matches!(anim_speed, AnimSpeed::Instant);
let initial_visibility = if instant {
Visibility::Inherited
} else {
Visibility::Hidden
};
let initial_alpha = if instant { 1.0 } else { 0.0 };
let label_color_with_alpha = TEXT_PRIMARY.with_alpha(initial_alpha);
let value_color_with_alpha = value_color.with_alpha(initial_alpha);
card.spawn((
ScoreBreakdownRow {
delay_secs,
fade_elapsed_secs: 0.0,
fade_duration_secs,
revealed: instant,
},
Node {
width: Val::Percent(100.0),
min_width: Val::Px(280.0),
flex_direction: FlexDirection::Row,
justify_content: JustifyContent::SpaceBetween,
align_items: AlignItems::Center,
..default()
},
initial_visibility,
))
.with_children(|row| {
// Label — left-aligned.
row.spawn((
Text::new(label.to_string()),
TextFont { font_size: TYPE_BODY, ..default() },
TextColor(label_color_with_alpha),
));
// Value — right-aligned via the parent's JustifyContent::SpaceBetween.
row.spawn((
Text::new(value),
TextFont { font_size: TYPE_BODY, ..default() },
TextColor(value_color_with_alpha),
));
});
}
/// Reveal system — ticks each [`ScoreBreakdownRow`] down toward zero
/// and fades its child `Text` alpha from 0 → 1 over the row's
/// `fade_duration_secs` once `delay_secs` elapses.
///
/// The system is non-blocking: the Play Again button is interactable
/// from the moment the modal spawns; the breakdown reveal just plays
/// out underneath. Rows that have already reached full opacity are
/// skipped via the `revealed` flag plus an early
/// `fade_elapsed >= fade_duration` short-circuit on the alpha lerp.
pub fn reveal_score_breakdown(
time: Res<Time>,
mut rows: Query<(&mut ScoreBreakdownRow, &mut Visibility, Option<&Children>)>,
mut texts: Query<&mut TextColor>,
) {
let dt = time.delta_secs();
for (mut row, mut visibility, children) in &mut rows {
if !row.revealed {
row.delay_secs -= dt;
if row.delay_secs <= 0.0 {
*visibility = Visibility::Inherited;
row.revealed = true;
} else {
continue; // still hidden, no fade work yet
}
}
// Row is revealed — drive the fade-in until it's fully opaque.
let fade_done = row.fade_elapsed_secs >= row.fade_duration_secs;
if !fade_done {
row.fade_elapsed_secs += dt;
}
let t = if row.fade_duration_secs <= 0.0 {
1.0
} else {
(row.fade_elapsed_secs / row.fade_duration_secs).clamp(0.0, 1.0)
};
let target_alpha = if fade_done { 1.0 } else { t };
if let Some(children) = children {
for child in children.iter() {
if let Ok(mut tc) = texts.get_mut(child) {
let c = tc.0;
if (c.alpha() - target_alpha).abs() > f32::EPSILON {
tc.0 = c.with_alpha(target_alpha);
}
}
}
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use solitaire_core::game_state::GameState;
use solitaire_data::{PlayerProgress, StatsSnapshot};
/// Build a minimal app with `WinSummaryPlugin` and all resources required
/// by `cache_win_data`: `StatsResource`, `GameStateResource`, and
/// `ProgressResource`.
fn make_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(WinSummaryPlugin)
.insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new(0, solitaire_core::game_state::DrawMode::DrawOne)))
.insert_resource(ProgressResource(PlayerProgress::default()));
app.update();
app
}
#[test]
fn format_win_time_zero() {
assert_eq!(format_win_time(0), "0:00");
}
#[test]
fn format_win_time_one_minute_five_seconds() {
assert_eq!(format_win_time(65), "1:05");
}
#[test]
fn format_win_time_exact_minute() {
assert_eq!(format_win_time(120), "2:00");
}
#[test]
fn format_win_time_large() {
// 3661 s = 61 min 1 s
assert_eq!(format_win_time(3661), "61:01");
}
#[test]
fn format_win_time_59_seconds() {
assert_eq!(format_win_time(59), "0:59");
}
#[test]
fn screen_shake_resource_default_is_idle() {
let shake = ScreenShakeResource::default();
assert!(shake.remaining <= 0.0);
}
#[test]
fn win_summary_pending_default_is_zeroed() {
let p = WinSummaryPending::default();
assert_eq!(p.score, 0);
assert_eq!(p.time_seconds, 0);
assert_eq!(p.xp, 0);
assert!(p.xp_detail.is_empty());
assert!(!p.new_record);
assert!(p.challenge_level.is_none());
assert_eq!(p.undo_count, 0);
assert_eq!(p.mode, GameMode::Classic);
}
#[test]
fn build_xp_detail_slow_win_with_undo() {
// 300s >= 120s → no speed bonus; undo used → no no-undo bonus.
let detail = build_xp_detail(300, true);
assert_eq!(detail, "+50 base");
}
#[test]
fn build_xp_detail_slow_win_no_undo() {
let detail = build_xp_detail(300, false);
assert_eq!(detail, "+50 base +25 no-undo");
}
#[test]
fn build_xp_detail_fast_win_with_undo() {
// 0s → speed bonus 50.
let detail = build_xp_detail(0, true);
assert_eq!(detail, "+50 base +50 speed");
}
#[test]
fn build_xp_detail_fast_win_no_undo() {
let detail = build_xp_detail(0, false);
assert_eq!(detail, "+50 base +25 no-undo +50 speed");
}
#[test]
fn win_summary_plugin_inserts_resources() {
let app = make_app();
assert!(app.world().get_resource::<WinSummaryPending>().is_some());
assert!(app.world().get_resource::<ScreenShakeResource>().is_some());
assert!(app.world().get_resource::<SessionAchievements>().is_some());
}
#[test]
fn session_achievements_accumulates_unlock_events() {
let mut app = make_app();
use solitaire_data::AchievementRecord;
let record = AchievementRecord::locked("first_win");
app.world_mut()
.write_message(AchievementUnlockedEvent(record));
app.update();
let session = app.world().resource::<SessionAchievements>();
assert_eq!(session.names.len(), 1);
// display_name_for("first_win") == "First Win"
assert_eq!(session.names[0], "First Win");
}
#[test]
fn session_achievements_resets_on_new_game_request() {
let mut app = make_app();
use solitaire_data::AchievementRecord;
let record = AchievementRecord::locked("first_win");
app.world_mut()
.write_message(AchievementUnlockedEvent(record));
app.update();
// Confirm it was recorded.
assert_eq!(
app.world().resource::<SessionAchievements>().names.len(),
1
);
// Fire NewGameRequestEvent — should clear the list.
app.world_mut().write_message(NewGameRequestEvent::default());
app.update();
assert!(
app.world().resource::<SessionAchievements>().names.is_empty(),
"session achievements must be cleared on NewGameRequestEvent"
);
}
/// Verifies that mode-switch new-game requests (Z/X/C/T keys) also clear
/// `SessionAchievements`. All mode switches route through
/// `NewGameRequestEvent` with a non-`None` `mode` or `seed` field, so
/// this test uses `GameMode::Zen` as a representative case; the same path
/// is taken for Challenge, Daily Challenge, and Time Attack.
#[test]
fn session_achievements_resets_on_mode_switch_new_game_request() {
let mut app = make_app();
use solitaire_core::game_state::GameMode;
use solitaire_data::AchievementRecord;
// Simulate an achievement unlock during the current session.
let record = AchievementRecord::locked("first_win");
app.world_mut()
.write_message(AchievementUnlockedEvent(record));
app.update();
assert_eq!(
app.world().resource::<SessionAchievements>().names.len(),
1,
"achievement should be recorded before the mode switch"
);
// Simulate pressing Z (Zen mode switch) — fires NewGameRequestEvent
// with mode = Some(Zen). Same event shape used by X (Challenge),
// C (Daily Challenge), and T (Time Attack).
app.world_mut().write_message(NewGameRequestEvent {
seed: None,
mode: Some(GameMode::Zen),
confirmed: false,
});
app.update();
assert!(
app.world().resource::<SessionAchievements>().names.is_empty(),
"session achievements must be cleared when a mode-switch NewGameRequestEvent fires"
);
}
#[test]
fn cache_win_data_sets_score_and_time() {
let mut app = make_app();
app.world_mut()
.write_message(GameWonEvent { score: 1234, time_seconds: 90 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(pending.score, 1234);
assert_eq!(pending.time_seconds, 90);
// 90s < 120s → speed bonus present; default game has undo_count=0 → no-undo bonus present.
assert!(!pending.xp_detail.is_empty(), "xp_detail must be populated on GameWonEvent");
assert!(pending.xp_detail.contains("+50 base"));
}
#[test]
fn cache_win_data_sets_xp_from_xp_awarded_event() {
let mut app = make_app();
app.world_mut().write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.world_mut().write_message(XpAwardedEvent { amount: 75 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(pending.xp, 75);
}
#[test]
fn game_won_event_arms_screen_shake() {
let mut app = make_app();
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let shake = app.world().resource::<ScreenShakeResource>();
assert!(shake.remaining > 0.0, "shake must be armed after GameWonEvent");
}
// -----------------------------------------------------------------------
// New Record detection tests
// -----------------------------------------------------------------------
#[test]
fn first_win_is_always_a_new_record() {
// Default stats: best_single_score=0, fastest_win_seconds=u64::MAX.
// Any positive-score win should be flagged as a new record.
let mut app = make_app();
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 120 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(pending.new_record, "first win should always set new_record");
}
#[test]
fn win_that_beats_best_score_sets_new_record() {
let mut app = make_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.best_single_score = 400;
stats.0.fastest_win_seconds = 200;
}
// Score 500 beats previous best of 400.
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 300 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(pending.new_record, "beating best score should set new_record");
}
#[test]
fn win_that_beats_fastest_time_sets_new_record() {
let mut app = make_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.best_single_score = 800;
stats.0.fastest_win_seconds = 200;
}
// Score 500 does not beat 800, but time 100 < 200.
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 100 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(pending.new_record, "beating fastest time should set new_record");
}
#[test]
fn win_below_personal_bests_does_not_set_new_record() {
let mut app = make_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.best_single_score = 800;
stats.0.fastest_win_seconds = 60;
}
// Score 500 < 800 and time 120 > 60 — neither record broken.
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 120 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(
!pending.new_record,
"win below both personal bests must not set new_record"
);
}
// -----------------------------------------------------------------------
// Challenge-level capture tests
// -----------------------------------------------------------------------
#[test]
fn challenge_win_captures_level_number() {
let mut app = make_app();
// Set challenge_index = 4 so the completed level is 5 (1-based).
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.challenge_index = 4;
// Switch game mode to Challenge.
{
use solitaire_core::game_state::DrawMode;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
}
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(
pending.challenge_level,
Some(5),
"challenge_level must be 1-based index of the completed challenge"
);
}
#[test]
fn classic_win_leaves_challenge_level_none() {
let mut app = make_app();
// Default game mode is Classic — challenge_level should stay None.
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(
pending.challenge_level.is_none(),
"challenge_level must be None for non-Challenge wins"
);
}
// -----------------------------------------------------------------------
// Score-breakdown tests
// -----------------------------------------------------------------------
/// `cache_win_data` captures both `undo_count` and `mode` from the
/// `GameStateResource` at the moment of `GameWonEvent`. The breakdown
/// reveal needs both fields to format the no-undo-bonus and
/// mode-multiplier rows.
#[test]
fn cache_win_data_captures_undo_count_and_mode() {
use solitaire_core::game_state::DrawMode;
let mut app = make_app();
// Set up a Zen-mode game with 2 undos used.
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
game.0 = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Zen);
game.0.undo_count = 2;
}
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(pending.undo_count, 2);
assert_eq!(pending.mode, GameMode::Zen);
}
/// `ScoreBreakdown::compute` produces the expected per-component
/// values for a non-trivial Classic-mode win. Time-bonus is the
/// canonical `compute_time_bonus(120) = 5833` (700_000 / 120) and
/// the no-undo bonus fires because `undo_count == 0`.
#[test]
fn score_breakdown_compute_produces_expected_components() {
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
assert_eq!(bd.base, 3200);
assert_eq!(bd.time_bonus, 5833); // 700_000 / 120
assert_eq!(bd.no_undo_bonus, SCORE_NO_UNDO_BONUS);
assert!((bd.multiplier - 1.0).abs() < f32::EPSILON);
// Classic ×1.0 → multiplier row is suppressed.
assert!(!bd.shows_multiplier_row());
// Total == base + time_bonus + no_undo_bonus.
assert_eq!(bd.total(), 3200 + 5833 + SCORE_NO_UNDO_BONUS);
}
/// Zen-mode wins produce a zero multiplier — the breakdown shows
/// the multiplier row and the total collapses to zero regardless
/// of the other components.
#[test]
fn score_breakdown_zen_mode_zeros_total() {
let bd = ScoreBreakdown::compute(500, 60, 0, GameMode::Zen, 1.0);
assert!((bd.multiplier - 0.0).abs() < f32::EPSILON);
assert!(bd.shows_multiplier_row(), "Zen ×0 must display the multiplier row");
assert_eq!(bd.total(), 0);
}
/// When the player used undo, the `no_undo_bonus` is zero and the
/// row is suppressed.
#[test]
fn score_breakdown_skips_no_undo_row_when_undo_was_used() {
let bd = ScoreBreakdown::compute(100, 60, 1, GameMode::Classic, 1.0);
assert_eq!(bd.no_undo_bonus, 0);
assert!(!bd.shows_no_undo_row());
}
/// At `time_seconds == 0` the time-bonus formula yields 0; the row
/// is suppressed.
#[test]
fn score_breakdown_skips_time_bonus_row_when_zero() {
let bd = ScoreBreakdown::compute(100, 0, 0, GameMode::Classic, 1.0);
assert_eq!(bd.time_bonus, 0);
assert!(!bd.shows_time_bonus_row());
}
/// `row_count()` reports the number of rows the renderer will
/// spawn. A non-trivial Classic win with both bonuses produces:
/// base + time + no-undo + separator + total = 5 rows (no
/// multiplier row, ×1.0 is suppressed).
#[test]
fn win_modal_score_breakdown_spawns_one_row_per_component() {
let bd = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
assert_eq!(
bd.row_count(),
5,
"Classic with both bonuses: base + time + no-undo + sep + total"
);
// Zen with both bonuses ALSO shows the multiplier row.
let zen = ScoreBreakdown::compute(3200, 120, 0, GameMode::Zen, 1.0);
assert_eq!(
zen.row_count(),
6,
"Zen with both bonuses: base + time + no-undo + multiplier + sep + total"
);
}
/// When `no_undo_bonus == 0`, the row count drops by one.
#[test]
fn win_modal_score_breakdown_skips_zero_bonus_rows() {
let bd_with = ScoreBreakdown::compute(3200, 120, 0, GameMode::Classic, 1.0);
let bd_without = ScoreBreakdown::compute(3200, 120, 1, GameMode::Classic, 1.0);
assert_eq!(
bd_with.row_count() - 1,
bd_without.row_count(),
"removing the no-undo bonus must remove exactly one row"
);
}
/// Cosmetic time-bonus multiplier from `Settings::time_bonus_multiplier`
/// scales the displayed `time_bonus` row by the factor, rounded to
/// the nearest integer. A `0.5` multiplier halves the canonical
/// `compute_time_bonus(120) = 5833` to `2917` (5833 × 0.5 = 2916.5,
/// round-half-to-even via `.round()` lands on 2917 in IEEE-754).
#[test]
fn score_breakdown_applies_time_bonus_multiplier() {
let raw = compute_time_bonus(120);
assert_eq!(raw, 5833, "sanity-check raw bonus before testing the multiplier");
let bd = ScoreBreakdown::compute(0, 120, 0, GameMode::Classic, 0.5);
let expected = ((raw as f32) * 0.5).round() as i32;
assert_eq!(
bd.time_bonus, expected,
"time_bonus row must reflect raw_bonus × multiplier (rounded)"
);
// The row is still shown — value is 2917, not zero.
assert!(bd.shows_time_bonus_row());
}
/// At `multiplier == 0.0` ("Off"), the time-bonus row collapses to
/// zero and is suppressed by the renderer (same path as a zero
/// elapsed time).
#[test]
fn score_breakdown_off_multiplier_zeros_time_bonus() {
let bd = ScoreBreakdown::compute(100, 120, 0, GameMode::Classic, 0.0);
assert_eq!(
bd.time_bonus, 0,
"0.0 multiplier must zero out the displayed time bonus"
);
assert!(
!bd.shows_time_bonus_row(),
"with time_bonus = 0 the row must be suppressed by the renderer"
);
}
/// A `2.0` multiplier doubles the displayed bonus — exercises the
/// upper end of the slider range.
#[test]
fn score_breakdown_double_multiplier_doubles_time_bonus() {
let raw = compute_time_bonus(120);
let bd = ScoreBreakdown::compute(0, 120, 0, GameMode::Classic, 2.0);
let expected = ((raw as f32) * 2.0).round() as i32;
assert_eq!(bd.time_bonus, expected);
}
/// Pure helper test: the reveal logic uses delta-time to count
/// down `delay_secs`; at `t = 0` only the first row is "revealed",
/// and after one stagger interval the second row reveals as well.
/// We exercise the system directly on a hand-built world rather
/// than going through the full modal-spawn path so the test is
/// independent of `Time` resource quirks.
#[test]
fn score_breakdown_reveal_advances_visibility_per_stagger() {
use bevy::time::TimePlugin;
let mut app = App::new();
app.add_plugins(MinimalPlugins.build().disable::<TimePlugin>());
app.init_resource::<Time>();
app.add_systems(Update, reveal_score_breakdown);
// Spawn three rows with delays of 0.0, 0.15, and 0.30 s.
let stagger = MOTION_SCORE_BREAKDOWN_STAGGER_SECS;
let fade = MOTION_SCORE_BREAKDOWN_FADE_SECS;
let row0 = app
.world_mut()
.spawn((
ScoreBreakdownRow {
delay_secs: 0.0,
fade_elapsed_secs: 0.0,
fade_duration_secs: fade,
revealed: false,
},
Visibility::Hidden,
))
.id();
let row1 = app
.world_mut()
.spawn((
ScoreBreakdownRow {
delay_secs: stagger,
fade_elapsed_secs: 0.0,
fade_duration_secs: fade,
revealed: false,
},
Visibility::Hidden,
))
.id();
let row2 = app
.world_mut()
.spawn((
ScoreBreakdownRow {
delay_secs: stagger * 2.0,
fade_elapsed_secs: 0.0,
fade_duration_secs: fade,
revealed: false,
},
Visibility::Hidden,
))
.id();
// Frame 1: `time.delta` is 0 (first frame), so only row0
// (delay = 0) should reveal.
app.update();
assert!(app.world().entity(row0).get::<ScoreBreakdownRow>().unwrap().revealed);
assert!(!app.world().entity(row1).get::<ScoreBreakdownRow>().unwrap().revealed);
assert!(!app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
// Advance time by one stagger interval — row1 should reveal.
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(stagger + 0.001));
}
app.update();
assert!(app.world().entity(row1).get::<ScoreBreakdownRow>().unwrap().revealed);
assert!(!app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
// Advance again — row2 should reveal.
{
let mut time = app.world_mut().resource_mut::<Time>();
time.advance_by(std::time::Duration::from_secs_f32(stagger + 0.001));
}
app.update();
assert!(app.world().entity(row2).get::<ScoreBreakdownRow>().unwrap().revealed);
}
/// Under `AnimSpeed::Instant`, breakdown rows must spawn already
/// revealed and at full opacity — there should be no stagger
/// reveal animation at all.
#[test]
fn score_breakdown_instant_speed_skips_stagger() {
// Helper: simulate what `spawn_breakdown_row` constructs by
// checking the `instant` branch behaviour. Specifically: under
// Instant, scaled_duration → 0.0, so the row's stagger and
// fade are both zero.
let stagger = scaled_duration(MOTION_SCORE_BREAKDOWN_STAGGER_SECS, AnimSpeed::Instant);
let fade = scaled_duration(MOTION_SCORE_BREAKDOWN_FADE_SECS, AnimSpeed::Instant);
assert_eq!(stagger, 0.0);
assert_eq!(fade, 0.0);
}
}