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Ferrous-Solitaire/solitaire_engine/src/stats_plugin.rs
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fix(multi): resolve 26 bugs found in comprehensive codebase review
Core fixes (issues #12, #13, #22):
- #12: undo now preserves score delta instead of restoring snapshot score
- #13: take_from_foundation defaults to false (non-standard house rule)
- #22: check_win validates full suit sequence, not just card count

Engine fixes:
- #8:  replay keyboard input guard against non-replay state
- #9:  help modal scrims.is_empty() guard added
- #10: settings modal scrims.is_empty() guard added
- #11: sync_plugin builds payload at poll time (not task-spawn time)
- #14: server replay mode case-sensitivity fix ("Classic")
- #15: play_by_seed_plugin confirmed flag set to true on launch
- #16: replay back-step debounce via Local<bool> + StateChangedEvent;
       register StateChangedEvent in ReplayOverlayPlugin (fixes 52 tests)
- #17: time-attack timer ignores win-summary overlay
- #18: HUD dropdown glyphs U+25BE → U+2193 (FiraMono-safe arrow)
- #19: theme plugin applies immediate visual update on A→B→A switch
- #20: SyncAuthError / SyncBusyOverlay split into separate entities so
       auth errors are visible after busy overlay is hidden
- #21: handle_forfeit ordered before update_stats_on_new_game
- #23: server merge uses correct avg_time_seconds and games_lost math
- #24: win_summary migrated to ModalScrim pattern
- #25: card_animation apply_deferred between animation systems
- #26: cursor_plugin HashMap access uses .get() with fallback
- #27: auto_complete mid-sequence deactivation guard
- #28: feedback_anim SettleAnim ordered before FoundationFlourish
- #29: achievement_plugin iterates all win events; adds scrims guard
- #30: leaderboard modal scrims.is_empty() guard added
- #31: server auth tmp file cleanup on rename failure
- #32: sync_setup modal scrims.is_empty() guard added
- #33: font_plugin uses match fallback; TokioRuntimeResource graceful
       current-thread fallback on runtime init failure

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 13:14:47 -07:00

1945 lines
70 KiB
Rust

//! Loads, updates, and persists `StatsSnapshot` in response to game events,
//! and provides a toggleable full-window stats overlay (press `S`).
//!
//! The persistence path is configurable via `StatsPlugin::storage_path`.
//! In production, `StatsPlugin::default()` loads/saves from the platform
//! data dir. In tests, use `StatsPlugin::headless()` to disable all file
//! I/O so the user's real stats file is neither read nor overwritten.
use std::path::PathBuf;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_data::{
load_replay_history_from, load_stats_from, replay_history_path, save_stats_to,
stats_file_path, PlayerProgress, Replay, ReplayHistory, StatsExt, StatsSnapshot, WEEKLY_GOALS,
};
use crate::auto_complete_plugin::AutoCompleteState;
use crate::challenge_plugin::challenge_progress_label;
use crate::events::{
ForfeitEvent, GameWonEvent, InfoToastEvent, NewGameRequestEvent, ToggleStatsRequestEvent,
WinStreakMilestoneEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::font_plugin::FontResource;
use crate::resources::GameStateResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ModalButton, ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BG_ELEVATED_HI, BORDER_SUBTLE, HighContrastBorder, RADIUS_SM, STATE_INFO,
STATE_WARNING, STREAK_MILESTONES, TEXT_PRIMARY, TEXT_SECONDARY, TYPE_BODY, TYPE_BODY_LG,
TYPE_CAPTION, TYPE_HEADLINE, VAL_SPACE_1, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4,
Z_MODAL_PANEL,
};
/// Bevy resource wrapping the current stats.
#[derive(Resource, Debug, Clone)]
pub struct StatsResource(pub StatsSnapshot);
/// Persistence path for `StatsResource`. `None` disables I/O.
#[derive(Resource, Debug, Clone)]
pub struct StatsStoragePath(pub Option<PathBuf>);
/// System set for the stats-mutating systems. Downstream plugins that read
/// `StatsResource` after a win/abandon should run `.after(StatsUpdate)`.
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct StatsUpdate;
/// Marker component on the stats overlay root node.
#[derive(Component, Debug)]
pub struct StatsScreen;
/// Marker component on an individual stat cell inside the stats overlay.
///
/// Each cell contains a large value label and a small descriptor label below it.
#[derive(Component, Debug)]
pub struct StatsCell;
/// Resource holding the rolling [`ReplayHistory`] of recent winning
/// replays.
///
/// Populated from `<data_dir>/ferrous_solitaire/replays.json` at startup
/// and refreshed in-place whenever the engine writes a new winning
/// replay so the Stats overlay's selector always reflects the current
/// on-disk history.
///
/// `replays[0]` is the most recent win — the Stats overlay's selector
/// defaults to that entry and lets the player step backwards through
/// up to [`solitaire_data::REPLAY_HISTORY_CAP`] older entries.
#[derive(Resource, Debug, Default, Clone)]
pub struct ReplayHistoryResource(pub ReplayHistory);
/// Marker on the "Copy share link" button inside the Stats modal.
/// Click reads the share URL from the currently-selected replay
/// (`history.0.replays[selected.0].share_url`) and writes it to the
/// OS clipboard via `arboard`, surfacing a confirmation toast. The
/// share URL is populated by `sync_plugin::poll_replay_upload_result`
/// when the corresponding win's upload completes and is persisted to
/// `replays.json` so it survives a restart.
#[derive(Component, Debug)]
pub struct CopyShareLinkButton;
/// Currently-selected index into [`ReplayHistoryResource::0`].`replays`.
///
/// `0` is the most recent win and is the default on every modal open.
/// The Prev / Next chips wrap-around within the bounds of the current
/// history so the selector is always sat on a valid replay (or on `0`
/// when the history is empty — the chips paint disabled in that case).
#[derive(Resource, Debug, Default, Clone, Copy)]
pub struct SelectedReplayIndex(pub usize);
/// Persistence path for the rolling replay history file
/// (`replays.json`). `None` disables I/O — used by tests and by
/// `StatsPlugin::headless`.
#[derive(Resource, Debug, Clone)]
pub struct LatestReplayPath(pub Option<PathBuf>);
/// Marker on the "Watch replay" button inside the Stats modal. Clicking
/// it starts in-engine playback of the selected replay — see
/// [`handle_watch_replay_button`].
#[derive(Component, Debug)]
pub struct WatchReplayButton;
/// Marker on the selector's "Previous replay" chip — steps the
/// selection backwards (toward older replays) within
/// [`ReplayHistoryResource`].
#[derive(Component, Debug)]
pub struct ReplayPrevButton;
/// Marker on the selector's "Next replay" chip — steps the selection
/// forwards (toward more recent replays).
#[derive(Component, Debug)]
pub struct ReplayNextButton;
/// Marker on the selector's `"Replay N / M"` caption text node so the
/// repaint system can rewrite the label as the selection changes.
#[derive(Component, Debug)]
pub struct ReplaySelectorCaption;
/// Marker on the detail text node that shows the selected replay's
/// `"{duration} win on {date}"` + optional `"· Shareable"` badge.
/// Repainted by `repaint_replay_selector_detail` whenever the
/// selection or history changes.
#[derive(Component, Debug)]
pub struct ReplaySelectorDetail;
/// Marker component on each per-mode bests row in the stats overlay.
///
/// One row per supported [`solitaire_core::game_state::GameMode`] (Classic,
/// Zen, Challenge — Time Attack and Daily are intentionally excluded; see
/// `StatsSnapshot` doc comments). Tests query by this marker to assert the
/// per-mode section rendered.
#[derive(Component, Debug)]
pub struct PerModeBestsRow;
/// Marker on the scrollable body Node inside the Stats modal.
///
/// The Stats panel renders an 8-cell primary grid, three per-mode bests
/// rows, a five-cell progression grid, weekly goals, an unlocks line,
/// optional Time Attack readout, and the latest replay caption — enough
/// content to overflow the modal on the 800x600 minimum window. This
/// marker tags the inner container that carries `Overflow::scroll_y()`
/// plus a `max_height` constraint. Mirrors the `SettingsPanelScrollable`
/// pattern.
#[derive(Component, Debug)]
pub struct StatsScrollable;
/// Registers stats resources, update systems, and the UI toggle.
pub struct StatsPlugin {
/// Where to persist stats. `None` disables all file I/O (for tests).
pub storage_path: Option<PathBuf>,
}
impl Default for StatsPlugin {
fn default() -> Self {
Self {
storage_path: stats_file_path(),
}
}
}
impl StatsPlugin {
/// Plugin configured with no persistence. Use in tests and headless apps
/// where touching `~/.local/share/ferrous_solitaire/stats.json` would be
/// incorrect.
pub fn headless() -> Self {
Self { storage_path: None }
}
}
impl Plugin for StatsPlugin {
fn build(&self, app: &mut App) {
let loaded = match &self.storage_path {
Some(path) => load_stats_from(path),
None => StatsSnapshot::default(),
};
// Replay file lives next to stats.json — when the StatsPlugin
// is in headless mode (storage_path = None), we mirror that
// policy and disable replay I/O too. Otherwise resolve the
// platform-default path via `replay_history_path()`.
let replay_path = self.storage_path.as_ref().and(replay_history_path());
let initial_history = replay_path
.as_deref()
.and_then(load_replay_history_from)
.unwrap_or_default();
app.insert_resource(StatsResource(loaded))
.insert_resource(StatsStoragePath(self.storage_path.clone()))
.insert_resource(ReplayHistoryResource(initial_history))
.init_resource::<SelectedReplayIndex>()
.insert_resource(LatestReplayPath(replay_path))
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<ForfeitEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleStatsRequestEvent>()
.add_message::<WinStreakMilestoneEvent>()
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the stats-scroll
// system also runs cleanly under `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
// record_abandoned must read `move_count` BEFORE handle_new_game
// clobbers it with a fresh game. These are NOT in StatsUpdate because
// StatsUpdate (as a set) is ordered after GameMutation by external
// constraints (win_summary_plugin: cache_win_data.before(StatsUpdate)),
// and a system cannot be both inside a set and individually before a
// set-level ordering constraint.
.add_systems(
Update,
update_stats_on_new_game.before(GameMutation),
)
.add_systems(
Update,
update_stats_on_win.after(GameMutation).in_set(StatsUpdate),
)
.add_systems(
Update,
// handle_forfeit must run before update_stats_on_new_game so
// the NewGameRequestEvent it emits is not visible to
// update_stats_on_new_game in the same frame — otherwise
// record_abandoned() fires twice on every forfeit (#21).
handle_forfeit
.before(GameMutation)
.before(update_stats_on_new_game),
)
.add_systems(Update, toggle_stats_screen.after(GameMutation))
.add_systems(Update, handle_stats_close_button)
.add_systems(
Update,
refresh_replay_history_on_win.after(GameMutation),
)
.add_systems(Update, handle_watch_replay_button)
.add_systems(Update, handle_copy_share_link_button)
.add_systems(
Update,
(
handle_replay_selector_buttons,
repaint_replay_selector_caption,
repaint_replay_selector_detail,
)
.chain(),
)
.add_systems(Update, scroll_stats_panel)
.add_systems(Update, crate::ui_modal::touch_scroll_panel::<StatsScrollable>);
}
}
/// Routes mouse-wheel events into the Stats modal's scrollable body
/// while the panel is open. No-op when no `StatsScrollable` exists in
/// the world (modal closed). Mirrors `scroll_settings_panel`.
fn scroll_stats_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<StatsScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
/// After a win, the engine has just appended a fresh winning replay to
/// the rolling history file. Re-load it so the next time the player
/// opens the Stats overlay the selector reflects the new entry, and
/// reset [`SelectedReplayIndex`] to `0` so the default selection is the
/// just-recorded win.
fn refresh_replay_history_on_win(
mut wins: MessageReader<GameWonEvent>,
mut history: ResMut<ReplayHistoryResource>,
mut selected: ResMut<SelectedReplayIndex>,
path: Res<LatestReplayPath>,
) {
// Only re-load when at least one win actually fired.
if wins.read().next().is_none() {
return;
}
let Some(p) = path.0.as_deref() else {
return;
};
history.0 = load_replay_history_from(p).unwrap_or_default();
// Snap the selector back to the most recent win — that's the one
// the player just earned.
selected.0 = 0;
}
/// Click handler for the "Watch replay" button.
///
/// Starts in-engine replay playback for the currently-selected entry in
/// [`ReplayHistoryResource`] (per [`SelectedReplayIndex`]). If the
/// history is empty or the selector points past the end (defensive
/// guard), surfaces an [`InfoToastEvent`] instead. The playback path
/// resets the live game to the recorded deal and ticks through the
/// move list via [`crate::replay_playback`]; the
/// [`crate::replay_overlay`] banner surfaces while playback runs.
/// Copies the currently-selected replay's `share_url` to the OS
/// clipboard via `arboard` and surfaces a confirmation toast. When no
/// URL is in hand on the selected entry (replay never uploaded — the
/// player won on a local-only backend, the upload failed, or the
/// replay pre-dates v0.19.0 share-link persistence) the button still
/// acknowledges the click but explains why the clipboard wasn't
/// written. `arboard::Clipboard::new()` failures are logged + surfaced
/// as a generic "couldn't reach the clipboard" toast rather than
/// swallowed — they're rare but worth diagnosing.
fn handle_copy_share_link_button(
buttons: Query<&Interaction, (With<CopyShareLinkButton>, Changed<Interaction>)>,
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
let Some(url) = history
.0
.replays
.get(selected.0)
.and_then(|r| r.share_url.as_ref())
else {
toast.write(InfoToastEvent(
"No share link for this replay \u{2014} win a game on a server-backed sync to upload one.".to_string(),
));
return;
};
// Desktop: `arboard` writes the URL to the OS clipboard.
// Android: `arboard` has no platform backend (would fail to
// compile, so the dependency is target-gated in
// solitaire_engine/Cargo.toml). The button still spawns and
// resolves to a meaningful toast instead — when we wire the
// Android Phase, this becomes a JNI call into ClipboardManager.
#[cfg(not(target_os = "android"))]
{
match arboard::Clipboard::new() {
Ok(mut cb) => match cb.set_text(url.clone()) {
Ok(()) => {
toast.write(InfoToastEvent(format!("Copied: {url}")));
}
Err(e) => {
warn!("clipboard write failed: {e}");
toast.write(InfoToastEvent(
"Couldn't write to clipboard \u{2014} share link wasn't copied.".to_string(),
));
}
},
Err(e) => {
warn!("clipboard init failed: {e}");
toast.write(InfoToastEvent(
"Couldn't reach the clipboard \u{2014} share link wasn't copied.".to_string(),
));
}
}
}
#[cfg(target_os = "android")]
{
match crate::android_clipboard::set_text(&url) {
Ok(()) => { toast.write(InfoToastEvent(format!("Copied: {url}"))); }
Err(e) => {
warn!("android clipboard failed: {e}");
toast.write(InfoToastEvent(format!("Share link: {url}")));
}
}
}
}
fn handle_watch_replay_button(
mut commands: Commands,
buttons: Query<&Interaction, (With<WatchReplayButton>, Changed<Interaction>)>,
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
playback: Option<ResMut<crate::replay_playback::ReplayPlaybackState>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
let chosen = history.0.replays.get(selected.0);
match (chosen, playback) {
(Some(replay), Some(mut playback)) => {
crate::replay_playback::start_replay_playback(
&mut commands,
&mut playback,
replay.clone(),
);
}
(Some(replay), None) => {
// ReplayPlaybackPlugin not registered (headless test
// fixtures); fall back to a descriptive toast.
toast.write(InfoToastEvent(format!(
"Replay ready ({})",
format_replay_caption(replay)
)));
}
(None, _) => {
toast.write(InfoToastEvent(
"No replay recorded yet \u{2014} win a game first.".to_string(),
));
}
}
}
/// Click handler for the Prev / Next chips on the Stats overlay's
/// replay selector. Steps [`SelectedReplayIndex`] within the bounds of
/// the current [`ReplayHistoryResource`]; selection wraps so the
/// chooser is always sat on a valid replay.
///
/// No-op when the history is empty — the selector chips paint disabled
/// in that case but a defensive bounds check here keeps things tidy if
/// the click somehow lands.
fn handle_replay_selector_buttons(
prev: Query<&Interaction, (With<ReplayPrevButton>, Changed<Interaction>)>,
next: Query<&Interaction, (With<ReplayNextButton>, Changed<Interaction>)>,
history: Res<ReplayHistoryResource>,
mut selected: ResMut<SelectedReplayIndex>,
) {
let len = history.0.replays.len();
if len == 0 {
return;
}
let prev_pressed = prev.iter().any(|i| *i == Interaction::Pressed);
let next_pressed = next.iter().any(|i| *i == Interaction::Pressed);
if prev_pressed {
// Step toward older replays — wrap to the oldest when at the
// newest (index 0).
selected.0 = if selected.0 == 0 { len - 1 } else { selected.0 - 1 };
}
if next_pressed {
// Step toward more recent replays — wrap to the newest when at
// the oldest.
selected.0 = (selected.0 + 1) % len;
}
}
/// Live-update the `"Replay N / M"` caption text as the selector
/// changes. The caption sits next to the Prev / Next chips above the
/// Watch button so the player can see at a glance which replay they're
/// about to watch.
fn repaint_replay_selector_caption(
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
mut q: Query<&mut Text, With<ReplaySelectorCaption>>,
) {
if !history.is_changed() && !selected.is_changed() {
return;
}
for mut text in &mut q {
**text = replay_selector_caption(selected.0, history.0.replays.len());
}
}
/// Repaints the `ReplaySelectorDetail` text node whenever the
/// selection or history changes. Shows `"{duration} win on {date}"` for
/// the selected replay, with a `"· Shareable"` badge when the replay
/// carries a sync-uploaded share URL. Empty when the history is empty.
fn repaint_replay_selector_detail(
history: Res<ReplayHistoryResource>,
selected: Res<SelectedReplayIndex>,
mut q: Query<&mut Text, With<ReplaySelectorDetail>>,
) {
if !history.is_changed() && !selected.is_changed() {
return;
}
let label = replay_selector_detail(&history.0.replays, selected.0);
for mut text in &mut q {
**text = label.clone();
}
}
/// Pure helper: render the detail line for the selected replay. Returns
/// `"{duration} win on {date}"` plus a `" \u{2022} Shareable"` badge
/// when a share URL is present. Empty when the history slice is empty.
pub fn replay_selector_detail(replays: &[solitaire_data::Replay], index: usize) -> String {
let Some(r) = replays.get(index.min(replays.len().saturating_sub(1))) else {
return String::new();
};
let base = format_replay_caption(r);
if r.share_url.is_some() {
format!("{base} \u{2022} Shareable") // ·
} else {
base
}
}
/// Pure helper: render the selector caption shown next to the Prev /
/// Next chips. Returns `"No replays"` when the history is empty,
/// otherwise `"Replay {1-based index} / {total}"`.
///
/// `index` is zero-based as it's stored in [`SelectedReplayIndex`].
/// The display flips it to a one-based ordinal so "Replay 1" reads as
/// "the most recent win" — matching the mental model the chooser
/// surfaces.
pub fn replay_selector_caption(index: usize, total: usize) -> String {
if total == 0 {
return "No replays".to_string();
}
// Defensive clamp — the caller is supposed to keep `index` in
// range, but a stale selector after a cap-driven truncation
// shouldn't crash the renderer.
let one_based = index.min(total.saturating_sub(1)) + 1;
format!("Replay {one_based} / {total}")
}
/// Pure helper: render a one-line caption for a [`Replay`] suitable
/// for the Stats overlay button label and the "Replay loaded" toast.
///
/// Format: `"M:SS win on YYYY-MM-DD"`. For a 134-second win recorded
/// on 2026-05-02, returns `"2:14 win on 2026-05-02"`.
pub fn format_replay_caption(replay: &Replay) -> String {
format!(
"{} win on {}",
format_duration(replay.time_seconds),
replay.recorded_at,
)
}
fn persist(path: &StatsStoragePath, stats: &StatsSnapshot, context: &str) {
let Some(target) = &path.0 else {
return;
};
if let Err(e) = save_stats_to(target, stats) {
warn!("failed to save stats after {context}: {e}");
}
}
fn update_stats_on_win(
mut events: MessageReader<GameWonEvent>,
game: Res<GameStateResource>,
mut stats: ResMut<StatsResource>,
path: Res<StatsStoragePath>,
mut milestone: MessageWriter<WinStreakMilestoneEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
for ev in events.read() {
let prev_streak = stats.0.win_streak_current;
stats
.0
.update_on_win(ev.score, ev.time_seconds, &game.0.draw_mode);
// Per-mode best score / fastest win — additive on top of the
// lifetime totals tracked by `update_on_win`. TimeAttack is a
// no-op inside the helper because it has its own session-level
// scoring model.
stats
.0
.update_per_mode_bests(ev.score, ev.time_seconds, game.0.mode);
let new_streak = stats.0.win_streak_current;
// Fire the streak-milestone event only on the threshold
// crossing — `prev < threshold && new >= threshold`. This
// guarantees the flourish never retriggers at every win past
// the highest milestone.
if let Some(crossed) = streak_milestone_crossed(prev_streak, new_streak) {
milestone.write(WinStreakMilestoneEvent { streak: crossed });
toast.write(InfoToastEvent(format!(
"Win streak: {crossed}! \u{1F525}"
)));
}
persist(&path, &stats.0, "win");
}
}
/// Returns the milestone value that the player just crossed, if any.
///
/// A milestone is "crossed" when `prev < threshold && new >= threshold`
/// for some `threshold` in [`STREAK_MILESTONES`]. Returns the largest
/// such threshold (so a single win that vaults the player from a
/// streak of 0 directly to 5 — implausible, but defensive — fires the
/// most-celebrated milestone, not the smallest).
///
/// Returns `None` when no threshold was crossed, i.e. either:
/// - the streak did not change,
/// - the streak rose but stayed below every threshold, or
/// - the streak rose past a threshold that `prev` was already at or
/// above.
///
/// Pure function exposed for unit testing without Bevy.
pub fn streak_milestone_crossed(prev: u32, new: u32) -> Option<u32> {
if new <= prev {
return None;
}
STREAK_MILESTONES
.iter()
.copied()
.filter(|&t| prev < t && new >= t)
.max()
}
fn update_stats_on_new_game(
mut events: MessageReader<NewGameRequestEvent>,
game: Res<GameStateResource>,
mut stats: ResMut<StatsResource>,
path: Res<StatsStoragePath>,
mut toast: MessageWriter<InfoToastEvent>,
) {
for _ in events.read() {
if game.0.move_count > 0 && !game.0.is_won {
let streak = stats.0.win_streak_current;
stats.0.record_abandoned();
persist(&path, &stats.0, "abandoned game");
if streak > 1 {
toast.write(InfoToastEvent(format!("Streak of {streak} broken!")));
}
}
}
}
/// When the player presses G to forfeit, record the game as abandoned, save
/// stats, fire an informational toast, and start a new game.
///
/// `AutoCompleteState` is reset here so the "AUTO" badge and chime do not bleed
/// into the new deal (task #41).
fn handle_forfeit(
mut events: MessageReader<ForfeitEvent>,
game: Res<GameStateResource>,
mut stats: ResMut<StatsResource>,
path: Res<StatsStoragePath>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
mut auto_complete: Option<ResMut<AutoCompleteState>>,
) {
for _ in events.read() {
if game.0.move_count > 0 && !game.0.is_won {
let streak = stats.0.win_streak_current;
stats.0.record_abandoned();
persist(&path, &stats.0, "forfeit");
if streak > 1 {
toast.write(InfoToastEvent(format!("Streak of {streak} broken!")));
}
}
// Reset auto-complete so the badge and chime don't carry over to the
// new game that is about to start.
if let Some(ref mut ac) = auto_complete {
**ac = AutoCompleteState::default();
}
toast.write(InfoToastEvent("Game forfeited".to_string()));
new_game.write(NewGameRequestEvent::default());
}
}
/// Marker on the "Done" button inside the Stats modal. Click despawns
/// the overlay; `S` keyboard shortcut toggles it the same way.
#[derive(Component, Debug)]
pub struct StatsCloseButton;
#[allow(clippy::too_many_arguments)]
fn toggle_stats_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleStatsRequestEvent>,
stats: Res<StatsResource>,
progress: Option<Res<ProgressResource>>,
time_attack: Option<Res<TimeAttackResource>>,
font_res: Option<Res<FontResource>>,
latest_replay: Res<ReplayHistoryResource>,
selected_index: Res<SelectedReplayIndex>,
screens: Query<Entity, With<StatsScreen>>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyS) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
spawn_stats_screen(
&mut commands,
&stats.0,
progress.as_deref().map(|p| &p.0),
time_attack.as_deref(),
font_res.as_deref(),
&latest_replay.0.replays,
selected_index.0,
);
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `S` accelerator does.
fn handle_stats_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<StatsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<StatsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
fn spawn_stats_screen(
commands: &mut Commands,
stats: &StatsSnapshot,
progress: Option<&PlayerProgress>,
time_attack: Option<&TimeAttackResource>,
font_res: Option<&FontResource>,
replays: &[Replay],
selected_index: usize,
) {
// --- primary stat cells ---
// First-launch zero-state: when no games have been played yet, render
// every top-level cell as an em-dash so the panel doesn't read as a
// mix of "0" counters and "—" sentinels (which feels buggy).
let is_first_launch = stats.games_played == 0;
let dash = "\u{2014}".to_string();
let win_rate_str = if is_first_launch { dash.clone() } else { format_win_rate(stats) };
let played_str = if is_first_launch { dash.clone() } else { format_stat_value(stats.games_played) };
let won_str = if is_first_launch { dash.clone() } else { format_stat_value(stats.games_won) };
let lost_str = if is_first_launch { dash.clone() } else { format_stat_value(stats.games_lost) };
let fastest_str = if is_first_launch { dash.clone() } else { format_fastest_win(stats.fastest_win_seconds) };
let avg_time_str = if is_first_launch { dash.clone() } else { format_avg_time(stats) };
let best_score_str = if is_first_launch { dash.clone() } else { format_optional_u32(stats.best_single_score) };
let best_streak_str = if is_first_launch { dash.clone() } else { format_stat_value(stats.win_streak_best) };
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_section = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_row = TextFont {
font: font_handle,
font_size: TYPE_BODY,
..default()
};
let scrim = spawn_modal(commands, StatsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, "Statistics", font_res);
// Scrollable body — the Stats panel renders an 8-cell grid plus
// multiple sections (per-mode bests, progression, weekly goals,
// unlocks, optional Time Attack, latest replay caption) and
// overflows the modal on the 800x600 minimum window. Wrapping
// in an `Overflow::scroll_y()` Node with a constrained
// `max_height` keeps every cell reachable; the Watch Replay /
// Done action row stays fixed outside the scroll.
card.spawn((
StatsScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_3,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
// First-launch caption — sits above the grid as gentle nudge so
// the wall of em-dashes reads as "nothing to track yet" rather
// than as broken state.
if is_first_launch {
body.spawn((
Text::new("Play a game to start tracking stats."),
TextFont {
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
Node {
margin: UiRect {
bottom: VAL_SPACE_2,
..default()
},
..default()
},
));
}
// --- primary stat cells grid ---
body.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexStart,
column_gap: VAL_SPACE_4,
row_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
..default()
})
.with_children(|grid| {
spawn_stat_cell(grid, &win_rate_str, "Win Rate");
spawn_stat_cell(grid, &played_str, "Games Played");
spawn_stat_cell(grid, &won_str, "Games Won");
spawn_stat_cell(grid, &lost_str, "Games Lost");
spawn_stat_cell(grid, &fastest_str, "Fastest Win");
spawn_stat_cell(grid, &avg_time_str, "Avg Time");
spawn_stat_cell(grid, &best_score_str, "Best Score");
spawn_stat_cell(grid, &best_streak_str, "Best Streak");
});
// --- per-mode bests section ---
// Three rows, one per supported mode. Time Attack uses session-level
// scoring (count of wins inside a 10-minute window) so a per-game
// best wouldn't compose; Daily uses Classic scoring and so already
// contributes to the Classic row.
body.spawn((
Text::new("Per-mode bests"),
font_section.clone(),
TextColor(STATE_INFO),
));
body.spawn(Node {
flex_direction: FlexDirection::Column,
width: Val::Percent(100.0),
row_gap: VAL_SPACE_2,
..default()
})
.with_children(|column| {
spawn_per_mode_bests_row(
column,
"Classic",
stats.classic_best_score,
stats.classic_fastest_win_seconds,
&font_row,
);
spawn_per_mode_bests_row(
column,
"Zen",
stats.zen_best_score,
stats.zen_fastest_win_seconds,
&font_row,
);
spawn_per_mode_bests_row(
column,
"Challenge",
stats.challenge_best_score,
stats.challenge_fastest_win_seconds,
&font_row,
);
});
// --- progression section ---
if let Some(p) = progress {
body.spawn((
Text::new("Progression"),
font_section.clone(),
TextColor(STATE_INFO),
));
let level_str = format_stat_value(p.level);
let xp_str = format_stat_value(p.total_xp as u32);
let next_label = xp_to_next_level_label(p.total_xp, p.level);
let daily_str = format_stat_value(p.daily_challenge_streak);
let challenge_str = challenge_progress_label(p.challenge_index);
body.spawn(Node {
flex_direction: FlexDirection::Row,
flex_wrap: FlexWrap::Wrap,
justify_content: JustifyContent::Center,
align_items: AlignItems::FlexStart,
column_gap: VAL_SPACE_4,
row_gap: VAL_SPACE_3,
width: Val::Percent(100.0),
..default()
})
.with_children(|grid| {
spawn_stat_cell(grid, &level_str, "Level");
spawn_stat_cell(grid, &xp_str, "Total XP");
spawn_stat_cell(grid, &next_label, "Next Level");
spawn_stat_cell(grid, &daily_str, "Daily Streak");
spawn_stat_cell(grid, &challenge_str, "Challenge");
});
// Weekly goals
body.spawn((
Text::new("Weekly Goals"),
font_section.clone(),
TextColor(TEXT_SECONDARY),
));
for goal in WEEKLY_GOALS {
let pv = p.weekly_goal_progress.get(goal.id).copied().unwrap_or(0);
body.spawn((
Text::new(format!(" {}: {}/{}", goal.description, pv, goal.target)),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
}
// Unlocks line
body.spawn((
Text::new(format!(
"Card Backs: {} | Backgrounds: {}",
format_id_list(&p.unlocked_card_backs),
format_id_list(&p.unlocked_backgrounds),
)),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
}
// --- Time Attack section ---
if let Some(ta) = time_attack
&& ta.active {
let mins = (ta.remaining_secs / 60.0).floor() as u64;
let secs = (ta.remaining_secs % 60.0).floor() as u64;
body.spawn((
Text::new(format!(
"Time Attack \u{2014} {mins}m {secs:02}s left | Wins: {}",
ta.wins
)),
font_section.clone(),
TextColor(STATE_WARNING),
));
}
// --- Replay selector ---
// Prev / Next chips step through the full replay history;
// `repaint_replay_selector_caption` and
// `repaint_replay_selector_detail` keep both text nodes
// live as the selection changes. Using `ModalButton` on
// the chips plugs them into the existing modal-button
// hover/press paint loop at no extra cost.
body.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|row| {
// ← Prev chip
row.spawn((
ReplayPrevButton,
ModalButton(ButtonVariant::Secondary),
Button,
Node {
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((
Text::new("\u{2190}"),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
});
// "Replay N / M" caption — rewritten live by
// `repaint_replay_selector_caption`.
row.spawn((
ReplaySelectorCaption,
Text::new(replay_selector_caption(selected_index, replays.len())),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
// → Next chip
row.spawn((
ReplayNextButton,
ModalButton(ButtonVariant::Secondary),
Button,
Node {
padding: UiRect::axes(VAL_SPACE_2, VAL_SPACE_1),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BackgroundColor(BG_ELEVATED_HI),
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|b| {
b.spawn((
Text::new("\u{2192}"),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
});
});
// Detail line: rewritten live by `repaint_replay_selector_detail`.
body.spawn((
ReplaySelectorDetail,
Text::new(replay_selector_detail(replays, selected_index)),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
});
spawn_modal_actions(card, |actions| {
// The Watch Replay button is always rendered so the
// affordance is discoverable from a fresh install. When no
// replay exists, the click handler surfaces a clear
// "No replay recorded yet" toast rather than silently
// doing nothing.
spawn_modal_button(
actions,
WatchReplayButton,
"Watch replay",
None,
ButtonVariant::Secondary,
font_res,
);
// Copy share link only renders when a sharable URL is in
// hand. The button is intentionally absent (rather than
// disabled) when no upload has happened yet — keeps the
// action bar free of dead controls in the local-only and
// first-launch cases.
spawn_modal_button(
actions,
CopyShareLinkButton,
"Copy share link",
None,
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
StatsCloseButton,
"Done",
Some("S"),
ButtonVariant::Primary,
font_res,
);
});
});
// Stats is read-only — opt into click-outside-to-dismiss.
commands.entity(scrim).insert(ScrimDismissible);
}
/// Spawn one row of the "Per-mode bests" section: the mode label on the
/// left, then the best-score and best-time readouts right-aligned. Each
/// row is tagged with [`PerModeBestsRow`] so tests can count them.
///
/// `best_score == 0` and `fastest_win_seconds == 0` both render as an
/// em-dash, consistent with the first-launch zero-state treatment used
/// by the primary cells above.
fn spawn_per_mode_bests_row(
parent: &mut ChildSpawnerCommands,
mode_label: &str,
best_score: u32,
fastest_win_seconds: u64,
font_row: &TextFont,
) {
let dash = "\u{2014}".to_string();
let score_str = if best_score == 0 {
format!("Best {dash}")
} else {
format!("Best {best_score}")
};
let time_str = if fastest_win_seconds == 0 {
format!("Best time {dash}")
} else {
format!("Best time {}", format_duration(fastest_win_seconds))
};
parent
.spawn((
PerModeBestsRow,
Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::SpaceBetween,
width: Val::Percent(100.0),
column_gap: VAL_SPACE_3,
..default()
},
))
.with_children(|row| {
// Mode label on the left.
row.spawn((
Text::new(mode_label.to_string()),
font_row.clone(),
TextColor(TEXT_PRIMARY),
));
// Right-aligned readouts grouped together.
row.spawn(Node {
flex_direction: FlexDirection::Row,
align_items: AlignItems::Center,
justify_content: JustifyContent::FlexEnd,
column_gap: VAL_SPACE_3,
..default()
})
.with_children(|readouts| {
readouts.spawn((
Text::new(score_str),
font_row.clone(),
TextColor(ACCENT_PRIMARY),
));
readouts.spawn((
Text::new(time_str),
font_row.clone(),
TextColor(TEXT_SECONDARY),
));
});
});
}
/// Spawn a single stat cell: a large value label on top and a small
/// descriptor below, inside a fixed-min-width column with a subtle
/// border. Recoloured to use ui_theme tokens — the prior 6%-alpha-white
/// fill clashed against the new midnight-purple modal surface.
fn spawn_stat_cell(parent: &mut ChildSpawnerCommands, value: &str, label: &str) {
parent
.spawn((
StatsCell,
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
min_width: Val::Px(110.0),
padding: UiRect::all(VAL_SPACE_2),
border: UiRect::all(Val::Px(1.0)),
border_radius: BorderRadius::all(Val::Px(RADIUS_SM)),
..default()
},
BorderColor::all(BORDER_SUBTLE),
HighContrastBorder::with_default(BORDER_SUBTLE),
))
.with_children(|cell| {
// Large value label — accent yellow makes the number sing
// against the dark card surface.
cell.spawn((
Text::new(value.to_string()),
TextFont {
font_size: TYPE_HEADLINE,
..default()
},
TextColor(ACCENT_PRIMARY),
));
// Small descriptor below the value.
cell.spawn((
Text::new(label.to_string()),
TextFont {
font_size: TYPE_BODY,
..default()
},
TextColor(TEXT_SECONDARY),
));
});
}
/// Format a win-rate value for display.
///
/// Returns `"—"` when no games have been played, otherwise `"N%"`.
pub fn format_win_rate(stats: &StatsSnapshot) -> String {
match stats.win_rate() {
None => "\u{2014}".to_string(),
Some(r) => format!("{}%", (r) as u32),
}
}
/// Format `fastest_win_seconds` for display.
///
/// Returns `"—"` when the value is `u64::MAX` (sentinel for "no wins yet") or
/// zero. Otherwise delegates to [`format_duration`].
pub fn format_fastest_win(fastest_win_seconds: u64) -> String {
if fastest_win_seconds == u64::MAX || fastest_win_seconds == 0 {
"\u{2014}".to_string()
} else {
format_duration(fastest_win_seconds)
}
}
/// Format `avg_time_seconds` for display.
///
/// Returns `"—"` when no games have been won yet (`games_won == 0`), otherwise
/// delegates to [`format_duration`].
pub fn format_avg_time(stats: &StatsSnapshot) -> String {
if stats.games_won == 0 {
"\u{2014}".to_string()
} else {
format_duration(stats.avg_time_seconds)
}
}
/// Format an optional `u32` statistic.
///
/// Returns `"—"` when `value` is `0`, otherwise the decimal representation.
pub fn format_optional_u32(value: u32) -> String {
if value == 0 {
"\u{2014}".to_string()
} else {
value.to_string()
}
}
/// Format any `u32`-like stat value as a decimal string.
///
/// Unlike [`format_optional_u32`], this always shows the number (even if zero).
pub fn format_stat_value<T: std::fmt::Display>(value: T) -> String {
format!("{value}")
}
/// Returns XP remaining until next level, formatted as "N XP (P%)".
fn xp_to_next_level_label(total_xp: u64, level: u32) -> String {
let xp_current = if level < 10 {
level as u64 * 500
} else {
5_000 + (level as u64 - 10) * 1_000
};
let xp_next = if level < 10 {
(level as u64 + 1) * 500
} else {
5_000 + (level as u64 - 9) * 1_000
};
let span = xp_next - xp_current;
let done = total_xp.saturating_sub(xp_current).min(span);
let pct = if span == 0 { 100 } else { done.saturating_mul(100).checked_div(span).unwrap_or(100) };
let remaining = span - done;
format!("{remaining} XP ({pct}%)")
}
/// Format a duration given in whole seconds as `"M:SS"`.
///
/// Example: `90` → `"1:30"`.
pub fn format_duration(secs: u64) -> String {
let m = secs / 60;
let s = secs % 60;
format!("{m}:{s:02}")
}
/// Renders a sorted, comma-separated list of unlock indexes for the overlay.
/// Empty list shows as "None".
fn format_id_list(ids: &[usize]) -> String {
if ids.is_empty() {
return "None".to_string();
}
let mut sorted: Vec<usize> = ids.to_vec();
sorted.sort_unstable();
sorted.dedup();
sorted
.iter()
.map(|i| format!("#{i}"))
.collect::<Vec<_>>()
.join(", ")
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless());
// MinimalPlugins doesn't register keyboard input — add it so the
// toggle system can read ButtonInput<KeyCode> in tests.
app.init_resource::<ButtonInput<KeyCode>>();
// ProgressResource is an optional dependency for the stats screen;
// include it so toggle tests exercise the progression panel.
app.add_plugins(crate::progress_plugin::ProgressPlugin::headless());
app.update();
app
}
#[test]
fn stats_resource_exists_after_startup() {
let app = headless_app();
assert!(app.world().get_resource::<StatsResource>().is_some());
}
#[test]
fn headless_plugin_starts_with_default_stats() {
let app = headless_app();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats, &StatsSnapshot::default());
}
#[test]
fn win_event_increments_games_won() {
let mut app = headless_app();
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 120,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.games_won, 1);
assert_eq!(stats.games_played, 1);
}
#[test]
fn draw_three_win_increments_draw_three_wins_only() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 200,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.draw_three_wins, 1, "draw_three_wins must increment for DrawThree mode");
assert_eq!(stats.draw_one_wins, 0, "draw_one_wins must not increment for DrawThree mode");
}
#[test]
fn new_game_after_moves_records_abandoned() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.move_count = 3;
app.world_mut()
.write_message(NewGameRequestEvent { seed: Some(999), mode: None, confirmed: false });
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.games_played, 1);
assert_eq!(stats.games_lost, 1);
assert_eq!(stats.win_streak_current, 0);
}
#[test]
fn new_game_without_moves_does_not_record_abandoned() {
let mut app = headless_app();
app.world_mut()
.write_message(NewGameRequestEvent { seed: Some(42), mode: None, confirmed: false });
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.games_played, 0);
}
#[test]
fn pressing_s_spawns_stats_screen() {
let mut app = headless_app();
assert_eq!(
app.world_mut()
.query::<&StatsScreen>()
.iter(app.world())
.count(),
0
);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
assert_eq!(
app.world_mut()
.query::<&StatsScreen>()
.iter(app.world())
.count(),
1
);
}
#[test]
fn stats_modal_body_is_scrollable() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let count = app
.world_mut()
.query::<&StatsScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Stats modal must spawn exactly one StatsScrollable body"
);
let mut q = app
.world_mut()
.query_filtered::<&Node, With<StatsScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_ne!(
nodes[0].max_height,
Val::Auto,
"scrollable body must set a non-default max_height"
);
assert_eq!(nodes[0].overflow, Overflow::scroll_y());
}
#[test]
fn stats_screen_renders_three_per_mode_bests_rows() {
// Open the Stats overlay and assert three [`PerModeBestsRow`]
// entities exist — one per supported [`GameMode`] (Classic, Zen,
// Challenge — Time Attack and Daily are excluded by design).
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let row_count = app
.world_mut()
.query::<&PerModeBestsRow>()
.iter(app.world())
.count();
assert_eq!(
row_count, 3,
"expected three per-mode bests rows (Classic, Zen, Challenge), got {row_count}"
);
}
#[test]
fn classic_win_event_updates_classic_best_score() {
// Default mode is Classic — a win event should populate the
// Classic per-mode bests but leave Zen and Challenge at zero.
let mut app = headless_app();
app.world_mut().write_message(GameWonEvent {
score: 1500,
time_seconds: 180,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.classic_best_score, 1500);
assert_eq!(stats.classic_fastest_win_seconds, 180);
assert_eq!(stats.zen_best_score, 0);
assert_eq!(stats.challenge_best_score, 0);
}
#[test]
fn zen_win_event_updates_zen_best_score_only() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.mode = solitaire_core::game_state::GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 1800,
time_seconds: 600,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.zen_best_score, 1800);
assert_eq!(stats.zen_fastest_win_seconds, 600);
assert_eq!(stats.classic_best_score, 0);
assert_eq!(stats.challenge_best_score, 0);
}
#[test]
fn pressing_s_twice_closes_stats_screen() {
let mut app = headless_app();
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
// Release + clear + press: `press()` is a no-op if the key is already
// in `pressed`, and MinimalPlugins doesn't include bevy_input's
// per-frame updater to drain `just_pressed`, so we cycle manually.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyS);
input.clear();
input.press(KeyCode::KeyS);
}
app.update();
assert_eq!(
app.world_mut()
.query::<&StatsScreen>()
.iter(app.world())
.count(),
0
);
}
#[test]
fn format_id_list_renders_empty_as_none() {
assert_eq!(format_id_list(&[]), "None");
}
#[test]
fn format_id_list_sorts_dedups_and_prefixes() {
assert_eq!(format_id_list(&[3, 1, 1, 2]), "#1, #2, #3");
}
#[test]
fn xp_to_next_level_label_at_zero_xp() {
// Level 0, 0 XP: 500 needed, 0% done.
assert_eq!(xp_to_next_level_label(0, 0), "500 XP (0%)");
}
#[test]
fn xp_to_next_level_label_halfway_through_level_1() {
// Level 1 starts at 500 XP, level 2 at 1000 XP.
// At 750 XP: 250 done of 500, 50%, 250 remaining.
assert_eq!(xp_to_next_level_label(750, 1), "250 XP (50%)");
}
#[test]
fn xp_to_next_level_label_at_level_10_boundary() {
// Level 10 starts at 5000 XP, level 11 at 6000 XP.
// At 5000 XP: 0 done, 0%, 1000 remaining.
assert_eq!(xp_to_next_level_label(5_000, 10), "1000 XP (0%)");
}
// -----------------------------------------------------------------------
// format_duration
// -----------------------------------------------------------------------
#[test]
fn format_duration_zero_seconds() {
assert_eq!(format_duration(0), "0:00");
}
#[test]
fn format_duration_pads_seconds_to_two_digits() {
assert_eq!(format_duration(65), "1:05");
}
#[test]
fn format_duration_exactly_one_hour() {
assert_eq!(format_duration(3600), "60:00");
}
#[test]
fn format_duration_handles_sub_minute() {
assert_eq!(format_duration(59), "0:59");
}
// -----------------------------------------------------------------------
// Task #65 — win rate and stat cell pure-function tests
// -----------------------------------------------------------------------
#[test]
fn format_win_rate_zero() {
// 0 wins, 0 played → "—"
let s = StatsSnapshot::default();
assert_eq!(format_win_rate(&s), "\u{2014}");
}
#[test]
fn format_win_rate_half() {
// 5 wins out of 10 played → "50%"
let s = StatsSnapshot {
games_played: 10,
games_won: 5,
..StatsSnapshot::default()
};
assert_eq!(format_win_rate(&s), "50%");
}
#[test]
fn format_stat_value_zero_returns_zero() {
assert_eq!(format_stat_value(0u32), "0");
}
// -----------------------------------------------------------------------
// Task #66 — fastest win, best score, streak pure-function tests
// -----------------------------------------------------------------------
#[test]
fn format_fastest_win_unset() {
// fastest_win_seconds == u64::MAX → "—"
assert_eq!(format_fastest_win(u64::MAX), "\u{2014}");
}
#[test]
fn format_fastest_win_90s() {
// 90 seconds → "1:30"
assert_eq!(format_fastest_win(90), "1:30");
}
#[test]
fn best_score_display_zero() {
// best_single_score == 0 → "—"
assert_eq!(format_optional_u32(0), "\u{2014}");
}
// -----------------------------------------------------------------------
// Task #38 — avg time pure-function tests
// -----------------------------------------------------------------------
#[test]
fn format_avg_time_no_wins_shows_dash() {
// games_won == 0 → "—"
let s = StatsSnapshot::default();
assert_eq!(format_avg_time(&s), "\u{2014}");
}
#[test]
fn format_avg_time_after_single_win() {
// After one win of 90 s avg should be "1:30"
let s = StatsSnapshot {
games_won: 1,
avg_time_seconds: 90,
..StatsSnapshot::default()
};
assert_eq!(format_avg_time(&s), "1:30");
}
#[test]
fn format_avg_time_after_multiple_wins() {
// avg_time_seconds = 200 s → "3:20"
let s = StatsSnapshot {
games_won: 3,
avg_time_seconds: 200,
..StatsSnapshot::default()
};
assert_eq!(format_avg_time(&s), "3:20");
}
// -----------------------------------------------------------------------
// Task #49 — streak-broken toast on forfeit
// -----------------------------------------------------------------------
#[test]
fn forfeit_with_streak_fires_streak_broken_toast() {
let mut app = headless_app();
// Set up a streak of 3 and at least one move so forfeit counts.
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 3;
}
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.move_count = 1;
app.world_mut().write_message(ForfeitEvent);
app.update();
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut reader = events.get_cursor();
let messages: Vec<&str> = reader
.read(events)
.map(|e| e.0.as_str())
.collect();
assert!(
messages.contains(&"Streak of 3 broken!"),
"expected 'Streak of 3 broken!' in toasts, got: {messages:?}"
);
}
#[test]
fn forfeit_with_streak_of_one_does_not_fire_streak_broken_toast() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 1;
}
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.move_count = 1;
app.world_mut().write_message(ForfeitEvent);
app.update();
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut reader = events.get_cursor();
let messages: Vec<&str> = reader
.read(events)
.map(|e| e.0.as_str())
.collect();
assert!(
!messages.iter().any(|m| m.contains("broken")),
"expected no streak-broken toast for streak of 1, got: {messages:?}"
);
}
// -----------------------------------------------------------------------
// Streak-milestone flourish — pure helper + event-firing tests
// -----------------------------------------------------------------------
/// Pure helper: every threshold in `STREAK_MILESTONES` (3, 5, 10) must
/// fire when the streak crosses it from below.
#[test]
fn streak_milestone_helper_fires_at_each_threshold() {
for &threshold in STREAK_MILESTONES {
assert_eq!(
streak_milestone_crossed(threshold - 1, threshold),
Some(threshold),
"expected milestone {threshold} to fire when crossed from below",
);
}
}
/// Pure helper: rising past 10 to 11, 12, … must NOT fire — the
/// flourish is a threshold-crossing event, not a "every win past 10"
/// event.
#[test]
fn streak_milestone_helper_does_not_fire_past_highest() {
// prev=10 → new=11: above the highest threshold, no crossing.
assert_eq!(streak_milestone_crossed(10, 11), None);
// prev=15 → new=16: well past every threshold, no crossing.
assert_eq!(streak_milestone_crossed(15, 16), None);
// prev=2 → new=2: no change → no crossing.
assert_eq!(streak_milestone_crossed(2, 2), None);
}
/// Pure helper: rising 1 → 2 stays below the lowest threshold (3),
/// must NOT fire.
#[test]
fn streak_milestone_helper_does_not_fire_below_threshold() {
assert_eq!(streak_milestone_crossed(1, 2), None);
assert_eq!(streak_milestone_crossed(0, 1), None);
}
/// Integration: pre-set streak to 2, fire a win that bumps it to 3,
/// assert exactly one `WinStreakMilestoneEvent { streak: 3 }` is
/// written by the win handler.
#[test]
fn streak_milestone_event_fires_at_threshold_crossing() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 2;
}
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 90,
});
app.update();
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
let mut reader = events.get_cursor();
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
assert_eq!(
collected,
vec![3],
"expected one WinStreakMilestoneEvent {{ streak: 3 }} after crossing 2 → 3",
);
}
/// Integration: pre-set streak to 1, fire a win that bumps it to 2 —
/// no threshold is crossed, no event must be fired.
#[test]
fn streak_milestone_event_does_not_fire_at_non_threshold() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 1;
}
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 90,
});
app.update();
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
let mut reader = events.get_cursor();
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
assert!(
collected.is_empty(),
"expected no WinStreakMilestoneEvent for non-threshold streak crossing 1 → 2, got {collected:?}",
);
}
// -----------------------------------------------------------------------
// Prev/Next replay selector spawn-site tests
// -----------------------------------------------------------------------
#[test]
fn selector_row_spawns_when_stats_screen_opens() {
let mut app = headless_app();
// Pre-populate a replay so the selector has something to show.
{
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(90, None));
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let prev = app
.world_mut()
.query::<&ReplayPrevButton>()
.iter(app.world())
.count();
let next = app
.world_mut()
.query::<&ReplayNextButton>()
.iter(app.world())
.count();
let caption = app
.world_mut()
.query::<&ReplaySelectorCaption>()
.iter(app.world())
.count();
let detail = app
.world_mut()
.query::<&ReplaySelectorDetail>()
.iter(app.world())
.count();
assert_eq!(prev, 1, "expected one ReplayPrevButton");
assert_eq!(next, 1, "expected one ReplayNextButton");
assert_eq!(caption, 1, "expected one ReplaySelectorCaption");
assert_eq!(detail, 1, "expected one ReplaySelectorDetail");
}
#[test]
fn selector_caption_initial_text_is_replay_one_of_one() {
let mut app = headless_app();
{
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(120, None));
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let mut q = app
.world_mut()
.query_filtered::<&Text, With<ReplaySelectorCaption>>();
let texts: Vec<String> = q.iter(app.world()).map(|t| t.0.clone()).collect();
assert_eq!(texts.len(), 1);
assert_eq!(
texts[0],
"Replay 1 / 1",
"caption must show '1 / 1' for a single-replay history"
);
}
#[test]
fn selector_detail_initial_text_matches_replay_caption() {
let mut app = headless_app();
{
let mut hist = app.world_mut().resource_mut::<ReplayHistoryResource>();
hist.0.replays.push(make_test_replay(65, None)); // 65s → "1:05"
}
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyS);
app.update();
let mut q = app
.world_mut()
.query_filtered::<&Text, With<ReplaySelectorDetail>>();
let texts: Vec<String> = q.iter(app.world()).map(|t| t.0.clone()).collect();
assert_eq!(texts.len(), 1);
assert_eq!(
texts[0], "1:05 win on 2026-05-08",
"detail must show formatted replay caption for the selected replay"
);
}
#[test]
fn selector_detail_appends_shareable_badge_when_url_present() {
// `replay_selector_detail` is pure — no app setup needed.
let replays = vec![make_test_replay(
90,
Some("https://example.com/r/abc".to_string()),
)];
let label = replay_selector_detail(&replays, 0);
assert!(
label.contains("Shareable"),
"detail must include 'Shareable' badge when share_url is set, got: {label:?}"
);
}
#[test]
fn selector_caption_shows_no_replays_when_history_is_empty() {
assert_eq!(replay_selector_caption(0, 0), "No replays");
}
#[test]
fn selector_caption_wraps_ordinal_correctly() {
// index 2 (0-based) in a 3-replay history → "Replay 3 / 3"
assert_eq!(replay_selector_caption(2, 3), "Replay 3 / 3");
}
/// Build a minimal [`Replay`] for use in stats-plugin unit tests.
///
/// Uses a fixed seed, DrawOne mode, Classic game, 2026-05-08 date.
/// `time_seconds` and `share_url` are the only varying fields across tests.
fn make_test_replay(time_seconds: u64, share_url: Option<String>) -> solitaire_data::Replay {
let date = chrono::NaiveDate::from_ymd_opt(2026, 5, 8).expect("valid date");
let mut r = solitaire_data::Replay::new(
1,
solitaire_core::game_state::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic,
time_seconds,
0,
date,
vec![],
);
r.share_url = share_url;
r
}
/// Integration: pre-set streak to 10, fire a win that bumps it to 11.
/// Past the highest threshold, no event must fire — the flourish
/// is reserved for the threshold crossing itself.
#[test]
fn streak_milestone_event_does_not_fire_past_10() {
let mut app = headless_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.win_streak_current = 10;
}
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 90,
});
app.update();
let events = app.world().resource::<Messages<WinStreakMilestoneEvent>>();
let mut reader = events.get_cursor();
let collected: Vec<u32> = reader.read(events).map(|e| e.streak).collect();
assert!(
collected.is_empty(),
"expected no WinStreakMilestoneEvent past the highest threshold, got {collected:?}",
);
}
}