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Ferrous-Solitaire/solitaire_engine/src/feedback_anim_plugin.rs
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funman300 87aec5bdf2
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feat(engine): gate decorative motion animations under reduce_motion_mode
ScorePulse, ScoreFloater, StreakFlourish (hud_plugin) and ShakeAnim,
FoundationFlourish, FoundationMarkerFlourish (feedback_anim_plugin) are
now all suppressed when Settings::reduce_motion_mode is on. Events are
still drained so no messages accumulate. Closes the remaining gap from
the v0.21.1 "future scope" footnote for the reduce-motion flag.

Three new tests pin the gates:
- score_change_skips_pulse_and_floater_under_reduce_motion
- shake_anim_skipped_under_reduce_motion
- foundation_flourish_skipped_under_reduce_motion

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 23:18:11 -07:00

902 lines
34 KiB
Rust

//! Card feedback animations: shake on invalid move, settle on valid placement,
//! and animated deal on new game start.
//!
//! # Task #54 — Shake animation on invalid move target
//!
//! When `MoveRejectedEvent` fires, a `ShakeAnim` component is inserted on every
//! card entity that belongs to the destination pile (`MoveRejectedEvent::to`).
//! The component stores the card's original X position and an elapsed counter.
//! Each frame, `tick_shake_anim` displaces `transform.translation.x` with a
//! damped sine wave and removes the component after 0.3 s.
//!
//! # Task #55 — Settle/bounce on valid placement
//!
//! `start_settle_anim` listens for `MoveRequestEvent` and `DrawRequestEvent` so
//! the bounce is **scoped to the cards that just moved**, not every top card on
//! the board. For a move it bounces the top `count` cards of the destination
//! pile; for a draw it bounces the top card of the waste. Undos are skipped so
//! reverting a move doesn't replay the placement feedback. `tick_settle_anim`
//! applies a brief Y-scale compression (`scale.y` 1.0 → 0.92 → 1.0 over 0.15 s)
//! and removes the component when elapsed ≥ 0.15 s.
//!
//! # Task #69 — Animated card deal on new game start
//!
//! When `NewGameRequestEvent` fires (on a fresh game, `move_count == 0`),
//! `start_deal_anim` reads `LayoutResource` and
//! inserts a `CardAnim` on every card entity, sliding each card from the stock
//! pile's position to its current (final) position with a per-card stagger
//! derived from the current `AnimSpeed` setting plus a deterministic ±10 %
//! jitter per card so the deal feels organic instead of mechanical:
//!
//! | `AnimSpeed` | Base stagger |
//! |---------------|-------------------|
//! | `Normal` | 0.04 s (default) |
//! | `Fast` | 0.02 s (half) |
//! | `Instant` | 0.00 s (no delay) |
//!
//! `deal_stagger_delay` and `deal_stagger_jitter` are pure helpers exposed for
//! unit testing.
use std::collections::hash_map::DefaultHasher;
use std::f32::consts::PI;
use std::hash::{Hash, Hasher};
use bevy::prelude::*;
use solitaire_core::pile::PileType;
use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
use crate::card_plugin::CardEntity;
use crate::events::{
DrawRequestEvent, FoundationCompletedEvent, MoveRejectedEvent, MoveRequestEvent,
NewGameRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
use crate::settings_plugin::SettingsResource;
use crate::table_plugin::PileMarker;
use crate::ui_theme::{
FOUNDATION_FLOURISH_PEAK_SCALE, MOTION_FOUNDATION_FLOURISH_SECS, STATE_SUCCESS,
};
// ---------------------------------------------------------------------------
// Shared constants
// ---------------------------------------------------------------------------
/// Duration of the shake animation in seconds.
const SHAKE_SECS: f32 = 0.3;
/// Angular frequency (radians/s) of the shake sine wave.
const SHAKE_OMEGA: f32 = 40.0;
/// Peak displacement of the shake in world units.
const SHAKE_AMPLITUDE: f32 = 6.0;
/// Duration of the settle animation in seconds.
const SETTLE_SECS: f32 = 0.15;
/// Maximum Y-scale compression at the midpoint of the settle animation.
const SETTLE_MIN_SCALE: f32 = 0.92;
/// Per-card stagger delay for the deal animation in seconds.
pub const DEAL_STAGGER_SECS: f32 = 0.04;
/// Duration of each card's slide during the deal animation in seconds.
pub const DEAL_SLIDE_SECS: f32 = 0.25;
// ---------------------------------------------------------------------------
// Task #54 — Shake animation component
// ---------------------------------------------------------------------------
/// Drives a horizontal shake animation.
///
/// Inserted on card entities belonging to the destination pile of a rejected
/// move. Removed automatically when `elapsed >= SHAKE_SECS`.
#[derive(Component, Debug, Clone)]
pub struct ShakeAnim {
/// Seconds elapsed since the shake began.
pub elapsed: f32,
/// The card's original X position (restored when the component is removed).
pub origin_x: f32,
}
/// Computes the horizontal displacement of the shake animation at the given
/// elapsed time.
///
/// Returns `origin_x + sin(elapsed * SHAKE_OMEGA) * SHAKE_AMPLITUDE *
/// (1.0 - elapsed / SHAKE_SECS)`. At `elapsed == 0.0` the sin term is 0, so
/// the displacement is 0. At `elapsed == SHAKE_SECS` the envelope is 0, so the
/// displacement is also 0.
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn shake_offset(elapsed: f32, origin_x: f32) -> f32 {
let envelope = 1.0 - (elapsed / SHAKE_SECS).min(1.0);
origin_x + (elapsed * SHAKE_OMEGA).sin() * SHAKE_AMPLITUDE * envelope
}
// ---------------------------------------------------------------------------
// Task #55 — Settle animation component
// ---------------------------------------------------------------------------
/// Drives a brief Y-scale compression (bounce) animation.
///
/// Inserted on the top card entity of every non-empty pile after a successful
/// move (`StateChangedEvent`). Removed automatically when `elapsed >= SETTLE_SECS`.
#[derive(Component, Debug, Clone, Default)]
pub struct SettleAnim {
/// Seconds elapsed since the settle animation began.
pub elapsed: f32,
}
/// Computes the Y scale of the settle animation at the given elapsed time.
///
/// At `elapsed == 0.0` the scale is 1.0 (no compression). At the midpoint
/// (`elapsed == SETTLE_SECS / 2`) the scale reaches its minimum (`SETTLE_MIN_SCALE ≈ 0.92`).
/// At `elapsed == SETTLE_SECS` the scale returns to 1.0.
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn settle_scale(elapsed: f32) -> f32 {
let t = (elapsed / SETTLE_SECS).min(1.0);
1.0 - (1.0 - SETTLE_MIN_SCALE) * (t * PI).sin()
}
// ---------------------------------------------------------------------------
// Task #69 — Stagger delay helpers
// ---------------------------------------------------------------------------
/// Returns the per-card stagger delay in seconds for the given `AnimSpeed`.
///
/// | `AnimSpeed` | Returned value |
/// |---------------|----------------|
/// | `Normal` | `DEAL_STAGGER_SECS` (0.04 s) |
/// | `Fast` | `DEAL_STAGGER_SECS / 2` (0.02 s) |
/// | `Instant` | `0.0` — all cards appear simultaneously |
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn deal_stagger_secs_for_speed(speed: &AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => DEAL_STAGGER_SECS,
AnimSpeed::Fast => DEAL_STAGGER_SECS / 2.0,
AnimSpeed::Instant => 0.0,
}
}
/// Returns the stagger delay in seconds for card at position `index` during the
/// deal animation, given a per-card stagger interval.
///
/// `delay = index * stagger_secs`
///
/// This is a pure function exposed for unit testing without Bevy.
pub fn deal_stagger_delay(index: usize, stagger_secs: f32) -> f32 {
index as f32 * stagger_secs
}
/// Returns a deterministic ±10 % jitter factor for `card_id`.
///
/// Hashes `card_id` with `DefaultHasher` and maps the low bits into a value in
/// `0.0..=1.0`, then re-centres into `-0.1..=0.1`. The same card id always
/// produces the same factor so deals are reproducible (important for
/// seed-based testing and replay), while a 52-card deal still feels organic
/// because each card's offset varies.
///
/// Multiply a base stagger interval by `1.0 + deal_stagger_jitter(card_id)` to
/// apply the jitter.
pub fn deal_stagger_jitter(card_id: u32) -> f32 {
let mut hasher = DefaultHasher::new();
card_id.hash(&mut hasher);
let jitter_norm = (hasher.finish() % 1000) as f32 / 1000.0; // 0.0..=1.0
(jitter_norm - 0.5) * 0.2 // ±0.1 == ±10 %
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers the shake, settle, deal, and foundation-completion flourish
/// animation systems.
pub struct FeedbackAnimPlugin;
impl Plugin for FeedbackAnimPlugin {
fn build(&self, app: &mut App) {
// Register the events this plugin consumes so it can run in isolation
// under `MinimalPlugins` (e.g. unit tests) without depending on other
// plugins to register them. Double-registration is idempotent in Bevy.
app.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<FoundationCompletedEvent>()
.add_systems(
Update,
(
start_shake_anim.after(GameMutation),
tick_shake_anim,
start_settle_anim.after(GameMutation),
tick_settle_anim,
start_deal_anim.after(GameMutation),
start_foundation_flourish.after(GameMutation),
tick_foundation_flourish,
),
);
}
}
// ---------------------------------------------------------------------------
// Task #54 — Shake systems
// ---------------------------------------------------------------------------
/// Inserts `ShakeAnim` on all card entities belonging to the destination pile
/// when a `MoveRejectedEvent` fires.
fn start_shake_anim(
mut events: MessageReader<MoveRejectedEvent>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
mut commands: Commands,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
for ev in events.read() {
if reduce_motion {
continue;
}
let dest_pile = &ev.to;
// Collect the card ids that belong to the destination pile.
let Some(pile) = game.0.piles.get(dest_pile) else { continue };
let dest_card_ids: Vec<u32> = pile.cards.iter().map(|c| c.id).collect();
if dest_card_ids.is_empty() {
continue;
}
for (entity, card_marker, transform) in card_entities.iter() {
if dest_card_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(ShakeAnim {
elapsed: 0.0,
origin_x: transform.translation.x,
});
}
}
}
}
/// Advances `ShakeAnim` each frame and removes it once the animation completes.
///
/// Applies `translation.x = shake_offset(elapsed, origin_x)`. When done,
/// restores `translation.x = origin_x` so the card is left at its correct
/// position. Skipped while the game is paused.
fn tick_shake_anim(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut ShakeAnim)>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
if anim.elapsed >= SHAKE_SECS {
transform.translation.x = anim.origin_x;
commands.entity(entity).remove::<ShakeAnim>();
} else {
transform.translation.x = shake_offset(anim.elapsed, anim.origin_x);
}
}
}
// ---------------------------------------------------------------------------
// Task #55 — Settle systems
// ---------------------------------------------------------------------------
/// Inserts `SettleAnim` only on the cards that just moved — the top `count`
/// cards of the move destination, or the top of the waste pile for a draw.
///
/// Triggered by `MoveRequestEvent` and `DrawRequestEvent`. Undo and other
/// state-mutations are deliberately skipped: replaying the placement bounce on
/// an undo would feel like the rejected-move shake fired by mistake. Note this
/// runs before the move resolves in `GameMutation`, so we read the destination
/// pile **after** the request has been accepted by reading the up-to-date game
/// state for both readers — the schedule labels the system `.after(GameMutation)`
/// to ensure that ordering.
fn start_settle_anim(
mut moves: MessageReader<MoveRequestEvent>,
mut draws: MessageReader<DrawRequestEvent>,
game: Res<GameStateResource>,
card_entities: Query<(Entity, &CardEntity)>,
mut commands: Commands,
) {
// Build the list of card ids that should bounce this frame from every
// queued request; multiple events can fire in the same frame (e.g. a move
// followed by a draw via keyboard accelerators).
let mut bounce_ids: Vec<u32> = Vec::new();
for ev in moves.read() {
if let Some(pile) = game.0.piles.get(&ev.to) {
// The moved cards land on top — take the last `count` ids.
let n = ev.count.min(pile.cards.len());
if n > 0 {
let start = pile.cards.len() - n;
bounce_ids.extend(pile.cards[start..].iter().map(|c| c.id));
}
}
}
if draws.read().next().is_some()
&& let Some(pile) = game.0.piles.get(&PileType::Waste)
&& let Some(top) = pile.cards.last()
{
bounce_ids.push(top.id);
}
if bounce_ids.is_empty() {
return;
}
for (entity, card_marker) in card_entities.iter() {
if bounce_ids.contains(&card_marker.card_id) {
commands.entity(entity).insert(SettleAnim::default());
}
}
}
/// Advances `SettleAnim` each frame and removes it once the animation completes.
///
/// Applies `transform.scale.y = settle_scale(elapsed)`. Restores scale to 1.0
/// when done. Skipped while the game is paused.
fn tick_settle_anim(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut SettleAnim)>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
anim.elapsed += dt;
if anim.elapsed >= SETTLE_SECS {
transform.scale.y = 1.0;
commands.entity(entity).remove::<SettleAnim>();
} else {
transform.scale.y = settle_scale(anim.elapsed);
}
}
}
// ---------------------------------------------------------------------------
// Task #69 — Deal animation system
// ---------------------------------------------------------------------------
/// Inserts `CardAnim` on every card entity when a new game starts, sliding
/// each card from the stock pile position to its final position with a
/// per-card stagger derived from the current `AnimSpeed` setting.
///
/// Triggered by `NewGameRequestEvent` (when the new game has `move_count == 0`)
/// and fires the deal animation for every card entity currently in the world.
/// The stagger is looked up from `SettingsResource` via `deal_stagger_secs_for_speed`.
fn start_deal_anim(
mut events: MessageReader<NewGameRequestEvent>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
mut commands: Commands,
) {
if events.read().next().is_none() {
return;
}
// Only animate a fresh deal (no moves made yet).
if game.0.move_count != 0 {
return;
}
let Some(layout) = layout else { return };
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else { return };
let stock_start = Vec3::new(stock_pos.x, stock_pos.y, 0.0);
let speed = settings.as_ref().map(|s| &s.0.animation_speed);
let stagger_secs = speed.map_or(DEAL_STAGGER_SECS, deal_stagger_secs_for_speed);
for (index, (entity, card_marker, transform)) in card_entities.iter().enumerate() {
let final_pos = transform.translation;
// ±10 % jitter, deterministic per card id, so the deal feels organic
// without losing reproducibility (a given seed still produces the
// same per-card stagger pattern across runs).
let per_card_stagger = stagger_secs * (1.0 + deal_stagger_jitter(card_marker.card_id));
commands.entity(entity).insert((
Transform::from_translation(stock_start.with_z(final_pos.z)),
CardAnim {
start: stock_start.with_z(final_pos.z),
target: final_pos,
elapsed: 0.0,
duration: DEAL_SLIDE_SECS,
delay: deal_stagger_delay(index, per_card_stagger),
},
));
}
}
// ---------------------------------------------------------------------------
// Foundation-completion flourish
// ---------------------------------------------------------------------------
/// Drives the per-foundation completion flourish on the King card that
/// just landed on a foundation pile (Ace → King, 13 cards).
///
/// Inserted on the King's `CardEntity` when `FoundationCompletedEvent`
/// fires; removed once `elapsed >= duration`. Decorative only — does
/// not block input or interfere with the win cascade, settle, or hint
/// systems (those operate on different markers and read the same
/// `Transform.scale` coordinate non-conflictingly because the flourish
/// finishes in well under a second).
#[derive(Component, Debug, Clone, Copy)]
pub struct FoundationFlourish {
/// Foundation slot (0..=3) this flourish is celebrating.
pub foundation_slot: u8,
/// Seconds elapsed since the flourish began.
pub elapsed: f32,
/// Total animation length in seconds.
pub duration: f32,
}
/// Drives a brief golden tint on the foundation `PileMarker` whose
/// foundation just completed. Stores the marker's original colour so
/// it can be restored when the timer expires.
///
/// Inserted alongside (and concurrent with) `FoundationFlourish` on the
/// matching `PileMarker` entity. The system runs independently of the
/// existing `HintPileHighlight` so the two never share state — a hint
/// landing during a completion flourish (highly unlikely in practice
/// since the foundation just completed) won't corrupt either party's
/// `original_color` snapshot.
#[derive(Component, Debug, Clone, Copy)]
pub struct FoundationMarkerFlourish {
/// Seconds elapsed since the tint was applied.
pub elapsed: f32,
/// Total animation length in seconds.
pub duration: f32,
/// The pile marker's sprite colour before the tint was applied —
/// restored when the timer expires.
pub original_color: Color,
}
/// Pure helper for unit tests — returns the per-frame scale factor for
/// the foundation flourish at `elapsed_secs` over `duration_secs`.
///
/// Triangular curve, mirroring `score_pulse_scale` in `hud_plugin`:
/// at `t = 0.0` returns `1.0`, at `t = 0.5` returns
/// [`FOUNDATION_FLOURISH_PEAK_SCALE`] (1.15), at `t = 1.0` returns
/// `1.0`. Out-of-range values are clamped so the King never freezes
/// at a non-1.0 scale on the frame after the flourish ends.
///
/// Returns `1.0` whenever `duration_secs <= 0.0` so callers running
/// under `AnimSpeed::Instant` (zeroed durations) skip the flourish
/// without dividing by zero.
pub fn foundation_flourish_scale(elapsed_secs: f32, duration_secs: f32) -> f32 {
if duration_secs <= 0.0 {
return 1.0;
}
let t = (elapsed_secs / duration_secs).clamp(0.0, 1.0);
let peak = FOUNDATION_FLOURISH_PEAK_SCALE;
if t < 0.5 {
// Climb from 1.0 at t=0 to peak at t=0.5.
1.0 + (peak - 1.0) * (t / 0.5)
} else {
// Descend from peak at t=0.5 back to 1.0 at t=1.0.
peak - (peak - 1.0) * ((t - 0.5) / 0.5)
}
}
/// Inserts `FoundationFlourish` on the King card entity at the
/// completed foundation and `FoundationMarkerFlourish` on its
/// `PileMarker`. The King is identified as the *top* card of the
/// foundation pile after the move — by definition the 13th card,
/// always rank King by foundation rules.
fn start_foundation_flourish(
mut events: MessageReader<FoundationCompletedEvent>,
game: Res<GameStateResource>,
settings: Option<Res<SettingsResource>>,
card_entities: Query<(Entity, &CardEntity)>,
mut pile_markers: Query<(Entity, &PileMarker, &Sprite, Option<&FoundationMarkerFlourish>)>,
mut commands: Commands,
) {
let reduce_motion = settings.as_deref().is_some_and(|s| s.0.reduce_motion_mode);
for ev in events.read() {
if reduce_motion {
continue;
}
let pile_type = PileType::Foundation(ev.slot);
// Top card of the completed foundation is the King.
let Some(king_id) = game
.0
.piles
.get(&pile_type)
.and_then(|p| p.cards.last())
.map(|c| c.id)
else {
continue;
};
// Tag the King's card entity.
for (entity, card_marker) in card_entities.iter() {
if card_marker.card_id == king_id {
commands.entity(entity).insert(FoundationFlourish {
foundation_slot: ev.slot,
elapsed: 0.0,
duration: MOTION_FOUNDATION_FLOURISH_SECS,
});
}
}
// Tint the matching PileMarker. Snapshot the current colour so
// tick_foundation_flourish can restore it; if a stale flourish
// is somehow still active, reuse its `original_color` so we
// don't capture the gold tint as the new "original".
for (entity, pile_marker, sprite, existing) in pile_markers.iter_mut() {
if pile_marker.0 != pile_type {
continue;
}
let original_color = existing.map_or(sprite.color, |f| f.original_color);
commands.entity(entity).insert(FoundationMarkerFlourish {
elapsed: 0.0,
duration: MOTION_FOUNDATION_FLOURISH_SECS,
original_color,
});
}
}
}
/// Advances both the King's scale pulse and the foundation marker's
/// gold tint each frame. Removes both components once their timers
/// expire, restoring the King's `Transform.scale` to `Vec3::ONE` and
/// the marker's sprite colour to its captured original.
///
/// Skipped while paused so a player who hits Esc mid-flourish doesn't
/// see frozen scaled state (the next unpause tick resumes from the
/// stored `elapsed`).
#[allow(clippy::type_complexity)]
fn tick_foundation_flourish(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut card_anims: Query<(Entity, &mut Transform, &mut FoundationFlourish)>,
mut marker_anims: Query<
(Entity, &mut Sprite, &mut FoundationMarkerFlourish),
Without<FoundationFlourish>,
>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
// Advance the King's scale pulse.
for (entity, mut transform, mut anim) in &mut card_anims {
anim.elapsed += dt;
if anim.elapsed >= anim.duration {
// Restore identity scale so the card sits at its normal size
// for the next frame's transform sync.
transform.scale = Vec3::ONE;
commands.entity(entity).remove::<FoundationFlourish>();
} else {
let s = foundation_flourish_scale(anim.elapsed, anim.duration);
transform.scale = Vec3::new(s, s, 1.0);
}
}
// Advance the foundation marker's gold tint. Held flat for the
// first half of the duration and faded back to the original colour
// over the second half — feels celebratory without bleeding into
// the next move's drop-target highlights.
for (entity, mut sprite, mut anim) in &mut marker_anims {
anim.elapsed += dt;
if anim.elapsed >= anim.duration {
sprite.color = anim.original_color;
commands.entity(entity).remove::<FoundationMarkerFlourish>();
} else {
let t = (anim.elapsed / anim.duration).clamp(0.0, 1.0);
// Lerp factor: 1.0 (full tint) for the first half, then
// ramps down linearly to 0.0 (original colour) by the end.
let mix = if t < 0.5 { 1.0 } else { 1.0 - (t - 0.5) / 0.5 };
sprite.color = lerp_color(anim.original_color, STATE_SUCCESS, mix);
}
}
}
/// Linear interpolation between two `Color`s in sRGB space. Pulled out
/// as a small helper so the `tick_foundation_flourish` body stays
/// readable; sRGB-space lerping is fine for a brief decorative tint
/// (a perceptually-uniform space would be overkill).
fn lerp_color(from: Color, to: Color, t: f32) -> Color {
let from = from.to_srgba();
let to = to.to_srgba();
let t = t.clamp(0.0, 1.0);
Color::srgba(
from.red + (to.red - from.red) * t,
from.green + (to.green - from.green) * t,
from.blue + (to.blue - from.blue) * t,
from.alpha + (to.alpha - from.alpha) * t,
)
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
// Task #54 tests
#[test]
fn shake_offset_at_elapsed_zero_returns_origin_x() {
// sin(0) == 0, so displacement must equal origin_x regardless of
// SHAKE_AMPLITUDE or envelope.
let origin_x = 42.0;
let result = shake_offset(0.0, origin_x);
assert!(
(result - origin_x).abs() < 1e-5,
"shake_offset at elapsed=0 must equal origin_x, got {result}"
);
}
#[test]
fn shake_offset_at_elapsed_shake_secs_returns_origin_x() {
// At elapsed == SHAKE_SECS the envelope is 0, so the result must equal
// origin_x regardless of the sine value.
let origin_x = 100.0;
let result = shake_offset(SHAKE_SECS, origin_x);
assert!(
(result - origin_x).abs() < 1e-5,
"shake_offset at elapsed=SHAKE_SECS must equal origin_x (envelope=0), got {result}"
);
}
// Task #55 tests
#[test]
fn settle_scale_at_elapsed_zero_is_one() {
let scale = settle_scale(0.0);
assert!(
(scale - 1.0).abs() < 1e-5,
"settle_scale at elapsed=0 must be 1.0, got {scale}"
);
}
#[test]
fn settle_scale_at_midpoint_is_approximately_settle_min() {
// At elapsed == SETTLE_SECS / 2, sin(PI/2) == 1.0, so scale should be
// at the minimum: 1.0 - (1.0 - SETTLE_MIN_SCALE) = SETTLE_MIN_SCALE.
let scale = settle_scale(SETTLE_SECS / 2.0);
assert!(
(scale - SETTLE_MIN_SCALE).abs() < 1e-4,
"settle_scale at midpoint must be ~{SETTLE_MIN_SCALE}, got {scale}"
);
}
// Task #69 tests
#[test]
fn deal_stagger_delay_zero_index_is_zero() {
assert_eq!(deal_stagger_delay(0, DEAL_STAGGER_SECS), 0.0);
}
#[test]
fn deal_stagger_delay_returns_index_times_stagger() {
let stagger = DEAL_STAGGER_SECS;
for i in 0..52 {
let expected = i as f32 * stagger;
let actual = deal_stagger_delay(i, stagger);
assert!(
(actual - expected).abs() < 1e-6,
"deal_stagger_delay({i}, {stagger}) expected {expected}, got {actual}"
);
}
}
#[test]
fn deal_stagger_secs_normal_is_constant() {
assert!((deal_stagger_secs_for_speed(&AnimSpeed::Normal) - DEAL_STAGGER_SECS).abs() < 1e-6);
}
#[test]
fn deal_stagger_secs_fast_is_half_normal() {
let fast = deal_stagger_secs_for_speed(&AnimSpeed::Fast);
let normal = deal_stagger_secs_for_speed(&AnimSpeed::Normal);
assert!(
(fast - normal / 2.0).abs() < 1e-6,
"Fast stagger must be half of Normal, got fast={fast} normal={normal}"
);
}
#[test]
fn deal_stagger_secs_instant_is_zero() {
assert_eq!(deal_stagger_secs_for_speed(&AnimSpeed::Instant), 0.0);
}
#[test]
fn deal_stagger_delay_instant_is_always_zero() {
let stagger = deal_stagger_secs_for_speed(&AnimSpeed::Instant);
for i in 0..52 {
assert_eq!(
deal_stagger_delay(i, stagger),
0.0,
"Instant speed must produce zero delay for index {i}"
);
}
}
// Step 9 — deal stagger jitter helper
#[test]
fn deal_stagger_jitter_is_within_ten_percent() {
// Every card id in 0..256 must produce a jitter factor in ±10 %.
for card_id in 0u32..256 {
let j = deal_stagger_jitter(card_id);
assert!(
(-0.1..=0.1).contains(&j),
"deal_stagger_jitter({card_id}) = {j} is outside ±10 %"
);
}
}
#[test]
fn deal_stagger_jitter_is_deterministic() {
// Same card id must always produce the same jitter factor.
for card_id in [0u32, 7, 51, 999_999] {
assert!(
(deal_stagger_jitter(card_id) - deal_stagger_jitter(card_id)).abs() < 1e-9,
"deal_stagger_jitter({card_id}) is not deterministic"
);
}
}
// Foundation-flourish curve tests
/// Triangular curve must be 1.0 at t=0, peak at t=0.5, and 1.0 at t=1.
#[test]
fn foundation_flourish_scale_curves_through_one_one_one() {
let dur = MOTION_FOUNDATION_FLOURISH_SECS;
assert!(
(foundation_flourish_scale(0.0, dur) - 1.0).abs() < 1e-5,
"flourish scale at t=0 must be 1.0"
);
assert!(
(foundation_flourish_scale(dur / 2.0, dur) - FOUNDATION_FLOURISH_PEAK_SCALE).abs() < 1e-5,
"flourish scale at midpoint must be FOUNDATION_FLOURISH_PEAK_SCALE"
);
assert!(
(foundation_flourish_scale(dur, dur) - 1.0).abs() < 1e-5,
"flourish scale at t=duration must return to 1.0"
);
}
/// Out-of-range values are clamped, not extrapolated. Important so the
/// King never ends up at a non-1.0 scale on the frame after the
/// flourish ends (which would race against the despawn / restore step
/// in `tick_foundation_flourish`).
#[test]
fn foundation_flourish_scale_clamps_out_of_range() {
let dur = MOTION_FOUNDATION_FLOURISH_SECS;
// Negative elapsed clamps to 0 → scale 1.0.
assert!((foundation_flourish_scale(-1.0, dur) - 1.0).abs() < 1e-5);
// Past-end clamps to t=1 → scale 1.0.
assert!((foundation_flourish_scale(dur * 5.0, dur) - 1.0).abs() < 1e-5);
}
/// Zero duration (e.g. `AnimSpeed::Instant`) returns identity, never
/// divides by zero.
#[test]
fn foundation_flourish_scale_zero_duration_is_one() {
assert!((foundation_flourish_scale(0.0, 0.0) - 1.0).abs() < 1e-5);
assert!((foundation_flourish_scale(0.5, 0.0) - 1.0).abs() < 1e-5);
}
#[test]
fn deal_stagger_jitter_varies_across_card_ids() {
// 52 cards should produce more than a couple distinct jitter factors;
// a constant function would return one function for all ids.
use std::collections::HashSet;
let unique: HashSet<u64> = (0u32..52)
.map(|id| (deal_stagger_jitter(id) * 1e6) as i64 as u64)
.collect();
assert!(
unique.len() > 10,
"expected > 10 distinct jitter factors for 52 cards, got {}",
unique.len()
);
}
// -----------------------------------------------------------------------
// Reduce-motion gates — ShakeAnim, FoundationFlourish
// -----------------------------------------------------------------------
/// `start_shake_anim` must not insert `ShakeAnim` when `reduce_motion_mode`
/// is on, even when the event targets a pile that has card entities present.
#[test]
fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
}));
app.update();
// Pick a card from Tableau(0) so the event refers to a real pile.
let dest_pile = PileType::Tableau(0);
let card_id = app
.world()
.resource::<GameStateResource>()
.0
.piles
.get(&dest_pile)
.and_then(|p| p.cards.last())
.map(|c| c.id)
.expect("Tableau(0) should have at least one card in a fresh game");
// Spawn a minimal CardEntity matching that id so the system would
// find it and insert ShakeAnim if the gate were absent.
app.world_mut().spawn((
CardEntity { card_id },
Transform::default(),
));
app.world_mut()
.resource_mut::<Messages<MoveRejectedEvent>>()
.write(MoveRejectedEvent {
from: PileType::Stock,
to: dest_pile,
count: 1,
});
app.update();
let shake_count = app
.world_mut()
.query::<&ShakeAnim>()
.iter(app.world())
.count();
assert_eq!(shake_count, 0, "ShakeAnim must not be inserted under reduce-motion");
}
/// `start_foundation_flourish` must not insert `FoundationFlourish` when
/// `reduce_motion_mode` is on.
#[test]
fn foundation_flourish_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
}));
app.update();
app.world_mut()
.resource_mut::<Messages<FoundationCompletedEvent>>()
.write(FoundationCompletedEvent {
slot: 0,
suit: solitaire_core::card::Suit::Spades,
});
app.update();
let flourish_count = app
.world_mut()
.query::<&FoundationFlourish>()
.iter(app.world())
.count();
assert_eq!(flourish_count, 0, "FoundationFlourish must not be inserted under reduce-motion");
}
}