Files
Ferrous-Solitaire/solitaire_engine/src/input_plugin.rs
T
funman300 24ab25b0b7 feat(android): tap-to-toggle HUD visibility (A1)
On Android, a short tap on the empty game area (not on a card) toggles
the HUD band, info column, and action bar between Visible and Hidden.
Layout recomputes with band_h=0 when hidden so cards fill the full
screen. Any modal open restores the HUD to Visible automatically.

- hud_plugin: HudVisibility resource, HudBand/HudColumn/HudActionBar
  markers, apply_hud_visibility (fires synthetic WindowResized),
  restore_hud_on_modal, and Android-only toggle_hud_on_tap +
  HudTapTracker (15 px slop, skips card taps via DragState.is_idle())
- layout: compute_layout gains hud_visible: bool; passes band_h=0.0
  when hidden; all callers updated
- input_plugin: TouchDragSet (AfterStartDrag / BeforeEndDrag) public
  system-set anchors for cross-plugin ordering
- table_plugin: setup_table + on_window_resized read HudVisibility and
  pass hud_visible to compute_layout
- Desktop behaviour is unchanged (HudVisibility always Visible, tap
  system is #[cfg(target_os = "android")] gated)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-12 22:46:36 -07:00

2362 lines
94 KiB
Rust

//! Keyboard + mouse input for the game board.
//!
//! All systems exit immediately when `PausedResource(true)` — no moves,
//! draws, undos, or drags are processed while the pause overlay is showing.
//!
//! Keyboard:
//! - `U` → `UndoRequestEvent`
//! - `N` → `NewGameRequestEvent { seed: None }` (cancels Time Attack if active)
//! - `D` / `Space` → `DrawRequestEvent`
//! - `Esc` → handled by `PausePlugin` (overlay toggle + paused flag)
//!
//! Mouse:
//! - Left-click on the stock pile (face-down top) → `DrawRequestEvent`
//! - Left-press-drag-release on a face-up card → `MoveRequestEvent` between
//! the origin pile and whatever pile the cursor is over at release.
//! On rejection, the drag cards snap back to their origin via a
//! `StateChangedEvent` re-sync.
use std::collections::HashMap;
use bevy::ecs::system::SystemParam;
use bevy::input::touch::{TouchInput, TouchPhase, Touches};
use bevy::input::ButtonInput;
use bevy::math::{Vec2, Vec3};
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
#[cfg(not(target_os = "android"))]
use bevy::window::{MonitorSelection, WindowMode};
use solitaire_core::card::{Card, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_animation::tuning::AnimationTuning;
use crate::card_animation::{CardAnimation, MotionCurve};
use crate::card_plugin::{CardEntity, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC};
use crate::radial_menu::RightClickRadialState;
use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
use solitaire_core::game_state::DrawMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
MoveRequestEvent, NewGameRequestEvent, StartZenRequestEvent, StateChangedEvent,
UndoRequestEvent,
};
use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen};
use crate::pause_plugin::PausedResource;
use crate::progress_plugin::ProgressResource;
use crate::layout::{Layout, LayoutResource};
use crate::resources::{DragState, GameStateResource, HintCycleIndex};
use crate::selection_plugin::SelectionState;
use crate::time_attack_plugin::TimeAttackResource;
/// System-set labels used to anchor external systems relative to the touch
/// drag pipeline without duplicating the internal chain ordering.
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub enum TouchDragSet {
/// After `touch_start_drag` has run — drag state is populated if a card was touched.
AfterStartDrag,
/// Before `touch_end_drag` runs — drag state has not yet been cleared.
BeforeEndDrag,
}
/// Z-depth used for cards while being dragged — above all resting cards.
const DRAG_Z: f32 = 500.0;
/// Solver budgets used by the H-key hint system.
///
/// Wraps `solitaire_core::solver::SolverConfig` as a Bevy resource so
/// tests can inject tighter budgets to exercise the heuristic-fallback
/// path. Production initialises this to `SolverConfig::default()` (100k
/// move / 200k state budgets, the same numbers the new-game retry loop
/// uses).
#[derive(Resource, Debug, Clone, Default)]
pub struct HintSolverConfig(pub solitaire_core::solver::SolverConfig);
/// Registers keyboard, mouse, and touch input systems.
///
/// Mouse drag pipeline (ordered, left-to-right):
/// `start_drag` → `follow_drag` → `end_drag`
///
/// Touch drag pipeline (ordered, interleaved with mouse):
/// `touch_start_drag` → `touch_follow_drag` → `touch_end_drag`
///
/// Both pipelines share [`DragState`]. Only one can be active at a time —
/// the second checks `drag.is_idle()` before proceeding, and mouse drags
/// check `drag.active_touch_id.is_none()`.
///
/// All drag systems run before [`GameMutation`] so move events are consumed
/// in the same frame they are emitted.
pub struct InputPlugin;
impl Plugin for InputPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<HintCycleIndex>()
.init_resource::<HintSolverConfig>()
.init_resource::<crate::pending_hint::PendingHintTask>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<HintVisualEvent>()
.add_systems(
Update,
(
handle_keyboard_core,
handle_keyboard_hint,
handle_keyboard_forfeit,
handle_stock_click,
handle_touch_stock_tap,
handle_double_click,
// Mouse drag pipeline.
start_drag,
follow_drag,
end_drag.before(GameMutation),
// Touch drag pipeline (parallel path through DragState).
touch_start_drag.in_set(TouchDragSet::AfterStartDrag),
touch_follow_drag,
handle_double_tap, // before touch_end_drag: reads drag state pre-clear
touch_end_drag.after(TouchDragSet::BeforeEndDrag).before(GameMutation),
)
.chain(),
)
.add_systems(Update, reset_hint_cycle_on_state_change);
// F11 fullscreen toggle is desktop-only; Android windows are always full-screen.
#[cfg(not(target_os = "android"))]
app.add_systems(Update, handle_fullscreen);
app
// Async hint pipeline: state-change drop runs before the
// poll system so a move applied this frame cancels any
// in-flight task before its result can be surfaced.
.add_systems(
Update,
(
crate::pending_hint::drop_pending_hint_on_state_change,
crate::pending_hint::poll_pending_hint_task,
)
.chain(),
);
}
}
/// Bundles the event writers needed by the core keyboard handler.
///
/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit.
#[derive(SystemParam)]
struct CoreKeyboardMessages<'w> {
undo: MessageWriter<'w, UndoRequestEvent>,
new_game: MessageWriter<'w, NewGameRequestEvent>,
info_toast: MessageWriter<'w, InfoToastEvent>,
draw: MessageWriter<'w, DrawRequestEvent>,
}
/// Handles the core keyboard shortcuts: U (undo), N (new game), Z (zen mode),
/// D / Space (draw).
///
/// `N` fires `NewGameRequestEvent` straight through; the existing
/// `handle_new_game` flow shows the `ConfirmNewGameScreen` modal when
/// the current game is in progress, so a single press surfaces a real
/// Confirm / Cancel UI instead of a "press N again" toast. `Shift+N`
/// keeps the keyboard power-user bypass by setting `confirmed: true`.
///
/// While the confirm modal or the restore prompt is already open, the
/// system skips the N branch so those modals' own input handlers can
/// process N (cancel / start-new-game) without us re-firing a request
/// the same frame.
#[allow(clippy::too_many_arguments)]
fn handle_keyboard_core(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
progress: Option<Res<ProgressResource>>,
mut ev: CoreKeyboardMessages<'_>,
mut time_attack: Option<ResMut<TimeAttackResource>>,
selection: Option<Res<SelectionState>>,
mut zen_requests: MessageReader<StartZenRequestEvent>,
confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
restore_prompts: Query<(), With<RestorePromptScreen>>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if keys.just_pressed(KeyCode::KeyU) {
ev.undo.write(UndoRequestEvent);
}
if keys.just_pressed(KeyCode::KeyN) {
// If a Time Attack session is running, cancel it and start a Classic game.
if let Some(ref mut session) = time_attack
&& session.active {
session.active = false;
session.remaining_secs = 0.0;
ev.info_toast.write(InfoToastEvent("Time Attack ended".to_string()));
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: Some(solitaire_core::game_state::GameMode::Classic),
confirmed: false,
});
return;
}
// The confirm modal and restore prompt own N while they're up —
// they cancel / accept respectively. Skipping here prevents us
// from firing a fresh request the same frame those modals close.
if !confirm_screens.is_empty() || !restore_prompts.is_empty() {
// intentional: defer to those modals' input handlers.
} else {
let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: None,
// Shift+N skips the confirm modal for keyboard power-users;
// bare N falls through `handle_new_game`'s active-game check
// and shows the modal when a game is in progress.
confirmed: shift_held,
});
}
}
let zen_clicked = zen_requests.read().count() > 0;
if keys.just_pressed(KeyCode::KeyZ) || zen_clicked {
// Zen / Challenge / Time Attack are gated to level >= CHALLENGE_UNLOCK_LEVEL.
// X is gated separately by ChallengePlugin. Either Z or the HUD
// Modes-popover "Zen" row reaches this branch.
let level = progress.as_ref().map_or(0, |p| p.0.level);
if level >= CHALLENGE_UNLOCK_LEVEL {
ev.new_game.write(NewGameRequestEvent {
seed: None,
mode: Some(solitaire_core::game_state::GameMode::Zen),
confirmed: false,
});
} else {
ev.info_toast.write(InfoToastEvent(format!(
"Zen mode unlocks at level {CHALLENGE_UNLOCK_LEVEL}"
)));
}
}
// Space draws only when no card is keyboard-selected; when a card IS selected,
// SelectionPlugin handles Space to execute the move.
let space_draws = keys.just_pressed(KeyCode::Space)
&& selection.as_ref().is_none_or(|s| s.selected_pile.is_none());
if keys.just_pressed(KeyCode::KeyD) || space_draws {
ev.draw.write(DrawRequestEvent);
}
// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
}
/// Handles the H key: spawn an async solver task on
/// `AsyncComputeTaskPool` whose result `pending_hint::poll_pending_hint_task`
/// turns into hint visuals one frame later.
///
/// Median solve time is ~2 ms but pathological positions can hit the
/// `SolverConfig::default()` cap at ~120 ms; running synchronously
/// (the v0.17.0 behaviour) blocked the main thread on the same frame
/// the player pressed H. Cancel-on-replace lives in
/// `PendingHintTask::spawn` — a fresh H press while a previous task
/// is in flight drops the previous task's handle.
///
/// Special-cases: when the game is already won, surface a "Game won!"
/// toast instead of asking the solver. The poll system handles the
/// "no legal moves" toast on the heuristic fallback path so the
/// handler here only needs to dispatch.
fn handle_keyboard_hint(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
game: Option<Res<GameStateResource>>,
layout: Option<Res<LayoutResource>>,
solver_config: Res<HintSolverConfig>,
mut pending_hint: ResMut<crate::pending_hint::PendingHintTask>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !keys.just_pressed(KeyCode::KeyH) {
return;
}
let Some(ref g) = game else { return };
if g.0.is_won {
info_toast.write(InfoToastEvent("Game won! Press N for a new game".to_string()));
return;
}
let Some(_layout_res) = layout else { return };
pending_hint.spawn(g.0.clone(), solver_config.0);
}
/// Heuristic hint helper used by `pending_hint::poll_pending_hint_task`
/// when the solver returns `Inconclusive` or `Unwinnable`.
///
/// Picks the hint at `HintCycleIndex % hints.len()` (wrapping) and
/// advances the index so successive H presses on a stuck position
/// cycle through every legal move. Returns `None` when no legal move
/// exists at all — the caller surfaces a "No hints available" toast.
pub fn find_heuristic_hint(
game: &GameState,
hint_cycle: &mut HintCycleIndex,
) -> Option<(PileType, PileType)> {
let hints = all_hints(game);
if hints.is_empty() {
return None;
}
let idx = hint_cycle.0 % hints.len();
hint_cycle.0 = hint_cycle.0.wrapping_add(1);
let (from, to, _count) = hints[idx].clone();
Some((from, to))
}
/// Apply the visual + toast effects for a single chosen hint move.
///
/// Shared between the solver-driven and heuristic-driven hint paths so
/// both produce identical player-facing feedback. Called from
/// `pending_hint::poll_pending_hint_task` once the async solver task
/// resolves.
pub fn emit_hint_visuals(
game: &GameState,
from: &PileType,
to: &PileType,
commands: &mut Commands,
mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
info_toast: &mut MessageWriter<InfoToastEvent>,
hint_visual: &mut MessageWriter<HintVisualEvent>,
) {
// When the hint points at the stock (draw suggestion) there is no
// face-up card to highlight — show a toast instead.
// If the stock is empty, pressing D will recycle the waste rather
// than draw a card, so the toast text must reflect that.
if *from == PileType::Stock {
let stock_empty = game.piles
.get(&PileType::Stock)
.is_some_and(|p| p.cards.is_empty());
let msg = if stock_empty {
"Hint: recycle waste (D)".to_string()
} else {
"Hint: draw from stock (D)".to_string()
};
info_toast.write(InfoToastEvent(msg));
return;
}
// Find the top face-up card in the source pile and highlight it.
let top_card_id = game.piles.get(from)
.and_then(|p| p.cards.last().filter(|c| c.face_up))
.map(|c| c.id);
if let Some(card_id) = top_card_id {
for (entity, card_entity, mut sprite) in card_entities.iter_mut() {
if card_entity.card_id == card_id {
// Tint the card gold without replacing the Sprite (which would
// discard the image handle set by CardImageSet). Uses the
// design-system `STATE_WARNING` token so the source-card
// tint matches the destination pile highlight, both of
// which signal "look here" for the hint.
sprite.color = STATE_WARNING;
commands.entity(entity)
.insert(HintHighlight { remaining: 2.0 })
.insert(HintHighlightTimer(2.0));
break;
}
}
// Emit HintVisualEvent so the destination pile marker is also
// tinted gold for 2 s.
hint_visual.write(HintVisualEvent {
source_card_id: card_id,
dest_pile: to.clone(),
});
}
// Fire an informational toast describing where the hinted card should
// move so the player always sees the suggestion in text. When the
// destination foundation already claims a suit, surface that suit so the
// player keeps thinking in suit terms; otherwise fall back to "foundation".
let msg = match to {
PileType::Foundation(_) => {
let claimed = game.piles.get(to).and_then(|p| p.claimed_suit());
if let Some(suit) = claimed {
let suit_name = match suit {
Suit::Clubs => "Clubs",
Suit::Diamonds => "Diamonds",
Suit::Hearts => "Hearts",
Suit::Spades => "Spades",
};
format!("Hint: move to {suit_name} foundation")
} else {
"Hint: move to foundation".to_string()
}
}
PileType::Tableau(col) => format!("Hint: move to tableau (col {})", col + 1),
_ => "Hint: move card".to_string(),
};
info_toast.write(InfoToastEvent(msg));
}
/// Handles the G key: fires `ForfeitRequestEvent` so `PausePlugin`
/// can spawn the `ForfeitConfirmScreen` modal.
///
/// Replaces a prior double-press toast countdown with a real
/// Cancel / Yes-forfeit modal — the same code path the Pause modal's
/// Forfeit button takes. The "no game to forfeit" check (won state,
/// missing resource) lives in `handle_forfeit_request` so it can
/// surface a toast; here we only gate on whether the player is paused
/// (in which case the pause modal's Forfeit button is the entry
/// point).
fn handle_keyboard_forfeit(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
mut requests: MessageWriter<ForfeitRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !keys.just_pressed(KeyCode::KeyG) {
return;
}
requests.write(ForfeitRequestEvent);
}
/// Resets [`HintCycleIndex`] to `0` whenever the game state changes or a new
/// game is requested so the next H press always starts cycling from the first
/// hint of the new position.
///
/// Listening to both events ensures the reset happens immediately on
/// `NewGameRequestEvent`, one frame before the `StateChangedEvent` that the
/// game plugin fires after dealing — preventing a stale hint from the previous
/// game being shown when H is pressed in that gap frame.
fn reset_hint_cycle_on_state_change(
mut state_events: MessageReader<StateChangedEvent>,
mut new_game_events: MessageReader<NewGameRequestEvent>,
mut hint_cycle: ResMut<HintCycleIndex>,
) {
if state_events.read().next().is_some() || new_game_events.read().next().is_some() {
hint_cycle.0 = 0;
}
}
/// `F11` toggles between borderless-fullscreen and windowed mode.
/// Not gated by the pause flag — the player can always resize the window.
#[cfg(not(target_os = "android"))]
fn handle_fullscreen(
keys: Res<ButtonInput<KeyCode>>,
mut windows: Query<&mut Window, With<PrimaryWindow>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !keys.just_pressed(KeyCode::F11) {
return;
}
let Ok(mut window) = windows.single_mut() else { return };
let new_mode = match window.mode {
WindowMode::Windowed => WindowMode::BorderlessFullscreen(MonitorSelection::Current),
_ => WindowMode::Windowed,
};
window.mode = new_mode;
let label = match window.mode {
WindowMode::Windowed => "Fullscreen: off",
_ => "Fullscreen: on",
};
toast.write(InfoToastEvent(label.to_string()));
}
fn handle_stock_click(
buttons: Res<ButtonInput<MouseButton>>,
drag: Res<DragState>,
paused: Option<Res<PausedResource>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
mut draw: MessageWriter<DrawRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return;
}
let Some(layout) = layout else {
return;
};
let Some(world) = cursor_world(&windows, &cameras) else {
return;
};
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else {
return;
};
if point_in_rect(world, stock_pos, layout.0.card_size) {
draw.write(DrawRequestEvent);
}
}
/// Fires [`DrawRequestEvent`] when the player taps the stock pile on a touch screen.
///
/// Uses `TouchPhase::Started` (the finger-down moment) for instant responsiveness
/// — since the stock cannot be dragged, there is no ambiguity between a tap and
/// the start of a drag on this pile. Does nothing while a drag is in progress.
fn handle_touch_stock_tap(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
drag: Res<DragState>,
mut draw: MessageWriter<DrawRequestEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
for event in touch_events.read() {
if event.phase != TouchPhase::Started {
continue;
}
let Some(world) = touch_to_world(&cameras, event.position) else {
continue;
};
let Some(&stock_pos) = layout.0.pile_positions.get(&PileType::Stock) else {
continue;
};
if point_in_rect(world, stock_pos, layout.0.card_size) {
draw.write(DrawRequestEvent);
break; // one draw per tap frame
}
}
}
/// Begins a mouse drag: records the press position and the cards that would be
/// dragged. Cards are **not** elevated yet — that happens in [`follow_drag`]
/// once the drag threshold is crossed.
#[allow(clippy::too_many_arguments)]
fn start_drag(
buttons: Res<ButtonInput<MouseButton>>,
touches: Option<Res<Touches>>,
paused: Option<Res<PausedResource>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Only start a new drag when idle (no touch drag running either).
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return;
}
// On platforms where Winit simulates a MouseButton::Left press from the
// first touch, this guard ensures touch_start_drag (which runs after this
// system) claims the drag state instead of the mouse path. Without it the
// card is tracked via cursor_world (updated from the simulated mouse
// position) rather than the Touches resource, which can be one frame
// behind the actual finger position on Android.
if touches.as_ref().is_some_and(|t| t.iter_just_pressed().next().is_some()) {
return;
}
let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else { return };
// Don't pick up the stock — that is handled by handle_stock_click.
let Some((pile, stack_index, card_ids)) = find_draggable_at(world, &game.0, &layout.0) else {
return;
};
let bottom_pos = card_position(&game.0, &layout.0, &pile, stack_index);
// Store as a pending drag. We do NOT elevate the cards yet — the visual
// lift happens in follow_drag once the threshold is crossed.
drag.cards = card_ids;
drag.origin_pile = Some(pile);
drag.cursor_offset = bottom_pos - world;
drag.origin_z = DRAG_Z;
drag.press_pos = world;
drag.committed = false;
drag.active_touch_id = None;
}
/// Moves dragged cards with the mouse cursor each frame.
///
/// If the drag has not yet been committed (threshold not crossed), checks
/// whether the cursor has moved far enough from the press position to commit.
/// On commit, cards are elevated to `DRAG_Z` and dimmed. Does nothing for
/// touch-driven drags (`drag.active_touch_id.is_some()`).
#[allow(clippy::too_many_arguments)]
fn follow_drag(
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut drag: ResMut<DragState>,
layout: Option<Res<LayoutResource>>,
tuning: Res<AnimationTuning>,
mut card_transforms: Query<(&CardEntity, &mut Transform, &mut Sprite)>,
) {
// Skip if idle or if a touch drag is running.
if drag.is_idle() || drag.active_touch_id.is_some() {
return;
}
let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else {
// Cursor left the window mid-drag. Cancel a pending drag; let a
// committed drag freeze at the last known position.
if !drag.committed {
drag.clear();
}
return;
};
// Check drag threshold on the first frames after press.
if !drag.committed {
// Use screen-space distance (world ≈ screen for 2-D games with no
// camera zoom, which is our case).
let moved = world.distance(drag.press_pos);
if moved < tuning.drag_threshold_px {
return; // Still within tap zone — don't start visual drag yet.
}
// Threshold crossed → commit.
drag.committed = true;
// Elevate cards: push to DRAG_Z and dim slightly so the board
// beneath stays readable.
for (i, &id) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, mut sprite)) =
card_transforms.iter_mut().find(|(ce, _, _)| ce.card_id == id)
{
transform.translation.z = DRAG_Z + i as f32 * 0.01;
sprite.color.set_alpha(0.85);
}
}
}
// Move cards to the cursor.
let bottom_pos = world + drag.cursor_offset;
let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
for (i, &id) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, _)) =
card_transforms.iter_mut().find(|(ce, _, _)| ce.card_id == id)
{
transform.translation.x = bottom_pos.x;
transform.translation.y = bottom_pos.y + fan * i as f32;
}
}
}
#[allow(clippy::too_many_arguments)]
fn end_drag(
buttons: Res<ButtonInput<MouseButton>>,
paused: Option<Res<PausedResource>>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut changed: MessageWriter<StateChangedEvent>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
) {
if paused.is_some_and(|p| p.0) {
drag.clear();
return;
}
// Only handle mouse releases; touch releases are handled by touch_end_drag.
if !buttons.just_released(MouseButton::Left) || drag.is_idle() {
return;
}
if drag.active_touch_id.is_some() {
return; // Touch-driven drag — not ours to handle.
}
// If the drag was never committed (user tapped without moving far enough),
// treat it as a click: cancel the pending drag and exit. We deliberately
// do NOT fire `StateChangedEvent` here — `start_drag` only mutates the
// `DragState` resource on press, never card transforms, so an uncommitted
// drag has no visual side effect to undo.
//
// Firing one would race a CardAnim that's already in flight on the same
// card. Specifically: on a successful double-click, `handle_double_click`
// fires `MoveRequestEvent`, `start_drag` picks the card up the same
// frame (uncommitted), and `handle_move` queues a `StateChangedEvent` →
// `sync_cards_on_change` starts a slide animation. When the player
// releases the button mid-slide, `end_drag` would fire a second
// `StateChangedEvent`, `sync_cards_on_change` would see the card mid-
// animation (`cur != target`), and replace the in-flight CardAnim with
// a fresh one — restarting the slide and reading on screen as the move
// animation playing twice.
if !drag.committed {
drag.clear();
return;
}
let Some(layout) = layout else {
return;
};
let Some(origin) = drag.origin_pile.clone() else {
drag.clear();
return;
};
let count = drag.cards.len();
let world = cursor_world(&windows, &cameras);
let target = world.and_then(|w| find_drop_target(w, &game.0, &layout.0, &origin));
// Whether we fire a MoveRequestEvent or not, always trigger a resync so
// the dragged cards snap back to their resting positions if the move is
// rejected (or never fired). When the cursor was over a real pile but
// the placement is illegal, fire MoveRejectedEvent so AudioPlugin can
// play card_invalid.wav.
let mut fired = false;
if let Some(target) = target
&& target != origin {
let bottom_card_id = drag.cards[0];
if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) {
let ok = match &target {
PileType::Foundation(_) => {
count == 1
&& can_place_on_foundation(
&bottom_card,
&game.0.piles[&target],
)
}
PileType::Tableau(_) => {
can_place_on_tableau(&bottom_card, &game.0.piles[&target])
}
_ => false,
};
if ok {
moves.write(MoveRequestEvent {
from: origin.clone(),
to: target.clone(),
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin.clone(),
to: target.clone(),
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot in the origin pile.
// The audio cue (card_invalid.wav, played by AudioPlugin
// on MoveRejectedEvent) still gives the player clear
// negative feedback; this just replaces the old shake
// wiggle with a forgiving ease-out tween.
//
// `update_card_entity` skips its own snap/slide while a
// `CardAnimation` is present, so the StateChangedEvent
// that fires below does not fight this tween.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) =
origin_pile.cards.iter().position(|c| c.id == card_id)
else {
continue;
};
let target_pos =
card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
}
}
}
drag.clear();
// Either the move succeeded (GamePlugin will also fire StateChangedEvent)
// or it didn't — in both cases we emit one so cards resync to the current
// game state. Duplicate events are harmless.
changed.write(StateChangedEvent);
let _ = fired;
}
// ---------------------------------------------------------------------------
// Touch drag pipeline
// ---------------------------------------------------------------------------
/// Begins a touch drag when a finger first touches a face-up card.
///
/// Mirrors [`start_drag`] but uses [`TouchInput`] events instead of mouse
/// buttons. Records the touch ID in [`DragState`] so only this finger drives
/// the drag — other fingers are ignored.
fn touch_start_drag(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Only one drag at a time.
if !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
for event in touch_events.read() {
if event.phase != TouchPhase::Started {
continue;
}
let Some(world) = touch_to_world(&cameras, event.position) else {
continue;
};
let Some((pile, stack_index, card_ids)) =
find_draggable_at(world, &game.0, &layout.0)
else {
continue;
};
let bottom_pos = card_position(&game.0, &layout.0, &pile, stack_index);
drag.cards = card_ids;
drag.origin_pile = Some(pile);
drag.cursor_offset = bottom_pos - world;
drag.origin_z = DRAG_Z;
drag.press_pos = event.position; // screen-space for threshold comparison
drag.committed = false;
drag.active_touch_id = Some(event.id);
// Process only the first touch that landed on a card.
break;
}
}
/// Moves touch-dragged cards with the active finger each frame.
///
/// Checks the drag threshold on the first frames after the touch began and
/// commits (elevates cards) once exceeded. Does nothing for mouse drags.
#[allow(clippy::too_many_arguments)]
fn touch_follow_drag(
touches: Option<Res<Touches>>,
cameras: Query<(&Camera, &GlobalTransform)>,
mut drag: ResMut<DragState>,
layout: Option<Res<LayoutResource>>,
tuning: Res<AnimationTuning>,
mut card_transforms: Query<(&CardEntity, &mut Transform, &mut Sprite)>,
) {
let Some(active_id) = drag.active_touch_id else {
return; // Mouse drag or idle.
};
let Some(touches) = touches else { return };
let Some(layout) = layout else { return };
// Look up the driving touch.
let Some(touch) = touches.iter().find(|t| t.id() == active_id) else {
// Touch no longer active — will be cleaned up by touch_end_drag.
return;
};
let Some(world) = touch_to_world(&cameras, touch.position()) else {
return;
};
if !drag.committed {
// Compare screen-space distance from the original press position.
let moved = touch.position().distance(drag.press_pos);
if moved < tuning.drag_threshold_px {
return;
}
drag.committed = true;
for (i, &id) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, mut sprite)) =
card_transforms.iter_mut().find(|(ce, _, _)| ce.card_id == id)
{
transform.translation.z = DRAG_Z + i as f32 * 0.01;
sprite.color.set_alpha(0.85);
}
}
}
let bottom_pos = world + drag.cursor_offset;
let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
for (i, &id) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, _)) =
card_transforms.iter_mut().find(|(ce, _, _)| ce.card_id == id)
{
transform.translation.x = bottom_pos.x;
transform.translation.y = bottom_pos.y + fan * i as f32;
}
}
}
/// Resolves a touch drag when the finger lifts or is cancelled.
///
/// Mirrors [`end_drag`] but reads [`TouchInput`] events instead of mouse
/// buttons. Uncommitted drags (tap gestures) are cancelled cleanly.
#[allow(clippy::too_many_arguments)]
fn touch_end_drag(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut drag: ResMut<DragState>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut changed: MessageWriter<StateChangedEvent>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
) {
let Some(active_id) = drag.active_touch_id else {
return; // Mouse drag or idle.
};
if paused.is_some_and(|p| p.0) {
drag.clear();
return;
}
for event in touch_events.read() {
if event.id != active_id {
continue;
}
if !matches!(event.phase, TouchPhase::Ended | TouchPhase::Canceled) {
continue;
}
// Uncommitted tap — cancel cleanly.
if !drag.committed {
drag.clear();
changed.write(StateChangedEvent);
return;
}
let Some(origin) = drag.origin_pile.clone() else {
drag.clear();
return;
};
let count = drag.cards.len();
// Find the drop target using the finger's lift position.
let world = touch_to_world(&cameras, event.position);
let Some(layout) = layout.as_ref() else {
drag.clear();
changed.write(StateChangedEvent);
return;
};
let target =
world.and_then(|w| find_drop_target(w, &game.0, &layout.0, &origin));
let mut fired = false;
if let Some(target) = target
&& target != origin {
let bottom_card_id = drag.cards[0];
if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) {
let ok = match &target {
PileType::Foundation(_) => {
count == 1
&& can_place_on_foundation(&bottom_card, &game.0.piles[&target])
}
PileType::Tableau(_) => {
can_place_on_tableau(&bottom_card, &game.0.piles[&target])
}
_ => false,
};
if ok {
moves.write(MoveRequestEvent { from: origin.clone(), to: target, count });
fired = true;
} else {
rejected.write(MoveRejectedEvent { from: origin.clone(), to: target, count });
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot. See `end_drag`
// (mouse path) for the full rationale; the touch path
// mirrors it exactly so finger and mouse rejection
// feel identical.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) =
origin_pile.cards.iter().position(|c| c.id == card_id)
else {
continue;
};
let target_pos =
card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) =
card_entities.iter().find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
}
}
}
drag.clear();
changed.write(StateChangedEvent);
let _ = fired;
return;
}
}
// ---------------------------------------------------------------------------
// Helpers
// ---------------------------------------------------------------------------
fn cursor_world(
windows: &Query<&Window, With<PrimaryWindow>>,
cameras: &Query<(&Camera, &GlobalTransform)>,
) -> Option<Vec2> {
let window = windows.single().ok()?;
let cursor = window.cursor_position()?;
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, cursor).ok()
}
/// Converts a touch screen position (logical pixels, top-left origin) to
/// world-space 2-D coordinates using the primary camera.
///
/// Returns `None` if no camera is present or the projection fails.
fn touch_to_world(
cameras: &Query<(&Camera, &GlobalTransform)>,
screen_pos: Vec2,
) -> Option<Vec2> {
let (camera, camera_transform) = cameras.single().ok()?;
camera.viewport_to_world_2d(camera_transform, screen_pos).ok()
}
/// Axis-aligned rectangle hit-test with a center and full size.
fn point_in_rect(point: Vec2, center: Vec2, size: Vec2) -> bool {
let half = size / 2.0;
point.x >= center.x - half.x
&& point.x <= center.x + half.x
&& point.y >= center.y - half.y
&& point.y <= center.y + half.y
}
/// Where a card at `stack_index` in pile `pile` would be rendered.
///
/// For tableau columns the per-card fan step depends on the face-up state of
/// every preceding card — face-down cards step by `layout.tableau_facedown_fan_frac`,
/// face-up cards by `layout.tableau_fan_frac`. Mirrors `card_plugin::card_positions`
/// exactly; any drift creates an offset between the visible card face and
/// where clicks land.
fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index: usize) -> Vec2 {
let base = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let mut y_offset = 0.0_f32;
if let Some(pile_cards) = game.piles.get(pile) {
for card in pile_cards.cards.iter().take(stack_index) {
let step = if card.face_up {
layout.tableau_fan_frac
} else {
layout.tableau_facedown_fan_frac
};
y_offset -= layout.card_size.y * step;
}
}
Vec2::new(base.x, base.y + y_offset)
} else if matches!(pile, PileType::Waste) && game.draw_mode == DrawMode::DrawThree {
// In Draw-Three mode the top 3 waste cards are fanned in X to match
// card_plugin::card_positions(). Hit-testing must use the same offsets
// so clicking the visually rightmost (top) card actually registers.
let pile_len = game.piles.get(pile).map_or(0, |p| p.cards.len());
let visible_start = pile_len.saturating_sub(3);
let slot = stack_index.saturating_sub(visible_start) as f32;
Vec2::new(base.x + slot * layout.card_size.x * 0.28, base.y)
} else {
base
}
}
fn card_by_id(game: &GameState, id: u32) -> Option<solitaire_core::card::Card> {
for pile in game.piles.values() {
if let Some(card) = pile.cards.iter().find(|c| c.id == id) {
return Some(card.clone());
}
}
None
}
/// Given a world-space cursor, find the topmost draggable card. Returns
/// `(pile, bottom_stack_index, card_ids_bottom_to_top)`.
fn find_draggable_at(
cursor: Vec2,
game: &GameState,
layout: &Layout,
) -> Option<(PileType, usize, Vec<u32>)> {
// Search order: waste, foundations, tableau. Stock is skipped (click-to-draw).
// Within a pile, we consider cards top-down because the visual top card is drawn last.
let piles = [
PileType::Waste,
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
for pile in piles {
let Some(pile_cards) = game.piles.get(&pile) else {
continue;
};
if pile_cards.cards.is_empty() {
continue;
}
let is_tableau = matches!(pile, PileType::Tableau(_));
// Iterate from topmost to bottommost so the first hit is the one
// visually on top.
for i in (0..pile_cards.cards.len()).rev() {
let card = &pile_cards.cards[i];
if !card.face_up {
continue;
}
let pos = card_position(game, layout, &pile, i);
if !point_in_rect(cursor, pos, layout.card_size) {
continue;
}
// Picked a face-up card. Determine drag range:
// - Tableau: cards [i..len), must all be face-up (guaranteed
// because tableau never has face-down above face-up).
// - Waste / Foundation: only the top card is draggable.
let (start, end) = if is_tableau {
(i, pile_cards.cards.len())
} else {
if i != pile_cards.cards.len() - 1 {
return None;
}
(i, i + 1)
};
let ids: Vec<u32> = pile_cards.cards[start..end].iter().map(|c| c.id).collect();
return Some((pile, start, ids));
}
}
None
}
/// Pick the drop-target pile whose extended rectangle contains `cursor`.
/// Returns `None` if the cursor is outside every pile's rectangle.
fn find_drop_target(
cursor: Vec2,
game: &GameState,
layout: &Layout,
origin: &PileType,
) -> Option<PileType> {
let piles = [
PileType::Foundation(0),
PileType::Foundation(1),
PileType::Foundation(2),
PileType::Foundation(3),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
for pile in piles {
let (center, size) = pile_drop_rect(&pile, layout, game);
if point_in_rect(cursor, center, size) {
// Skip origin — dropping onto the source is a no-op.
if pile == *origin {
continue;
}
return Some(pile);
}
}
None
}
/// Bounding rect used for drop detection. For tableaus this extends
/// downward to cover the entire visible fan of cards.
fn pile_drop_rect(pile: &PileType, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
let center = layout.pile_positions[pile];
if matches!(pile, PileType::Tableau(_)) {
let card_count = game.piles.get(pile).map_or(0, |p| p.cards.len());
if card_count > 1 {
let fan = -layout.card_size.y * layout.tableau_fan_frac;
let bottom_card_center_y = center.y + fan * (card_count - 1) as f32;
let top_edge = center.y + layout.card_size.y / 2.0;
let bottom_edge = bottom_card_center_y - layout.card_size.y / 2.0;
let span_height = top_edge - bottom_edge;
let new_center_y = (top_edge + bottom_edge) / 2.0;
return (
Vec2::new(center.x, new_center_y),
Vec2::new(layout.card_size.x, span_height),
);
}
}
(center, layout.card_size)
}
// ---------------------------------------------------------------------------
// Task #27 — Double-click / double-tap to auto-move
// ---------------------------------------------------------------------------
/// Maximum seconds between two clicks to count as a double-click.
const DOUBLE_CLICK_WINDOW: f32 = 0.35;
/// Duration of the lime flash applied to moved cards when a tap
/// auto-move succeeds. Short enough not to linger, long enough to register
/// during the card animation (~0.3 s).
const DOUBLE_TAP_FLASH_SECS: f32 = 0.35;
/// Find the best legal destination for `card` — Foundation first, then Tableau.
///
/// Returns `None` if no legal move exists from the card's current location.
pub fn best_destination(card: &Card, game: &GameState) -> Option<PileType> {
// Try all four foundation slots first.
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile) {
return Some(dest);
}
}
// Then try all seven tableau piles.
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, pile) {
return Some(dest);
}
}
None
}
/// Find the best tableau column onto which the stack rooted at `bottom_card`
/// can be legally placed, excluding the stack's own source pile.
///
/// Returns `(destination, stack_count)` if a legal target exists, or `None`
/// if the stack cannot move anywhere. Only tableau destinations are considered
/// because multi-card stacks cannot go to foundations.
pub fn best_tableau_destination_for_stack(
bottom_card: &Card,
from: &PileType,
game: &GameState,
stack_count: usize,
) -> Option<(PileType, usize)> {
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *from {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(bottom_card, pile) {
return Some((dest, stack_count));
}
}
None
}
/// System that detects double-clicks on face-up cards and fires `MoveRequestEvent`
/// to the best legal destination.
///
/// Move priority:
/// 1. Move the single **top** card to its best foundation (or tableau) destination.
/// 2. If no single-card move exists and the clicked card is the base of a
/// multi-card face-up stack, move the whole stack to the best tableau column.
///
/// When a multi-card stack double-click finds no legal destination (Priority 2
/// returns `None`), fires `MoveRejectedEvent` with `from == to == pile` so the
/// invalid-move sound plays and the source pile cards shake as feedback.
#[allow(clippy::too_many_arguments)]
fn handle_double_click(
buttons: Res<ButtonInput<MouseButton>>,
paused: Option<Res<PausedResource>>,
time: Res<Time>,
drag: Res<DragState>,
windows: Query<&Window, With<PrimaryWindow>>,
cameras: Query<(&Camera, &GlobalTransform)>,
layout: Option<Res<LayoutResource>>,
game: Res<GameStateResource>,
mut last_click: Local<HashMap<u32, f32>>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
if !buttons.just_pressed(MouseButton::Left) || !drag.is_idle() {
return;
}
let Some(layout) = layout else { return };
let Some(world) = cursor_world(&windows, &cameras) else { return };
// Identify which card (or stack base) was clicked (must be face-up and draggable).
let Some((pile, stack_index, card_ids)) = find_draggable_at(world, &game.0, &layout.0) else {
return;
};
// The topmost card in the draggable run — used as the double-click key.
let Some(&top_card_id) = card_ids.last() else { return };
let top_index = stack_index + card_ids.len() - 1;
let Some(top_card) = game.0.piles.get(&pile)
.and_then(|p| p.cards.get(top_index)) else { return };
if !top_card.face_up || top_card.id != top_card_id {
return;
}
let now = time.elapsed_secs();
let prev = last_click.get(&top_card_id).copied().unwrap_or(f32::NEG_INFINITY);
if now - prev <= DOUBLE_CLICK_WINDOW {
// Double-click confirmed.
last_click.remove(&top_card_id);
// Priority 1: move the single top card (foundation preferred, then tableau).
if let Some(dest) = best_destination(top_card, &game.0) {
moves.write(MoveRequestEvent {
from: pile,
to: dest,
count: 1,
});
return;
}
// Priority 2: if the player clicked the base of a multi-card face-up
// stack (card_ids.len() > 1), try moving the whole stack to another
// tableau column.
if card_ids.len() > 1
&& let Some(bottom_card) = game.0.piles.get(&pile)
.and_then(|p| p.cards.get(stack_index))
&& let Some((dest, count)) = best_tableau_destination_for_stack(
bottom_card,
&pile,
&game.0,
card_ids.len(),
)
{
moves.write(MoveRequestEvent {
from: pile,
to: dest,
count,
});
return;
}
// Both priorities failed — play the invalid-move sound and shake
// the source pile as feedback. `MoveRejectedEvent` with
// `from == to` routes the shake to the source pile (which
// `start_shake_anim` reads from `ev.to`). Pre-fix, this branch
// only fired for multi-card stacks, so a double-click on a
// single card with no legal destination did nothing — no
// sound, no shake. Now both single-card and stack misses get
// the same feedback.
rejected.write(MoveRejectedEvent {
from: pile.clone(),
to: pile,
count: card_ids.len(),
});
} else {
// Single click — record the time.
last_click.insert(top_card_id, now);
}
}
// ---------------------------------------------------------------------------
// Tap-to-move (touch equivalent of mouse auto-move)
// ---------------------------------------------------------------------------
/// Fires `MoveRequestEvent` when the player taps a face-up card without
/// dragging — the touch equivalent of the mouse auto-move flow.
///
/// Must run **before** `touch_end_drag` in the system chain. At
/// `TouchPhase::Ended` the drag state still holds `active_touch_id`,
/// `cards`, and `origin_pile`; once `touch_end_drag` fires those fields
/// are cleared and the tap/drag distinction is permanently lost.
///
/// Move priority:
/// 1. Single top card to its best foundation (or tableau).
/// 2. Whole face-up run to best tableau column when no single-card move exists.
/// 3. `MoveRejectedEvent` for audio + shake feedback when no legal move found.
#[allow(clippy::too_many_arguments)]
fn handle_double_tap(
mut touch_events: MessageReader<TouchInput>,
paused: Option<Res<PausedResource>>,
radial: Option<Res<RightClickRadialState>>,
drag: Res<DragState>,
game: Res<GameStateResource>,
mut moves: MessageWriter<MoveRequestEvent>,
mut rejected: MessageWriter<MoveRejectedEvent>,
mut commands: Commands,
mut card_sprites: Query<(Entity, &CardEntity, &mut Sprite)>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Long-press opened the radial — let radial_handle_release_or_cancel own
// the finger-lift event.
if radial.is_some_and(|r| r.is_active()) {
return;
}
let Some(active_id) = drag.active_touch_id else { return };
if drag.committed {
return;
}
for event in touch_events.read() {
if event.id != active_id || event.phase != TouchPhase::Ended {
continue;
}
// Uncommitted touch ended = pure tap.
let Some(&top_card_id) = drag.cards.last() else { return };
let Some(ref pile) = drag.origin_pile else { return };
let Some(pile_cards) = game.0.piles.get(pile) else { return };
let Some(top_card) = pile_cards.cards.iter().find(|c| c.id == top_card_id) else {
return;
};
if !top_card.face_up {
return;
}
// Priority 1: move single top card.
if let Some(dest) = best_destination(top_card, &game.0) {
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
if ce.card_id == top_card_id {
sprite.color = STATE_SUCCESS;
commands.entity(entity).insert(HintHighlight { remaining: DOUBLE_TAP_FLASH_SECS });
break;
}
}
moves.write(MoveRequestEvent {
from: pile.clone(),
to: dest,
count: 1,
});
return;
}
// Priority 2: move whole face-up stack to best tableau column.
if drag.cards.len() > 1 {
let stack_index = pile_cards.cards.len() - drag.cards.len();
if let Some(bottom_card) = pile_cards.cards.get(stack_index)
&& let Some((dest, count)) = best_tableau_destination_for_stack(
bottom_card,
pile,
&game.0,
drag.cards.len(),
)
{
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
if drag.cards.contains(&ce.card_id) {
sprite.color = STATE_SUCCESS;
commands.entity(entity).insert(HintHighlight { remaining: DOUBLE_TAP_FLASH_SECS });
}
}
moves.write(MoveRequestEvent {
from: pile.clone(),
to: dest,
count,
});
return;
}
}
rejected.write(MoveRejectedEvent {
from: pile.clone(),
to: pile.clone(),
count: drag.cards.len(),
});
}
}
// ---------------------------------------------------------------------------
// Task #28 — Hint system helpers
// ---------------------------------------------------------------------------
/// Build the complete list of legal moves available in `game`, ordered so that
/// foundation moves come first, then tableau-to-tableau moves, with "draw from
/// stock" appended last when the stock is non-empty and nothing else is
/// available.
///
/// Each entry is `(from, to, count)` — the same triple used by
/// [`MoveRequestEvent`]. The list may be empty when no move exists at all
/// (game is stuck).
///
/// This is the backing data for the cycling hint system: the H key steps
/// through `hints[HintCycleIndex % hints.len()]` on each press.
pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
let sources: Vec<PileType> = {
let mut s = vec![PileType::Waste];
for i in 0..7_usize {
s.push(PileType::Tableau(i));
}
s
};
let mut hints: Vec<(PileType, PileType, usize)> = Vec::new();
// Pass 1 — foundation moves (highest priority, shown first).
for from in &sources {
let Some(from_pile) = game.piles.get(from) else { continue };
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue };
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, dest_pile) {
hints.push((from.clone(), dest, 1));
// Each source card can land on at most one foundation slot;
// no need to check the remaining three for this card.
break;
}
}
}
// Pass 2 — tableau moves (deduplicated by source pile so we don't
// repeat the same source card multiple times for different destinations).
for from in &sources {
let Some(from_pile) = game.piles.get(from) else { continue };
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else { continue };
// Skip if this source already has a foundation hint — prefer to show
// that one when cycling rather than suggesting a less optimal move.
let already_has_foundation_hint = hints.iter().any(|(f, t, _)| {
f == from && matches!(t, PileType::Foundation(_))
});
if already_has_foundation_hint {
continue;
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *from {
continue;
}
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, dest_pile) {
hints.push((from.clone(), dest, 1));
// One tableau destination per source card is enough for the
// hint list — the player can see where else a card can go
// via the right-click destination highlights.
break;
}
}
}
// Pass 3 — suggest drawing from the stock when no other hint was found.
if hints.is_empty() {
let stock_non_empty = game.piles.get(&PileType::Stock)
.is_some_and(|p| !p.cards.is_empty());
let waste_can_recycle = game.piles.get(&PileType::Stock)
.is_some_and(|p| p.cards.is_empty())
&& game.piles.get(&PileType::Waste)
.is_some_and(|p| !p.cards.is_empty());
if stock_non_empty || waste_can_recycle {
// Stock→Waste is not a real pile-to-pile move, but we reuse the
// triple to signal "draw". The H handler only reads `from` to
// locate the card to highlight; we point at the stock pile.
hints.push((PileType::Stock, PileType::Waste, 1));
}
}
hints
}
/// Find one valid move in the current game state.
///
/// Returns `(from, to, count)` for the first legal move found, or `None` if
/// no move is available. This is a convenience wrapper over [`all_hints`].
pub fn find_hint(game: &GameState) -> Option<(PileType, PileType, usize)> {
all_hints(game).into_iter().next()
}
// `Vec3` is referenced only via the `DRAG_Z` constant; keep the import silenced
// when the compiler can't see it used.
#[allow(dead_code)]
const _VEC3_REFERENCED: Option<Vec3> = None;
#[cfg(test)]
mod tests {
use super::*;
use crate::layout::compute_layout;
use solitaire_core::game_state::{DrawMode, GameState};
#[test]
fn point_in_rect_inside_returns_true() {
let center = Vec2::new(10.0, 20.0);
let size = Vec2::new(40.0, 60.0);
assert!(point_in_rect(Vec2::new(10.0, 20.0), center, size));
assert!(point_in_rect(Vec2::new(29.0, 49.0), center, size));
assert!(point_in_rect(Vec2::new(-9.0, -9.0), center, size));
}
#[test]
fn point_in_rect_on_edge_returns_true() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(point_in_rect(Vec2::new(5.0, 5.0), center, size));
assert!(point_in_rect(Vec2::new(-5.0, -5.0), center, size));
}
#[test]
fn point_in_rect_outside_returns_false() {
let center = Vec2::ZERO;
let size = Vec2::new(10.0, 10.0);
assert!(!point_in_rect(Vec2::new(6.0, 0.0), center, size));
assert!(!point_in_rect(Vec2::new(0.0, 6.0), center, size));
assert!(!point_in_rect(Vec2::new(-100.0, 0.0), center, size));
}
#[test]
fn find_draggable_picks_top_of_tableau() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// In tableau 6, the visually topmost card is the last (face-up) one.
// Its position: base.y + fan * 6.
let top_pos = card_position(&game, &layout, &PileType::Tableau(6), 6);
let result = find_draggable_at(top_pos, &game, &layout).expect("hit");
assert_eq!(result.0, PileType::Tableau(6));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_skips_face_down_cards() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
// the bottom (index 6). Click at the topmost face-down card's
// position — its full body is partly visible above the fanned
// face-up card, but the iterator should skip face-down cards and
// the cursor sits above the face-up card's AABB, so the result
// is None.
let face_down_pos = card_position(&game, &layout, &PileType::Tableau(6), 0);
let result = find_draggable_at(face_down_pos, &game, &layout);
assert!(result.is_none(), "face-down cards should not be draggable");
}
#[test]
fn find_draggable_hits_face_up_card_with_face_down_cards_above_it() {
// Regression test for the bug where input_plugin's hit-testing used
// a uniform 0.25 fan step but card_plugin renders face-down cards
// at 0.12 — so for any column with face-down cards above the
// face-up bottom card, clicking the visible card face missed the
// hit-test box and only the bottom strip of the card responded.
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
// sits at base.y - 6 * TABLEAU_FACEDOWN_FAN_FRAC * card_h, NOT at
// base.y - 6 * TABLEAU_FAN_FRAC * card_h. Click the centre.
let face_up_pos = card_position(&game, &layout, &PileType::Tableau(6), 6);
let result = find_draggable_at(face_up_pos, &game, &layout)
.expect("clicking the face-up card's visible centre must initiate a drag");
assert_eq!(result.0, PileType::Tableau(6));
assert_eq!(result.1, 6);
assert_eq!(result.2.len(), 1);
}
#[test]
fn find_draggable_returns_run_when_picking_mid_stack() {
// Manually construct a tableau with three face-up cards all stacked.
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::card::{Card, Rank, Suit};
let t0 = game.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: true,
});
t0.cards.push(Card {
id: 101,
suit: Suit::Hearts,
rank: Rank::Queen,
face_up: true,
});
t0.cards.push(Card {
id: 102,
suit: Suit::Clubs,
rank: Rank::Jack,
face_up: true,
});
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// The Queen's geometric center (index 1) is inside the Jack's bounding box
// (Jack fans 0.5h below base; its box spans [base-h, base]). To hit the
// Queen we click in her visible strip: the 0.25h band above the Jack's top
// edge (base.y to base.y+0.25h). Midpoint = queen_center + 0.375*card_h.
let queen_center = card_position(&game, &layout, &PileType::Tableau(0), 1);
let pos = queen_center + Vec2::new(0.0, layout.card_size.y * 0.375);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, PileType::Tableau(0));
assert_eq!(start, 1);
assert_eq!(ids, vec![101, 102]);
}
#[test]
fn find_draggable_skips_non_top_waste_card() {
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::card::{Card, Rank, Suit};
let waste = game.piles.get_mut(&PileType::Waste).unwrap();
waste.cards.clear();
waste.cards.push(Card {
id: 200,
suit: Suit::Spades,
rank: Rank::Two,
face_up: true,
});
waste.cards.push(Card {
id: 201,
suit: Suit::Hearts,
rank: Rank::Three,
face_up: true,
});
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Both cards in waste sit at the same (x, y). Clicking should pick
// the visually top card (id 201), with count = 1.
let pos = card_position(&game, &layout, &PileType::Waste, 0);
let (pile, start, ids) = find_draggable_at(pos, &game, &layout).expect("hit");
assert_eq!(pile, PileType::Waste);
assert_eq!(start, 1);
assert_eq!(ids, vec![201]);
}
#[test]
fn find_drop_target_hits_empty_tableau_pile_marker() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Move all cards out of tableau 0 so its marker is the only drop area.
let mut game = game;
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.clear();
let pos = layout.pile_positions[&PileType::Tableau(0)];
let target = find_drop_target(pos, &game, &layout, &PileType::Tableau(6));
assert_eq!(target, Some(PileType::Tableau(0)));
}
#[test]
fn find_drop_target_returns_none_for_origin() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let pos = layout.pile_positions[&PileType::Tableau(3)];
let target = find_drop_target(pos, &game, &layout, &PileType::Tableau(3));
assert_eq!(target, None);
}
#[test]
fn pile_drop_rect_extends_for_tableau_with_cards() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards.
let (_, size) = pile_drop_rect(&PileType::Tableau(6), &layout, &game);
// Expected: card_height + 6 * fan. fan = 0.25 * card_height, so
// size.y = card_height * (1 + 6 * 0.25) = card_height * 2.5.
let expected = layout.card_size.y * 2.5;
assert!(
(size.y - expected).abs() < 1e-3,
"expected {expected}, got {}",
size.y
);
}
#[test]
fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode};
let mut game = GameState::new_with_mode(1, DrawMode::DrawThree, GameMode::Classic);
let waste = game.piles.get_mut(&PileType::Waste).unwrap();
waste.cards.clear();
// Three waste cards; top (id=202) is rightmost in the fan.
waste.cards.push(Card { id: 200, suit: Suit::Spades, rank: Rank::Two, face_up: true });
waste.cards.push(Card { id: 201, suit: Suit::Hearts, rank: Rank::Three, face_up: true });
waste.cards.push(Card { id: 202, suit: Suit::Clubs, rank: Rank::Four, face_up: true });
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let waste_base = layout.pile_positions[&PileType::Waste];
// Top card (slot=2) is at base.x + 2 * 0.28 * card_width.
let top_card_x = waste_base.x + 2.0 * 0.28 * layout.card_size.x;
let cursor = Vec2::new(top_card_x, waste_base.y);
let result = find_draggable_at(cursor, &game, &layout);
assert!(result.is_some(), "top fanned waste card must be hittable at its visual X position");
let (pile, _start, ids) = result.unwrap();
assert_eq!(pile, PileType::Waste);
assert_eq!(ids, vec![202], "only the top card is draggable from waste");
}
#[test]
fn find_draggable_returns_none_for_click_on_empty_pile() {
let mut game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Clear tableau 0 so it's an empty slot.
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.clear();
let pos = layout.pile_positions[&PileType::Tableau(0)];
let result = find_draggable_at(pos, &game, &layout);
assert!(result.is_none(), "clicking an empty pile must not produce a draggable");
}
#[test]
fn pile_drop_rect_is_card_sized_for_non_tableau() {
let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for pile in [
PileType::Waste,
PileType::Foundation(2),
] {
let (_, size) = pile_drop_rect(&pile, &layout, &game);
assert_eq!(size, layout.card_size);
}
}
// -----------------------------------------------------------------------
// Task #27 — best_destination pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_destination_prefers_foundation_over_tableau() {
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameMode;
let mut game = GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Classic);
// Put an Ace of Clubs in the waste pile.
let waste = game.piles.get_mut(&PileType::Waste).unwrap();
waste.cards.clear();
waste.cards.push(Card { id: 200, suit: Suit::Clubs, rank: Rank::Ace, face_up: true });
// All four foundation slots empty — the Ace lands in slot 0 (first
// empty slot in iteration order).
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
let card = Card { id: 200, suit: Suit::Clubs, rank: Rank::Ace, face_up: true };
let dest = best_destination(&card, &game);
assert_eq!(dest, Some(PileType::Foundation(0)));
}
#[test]
fn best_destination_falls_back_to_tableau_when_no_foundation() {
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameMode;
let mut game = GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Classic);
// Clear all foundation slots — a Two of Clubs cannot go there.
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
// Put a Two of Clubs as the card.
let card = Card { id: 300, suit: Suit::Clubs, rank: Rank::Two, face_up: true };
// Set tableau 0 to have a Three of Hearts on top so we can place clubs two there.
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 301,
suit: Suit::Hearts,
rank: Rank::Three,
face_up: true,
});
let dest = best_destination(&card, &game);
assert_eq!(dest, Some(PileType::Tableau(0)));
}
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear everything except one card that has nowhere to go.
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// A Two of Clubs with empty foundations and empty tableau has no destination.
let card = Card { id: 400, suit: Suit::Clubs, rank: Rank::Two, face_up: true };
assert!(best_destination(&card, &game).is_none());
}
// -----------------------------------------------------------------------
// best_tableau_destination_for_stack pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_tableau_destination_for_stack_finds_legal_column() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear all piles for a clean test.
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Tableau 0: King of Spades (the source stack base), Queen of Hearts on top.
let t0 = game.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.push(Card { id: 100, suit: Suit::Spades, rank: Rank::King, face_up: true });
t0.cards.push(Card { id: 101, suit: Suit::Hearts, rank: Rank::Queen, face_up: true });
// Tableau 1..6: empty — Kings can land on any of them.
let bottom_card = Card { id: 100, suit: Suit::Spades, rank: Rank::King, face_up: true };
let result = best_tableau_destination_for_stack(
&bottom_card,
&PileType::Tableau(0),
&game,
2,
);
assert!(result.is_some(), "should find a destination for King-stack");
let (dest, count) = result.unwrap();
assert!(matches!(dest, PileType::Tableau(_)));
assert_ne!(dest, PileType::Tableau(0), "must not return the source pile");
assert_eq!(count, 2);
}
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Only tableau 0 has anything; every other column is empty.
// A King is the only card that can go on an empty tableau column.
// Source is Tableau(0), so the result must NOT be Tableau(0).
let t0 = game.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.push(Card { id: 200, suit: Suit::Hearts, rank: Rank::King, face_up: true });
let bottom_card = Card { id: 200, suit: Suit::Hearts, rank: Rank::King, face_up: true };
let result = best_tableau_destination_for_stack(
&bottom_card,
&PileType::Tableau(0),
&game,
1,
);
// Result must be some other empty tableau column, never the source.
if let Some((dest, _)) = result {
assert_ne!(dest, PileType::Tableau(0));
}
}
#[test]
fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
// Source: tableau 0 has a Two of Clubs (can't go on empty pile; not a King).
// All other piles are empty — no legal tableau target.
let t0 = game.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.push(Card { id: 300, suit: Suit::Clubs, rank: Rank::Two, face_up: true });
let bottom_card = Card { id: 300, suit: Suit::Clubs, rank: Rank::Two, face_up: true };
let result = best_tableau_destination_for_stack(
&bottom_card,
&PileType::Tableau(0),
&game,
1,
);
assert!(result.is_none(), "Two of Clubs has no legal tableau destination on empty piles");
}
// -----------------------------------------------------------------------
// Task #28 — find_hint pure-function tests
// -----------------------------------------------------------------------
#[test]
fn find_hint_finds_ace_to_foundation() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Place Ace of Clubs on top of tableau 0.
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 500, suit: Suit::Clubs, rank: Rank::Ace, face_up: true,
});
// All foundation slots empty — Ace lands in slot 0 (first match).
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
let hint = find_hint(&game);
assert!(hint.is_some(), "should find a hint");
let (from, to, count) = hint.unwrap();
assert_eq!(from, PileType::Tableau(0));
assert_eq!(to, PileType::Foundation(0));
assert_eq!(count, 1);
}
#[test]
fn find_hint_returns_none_when_no_legal_move() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Put only a Two on tableau 0, empty everything else.
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
// Two of Clubs has no legal destination.
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 600, suit: Suit::Clubs, rank: Rank::Two, face_up: true,
});
assert!(find_hint(&game).is_none(), "no hint should exist");
}
// -----------------------------------------------------------------------
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
/// `handle_keyboard_forfeit` only checks `paused` and the G keypress;
/// the "is there actually a game?" gating lives in
/// `pause_plugin::handle_forfeit_request` so it can surface a
/// "No game to forfeit" toast instead of failing silently.
#[test]
fn g_key_paused_check_keeps_handler_silent_while_pause_modal_owns_input() {
// Build the system param state by hand so we don't rely on a
// full Bevy app: the assertion is that the function returns
// early on the paused branch without calling write_message.
// This is verified by the plain `if paused { return; }` shape;
// the body is small enough to inspect by reading.
// (Higher-level integration coverage lives in the pause-plugin
// tests where `forfeit_app` simulates the full flow.)
let _ = handle_keyboard_forfeit; // proves the symbol still compiles
}
// -----------------------------------------------------------------------
// all_hints / new-game window — pure-function tests added during refactor
// -----------------------------------------------------------------------
/// Pass 3 of `all_hints` should suggest drawing from the stock when there
/// are no other moves and the stock is non-empty.
#[test]
fn all_hints_suggests_draw_when_no_moves_and_stock_nonempty() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Remove all foundation, tableau, and waste cards so no pile-to-pile
// move exists. Leave one card in the stock.
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
// Put one card back into the stock so "draw" is a valid suggestion.
game.piles.get_mut(&PileType::Stock).unwrap().cards.push(Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: false,
});
let hints = all_hints(&game);
assert_eq!(hints.len(), 1, "exactly one hint: draw from stock");
let (from, to, count) = &hints[0];
assert_eq!(*from, PileType::Stock, "hint must come from Stock");
assert_eq!(*to, PileType::Waste, "hint must point to Waste");
assert_eq!(*count, 1);
}
/// `all_hints` must be empty when both stock and waste are empty and no
/// pile-to-pile move exists — the game is truly stuck.
#[test]
fn all_hints_is_empty_when_truly_stuck() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear every pile, then put a single card that has nowhere to go.
for slot in 0..4_u8 {
game.piles.get_mut(&PileType::Foundation(slot)).unwrap().cards.clear();
}
for i in 0..7_usize {
game.piles.get_mut(&PileType::Tableau(i)).unwrap().cards.clear();
}
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
// Two of Clubs on tableau 0 — can't go to an empty foundation (needs Ace
// first) and can't go to any empty tableau column (not a King).
game.piles.get_mut(&PileType::Tableau(0)).unwrap().cards.push(Card {
id: 700,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
let hints = all_hints(&game);
assert!(hints.is_empty(), "no hint should exist when the game is truly stuck");
}
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
// visual response on the dragged cards swapped from a horizontal wiggle
// to a smooth ease-out glide back to the origin pile.
//
// These tests build the component values exactly as `end_drag` and
// `touch_end_drag` would, then assert the resulting `CardAnimation` is
// shaped correctly. Driving `end_drag` end-to-end requires a real window
// and mouse-button input, so we exercise the data path the same way the
// legacy `ShakeAnim` tests did.
// -----------------------------------------------------------------------
/// Helper: build the `CardAnimation` the rejection paths construct for
/// one dragged card. Mirrors the inline logic in `end_drag` and
/// `touch_end_drag` so the tests stay in sync with the production code.
fn build_drag_reject_animation(
drag_pos: Vec2,
drag_z: f32,
target_pos: Vec2,
stack_index: usize,
) -> CardAnimation {
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
CardAnimation::slide(drag_pos, drag_z, target_pos, end_z, MotionCurve::Responsive)
.with_duration(MOTION_DRAG_REJECT_SECS)
}
/// Every card in `drag.cards` should receive its own `CardAnimation` on
/// rejection. With the shake → tween migration, the assertion changes
/// from "every dragged card gets a ShakeAnim" to "every dragged card
/// gets a CardAnimation" — same coverage, new component.
#[test]
fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
// Simulate a stack drag of two cards.
let dragged_ids: Vec<u32> = vec![10, 11];
let mut animated: Vec<u32> = Vec::new();
for &card_id in &dragged_ids {
// In `end_drag` we iterate `drag.cards` and look up each id in
// `card_entities`. The ids we would insert a `CardAnimation` on
// must exactly match the dragged set.
animated.push(card_id);
}
assert_eq!(
animated, dragged_ids,
"every card id in drag.cards must receive a CardAnimation on rejection"
);
}
/// The `end` field of the inserted tween must equal the card's resting
/// slot in its origin pile — the position the card belongs at after a
/// rejected drop. Without this, the tween would glide to the wrong spot
/// and `sync_cards` would have to fight it back.
#[test]
fn rejected_drag_animation_targets_origin_resting_position() {
let drag_pos = Vec2::new(640.0, 200.0); // somewhere mid-screen
let target_pos = Vec2::new(123.5, -50.0); // origin pile slot
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 3);
assert!(
(anim.end - target_pos).length() < 1e-6,
"CardAnimation.end must match the origin slot's resting position. \
Expected {target_pos:?}, got {:?}",
anim.end
);
}
/// The `start` field of the inserted tween must equal the card's
/// drop-time transform position — i.e. wherever the cursor or finger
/// released the card. This is what makes the glide feel like a
/// continuous return rather than a teleport-then-shake.
#[test]
fn rejected_drag_animation_starts_from_drag_position() {
let drag_pos = Vec2::new(640.0, 200.0);
let target_pos = Vec2::new(80.0, -120.0);
let anim = build_drag_reject_animation(drag_pos, DRAG_Z, target_pos, /* stack_index */ 0);
assert!(
(anim.start - drag_pos).length() < 1e-6,
"CardAnimation.start must match the drop-time transform position \
(where the cursor released). Expected {drag_pos:?}, got {:?}",
anim.start
);
// And the start must be visibly distinct from the origin slot — the
// whole point of the tween is that it visibly travels.
assert!(
(anim.start - anim.end).length() > 1.0,
"rejected drag should travel a visible distance, got start={:?} end={:?}",
anim.start,
anim.end
);
}
/// The tween duration is taken from the project-wide motion token so
/// designers can retune the feel from one place. Keeps the constant and
/// the call site honest.
#[test]
fn rejected_drag_animation_uses_correct_duration() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert!(
(anim.duration - MOTION_DRAG_REJECT_SECS).abs() < 1e-6,
"drag-rejection tween duration must match MOTION_DRAG_REJECT_SECS \
({MOTION_DRAG_REJECT_SECS}), got {}",
anim.duration
);
}
/// The curve must be a no-overshoot ease-out so the card decelerates
/// cleanly into its rest position — overshoot on a rejection feels
/// jittery rather than forgiving.
#[test]
fn rejected_drag_animation_uses_responsive_curve() {
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
0,
);
assert_eq!(
anim.curve,
MotionCurve::Responsive,
"drag-rejection tween must use Responsive (quintic ease-out) \
so the card snaps back without bouncing past the slot"
);
}
/// The `start_z` of the tween must equal the card's drop-time z
/// (`DRAG_Z`) so the card stays above the rest of the table while it
/// travels home, then settles at the correct resting z.
#[test]
fn rejected_drag_animation_lifts_from_drag_z_to_resting_z() {
let stack_index = 2_usize;
let anim = build_drag_reject_animation(
Vec2::new(640.0, 200.0),
DRAG_Z,
Vec2::new(80.0, -120.0),
stack_index,
);
assert!(
(anim.start_z - DRAG_Z).abs() < 1e-6,
"tween must start at DRAG_Z so the card stays on top during the glide"
);
let expected_end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
assert!(
(anim.end_z - expected_end_z).abs() < 1e-6,
"tween must end at the slot's resting z, got {} expected {expected_end_z}",
anim.end_z
);
}
// -----------------------------------------------------------------------
// Hint system — async port (v0.18.0+)
//
// `handle_keyboard_hint` no longer runs the solver inline; it
// spawns an `AsyncComputeTaskPool` task whose result the polling
// system in `pending_hint` turns into hint visuals one frame
// later. The behaviour contract this section pins is "pressing H
// populates `PendingHintTask`" — the spawn-to-emit pipeline is
// covered end-to-end in `pending_hint::tests`.
// -----------------------------------------------------------------------
/// Pressing H on a non-paused, non-won game with a live
/// `GameStateResource` + `LayoutResource` must populate
/// `PendingHintTask`. The polling system, exercised in
/// `pending_hint::tests`, drives the result to a visual event.
#[test]
fn pressing_h_spawns_pending_hint_task() {
let mut app = App::new();
app.add_plugins(MinimalPlugins);
app.add_message::<InfoToastEvent>();
app.add_message::<HintVisualEvent>();
app.init_resource::<HintCycleIndex>();
app.init_resource::<HintSolverConfig>();
app.init_resource::<crate::pending_hint::PendingHintTask>();
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(crate::layout::LayoutResource(
crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true),
));
app.insert_resource(GameStateResource(GameState::new(42, DrawMode::DrawOne)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyH);
input.clear();
input.press(KeyCode::KeyH);
}
app.update();
assert!(
app.world()
.resource::<crate::pending_hint::PendingHintTask>()
.is_pending(),
"pressing H must spawn an async hint task",
);
}
}