7a5f03987d
Review findings 1+2 (Quat-underuse lens, 2026-07-06):
- solitaire_core gains pub const FOUNDATIONS / TABLEAUS — the canonical
iteration source for the upstream pile enums (upstream klondike has no
Foundation::ALL, and inherent impls cannot be added to foreign types).
Deletes three identical private const-fn copies (radial_menu,
table_plugin, input_plugin) and the hand-enumerated variants in
card_plugin::sync::all_cards and solitaire_wasm.
- Hand-rolled [Suit; 4] / [Rank; 13] arrays replaced with upstream
Suit::SUITS / Rank::RANKS. The order-sensitive CardImageSet indexing
is re-keyed through canonical card_plugin::{suit_index, rank_index}
helpers that match upstream order, with regression tests asserting
the correspondence — one ordering everywhere instead of three
divergent local ones.
Net -177 lines. No behaviour change; all consumers go through the
canonical helpers.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
1815 lines
68 KiB
Rust
1815 lines
68 KiB
Rust
//! Keyboard + mouse input for the game board.
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//!
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//! All systems exit immediately when `PausedResource(true)` — no moves,
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//! draws, undos, or drags are processed while the pause overlay is showing.
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//!
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//! Keyboard:
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//! - `U` → `UndoRequestEvent`
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//! - `N` → `NewGameRequestEvent { seed: None }` (cancels Time Attack if active)
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//! - `D` / `Space` → `DrawRequestEvent`
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//! - `Esc` → handled by `PausePlugin` (overlay toggle + paused flag)
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//!
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//! Mouse:
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//! - Left-click on the stock pile (face-down deck) → `DrawRequestEvent`
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//! (the waste card is left free to play: double-click to auto-move, or drag)
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//! - Left-press-drag-release on a face-up card → `MoveRequestEvent` between
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//! the origin pile and whatever pile the cursor is over at release.
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//! On rejection, the drag cards snap back to their origin via a
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//! `StateChangedEvent` re-sync.
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use std::collections::HashMap;
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use bevy::ecs::system::SystemParam;
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use bevy::input::ButtonInput;
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use bevy::input::touch::{TouchInput, TouchPhase, Touches};
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use bevy::math::{Vec2, Vec3};
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use bevy::prelude::*;
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use bevy::window::PrimaryWindow;
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#[cfg(not(target_os = "android"))]
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use bevy::window::{MonitorSelection, WindowMode};
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use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
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use solitaire_core::{FOUNDATIONS, TABLEAUS};
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use solitaire_core::{Card, Suit};
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use solitaire_core::game_state::GameState;
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use crate::auto_complete_plugin::AutoCompleteState;
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use crate::card_animation::tuning::AnimationTuning;
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use crate::card_animation::{CardAnimation, MotionCurve};
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use crate::card_plugin::{
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CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC, waste_fan_step,
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};
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use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
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use crate::events::{
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DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
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MoveRequestEvent, NewGameRequestEvent, StartZenRequestEvent, StateChangedEvent,
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UndoRequestEvent,
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};
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use crate::game_plugin::{ConfirmNewGameScreen, GameMutation, RestorePromptScreen};
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use crate::layout::{Layout, LayoutResource};
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use crate::pause_plugin::PausedResource;
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use crate::progress_plugin::ProgressResource;
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use crate::radial_menu::RightClickRadialState;
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use crate::replay_playback::ReplayPlaybackState;
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use crate::resources::{DragState, GameInputConsumedResource, GameStateResource, HintCycleIndex};
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use crate::selection_plugin::SelectionState;
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use crate::settings_plugin::SettingsResource;
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use crate::time_attack_plugin::TimeAttackResource;
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use crate::touch_selection_plugin::TouchSelectionState;
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use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
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use solitaire_core::DrawStockConfig;
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/// System-set labels used to anchor external systems relative to the touch
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/// drag pipeline without duplicating the internal chain ordering.
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#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
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pub enum TouchDragSet {
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/// After `touch_start_drag` has run — drag state is populated if a card was touched.
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AfterStartDrag,
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/// Before `touch_end_drag` runs — drag state has not yet been cleared.
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BeforeEndDrag,
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}
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/// Z-depth used for cards while being dragged — above all resting cards.
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const DRAG_Z: f32 = 500.0;
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/// Relative Z step between cards inside a dragged stack.
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///
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/// Must stay at least as large as [`STACK_FAN_FRAC`], otherwise Android's
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/// per-card corner overlay children (`local_z = 0.02`) can bleed above the
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/// card body stacked directly above them while dragging.
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const DRAG_STACK_Z_STEP: f32 = STACK_FAN_FRAC;
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fn dragged_card_z(index: usize) -> f32 {
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DRAG_Z + index as f32 * DRAG_STACK_Z_STEP
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}
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/// Solver budgets used by the H-key hint system.
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///
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/// A Bevy resource so tests can inject tighter budgets to exercise the
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/// heuristic-fallback path. Production initialises this to the same default
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/// 100k move / 200k state budgets the new-game retry loop uses.
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#[derive(Resource, Debug, Clone, Copy)]
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pub struct HintSolverConfig {
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/// Maximum solver moves before giving up (inconclusive).
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pub moves_budget: u64,
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/// Maximum unique solver states before giving up (inconclusive).
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pub states_budget: u64,
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}
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impl Default for HintSolverConfig {
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fn default() -> Self {
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Self {
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moves_budget: solitaire_core::DEFAULT_SOLVE_MOVES_BUDGET,
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states_budget: solitaire_core::DEFAULT_SOLVE_STATES_BUDGET,
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}
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}
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}
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/// Registers keyboard, mouse, and touch input systems.
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///
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/// Mouse drag pipeline (ordered, left-to-right):
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/// `start_drag` → `follow_drag` → `end_drag`
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///
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/// Touch drag pipeline (ordered, interleaved with mouse):
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/// `touch_start_drag` → `touch_follow_drag` → `touch_end_drag`
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///
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/// Both pipelines share [`DragState`]. Only one can be active at a time —
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/// the second checks `drag.is_idle()` before proceeding, and mouse drags
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/// check `drag.active_touch_id.is_none()`.
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///
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/// All drag systems run before [`GameMutation`] so move events are consumed
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/// in the same frame they are emitted.
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pub struct InputPlugin;
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impl Plugin for InputPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<HintCycleIndex>()
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.init_resource::<HintSolverConfig>()
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.init_resource::<crate::pending_hint::PendingHintTask>()
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.init_resource::<GameInputConsumedResource>()
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// The drag systems resolve cards via `CardEntityIndex`; `CardPlugin`
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// owns and rebuilds it, but init here too so `InputPlugin` is
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// self-sufficient in tests (idempotent if already registered).
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.init_resource::<CardEntityIndex>()
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.add_message::<StartZenRequestEvent>()
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.add_message::<InfoToastEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<HintVisualEvent>()
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.add_systems(
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Update,
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(
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handle_keyboard_core,
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handle_keyboard_hint,
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handle_keyboard_forfeit,
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handle_stock_click,
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handle_touch_stock_tap,
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handle_double_click,
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// Mouse drag pipeline.
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start_drag,
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follow_drag,
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end_drag.before(GameMutation),
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// Touch drag pipeline (parallel path through DragState).
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touch_start_drag.in_set(TouchDragSet::AfterStartDrag),
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touch_follow_drag,
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handle_double_tap, // before touch_end_drag: reads drag state pre-clear
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touch_end_drag
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.after(TouchDragSet::BeforeEndDrag)
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.before(GameMutation),
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)
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.chain(),
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)
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.add_systems(Update, reset_hint_cycle_on_state_change);
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// F11 fullscreen toggle is desktop-only; Android windows are always full-screen.
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#[cfg(not(target_os = "android"))]
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app.add_systems(Update, handle_fullscreen);
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app
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// Async hint pipeline: state-change drop runs before the
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// poll system so a move applied this frame cancels any
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// in-flight task before its result can be surfaced.
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.add_systems(
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Update,
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(
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crate::pending_hint::drop_pending_hint_on_state_change,
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crate::pending_hint::poll_pending_hint_task,
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)
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.chain(),
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);
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}
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}
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/// Bundles the event writers needed by the core keyboard handler.
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///
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/// Keeping these in a [`SystemParam`] avoids hitting Bevy's 16-parameter limit.
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#[derive(SystemParam)]
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struct CoreKeyboardMessages<'w> {
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undo: MessageWriter<'w, UndoRequestEvent>,
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new_game: MessageWriter<'w, NewGameRequestEvent>,
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info_toast: MessageWriter<'w, InfoToastEvent>,
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draw: MessageWriter<'w, DrawRequestEvent>,
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}
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/// Handles the core keyboard shortcuts: U (undo), N (new game), Z (zen mode),
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/// D / Space (draw).
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///
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/// `N` fires `NewGameRequestEvent` straight through; the existing
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/// `handle_new_game` flow shows the `ConfirmNewGameScreen` modal when
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/// the current game is in progress, so a single press surfaces a real
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/// Confirm / Cancel UI instead of a "press N again" toast. `Shift+N`
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/// keeps the keyboard power-user bypass by setting `confirmed: true`.
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///
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/// While the confirm modal or the restore prompt is already open, the
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/// system skips the N branch so those modals' own input handlers can
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/// process N (cancel / start-new-game) without us re-firing a request
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/// the same frame.
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#[allow(clippy::too_many_arguments)]
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fn handle_keyboard_core(
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keys: Res<ButtonInput<KeyCode>>,
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paused: Option<Res<PausedResource>>,
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progress: Option<Res<ProgressResource>>,
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mut ev: CoreKeyboardMessages<'_>,
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mut time_attack: Option<ResMut<TimeAttackResource>>,
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selection: Option<Res<SelectionState>>,
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mut zen_requests: MessageReader<StartZenRequestEvent>,
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confirm_screens: Query<(), With<ConfirmNewGameScreen>>,
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restore_prompts: Query<(), With<RestorePromptScreen>>,
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replay_state: Option<Res<ReplayPlaybackState>>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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// During replay playback (Playing or Completed) all game-input shortcuts
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// are suppressed. The replay overlay owns Space (pause/resume) and the
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// arrow keys (step). Letting game input through would mutate
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// `GameStateResource` and corrupt replay determinism.
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if replay_state.is_some_and(|r| !matches!(*r, ReplayPlaybackState::Inactive)) {
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return;
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}
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if keys.just_pressed(KeyCode::KeyU) {
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ev.undo.write(UndoRequestEvent);
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}
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if keys.just_pressed(KeyCode::KeyN) {
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// If a Time Attack session is running, cancel it and start a Classic game.
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if let Some(ref mut session) = time_attack
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&& session.active
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{
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session.active = false;
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session.remaining_secs = 0.0;
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ev.info_toast
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.write(InfoToastEvent("Time Attack ended".to_string()));
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ev.new_game.write(NewGameRequestEvent {
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seed: None,
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mode: Some(solitaire_core::game_state::GameMode::Classic),
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confirmed: false,
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});
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return;
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}
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// The confirm modal and restore prompt own N while they're up —
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// they cancel / accept respectively. Skipping here prevents us
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// from firing a fresh request the same frame those modals close.
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if !confirm_screens.is_empty() || !restore_prompts.is_empty() {
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// intentional: defer to those modals' input handlers.
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} else {
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let shift_held = keys.pressed(KeyCode::ShiftLeft) || keys.pressed(KeyCode::ShiftRight);
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ev.new_game.write(NewGameRequestEvent {
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seed: None,
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mode: None,
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// Shift+N skips the confirm modal for keyboard power-users;
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// bare N falls through `handle_new_game`'s active-game check
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// and shows the modal when a game is in progress.
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confirmed: shift_held,
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});
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}
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}
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let zen_clicked = zen_requests.read().count() > 0;
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if keys.just_pressed(KeyCode::KeyZ) || zen_clicked {
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// Zen / Challenge / Time Attack are gated to level >= CHALLENGE_UNLOCK_LEVEL.
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// X is gated separately by ChallengePlugin. Either Z or the HUD
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// Modes-popover "Zen" row reaches this branch.
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let level = progress.as_ref().map_or(0, |p| p.0.level);
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if level >= CHALLENGE_UNLOCK_LEVEL {
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ev.new_game.write(NewGameRequestEvent {
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seed: None,
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mode: Some(solitaire_core::game_state::GameMode::Zen),
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confirmed: false,
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});
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} else {
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ev.info_toast.write(InfoToastEvent(format!(
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"Zen mode unlocks at level {CHALLENGE_UNLOCK_LEVEL}"
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)));
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}
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}
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// Space draws only when no card is keyboard-selected; when a card IS selected,
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// SelectionPlugin handles Space to execute the move.
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let space_draws = keys.just_pressed(KeyCode::Space)
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&& selection.as_ref().is_none_or(|s| s.selected_pile.is_none());
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if keys.just_pressed(KeyCode::KeyD) || space_draws {
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ev.draw.write(DrawRequestEvent);
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}
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// Esc is handled by `PausePlugin` (overlay toggle + paused flag).
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}
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/// Handles the H key: spawn an async solver task on
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/// `AsyncComputeTaskPool` whose result `pending_hint::poll_pending_hint_task`
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/// turns into hint visuals one frame later.
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///
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/// Median solve time is ~2 ms but pathological positions can hit the
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/// default solve budget at ~120 ms; running synchronously
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/// (the v0.17.0 behaviour) blocked the main thread on the same frame
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/// the player pressed H. Cancel-on-replace lives in
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/// `PendingHintTask::spawn` — a fresh H press while a previous task
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/// is in flight drops the previous task's handle.
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///
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/// Special-cases: when the game is already won, surface a "Game won!"
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/// toast instead of asking the solver. The poll system handles the
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/// "no legal moves" toast on the heuristic fallback path so the
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/// handler here only needs to dispatch.
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fn handle_keyboard_hint(
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keys: Res<ButtonInput<KeyCode>>,
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paused: Option<Res<PausedResource>>,
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game: Option<Res<GameStateResource>>,
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layout: Option<Res<LayoutResource>>,
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solver_config: Res<HintSolverConfig>,
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mut pending_hint: ResMut<crate::pending_hint::PendingHintTask>,
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mut info_toast: MessageWriter<InfoToastEvent>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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if !keys.just_pressed(KeyCode::KeyH) {
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return;
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}
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let Some(ref g) = game else { return };
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if g.0.is_won() {
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info_toast.write(InfoToastEvent(
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"Game won! Press N for a new game".to_string(),
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));
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return;
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}
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let Some(_layout_res) = layout else { return };
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pending_hint.spawn(
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g.0.clone(),
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solver_config.moves_budget,
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solver_config.states_budget,
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);
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}
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/// Heuristic hint helper used by `pending_hint::poll_pending_hint_task`
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/// when the solver returns `Inconclusive` or `Unwinnable`.
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///
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/// Picks the hint at `HintCycleIndex % hints.len()` (wrapping) and
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/// advances the index so successive H presses on a stuck position
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/// cycle through every legal move. Returns `None` when no legal move
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/// exists at all — the caller surfaces a "No hints available" toast.
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pub fn find_heuristic_hint(
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game: &GameState,
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hint_cycle: &mut HintCycleIndex,
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) -> Option<(KlondikePile, KlondikePile)> {
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let hints = all_hints(game);
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if hints.is_empty() {
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return None;
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}
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let idx = hint_cycle.0 % hints.len();
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hint_cycle.0 = hint_cycle.0.wrapping_add(1);
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let (from, to) = hints[idx];
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Some((from, to))
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}
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/// Apply the visual + toast effects for a single chosen hint move.
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///
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/// Shared between the solver-driven and heuristic-driven hint paths so
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/// both produce identical player-facing feedback. Called from
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/// `pending_hint::poll_pending_hint_task` once the async solver task
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/// resolves.
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pub fn emit_hint_visuals(
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game: &GameState,
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from: &KlondikePile,
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to: &KlondikePile,
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commands: &mut Commands,
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mut card_entities: Query<(Entity, &CardEntity, &mut Sprite)>,
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info_toast: &mut MessageWriter<InfoToastEvent>,
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hint_visual: &mut MessageWriter<HintVisualEvent>,
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) {
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// When the hint points at the stock (draw suggestion) there is no
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// face-up card to highlight — show a toast instead.
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// If the stock is empty, pressing D will recycle the waste rather
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// than draw a card, so the toast text must reflect that.
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if *from == KlondikePile::Stock {
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let stock_empty = game.stock_cards().is_empty();
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let msg = if stock_empty {
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"Hint: recycle waste (D)".to_string()
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} else {
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"Hint: draw from stock (D)".to_string()
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};
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info_toast.write(InfoToastEvent(msg));
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return;
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}
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// Find the top face-up card in the source pile and highlight it.
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let source_cards = pile_cards(game, from);
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let top_card = source_cards.last().filter(|(_, face_up)| *face_up).map(|(c, _)| c.clone());
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if let Some(card) = top_card {
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for (entity, card_entity, mut sprite) in card_entities.iter_mut() {
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if card_entity.card == card {
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// Tint the card gold without replacing the Sprite (which would
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// discard the image handle set by CardImageSet). Uses the
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// design-system `STATE_WARNING` token so the source-card
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// tint matches the destination pile highlight, both of
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// which signal "look here" for the hint.
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sprite.color = STATE_WARNING;
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commands
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.entity(entity)
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.insert(HintHighlight { remaining: 2.0 })
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.insert(HintHighlightTimer(2.0));
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break;
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}
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}
|
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// Emit HintVisualEvent so the destination pile marker is also
|
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// tinted gold for 2 s.
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hint_visual.write(HintVisualEvent {
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source_card: card,
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dest_pile: *to,
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});
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}
|
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|
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// Fire an informational toast describing where the hinted card should
|
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// move so the player always sees the suggestion in text. When the
|
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// destination foundation already claims a suit, surface that suit so the
|
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// player keeps thinking in suit terms; otherwise fall back to "foundation".
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let msg = match to {
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KlondikePile::Foundation(_) => {
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let claimed = game.pile(*to).first().map(|(c, _)| c.suit());
|
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if let Some(suit) = claimed {
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let suit_name = match suit {
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Suit::Clubs => "Clubs",
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Suit::Diamonds => "Diamonds",
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Suit::Hearts => "Hearts",
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Suit::Spades => "Spades",
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};
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format!("Hint: move to {suit_name} foundation")
|
|
} else {
|
|
"Hint: move to foundation".to_string()
|
|
}
|
|
}
|
|
KlondikePile::Tableau(col) => {
|
|
format!("Hint: move to tableau (col {})", tableau_number(*col))
|
|
}
|
|
_ => "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;
|
|
};
|
|
|
|
// `pile_positions[Stock]` is the waste column (col_x(1)). card_plugin renders the
|
|
// face-down deck one column to the left via `base.x -= tableau_col_step`, placing it
|
|
// at Tableau1's x (col_x(0)). Only the deck draws — clicking the waste card must
|
|
// leave it free to be played (double-click to auto-move, or drag); hit-testing the
|
|
// waste slot here would intercept that click and draw the next card instead.
|
|
let Some(&waste_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
|
|
return;
|
|
};
|
|
let Some(&t1_pos) = layout
|
|
.0
|
|
.pile_positions
|
|
.get(&KlondikePile::Tableau(Tableau::Tableau1))
|
|
else {
|
|
return;
|
|
};
|
|
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
|
|
if point_in_rect(world, deck_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>,
|
|
mut game_consumed: ResMut<GameInputConsumedResource>,
|
|
) {
|
|
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(&waste_pos) = layout.0.pile_positions.get(&KlondikePile::Stock) else {
|
|
continue;
|
|
};
|
|
let Some(&t1_pos) = layout
|
|
.0
|
|
.pile_positions
|
|
.get(&KlondikePile::Tableau(Tableau::Tableau1))
|
|
else {
|
|
continue;
|
|
};
|
|
let deck_pos = Vec2::new(t1_pos.x, waste_pos.y);
|
|
// Only the face-down deck draws; tapping the waste card leaves it free to
|
|
// play (double-tap to auto-move, or drag).
|
|
if point_in_rect(world, deck_pos, layout.0.card_size) {
|
|
draw.write(DrawRequestEvent);
|
|
game_consumed.0 = true;
|
|
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>>,
|
|
auto_complete: Option<Res<AutoCompleteState>>,
|
|
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;
|
|
}
|
|
if auto_complete.is_some_and(|ac| ac.active) {
|
|
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)>,
|
|
card_index: Res<CardEntityIndex>,
|
|
) {
|
|
// 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, card) in drag.cards.iter().enumerate() {
|
|
if let Some(entity) = card_index.get(card)
|
|
&& let Ok((_, mut transform, mut sprite)) = card_transforms.get_mut(entity)
|
|
{
|
|
transform.translation.z = dragged_card_z(i);
|
|
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, card) in drag.cards.iter().enumerate() {
|
|
if let Some(entity) = card_index.get(card)
|
|
&& let Ok((_, mut transform, _)) = card_transforms.get_mut(entity)
|
|
{
|
|
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)>,
|
|
card_index: Res<CardEntityIndex>,
|
|
) {
|
|
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 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 ok = game.0.can_move_cards(&origin, &target, count);
|
|
if ok {
|
|
moves.write(MoveRequestEvent {
|
|
from: origin,
|
|
to: target,
|
|
count,
|
|
});
|
|
fired = true;
|
|
} else {
|
|
rejected.write(MoveRejectedEvent {
|
|
from: origin,
|
|
to: target,
|
|
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.
|
|
let origin_cards = pile_cards(&game.0, &origin);
|
|
if !origin_cards.is_empty() {
|
|
for card in &drag.cards {
|
|
let Some(stack_index) =
|
|
origin_cards.iter().position(|(c, _)| c == card)
|
|
else {
|
|
continue;
|
|
};
|
|
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
|
|
if let Some(entity) = card_index.get(card)
|
|
&& let Ok((_, _, transform)) = card_entities.get(entity)
|
|
{
|
|
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>>,
|
|
auto_complete: Option<Res<AutoCompleteState>>,
|
|
cameras: Query<(&Camera, &GlobalTransform)>,
|
|
layout: Option<Res<LayoutResource>>,
|
|
game: Res<GameStateResource>,
|
|
mut drag: ResMut<DragState>,
|
|
) {
|
|
if paused.is_some_and(|p| p.0) {
|
|
return;
|
|
}
|
|
if auto_complete.is_some_and(|ac| ac.active) {
|
|
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)>,
|
|
card_index: Res<CardEntityIndex>,
|
|
) {
|
|
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, card) in drag.cards.iter().enumerate() {
|
|
if let Some(entity) = card_index.get(card)
|
|
&& let Ok((_, mut transform, mut sprite)) = card_transforms.get_mut(entity)
|
|
{
|
|
transform.translation.z = dragged_card_z(i);
|
|
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, card) in drag.cards.iter().enumerate() {
|
|
if let Some(entity) = card_index.get(card)
|
|
&& let Ok((_, mut transform, _)) = card_transforms.get_mut(entity)
|
|
{
|
|
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)>,
|
|
card_index: Res<CardEntityIndex>,
|
|
) {
|
|
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. No StateChangedEvent: nothing
|
|
// changed. The mouse path (end_drag) follows the same convention.
|
|
if !drag.committed {
|
|
drag.clear();
|
|
return;
|
|
}
|
|
|
|
let Some(origin) = drag.origin_pile 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 ok = game.0.can_move_cards(&origin, &target, count);
|
|
if ok {
|
|
moves.write(MoveRequestEvent {
|
|
from: origin,
|
|
to: target,
|
|
count,
|
|
});
|
|
fired = true;
|
|
} else {
|
|
rejected.write(MoveRejectedEvent {
|
|
from: origin,
|
|
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.
|
|
let origin_cards = pile_cards(&game.0, &origin);
|
|
if !origin_cards.is_empty() {
|
|
for card in &drag.cards {
|
|
let Some(stack_index) =
|
|
origin_cards.iter().position(|(c, _)| c == card)
|
|
else {
|
|
continue;
|
|
};
|
|
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
|
|
if let Some(entity) = card_index.get(card)
|
|
&& let Ok((_, _, transform)) = card_entities.get(entity)
|
|
{
|
|
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
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/// Converts the mouse cursor position to world-space 2-D coordinates.
|
|
///
|
|
/// **Invariant:** assumes a single un-zoomed 2-D camera whose viewport exactly
|
|
/// covers the primary window (centre at world origin, 1 logical pixel = 1 world
|
|
/// unit). Hit-testing in `find_draggable_at` / `find_drop_target` relies on
|
|
/// this 1:1 mapping. Do not add camera zoom or offset this without auditing
|
|
/// every call site of `cursor_world` and `touch_to_world`.
|
|
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.
|
|
///
|
|
/// Shares the same 1:1 viewport invariant as [`cursor_world`] — see that
|
|
/// function's doc for the constraints.
|
|
///
|
|
/// 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: &KlondikePile,
|
|
stack_index: usize,
|
|
) -> Vec2 {
|
|
let base = layout.pile_positions[pile];
|
|
if matches!(pile, KlondikePile::Tableau(_)) {
|
|
let mut y_offset = 0.0_f32;
|
|
for (_, face_up) in pile_cards(game, pile).iter().take(stack_index) {
|
|
let step = if *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, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
|
|
// In Draw-Three mode the top 3 waste cards are fanned in X to match
|
|
// card_plugin::card_positions(). Hit-testing uses the same `waste_fan_step`
|
|
// so clicking the visually rightmost (top) card actually registers — a
|
|
// fixed `card_size.x * 0.28` matched the renderer on desktop but drifted
|
|
// on Android (tighter column spacing), shifting the top card's hit target
|
|
// onto the card beneath it.
|
|
let pile_len = game.waste_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 * waste_fan_step(layout), base.y)
|
|
} else {
|
|
base
|
|
}
|
|
}
|
|
|
|
/// 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<(KlondikePile, usize, Vec<Card>)> {
|
|
// 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 = [
|
|
KlondikePile::Stock,
|
|
KlondikePile::Foundation(Foundation::Foundation1),
|
|
KlondikePile::Foundation(Foundation::Foundation2),
|
|
KlondikePile::Foundation(Foundation::Foundation3),
|
|
KlondikePile::Foundation(Foundation::Foundation4),
|
|
KlondikePile::Tableau(Tableau::Tableau1),
|
|
KlondikePile::Tableau(Tableau::Tableau2),
|
|
KlondikePile::Tableau(Tableau::Tableau3),
|
|
KlondikePile::Tableau(Tableau::Tableau4),
|
|
KlondikePile::Tableau(Tableau::Tableau5),
|
|
KlondikePile::Tableau(Tableau::Tableau6),
|
|
KlondikePile::Tableau(Tableau::Tableau7),
|
|
];
|
|
|
|
for pile in piles {
|
|
let pile_cards = pile_cards(game, &pile);
|
|
if pile_cards.is_empty() {
|
|
continue;
|
|
}
|
|
|
|
let is_tableau = matches!(pile, KlondikePile::Tableau(_));
|
|
|
|
// Iterate from topmost to bottommost so the first hit is the one
|
|
// visually on top.
|
|
for i in (0..pile_cards.len()).rev() {
|
|
let (_, face_up) = pile_cards[i];
|
|
if !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.len())
|
|
} else {
|
|
if i != pile_cards.len() - 1 {
|
|
// Non-top card on a non-tableau pile — not draggable; skip
|
|
// this pile and continue searching remaining piles.
|
|
break;
|
|
}
|
|
(i, i + 1)
|
|
};
|
|
let cards: Vec<Card> = pile_cards[start..end].iter().map(|(c, _)| c.clone()).collect();
|
|
return Some((pile, start, cards));
|
|
}
|
|
}
|
|
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: &KlondikePile,
|
|
) -> Option<KlondikePile> {
|
|
let piles = [
|
|
KlondikePile::Foundation(Foundation::Foundation1),
|
|
KlondikePile::Foundation(Foundation::Foundation2),
|
|
KlondikePile::Foundation(Foundation::Foundation3),
|
|
KlondikePile::Foundation(Foundation::Foundation4),
|
|
KlondikePile::Tableau(Tableau::Tableau1),
|
|
KlondikePile::Tableau(Tableau::Tableau2),
|
|
KlondikePile::Tableau(Tableau::Tableau3),
|
|
KlondikePile::Tableau(Tableau::Tableau4),
|
|
KlondikePile::Tableau(Tableau::Tableau5),
|
|
KlondikePile::Tableau(Tableau::Tableau6),
|
|
KlondikePile::Tableau(Tableau::Tableau7),
|
|
];
|
|
|
|
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: &KlondikePile, layout: &Layout, game: &GameState) -> (Vec2, Vec2) {
|
|
let center = layout.pile_positions[pile];
|
|
if matches!(pile, KlondikePile::Tableau(_)) {
|
|
let card_count = pile_cards(game, pile).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<KlondikePile> {
|
|
let source = game.pile_containing_card(card.clone())?;
|
|
|
|
for foundation in FOUNDATIONS {
|
|
let dest = KlondikePile::Foundation(foundation);
|
|
if game.can_move_cards(&source, &dest, 1) {
|
|
return Some(dest);
|
|
}
|
|
}
|
|
for tableau in TABLEAUS {
|
|
let dest = KlondikePile::Tableau(tableau);
|
|
if game.can_move_cards(&source, &dest, 1) {
|
|
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: &KlondikePile,
|
|
game: &GameState,
|
|
stack_count: usize,
|
|
) -> Option<(KlondikePile, usize)> {
|
|
for tableau in TABLEAUS {
|
|
let dest = KlondikePile::Tableau(tableau);
|
|
if game.can_move_cards(from, &dest, stack_count) {
|
|
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<Card, 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) = card_ids.last() else {
|
|
return;
|
|
};
|
|
let top_index = stack_index + card_ids.len() - 1;
|
|
let pile_cards = pile_cards(&game.0, &pile);
|
|
let Some((pile_top_card, pile_top_face_up)) = pile_cards.get(top_index) else {
|
|
return;
|
|
};
|
|
if !*pile_top_face_up || pile_top_card != top_card {
|
|
return;
|
|
}
|
|
|
|
let now = time.elapsed_secs();
|
|
let prev = last_click
|
|
.get(top_card)
|
|
.copied()
|
|
.unwrap_or(f32::NEG_INFINITY);
|
|
|
|
if now - prev <= DOUBLE_CLICK_WINDOW {
|
|
// Double-click confirmed.
|
|
last_click.remove(top_card);
|
|
|
|
// 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, _)) = pile_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,
|
|
to: pile,
|
|
count: card_ids.len(),
|
|
});
|
|
} else {
|
|
// Single click — record the time.
|
|
last_click.insert(top_card.clone(), 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>>,
|
|
auto_complete: Option<Res<AutoCompleteState>>,
|
|
drag: Res<DragState>,
|
|
game: Res<GameStateResource>,
|
|
settings: Option<Res<SettingsResource>>,
|
|
mut touch_selection: Option<ResMut<TouchSelectionState>>,
|
|
mut moves: MessageWriter<MoveRequestEvent>,
|
|
mut rejected: MessageWriter<MoveRejectedEvent>,
|
|
mut toast: MessageWriter<InfoToastEvent>,
|
|
mut commands: Commands,
|
|
mut card_sprites: Query<(Entity, &CardEntity, &mut Sprite)>,
|
|
) {
|
|
use solitaire_data::settings::TouchInputMode;
|
|
|
|
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;
|
|
}
|
|
// Auto-complete owns all moves during its sequence.
|
|
if auto_complete.is_some_and(|ac| ac.active) {
|
|
return;
|
|
}
|
|
|
|
let Some(active_id) = drag.active_touch_id else {
|
|
return;
|
|
};
|
|
if drag.committed {
|
|
return;
|
|
}
|
|
|
|
let tap_to_select = settings
|
|
.as_ref()
|
|
.is_some_and(|s| s.0.touch_input_mode == TouchInputMode::TapToSelect);
|
|
|
|
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) = drag.cards.last() else {
|
|
return;
|
|
};
|
|
let Some(ref tapped_pile) = drag.origin_pile else {
|
|
return;
|
|
};
|
|
let pile_cards = pile_cards(&game.0, tapped_pile);
|
|
if pile_cards.is_empty() {
|
|
return;
|
|
}
|
|
|
|
let Some((found_card, found_face_up)) =
|
|
pile_cards.iter().find(|(c, _)| c == top_card)
|
|
else {
|
|
return;
|
|
};
|
|
if !*found_face_up {
|
|
return;
|
|
}
|
|
|
|
// --- Tap-to-select mode ---
|
|
if tap_to_select {
|
|
if let Some(ref mut sel) = touch_selection {
|
|
if let Some((ref source_pile, ref source_cards)) = sel.selected.clone() {
|
|
// Second tap: this is the destination.
|
|
if tapped_pile == source_pile {
|
|
// Re-tap on selected source → cancel.
|
|
sel.clear();
|
|
return;
|
|
}
|
|
// Attempt the move. MoveRequestEvent carries validation;
|
|
// a rejection will fire MoveRejectedEvent automatically.
|
|
moves.write(MoveRequestEvent {
|
|
from: *source_pile,
|
|
to: *tapped_pile,
|
|
count: source_cards.len(),
|
|
});
|
|
sel.clear();
|
|
return;
|
|
}
|
|
// First tap: select the source, then nudge the player.
|
|
sel.set(*tapped_pile, drag.cards.clone());
|
|
toast.write(InfoToastEvent("Tap a pile to move".into()));
|
|
}
|
|
return;
|
|
}
|
|
|
|
// --- One-tap auto-move (original behaviour) ---
|
|
|
|
// Priority 1: move single top card.
|
|
if let Some(dest) = best_destination(found_card, &game.0) {
|
|
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
|
|
if ce.card == *top_card {
|
|
sprite.color = STATE_SUCCESS;
|
|
commands.entity(entity).insert(HintHighlight {
|
|
remaining: DOUBLE_TAP_FLASH_SECS,
|
|
});
|
|
break;
|
|
}
|
|
}
|
|
moves.write(MoveRequestEvent {
|
|
from: *tapped_pile,
|
|
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.len() - drag.cards.len();
|
|
if let Some((bottom_card, _)) = pile_cards.get(stack_index)
|
|
&& let Some((dest, count)) = best_tableau_destination_for_stack(
|
|
bottom_card,
|
|
tapped_pile,
|
|
&game.0,
|
|
drag.cards.len(),
|
|
)
|
|
{
|
|
for (entity, ce, mut sprite) in card_sprites.iter_mut() {
|
|
if drag.cards.contains(&ce.card) {
|
|
sprite.color = STATE_SUCCESS;
|
|
commands.entity(entity).insert(HintHighlight {
|
|
remaining: DOUBLE_TAP_FLASH_SECS,
|
|
});
|
|
}
|
|
}
|
|
moves.write(MoveRequestEvent {
|
|
from: *tapped_pile,
|
|
to: dest,
|
|
count,
|
|
});
|
|
return;
|
|
}
|
|
}
|
|
|
|
rejected.write(MoveRejectedEvent {
|
|
from: *tapped_pile,
|
|
to: *tapped_pile,
|
|
count: drag.cards.len(),
|
|
});
|
|
}
|
|
}
|
|
|
|
// ---------------------------------------------------------------------------
|
|
// Task #28 — Hint system helpers
|
|
// ---------------------------------------------------------------------------
|
|
|
|
/// Build the complete list of legal moves available in `game`, ordered so that
|
|
/// upstream `klondike` priorities are preserved.
|
|
///
|
|
/// Each entry is `(from, to)` — the source and destination piles a hint
|
|
/// should highlight. Only single-card moves are surfaced; multi-card tableau
|
|
/// runs are filtered out by [`hint_piles`]. 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<(KlondikePile, KlondikePile)> {
|
|
if game.has_test_pile_overrides() {
|
|
return legacy_all_hints(game);
|
|
}
|
|
|
|
game.possible_instructions()
|
|
.into_iter()
|
|
.filter_map(|instruction| hint_piles(game, instruction))
|
|
.collect()
|
|
}
|
|
|
|
/// Project a [`KlondikeInstruction`] to the `(source, destination)` piles a
|
|
/// hint should highlight, or `None` for a no-op or multi-card move.
|
|
///
|
|
/// Delegates the instruction→pile decode to the single owner of that mapping,
|
|
/// [`GameState::instruction_to_piles`], and keeps only single-card moves
|
|
/// (`count == 1`) — the hint highlight can represent exactly one source card.
|
|
pub(crate) fn hint_piles(
|
|
game: &GameState,
|
|
instruction: KlondikeInstruction,
|
|
) -> Option<(KlondikePile, KlondikePile)> {
|
|
match game.instruction_to_piles(instruction)? {
|
|
(from, to, 1) => Some((from, to)),
|
|
_ => None,
|
|
}
|
|
}
|
|
|
|
/// Legacy hint enumeration used only when test pile overrides are active.
|
|
///
|
|
/// `possible_instructions()` reflects the internal upstream `Session` state.
|
|
/// In test fixtures that inject synthetic piles via `set_test_*`, these
|
|
/// synthetic piles can diverge from the session state; this fallback preserves
|
|
/// deterministic test semantics in those fixtures.
|
|
fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
|
|
let sources: Vec<KlondikePile> = {
|
|
let mut s = vec![KlondikePile::Stock];
|
|
for tableau in TABLEAUS {
|
|
s.push(KlondikePile::Tableau(tableau));
|
|
}
|
|
s
|
|
};
|
|
|
|
let mut hints: Vec<(KlondikePile, KlondikePile)> = Vec::new();
|
|
|
|
// Pass 1 — foundation moves (highest priority, shown first).
|
|
for from in &sources {
|
|
let from_pile = pile_cards(game, from);
|
|
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
|
|
continue;
|
|
};
|
|
for foundation in FOUNDATIONS {
|
|
let dest = KlondikePile::Foundation(foundation);
|
|
if game.can_move_cards(from, &dest, 1) {
|
|
hints.push((*from, dest));
|
|
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 from_pile = pile_cards(game, from);
|
|
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
|
|
continue;
|
|
};
|
|
let already_has_foundation_hint = hints
|
|
.iter()
|
|
.any(|(f, t)| f == from && matches!(t, KlondikePile::Foundation(_)));
|
|
if already_has_foundation_hint {
|
|
continue;
|
|
}
|
|
for tableau in TABLEAUS {
|
|
let dest = KlondikePile::Tableau(tableau);
|
|
if game.can_move_cards(from, &dest, 1) {
|
|
hints.push((*from, dest));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pass 2b — Foundation → Tableau moves (only when the rule allows it).
|
|
// Foundation piles are excluded from Pass 1 & 2's source list because they
|
|
// should never hint Foundation→Foundation. Here we handle the return path
|
|
// separately so the guarded `take_from_foundation` rule is respected.
|
|
if game.take_from_foundation {
|
|
for foundation in FOUNDATIONS {
|
|
let from = KlondikePile::Foundation(foundation);
|
|
let from_pile = pile_cards(game, &from);
|
|
let Some(_card) = from_pile.last().filter(|(_, face_up)| *face_up) else {
|
|
continue;
|
|
};
|
|
for tableau in TABLEAUS {
|
|
let dest = KlondikePile::Tableau(tableau);
|
|
if game.can_move_cards(&from, &dest, 1) {
|
|
hints.push((from, dest));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Pass 3 — suggest drawing from the stock when no other hint was found.
|
|
if hints.is_empty() {
|
|
let stock_cards = game.stock_cards();
|
|
let waste_cards = game.waste_cards();
|
|
let stock_non_empty = !stock_cards.is_empty();
|
|
let waste_can_recycle = stock_cards.is_empty() && !waste_cards.is_empty();
|
|
if stock_non_empty || waste_can_recycle {
|
|
// Stock→Waste is not a real pile-to-pile move, but we reuse the
|
|
// pair to signal "draw". The H handler only reads `from` to
|
|
// locate the card to highlight; we point at the stock pile.
|
|
hints.push((KlondikePile::Stock, KlondikePile::Stock));
|
|
}
|
|
}
|
|
|
|
hints
|
|
}
|
|
|
|
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
|
|
match pile {
|
|
KlondikePile::Stock => game.waste_cards(),
|
|
_ => game.pile(*pile),
|
|
}
|
|
}
|
|
|
|
|
|
|
|
const fn tableau_number(tableau: Tableau) -> u8 {
|
|
match tableau {
|
|
Tableau::Tableau1 => 1,
|
|
Tableau::Tableau2 => 2,
|
|
Tableau::Tableau3 => 3,
|
|
Tableau::Tableau4 => 4,
|
|
Tableau::Tableau5 => 5,
|
|
Tableau::Tableau6 => 6,
|
|
Tableau::Tableau7 => 7,
|
|
}
|
|
}
|
|
|
|
/// Find one valid move in the current game state.
|
|
///
|
|
/// Returns `(from, to)` 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<(KlondikePile, KlondikePile)> {
|
|
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;
|