Files
Ferrous-Solitaire/solitaire_engine/src/selection_plugin.rs
T
funman300 4b9d008be2 refactor(workspace): sweep low-risk clippy::pedantic findings
Conservative cleanup pass — applied only the high-signal pedantic
lints whose fixes either remove genuine waste or read more naturally,
skipping anything stylistic that would bloat the diff.

- map_unwrap_or: 29 .map(...).unwrap_or(...) sites collapsed to
  .map_or / .is_some_and / .map_or_else equivalents
- uninlined_format_args: 7 production format!/write!/println! sites
  rewritten to the inline-argument style; assert! sites in test code
  intentionally untouched
- match_same_arms: 2 redundant arms collapsed where the bodies were
  identical and the merger didn't obscure intent

Public API is unchanged. No dependencies added or removed. The
pedantic warning count dropped from 840 to 807 (-33). Out-of-scope
findings — needless_pass_by_value on Bevy Res params, false-positive
explicit_iter_loop on Bevy Query iterators, items_after_statements
inside test mods, and the "ask before changing" merge logic in
solitaire_sync — were intentionally deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-01 02:46:32 +00:00

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//! Keyboard-driven card selection (Task #68).
//!
//! Pressing `Tab` cycles through piles that have a face-up draggable top card.
//! Pressing `Enter` or `Space` fires a [`MoveRequestEvent`] to the best
//! available destination using the following priority order, then clears the
//! selection:
//!
//! 1. Move the top card to its best foundation (count = 1).
//! 2. Move the full face-up run from the selected tableau pile to the best
//! tableau destination (count = run length). Single-card stacks from
//! non-tableau piles fall back to [`best_destination`] for tableau targets.
//!
//! Pressing `Escape` clears the selection without moving.
//!
//! The selected card is highlighted by a cyan [`SelectionHighlight`] outline
//! sprite parented to the selected card entity. The highlight is despawned when
//! the selection is cleared.
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_core::card::Suit;
use solitaire_core::pile::PileType;
use crate::card_plugin::CardEntity;
use crate::events::{InfoToastEvent, MoveRequestEvent, StateChangedEvent};
use crate::game_plugin::GameMutation;
use crate::input_plugin::{best_destination, best_tableau_destination_for_stack};
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
// ---------------------------------------------------------------------------
// Public types
// ---------------------------------------------------------------------------
/// Tracks which pile currently has keyboard focus.
///
/// `None` means no pile is selected.
#[derive(Resource, Debug, Default)]
pub struct SelectionState {
/// The pile whose top face-up card is currently selected, or `None`.
pub selected_pile: Option<PileType>,
}
/// System set label for the key-handling system.
///
/// `PausePlugin` registers `toggle_pause` before this set so it can read
/// [`SelectionState`] before `handle_selection_keys` clears it on Escape.
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub struct SelectionKeySet;
/// Marker component placed on the outline sprite used as the keyboard-selection
/// highlight.
///
/// Exactly one entity with this marker should exist at any time. It is
/// despawned when the selection is cleared.
#[derive(Component, Debug)]
pub struct SelectionHighlight;
/// Registers the keyboard selection resources and systems.
pub struct SelectionPlugin;
impl Plugin for SelectionPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<SelectionState>()
.add_systems(
Update,
(
handle_selection_keys
.in_set(SelectionKeySet)
.before(GameMutation),
clear_selection_on_state_change.after(GameMutation),
update_selection_highlight.after(GameMutation),
),
);
}
}
// ---------------------------------------------------------------------------
// Pile cycle order
// ---------------------------------------------------------------------------
/// The ordered list of piles that are considered for keyboard cycling.
///
/// Order: Waste → Foundation×4 → Tableau 06.
fn cycled_piles() -> Vec<PileType> {
let mut piles = vec![
PileType::Waste,
PileType::Foundation(Suit::Clubs),
PileType::Foundation(Suit::Diamonds),
PileType::Foundation(Suit::Hearts),
PileType::Foundation(Suit::Spades),
];
for i in 0..7_usize {
piles.push(PileType::Tableau(i));
}
piles
}
/// Given a list of *available* piles and the currently selected pile, return
/// the next pile in cycling order, wrapping around.
///
/// If `current` is `None` the first available pile is returned.
/// If `available` is empty, `None` is returned.
pub fn cycle_next_pile(
available: &[PileType],
current: Option<&PileType>,
) -> Option<PileType> {
if available.is_empty() {
return None;
}
let order = cycled_piles();
let Some(cur) = current else {
// No current selection: return the first available pile in cycle order.
return order.iter().find(|p| available.contains(p)).cloned();
};
// Find the position of `cur` inside the ordered list, then scan forward
// for the next available pile (wrapping).
let cur_pos = order.iter().position(|p| p == cur);
let start = cur_pos.map_or(0, |pos| pos + 1);
// Search from `start` forward, wrapping around, skipping `cur`.
let n = order.len();
for offset in 0..n {
let candidate = &order[(start + offset) % n];
if available.contains(candidate) {
return Some(candidate.clone());
}
}
None
}
/// Returns `true` when cycling from `current` to `next` wraps around the
/// available list — i.e., `next` appears at or before `current` in the global
/// cycle order defined by [`cycled_piles`].
///
/// Both `current` and `next` must be `Some`; if either is `None` this returns
/// `false`.
fn did_wrap(
available: &[PileType],
current: Option<&PileType>,
next: Option<&PileType>,
) -> bool {
let (Some(cur), Some(nxt)) = (current, next) else {
return false;
};
let order = cycled_piles();
// Position of each pile within the *available* subset, ordered by the
// global cycle order.
let pos_in_available = |target: &PileType| -> Option<usize> {
order
.iter()
.filter(|p| available.contains(p))
.position(|p| p == target)
};
match (pos_in_available(cur), pos_in_available(nxt)) {
(Some(cur_pos), Some(nxt_pos)) => nxt_pos <= cur_pos,
_ => false,
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Handles Tab / Enter / Space / Escape for keyboard card selection.
#[allow(clippy::too_many_arguments)]
fn handle_selection_keys(
keys: Res<ButtonInput<KeyCode>>,
paused: Option<Res<PausedResource>>,
game: Res<GameStateResource>,
mut selection: ResMut<SelectionState>,
mut moves: MessageWriter<MoveRequestEvent>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
// Build the list of piles that currently have a face-up draggable top card.
let available: Vec<PileType> = {
let all = [
PileType::Waste,
PileType::Foundation(Suit::Clubs),
PileType::Foundation(Suit::Diamonds),
PileType::Foundation(Suit::Hearts),
PileType::Foundation(Suit::Spades),
PileType::Tableau(0),
PileType::Tableau(1),
PileType::Tableau(2),
PileType::Tableau(3),
PileType::Tableau(4),
PileType::Tableau(5),
PileType::Tableau(6),
];
all.into_iter()
.filter(|p| {
game.0
.piles
.get(p)
.and_then(|pile| pile.cards.last())
.is_some_and(|c| c.face_up)
})
.collect()
};
// Tab — cycle selection.
if keys.just_pressed(KeyCode::Tab) {
let next = cycle_next_pile(&available, selection.selected_pile.as_ref());
if next.is_none() {
info_toast.write(InfoToastEvent("No cards to select".to_string()));
} else if selection.selected_pile.is_some()
&& did_wrap(&available, selection.selected_pile.as_ref(), next.as_ref())
{
info_toast.write(InfoToastEvent("Back to first card".to_string()));
}
selection.selected_pile = next;
return;
}
// Escape — clear selection.
if keys.just_pressed(KeyCode::Escape) {
selection.selected_pile = None;
return;
}
// Enter / Space — execute move for the selected pile's top card (or full
// face-up run when the source is a tableau column).
//
// Priority:
// 1. Foundation move — always count = 1.
// 2. Tableau stack move — count = full face-up run length from the source.
let activate =
keys.just_pressed(KeyCode::Enter) || keys.just_pressed(KeyCode::Space);
if activate
&& let Some(ref pile) = selection.selected_pile.clone()
&& let Some(card) = game
.0
.piles
.get(pile)
.and_then(|p| p.cards.last())
.filter(|c| c.face_up)
{
// --- Priority 1: foundation move (single card) ---
let foundation_dest = try_foundation_dest(card, &game.0);
if let Some(dest) = foundation_dest {
moves.write(MoveRequestEvent {
from: pile.clone(),
to: dest,
count: 1,
});
selection.selected_pile = None;
return;
}
// --- Priority 2: tableau stack move ---
// Count the full contiguous face-up run in the source pile.
let run_len = face_up_run_len(game.0.piles.get(pile).map_or(&[], |p| p.cards.as_slice()));
let bottom_card = game
.0
.piles
.get(pile)
.and_then(|p| {
let start = p.cards.len().saturating_sub(run_len);
p.cards.get(start)
});
if let Some(bottom) = bottom_card
&& let Some((dest, count)) =
best_tableau_destination_for_stack(bottom, pile, &game.0, run_len)
{
moves.write(MoveRequestEvent {
from: pile.clone(),
to: dest,
count,
});
selection.selected_pile = None;
return;
}
// --- Fallback: single-card move to any destination ---
// Covers non-tableau sources (Waste, Foundation) that have no
// stack-move logic.
if let Some(dest) = best_destination(card, &game.0) {
moves.write(MoveRequestEvent {
from: pile.clone(),
to: dest,
count: 1,
});
selection.selected_pile = None;
}
}
}
// ---------------------------------------------------------------------------
// Private helpers
// ---------------------------------------------------------------------------
/// Count the contiguous face-up cards at the top of `cards`.
///
/// Walks backwards from the last element and stops at the first face-down card
/// (or when the slice is exhausted). Returns at least `1` when the top card is
/// face-up; returns `0` for an empty slice or when the top card is face-down.
fn face_up_run_len(cards: &[solitaire_core::card::Card]) -> usize {
let mut count = 0;
for card in cards.iter().rev() {
if card.face_up {
count += 1;
} else {
break;
}
}
count
}
/// Find the best foundation destination for `card` — returns the first
/// foundation pile that legally accepts the card, or `None`.
///
/// This is intentionally separated from [`best_destination`] so the Enter
/// handler can attempt a foundation move first and fall through to a
/// multi-card stack move rather than accepting a single-card tableau move.
fn try_foundation_dest(
card: &solitaire_core::card::Card,
game: &solitaire_core::game_state::GameState,
) -> Option<PileType> {
use solitaire_core::rules::can_place_on_foundation;
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
let dest = PileType::Foundation(suit);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile, suit) {
return Some(dest);
}
}
None
}
/// Clears the selection whenever the game state changes.
///
/// Without this, an undo or a rejected move could leave `selected_pile`
/// pointing at a pile whose top card changed, causing the highlight to
/// trail a different card than the player expects.
fn clear_selection_on_state_change(
mut state_events: MessageReader<StateChangedEvent>,
mut selection: ResMut<SelectionState>,
) {
if state_events.read().next().is_some() {
selection.selected_pile = None;
}
}
/// Maintains the `SelectionHighlight` outline sprite.
///
/// When a pile is selected, a cyan sprite is placed at the selected card's
/// position. When the selection is cleared the highlight entity is despawned.
fn update_selection_highlight(
mut commands: Commands,
selection: Res<SelectionState>,
game: Res<GameStateResource>,
layout: Option<Res<LayoutResource>>,
card_entities: Query<(Entity, &CardEntity)>,
highlights: Query<Entity, With<SelectionHighlight>>,
) {
// Always despawn any existing highlight first.
for entity in &highlights {
commands.entity(entity).despawn();
}
let Some(ref pile) = selection.selected_pile else {
return;
};
let Some(layout) = layout else {
return;
};
let Some(card) = game
.0
.piles
.get(pile)
.and_then(|p| p.cards.last())
.filter(|c| c.face_up)
else {
return;
};
let card_id = card.id;
let card_size = layout.0.card_size;
// Find the entity for the selected card so we can read its position.
for (entity, card_entity) in &card_entities {
if card_entity.card_id == card_id {
// Spawn the highlight as a child of the card entity so it moves
// with it automatically.
commands.entity(entity).with_children(|b| {
b.spawn((
SelectionHighlight,
Sprite {
color: Color::srgba(0.0, 1.0, 1.0, 0.5),
custom_size: Some(card_size + Vec2::splat(4.0)),
..default()
},
// Slightly behind the card face so text labels are still visible.
Transform::from_xyz(0.0, 0.0, -0.01),
Visibility::default(),
));
});
break;
}
}
}
// ---------------------------------------------------------------------------
// Unit tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
fn piles_from(names: &[&str]) -> Vec<PileType> {
names
.iter()
.map(|&n| match n {
"Waste" => PileType::Waste,
"T0" => PileType::Tableau(0),
"T1" => PileType::Tableau(1),
"T2" => PileType::Tableau(2),
_ => PileType::Waste,
})
.collect()
}
// -----------------------------------------------------------------------
// Task #68 — cycle_next_pile pure-function tests
// -----------------------------------------------------------------------
#[test]
fn cycle_next_pile_from_none() {
// With [Waste, Tableau(0), Tableau(1)] available, starting from None → Waste.
let available = piles_from(&["Waste", "T0", "T1"]);
let result = cycle_next_pile(&available, None);
assert_eq!(result, Some(PileType::Waste));
}
#[test]
fn cycle_next_pile_from_waste() {
// Starting from Waste → Tableau(0).
let available = piles_from(&["Waste", "T0", "T1"]);
let result = cycle_next_pile(&available, Some(&PileType::Waste));
assert_eq!(result, Some(PileType::Tableau(0)));
}
#[test]
fn cycle_next_pile_wraps() {
// Starting from Tableau(1) → Waste (wraps back to start).
let available = piles_from(&["Waste", "T0", "T1"]);
let result = cycle_next_pile(&available, Some(&PileType::Tableau(1)));
assert_eq!(result, Some(PileType::Waste));
}
#[test]
fn cycle_next_pile_empty_returns_none() {
let result = cycle_next_pile(&[], None);
assert!(result.is_none());
}
// -----------------------------------------------------------------------
// Task #59 — wrap detection: 3 piles, Tab ×3 fires wrap on third press
// -----------------------------------------------------------------------
/// Simulate three Tab presses over [Waste, Tableau(0), Tableau(1)].
///
/// Press 1: None → Waste — no wrap (started from nothing)
/// Press 2: Waste → Tableau(0) — no wrap (advancing forward)
/// Press 3: T(0) → Tableau(1) — no wrap (still advancing forward)
/// (A fourth press would wrap T(1) → Waste.)
#[test]
fn wrap_detected_on_third_tab_with_three_piles() {
let available = piles_from(&["Waste", "T0", "T1"]);
// Press 1: no current selection → first pile, no wrap.
let sel1 = cycle_next_pile(&available, None);
assert_eq!(sel1, Some(PileType::Waste));
assert!(!did_wrap(&available, None, sel1.as_ref()), "first Tab should not wrap");
// Press 2: Waste → Tableau(0), no wrap.
let sel2 = cycle_next_pile(&available, sel1.as_ref());
assert_eq!(sel2, Some(PileType::Tableau(0)));
assert!(!did_wrap(&available, sel1.as_ref(), sel2.as_ref()), "second Tab should not wrap");
// Press 3: Tableau(0) → Tableau(1), still no wrap.
let sel3 = cycle_next_pile(&available, sel2.as_ref());
assert_eq!(sel3, Some(PileType::Tableau(1)));
assert!(!did_wrap(&available, sel2.as_ref(), sel3.as_ref()), "third Tab (T0→T1) should not wrap");
// Press 4: Tableau(1) → Waste, this IS the wrap.
let sel4 = cycle_next_pile(&available, sel3.as_ref());
assert_eq!(sel4, Some(PileType::Waste));
assert!(did_wrap(&available, sel3.as_ref(), sel4.as_ref()), "fourth Tab should wrap back to Waste");
}
#[test]
fn cycle_next_pile_single_element_wraps_to_itself() {
let available = vec![PileType::Waste];
let result = cycle_next_pile(&available, Some(&PileType::Waste));
assert_eq!(result, Some(PileType::Waste));
}
// -----------------------------------------------------------------------
// Task #8 — face_up_run_len pure-function tests
// -----------------------------------------------------------------------
#[test]
fn face_up_run_len_empty_slice_is_zero() {
assert_eq!(face_up_run_len(&[]), 0);
}
#[test]
fn face_up_run_len_all_face_up() {
use solitaire_core::card::{Card, Rank, Suit};
let cards = vec![
Card { id: 0, suit: Suit::Clubs, rank: Rank::King, face_up: true },
Card { id: 1, suit: Suit::Hearts, rank: Rank::Queen, face_up: true },
Card { id: 2, suit: Suit::Spades, rank: Rank::Jack, face_up: true },
];
assert_eq!(face_up_run_len(&cards), 3);
}
#[test]
fn face_up_run_len_mixed_stops_at_face_down() {
use solitaire_core::card::{Card, Rank, Suit};
let cards = vec![
Card { id: 0, suit: Suit::Clubs, rank: Rank::King, face_up: false },
Card { id: 1, suit: Suit::Hearts, rank: Rank::Queen, face_up: false },
Card { id: 2, suit: Suit::Spades, rank: Rank::Jack, face_up: true },
Card { id: 3, suit: Suit::Diamonds, rank: Rank::Ten, face_up: true },
];
// Only the top two cards are face-up.
assert_eq!(face_up_run_len(&cards), 2);
}
#[test]
fn face_up_run_len_top_card_face_down_is_zero() {
use solitaire_core::card::{Card, Rank, Suit};
let cards = vec![
Card { id: 0, suit: Suit::Clubs, rank: Rank::King, face_up: true },
Card { id: 1, suit: Suit::Hearts, rank: Rank::Queen, face_up: false },
];
assert_eq!(face_up_run_len(&cards), 0);
}
#[test]
fn face_up_run_len_single_face_up_card() {
use solitaire_core::card::{Card, Rank, Suit};
let cards = vec![
Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: true },
];
assert_eq!(face_up_run_len(&cards), 1);
}
}