Files
Ferrous-Solitaire/solitaire_engine/tests/card_face_svg_pin.rs
T
funman300 62b61cc786 feat(engine): switch card fronts to 4-colour deck
Hearts pink (`#fb9fb1`), Diamonds gold (`#ddb26f`), Clubs lime
(`#acc267`), Spades gray (`#d0d0d0`) — each suit picks up its
own base16-eighties accent so a player scanning the table can
distinguish the suit by hue alone (faster recognition than the
2-colour traditional red/black scheme; common in poker decks).
All four colours already exist in the palette as semantic
state-token accents, so this is a pure remapping at the suit-
glyph site, not a palette extension.

The outlined-glyph differentiation (♦ ♣ outlined, ♥ ♠ filled)
is preserved on top of the colour split — it stays the always-
on colour-blind fallback per `design-system.md` §Accessibility,
and matters more than ever now that CBM hearts (lime) and
default clubs (lime) share a hue.

### Changes

- `card_face_svg.rs`: split `SUIT_RED` / `SUIT_DARK` into four
  per-suit constants (`SUIT_HEART` / `SUIT_DIAMOND` / `SUIT_CLUB`
  / `SUIT_SPADE`). `suit_paint()` returns each suit's own
  colour. Card border picks up the suit colour automatically
  via the existing `(colour, paint)` destructure.
- `card_plugin.rs`: new `DIAMOND_SUIT_COLOUR` + `CLUB_SUIT_COLOUR`
  constants; `text_colour()` rewritten as a per-suit match (was
  red/black bifurcation). Both rendering paths (PNG production +
  constant fallback under MinimalPlugins) stay in lockstep.
- CBM behaviour clarified: only hearts swap to lime now;
  diamonds + clubs + spades are already hue-distinct from
  the heart pink and stay unchanged. Under CBM the heart
  (lime) and club (lime) share a hue but stay distinguishable
  via the always-on filled-vs-outlined glyph differentiation.
- HC behaviour: only hearts (→ HC red) and spades (→ HC white)
  have defined boosts. Diamonds (gold) and clubs (lime) are
  already mid-luminance accents and stay at their default.
  New test `text_colour_diamonds_and_clubs_are_immune_to_accessibility_flags`
  pins all four flag combinations as no-ops for the gold +
  lime suits.
- `design-system.md` §Suit Colors retitled "Four-color deck"
  with the 4-colour table; CBM section text updated to
  describe the hearts-only swap and the hearts/clubs hue
  collision under CBM.
- `card_face_svg_pin.rs` rebaselined: 26 hashes drift
  (13 clubs + 13 diamonds — the two suits whose colours
  changed). Hearts, spades, and the 5 backs all keep their
  prior hashes. Surgical scope, exactly what the pin test
  was designed to surface.

### Tests

1191 passing / 0 failing — net 0 from the prior baseline:
two old 2-colour tests removed
(`text_colour_is_red_for_hearts_and_diamonds`,
`text_colour_is_black_for_clubs_and_spades`), one consolidated
4-colour test added
(`text_colour_4_colour_deck_assigns_each_suit_its_own_hue`)
plus a pairwise-distinct invariant guard, and one new test
covering the gold/lime suits' immunity to CBM/HC flags. Six
existing CBM/HC tests rewritten to use only the suits each flag
actually affects under the new scheme (hearts for CBM, hearts +
spades for HC).

Workspace clippy clean.

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
2026-05-08 12:00:55 -07:00

176 lines
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//! Pinning test for the Terminal card-face SVG builders.
//!
//! Hashes the raw RGBA8 pixel bytes produced by rasterising every
//! `face_svg` × `back_svg` output through `assets::rasterize_svg`,
//! and compares each hash to an embedded constant. Catches silent
//! rendering drift if `usvg`, `resvg`, `tiny_skia`, or the bundled
//! `FiraMono` font ever change in a way that perturbs the rendered
//! pixels.
//!
//! When the SVG builders intentionally change (or a dependency
//! upgrade legitimately changes rendering), update `EXPECTED` by
//! emptying it (`&[]`) and re-running this test once — the test
//! will panic with the new hashes formatted as Rust source ready
//! to paste back in.
//!
//! Hashing is FNV-1a 64-bit on the raw RGBA byte buffer. PNG
//! compression is intentionally not in the loop — we only want
//! the test to fire on actual pixel changes, not zlib-level
//! shifts that don't affect what a player sees.
use solitaire_engine::assets::card_face_svg::{
back_svg, face_svg, rank_filename, suit_filename, ALL_RANKS, ALL_SUITS, BACK_ACCENTS, TARGET,
};
use solitaire_engine::assets::rasterize_svg;
const EXPECTED: &[(&str, u64)] = &[
("face_AC", 0x287e3293f95990a5),
("face_2C", 0x01c66d8e461fb0c4),
("face_3C", 0xfdae6be53af8b7c8),
("face_4C", 0x4b2a7aef966c6cc2),
("face_5C", 0xa4ca0ce3759b5cc9),
("face_6C", 0xe1a730d1ce810314),
("face_7C", 0x9c8de5c7d014eca3),
("face_8C", 0x39e09f90c957b192),
("face_9C", 0xd6627707fb2d5079),
("face_10C", 0xbe8411c60411195c),
("face_JC", 0x7c33abf5619477ac),
("face_QC", 0xe75657d63c99a892),
("face_KC", 0xf4a445b771026496),
("face_AD", 0xad8820c694c464d7),
("face_2D", 0xef771dbb39ae4f5a),
("face_3D", 0xe955ec9a96e1256a),
("face_4D", 0x6bb5979ef6004957),
("face_5D", 0x55715fd2353b2126),
("face_6D", 0x87fbd6efce1b1f9f),
("face_7D", 0xabb2d52d363e93ab),
("face_8D", 0xde78161ee9093b05),
("face_9D", 0x1475987ba1e66036),
("face_10D", 0x3a52d7fda7158aeb),
("face_JD", 0xc9078d8a7b2e6372),
("face_QD", 0x84c9011b916fdbe8),
("face_KD", 0xbcd20dbb6b1c8cdf),
("face_AH", 0x2c8e05964b5e3a5f),
("face_2H", 0xb44e68b79bb3842e),
("face_3H", 0x15226ed29769e1c4),
("face_4H", 0xe28c86ba92a3aee9),
("face_5H", 0x18276e48b28d0f6b),
("face_6H", 0xcca5e60e65724eaa),
("face_7H", 0x7f3eee634137f13a),
("face_8H", 0x8974515a8904d6c4),
("face_9H", 0x2f8155cd7690d4b9),
("face_10H", 0x78142f898fd66578),
("face_JH", 0x5e6df78654a1de73),
("face_QH", 0xc231ae8c25d877a9),
("face_KH", 0x55a0a772baf3e97f),
("face_AS", 0xc90e798aebdc1c5f),
("face_2S", 0x4178c699a726ea70),
("face_3S", 0xdfcd34480bb06f4c),
("face_4S", 0xdbd4938042afb02e),
("face_5S", 0x8741456ab1ec58ab),
("face_6S", 0x6d2632f648f1c34d),
("face_7S", 0x3c05c70ff3d93ea6),
("face_8S", 0x12d7f456efbaffe0),
("face_9S", 0x11b6ade208b8fa12),
("face_10S", 0x475d4110834b6b2a),
("face_JS", 0x52525a2200c07246),
("face_QS", 0xb4f0251a2757cbb1),
("face_KS", 0x1e1975919bb9a029),
("back_0", 0xfd1742ebe330481a),
("back_1", 0x446fdc0a3c83a03a),
("back_2", 0xcf188fdec9f5819a),
("back_3", 0xcaffd02af141743a),
("back_4", 0xcee8a700bbaaf71a),
];
#[test]
fn rasterised_card_bytes_match_pinned_hashes() {
let actual = compute_actual_hashes();
if EXPECTED.is_empty() {
panic_with_hashes_to_paste(&actual);
}
assert_eq!(
actual.len(),
EXPECTED.len(),
"card-output count drifted (actual {} vs expected {})",
actual.len(),
EXPECTED.len(),
);
let mut mismatches: Vec<String> = Vec::new();
for ((actual_name, actual_hash), (expected_name, expected_hash)) in
actual.iter().zip(EXPECTED.iter())
{
assert_eq!(
actual_name, expected_name,
"card-output naming/order drifted",
);
if actual_hash != expected_hash {
mismatches.push(format!(
" {actual_name}: actual 0x{actual_hash:016x} expected 0x{expected_hash:016x}",
));
}
}
if !mismatches.is_empty() {
let mut msg = String::from(
"rasterised card bytes drifted from EXPECTED — usvg/resvg/tiny_skia/font upgrade?\n",
);
for m in &mismatches {
msg.push_str(m);
msg.push('\n');
}
msg.push_str(
"\nIf this drift is intentional, replace EXPECTED with `&[]` and re-run\nthis test to print fresh hashes.\n",
);
panic!("{msg}");
}
}
fn compute_actual_hashes() -> Vec<(String, u64)> {
let mut out = Vec::with_capacity(ALL_RANKS.len() * ALL_SUITS.len() + BACK_ACCENTS.len());
for suit in ALL_SUITS {
for rank in ALL_RANKS {
let name = format!("face_{}{}", rank_filename(rank), suit_filename(suit));
out.push((name, hash_rasterised(&face_svg(rank, suit))));
}
}
for (idx, accent) in BACK_ACCENTS.iter().enumerate() {
out.push((format!("back_{idx}"), hash_rasterised(&back_svg(accent))));
}
out
}
fn hash_rasterised(svg: &str) -> u64 {
let image = rasterize_svg(svg.as_bytes(), TARGET).expect("rasterise card SVG");
let bytes = image.data.expect("rasterised image carries RGBA pixel data");
fnv1a(&bytes)
}
/// FNV-1a 64-bit. Inline rather than a dependency — adding `sha2`
/// or `blake3` for ~5 lines of code would burn a CLAUDE.md §8
/// "ask before adding deps" round-trip for no real benefit.
/// Cryptographic strength isn't load-bearing here — we just need
/// stable byte fingerprints.
fn fnv1a(bytes: &[u8]) -> u64 {
let mut h: u64 = 0xcbf2_9ce4_8422_2325;
for &b in bytes {
h ^= b as u64;
h = h.wrapping_mul(0x0000_0100_0000_01b3);
}
h
}
fn panic_with_hashes_to_paste(actual: &[(String, u64)]) -> ! {
let mut out = String::from(
"\nEXPECTED is empty — paste the following into the const literal:\n\nconst EXPECTED: &[(&str, u64)] = &[\n",
);
for (name, hash) in actual {
out.push_str(&format!(" (\"{name}\", 0x{hash:016x}),\n"));
}
out.push_str("];\n");
panic!("{out}");
}