Files
Ferrous-Solitaire/solitaire_engine/src/win_summary_plugin.rs
T
funman300 648cd44387 chore(deps): migrate to Bevy 0.17
- Event/EventReader/EventWriter renamed to Message/MessageReader/MessageWriter
- add_event → add_message for all 67 call sites
- ScrollPosition changed to tuple struct ScrollPosition(Vec2)
- CursorIcon import moved from bevy::winit::cursor to bevy::window
- WindowResolution::from((f32,f32)) removed — use (u32,u32) tuple
- World::send_event → World::write_message in test code

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-28 13:04:44 -07:00

916 lines
34 KiB
Rust

//! Win summary modal overlay and screen-shake effect.
//!
//! # Task #33 — Win summary screen
//! On `GameWonEvent`, after a 0.5 s delay (so the cascade animation has
//! started), a full-screen modal is spawned showing score, time, XP, and a
//! "Play Again" button that fires `NewGameRequestEvent` and closes the modal.
//!
//! # Task #47 — Win fanfare screen-shake
//! When `GameWonEvent` fires, `ScreenShakeResource` is set. A system offsets
//! the `Camera2d` `Transform` each frame with a decaying oscillation until the
//! shake duration elapses.
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use crate::achievement_plugin::display_name_for;
use crate::events::{
AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, NewGameRequestEvent, XpAwardedEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
use crate::stats_plugin::{StatsResource, StatsUpdate};
// ---------------------------------------------------------------------------
// Constants
// ---------------------------------------------------------------------------
/// Delay after `GameWonEvent` before the win-summary modal is spawned.
/// Chosen so the cascade animation has a moment to start first.
const WIN_SUMMARY_DELAY_SECS: f32 = 0.5;
/// Duration of the screen-shake in seconds.
const SHAKE_DURATION_SECS: f32 = 0.6;
/// Maximum camera displacement in world-space pixels at the start of the shake.
const SHAKE_INTENSITY: f32 = 8.0;
// ---------------------------------------------------------------------------
// Resources
// ---------------------------------------------------------------------------
/// Accumulates win data while waiting for `XpAwardedEvent` to arrive.
///
/// The XP event fires shortly after `GameWonEvent`. We store both pieces of
/// data here so the modal can show the complete picture.
#[derive(Resource, Debug, Clone, Default)]
pub struct WinSummaryPending {
/// Score from the most recent `GameWonEvent`.
pub score: i32,
/// Elapsed game time (seconds) from the most recent `GameWonEvent`.
pub time_seconds: u64,
/// XP awarded from the most recent `XpAwardedEvent` (0 until that event fires).
pub xp: u64,
/// Human-readable breakdown of the XP components for the most recent win,
/// e.g. `"+50 base +25 no-undo +30 speed"`. Empty until `GameWonEvent`
/// populates it.
pub xp_detail: String,
/// Whether this win beat the player's previous best score or fastest time.
///
/// Captured from `StatsResource` **before** `StatsUpdate` mutates it so
/// the comparison reflects the old personal-best values.
pub new_record: bool,
/// When the winning game was a Challenge-mode run, holds the 1-based
/// human-readable level number that was just completed (e.g. `Some(3)`
/// means "Challenge 3"). `None` for non-Challenge modes.
pub challenge_level: Option<u32>,
}
/// Builds a human-readable XP breakdown string for the win modal.
///
/// Mirrors the logic in `solitaire_data::xp_for_win` so the breakdown always
/// matches the total shown on the `XpAwardedEvent`.
///
/// Examples:
/// - slow win, no undo → `"+50 base +25 no-undo"`
/// - fast win, undo → `"+50 base +30 speed"`
/// - fast win, no undo → `"+50 base +25 no-undo +30 speed"`
fn build_xp_detail(time_seconds: u64, used_undo: bool) -> String {
let speed_bonus: u64 = if time_seconds >= 120 {
0
} else {
let scaled = 50_u64.saturating_sub(time_seconds.saturating_mul(40) / 120);
scaled.max(10)
};
let no_undo_bonus: u64 = if used_undo { 0 } else { 25 };
let mut parts = vec!["+50 base".to_string()];
if no_undo_bonus > 0 {
parts.push("+25 no-undo".to_string());
}
if speed_bonus > 0 {
parts.push(format!("+{speed_bonus} speed"));
}
parts.join(" ")
}
/// Drives the camera shake effect after a win.
///
/// While `remaining > 0` a system applies a decaying sinusoidal offset to the
/// main camera's `Transform`. The system resets the camera to the origin when
/// `remaining` reaches zero.
#[derive(Resource, Debug, Clone, Default)]
pub struct ScreenShakeResource {
/// Seconds of shake remaining.
pub remaining: f32,
/// Peak displacement in world-space pixels (decays to zero over `remaining`).
pub intensity: f32,
}
/// Tracks the human-readable names of every achievement unlocked during the
/// current game session.
///
/// Populated by `collect_session_achievements` from `AchievementUnlockedEvent`s
/// and cleared whenever `NewGameRequestEvent` fires so each new game starts
/// with a fresh list. This includes all implicit game-context resets triggered
/// by mode-switch keys:
///
/// | Key | Mode | Event fired |
/// |-----|------|-------------|
/// | Z | Zen | `NewGameRequestEvent { mode: Some(Zen), .. }` |
/// | X | Challenge | `NewGameRequestEvent { mode: Some(Challenge), .. }` |
/// | C | Daily Challenge | `NewGameRequestEvent { seed: Some(..), mode: None }` |
/// | T | Time Attack | `NewGameRequestEvent { mode: Some(TimeAttack), .. }` |
///
/// Because every mode switch routes through `NewGameRequestEvent`,
/// `collect_session_achievements` clears this list for all of them.
/// The win-summary modal reads this resource to display an
/// "Achievements Unlocked" section.
#[derive(Resource, Debug, Clone, Default)]
pub struct SessionAchievements {
/// Display names (not IDs) of achievements unlocked this session, in
/// unlock order.
pub names: Vec<String>,
}
// ---------------------------------------------------------------------------
// Components
// ---------------------------------------------------------------------------
/// Marker on the win-summary modal root entity.
#[derive(Component, Debug)]
pub struct WinSummaryOverlay;
/// Marker on the "Play Again" button inside the win-summary modal.
#[derive(Component, Debug)]
enum WinSummaryButton {
PlayAgain,
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers the win-summary modal and screen-shake systems.
pub struct WinSummaryPlugin;
impl Plugin for WinSummaryPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<WinSummaryPending>()
.init_resource::<ScreenShakeResource>()
.init_resource::<SessionAchievements>()
.add_message::<GameWonEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<AchievementUnlockedEvent>()
// `cache_win_data` must run BEFORE `StatsUpdate` so it can compare
// the player's old personal-best values before `StatsPlugin` overwrites them.
.add_systems(
Update,
cache_win_data
.after(GameMutation)
.before(StatsUpdate),
)
.add_systems(
Update,
(
collect_session_achievements,
spawn_win_summary_after_delay,
handle_win_summary_buttons,
apply_screen_shake,
)
.after(GameMutation),
);
}
}
// ---------------------------------------------------------------------------
// Pure helpers
// ---------------------------------------------------------------------------
/// Formats `seconds` as `m:ss`.
///
/// ```
/// # use solitaire_engine::win_summary_plugin::format_win_time;
/// assert_eq!(format_win_time(0), "0:00");
/// assert_eq!(format_win_time(65), "1:05");
/// assert_eq!(format_win_time(3661), "61:01");
/// ```
pub fn format_win_time(seconds: u64) -> String {
let m = seconds / 60;
let s = seconds % 60;
format!("{m}:{s:02}")
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Caches score/time from `GameWonEvent` and XP from `XpAwardedEvent` into
/// `WinSummaryPending` so they are available when the modal spawns.
///
/// Also compares the win result against the player's previous personal bests
/// **before** `StatsUpdate` overwrites them, setting `WinSummaryPending::new_record`
/// and queuing an `InfoToastEvent` when the player sets a new record.
///
/// When the winning game is in `GameMode::Challenge`, the current
/// `challenge_index` (before `ChallengePlugin` advances it) is captured as the
/// 1-based level number and stored in `WinSummaryPending::challenge_level`.
///
/// This system is scheduled `.before(StatsUpdate)` so the comparison always
/// sees the old best values.
fn cache_win_data(
mut won: MessageReader<GameWonEvent>,
mut xp: MessageReader<XpAwardedEvent>,
mut pending: ResMut<WinSummaryPending>,
stats: Res<StatsResource>,
game: Res<GameStateResource>,
progress: Res<ProgressResource>,
mut toast: MessageWriter<InfoToastEvent>,
) {
for ev in won.read() {
// Compare against old personal bests BEFORE StatsPlugin updates them.
// `best_single_score == 0` means no wins yet — any positive score is a record.
// `fastest_win_seconds == u64::MAX` is the sentinel for "no wins yet".
let beats_score = ev.score > 0 && ev.score as u32 > stats.0.best_single_score;
let beats_time = stats.0.fastest_win_seconds == u64::MAX
|| ev.time_seconds < stats.0.fastest_win_seconds;
let is_new_record = beats_score || beats_time;
// Capture the challenge level (1-based) before ChallengePlugin advances
// the index. Only populated for Challenge-mode wins.
let challenge_level = if game.0.mode == GameMode::Challenge {
Some(progress.0.challenge_index.saturating_add(1))
} else {
None
};
let used_undo = game.0.undo_count > 0;
pending.score = ev.score;
pending.time_seconds = ev.time_seconds;
pending.xp = 0; // reset; XP event follows
pending.xp_detail = build_xp_detail(ev.time_seconds, used_undo);
pending.new_record = is_new_record;
pending.challenge_level = challenge_level;
if is_new_record {
toast.write(InfoToastEvent("New Record!".to_string()));
}
}
for ev in xp.read() {
pending.xp = ev.amount;
}
}
/// Accumulates achievement names unlocked this session and resets them on a new game.
///
/// Listens for `AchievementUnlockedEvent` and appends the human-readable name
/// of each newly unlocked achievement to `SessionAchievements`. Clears the list
/// whenever `NewGameRequestEvent` fires so each fresh game starts clean.
///
/// All mode-switch keys (Z → Zen, X → Challenge, C → Daily Challenge,
/// T → Time Attack) route through `NewGameRequestEvent`, so this single
/// reader covers every implicit game-context reset in addition to the
/// explicit N / "Play Again" new-game requests.
fn collect_session_achievements(
mut unlocks: MessageReader<AchievementUnlockedEvent>,
mut new_games: MessageReader<NewGameRequestEvent>,
mut session: ResMut<SessionAchievements>,
) {
// Reset on any new-game request (including mode switches via Z/X/C/T) so
// achievements from the previous session are not carried into the next one.
if new_games.read().last().is_some() {
session.names.clear();
}
for ev in unlocks.read() {
session.names.push(display_name_for(&ev.0.id));
}
}
/// After `GameWonEvent`, arms the screen-shake resource.
///
/// This system shares the `GameWonEvent` stream with `cache_win_data` through
/// the delay timer stored in `Local` — the shake fires immediately, while the
/// modal waits 0.5 s.
///
/// Just before the overlay is spawned the system also drains any pending
/// `XpAwardedEvent`s and folds their amounts into `pending.xp`. This guards
/// against the edge case where `XpAwardedEvent` arrives in the same frame as
/// the timer fires but `cache_win_data` runs *after* this system in that
/// frame's schedule, which would otherwise leave `pending.xp` at 0 when
/// `spawn_overlay` reads it.
#[allow(clippy::too_many_arguments)]
fn spawn_win_summary_after_delay(
mut commands: Commands,
mut won: MessageReader<GameWonEvent>,
mut xp_events: MessageReader<XpAwardedEvent>,
mut shake: ResMut<ScreenShakeResource>,
mut pending: ResMut<WinSummaryPending>,
session: Res<SessionAchievements>,
time: Res<Time>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut delay: Local<Option<f32>>,
) {
// Process new win events.
for _ in won.read() {
// Arm the screen shake immediately.
shake.remaining = SHAKE_DURATION_SECS;
shake.intensity = SHAKE_INTENSITY;
// Start the delay timer (overwrite if a second win arrives).
*delay = Some(WIN_SUMMARY_DELAY_SECS);
// Clear any stale overlay from a previous win.
for entity in &overlays {
commands.entity(entity).despawn();
}
}
// Tick the delay timer.
if let Some(remaining) = delay.as_mut() {
*remaining -= time.delta_secs();
if *remaining <= 0.0 {
*delay = None;
// Only spawn if there is no overlay already.
if overlays.is_empty() {
// Drain any XpAwardedEvents that arrived this frame but were
// not yet consumed by `cache_win_data` (which may run later in
// the same schedule). Accumulating here ensures the modal
// never shows "XP: +0" due to a same-frame ordering race.
for ev in xp_events.read() {
pending.xp = pending.xp.saturating_add(ev.amount);
}
let challenge_level = pending.challenge_level;
spawn_overlay(&mut commands, &pending, &session, challenge_level);
}
}
}
}
/// Despawns the win-summary modal and fires `NewGameRequestEvent` when
/// the player presses "Play Again".
fn handle_win_summary_buttons(
interaction_query: Query<(&Interaction, &WinSummaryButton), Changed<Interaction>>,
overlays: Query<Entity, With<WinSummaryOverlay>>,
mut commands: Commands,
mut new_game: MessageWriter<NewGameRequestEvent>,
) {
for (interaction, button) in &interaction_query {
if *interaction != Interaction::Pressed {
continue;
}
match button {
WinSummaryButton::PlayAgain => {
// Despawn the modal.
for entity in &overlays {
commands.entity(entity).despawn();
}
new_game.write(NewGameRequestEvent::default());
}
}
}
}
/// Applies a decaying sinusoidal offset to the main `Camera2d` each frame
/// while `ScreenShakeResource::remaining > 0`.
///
/// Uses a deterministic oscillation (`sin`/`cos` of total elapsed time) to
/// avoid a dependency on a random-number crate in this crate.
fn apply_screen_shake(
mut shake: ResMut<ScreenShakeResource>,
time: Res<Time>,
mut cameras: Query<&mut Transform, With<Camera2d>>,
) {
let dt = time.delta_secs();
if shake.remaining <= 0.0 {
// Ensure the camera is back at origin whenever shake is idle.
for mut t in &mut cameras {
t.translation.x = 0.0;
t.translation.y = 0.0;
}
return;
}
shake.remaining = (shake.remaining - dt).max(0.0);
// Decay factor: 1.0 at start, 0.0 at end.
let decay = shake.remaining / SHAKE_DURATION_SECS;
let elapsed = time.elapsed_secs();
let offset_x = (elapsed * 47.0).sin() * shake.intensity * decay;
let offset_y = (elapsed * 31.0).cos() * shake.intensity * decay;
for mut t in &mut cameras {
t.translation.x = offset_x;
t.translation.y = offset_y;
}
}
// ---------------------------------------------------------------------------
// UI construction
// ---------------------------------------------------------------------------
/// Spawns the full-screen win-summary modal.
///
/// `challenge_level` is `Some(N)` when the win was a Challenge-mode completion;
/// a "Challenge N complete!" annotation is added to the modal header in that case.
fn spawn_overlay(
commands: &mut Commands,
pending: &WinSummaryPending,
session: &SessionAchievements,
challenge_level: Option<u32>,
) {
commands
.spawn((
WinSummaryOverlay,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(0.0),
top: Val::Percent(0.0),
width: Val::Percent(100.0),
height: Val::Percent(100.0),
flex_direction: FlexDirection::Column,
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.70)),
ZIndex(300),
))
.with_children(|root| {
root.spawn((
Node {
flex_direction: FlexDirection::Column,
padding: UiRect::all(Val::Px(36.0)),
row_gap: Val::Px(18.0),
min_width: Val::Px(320.0),
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgb(0.10, 0.12, 0.10)),
BorderRadius::all(Val::Px(12.0)),
))
.with_children(|card| {
// Heading
card.spawn((
Text::new("You Won!"),
TextFont { font_size: 42.0, ..default() },
TextColor(Color::srgb(1.0, 0.87, 0.0)),
));
// Challenge-mode annotation — shown only for Challenge wins.
if let Some(level) = challenge_level {
card.spawn((
Text::new(format!("Challenge {level} complete!")),
TextFont { font_size: 28.0, ..default() },
TextColor(Color::srgb(0.4, 0.85, 1.0)),
));
}
// New Record badge — shown only when the player beats their
// previous best score or fastest win time.
if pending.new_record {
card.spawn((
Text::new("New Record!"),
TextFont { font_size: 26.0, ..default() },
TextColor(Color::srgb(1.0, 0.55, 0.0)),
));
}
// Score
card.spawn((
Text::new(format!("Score: {}", pending.score)),
TextFont { font_size: 26.0, ..default() },
TextColor(Color::WHITE),
));
// Time
card.spawn((
Text::new(format!("Time: {}", format_win_time(pending.time_seconds))),
TextFont { font_size: 26.0, ..default() },
TextColor(Color::WHITE),
));
// XP total
card.spawn((
Text::new(format!("XP earned: +{}", pending.xp)),
TextFont { font_size: 22.0, ..default() },
TextColor(Color::srgb(0.4, 1.0, 0.4)),
));
// XP breakdown (smaller, dimmer text)
if !pending.xp_detail.is_empty() {
card.spawn((
Text::new(pending.xp_detail.clone()),
TextFont { font_size: 15.0, ..default() },
TextColor(Color::srgb(0.55, 0.80, 0.55)),
));
}
// Achievements unlocked this game — at most 3 shown explicitly;
// excess is summarised with "...and N more".
if !session.names.is_empty() {
spawn_achievements_section(card, &session.names);
}
// Play Again button
card.spawn((
WinSummaryButton::PlayAgain,
Button,
Node {
padding: UiRect::axes(Val::Px(28.0), Val::Px(12.0)),
justify_content: JustifyContent::Center,
margin: UiRect::top(Val::Px(8.0)),
..default()
},
BackgroundColor(Color::srgb(0.22, 0.45, 0.22)),
BorderRadius::all(Val::Px(6.0)),
))
.with_children(|b| {
b.spawn((
Text::new("Play Again"),
TextFont { font_size: 22.0, ..default() },
TextColor(Color::WHITE),
));
});
});
});
}
/// Maximum number of achievement names shown explicitly in the win modal before
/// the overflow "...and N more" line is shown instead.
const MAX_ACHIEVEMENTS_SHOWN: usize = 3;
/// Spawns the "Achievements Unlocked" sub-section inside the win modal card.
///
/// Shows at most [`MAX_ACHIEVEMENTS_SHOWN`] names. When more achievements were
/// unlocked than the cap, appends a "...and N more" line so the player knows
/// there are additional unlocks visible on the achievements screen.
fn spawn_achievements_section(card: &mut ChildSpawnerCommands, names: &[String]) {
card.spawn((
Text::new("Achievements Unlocked"),
TextFont { font_size: 18.0, ..default() },
TextColor(Color::srgb(1.0, 0.87, 0.0)),
));
let shown = names.len().min(MAX_ACHIEVEMENTS_SHOWN);
for name in &names[..shown] {
card.spawn((
Text::new(format!(" {name}")),
TextFont { font_size: 16.0, ..default() },
TextColor(Color::srgb(0.9, 0.9, 0.9)),
));
}
let overflow = names.len().saturating_sub(MAX_ACHIEVEMENTS_SHOWN);
if overflow > 0 {
card.spawn((
Text::new(format!(" ...and {overflow} more")),
TextFont { font_size: 15.0, ..default() },
TextColor(Color::srgb(0.6, 0.6, 0.65)),
));
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use solitaire_core::game_state::GameState;
use solitaire_data::{PlayerProgress, StatsSnapshot};
/// Build a minimal app with `WinSummaryPlugin` and all resources required
/// by `cache_win_data`: `StatsResource`, `GameStateResource`, and
/// `ProgressResource`.
fn make_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(WinSummaryPlugin)
.insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new(0, solitaire_core::game_state::DrawMode::DrawOne)))
.insert_resource(ProgressResource(PlayerProgress::default()));
app.update();
app
}
#[test]
fn format_win_time_zero() {
assert_eq!(format_win_time(0), "0:00");
}
#[test]
fn format_win_time_one_minute_five_seconds() {
assert_eq!(format_win_time(65), "1:05");
}
#[test]
fn format_win_time_exact_minute() {
assert_eq!(format_win_time(120), "2:00");
}
#[test]
fn format_win_time_large() {
// 3661 s = 61 min 1 s
assert_eq!(format_win_time(3661), "61:01");
}
#[test]
fn format_win_time_59_seconds() {
assert_eq!(format_win_time(59), "0:59");
}
#[test]
fn screen_shake_resource_default_is_idle() {
let shake = ScreenShakeResource::default();
assert!(shake.remaining <= 0.0);
}
#[test]
fn win_summary_pending_default_is_zeroed() {
let p = WinSummaryPending::default();
assert_eq!(p.score, 0);
assert_eq!(p.time_seconds, 0);
assert_eq!(p.xp, 0);
assert!(p.xp_detail.is_empty());
assert!(!p.new_record);
assert!(p.challenge_level.is_none());
}
#[test]
fn build_xp_detail_slow_win_with_undo() {
// 300s >= 120s → no speed bonus; undo used → no no-undo bonus.
let detail = build_xp_detail(300, true);
assert_eq!(detail, "+50 base");
}
#[test]
fn build_xp_detail_slow_win_no_undo() {
let detail = build_xp_detail(300, false);
assert_eq!(detail, "+50 base +25 no-undo");
}
#[test]
fn build_xp_detail_fast_win_with_undo() {
// 0s → speed bonus 50.
let detail = build_xp_detail(0, true);
assert_eq!(detail, "+50 base +50 speed");
}
#[test]
fn build_xp_detail_fast_win_no_undo() {
let detail = build_xp_detail(0, false);
assert_eq!(detail, "+50 base +25 no-undo +50 speed");
}
#[test]
fn win_summary_plugin_inserts_resources() {
let app = make_app();
assert!(app.world().get_resource::<WinSummaryPending>().is_some());
assert!(app.world().get_resource::<ScreenShakeResource>().is_some());
assert!(app.world().get_resource::<SessionAchievements>().is_some());
}
#[test]
fn session_achievements_accumulates_unlock_events() {
let mut app = make_app();
use solitaire_data::AchievementRecord;
let record = AchievementRecord::locked("first_win");
app.world_mut()
.write_message(AchievementUnlockedEvent(record));
app.update();
let session = app.world().resource::<SessionAchievements>();
assert_eq!(session.names.len(), 1);
// display_name_for("first_win") == "First Win"
assert_eq!(session.names[0], "First Win");
}
#[test]
fn session_achievements_resets_on_new_game_request() {
let mut app = make_app();
use solitaire_data::AchievementRecord;
let record = AchievementRecord::locked("first_win");
app.world_mut()
.write_message(AchievementUnlockedEvent(record));
app.update();
// Confirm it was recorded.
assert_eq!(
app.world().resource::<SessionAchievements>().names.len(),
1
);
// Fire NewGameRequestEvent — should clear the list.
app.world_mut().write_message(NewGameRequestEvent::default());
app.update();
assert!(
app.world().resource::<SessionAchievements>().names.is_empty(),
"session achievements must be cleared on NewGameRequestEvent"
);
}
/// Verifies that mode-switch new-game requests (Z/X/C/T keys) also clear
/// `SessionAchievements`. All mode switches route through
/// `NewGameRequestEvent` with a non-`None` `mode` or `seed` field, so
/// this test uses `GameMode::Zen` as a representative case; the same path
/// is taken for Challenge, Daily Challenge, and Time Attack.
#[test]
fn session_achievements_resets_on_mode_switch_new_game_request() {
let mut app = make_app();
use solitaire_core::game_state::GameMode;
use solitaire_data::AchievementRecord;
// Simulate an achievement unlock during the current session.
let record = AchievementRecord::locked("first_win");
app.world_mut()
.write_message(AchievementUnlockedEvent(record));
app.update();
assert_eq!(
app.world().resource::<SessionAchievements>().names.len(),
1,
"achievement should be recorded before the mode switch"
);
// Simulate pressing Z (Zen mode switch) — fires NewGameRequestEvent
// with mode = Some(Zen). Same event shape used by X (Challenge),
// C (Daily Challenge), and T (Time Attack).
app.world_mut().write_message(NewGameRequestEvent {
seed: None,
mode: Some(GameMode::Zen),
});
app.update();
assert!(
app.world().resource::<SessionAchievements>().names.is_empty(),
"session achievements must be cleared when a mode-switch NewGameRequestEvent fires"
);
}
#[test]
fn cache_win_data_sets_score_and_time() {
let mut app = make_app();
app.world_mut()
.write_message(GameWonEvent { score: 1234, time_seconds: 90 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(pending.score, 1234);
assert_eq!(pending.time_seconds, 90);
// 90s < 120s → speed bonus present; default game has undo_count=0 → no-undo bonus present.
assert!(!pending.xp_detail.is_empty(), "xp_detail must be populated on GameWonEvent");
assert!(pending.xp_detail.contains("+50 base"));
}
#[test]
fn cache_win_data_sets_xp_from_xp_awarded_event() {
let mut app = make_app();
app.world_mut().write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.world_mut().write_message(XpAwardedEvent { amount: 75 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(pending.xp, 75);
}
#[test]
fn game_won_event_arms_screen_shake() {
let mut app = make_app();
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let shake = app.world().resource::<ScreenShakeResource>();
assert!(shake.remaining > 0.0, "shake must be armed after GameWonEvent");
}
// -----------------------------------------------------------------------
// New Record detection tests
// -----------------------------------------------------------------------
#[test]
fn first_win_is_always_a_new_record() {
// Default stats: best_single_score=0, fastest_win_seconds=u64::MAX.
// Any positive-score win should be flagged as a new record.
let mut app = make_app();
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 120 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(pending.new_record, "first win should always set new_record");
}
#[test]
fn win_that_beats_best_score_sets_new_record() {
let mut app = make_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.best_single_score = 400;
stats.0.fastest_win_seconds = 200;
}
// Score 500 beats previous best of 400.
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 300 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(pending.new_record, "beating best score should set new_record");
}
#[test]
fn win_that_beats_fastest_time_sets_new_record() {
let mut app = make_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.best_single_score = 800;
stats.0.fastest_win_seconds = 200;
}
// Score 500 does not beat 800, but time 100 < 200.
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 100 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(pending.new_record, "beating fastest time should set new_record");
}
#[test]
fn win_below_personal_bests_does_not_set_new_record() {
let mut app = make_app();
{
let mut stats = app.world_mut().resource_mut::<StatsResource>();
stats.0.best_single_score = 800;
stats.0.fastest_win_seconds = 60;
}
// Score 500 < 800 and time 120 > 60 — neither record broken.
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 120 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(
!pending.new_record,
"win below both personal bests must not set new_record"
);
}
// -----------------------------------------------------------------------
// Challenge-level capture tests
// -----------------------------------------------------------------------
#[test]
fn challenge_win_captures_level_number() {
let mut app = make_app();
// Set challenge_index = 4 so the completed level is 5 (1-based).
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.challenge_index = 4;
// Switch game mode to Challenge.
{
use solitaire_core::game_state::DrawMode;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
}
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert_eq!(
pending.challenge_level,
Some(5),
"challenge_level must be 1-based index of the completed challenge"
);
}
#[test]
fn classic_win_leaves_challenge_level_none() {
let mut app = make_app();
// Default game mode is Classic — challenge_level should stay None.
app.world_mut()
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
app.update();
let pending = app.world().resource::<WinSummaryPending>();
assert!(
pending.challenge_level.is_none(),
"challenge_level must be None for non-Challenge wins"
);
}
}