ffc79447d4
P0 fixes: - Register WinSummaryPlugin, SelectionPlugin, CardAnimationPlugin in main.rs (all three were exported but never wired — features silently did nothing) - game_state::draw(): increment move_count on waste→stock recycle, not just on normal draws; add move_count_increments_on_recycle regression test P1 fixes: - solitaire_server/Cargo.toml: remove duplicate dev-dependencies (solitaire_sync, uuid, chrono, jsonwebtoken were in both sections) P2 — input_plugin refactor: - Split 198-line handle_keyboard() into three focused systems under 110 lines each: handle_keyboard_core (U/N/Z/D/Space), handle_keyboard_hint (H), handle_keyboard_forfeit (G) - Introduce KeyboardConfirmState resource to share countdown timers across systems - Add three new unit tests: all_hints_suggests_draw_*, all_hints_is_empty_when_truly_stuck, new_game_confirm_window_is_positive P2 — achievement predicate tests (solitaire_core): - Add 10 direct unit tests for speed_demon, lightning, no_undo, high_scorer, on_a_roll, comeback predicates (previously only covered via check_achievements()) - 141 core tests now passing P2 — server tests: - solitaire_server/src/sync.rs: 4 unit tests for merge logic (no DB required) - solitaire_server/src/leaderboard.rs: 2 unit tests for entry shape and sort order P3 — documentation: - Add struct-level /// to 12 Plugin structs (ChallengePlugin, CursorPlugin, AnimationPlugin, HelpPlugin, PausePlugin, AudioPlugin, DailyChallengePlugin, HudPlugin, LeaderboardPlugin, OnboardingPlugin, TimeAttackPlugin, WeeklyGoalsPlugin) - Add field-level /// to Card, Pile, Deck, GameState, AchievementContext, AchievementDef - Add /// to WeeklyGoalKind, WeeklyGoalDef, WeeklyGoalContext, StatsExt::update_on_win card_animation module (new files from previous session): - chain.rs, diagnostics.rs, tuning.rs, updated interaction.rs/animation.rs/mod.rs/lib.rs - Remove unused HOVER_SCALE_DEFAULT / DRAG_LIFT_SCALE_DEFAULT / HOVER_LERP_SPEED_DEFAULT constants - Add handle_touch_stock_tap so touch users can draw from the stock pile Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
126 lines
3.1 KiB
Rust
126 lines
3.1 KiB
Rust
use serde::{Deserialize, Serialize};
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/// Card suit.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Suit {
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Clubs,
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Diamonds,
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Hearts,
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Spades,
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}
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impl Suit {
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/// Returns `true` for red suits (Diamonds, Hearts).
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pub fn is_red(self) -> bool {
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matches!(self, Suit::Diamonds | Suit::Hearts)
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}
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/// Returns `true` for black suits (Clubs, Spades).
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pub fn is_black(self) -> bool {
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!self.is_red()
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}
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}
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/// Card rank, Ace through King.
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
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pub enum Rank {
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Ace,
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Two,
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Three,
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Four,
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Five,
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Six,
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Seven,
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Eight,
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Nine,
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Ten,
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Jack,
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Queen,
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King,
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}
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impl Rank {
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/// Numeric value: Ace = 1, King = 13.
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pub fn value(self) -> u8 {
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match self {
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Rank::Ace => 1,
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Rank::Two => 2,
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Rank::Three => 3,
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Rank::Four => 4,
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Rank::Five => 5,
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Rank::Six => 6,
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Rank::Seven => 7,
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Rank::Eight => 8,
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Rank::Nine => 9,
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Rank::Ten => 10,
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Rank::Jack => 11,
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Rank::Queen => 12,
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Rank::King => 13,
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}
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}
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}
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/// A single playing card.
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub struct Card {
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/// Unique identifier for this card within the deal. Stable across moves and undo.
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pub id: u32,
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/// The card's suit (Clubs, Diamonds, Hearts, Spades).
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pub suit: Suit,
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/// The card's rank (Ace through King).
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pub rank: Rank,
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/// Whether the card is visible to the player. Face-down cards may not be moved.
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pub face_up: bool,
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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#[test]
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fn rank_value_ace_is_one() {
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assert_eq!(Rank::Ace.value(), 1);
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}
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#[test]
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fn rank_value_king_is_thirteen() {
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assert_eq!(Rank::King.value(), 13);
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}
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#[test]
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fn rank_values_are_sequential() {
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let ranks = [
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Rank::Ace, Rank::Two, Rank::Three, Rank::Four, Rank::Five,
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Rank::Six, Rank::Seven, Rank::Eight, Rank::Nine, Rank::Ten,
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Rank::Jack, Rank::Queen, Rank::King,
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];
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for (i, r) in ranks.iter().enumerate() {
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assert_eq!(r.value(), (i + 1) as u8);
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}
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}
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#[test]
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fn suit_red_is_diamonds_and_hearts() {
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assert!(Suit::Diamonds.is_red());
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assert!(Suit::Hearts.is_red());
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assert!(!Suit::Clubs.is_red());
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assert!(!Suit::Spades.is_red());
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}
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#[test]
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fn suit_black_is_clubs_and_spades() {
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assert!(Suit::Clubs.is_black());
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assert!(Suit::Spades.is_black());
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assert!(!Suit::Diamonds.is_black());
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assert!(!Suit::Hearts.is_black());
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}
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#[test]
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fn card_face_up_field_reflects_construction() {
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let card = Card { id: 0, suit: Suit::Hearts, rank: Rank::Ace, face_up: false };
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assert!(!card.face_up);
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let card2 = Card { id: 1, suit: Suit::Spades, rank: Rank::King, face_up: true };
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assert!(card2.face_up);
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}
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}
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