Files
Ferrous-Solitaire/solitaire_engine/src/achievement_plugin.rs
T
funman300 04f3dab563 fix(android): UX pass — pause stacking, timer, help content, achievement glyphs
BUG-1: pause_plugin — auto_resume_on_overlay system despawns PauseScreen
whenever any other ModalScrim becomes live; fixes Pause modal stacking on
top of Stats / Settings / Help / Achievements / Profile overlays opened
from the HUD menu while paused.

BUG-2: game_plugin — tick_elapsed_time skips the first delta_secs after
AppLifecycle::WillSuspend/Suspended so the Android post-resume frame spike
(equal to the full suspension duration) no longer inflates the in-game timer.

UX-2: help_plugin — Android build gets a touch-specific CONTROL_SECTIONS
(Tap / New Game / HUD buttons); desktop sections (Mouse, Keyboard drag,
Mode Launcher, Overlays) remain on non-Android builds only.

UX-3: achievement_plugin — replace \u{25CB} (○) and \u{2713} (✓) prefixes
with ASCII "- " / "+ "; both Geometric Shapes codepoints are absent from
FiraMono and rendered as the fallback letter "o".

Phase 8 work from previous session (already compiled, not yet committed):
hud_plugin — HUD visual hierarchy (Undo/Pause bright, nav buttons dim);
  menu popover — Help + Game Modes entries added (7 items total).
card_plugin — stock badge drops "·" prefix, shows plain count.
pause_plugin — Draw Mode segmented control (Draw 1 / Draw 3 explicit buttons).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-12 20:02:39 -07:00

1615 lines
59 KiB
Rust

//! Evaluates achievements on `GameWonEvent`, persists unlocks, and fires
//! `AchievementUnlockedEvent` for each newly unlocked achievement.
//!
//! The persistence path is configurable via `AchievementPlugin::storage_path`.
//! `AchievementPlugin::default()` uses the platform data dir;
//! `AchievementPlugin::headless()` disables I/O entirely (for tests).
use std::path::PathBuf;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use chrono::{Local, Timelike, Utc};
use solitaire_core::achievement::{
achievement_by_id, check_achievements, AchievementContext, AchievementDef, Reward,
ALL_ACHIEVEMENTS,
};
use solitaire_data::{
achievements_file_path, load_achievements_from, save_achievements_to, save_settings_to,
AchievementRecord, save_progress_to,
};
use crate::events::{
AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, ToggleAchievementsRequestEvent,
XpAwardedEvent,
};
use crate::font_plugin::FontResource;
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{LevelUpEvent, ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::replay_playback::ReplayPlaybackState;
use crate::resources::GameStateResource;
use crate::settings_plugin::{SettingsResource, SettingsStoragePath};
use crate::stats_plugin::{StatsResource, StatsUpdate};
use crate::ui_modal::{
spawn_modal, spawn_modal_actions, spawn_modal_button, spawn_modal_header, ButtonVariant,
ScrimDismissible,
};
use crate::ui_theme::{
ACCENT_PRIMARY, BORDER_SUBTLE, STATE_SUCCESS, TEXT_DISABLED, TEXT_PRIMARY, TEXT_SECONDARY,
TYPE_BODY, TYPE_BODY_LG, TYPE_CAPTION, VAL_SPACE_1, Z_MODAL_PANEL,
};
use crate::ui_tooltip::Tooltip;
/// Marker on the achievements overlay root node.
#[derive(Component, Debug)]
pub struct AchievementsScreen;
/// Marker on each per-achievement row inside the Achievements modal. Used by
/// hover-tooltip plumbing and tests so a row can be identified independently
/// of its visible text.
#[derive(Component, Debug)]
pub struct AchievementRow;
/// Marker on the scrollable body Node inside the Achievements modal.
///
/// The Achievements list can grow to ~19 rows which overflows the modal at
/// the 800x600 minimum window. This marker tags the inner container that
/// carries `Overflow::scroll_y()` plus a `max_height` constraint so the
/// content scrolls instead of clipping. Mirrors the
/// `SettingsPanelScrollable` pattern in `settings_plugin`.
///
/// `scroll_achievements_panel` reads this marker to route mouse-wheel
/// events into the body's `ScrollPosition`.
#[derive(Component, Debug)]
pub struct AchievementsScrollable;
/// All per-player achievement records (one per known achievement).
#[derive(Resource, Debug, Clone)]
pub struct AchievementsResource(pub Vec<AchievementRecord>);
/// Persistence path for `AchievementsResource`. `None` disables I/O.
#[derive(Resource, Debug, Clone)]
pub struct AchievementsStoragePath(pub Option<PathBuf>);
pub struct AchievementPlugin {
pub storage_path: Option<PathBuf>,
}
impl Default for AchievementPlugin {
fn default() -> Self {
Self {
storage_path: achievements_file_path(),
}
}
}
impl AchievementPlugin {
/// Plugin configured with no persistence.
pub fn headless() -> Self {
Self { storage_path: None }
}
}
impl Plugin for AchievementPlugin {
fn build(&self, app: &mut App) {
let mut records = match &self.storage_path {
Some(path) => load_achievements_from(path),
None => Vec::new(),
};
// Ensure every known achievement has a record. Keeps file forward-compatible
// when new achievements are added in future releases.
for def in ALL_ACHIEVEMENTS {
if !records.iter().any(|r| r.id == def.id) {
records.push(AchievementRecord::locked(def.id));
}
}
app.insert_resource(AchievementsResource(records))
.insert_resource(AchievementsStoragePath(self.storage_path.clone()))
.add_message::<AchievementUnlockedEvent>()
.add_message::<GameWonEvent>()
.add_message::<XpAwardedEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ToggleAchievementsRequestEvent>()
// `MouseWheel` is emitted by Bevy's input plugin under
// `DefaultPlugins`; register it explicitly so the
// achievements-scroll system also runs cleanly under
// `MinimalPlugins` in tests.
.add_message::<MouseWheel>()
.add_message::<bevy::input::touch::TouchInput>()
// Run after GameMutation (so GameWonEvent is available), after
// StatsUpdate (so stats reflect this win), and after ProgressUpdate
// (so daily_challenge_streak is up to date for daily_devotee).
.add_systems(
Update,
evaluate_on_win
.after(GameMutation)
.after(StatsUpdate)
.after(ProgressUpdate),
)
// Achievement-onboarding cue: fires once after the player's very
// first win to teach the Achievements panel exists. Must run
// `.after(StatsUpdate)` so `stats.games_won` reflects the win
// that just landed (StatsUpdate increments it on `GameWonEvent`).
.add_systems(
Update,
fire_achievement_onboarding_toast
.after(GameMutation)
.after(StatsUpdate),
)
.add_systems(Update, toggle_achievements_screen)
.add_systems(Update, handle_achievements_close_button)
.add_systems(Update, scroll_achievements_panel)
.add_systems(Update, crate::ui_modal::touch_scroll_panel::<AchievementsScrollable>)
// Event-driven unlock: observe `ReplayPlaybackState` and unlock
// `cinephile` the first time playback runs to natural completion.
// Reads the resource via `Option<Res<_>>` so headless tests that
// omit `ReplayPlaybackPlugin` still build.
.add_systems(Update, evaluate_cinephile_on_replay_completion);
}
}
#[allow(clippy::too_many_arguments)]
fn evaluate_on_win(
mut wins: MessageReader<GameWonEvent>,
mut unlocks: MessageWriter<AchievementUnlockedEvent>,
mut levelups: MessageWriter<LevelUpEvent>,
mut xp_awarded: MessageWriter<XpAwardedEvent>,
game: Res<GameStateResource>,
stats: Res<StatsResource>,
path: Res<AchievementsStoragePath>,
progress_path: Res<ProgressStoragePath>,
mut achievements: ResMut<AchievementsResource>,
mut progress: ResMut<ProgressResource>,
) {
let Some(ev) = wins.read().last() else {
return;
};
let ctx = AchievementContext {
games_played: stats.0.games_played,
games_won: stats.0.games_won,
win_streak_current: stats.0.win_streak_current,
best_single_score: stats.0.best_single_score,
lifetime_score: stats.0.lifetime_score,
draw_three_wins: stats.0.draw_three_wins,
daily_challenge_streak: progress.0.daily_challenge_streak,
last_win_score: ev.score,
last_win_time_seconds: ev.time_seconds,
last_win_used_undo: game.0.undo_count > 0,
wall_clock_hour: Some(Local::now().hour()),
last_win_recycle_count: game.0.recycle_count,
last_win_is_zen: game.0.mode == solitaire_core::game_state::GameMode::Zen,
};
let hits = check_achievements(&ctx);
if hits.is_empty() {
return;
}
let now = Utc::now();
let mut achievements_changed = false;
let mut progress_changed = false;
for def in hits {
let Some(record) = achievements.0.iter_mut().find(|r| r.id == def.id) else {
continue;
};
if record.unlocked {
continue;
}
record.unlock(now);
achievements_changed = true;
// Grant the reward on first unlock.
if !record.reward_granted {
if let Some(reward) = def.reward {
match reward {
Reward::CardBack(idx) => {
if !progress.0.unlocked_card_backs.contains(&idx) {
progress.0.unlocked_card_backs.push(idx);
progress_changed = true;
}
}
Reward::Background(idx) => {
if !progress.0.unlocked_backgrounds.contains(&idx) {
progress.0.unlocked_backgrounds.push(idx);
progress_changed = true;
}
}
Reward::BonusXp(amount) => {
xp_awarded.write(XpAwardedEvent { amount });
let prev_level = progress.0.add_xp(amount);
if progress.0.leveled_up_from(prev_level) {
levelups.write(LevelUpEvent {
previous_level: prev_level,
new_level: progress.0.level,
total_xp: progress.0.total_xp,
});
}
progress_changed = true;
}
Reward::Badge => {}
}
}
record.reward_granted = true;
}
unlocks.write(AchievementUnlockedEvent(record.clone()));
}
if achievements_changed
&& let Some(target) = &path.0
&& let Err(e) = save_achievements_to(target, &achievements.0) {
warn!("failed to save achievements: {e}");
}
if progress_changed
&& let Some(target) = &progress_path.0
&& let Err(e) = save_progress_to(target, &progress.0) {
warn!("failed to save progress after reward: {e}");
}
}
/// Cinephile unlock observer.
///
/// Watches [`ReplayPlaybackState`] and unlocks the `cinephile` achievement
/// the first time the resource transitions from `Playing` to `Completed` —
/// i.e. the player watched a saved replay all the way through. The Stop
/// button transitions `Playing` → `Inactive` directly (never via
/// `Completed`), so manual aborts do not trigger the unlock.
///
/// Idempotent: once the record is unlocked, subsequent Playing → Completed
/// transitions are a no-op (no extra `AchievementUnlockedEvent`, no extra
/// disk write). The transition itself is debounced by tracking the
/// previous frame's `is_playing()` state in a `Local<bool>` — without
/// this, a freshly-spawned `Completed` state would re-fire each frame
/// during the linger window.
///
/// Reads `ReplayPlaybackState` via `Option<Res<_>>` so achievement tests
/// that omit `ReplayPlaybackPlugin` still build cleanly.
fn evaluate_cinephile_on_replay_completion(
state: Option<Res<ReplayPlaybackState>>,
// `Local` collides with `chrono::Local` imported at the top of this
// module — fully qualify so the Bevy system parameter resolves
// correctly.
mut last_was_playing: bevy::prelude::Local<bool>,
mut achievements: ResMut<AchievementsResource>,
mut unlocks: MessageWriter<AchievementUnlockedEvent>,
path: Res<AchievementsStoragePath>,
) {
let Some(state) = state else {
return;
};
// Detect the Playing → Completed transition: was playing last frame,
// is now completed. Direct Playing → Inactive (Stop button) does not
// satisfy this guard because it never enters `Completed`.
let now_playing = state.is_playing();
let now_completed = state.is_completed();
let just_completed = *last_was_playing && now_completed;
*last_was_playing = now_playing;
if !just_completed {
return;
}
let Some(record) = achievements.0.iter_mut().find(|r| r.id == "cinephile") else {
return;
};
if record.unlocked {
return;
}
record.unlock(Utc::now());
record.reward_granted = true;
unlocks.write(AchievementUnlockedEvent(record.clone()));
if let Some(target) = &path.0
&& let Err(e) = save_achievements_to(target, &achievements.0)
{
warn!("failed to save achievements after cinephile unlock: {e}");
}
}
/// Achievement-onboarding cue.
///
/// On the player's very first win — and only their first — fires a single
/// `InfoToastEvent` nudging them toward the Achievements panel (`A` hotkey)
/// so they discover the progression layer.
///
/// Three guards prevent spurious or repeat firings:
///
/// * `stats.games_won == 1` — the post-condition is checked **after**
/// `StatsUpdate` increments `games_won`, so the cue only fires for the
/// true first win, not (for example) a player who imported existing
/// sync data and won a later game.
/// * `!settings.shown_achievement_onboarding` — flips to `true` after
/// the toast fires, persists to `settings.json`, and serves as the
/// one-shot guard across launches and merged sync.
/// * The system bails immediately when no `GameWonEvent` arrived this
/// frame so it is a no-op outside the post-win frame.
///
/// The `A` hotkey is mentioned verbatim in the toast text so players who
/// dismiss the cue still know where to find the panel.
fn fire_achievement_onboarding_toast(
mut wins: MessageReader<GameWonEvent>,
stats: Res<StatsResource>,
mut settings: Option<ResMut<SettingsResource>>,
settings_path: Option<Res<SettingsStoragePath>>,
mut toast: MessageWriter<InfoToastEvent>,
) {
// Drain the event queue regardless — multiple wins on a single frame
// only need a single onboarding toast at most.
let any_win = wins.read().last().is_some();
if !any_win {
return;
}
// Without a `SettingsResource` (headless tests that omit `SettingsPlugin`)
// we have no flag to consult; bail out cleanly.
let Some(settings) = settings.as_mut() else {
return;
};
if settings.0.shown_achievement_onboarding {
return;
}
if stats.0.games_won != 1 {
return;
}
toast.write(InfoToastEvent(
"First win! Press A to see your achievements.".to_string(),
));
settings.0.shown_achievement_onboarding = true;
// Persist so the cue stays one-shot across launches. `None` storage
// (headless / test) is a documented no-op.
if let Some(path) = settings_path.as_ref()
&& let Some(target) = path.0.as_deref()
&& let Err(e) = save_settings_to(target, &settings.0)
{
warn!("failed to save settings (achievement onboarding): {e}");
}
}
/// Convenience: resolve an achievement ID to its human-readable name.
/// Used by the toast renderer in `animation_plugin`.
pub fn display_name_for(id: &str) -> String {
achievement_by_id(id).map_or_else(|| id.to_string(), |d| d.name.to_string())
}
/// Marker on the "Done" button inside the Achievements modal.
#[derive(Component, Debug)]
pub struct AchievementsCloseButton;
/// Toggle the achievements overlay — `A` keyboard accelerator or
/// `ToggleAchievementsRequestEvent` from the HUD Menu popover.
fn toggle_achievements_screen(
mut commands: Commands,
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<ToggleAchievementsRequestEvent>,
achievements: Res<AchievementsResource>,
font_res: Option<Res<FontResource>>,
screens: Query<Entity, With<AchievementsScreen>>,
) {
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyA) && !button_clicked {
return;
}
if let Ok(entity) = screens.single() {
commands.entity(entity).despawn();
} else {
spawn_achievements_screen(&mut commands, &achievements.0, font_res.as_deref());
}
}
/// Click handler for the modal's "Done" button — despawns the overlay
/// the same way the `A` accelerator does.
fn handle_achievements_close_button(
mut commands: Commands,
close_buttons: Query<&Interaction, (With<AchievementsCloseButton>, Changed<Interaction>)>,
screens: Query<Entity, With<AchievementsScreen>>,
) {
if !close_buttons.iter().any(|i| *i == Interaction::Pressed) {
return;
}
for entity in &screens {
commands.entity(entity).despawn();
}
}
/// Routes mouse-wheel events into the Achievements modal's scrollable body
/// while the panel is open.
///
/// `offset_y` increases downward (0 = top). Scrolling down (`ev.y < 0`) adds
/// to the offset; scrolling up subtracts. Clamped to >= 0 so the viewport
/// never scrolls past the top. Mirrors `scroll_settings_panel` in
/// `settings_plugin`. The query is empty when no `AchievementsScrollable`
/// is in the world (modal closed) so this is a no-op outside the open
/// state without an explicit gate resource.
fn scroll_achievements_panel(
mut scroll_evr: MessageReader<MouseWheel>,
mut scrollables: Query<&mut ScrollPosition, With<AchievementsScrollable>>,
) {
if scrollables.is_empty() {
scroll_evr.clear();
return;
}
let delta_y: f32 = scroll_evr
.read()
.map(|ev| match ev.unit {
MouseScrollUnit::Line => ev.y * 50.0,
MouseScrollUnit::Pixel => ev.y,
})
.sum();
if delta_y == 0.0 {
return;
}
for mut sp in scrollables.iter_mut() {
sp.0.y = (sp.0.y - delta_y).max(0.0);
}
}
fn spawn_achievements_screen(
commands: &mut Commands,
records: &[AchievementRecord],
font_res: Option<&FontResource>,
) {
let unlocked: Vec<_> = records.iter().filter(|r| r.unlocked).collect();
let total = ALL_ACHIEVEMENTS.len();
let header = format!("Achievements ({}/{})", unlocked.len(), total);
let font_handle = font_res.map(|f| f.0.clone()).unwrap_or_default();
let font_name = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY_LG,
..default()
};
let font_desc = TextFont {
font: font_handle.clone(),
font_size: TYPE_BODY,
..default()
};
let font_meta = TextFont {
font: font_handle,
font_size: TYPE_CAPTION,
..default()
};
let any_unlocked = records.iter().any(|r| r.unlocked);
let scrim = spawn_modal(commands, AchievementsScreen, Z_MODAL_PANEL, |card| {
spawn_modal_header(card, header, font_res);
// First-time hint — shown until the player has unlocked anything.
// The list itself describes individual rewards, but a top-level
// explanation gives newer players context for the otherwise dense
// greyed-out grid.
if !any_unlocked {
card.spawn((
Text::new(
"Complete games and try new modes to unlock achievements and rewards.",
),
TextFont {
font: font_res.map(|f| f.0.clone()).unwrap_or_default(),
font_size: TYPE_CAPTION,
..default()
},
TextColor(TEXT_SECONDARY),
));
}
// Scrollable body — the achievements list grows to ~19 rows which
// overflows the modal on the 800x600 minimum window. Wrapping the
// row list in an `Overflow::scroll_y()` Node with a constrained
// `max_height` keeps every row reachable. The Done button below
// sits outside the scroll so it's always one click away. Mirrors
// the `SettingsPanelScrollable` pattern.
card.spawn((
AchievementsScrollable,
ScrollPosition::default(),
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
max_height: Val::Vh(70.0),
overflow: Overflow::scroll_y(),
..default()
},
))
.with_children(|body| {
// Achievement rows — unlocked first, then locked alphabetical.
let mut sorted: Vec<_> = records.iter().collect();
sorted.sort_by_key(|r| (!r.unlocked, r.id.clone()));
for record in &sorted {
let def = achievement_by_id(&record.id);
let (name, description) =
def.map_or((record.id.as_str(), ""), |d| (d.name, d.description));
// Hide secret locked achievements so they remain a surprise.
let is_secret = def.is_some_and(|d| d.secret);
if is_secret && !record.unlocked {
continue;
}
let (name_color, desc_color, prefix) = if record.unlocked {
(ACCENT_PRIMARY, TEXT_PRIMARY, "+ ")
} else {
(TEXT_DISABLED, TEXT_DISABLED, "- ")
};
let tooltip_text = tooltip_for_row(record.unlocked, def);
body.spawn((
Node {
flex_direction: FlexDirection::Column,
row_gap: VAL_SPACE_1,
..default()
},
AchievementRow,
Tooltip::new(tooltip_text),
))
.with_children(|row| {
row.spawn((
Text::new(format!("{prefix}{name}")),
font_name.clone(),
TextColor(name_color),
));
if !description.is_empty() {
row.spawn((
Text::new(format!(" {description}")),
font_desc.clone(),
TextColor(desc_color),
));
}
if let Some(reward_str) = def.and_then(|d| d.reward).map(format_reward) {
row.spawn((
Text::new(format!(" Reward: {reward_str}")),
font_meta.clone(),
TextColor(STATE_SUCCESS),
));
}
if let Some(date) = record.unlock_date {
row.spawn((
Text::new(format!(" Unlocked {}", date.format("%Y-%m-%d"))),
font_meta.clone(),
TextColor(TEXT_SECONDARY),
));
}
});
// Subtle row separator — keeps the long list scannable.
body.spawn((
Node {
height: Val::Px(1.0),
..default()
},
BackgroundColor(BORDER_SUBTLE),
));
}
});
spawn_modal_actions(card, |actions| {
spawn_modal_button(
actions,
AchievementsCloseButton,
"Done",
Some("A"),
ButtonVariant::Primary,
font_res,
);
});
});
// Achievements is a read-only list — clicking the scrim outside
// the card dismisses alongside the existing A / Done paths.
commands.entity(scrim).insert(ScrimDismissible);
}
fn format_reward(reward: Reward) -> String {
match reward {
Reward::CardBack(idx) => format!("Card Back #{idx}"),
Reward::Background(idx) => format!("Background #{idx}"),
Reward::BonusXp(xp) => format!("+{xp} XP"),
Reward::Badge => "Badge".to_string(),
}
}
/// Compose the per-row hover-tooltip string. Surfaces information that the
/// row itself does not always make obvious:
///
/// * Unlocked + reward → "Reward: <reward>." — celebrates the prize.
/// * Unlocked, no reward → "Earned!".
/// * Locked, non-secret → "How to unlock: <description>." plus the reward
/// when one is defined; the visible row already shows the same lines, but
/// gathering them in one tooltip keeps the long list scannable on hover.
/// * Locked, secret rows are filtered out before they reach this helper —
/// they get no tooltip so the unlock condition stays a surprise.
///
/// Defs are looked up at the call site; `None` means the record refers to an
/// achievement no longer present in `ALL_ACHIEVEMENTS` (forward-compat) and
/// gets a generic fallback.
fn tooltip_for_row(unlocked: bool, def: Option<&AchievementDef>) -> String {
if unlocked {
match def.and_then(|d| d.reward).map(format_reward) {
Some(reward) => format!("Reward: {reward}."),
None => "Earned!".to_string(),
}
} else {
let description = def.map_or("", |d| d.description);
let how = if description.is_empty() {
"How to unlock: keep playing.".to_string()
} else {
format!("How to unlock: {description}.")
};
match def.and_then(|d| d.reward).map(format_reward) {
Some(reward) => format!("{how} Reward: {reward}."),
None => how,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::stats_plugin::StatsPlugin;
use crate::table_plugin::TablePlugin;
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(AchievementPlugin::headless());
// StatsPlugin's UI toggle system reads ButtonInput<KeyCode>; under
// MinimalPlugins it isn't auto-registered.
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
#[test]
fn resource_is_populated_with_all_known_ids() {
let app = headless_app();
let records = &app.world().resource::<AchievementsResource>().0;
assert_eq!(records.len(), ALL_ACHIEVEMENTS.len());
for def in ALL_ACHIEVEMENTS {
assert!(records.iter().any(|r| r.id == def.id && !r.unlocked));
}
}
#[test]
fn win_unlocks_first_win_and_fires_event() {
let mut app = headless_app();
// StatsPlugin runs update_stats_on_win first (after GameMutation); that
// bumps games_won to 1 before evaluate_on_win reads StatsResource.
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let unlocked_first_win = app
.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "first_win")
.map(|r| r.unlocked)
.unwrap_or(false);
assert!(unlocked_first_win);
// Verify the event was emitted.
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(fired.contains(&"first_win".to_string()));
}
#[test]
fn repeated_win_does_not_refire_already_unlocked_achievement() {
let mut app = headless_app();
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
// Clear events from first win.
app.world_mut()
.resource_mut::<Messages<AchievementUnlockedEvent>>()
.clear();
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(
!fired.contains(&"first_win".to_string()),
"first_win must not re-fire on subsequent wins"
);
}
#[test]
fn display_name_resolves_known_and_unknown_ids() {
assert_eq!(display_name_for("first_win"), "First Win");
assert_eq!(display_name_for("bogus"), "bogus");
}
#[test]
fn bonus_xp_reward_fires_xp_awarded_event() {
let mut app = headless_app();
// "no_undo" achievement awards BonusXp(25). Trigger it by sending a
// GameWonEvent with undo_count == 0 (default) and enough stats to match.
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let events = app.world().resource::<Messages<XpAwardedEvent>>();
let mut cursor = events.get_cursor();
let xp_events: Vec<u64> = cursor.read(events).map(|e| e.amount).collect();
// The no_undo achievement (BonusXp 25) must have fired an XpAwardedEvent.
assert!(
xp_events.contains(&25),
"BonusXp(25) must fire XpAwardedEvent; got {xp_events:?}"
);
}
#[test]
fn no_undo_achievement_does_not_fire_when_undo_was_used() {
let mut app = headless_app();
// Simulate a win where the player used undo at least once.
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.undo_count = 1;
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
// "no_undo" awards BonusXp(25). If undo was used it must NOT fire.
let events = app.world().resource::<Messages<XpAwardedEvent>>();
let mut cursor = events.get_cursor();
let xp_events: Vec<u64> = cursor.read(events).map(|e| e.amount).collect();
assert!(
!xp_events.contains(&25),
"BonusXp(25) must not fire when undo_count > 0; got {xp_events:?}"
);
}
// -----------------------------------------------------------------------
// draw_three_master integration
// -----------------------------------------------------------------------
#[test]
fn draw_three_master_fires_on_tenth_draw_three_win() {
let mut app = headless_app();
// Pre-seed nine prior Draw-Three wins. The pending GameWonEvent will
// trigger update_stats_on_win first (StatsUpdate runs before
// evaluate_on_win), bumping draw_three_wins to 10 — the unlock
// threshold for the draw_three_master achievement.
app.world_mut().resource_mut::<StatsResource>().0.draw_three_wins = 9;
// The current game must be in DrawThree mode so update_on_win
// increments draw_three_wins (and not draw_one_wins).
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 240,
});
app.update();
// Sanity-check that the win was actually attributed to Draw-Three so
// the achievement reads the correct counter.
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.draw_three_wins, 10);
let unlocked = app
.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "draw_three_master")
.map(|r| r.unlocked)
.unwrap_or(false);
assert!(unlocked, "draw_three_master must unlock at the 10th Draw-Three win");
// Verify the AchievementUnlockedEvent fired for this id.
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(
fired.contains(&"draw_three_master".to_string()),
"AchievementUnlockedEvent for draw_three_master must fire; got {fired:?}"
);
}
#[test]
fn draw_three_master_does_not_fire_at_nine_wins() {
let mut app = headless_app();
// Pre-seed eight prior Draw-Three wins. The pending GameWonEvent
// brings draw_three_wins to 9 — one short of the threshold.
app.world_mut().resource_mut::<StatsResource>().0.draw_three_wins = 8;
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 240,
});
app.update();
let stats = &app.world().resource::<StatsResource>().0;
assert_eq!(stats.draw_three_wins, 9);
let unlocked = app
.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "draw_three_master")
.map(|r| r.unlocked)
.unwrap_or(false);
assert!(!unlocked, "draw_three_master must remain locked at 9 Draw-Three wins");
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(
!fired.contains(&"draw_three_master".to_string()),
"draw_three_master must not fire below threshold; got {fired:?}"
);
}
// -----------------------------------------------------------------------
// zen_winner integration
// -----------------------------------------------------------------------
#[test]
fn zen_winner_fires_on_zen_mode_win() {
let mut app = headless_app();
// Put the active game in Zen mode. evaluate_on_win reads
// GameStateResource.mode directly to populate last_win_is_zen.
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.mode = solitaire_core::game_state::GameMode::Zen;
app.world_mut().write_message(GameWonEvent {
score: 0,
time_seconds: 600,
});
app.update();
let unlocked = app
.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "zen_winner")
.map(|r| r.unlocked)
.unwrap_or(false);
assert!(unlocked, "zen_winner must unlock when the game mode is Zen");
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(
fired.contains(&"zen_winner".to_string()),
"AchievementUnlockedEvent for zen_winner must fire; got {fired:?}"
);
}
#[test]
fn zen_winner_does_not_fire_for_classic_win() {
let mut app = headless_app();
// Default GameMode is Classic; assert and rely on it.
assert_eq!(
app.world().resource::<GameStateResource>().0.mode,
solitaire_core::game_state::GameMode::Classic
);
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let unlocked = app
.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "zen_winner")
.map(|r| r.unlocked)
.unwrap_or(false);
assert!(!unlocked, "zen_winner must remain locked outside Zen mode");
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<String> = cursor.read(events).map(|e| e.0.id.clone()).collect();
assert!(
!fired.contains(&"zen_winner".to_string()),
"zen_winner must not fire on a Classic-mode win; got {fired:?}"
);
}
fn press(app: &mut App, key: KeyCode) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(key);
input.clear();
input.press(key);
}
#[test]
fn pressing_a_spawns_achievements_screen() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyA);
app.update();
let count = app
.world_mut()
.query::<&AchievementsScreen>()
.iter(app.world())
.count();
assert_eq!(count, 1);
}
#[test]
fn pressing_a_twice_dismisses_screen() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyA);
app.update();
press(&mut app, KeyCode::KeyA);
app.update();
let count = app
.world_mut()
.query::<&AchievementsScreen>()
.iter(app.world())
.count();
assert_eq!(count, 0);
}
// -----------------------------------------------------------------------
// Scrollable body
// -----------------------------------------------------------------------
/// Spawning the modal must place exactly one `AchievementsScrollable`
/// marker in the world so the row list scrolls instead of clipping at
/// the 800x600 minimum window.
#[test]
fn achievements_modal_body_is_scrollable() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyA);
app.update();
let count = app
.world_mut()
.query::<&AchievementsScrollable>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"Achievements modal must spawn exactly one AchievementsScrollable body"
);
}
/// The scrollable body must constrain its `max_height` so the modal
/// actually engages scrolling on tall content. Without this the inner
/// flex column would expand to fit every row and `Overflow::scroll_y`
/// would have nothing to clip.
#[test]
fn achievements_modal_body_has_max_height() {
let mut app = headless_app();
press(&mut app, KeyCode::KeyA);
app.update();
let mut q = app
.world_mut()
.query_filtered::<&Node, With<AchievementsScrollable>>();
let nodes: Vec<&Node> = q.iter(app.world()).collect();
assert_eq!(nodes.len(), 1, "expected exactly one scrollable body");
let node = nodes[0];
// `Val::Auto` is the default; assert the body's `max_height` was
// explicitly set to something else so scroll engages.
assert_ne!(
node.max_height,
Val::Auto,
"scrollable body must set a non-default max_height; got {:?}",
node.max_height
);
// And the overflow axis must be y-scroll.
assert_eq!(
node.overflow,
Overflow::scroll_y(),
"scrollable body must use Overflow::scroll_y(); got {:?}",
node.overflow
);
}
// -----------------------------------------------------------------------
// format_reward
// -----------------------------------------------------------------------
#[test]
fn format_reward_card_back() {
assert_eq!(format_reward(Reward::CardBack(2)), "Card Back #2");
}
#[test]
fn format_reward_background() {
assert_eq!(format_reward(Reward::Background(3)), "Background #3");
}
#[test]
fn format_reward_bonus_xp() {
assert_eq!(format_reward(Reward::BonusXp(25)), "+25 XP");
}
#[test]
fn format_reward_badge() {
assert_eq!(format_reward(Reward::Badge), "Badge");
}
// -----------------------------------------------------------------------
// Per-row tooltips
// -----------------------------------------------------------------------
/// Collects every `Tooltip` string attached to an `AchievementRow` in the
/// current world. Order is unspecified — callers should search for a
/// substring rather than rely on positions.
fn collect_row_tooltips(app: &mut App) -> Vec<String> {
let mut q = app
.world_mut()
.query_filtered::<&Tooltip, With<AchievementRow>>();
q.iter(app.world())
.map(|t| t.0.clone().into_owned())
.collect()
}
/// `on_a_roll` is unlocked and has `Reward::CardBack(1)`. Its row's
/// tooltip must surface that reward — the row UI already lists it, but
/// the tooltip exists so the value is never just below the fold on
/// long lists.
#[test]
fn unlocked_achievement_row_carries_tooltip_with_reward() {
let mut app = headless_app();
// Pre-unlock on_a_roll directly on the resource so the row renders
// in the "unlocked" branch when the screen spawns.
{
let mut achievements = app.world_mut().resource_mut::<AchievementsResource>();
let record = achievements
.0
.iter_mut()
.find(|r| r.id == "on_a_roll")
.expect("on_a_roll record must be seeded by AchievementPlugin");
record.unlock(Utc::now());
record.reward_granted = true;
}
press(&mut app, KeyCode::KeyA);
app.update();
let tips = collect_row_tooltips(&mut app);
assert!(
!tips.is_empty(),
"spawning the achievements screen must attach Tooltips to rows"
);
// The reward for on_a_roll is `Card Back #1`. Find a tooltip
// mentioning "Card back" (case-insensitive on "Back" → match the
// exact format_reward output).
let has_card_back_reward = tips.iter().any(|t| t.contains("Card Back"));
assert!(
has_card_back_reward,
"expected an unlocked-row tooltip to mention the Card Back reward; got: {tips:?}"
);
}
/// Locked secret achievements are filtered out of the row list, so the
/// screen must not contain a row tooltip carrying the secret
/// achievement's reward (`Card Back #4` for `speed_and_skill`) — the
/// only fingerprint that would betray the row's identity even though
/// the canonical description is already cryptic.
#[test]
fn locked_secret_achievement_does_not_reveal_condition() {
let mut app = headless_app();
// `speed_and_skill` starts locked under headless_app(); confirm.
let locked = app
.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "speed_and_skill")
.map(|r| !r.unlocked)
.unwrap_or(false);
assert!(
locked,
"precondition: speed_and_skill must be locked in a fresh headless app"
);
press(&mut app, KeyCode::KeyA);
app.update();
let tips = collect_row_tooltips(&mut app);
// No row may carry the secret reward — that's the only way the
// secret row's identity could leak through the tooltip surface.
for t in &tips {
assert!(
!t.contains("Card Back #4"),
"tooltip leaks the secret reward: {t:?}"
);
}
// No row may quote the verbatim secret-condition vocabulary. The
// canonical secret description in `solitaire_core` is already
// generic ("A secret achievement"); these checks guard against a
// future leak where someone replaces it with the literal predicate.
let leaked_predicate = tips.iter().any(|t| {
t.contains("90") && t.to_lowercase().contains("without undo")
});
assert!(
!leaked_predicate,
"no tooltip may state the speed_and_skill predicate: {tips:?}"
);
// Sanity: the screen actually rendered some rows. If the spawn
// path were broken there'd be nothing to leak in the first place.
assert!(!tips.is_empty(), "screen must have rendered rows");
}
// -----------------------------------------------------------------------
// tooltip_for_row policy
// -----------------------------------------------------------------------
#[test]
fn tooltip_for_row_unlocked_with_reward_mentions_reward() {
let def = achievement_by_id("on_a_roll").expect("on_a_roll exists");
let s = tooltip_for_row(true, Some(def));
assert!(s.contains("Card Back"), "got {s:?}");
}
#[test]
fn tooltip_for_row_unlocked_without_reward_says_earned() {
let def = achievement_by_id("first_win").expect("first_win exists");
assert_eq!(tooltip_for_row(true, Some(def)), "Earned!");
}
#[test]
fn tooltip_for_row_locked_includes_description_and_reward() {
let def = achievement_by_id("lightning").expect("lightning exists");
let s = tooltip_for_row(false, Some(def));
assert!(s.contains("How to unlock"));
assert!(s.contains("under 90 seconds"));
assert!(s.contains("Card Back #2"));
}
#[test]
fn tooltip_for_row_locked_no_reward_omits_reward() {
let def = achievement_by_id("first_win").expect("first_win exists");
let s = tooltip_for_row(false, Some(def));
assert!(s.contains("How to unlock"));
assert!(!s.contains("Reward"), "got {s:?}");
}
// -----------------------------------------------------------------------
// Achievement-onboarding cue (`fire_achievement_onboarding_toast`)
// -----------------------------------------------------------------------
/// Builds a headless app that **also** includes `SettingsPlugin::headless()`
/// so the achievement-onboarding system (which reads `SettingsResource`)
/// has a flag to consult and persist into.
fn onboarding_test_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(StatsPlugin::headless())
.add_plugins(crate::progress_plugin::ProgressPlugin::headless())
.add_plugins(crate::settings_plugin::SettingsPlugin::headless())
.add_plugins(AchievementPlugin::headless());
app.init_resource::<bevy::input::ButtonInput<KeyCode>>();
app.update();
app
}
/// Collects every `InfoToastEvent` written so tests can assert on
/// count and message contents.
fn drain_info_toasts(app: &App) -> Vec<String> {
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
cursor.read(events).map(|e| e.0.clone()).collect()
}
/// First-win path: with the flag false and `games_won` about to be
/// 1, exactly one `InfoToastEvent` mentioning the `A` hotkey must
/// fire and the flag must flip to `true`.
#[test]
fn first_win_fires_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Sanity: fresh app starts with games_won = 0 and the flag unset.
assert_eq!(app.world().resource::<StatsResource>().0.games_won, 0);
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding
);
// StatsPlugin (StatsUpdate) increments games_won to 1 *before* the
// achievement-onboarding system reads stats — our system runs
// `.after(StatsUpdate)`. The system then sees games_won == 1 and
// the cue fires.
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let toasts = drain_info_toasts(&app);
let onboarding_toasts: Vec<&String> = toasts
.iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert_eq!(
onboarding_toasts.len(),
1,
"exactly one achievement-onboarding toast must fire on the first win; \
saw all toasts: {toasts:?}"
);
assert!(
app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"shown_achievement_onboarding must flip to true after the toast fires"
);
}
/// Second-win path: with the flag already `true` (player already
/// saw the cue on a previous run), no onboarding toast may fire.
#[test]
fn subsequent_wins_do_not_fire_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-set the flag to simulate a player who already dismissed
// the cue on a previous run.
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.shown_achievement_onboarding = true;
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire when shown_achievement_onboarding is already true; \
got: {onboarding_toasts:?}"
);
}
/// Sync-import path: a player imports stats with `games_won = 5`
/// already on the books. The flag is still `false` (they were on a
/// pre-cue release on this device), but the cue must NOT fire because
/// this isn't actually their first win — the post-condition
/// `games_won == 1` guards against retroactive nagging.
#[test]
fn non_first_win_does_not_fire_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-seed games_won = 5 BEFORE the win lands. StatsUpdate will
// bump it to 6 on the GameWonEvent, taking the system well past
// the `games_won == 1` post-condition.
app.world_mut().resource_mut::<StatsResource>().0.games_won = 5;
// Confirm the flag is still false so we know the guard that
// prevents firing is the games-won post-condition, not the flag.
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding
);
app.world_mut().write_message(GameWonEvent {
score: 1000,
time_seconds: 300,
});
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire on a non-first win; got: {onboarding_toasts:?}"
);
// And the flag must remain false so the cue can still teach a
// genuinely-fresh second device or a wiped install.
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"shown_achievement_onboarding must remain false when the cue did not fire"
);
}
// -----------------------------------------------------------------------
// Cinephile (event-driven via ReplayPlaybackState)
// -----------------------------------------------------------------------
use crate::replay_playback::ReplayPlaybackState;
use solitaire_data::{Replay, ReplayMove};
use chrono::NaiveDate;
use solitaire_core::game_state::{DrawMode, GameMode};
/// Headless app variant that injects a default `ReplayPlaybackState`
/// directly (no `ReplayPlaybackPlugin`) so we can drive the resource
/// by hand. The achievement plugin's cinephile observer reads it via
/// `Option<Res<_>>` so the absence of the playback plugin is safe.
fn cinephile_app() -> App {
let mut app = headless_app();
app.init_resource::<ReplayPlaybackState>();
app
}
fn dummy_replay() -> Replay {
Replay::new(
1,
DrawMode::DrawOne,
GameMode::Classic,
10,
100,
NaiveDate::from_ymd_opt(2026, 5, 5).expect("valid date"),
vec![ReplayMove::StockClick],
)
}
fn cinephile_unlocked(app: &App) -> bool {
app.world()
.resource::<AchievementsResource>()
.0
.iter()
.find(|r| r.id == "cinephile")
.map(|r| r.unlocked)
.unwrap_or(false)
}
fn cinephile_unlocks_emitted(app: &App) -> usize {
let events = app.world().resource::<Messages<AchievementUnlockedEvent>>();
let mut cursor = events.get_cursor();
cursor
.read(events)
.filter(|e| e.0.id == "cinephile")
.count()
}
/// The cinephile record must be seeded on plugin init like every other
/// achievement, so the observer can find and mutate it later.
#[test]
fn cinephile_record_seeded_by_plugin() {
let app = cinephile_app();
let records = &app.world().resource::<AchievementsResource>().0;
assert!(
records.iter().any(|r| r.id == "cinephile" && !r.unlocked),
"cinephile record must be seeded as locked",
);
}
/// Drive Inactive → Playing → Completed and assert the cinephile
/// achievement unlocks and exactly one `AchievementUnlockedEvent` is
/// emitted.
#[test]
fn cinephile_unlocks_on_replay_completion() {
let mut app = cinephile_app();
// Frame 1: enter Playing. The observer's first sample sees
// `last_was_playing = false` and `now_playing = true`.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
assert!(
!cinephile_unlocked(&app),
"Playing alone must not unlock cinephile",
);
// Frame 2: transition to Completed. The observer must detect
// `last_was_playing = true && now_completed = true` and unlock.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
assert!(
cinephile_unlocked(&app),
"cinephile must unlock on Playing → Completed transition",
);
assert_eq!(
cinephile_unlocks_emitted(&app),
1,
"exactly one AchievementUnlockedEvent must fire for cinephile",
);
}
/// Stop button transitions Playing → Inactive directly (not via
/// Completed). Drive that path and assert no cinephile unlock.
#[test]
fn cinephile_does_not_unlock_on_stop_button_abort() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
// Direct Playing → Inactive — the path the Stop button takes via
// `stop_replay_playback`. Must not unlock cinephile.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Inactive;
app.update();
assert!(
!cinephile_unlocked(&app),
"Stop button (Playing → Inactive) must not unlock cinephile",
);
assert_eq!(
cinephile_unlocks_emitted(&app),
0,
"no AchievementUnlockedEvent for cinephile on a Stop transition",
);
}
/// A second Playing → Completed cycle on an already-unlocked record
/// must be idempotent: no additional `AchievementUnlockedEvent`.
#[test]
fn cinephile_does_not_double_fire() {
let mut app = cinephile_app();
// First completion cycle to unlock.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
assert!(cinephile_unlocked(&app), "precondition: first cycle must unlock");
// Drain the event queue so the next assertion doesn't double-count
// the legitimate first-time unlock event.
app.world_mut()
.resource_mut::<Messages<AchievementUnlockedEvent>>()
.clear();
// Second cycle: Inactive → Playing → Completed once more.
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Inactive;
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
assert_eq!(
cinephile_unlocks_emitted(&app),
0,
"cinephile must not re-fire on a second Playing → Completed cycle",
);
}
/// `Completed` lingers across multiple frames before the auto-clear
/// transitions back to `Inactive`. The observer must fire exactly
/// once during that linger window — not once per frame.
#[test]
fn cinephile_fires_once_across_completed_linger() {
let mut app = cinephile_app();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Playing {
replay: dummy_replay(),
cursor: 0,
secs_to_next: 0.0,
paused: false,
};
app.update();
*app.world_mut().resource_mut::<ReplayPlaybackState>() =
ReplayPlaybackState::Completed;
app.update();
// Stay in Completed for a few more frames as the real auto-clear
// does. Each subsequent frame the resource is still `Completed`
// but the observer has already counted this transition.
app.update();
app.update();
app.update();
assert_eq!(
cinephile_unlocks_emitted(&app),
1,
"cinephile must fire exactly once across the Completed linger window",
);
}
#[test]
fn no_win_event_means_no_achievement_onboarding_toast() {
let mut app = onboarding_test_app();
// Pre-seed games_won = 1 to simulate the misleading mid-frame
// state without actually firing a GameWonEvent.
app.world_mut().resource_mut::<StatsResource>().0.games_won = 1;
app.update();
let onboarding_toasts: Vec<String> = drain_info_toasts(&app)
.into_iter()
.filter(|t| t.contains("Press A") && t.contains("achievements"))
.collect();
assert!(
onboarding_toasts.is_empty(),
"no onboarding toast must fire without a GameWonEvent; got: {onboarding_toasts:?}"
);
assert!(
!app.world()
.resource::<SettingsResource>()
.0
.shown_achievement_onboarding,
"flag must not flip without a win event"
);
}
}