Files
Ferrous-Solitaire/solitaire_engine/src/animation_plugin.rs
T
funman300 7cda2a9f1a
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fix(engine): resolve all clippy warnings introduced by PNG asset pipeline
- Collapse nested-if patterns into let-chains across 13 plugins (42 instances)
- Add #[allow(clippy::too_many_arguments)] to 5 Bevy systems in card_plugin
  and input_plugin where ECS parameter count exceeds the lint threshold
- Gate Theme import in table_plugin under #[cfg(test)] — only used by
  test-only colour helpers; removing the unconditional import silences the
  unused-import lint without breaking the test suite
- Wrap ButtonInput<MouseButton> in Option<> in update_input_platform so that
  tests using MinimalPlugins (no InputPlugin) no longer panic on startup

All 789 tests pass; cargo clippy --workspace -- -D warnings is clean.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-29 03:35:41 +00:00

852 lines
28 KiB
Rust

//! Smooth animations: card slide (linear lerp), win cascade, achievement toast.
//!
//! `CardAnim` is the only animation component used by other plugins — import
//! it directly when adding animations outside this file.
//!
//! # Toast queue (Task #67)
//!
//! Multiple `InfoToastEvent`s can fire in a single frame. To prevent overlapping
//! text, they are enqueued in `ToastQueue` and shown one at a time by
//! `drive_toast_display`. Each toast lives for 2.5 seconds; the next is shown
//! immediately after the previous despawns.
use std::collections::VecDeque;
use bevy::prelude::*;
use solitaire_data::AnimSpeed;
use crate::achievement_plugin::display_name_for;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_plugin::CardEntity;
use crate::challenge_plugin::ChallengeAdvancedEvent;
use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
use crate::events::{InfoToastEvent, NewGameConfirmEvent, XpAwardedEvent};
use crate::events::{AchievementUnlockedEvent, GameWonEvent};
use crate::game_plugin::GameMutation;
use crate::layout::LayoutResource;
use crate::pause_plugin::PausedResource;
use crate::progress_plugin::LevelUpEvent;
use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
use crate::time_attack_plugin::TimeAttackEndedEvent;
use crate::weekly_goals_plugin::WeeklyGoalCompletedEvent;
/// Duration of a card slide (move) animation in seconds at Normal speed.
pub const SLIDE_SECS: f32 = 0.15;
/// The effective slide duration, updated whenever `Settings::animation_speed` changes.
#[derive(Resource, Debug, Clone, Copy)]
pub struct EffectiveSlideDuration {
pub slide_secs: f32,
}
impl Default for EffectiveSlideDuration {
fn default() -> Self {
Self { slide_secs: SLIDE_SECS }
}
}
fn anim_speed_to_secs(speed: &AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => SLIDE_SECS,
AnimSpeed::Fast => 0.07,
AnimSpeed::Instant => 0.0,
}
}
const WIN_TOAST_SECS: f32 = 4.0;
const ACHIEVEMENT_TOAST_SECS: f32 = 3.0;
const LEVELUP_TOAST_SECS: f32 = 3.0;
const DAILY_TOAST_SECS: f32 = 3.0;
const WEEKLY_TOAST_SECS: f32 = 3.0;
const TIME_ATTACK_TOAST_SECS: f32 = 5.0;
const CHALLENGE_TOAST_SECS: f32 = 3.0;
const VOLUME_TOAST_SECS: f32 = 1.4;
/// Per-card stagger interval for the win cascade at Normal speed (seconds).
const CASCADE_STAGGER_NORMAL: f32 = 0.05;
/// Duration of each card's cascade slide at Normal speed (seconds).
const CASCADE_DURATION_NORMAL: f32 = 0.5;
/// Returns the per-card stagger delay for the win cascade at the given `AnimSpeed`.
///
/// | `AnimSpeed` | Returned value |
/// |-------------|----------------|
/// | `Normal` | 0.05 s |
/// | `Fast` | 0.025 s |
/// | `Instant` | 0.0 s |
pub fn cascade_step_secs(speed: AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => CASCADE_STAGGER_NORMAL,
AnimSpeed::Fast => CASCADE_STAGGER_NORMAL / 2.0,
AnimSpeed::Instant => 0.0,
}
}
/// Returns the slide duration for each card in the win cascade at the given `AnimSpeed`.
///
/// | `AnimSpeed` | Returned value |
/// |-------------|----------------|
/// | `Normal` | 0.5 s |
/// | `Fast` | 0.25 s |
/// | `Instant` | 0.0 s |
pub fn cascade_duration_secs(speed: AnimSpeed) -> f32 {
match speed {
AnimSpeed::Normal => CASCADE_DURATION_NORMAL,
AnimSpeed::Fast => CASCADE_DURATION_NORMAL / 2.0,
AnimSpeed::Instant => 0.0,
}
}
/// Linear-lerp slide animation.
///
/// After `delay` seconds the card moves from `start` to `target` over
/// `duration` seconds. The component removes itself when the slide completes.
#[derive(Component, Debug, Clone)]
pub struct CardAnim {
pub start: Vec3,
pub target: Vec3,
pub elapsed: f32,
pub duration: f32,
/// Additional wait before the slide begins.
pub delay: f32,
}
/// Marker on a toast overlay UI node.
#[derive(Component, Debug)]
pub struct ToastOverlay;
/// Auto-dismiss countdown (seconds remaining). Attached to toast entities.
#[derive(Component, Debug)]
pub struct ToastTimer(pub f32);
/// Marker applied to `InfoToastEvent`-sourced toast entities managed by the queue.
///
/// Only one `ToastEntity` is alive at a time; the next is spawned after the
/// previous despawns.
#[derive(Component, Debug)]
pub struct ToastEntity;
/// FIFO queue of pending `InfoToastEvent` messages.
///
/// Systems that want to display a short informational string should fire
/// `InfoToastEvent` — `enqueue_toasts` will push it here. `drive_toast_display`
/// pops one message at a time and shows it for 2.5 seconds.
#[derive(Resource, Debug, Default)]
pub struct ToastQueue(pub VecDeque<String>);
/// Tracks the currently visible queued toast.
///
/// `None` when no toast is showing. When `Some`, `entity` is the spawned UI
/// node and `timer` counts down to zero (seconds remaining).
#[derive(Resource, Debug, Default)]
pub struct ActiveToast {
/// The entity holding the visible toast node.
pub entity: Option<Entity>,
/// Seconds remaining before the toast is dismissed.
pub timer: f32,
}
/// Duration of each queued info-toast in seconds.
const QUEUED_TOAST_SECS: f32 = 2.5;
/// Drives all linear card animations (`CardAnim`), toast notifications, deal stagger, win cascade, and the auto-complete card-slide sequence.
pub struct AnimationPlugin;
impl Plugin for AnimationPlugin {
fn build(&self, app: &mut App) {
// Register the events this plugin consumes so tests that don't include
// GamePlugin can still run AnimationPlugin in isolation. Double-registration
// is idempotent in Bevy.
app.add_message::<GameWonEvent>()
.add_message::<AchievementUnlockedEvent>()
.add_message::<LevelUpEvent>()
.add_message::<DailyChallengeCompletedEvent>()
.add_message::<DailyGoalAnnouncementEvent>()
.add_message::<WeeklyGoalCompletedEvent>()
.add_message::<TimeAttackEndedEvent>()
.add_message::<ChallengeAdvancedEvent>()
.add_message::<SettingsChangedEvent>()
.add_message::<NewGameConfirmEvent>()
.add_message::<InfoToastEvent>()
.add_message::<XpAwardedEvent>()
.init_resource::<EffectiveSlideDuration>()
.init_resource::<ToastQueue>()
.init_resource::<ActiveToast>()
.add_systems(Startup, init_slide_duration)
.add_systems(
Update,
(
advance_card_anims,
sync_slide_duration,
handle_win_cascade,
handle_achievement_toast,
handle_levelup_toast,
handle_daily_goal_announcement_toast,
handle_daily_toast,
handle_weekly_toast,
handle_time_attack_toast,
handle_challenge_toast,
handle_settings_toast,
handle_auto_complete_toast,
handle_new_game_confirm_toast,
handle_xp_awarded_toast,
tick_toasts,
(enqueue_toasts, drive_toast_display).chain(),
)
.after(GameMutation),
);
}
}
fn init_slide_duration(
settings: Option<Res<SettingsResource>>,
mut dur: ResMut<EffectiveSlideDuration>,
) {
if let Some(s) = settings {
dur.slide_secs = anim_speed_to_secs(&s.0.animation_speed);
}
}
fn sync_slide_duration(
mut events: MessageReader<SettingsChangedEvent>,
mut dur: ResMut<EffectiveSlideDuration>,
) {
for ev in events.read() {
dur.slide_secs = anim_speed_to_secs(&ev.0.animation_speed);
}
}
/// Advances all in-flight `CardAnim` slide animations.
///
/// Skipped while the game is paused so cards do not move while the pause
/// overlay is open.
fn advance_card_anims(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut anims: Query<(Entity, &mut Transform, &mut CardAnim)>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut transform, mut anim) in &mut anims {
if anim.delay > 0.0 {
anim.delay = (anim.delay - dt).max(0.0);
continue;
}
anim.elapsed += dt;
let t = (anim.elapsed / anim.duration).min(1.0);
transform.translation = anim.start.lerp(anim.target, t);
if t >= 1.0 {
commands.entity(entity).remove::<CardAnim>();
}
}
}
fn handle_win_cascade(
mut commands: Commands,
mut events: MessageReader<GameWonEvent>,
cards: Query<(Entity, &Transform), With<CardEntity>>,
layout: Option<Res<LayoutResource>>,
settings: Option<Res<SettingsResource>>,
) {
let Some(ev) = events.read().next() else {
return;
};
let margin = layout.as_ref().map_or(800.0, |l| l.0.card_size.x * 8.0);
// Eight off-screen destinations spread around the window edges.
let targets: [Vec3; 8] = [
Vec3::new(margin, margin, 300.0),
Vec3::new(-margin, margin, 300.0),
Vec3::new(margin, -margin, 300.0),
Vec3::new(-margin, -margin, 300.0),
Vec3::new(0.0, margin, 300.0),
Vec3::new(0.0, -margin, 300.0),
Vec3::new(margin, 0.0, 300.0),
Vec3::new(-margin, 0.0, 300.0),
];
let m = ev.time_seconds / 60;
let s = ev.time_seconds % 60;
let win_msg = format!("You Win! Score: {} Time: {m}:{s:02}", ev.score);
spawn_toast(&mut commands, win_msg, WIN_TOAST_SECS);
let step = settings.as_ref().map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed.clone()));
let duration = settings.as_ref().map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed.clone()));
for (i, (entity, transform)) in cards.iter().enumerate() {
commands.entity(entity).insert(CardAnim {
start: transform.translation,
target: targets[i % 8],
elapsed: 0.0,
duration,
delay: i as f32 * step,
});
}
}
fn handle_achievement_toast(
mut commands: Commands,
mut events: MessageReader<AchievementUnlockedEvent>,
) {
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Achievement: {}", display_name_for(&ev.0.id)),
ACHIEVEMENT_TOAST_SECS,
);
}
}
fn handle_levelup_toast(mut commands: Commands, mut events: MessageReader<LevelUpEvent>) {
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Level Up! → {}", ev.new_level),
LEVELUP_TOAST_SECS,
);
}
}
fn handle_daily_goal_announcement_toast(
mut commands: Commands,
mut events: MessageReader<DailyGoalAnnouncementEvent>,
) {
for ev in events.read() {
spawn_toast(&mut commands, format!("Goal: {}", ev.0), DAILY_TOAST_SECS);
}
}
fn handle_daily_toast(
mut commands: Commands,
mut events: MessageReader<DailyChallengeCompletedEvent>,
) {
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Daily Challenge Complete! (Streak: {})", ev.streak),
DAILY_TOAST_SECS,
);
}
}
fn handle_weekly_toast(
mut commands: Commands,
mut events: MessageReader<WeeklyGoalCompletedEvent>,
) {
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Weekly Goal: {}", ev.description),
WEEKLY_TOAST_SECS,
);
}
}
fn handle_time_attack_toast(
mut commands: Commands,
mut events: MessageReader<TimeAttackEndedEvent>,
) {
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Time Attack: {} win{}", ev.wins, if ev.wins == 1 { "" } else { "s" }),
TIME_ATTACK_TOAST_SECS,
);
}
}
fn handle_challenge_toast(
mut commands: Commands,
mut events: MessageReader<ChallengeAdvancedEvent>,
) {
for ev in events.read() {
spawn_toast(
&mut commands,
format!("Challenge {} cleared!", ev.previous_index.saturating_add(1)),
CHALLENGE_TOAST_SECS,
);
}
}
fn handle_settings_toast(
mut commands: Commands,
mut events: MessageReader<SettingsChangedEvent>,
mut last_sfx: Local<Option<f32>>,
mut last_music: Local<Option<f32>>,
) {
for ev in events.read() {
let sfx = ev.0.sfx_volume;
let music = ev.0.music_volume;
let sfx_changed = last_sfx.is_none_or(|prev| (prev - sfx).abs() > f32::EPSILON);
let music_changed = last_music.is_none_or(|prev| (prev - music).abs() > f32::EPSILON);
*last_sfx = Some(sfx);
*last_music = Some(music);
if sfx_changed {
let pct = (sfx * 100.0).round() as i32;
spawn_toast(&mut commands, format!("SFX: {pct}%"), VOLUME_TOAST_SECS);
}
if music_changed {
let pct = (music * 100.0).round() as i32;
spawn_toast(&mut commands, format!("Music: {pct}%"), VOLUME_TOAST_SECS);
}
}
}
/// Shows a one-time "Auto-completing..." toast when auto-complete activates.
fn handle_auto_complete_toast(
mut commands: Commands,
state: Option<Res<AutoCompleteState>>,
mut shown: Local<bool>,
) {
let Some(s) = state else { return };
if s.is_changed() {
if s.active {
if !*shown {
*shown = true;
spawn_toast(&mut commands, "Auto-completing…".to_string(), 2.0);
}
} else {
*shown = false;
}
}
}
fn handle_new_game_confirm_toast(
mut commands: Commands,
mut events: MessageReader<NewGameConfirmEvent>,
) {
for _ in events.read() {
spawn_toast(&mut commands, "Press N again to start a new game".to_string(), 3.0);
}
}
/// Reads every incoming `InfoToastEvent` and appends its text to `ToastQueue`.
///
/// This is the first half of the two-system toast queue (Task #67). The queue
/// decouples event production from rendering so multiple simultaneous events do
/// not cause overlapping toast text on screen.
fn enqueue_toasts(
mut events: MessageReader<InfoToastEvent>,
mut queue: ResMut<ToastQueue>,
) {
for ev in events.read() {
queue.0.push_back(ev.0.clone());
}
}
/// Shows one queued toast at a time, despawning it after `QUEUED_TOAST_SECS`.
///
/// This is the second half of the two-system toast queue (Task #67). When the
/// active toast's timer reaches zero the entity is despawned and the next
/// message in `ToastQueue` is shown.
/// Pops and displays queued toasts one at a time, despawning each after
/// `QUEUED_TOAST_SECS`.
///
/// Skipped while the game is paused so the active toast timer freezes and no
/// new messages are dequeued.
fn drive_toast_display(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut queue: ResMut<ToastQueue>,
mut active: ResMut<ActiveToast>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
// Tick down the active toast timer.
if let Some(entity) = active.entity {
active.timer -= dt;
if active.timer <= 0.0 {
// Despawn the toast entity and clear the active slot.
commands.entity(entity).despawn();
active.entity = None;
active.timer = 0.0;
}
}
// If no active toast and the queue has messages, show the next one.
if active.entity.is_none()
&& let Some(message) = queue.0.pop_front() {
let entity = spawn_queued_toast(&mut commands, message);
active.entity = Some(entity);
active.timer = QUEUED_TOAST_SECS;
}
}
/// Spawns a centered top-of-screen `ToastEntity` for the queued toast system.
fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
commands
.spawn((
ToastEntity,
Node {
position_type: PositionType::Absolute,
left: Val::Percent(15.0),
top: Val::Percent(8.0),
width: Val::Percent(70.0),
padding: UiRect::axes(Val::Px(16.0), Val::Px(8.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.60)),
ZIndex(400),
))
.with_children(|b| {
b.spawn((
Text::new(message),
TextFont { font_size: 22.0, ..default() },
TextColor(Color::srgb(1.0, 1.0, 1.0)),
));
})
.id()
}
fn handle_xp_awarded_toast(mut commands: Commands, mut events: MessageReader<XpAwardedEvent>) {
for ev in events.read() {
spawn_toast(&mut commands, format!("+{} XP", ev.amount), 3.0);
}
}
/// Ticks down `ToastTimer` on each toast and despawns it when the timer expires.
///
/// Skipped while the game is paused so toast countdowns freeze along with the
/// rest of the animation systems.
fn tick_toasts(
mut commands: Commands,
time: Res<Time>,
paused: Option<Res<PausedResource>>,
mut toasts: Query<(Entity, &mut ToastTimer)>,
) {
if paused.is_some_and(|p| p.0) {
return;
}
let dt = time.delta_secs();
for (entity, mut timer) in &mut toasts {
timer.0 -= dt;
if timer.0 <= 0.0 {
commands.entity(entity).despawn();
}
}
}
fn spawn_toast(commands: &mut Commands, message: String, duration_secs: f32) {
commands
.spawn((
ToastOverlay,
ToastTimer(duration_secs),
Node {
position_type: PositionType::Absolute,
left: Val::Percent(25.0),
top: Val::Percent(42.0),
width: Val::Percent(50.0),
padding: UiRect::axes(Val::Px(16.0), Val::Px(10.0)),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.72)),
))
.with_children(|b| {
b.spawn((
Text::new(message),
TextFont {
font_size: 32.0,
..default()
},
TextColor(Color::srgb(1.0, 0.87, 0.0)),
));
});
}
#[cfg(test)]
mod tests {
use super::*;
use crate::card_plugin::CardPlugin;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
fn app_with_anim() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(CardPlugin)
.add_plugins(AnimationPlugin);
app.update(); // PostStartup: spawns cards
app
}
#[test]
fn card_anim_at_half_elapsed_reaches_midpoint() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
let start = Vec3::ZERO;
let target = Vec3::new(100.0, 0.0, 0.0);
// elapsed = 0.5, duration = 1.0 → t = 0.5 even when dt=0
let entity = app
.world_mut()
.spawn((
Transform::from_translation(start),
CardAnim { start, target, elapsed: 0.5, duration: 1.0, delay: 0.0 },
))
.id();
app.update();
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
assert!((pos.x - 50.0).abs() < 1e-3, "expected midpoint x=50, got {}", pos.x);
assert!(
app.world().entity(entity).get::<CardAnim>().is_some(),
"animation not yet complete"
);
}
#[test]
fn card_anim_removed_and_at_target_when_elapsed_equals_duration() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
let target = Vec3::new(10.0, 0.0, 0.0);
let entity = app
.world_mut()
.spawn((
Transform::from_translation(Vec3::ZERO),
CardAnim { start: Vec3::ZERO, target, elapsed: 1.0, duration: 1.0, delay: 0.0 },
))
.id();
app.update();
assert!(
app.world().entity(entity).get::<CardAnim>().is_none(),
"CardAnim should be removed when done"
);
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
assert!((pos.x - 10.0).abs() < 1e-3);
}
#[test]
fn card_anim_does_not_move_during_delay() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
let entity = app
.world_mut()
.spawn((
Transform::from_translation(Vec3::ZERO),
CardAnim {
start: Vec3::ZERO,
target: Vec3::new(100.0, 0.0, 0.0),
elapsed: 0.0,
duration: 0.15,
delay: 100.0, // large delay — card must not move
},
))
.id();
app.update();
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
assert!(pos.x.abs() < 1e-3, "card must not move during delay period");
}
#[test]
fn anim_speed_fast_is_less_than_normal() {
assert!(anim_speed_to_secs(&AnimSpeed::Fast) < anim_speed_to_secs(&AnimSpeed::Normal));
}
#[test]
fn anim_speed_instant_is_zero() {
assert_eq!(anim_speed_to_secs(&AnimSpeed::Instant), 0.0);
}
#[test]
fn toast_dismissed_after_timer_reaches_zero() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
// Manually spawn a toast with a timer that's already expired.
app.world_mut().spawn((ToastOverlay, ToastTimer(-0.001)));
app.update();
// The toast entity must have been despawned.
let remaining = app
.world_mut()
.query::<&ToastTimer>()
.iter(app.world())
.count();
assert_eq!(remaining, 0, "expired toast must be despawned");
}
#[test]
fn toast_not_dismissed_before_timer_reaches_zero() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
// Large positive timer — should survive one update.
app.world_mut().spawn((ToastOverlay, ToastTimer(100.0)));
app.update();
let remaining = app
.world_mut()
.query::<&ToastTimer>()
.iter(app.world())
.count();
assert_eq!(remaining, 1, "unexpired toast must not be despawned");
}
#[test]
fn info_toast_event_spawns_toast_overlay() {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
app.world_mut().write_message(InfoToastEvent("hello".to_string()));
app.update();
let count = app
.world_mut()
.query::<&ToastOverlay>()
.iter(app.world())
.count();
// Existing non-queued toasts (achievement, win, etc.) still spawn
// a ToastOverlay immediately, so the assertion is >= 0 here.
// The queue-based path spawns a ToastEntity instead.
let _ = count;
}
// -----------------------------------------------------------------------
// Task #67 — Toast queue pure-function tests
// -----------------------------------------------------------------------
fn queue_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
app.update();
app
}
#[test]
fn toast_queue_empty_initially() {
let app = queue_app();
let queue = app.world().resource::<ToastQueue>();
assert!(queue.0.is_empty(), "ToastQueue must start empty");
}
#[test]
fn toast_queue_enqueues_on_event() {
let mut app = queue_app();
app.world_mut()
.write_message(InfoToastEvent("test message".to_string()));
app.update();
// After one update the message should have been consumed (shown) or is
// still in the queue — either way we verify the system processed it by
// checking the ActiveToast resource holds an entity.
let active = app.world().resource::<ActiveToast>();
assert!(
active.entity.is_some(),
"an InfoToastEvent must activate a toast within one update"
);
}
#[test]
fn toast_queue_dequeues_in_order() {
// Push two messages directly into the queue and verify FIFO order.
let mut queue = ToastQueue::default();
queue.0.push_back("first".to_string());
queue.0.push_back("second".to_string());
assert_eq!(queue.0.pop_front().as_deref(), Some("first"));
assert_eq!(queue.0.pop_front().as_deref(), Some("second"));
assert!(queue.0.is_empty());
}
#[test]
fn settings_changed_event_updates_slide_duration() {
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
let fast_settings = Settings { animation_speed: AnimSpeed::Fast, ..Default::default() };
app.world_mut().write_message(SettingsChangedEvent(fast_settings));
app.update();
let dur = app.world().resource::<EffectiveSlideDuration>().slide_secs;
assert!((dur - anim_speed_to_secs(&AnimSpeed::Fast)).abs() < 1e-6);
}
#[test]
fn win_cascade_adds_anim_to_all_52_cards() {
let mut app = app_with_anim();
let before = app
.world_mut()
.query::<&CardAnim>()
.iter(app.world())
.count();
assert_eq!(before, 0, "no animations before win");
app.world_mut()
.write_message(GameWonEvent { score: 500, time_seconds: 60 });
app.update();
let after = app
.world_mut()
.query::<&CardAnim>()
.iter(app.world())
.count();
assert_eq!(after, 52, "all 52 cards should have cascade animations");
}
// -----------------------------------------------------------------------
// Task #52 — cascade timing helper tests
// -----------------------------------------------------------------------
#[test]
fn cascade_step_normal_is_expected_value() {
assert!((cascade_step_secs(AnimSpeed::Normal) - 0.05).abs() < 1e-6);
}
#[test]
fn cascade_step_fast_is_half_normal() {
let normal = cascade_step_secs(AnimSpeed::Normal);
let fast = cascade_step_secs(AnimSpeed::Fast);
assert!(
(fast - normal / 2.0).abs() < 1e-6,
"Fast cascade step must be half of Normal; normal={normal} fast={fast}"
);
}
#[test]
fn cascade_step_instant_is_zero() {
assert_eq!(cascade_step_secs(AnimSpeed::Instant), 0.0);
}
#[test]
fn cascade_duration_normal_is_expected_value() {
assert!((cascade_duration_secs(AnimSpeed::Normal) - 0.5).abs() < 1e-6);
}
#[test]
fn cascade_duration_fast_is_half_normal() {
let normal = cascade_duration_secs(AnimSpeed::Normal);
let fast = cascade_duration_secs(AnimSpeed::Fast);
assert!(
(fast - normal / 2.0).abs() < 1e-6,
"Fast cascade duration must be half of Normal; normal={normal} fast={fast}"
);
}
#[test]
fn cascade_duration_instant_is_zero() {
assert_eq!(cascade_duration_secs(AnimSpeed::Instant), 0.0);
}
}