Files
Ferrous-Solitaire/solitaire_engine/src/difficulty_plugin.rs
T
funman300 4303ef3f5b feat(difficulty): add difficulty-tier game mode with seed catalogs and home UI
Adds DifficultyLevel (Easy/Medium/Hard/Expert/Grandmaster/Random) to
solitaire_core::game_state alongside GameMode::Difficulty(DifficultyLevel).
Five seed catalogs (40 seeds each) are pre-verified by the new
gen_difficulty_seeds binary using tiered solver budgets (1K–200K moves).
DifficultyPlugin resolves StartDifficultyRequestEvent → catalog seed →
NewGameRequestEvent; Random uses a system-time seed and bypasses the
winnable-only filter. The home overlay gets an expandable Difficulty section
between Draw Mode and the mode grid; last-played tier persists in Settings.
Difficulty wins pool into Classic stats. 5 unit tests in difficulty_plugin.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-08 21:07:49 -07:00

236 lines
8.2 KiB
Rust

//! Difficulty-tier game-start plugin.
//!
//! Handles [`StartDifficultyRequestEvent`] by picking the next seed from the
//! appropriate pre-verified catalog in `solitaire_data::difficulty_seeds` and
//! writing a [`NewGameRequestEvent`]. For [`DifficultyLevel::Random`] a
//! system-time seed is used instead — the deal may or may not be winnable.
//!
//! # Catalog cycling
//!
//! Each tier maintains an independent cursor in [`DifficultyIndexResource`]
//! that advances one step each time a game is started at that tier. The cursor
//! wraps modulo the catalog length so players never run out of variety. The
//! resource is *not* persisted — it resets to 0 on every launch, which is fine
//! because the starting position is effectively random (player-chosen timing
//! determines which seed in the 40-entry catalog they start at).
use std::time::{SystemTime, UNIX_EPOCH};
use bevy::prelude::*;
use solitaire_core::game_state::{DifficultyLevel, GameMode};
use solitaire_data::difficulty_seeds::seeds_for;
use crate::events::{NewGameRequestEvent, StartDifficultyRequestEvent};
use crate::game_plugin::GameMutation;
// ---------------------------------------------------------------------------
// Resources
// ---------------------------------------------------------------------------
/// Per-tier catalog cursors. Each value is the index of the **next** seed to
/// deal from that tier's catalog. Wraps modulo the catalog length.
#[derive(Resource, Default)]
pub struct DifficultyIndexResource {
easy: usize,
medium: usize,
hard: usize,
expert: usize,
grandmaster: usize,
}
impl DifficultyIndexResource {
/// Advance the cursor for `level` and return the seed at the old position.
/// Falls back to a system-time seed if the catalog is unexpectedly empty.
pub fn next_seed(&mut self, level: DifficultyLevel) -> u64 {
let Some(catalog) = seeds_for(level) else {
return seed_from_system_time();
};
if catalog.is_empty() {
return seed_from_system_time();
}
let cursor = match level {
DifficultyLevel::Easy => &mut self.easy,
DifficultyLevel::Medium => &mut self.medium,
DifficultyLevel::Hard => &mut self.hard,
DifficultyLevel::Expert => &mut self.expert,
DifficultyLevel::Grandmaster => &mut self.grandmaster,
DifficultyLevel::Random => unreachable!("Random has no catalog"),
};
let seed = catalog[*cursor % catalog.len()];
*cursor = cursor.wrapping_add(1);
seed
}
}
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
/// Registers all difficulty-mode systems and resources.
pub struct DifficultyPlugin;
impl Plugin for DifficultyPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<DifficultyIndexResource>()
.add_message::<StartDifficultyRequestEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(
Update,
handle_difficulty_request.before(GameMutation),
);
}
}
// ---------------------------------------------------------------------------
// Systems
// ---------------------------------------------------------------------------
/// Resolves `StartDifficultyRequestEvent` → catalog seed → `NewGameRequestEvent`.
fn handle_difficulty_request(
mut requests: MessageReader<StartDifficultyRequestEvent>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut index: ResMut<DifficultyIndexResource>,
) {
for ev in requests.read() {
let seed = if ev.level == DifficultyLevel::Random {
seed_from_system_time()
} else {
index.next_seed(ev.level)
};
new_game.write(NewGameRequestEvent {
seed: Some(seed),
mode: Some(GameMode::Difficulty(ev.level)),
confirmed: false,
});
}
}
fn seed_from_system_time() -> u64 {
SystemTime::now()
.duration_since(UNIX_EPOCH)
.map(|d| d.as_nanos() as u64)
.unwrap_or(0xD1FF_0000_DEAD_BEEF)
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_data::difficulty_seeds::{EASY_SEEDS, MEDIUM_SEEDS};
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(DifficultyPlugin);
app.update();
app
}
fn fire_request(app: &mut App, level: DifficultyLevel) {
app.world_mut()
.write_message(StartDifficultyRequestEvent { level });
app.update();
}
fn drain_new_game_events(app: &mut App) -> Vec<NewGameRequestEvent> {
let msgs = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut cursor = msgs.get_cursor();
cursor.read(msgs).copied().collect()
}
#[test]
fn easy_request_dispatches_seed_from_easy_catalog() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Easy);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 1);
let ev = &events[0];
assert!(ev.seed.is_some());
assert_eq!(ev.mode, Some(GameMode::Difficulty(DifficultyLevel::Easy)));
assert!(!ev.confirmed);
// Seed must come from the Easy catalog (non-empty catalog is the test
// precondition — the catalog uniqueness test in difficulty_seeds.rs
// guards integrity).
if !EASY_SEEDS.is_empty() {
assert!(
EASY_SEEDS.contains(&ev.seed.unwrap()),
"seed {:?} not in EASY_SEEDS",
ev.seed
);
}
}
#[test]
fn successive_easy_requests_cycle_through_catalog() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Easy);
fire_request(&mut app, DifficultyLevel::Easy);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 2);
// Two successive requests should return different seeds (assuming the
// catalog has at least 2 entries — it has 40).
if EASY_SEEDS.len() >= 2 {
assert_ne!(
events[0].seed, events[1].seed,
"successive Easy requests should produce different seeds"
);
}
}
#[test]
fn medium_request_dispatches_seed_from_medium_catalog() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Medium);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 1);
assert_eq!(
events[0].mode,
Some(GameMode::Difficulty(DifficultyLevel::Medium))
);
if !MEDIUM_SEEDS.is_empty() {
assert!(MEDIUM_SEEDS.contains(&events[0].seed.unwrap()));
}
}
#[test]
fn random_request_dispatches_some_seed_with_random_mode() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Random);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 1);
assert!(events[0].seed.is_some(), "Random should always produce Some(seed)");
assert_eq!(
events[0].mode,
Some(GameMode::Difficulty(DifficultyLevel::Random))
);
}
#[test]
fn different_tier_cursors_are_independent() {
let mut app = headless_app();
fire_request(&mut app, DifficultyLevel::Easy);
fire_request(&mut app, DifficultyLevel::Medium);
let events = drain_new_game_events(&mut app);
assert_eq!(events.len(), 2);
// Seeds from different catalogs should differ (they come from different
// address ranges by construction of gen_difficulty_seeds).
assert_ne!(
events[0].seed, events[1].seed,
"Easy and Medium should draw from independent catalogs"
);
}
}