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Ferrous-Solitaire/solitaire_core/src/achievement.rs
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funman300 0ecc1a92fd refactor(core): add missing derives to AchievementContext (M-20)
Add PartialEq, Eq, Serialize, Deserialize to AchievementContext per
CLAUDE.md §5.3 derive order. The struct holds only primitive types
(u32, u64, i32, bool, Option<u32>) so all four derives apply without
complications.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:22:54 -07:00

784 lines
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//! Static achievement definitions + evaluation.
//!
//! `solitaire_core` cannot import from `solitaire_data`, so conditions are
//! not given `StatsSnapshot` directly — the engine packages the relevant
//! stats fields into an [`AchievementContext`] at evaluation time.
//!
//! Evaluation is called once per [`GameWonEvent`] in the engine: the engine
//! walks `ALL_ACHIEVEMENTS`, evaluates each `condition`, and emits an
//! unlock event for any `AchievementDef` whose record is not yet unlocked.
use serde::{Deserialize, Serialize};
/// Fields needed by achievement conditions. Constructed by the engine from
/// `StatsSnapshot`, the final `GameState`, and wall-clock time.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct AchievementContext {
/// Total number of games played (after this win has been recorded).
pub games_played: u32,
/// Total number of games won (after this win has been recorded).
pub games_won: u32,
/// Current consecutive win streak (after this win has been recorded).
pub win_streak_current: u32,
/// Highest single-game score ever achieved.
pub best_single_score: u32,
/// Cumulative score across all games ever played.
pub lifetime_score: u64,
/// Total wins completed in Draw 3 mode.
pub draw_three_wins: u32,
/// Current daily-challenge completion streak (consecutive days).
pub daily_challenge_streak: u32,
/// Score achieved in the just-won game.
pub last_win_score: i32,
/// Elapsed seconds for the just-won game.
pub last_win_time_seconds: u64,
/// `true` if `undo()` was called at least once during the won game.
pub last_win_used_undo: bool,
/// Local hour (023) at the time of win. `None` if unknown.
pub wall_clock_hour: Option<u32>,
/// Number of times waste was recycled back to stock during the won game.
pub last_win_recycle_count: u32,
/// `true` if the game was played in Zen mode.
pub last_win_is_zen: bool,
}
/// Reward granted when an achievement is first unlocked.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum Reward {
/// Unlocks a card-back design at the given index (0 is always unlocked).
CardBack(usize),
/// Unlocks a background design at the given index (0 is always unlocked).
Background(usize),
/// Awards bonus XP on top of the standard win XP.
BonusXp(u64),
/// A visual badge — no gameplay effect.
Badge,
}
/// A single achievement's static metadata + unlock condition.
#[derive(Debug, Clone, Copy)]
pub struct AchievementDef {
/// Unique string identifier for this achievement (e.g. `"first_win"`).
pub id: &'static str,
/// Human-readable display name shown in the achievements screen.
pub name: &'static str,
/// Flavour text describing how to unlock the achievement.
pub description: &'static str,
/// Hidden from the achievements screen until unlocked.
pub secret: bool,
/// Reward granted on first unlock. `None` for cosmetic-only recognition.
pub reward: Option<Reward>,
/// Predicate evaluated on every `GameWonEvent` and `StateChangedEvent`. Returns true when the achievement should unlock.
pub condition: fn(&AchievementContext) -> bool,
}
impl AchievementDef {
pub fn is_unlocked_by(&self, ctx: &AchievementContext) -> bool {
(self.condition)(ctx)
}
}
// ---------------------------------------------------------------------------
// Condition predicates
// ---------------------------------------------------------------------------
fn first_win(c: &AchievementContext) -> bool {
c.games_won >= 1
}
fn on_a_roll(c: &AchievementContext) -> bool {
c.win_streak_current >= 3
}
fn unstoppable(c: &AchievementContext) -> bool {
c.win_streak_current >= 10
}
fn century(c: &AchievementContext) -> bool {
c.games_played >= 100
}
fn veteran(c: &AchievementContext) -> bool {
c.games_played >= 500
}
fn speed_demon(c: &AchievementContext) -> bool {
c.last_win_time_seconds < 180
}
fn lightning(c: &AchievementContext) -> bool {
c.last_win_time_seconds < 90
}
fn high_scorer(c: &AchievementContext) -> bool {
c.best_single_score >= 5_000
}
fn point_machine(c: &AchievementContext) -> bool {
c.lifetime_score >= 50_000
}
fn no_undo(c: &AchievementContext) -> bool {
!c.last_win_used_undo
}
fn draw_three_master(c: &AchievementContext) -> bool {
c.draw_three_wins >= 10
}
fn night_owl(c: &AchievementContext) -> bool {
// Late-night session: 22:0002:59 local time.
matches!(c.wall_clock_hour, Some(h) if !(3..22).contains(&h))
}
fn early_bird(c: &AchievementContext) -> bool {
// Early-morning session: 05:0006:59 local time.
matches!(c.wall_clock_hour, Some(h) if (5..7).contains(&h))
}
fn speed_and_skill(c: &AchievementContext) -> bool {
c.last_win_time_seconds < 90 && !c.last_win_used_undo
}
fn daily_devotee(c: &AchievementContext) -> bool {
c.daily_challenge_streak >= 7
}
fn perfectionist(c: &AchievementContext) -> bool {
!c.last_win_used_undo && c.last_win_score >= 5_000
}
fn comeback(c: &AchievementContext) -> bool {
c.last_win_recycle_count >= 3
}
fn zen_winner(c: &AchievementContext) -> bool {
c.last_win_is_zen
}
/// Cinephile is event-driven: it unlocks when the engine observes a
/// `ReplayPlaybackState` transition from `Playing` to `Completed`, not on
/// any field of [`AchievementContext`]. The condition predicate therefore
/// always returns false so [`check_achievements`] never unlocks it from a
/// `GameWonEvent` / `StateChangedEvent` cycle — the unlock is driven by
/// `AchievementUnlockedEvent` written directly from the engine's
/// replay-playback observer.
fn cinephile_never(_c: &AchievementContext) -> bool {
false
}
/// All currently-evaluable achievements. Order is stable so persistence files
/// remain readable across versions (new achievements append).
pub const ALL_ACHIEVEMENTS: &[AchievementDef] = &[
AchievementDef {
id: "first_win",
name: "First Win",
description: "Win your first game",
secret: false,
reward: None,
condition: first_win,
},
AchievementDef {
id: "on_a_roll",
name: "On a Roll",
description: "Win 3 games in a row",
secret: false,
reward: Some(Reward::CardBack(1)),
condition: on_a_roll,
},
AchievementDef {
id: "unstoppable",
name: "Unstoppable",
description: "Win 10 games in a row",
secret: false,
reward: Some(Reward::Background(1)),
condition: unstoppable,
},
AchievementDef {
id: "century",
name: "Century",
description: "Play 100 games",
secret: false,
reward: None,
condition: century,
},
AchievementDef {
id: "veteran",
name: "Veteran",
description: "Play 500 games",
secret: false,
reward: Some(Reward::Badge),
condition: veteran,
},
AchievementDef {
id: "speed_demon",
name: "Speed Demon",
description: "Win in under 3 minutes",
secret: false,
reward: None,
condition: speed_demon,
},
AchievementDef {
id: "lightning",
name: "Lightning",
description: "Win in under 90 seconds",
secret: false,
reward: Some(Reward::CardBack(2)),
condition: lightning,
},
AchievementDef {
id: "high_scorer",
name: "High Scorer",
description: "Score at least 5,000 in one game",
secret: false,
reward: None,
condition: high_scorer,
},
AchievementDef {
id: "point_machine",
name: "Point Machine",
description: "Accumulate 50,000 lifetime points",
secret: false,
reward: Some(Reward::Background(2)),
condition: point_machine,
},
AchievementDef {
id: "no_undo",
name: "No Undo",
description: "Win a game without using undo",
secret: false,
reward: Some(Reward::BonusXp(25)),
condition: no_undo,
},
AchievementDef {
id: "draw_three_master",
name: "Draw 3 Master",
description: "Win 10 games in Draw 3 mode",
secret: false,
reward: Some(Reward::CardBack(3)),
condition: draw_three_master,
},
AchievementDef {
id: "night_owl",
name: "Night Owl",
description: "Win a game between 10pm and 3am",
secret: false,
reward: None,
condition: night_owl,
},
AchievementDef {
id: "early_bird",
name: "Early Bird",
description: "Win a game between 5am and 7am",
secret: false,
reward: None,
condition: early_bird,
},
AchievementDef {
id: "speed_and_skill",
name: "???",
description: "A secret achievement",
secret: true,
reward: Some(Reward::CardBack(4)),
condition: speed_and_skill,
},
AchievementDef {
id: "daily_devotee",
name: "Daily Devotee",
description: "Complete the daily challenge 7 days in a row",
secret: false,
reward: Some(Reward::Background(3)),
condition: daily_devotee,
},
AchievementDef {
id: "perfectionist",
name: "Perfectionist",
description: "Win without undo and score at least 5,000",
secret: false,
reward: Some(Reward::Badge),
condition: perfectionist,
},
AchievementDef {
id: "comeback",
name: "???",
description: "A secret achievement",
secret: true,
reward: Some(Reward::Background(4)),
condition: comeback,
},
AchievementDef {
id: "zen_winner",
name: "???",
description: "A secret achievement",
secret: true,
reward: Some(Reward::Badge),
condition: zen_winner,
},
AchievementDef {
id: "cinephile",
name: "Cinephile",
description: "Watch a saved replay all the way through",
secret: false,
reward: None,
// Event-driven unlock: the engine's replay-playback observer fires
// `AchievementUnlockedEvent("cinephile")` directly on a Playing →
// Completed transition. `cinephile_never` keeps the condition path
// a no-op so a `GameWonEvent` evaluation cycle cannot unlock it.
condition: cinephile_never,
},
];
/// Return every `AchievementDef` whose condition is satisfied by `ctx`.
pub fn check_achievements(ctx: &AchievementContext) -> Vec<&'static AchievementDef> {
ALL_ACHIEVEMENTS
.iter()
.filter(|d| d.is_unlocked_by(ctx))
.collect()
}
/// Look up an achievement definition by ID.
pub fn achievement_by_id(id: &str) -> Option<&'static AchievementDef> {
ALL_ACHIEVEMENTS.iter().find(|d| d.id == id)
}
#[cfg(test)]
mod tests {
use super::*;
fn ctx() -> AchievementContext {
AchievementContext {
games_played: 0,
games_won: 0,
win_streak_current: 0,
best_single_score: 0,
lifetime_score: 0,
draw_three_wins: 0,
daily_challenge_streak: 0,
last_win_score: 0,
last_win_time_seconds: u64::MAX,
last_win_used_undo: true,
wall_clock_hour: None,
last_win_recycle_count: 0,
last_win_is_zen: false,
}
}
#[test]
fn all_ids_are_unique() {
let mut ids: Vec<&str> = ALL_ACHIEVEMENTS.iter().map(|d| d.id).collect();
ids.sort();
let len = ids.len();
ids.dedup();
assert_eq!(ids.len(), len, "duplicate achievement ID in ALL_ACHIEVEMENTS");
}
#[test]
fn no_achievements_unlocked_at_default() {
let c = ctx();
assert!(check_achievements(&c).is_empty());
}
#[test]
fn first_win_unlocks_on_first_won_game() {
let mut c = ctx();
c.games_won = 1;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"first_win"));
}
#[test]
fn lightning_requires_under_90_seconds() {
let mut c = ctx();
c.games_won = 1;
c.last_win_time_seconds = 89;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"lightning"));
assert!(ids.contains(&"speed_demon"));
c.last_win_time_seconds = 90;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"lightning"));
assert!(ids.contains(&"speed_demon"));
}
#[test]
fn no_undo_requires_clean_win() {
let mut c = ctx();
c.games_won = 1;
c.last_win_used_undo = false;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"no_undo"));
c.last_win_used_undo = true;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"no_undo"));
}
#[test]
fn secret_speed_and_skill_requires_both_clean_and_fast() {
let mut c = ctx();
c.games_won = 1;
c.last_win_time_seconds = 60;
c.last_win_used_undo = false;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"speed_and_skill"));
c.last_win_used_undo = true;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"speed_and_skill"));
}
#[test]
fn night_owl_triggers_in_late_night_window() {
let mut c = ctx();
c.games_won = 1;
// Late night: 22:0002:59
for hour in [22u32, 23, 0, 1, 2] {
c.wall_clock_hour = Some(hour);
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"night_owl"), "expected night_owl at hour {hour}");
}
// Daytime hours must not trigger.
for hour in [3u32, 7, 12, 20, 21] {
c.wall_clock_hour = Some(hour);
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"night_owl"), "unexpected night_owl at hour {hour}");
}
}
#[test]
fn early_bird_triggers_in_morning_window() {
let mut c = ctx();
c.games_won = 1;
// Early morning: 05:0006:59
for hour in [5u32, 6] {
c.wall_clock_hour = Some(hour);
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"early_bird"), "expected early_bird at hour {hour}");
}
// Outside the window must not trigger.
for hour in [0u32, 3, 4, 7, 12, 23] {
c.wall_clock_hour = Some(hour);
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"early_bird"), "unexpected early_bird at hour {hour}");
}
}
#[test]
fn daily_devotee_requires_7_day_streak() {
let mut c = ctx();
c.daily_challenge_streak = 6;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"daily_devotee"));
c.daily_challenge_streak = 7;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"daily_devotee"));
}
#[test]
fn perfectionist_requires_no_undo_and_high_score() {
let mut c = ctx();
c.last_win_used_undo = false;
c.last_win_score = 5_000;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"perfectionist"));
c.last_win_used_undo = true;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"perfectionist"));
c.last_win_used_undo = false;
c.last_win_score = 4_999;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"perfectionist"));
}
#[test]
fn comeback_requires_at_least_three_recycles() {
let mut c = ctx();
c.last_win_recycle_count = 2;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"comeback"));
c.last_win_recycle_count = 3;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"comeback"));
}
#[test]
fn zen_winner_requires_zen_mode() {
let mut c = ctx();
c.last_win_is_zen = false;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"zen_winner"));
c.last_win_is_zen = true;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"zen_winner"));
}
#[test]
fn achievement_by_id_finds_known_and_returns_none_for_unknown() {
assert_eq!(achievement_by_id("first_win").map(|d| d.name), Some("First Win"));
assert!(achievement_by_id("nonexistent").is_none());
}
// -----------------------------------------------------------------------
// Direct predicate tests via ctx_defaults()
// -----------------------------------------------------------------------
/// Baseline context representing a single clean one-minute win in Draw-One mode.
fn ctx_defaults() -> AchievementContext {
AchievementContext {
games_played: 1,
games_won: 1,
win_streak_current: 1,
best_single_score: 0,
lifetime_score: 0,
draw_three_wins: 0,
daily_challenge_streak: 0,
last_win_score: 0,
last_win_time_seconds: 600,
last_win_used_undo: false,
wall_clock_hour: Some(12),
last_win_recycle_count: 0,
last_win_is_zen: false,
}
}
#[test]
fn speed_demon_true_when_under_three_minutes() {
let mut c = ctx_defaults();
c.last_win_time_seconds = 179;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"speed_demon"), "speed_demon should unlock at 179s");
}
#[test]
fn speed_demon_false_when_over_three_minutes() {
let mut c = ctx_defaults();
c.last_win_time_seconds = 181;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"speed_demon"), "speed_demon must not unlock at 181s");
}
#[test]
fn lightning_true_when_under_90_seconds() {
let mut c = ctx_defaults();
c.last_win_time_seconds = 89;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"lightning"), "lightning should unlock at 89s");
}
#[test]
fn lightning_false_at_exactly_90_seconds() {
let mut c = ctx_defaults();
c.last_win_time_seconds = 90;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"lightning"), "lightning must not unlock at exactly 90s");
}
#[test]
fn no_undo_true_when_zero_undos() {
let mut c = ctx_defaults();
c.last_win_used_undo = false;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"no_undo"), "no_undo should unlock when undo was not used");
}
#[test]
fn no_undo_false_when_undo_used() {
let mut c = ctx_defaults();
c.last_win_used_undo = true;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"no_undo"), "no_undo must not unlock when undo was used");
}
#[test]
fn high_scorer_true_when_score_5000_or_more() {
let mut c = ctx_defaults();
c.best_single_score = 5_000;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"high_scorer"), "high_scorer should unlock at best_single_score=5000");
}
#[test]
fn high_scorer_false_when_below_5000() {
let mut c = ctx_defaults();
c.best_single_score = 4_999;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"high_scorer"), "high_scorer must not unlock at best_single_score=4999");
}
#[test]
fn on_a_roll_true_at_streak_3() {
let mut c = ctx_defaults();
c.win_streak_current = 3;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"on_a_roll"), "on_a_roll should unlock at streak=3");
}
#[test]
fn comeback_true_when_three_or_more_recycles() {
let mut c = ctx_defaults();
c.last_win_recycle_count = 3;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"comeback"), "comeback should unlock at last_win_recycle_count=3");
}
#[test]
fn on_a_roll_requires_streak_of_3() {
let mut c = ctx();
c.win_streak_current = 2;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"on_a_roll"));
c.win_streak_current = 3;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"on_a_roll"));
}
#[test]
fn unstoppable_requires_streak_of_10() {
let mut c = ctx();
c.win_streak_current = 9;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"unstoppable"));
assert!(ids.contains(&"on_a_roll"), "streak 9 must still satisfy on_a_roll");
c.win_streak_current = 10;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"unstoppable"));
assert!(ids.contains(&"on_a_roll"), "streak 10 must also satisfy on_a_roll");
}
#[test]
fn century_requires_100_games_played() {
let mut c = ctx();
c.games_played = 99;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"century"));
c.games_played = 100;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"century"));
}
#[test]
fn veteran_requires_500_games_played() {
let mut c = ctx();
c.games_played = 499;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"veteran"));
assert!(ids.contains(&"century"), "499 games must also satisfy century");
c.games_played = 500;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"veteran"));
assert!(ids.contains(&"century"), "500 games must also satisfy century");
}
#[test]
fn high_scorer_requires_best_single_score_of_5000() {
let mut c = ctx();
c.best_single_score = 4_999;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"high_scorer"));
c.best_single_score = 5_000;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"high_scorer"));
}
#[test]
fn point_machine_requires_50000_lifetime_score() {
let mut c = ctx();
c.lifetime_score = 49_999;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"point_machine"));
c.lifetime_score = 50_000;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"point_machine"));
}
#[test]
fn draw_three_master_requires_10_draw_three_wins() {
let mut c = ctx();
c.draw_three_wins = 9;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"draw_three_master"));
c.draw_three_wins = 10;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"draw_three_master"));
}
#[test]
fn speed_demon_boundary_at_180_seconds() {
let mut c = ctx();
c.games_won = 1;
c.last_win_time_seconds = 179;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"speed_demon"));
c.last_win_time_seconds = 180;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(!ids.contains(&"speed_demon"));
}
#[test]
fn check_achievements_returns_multiple_when_conditions_met() {
// A context where first_win, on_a_roll, and no_undo all trigger at once.
let mut c = ctx();
c.games_won = 1;
c.win_streak_current = 3;
c.last_win_used_undo = false;
c.last_win_time_seconds = 999;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"first_win"), "first_win should unlock");
assert!(ids.contains(&"on_a_roll"), "on_a_roll should unlock");
assert!(ids.contains(&"no_undo"), "no_undo should unlock");
assert!(ids.len() >= 3, "at least 3 achievements must fire simultaneously");
}
#[test]
fn perfectionist_implies_no_undo_both_fire_together() {
// perfectionist requires !used_undo && score >= 5000, which is a strict
// superset of no_undo's condition. Both must appear in the result.
let mut c = ctx();
c.games_won = 1;
c.last_win_used_undo = false;
c.last_win_score = 5_000;
c.last_win_time_seconds = 999;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"perfectionist"), "perfectionist must unlock");
assert!(ids.contains(&"no_undo"), "no_undo must also unlock when perfectionist does");
}
#[test]
fn cinephile_achievement_in_canonical_list() {
let def = achievement_by_id("cinephile").expect("cinephile must be registered");
assert_eq!(def.id, "cinephile");
assert_eq!(def.name, "Cinephile");
assert!(!def.secret, "cinephile is not a secret achievement");
// Event-driven: the predicate is a sentinel that always returns
// false. `check_achievements` must never unlock cinephile from a
// GameWonEvent context, even one that satisfies every other gate.
let mut c = ctx();
c.games_won = 1;
c.win_streak_current = 999;
c.last_win_time_seconds = 1;
c.last_win_used_undo = false;
c.best_single_score = 99_999;
c.lifetime_score = u64::MAX;
c.last_win_is_zen = true;
c.last_win_recycle_count = 99;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(
!ids.contains(&"cinephile"),
"cinephile must never unlock via condition evaluation; got {ids:?}",
);
}
#[test]
fn perfectionist_score_well_above_threshold_still_passes() {
let mut c = ctx();
c.games_won = 1;
c.last_win_used_undo = false;
c.last_win_score = 50_000;
let ids: Vec<&str> = check_achievements(&c).iter().map(|d| d.id).collect();
assert!(ids.contains(&"perfectionist"), "score far above threshold must pass");
}
}