Files
Ferrous-Solitaire/solitaire_engine/src/challenge_plugin.rs
T
funman300 920f2c8597 refactor(core): move solver to solitaire_data, DrawMode to klondike_adapter, remove pile/solver/schema_version
- Delete solitaire_core::solver — moved wholesale to solitaire_data::solver (re-exported at crate root)
- Delete solitaire_core::pile — no external users
- Move DrawMode from game_state to klondike_adapter; re-export as solitaire_core::DrawMode
- Remove schema_version field from GameState (redundant — deserializer stamps it from the constant)
- Update all callers across solitaire_data, solitaire_engine, solitaire_assetgen, solitaire_wasm

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-09 09:38:04 -07:00

286 lines
9.9 KiB
Rust

//! Challenge-mode bookkeeping: serves the current challenge seed, advances
//! `PlayerProgress::challenge_index` on a Challenge-mode win, persists.
//!
//! Pressing **X** starts a new game with the current Challenge seed in
//! `GameMode::Challenge` (gated by level ≥ `CHALLENGE_UNLOCK_LEVEL`).
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use solitaire_data::{challenge_count, challenge_seed_for, save_progress_to};
use crate::events::{
GameWonEvent, InfoToastEvent, NewGameRequestEvent, StartChallengeRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::{ProgressResource, ProgressStoragePath, ProgressUpdate};
use crate::resources::GameStateResource;
/// Minimum player level required to start a Challenge run.
pub const CHALLENGE_UNLOCK_LEVEL: u32 = 5;
/// Fired when the player has just completed a Challenge-mode game and the
/// `challenge_index` cursor advances.
#[derive(Message, Debug, Clone, Copy)]
pub struct ChallengeAdvancedEvent {
pub previous_index: u32,
pub new_index: u32,
}
/// Manages Challenge Mode progression: seeded hard deals, no-undo rules, and advancement through the challenge sequence.
/// Requires the player to be at least level `CHALLENGE_UNLOCK_LEVEL`.
pub struct ChallengePlugin;
impl Plugin for ChallengePlugin {
fn build(&self, app: &mut App) {
app.add_message::<ChallengeAdvancedEvent>()
.add_message::<GameWonEvent>()
.add_message::<NewGameRequestEvent>()
.add_message::<StartChallengeRequestEvent>()
.add_message::<InfoToastEvent>()
// Run after ProgressUpdate so we don't fight ProgressPlugin's add_xp.
.add_systems(Update, advance_on_challenge_win.after(ProgressUpdate))
.add_systems(Update, handle_start_challenge_request.before(GameMutation));
}
}
fn advance_on_challenge_win(
mut wins: MessageReader<GameWonEvent>,
game: Res<GameStateResource>,
mut progress: ResMut<ProgressResource>,
path: Res<ProgressStoragePath>,
mut advanced: MessageWriter<ChallengeAdvancedEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
for _ in wins.read() {
if game.0.mode != GameMode::Challenge {
continue;
}
let prev = progress.0.challenge_index;
progress.0.challenge_index = prev.saturating_add(1);
if let Some(target) = &path.0
&& let Err(e) = save_progress_to(target, &progress.0)
{
warn!("failed to save progress after challenge advance: {e}");
}
// Human-readable level is 1-based (index 0 → "Challenge 1").
let level_number = prev.saturating_add(1);
toast.write(InfoToastEvent(format!(
"Challenge {level_number} complete!"
)));
advanced.write(ChallengeAdvancedEvent {
previous_index: prev,
new_index: progress.0.challenge_index,
});
}
}
fn handle_start_challenge_request(
keys: Res<ButtonInput<KeyCode>>,
mut requests: MessageReader<StartChallengeRequestEvent>,
progress: Res<ProgressResource>,
mut new_game: MessageWriter<NewGameRequestEvent>,
mut info_toast: MessageWriter<InfoToastEvent>,
) {
// Either X or the HUD Modes-popover "Challenge" row triggers this.
let button_clicked = requests.read().count() > 0;
if !keys.just_pressed(KeyCode::KeyX) && !button_clicked {
return;
}
if progress.0.level < CHALLENGE_UNLOCK_LEVEL {
info_toast.write(InfoToastEvent(format!(
"Challenge mode unlocks at level {CHALLENGE_UNLOCK_LEVEL}"
)));
return;
}
let Some(seed) = challenge_seed_for(progress.0.challenge_index) else {
info_toast.write(InfoToastEvent(
"You've completed all challenges! More coming soon.".into(),
));
return;
};
new_game.write(NewGameRequestEvent {
seed: Some(seed),
mode: Some(GameMode::Challenge),
confirmed: false,
});
}
/// Convenience for stat overlays: returns the human-friendly position
/// string `"{index + 1} / {total}"`.
pub fn challenge_progress_label(index: u32) -> String {
format!("{} / {}", index.saturating_add(1), challenge_count())
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(ProgressPlugin::headless())
.add_plugins(ChallengePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
#[test]
fn challenge_win_advances_index() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 100,
});
app.update();
let p = &app.world().resource::<ProgressResource>().0;
assert_eq!(p.challenge_index, 1);
let events = app.world().resource::<Messages<ChallengeAdvancedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).copied().collect();
assert_eq!(fired.len(), 1);
assert_eq!(fired[0].previous_index, 0);
assert_eq!(fired[0].new_index, 1);
}
#[test]
fn classic_win_does_not_advance_challenge_index() {
let mut app = headless_app();
// Default GameStateResource is Classic mode.
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 100,
});
app.update();
let p = &app.world().resource::<ProgressResource>().0;
assert_eq!(p.challenge_index, 0);
let events = app.world().resource::<Messages<ChallengeAdvancedEvent>>();
let mut cursor = events.get_cursor();
assert!(cursor.read(events).next().is_none());
}
#[test]
fn pressing_x_below_unlock_level_is_ignored() {
let mut app = headless_app();
// Default level is 0; below CHALLENGE_UNLOCK_LEVEL.
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyX);
app.update();
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut cursor = events.get_cursor();
assert!(cursor.read(events).next().is_none());
}
#[test]
fn pressing_x_at_unlock_level_fires_new_game_with_challenge_seed() {
let mut app = headless_app();
app.world_mut().resource_mut::<ProgressResource>().0.level = CHALLENGE_UNLOCK_LEVEL;
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.challenge_index = 2;
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyX);
app.update();
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).copied().collect();
assert_eq!(fired.len(), 1);
assert_eq!(fired[0].seed, challenge_seed_for(2));
assert_eq!(fired[0].mode, Some(GameMode::Challenge));
}
#[test]
fn challenge_progress_label_uses_human_indexing() {
let total = challenge_count();
assert_eq!(challenge_progress_label(0), format!("1 / {total}"));
assert_eq!(challenge_progress_label(2), format!("3 / {total}"));
}
#[test]
fn challenge_win_fires_complete_toast_with_level_number() {
let mut app = headless_app();
// Set challenge_index to 2 so the completed level is "Challenge 3".
app.world_mut()
.resource_mut::<ProgressResource>()
.0
.challenge_index = 2;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 100,
});
app.update();
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).collect();
assert_eq!(
fired.len(),
1,
"exactly one toast must fire on challenge win"
);
assert!(
fired[0].0.contains("Challenge 3"),
"toast must name the 1-based level that was just completed"
);
}
#[test]
fn classic_win_does_not_fire_challenge_complete_toast() {
let mut app = headless_app();
// Default mode is Classic.
app.world_mut().write_message(GameWonEvent {
score: 500,
time_seconds: 100,
});
app.update();
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
assert!(
cursor.read(events).next().is_none(),
"no challenge toast should fire for non-Challenge wins"
);
}
#[test]
fn pressing_x_below_unlock_level_fires_info_toast() {
let mut app = headless_app();
// Level 0 is below CHALLENGE_UNLOCK_LEVEL.
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::KeyX);
app.update();
let events = app.world().resource::<Messages<InfoToastEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).collect();
assert_eq!(fired.len(), 1, "must show a toast explaining the lock");
assert!(
fired[0].0.contains(&CHALLENGE_UNLOCK_LEVEL.to_string()),
"toast must mention the unlock level"
);
}
}