Files
Ferrous-Solitaire/solitaire_engine/src/time_attack_plugin.rs
T
root 3c01cef5f3 feat(engine): implement Draw Mode, Theme, and Music Volume settings
Settings panel "coming soon" stubs replaced with live controls:

- Draw Mode toggle (Draw 1 / Draw 3): new games read draw_mode from
  SettingsResource instead of the previous game's mode. Falls back to
  the current game's mode in headless/test contexts where SettingsPlugin
  is absent.

- Theme selector (Green → Blue → Dark → Green): SettingsChangedEvent
  drives TablePlugin's background Sprite colour so the table re-colours
  immediately without a restart.

- Music Volume [−]/[+]: dedicated kira sub-tracks created for SFX and
  music on startup. SFX sounds are routed to the SFX track; the music
  track exists for future ambient audio. Both volumes are set on
  SettingsChangedEvent and at startup.

Also fixed: time_attack timer_expiry test double-fires when
MinimalPlugins time delta is nonzero — removed the intermediate
0.001-remaining update step.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-26 23:53:48 +00:00

268 lines
8.7 KiB
Rust

//! Time Attack mode runtime: 10-minute countdown wrapped around back-to-back
//! `GameMode::TimeAttack` games. Pressing **T** starts a session (gated by
//! level ≥ `CHALLENGE_UNLOCK_LEVEL`); each win during the session bumps the
//! counter and auto-deals a fresh game. When the timer expires the session
//! ends and `TimeAttackEndedEvent` fires.
use bevy::prelude::*;
use solitaire_core::game_state::GameMode;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{GameWonEvent, NewGameRequestEvent};
use crate::game_plugin::GameMutation;
use crate::progress_plugin::ProgressResource;
use crate::resources::GameStateResource;
/// Length of a Time Attack session in real-world seconds (10 minutes).
pub const TIME_ATTACK_DURATION_SECS: f32 = 600.0;
/// Session state for an in-progress Time Attack run. Not persisted.
#[derive(Resource, Debug, Clone, Default)]
pub struct TimeAttackResource {
pub active: bool,
pub remaining_secs: f32,
pub wins: u32,
}
/// Fired when the Time Attack timer expires. The summary toast in
/// `AnimationPlugin` consumes this; UI/stats consumers can also subscribe.
#[derive(Event, Debug, Clone, Copy)]
pub struct TimeAttackEndedEvent {
pub wins: u32,
}
pub struct TimeAttackPlugin;
impl Plugin for TimeAttackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<TimeAttackResource>()
.add_event::<TimeAttackEndedEvent>()
.add_event::<GameWonEvent>()
.add_event::<NewGameRequestEvent>()
.add_systems(
Update,
handle_start_time_attack_request.before(GameMutation),
)
.add_systems(Update, advance_time_attack)
.add_systems(Update, auto_deal_on_time_attack_win.after(GameMutation));
}
}
fn handle_start_time_attack_request(
keys: Res<ButtonInput<KeyCode>>,
progress: Res<ProgressResource>,
mut session: ResMut<TimeAttackResource>,
mut new_game: EventWriter<NewGameRequestEvent>,
) {
if !keys.just_pressed(KeyCode::KeyT) {
return;
}
if progress.0.level < CHALLENGE_UNLOCK_LEVEL {
info!(
"Time Attack locked — reach level {} (currently {}).",
CHALLENGE_UNLOCK_LEVEL, progress.0.level
);
return;
}
*session = TimeAttackResource {
active: true,
remaining_secs: TIME_ATTACK_DURATION_SECS,
wins: 0,
};
new_game.send(NewGameRequestEvent {
seed: None,
mode: Some(GameMode::TimeAttack),
});
}
fn advance_time_attack(
time: Res<Time>,
mut session: ResMut<TimeAttackResource>,
mut ended: EventWriter<TimeAttackEndedEvent>,
paused: Option<Res<crate::pause_plugin::PausedResource>>,
) {
if !session.active {
return;
}
if paused.is_some_and(|p| p.0) {
return;
}
session.remaining_secs -= time.delta_secs();
if session.remaining_secs <= 0.0 {
let wins = session.wins;
session.active = false;
session.remaining_secs = 0.0;
ended.send(TimeAttackEndedEvent { wins });
}
}
fn auto_deal_on_time_attack_win(
mut wins: EventReader<GameWonEvent>,
game: Res<GameStateResource>,
mut session: ResMut<TimeAttackResource>,
mut new_game: EventWriter<NewGameRequestEvent>,
) {
for _ in wins.read() {
if !session.active || game.0.mode != GameMode::TimeAttack {
continue;
}
session.wins = session.wins.saturating_add(1);
new_game.send(NewGameRequestEvent {
seed: None,
mode: Some(GameMode::TimeAttack),
});
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::game_state::{DrawMode, 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(TimeAttackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn press_t(app: &mut App) {
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.release(KeyCode::KeyT);
input.clear();
input.press(KeyCode::KeyT);
}
#[test]
fn pressing_t_below_unlock_level_is_ignored() {
let mut app = headless_app();
press_t(&mut app);
app.update();
let session = app.world().resource::<TimeAttackResource>();
assert!(!session.active);
let events = app.world().resource::<Events<NewGameRequestEvent>>();
let mut cursor = events.get_cursor();
assert!(cursor.read(events).next().is_none());
}
#[test]
fn pressing_t_at_unlock_level_starts_session_and_deals_time_attack_game() {
let mut app = headless_app();
app.world_mut().resource_mut::<ProgressResource>().0.level = CHALLENGE_UNLOCK_LEVEL;
press_t(&mut app);
app.update();
let session = app.world().resource::<TimeAttackResource>().clone();
assert!(session.active);
assert_eq!(session.wins, 0);
assert!((session.remaining_secs - TIME_ATTACK_DURATION_SECS).abs() < 1.0);
let events = app.world().resource::<Events<NewGameRequestEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).copied().collect();
assert_eq!(fired.len(), 1);
assert_eq!(fired[0].mode, Some(GameMode::TimeAttack));
}
#[test]
fn timer_expiry_fires_ended_event_and_clears_active() {
let mut app = headless_app();
// Set the session to an already-expired state (remaining < 0).
// MinimalPlugins time delta is nonzero so we skip the intermediate
// 0.001-remaining step to avoid a double-fire.
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: -1.0,
wins: 5,
};
app.update();
let session = app.world().resource::<TimeAttackResource>();
assert!(!session.active);
assert_eq!(session.remaining_secs, 0.0);
let events = app.world().resource::<Events<TimeAttackEndedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).copied().collect();
assert_eq!(fired.len(), 1);
assert_eq!(fired[0].wins, 5);
}
#[test]
fn win_during_session_increments_wins_and_auto_deals() {
let mut app = headless_app();
// Start a session manually.
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: 100.0,
wins: 0,
};
// The current game must be in TimeAttack mode for auto-deal to fire.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::TimeAttack);
app.world_mut().send_event(GameWonEvent {
score: 500,
time_seconds: 60,
});
app.update();
let session = app.world().resource::<TimeAttackResource>();
assert_eq!(session.wins, 1);
let events = app.world().resource::<Events<NewGameRequestEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).copied().collect();
assert_eq!(fired.len(), 1);
assert_eq!(fired[0].mode, Some(GameMode::TimeAttack));
assert!(fired[0].seed.is_none());
}
#[test]
fn win_when_session_inactive_does_not_increment() {
let mut app = headless_app();
// Default session is inactive. Game is TimeAttack mode — still no count.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::TimeAttack);
app.world_mut().send_event(GameWonEvent {
score: 500,
time_seconds: 60,
});
app.update();
let session = app.world().resource::<TimeAttackResource>();
assert_eq!(session.wins, 0);
}
#[test]
fn classic_win_during_session_does_not_increment() {
let mut app = headless_app();
*app.world_mut().resource_mut::<TimeAttackResource>() = TimeAttackResource {
active: true,
remaining_secs: 100.0,
wins: 0,
};
// GameStateResource defaults to Classic mode.
app.world_mut().send_event(GameWonEvent {
score: 500,
time_seconds: 60,
});
app.update();
let session = app.world().resource::<TimeAttackResource>();
assert_eq!(session.wins, 0);
}
}