Files
Ferrous-Solitaire/solitaire_data/src/settings.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

584 lines
25 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
//! User settings (persistent).
//!
//! Tracks draw mode, volumes, animation speed, visual theme, sync backend, and
//! the first-run flag. All fields use `#[serde(default)]` so settings files
//! written by older versions of the game still deserialize correctly.
use std::fs;
use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DifficultyLevel, DrawMode};
const APP_DIR_NAME: &str = "solitaire_quest";
const SETTINGS_FILE_NAME: &str = "settings.json";
/// Animation playback speed for card transitions.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize, Default)]
pub enum AnimSpeed {
/// Standard animation timing (default).
#[default]
Normal,
/// Roughly 2× faster than Normal.
Fast,
/// Skip animations entirely — cards teleport to their destinations.
Instant,
}
/// Visual theme applied to the table background and UI chrome.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize, Default)]
pub enum Theme {
/// Classic green felt (default).
#[default]
Green,
/// Blue felt variant.
Blue,
/// Dark / night-mode variant.
Dark,
}
/// Which sync backend the player has configured.
///
/// `Local` keeps all progress on-device. `SolitaireServer` syncs via the
/// self-hosted server. JWT tokens are stored in the OS keychain via
/// `solitaire_data::auth_tokens` — **never** in this struct.
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize, Default)]
pub enum SyncBackend {
/// No sync — all progress stays on the local device (default).
#[default]
#[serde(rename = "local")]
Local,
/// Sync with a self-hosted Solitaire Quest server.
#[serde(rename = "solitaire_server")]
SolitaireServer {
/// Base URL of the server, e.g. `"https://solitaire.example.com"`.
url: String,
/// The player's username on that server.
username: String,
// JWT tokens are stored in the OS keychain — not here.
},
}
/// Persisted window size (in logical pixels) and screen position
/// (top-left corner, in physical pixels) — restored on next launch.
///
/// Stored inside [`Settings::window_geometry`]. `None` on `Settings`
/// means "use platform defaults"; a populated value is written every
/// time the player resizes or moves the window so the next launch
/// reopens at the same geometry.
#[derive(Debug, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub struct WindowGeometry {
/// Logical width of the window in pixels.
pub width: u32,
/// Logical height of the window in pixels.
pub height: u32,
/// X coordinate of the window's top-left corner, in physical pixels.
pub x: i32,
/// Y coordinate of the window's top-left corner, in physical pixels.
pub y: i32,
}
/// Persistent user settings.
#[derive(Debug, Clone, PartialEq, Serialize, Deserialize)]
pub struct Settings {
/// Draw mode selected for new games.
#[serde(default = "default_draw_mode")]
pub draw_mode: DrawMode,
/// Linear SFX volume in `[0.0, 1.0]`. Applied to kira's SFX channel gain.
#[serde(default = "default_sfx_volume")]
pub sfx_volume: f32,
/// Linear music volume in `[0.0, 1.0]`. Applied to kira's music channel gain.
#[serde(default = "default_music_volume")]
pub music_volume: f32,
/// Speed at which card animations play.
#[serde(default)]
pub animation_speed: AnimSpeed,
/// Visual theme for the table and UI.
#[serde(default)]
pub theme: Theme,
/// Which sync backend is active.
#[serde(default)]
pub sync_backend: SyncBackend,
/// Index of the card-back design currently in use (0 = default).
/// Only indices present in `PlayerProgress::unlocked_card_backs` are valid.
#[serde(default)]
pub selected_card_back: usize,
/// Index of the background design currently in use (0 = default).
/// Only indices present in `PlayerProgress::unlocked_backgrounds` are valid.
#[serde(default)]
pub selected_background: usize,
/// Set to `true` once the player has dismissed the first-run banner.
#[serde(default)]
pub first_run_complete: bool,
/// When `true`, red-suit card faces use a blue tint instead of the default
/// cream so they are distinguishable from black-suit cards without relying
/// solely on colour.
#[serde(default)]
pub color_blind_mode: bool,
/// When `true`, boost foreground text + suit-red glyphs to higher-
/// luminance variants for better legibility on low-quality displays
/// or for low-vision users. Per `design-system.md` §Accessibility:
/// on-surface `#d0d0d0` → `#f5f5f5`, suit-red `#fb9fb1` → `#ff8aa0`,
/// outline `#505050` → `#a0a0a0`. Older `settings.json` files
/// written before this field existed deserialize cleanly to
/// `false` thanks to `#[serde(default)]`.
#[serde(default)]
pub high_contrast_mode: bool,
/// When `true`, suppresses non-essential motion: card-lift slide
/// transitions become instant snaps, splash scanline / cursor pulse
/// animations are disabled, and the warning-chip pulse holds at
/// rest. Per `design-system.md` §Accessibility — the WCAG-required
/// reduce-motion mode. Older `settings.json` files written before
/// this field existed deserialize cleanly to `false` thanks to
/// `#[serde(default)]`.
#[serde(default)]
pub reduce_motion_mode: bool,
/// Window size and screen position to restore on next launch. `None`
/// means "use platform defaults" — set on first run, then populated
/// as the player resizes / moves the window. Older `settings.json`
/// files written before this field existed deserialize cleanly to
/// `None` thanks to `#[serde(default)]`.
#[serde(default)]
pub window_geometry: Option<WindowGeometry>,
/// Identifier of the active card-art theme. Matches `meta.id` from
/// the theme's `theme.ron` manifest. `"default"` is the bundled
/// theme and is always present in the registry; user-supplied
/// themes register under their own ids when they're imported.
/// Older `settings.json` files default cleanly to `"default"` via
/// `#[serde(default = ...)]`.
#[serde(default = "default_theme_id")]
pub selected_theme_id: String,
/// Set to `true` once the achievement-onboarding info-toast has been
/// shown to the player after their very first win. Acts as a
/// one-shot teach: subsequent wins must not re-fire the cue. Older
/// `settings.json` files written before this field existed
/// deserialize cleanly to `false` thanks to `#[serde(default)]` —
/// players who already had wins recorded before this field was
/// introduced are guarded by the post-condition `games_won == 1`
/// checked by `achievement_plugin::fire_achievement_onboarding_toast`,
/// so the toast still does not fire for them.
#[serde(default)]
pub shown_achievement_onboarding: bool,
/// Hover delay (seconds) before a tooltip appears. Range
/// `[0.0, 1.5]`; default matches `MOTION_TOOLTIP_DELAY_SECS` (0.5 s).
/// `0.0` means tooltips fire on the very next tick after hover —
/// the "Instant" setting. Older `settings.json` files written before
/// this field existed deserialize cleanly to the default via
/// `#[serde(default = "default_tooltip_delay")]`.
#[serde(default = "default_tooltip_delay")]
pub tooltip_delay_secs: f32,
/// Multiplier applied to the post-game time-bonus score component
/// shown in the win-summary modal. Range
/// `[TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX]`
/// (`0.0``2.0`); default `1.0` keeps the existing behaviour.
///
/// **COSMETIC ONLY** — this multiplier changes what the player
/// sees in the win modal's score breakdown but does **not** affect
/// achievement unlock thresholds, lifetime score totals, or
/// leaderboard submissions, which all use the raw, unmultiplied
/// score values produced by `solitaire_core`. Older
/// `settings.json` files written before this field existed
/// deserialize cleanly to `1.0` via
/// `#[serde(default = "default_time_bonus_multiplier")]`.
#[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32,
/// When `true`, the engine rejects new-game deals the
/// [`solitaire_core::solver`] cannot prove winnable, retrying
/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
/// giving up and using the last tried seed. Off by default —
/// the solver adds a few hundred milliseconds of latency on the
/// pathological deals that hit the budget cap, and not every
/// player wants to wait. Older `settings.json` files written
/// before this field existed deserialize cleanly to `false` via
/// `#[serde(default)]`.
///
/// Scope: only random-seed Classic-mode deals are filtered.
/// Daily challenges, replays, and explicit-seed requests skip the
/// solver retry loop — see `solitaire_engine::handle_new_game`.
#[serde(default)]
pub winnable_deals_only: bool,
/// When `true`, suppresses the launch-time
/// `apply_smart_default_window_size` system: the window opens at
/// the literal `(1280, 800)` default instead of resizing to ~70 %
/// of the primary monitor's logical size on the first frame. For
/// players who specifically prefer the 1280×800 baseline on every
/// fresh launch (i.e. installs without saved geometry).
///
/// Older `settings.json` files written before this field existed
/// deserialize cleanly to `false` via `#[serde(default)]`, which
/// preserves the smart-default behaviour shipped in v0.19.0.
/// Saved-geometry launches are unaffected by this flag — the
/// player's last window size always wins.
#[serde(default)]
pub disable_smart_default_size: bool,
/// Per-move duration during replay playback, in seconds. Range
/// `[REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS]`;
/// default mirrors `solitaire_engine::replay_playback::REPLAY_MOVE_INTERVAL_SECS`
/// (0.45 s/move) so existing playback behaviour is unchanged for
/// players who never touch the slider. Smaller values scrub
/// faster through the recorded move list. Older `settings.json`
/// files written before this field existed deserialize cleanly to
/// the default via
/// `#[serde(default = "default_replay_move_interval_secs")]`.
#[serde(default = "default_replay_move_interval_secs")]
pub replay_move_interval_secs: f32,
/// Last difficulty tier the player selected. `None` means the player has
/// never used the difficulty picker. When `Some`, the difficulty section in
/// the home overlay opens pre-expanded and highlights this tier. Older
/// `settings.json` files written before this field existed deserialize
/// cleanly to `None` via `#[serde(default)]`.
#[serde(default)]
pub last_difficulty: Option<DifficultyLevel>,
}
fn default_draw_mode() -> DrawMode {
DrawMode::DrawOne
}
fn default_sfx_volume() -> f32 {
0.8
}
fn default_music_volume() -> f32 {
0.5
}
fn default_theme_id() -> String {
"default".to_string()
}
/// Default tooltip-hover dwell delay in seconds. Mirrors
/// `solitaire_engine::ui_theme::MOTION_TOOLTIP_DELAY_SECS` so legacy
/// `settings.json` files load to the existing baseline. The constant
/// lives in the engine crate (which the data crate cannot depend on),
/// so the value is duplicated here — kept in sync by the
/// `settings_tooltip_delay_default_is_existing_baseline` test in
/// `solitaire_engine::settings_plugin`.
fn default_tooltip_delay() -> f32 {
0.5
}
/// Lower bound of the player-tunable tooltip delay slider, in seconds.
pub const TOOLTIP_DELAY_MIN_SECS: f32 = 0.0;
/// Upper bound of the player-tunable tooltip delay slider, in seconds.
pub const TOOLTIP_DELAY_MAX_SECS: f32 = 1.5;
/// Increment applied by the tooltip-delay decrement / increment buttons.
pub const TOOLTIP_DELAY_STEP_SECS: f32 = 0.1;
/// Lower bound of the player-tunable time-bonus multiplier. `0.0`
/// disables the time-bonus row entirely (renders as "Off" in the UI).
pub const TIME_BONUS_MULTIPLIER_MIN: f32 = 0.0;
/// Upper bound of the player-tunable time-bonus multiplier. `2.0`
/// doubles the displayed time bonus.
pub const TIME_BONUS_MULTIPLIER_MAX: f32 = 2.0;
/// Increment applied by the time-bonus multiplier decrement /
/// increment buttons.
pub const TIME_BONUS_MULTIPLIER_STEP: f32 = 0.1;
/// Default value for [`Settings::time_bonus_multiplier`]. `1.0` keeps
/// the displayed time bonus identical to the raw value produced by
/// `solitaire_core::scoring::compute_time_bonus`.
fn default_time_bonus_multiplier() -> f32 {
1.0
}
/// Default per-move duration during replay playback, in seconds.
/// Mirrors `solitaire_engine::replay_playback::REPLAY_MOVE_INTERVAL_SECS`
/// so legacy `settings.json` files load to the existing baseline and
/// playback feels identical for players who never touch the slider.
/// The constant is duplicated across the data and engine crates
/// because `solitaire_data` cannot depend on the engine crate — keep
/// the two values in sync when adjusting either.
fn default_replay_move_interval_secs() -> f32 {
0.45
}
/// Lower bound of the player-tunable replay-playback per-move interval,
/// in seconds. Below this the cards barely register visually before
/// the next move fires; the cap keeps the playback legible.
pub const REPLAY_MOVE_INTERVAL_MIN_SECS: f32 = 0.10;
/// Upper bound of the player-tunable replay-playback per-move interval,
/// in seconds. One second per move is a comfortable upper limit for
/// players who want to study a recorded game frame by frame.
pub const REPLAY_MOVE_INTERVAL_MAX_SECS: f32 = 1.00;
/// Increment applied by the replay-playback decrement / increment
/// buttons. 0.05 s gives 19 stops between MIN and MAX — fine-grained
/// enough to land on any "round" speed (0.10 s, 0.25 s, 0.45 s, etc.)
/// without making the slider feel stuck on the same value.
pub const REPLAY_MOVE_INTERVAL_STEP_SECS: f32 = 0.05;
/// Maximum number of seed retries [`solitaire_engine::handle_new_game`]
/// is willing to attempt before giving up and accepting the latest
/// candidate seed when [`Settings::winnable_deals_only`] is on. If
/// every retry comes back [`SolverResult::Unwinnable`] (which would
/// be very unusual) we'd rather hand the player a possibly-unwinnable
/// deal than spin forever on the main thread.
///
/// 50 attempts × ~50 ms median per solve = ~2.5 s worst-case stall —
/// the upper bound on UI freeze when the toggle is on.
pub const SOLVER_DEAL_RETRY_CAP: u32 = 50;
impl Default for Settings {
fn default() -> Self {
Self {
draw_mode: DrawMode::DrawOne,
sfx_volume: default_sfx_volume(),
music_volume: default_music_volume(),
animation_speed: AnimSpeed::Normal,
theme: Theme::Green,
sync_backend: SyncBackend::Local,
selected_card_back: 0,
selected_background: 0,
first_run_complete: false,
color_blind_mode: false,
high_contrast_mode: false,
reduce_motion_mode: false,
window_geometry: None,
selected_theme_id: default_theme_id(),
shown_achievement_onboarding: false,
tooltip_delay_secs: default_tooltip_delay(),
time_bonus_multiplier: default_time_bonus_multiplier(),
winnable_deals_only: false,
disable_smart_default_size: false,
replay_move_interval_secs: default_replay_move_interval_secs(),
last_difficulty: None,
}
}
}
impl Settings {
/// Clamps `sfx_volume`, `music_volume`, `tooltip_delay_secs`,
/// `time_bonus_multiplier`, and `replay_move_interval_secs` into
/// their respective ranges after deserialization or hand-editing of
/// `settings.json`.
pub fn sanitized(self) -> Self {
Self {
sfx_volume: self.sfx_volume.clamp(0.0, 1.0),
music_volume: self.music_volume.clamp(0.0, 1.0),
tooltip_delay_secs: self
.tooltip_delay_secs
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS),
time_bonus_multiplier: self
.time_bonus_multiplier
.clamp(TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX),
replay_move_interval_secs: self
.replay_move_interval_secs
.clamp(REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS),
..self
}
}
/// Adjust SFX volume by `delta`, clamped to `[0.0, 1.0]`. Returns the new value.
pub fn adjust_sfx_volume(&mut self, delta: f32) -> f32 {
self.sfx_volume = (self.sfx_volume + delta).clamp(0.0, 1.0);
self.sfx_volume
}
/// Adjust music volume by `delta`, clamped to `[0.0, 1.0]`. Returns the new value.
pub fn adjust_music_volume(&mut self, delta: f32) -> f32 {
self.music_volume = (self.music_volume + delta).clamp(0.0, 1.0);
self.music_volume
}
/// Adjust the tooltip-hover dwell delay by `delta` seconds, clamped
/// to `[TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS]`. Returns the
/// new value.
pub fn adjust_tooltip_delay(&mut self, delta: f32) -> f32 {
self.tooltip_delay_secs = (self.tooltip_delay_secs + delta)
.clamp(TOOLTIP_DELAY_MIN_SECS, TOOLTIP_DELAY_MAX_SECS);
self.tooltip_delay_secs
}
/// Adjust the time-bonus multiplier by `delta`, clamped to
/// `[TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX]`. The
/// result is rounded to one decimal place so the readout stays
/// clean across repeated `±` clicks (avoids float drift like
/// `0.30000004`). Returns the new value.
pub fn adjust_time_bonus_multiplier(&mut self, delta: f32) -> f32 {
let raw = (self.time_bonus_multiplier + delta)
.clamp(TIME_BONUS_MULTIPLIER_MIN, TIME_BONUS_MULTIPLIER_MAX);
// Round to 1 decimal place — the slider step is 0.1, so this
// collapses any FP drift introduced by repeated additions.
self.time_bonus_multiplier = (raw * 10.0).round() / 10.0;
self.time_bonus_multiplier
}
/// Adjust the replay-playback per-move interval by `delta`
/// seconds, clamped to
/// `[REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS]`.
/// The result is rounded to two decimal places so the readout
/// stays clean across repeated `±` clicks at the 0.05 s step
/// (avoids float drift like `0.45000003`). Returns the new value.
pub fn adjust_replay_move_interval(&mut self, delta: f32) -> f32 {
let raw = (self.replay_move_interval_secs + delta)
.clamp(REPLAY_MOVE_INTERVAL_MIN_SECS, REPLAY_MOVE_INTERVAL_MAX_SECS);
// Round to 2 decimal places — the slider step is 0.05, so this
// collapses any FP drift introduced by repeated additions.
self.replay_move_interval_secs = (raw * 100.0).round() / 100.0;
self.replay_move_interval_secs
}
}
/// Returns the platform-specific path to `settings.json`, or `None` if
/// the platform's data directory is unavailable.
pub fn settings_file_path() -> Option<PathBuf> {
crate::data_dir().map(|d| d.join(APP_DIR_NAME).join(SETTINGS_FILE_NAME))
}
/// Load settings from an explicit path. Returns `Settings::default()` if the
/// file is missing or cannot be deserialized.
pub fn load_settings_from(path: &Path) -> Settings {
let Ok(data) = fs::read(path) else {
return Settings::default();
};
serde_json::from_slice::<Settings>(&data)
.unwrap_or_default()
.sanitized()
}
/// Save settings to an explicit path using an atomic write (`.tmp` → rename).
pub fn save_settings_to(path: &Path, settings: &Settings) -> io::Result<()> {
if let Some(parent) = path.parent() {
fs::create_dir_all(parent)?;
}
let json = serde_json::to_string_pretty(settings).map_err(io::Error::other)?;
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes())?;
fs::rename(&tmp, path)?;
Ok(())
}
#[cfg(test)]
mod tests {
use super::*;
use std::env;
fn tmp_path(name: &str) -> PathBuf {
env::temp_dir().join(format!("solitaire_settings_test_{name}.json"))
}
#[test]
fn adjust_sfx_volume_clamps() {
let mut s = Settings { sfx_volume: 0.5, ..Default::default() };
assert!((s.adjust_sfx_volume(0.3) - 0.8).abs() < 1e-6);
assert!((s.adjust_sfx_volume(0.5) - 1.0).abs() < 1e-6);
assert!((s.adjust_sfx_volume(-2.0) - 0.0).abs() < 1e-6);
assert!((s.adjust_sfx_volume(-1.0) - 0.0).abs() < 1e-6);
}
#[test]
fn adjust_music_volume_clamps() {
let mut s = Settings { music_volume: 0.5, ..Default::default() };
assert!((s.adjust_music_volume(0.3) - 0.8).abs() < 1e-6);
assert!((s.adjust_music_volume(0.5) - 1.0).abs() < 1e-6);
assert!((s.adjust_music_volume(-2.0) - 0.0).abs() < 1e-6);
assert!((s.adjust_music_volume(-1.0) - 0.0).abs() < 1e-6);
}
#[test]
fn sanitized_clamps_out_of_range_volume() {
let s = Settings {
sfx_volume: 5.0,
music_volume: -1.5,
first_run_complete: true,
..Settings::default()
}
.sanitized();
assert_eq!(s.sfx_volume, 1.0);
assert_eq!(s.music_volume, 0.0);
assert!(s.first_run_complete);
}
#[test]
fn load_from_missing_file_returns_default() {
let path = tmp_path("missing_xyz");
let _ = fs::remove_file(&path);
let s = load_settings_from(&path);
assert_eq!(s, Settings::default());
}
#[test]
fn load_from_corrupt_file_returns_default() {
let path = tmp_path("corrupt");
fs::write(&path, b"definitely not json").expect("write");
let s = load_settings_from(&path);
assert_eq!(s, Settings::default());
}
#[test]
fn adjust_tooltip_delay_clamps_to_range() {
let mut s = Settings { tooltip_delay_secs: 0.5, ..Default::default() };
// Step up to 0.6.
assert!((s.adjust_tooltip_delay(0.1) - 0.6).abs() < 1e-6);
// Big positive jump clamps to TOOLTIP_DELAY_MAX_SECS.
assert!((s.adjust_tooltip_delay(5.0) - TOOLTIP_DELAY_MAX_SECS).abs() < 1e-6);
// Big negative jump clamps to TOOLTIP_DELAY_MIN_SECS.
assert!((s.adjust_tooltip_delay(-99.0) - TOOLTIP_DELAY_MIN_SECS).abs() < 1e-6);
// Confirm the floor is exactly zero.
assert_eq!(s.tooltip_delay_secs, 0.0);
}
#[test]
fn adjust_time_bonus_multiplier_clamps_and_rounds() {
let mut s = Settings { time_bonus_multiplier: 1.0, ..Default::default() };
// Step up to 1.1.
assert!((s.adjust_time_bonus_multiplier(0.1) - 1.1).abs() < 1e-6);
// Big positive jump clamps to TIME_BONUS_MULTIPLIER_MAX.
assert!(
(s.adjust_time_bonus_multiplier(99.0) - TIME_BONUS_MULTIPLIER_MAX).abs() < 1e-6
);
// Big negative jump clamps to TIME_BONUS_MULTIPLIER_MIN.
assert!(
(s.adjust_time_bonus_multiplier(-99.0) - TIME_BONUS_MULTIPLIER_MIN).abs() < 1e-6
);
assert_eq!(s.time_bonus_multiplier, 0.0);
// Repeated incremental adds must not drift past the 0.1 grid.
let mut s2 = Settings { time_bonus_multiplier: 0.0, ..Default::default() };
for _ in 0..10 {
s2.adjust_time_bonus_multiplier(0.1);
}
// After ten +0.1 steps, value should be exactly 1.0 (1 decimal).
assert!(
(s2.time_bonus_multiplier - 1.0).abs() < 1e-6,
"rounding should pin repeated 0.1 steps to the decimal grid, got {}",
s2.time_bonus_multiplier
);
}
#[test]
fn adjust_replay_move_interval_clamps_and_rounds() {
let mut s = Settings { replay_move_interval_secs: 0.45, ..Default::default() };
// Step down to 0.40.
assert!((s.adjust_replay_move_interval(-0.05) - 0.40).abs() < 1e-6);
// Big positive jump clamps to MAX.
assert!(
(s.adjust_replay_move_interval(99.0) - REPLAY_MOVE_INTERVAL_MAX_SECS).abs() < 1e-6
);
// Big negative jump clamps to MIN.
assert!(
(s.adjust_replay_move_interval(-99.0) - REPLAY_MOVE_INTERVAL_MIN_SECS).abs() < 1e-6
);
// Repeated 0.05 steps must not drift past the 0.05 grid.
let mut s2 = Settings { replay_move_interval_secs: 0.10, ..Default::default() };
for _ in 0..6 {
s2.adjust_replay_move_interval(0.05);
}
// After six +0.05 steps from 0.10, value should be exactly 0.40 (2 decimals).
assert!(
(s2.replay_move_interval_secs - 0.40).abs() < 1e-6,
"rounding should pin repeated 0.05 steps to the decimal grid, got {}",
s2.replay_move_interval_secs
);
}
}