ea9dd848fd
Build and Deploy / build-and-push (push) Successful in 4m2s
Core (solitaire_core): - fix(scoring): apply -15 penalty for Foundation→Tableau moves when take_from_foundation is enabled; update test - fix(solver): is_won() validates full Ace→King suit sequence, not just card count — prevents hint system from emitting invalid paths Engine — animation / layout: - fix(animation): guard CardAnim advance against duration=0 to prevent NaN-poisoned Transform (analogous to CardAnimation's instant-snap path) - fix(card_plugin): align TABLEAU_FAN_FRAC (0.25→0.18) and TABLEAU_FACEDOWN_FAN_FRAC (0.20→0.14) with layout.rs so the initial layout and first dynamic update produce identical fan spacing - fix(layout): update tableau_fan_frac doc comment from 0.25→0.18 Engine — ECS / modal guards: - fix(auto_complete): drive_auto_complete now checks PausedResource so cooldown does not tick while paused (prevents instant-move on unpause) - fix(play_by_seed): handle_open_dialog checks global ModalScrim guard to prevent stacking over an existing modal - fix(win_summary): spawn_win_summary_after_delay checks global ModalScrim guard; collect_session_achievements uses .next() not .last() to avoid draining the new_games stream Engine — message registration: - fix(leaderboard): register InfoToastEvent in LeaderboardPlugin::build so opt-in/opt-out toasts work under MinimalPlugins - fix(replay_playback): register StateChangedEvent in ReplayPlaybackPlugin::build to prevent panic when used standalone Security: - fix(sync_setup): zero password SyncFieldBuffer immediately after spawning auth task — credential must not linger in ECS components Server: - fix(auth): replace MIME contains-chain with exact match for avatar upload; removes illusory starts_with guard and dead ALLOWED_IMAGE_TYPES Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
1257 lines
44 KiB
Rust
1257 lines
44 KiB
Rust
//! Smooth animations: card slide (linear lerp), win cascade, achievement toast.
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//!
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//! `CardAnim` is the only animation component used by other plugins — import
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//! it directly when adding animations outside this file.
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//!
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//! # Toast queue (Task #67)
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//!
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//! Multiple `InfoToastEvent`s can fire in a single frame. To prevent overlapping
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//! text, they are enqueued in `ToastQueue` and shown one at a time by
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//! `drive_toast_display`. Each toast lives for 2.5 seconds; the next is shown
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//! immediately after the previous despawns.
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use std::collections::VecDeque;
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use bevy::prelude::*;
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use solitaire_data::{AnimSpeed, Settings};
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use crate::achievement_plugin::display_name_for;
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use crate::auto_complete_plugin::AutoCompleteState;
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use crate::card_animation::{sample_curve, CardAnimation, MotionCurve};
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use crate::card_plugin::CardEntity;
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use crate::challenge_plugin::ChallengeAdvancedEvent;
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use crate::daily_challenge_plugin::{DailyChallengeCompletedEvent, DailyGoalAnnouncementEvent};
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use crate::events::{
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AchievementUnlockedEvent, GameWonEvent, InfoToastEvent, MoveRejectedEvent, WarningToastEvent,
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XpAwardedEvent,
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};
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use crate::game_plugin::GameMutation;
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use crate::layout::LayoutResource;
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use crate::pause_plugin::PausedResource;
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use crate::progress_plugin::LevelUpEvent;
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use crate::settings_plugin::{SettingsChangedEvent, SettingsResource};
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use crate::time_attack_plugin::TimeAttackEndedEvent;
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use crate::ui_theme::{
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scaled_duration, ACCENT_SECONDARY, BG_ELEVATED, MOTION_CASCADE_SLIDE_SECS,
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MOTION_CASCADE_STAGGER_SECS, MOTION_SLIDE_SECS, RADIUS_MD, STATE_DANGER, STATE_INFO,
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STATE_WARNING, TEXT_PRIMARY, TYPE_BODY_LG, VAL_SPACE_2, VAL_SPACE_3, VAL_SPACE_4, Z_TOAST,
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};
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use crate::weekly_goals_plugin::WeeklyGoalCompletedEvent;
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/// Duration of a card slide (move) animation in seconds at Normal speed.
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///
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/// Re-exported from `ui_theme::MOTION_SLIDE_SECS` so the entire engine pulls
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/// gameplay slide timing from one design-token. Kept as a `pub const` for
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/// backwards compatibility with existing callers that read this directly.
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pub const SLIDE_SECS: f32 = MOTION_SLIDE_SECS;
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/// The effective slide duration, updated whenever `Settings::animation_speed` changes.
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#[derive(Resource, Debug, Clone, Copy)]
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pub struct EffectiveSlideDuration {
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pub slide_secs: f32,
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}
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impl Default for EffectiveSlideDuration {
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fn default() -> Self {
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Self { slide_secs: SLIDE_SECS }
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}
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}
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fn anim_speed_to_secs(speed: &AnimSpeed) -> f32 {
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// Route through `ui_theme::scaled_duration` so the slide timing follows
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// the same `MOTION_*_SECS` token / `AnimSpeed` mapping as every other
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// motion in the engine (toasts, deal stagger, shake, settle, cascade).
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scaled_duration(MOTION_SLIDE_SECS, *speed)
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}
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const ACHIEVEMENT_TOAST_SECS: f32 = 3.0;
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const LEVELUP_TOAST_SECS: f32 = 3.0;
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const DAILY_TOAST_SECS: f32 = 3.0;
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const WEEKLY_TOAST_SECS: f32 = 3.0;
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const TIME_ATTACK_TOAST_SECS: f32 = 5.0;
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const CHALLENGE_TOAST_SECS: f32 = 3.0;
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const VOLUME_TOAST_SECS: f32 = 1.4;
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/// Z added to a card's render depth while its `CardAnim` is in-flight.
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///
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/// Foundation and tableau cards share x,y during the slide (destination equals
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/// a slot that already holds a card). Without this lift the incoming card's
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/// bottom-right corner overlaps the stationary card's top-left, which the
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/// player perceives as a single card with mismatched rank/suit indices.
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///
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/// 50.0 sits comfortably above the highest pile depth (~1.04) and well below
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/// `DRAG_Z` (500), so a dragged card always renders above an animated one.
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const CARD_ANIM_Z_LIFT: f32 = 50.0;
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/// Per-card stagger interval for the win cascade at Normal speed (seconds).
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///
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/// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS` so all motion timing
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/// lives in one design-token module.
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const CASCADE_STAGGER_NORMAL: f32 = MOTION_CASCADE_STAGGER_SECS;
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/// Duration of each card's cascade slide at Normal speed (seconds).
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///
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/// Sourced from `ui_theme::MOTION_CASCADE_SLIDE_SECS`.
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const CASCADE_DURATION_NORMAL: f32 = MOTION_CASCADE_SLIDE_SECS;
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/// Returns the per-card stagger delay for the win cascade at the given
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/// `AnimSpeed`, scaled via `ui_theme::scaled_duration`.
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pub fn cascade_step_secs(speed: AnimSpeed) -> f32 {
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scaled_duration(MOTION_CASCADE_STAGGER_SECS, speed)
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}
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/// Returns the slide duration for each card in the win cascade at the given
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/// `AnimSpeed`, scaled via `ui_theme::scaled_duration`.
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pub fn cascade_duration_secs(speed: AnimSpeed) -> f32 {
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scaled_duration(MOTION_CASCADE_SLIDE_SECS, speed)
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}
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/// Linear-lerp slide animation.
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///
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/// After `delay` seconds the card moves from `start` to `target` over
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/// `duration` seconds. The component removes itself when the slide completes.
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#[derive(Component, Debug, Clone)]
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pub struct CardAnim {
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pub start: Vec3,
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pub target: Vec3,
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pub elapsed: f32,
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pub duration: f32,
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/// Additional wait before the slide begins.
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pub delay: f32,
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}
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/// Marker on a toast overlay UI node.
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#[derive(Component, Debug)]
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pub struct ToastOverlay;
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/// Auto-dismiss countdown (seconds remaining). Attached to toast entities.
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#[derive(Component, Debug)]
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pub struct ToastTimer(pub f32);
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/// Marker applied to `InfoToastEvent`-sourced toast entities managed by the queue.
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///
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/// Only one `ToastEntity` is alive at a time; the next is spawned after the
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/// previous despawns.
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#[derive(Component, Debug)]
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pub struct ToastEntity;
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/// FIFO queue of pending `InfoToastEvent` messages.
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///
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/// Systems that want to display a short informational string should fire
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/// `InfoToastEvent` — `enqueue_toasts` will push it here. `drive_toast_display`
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/// pops one message at a time and shows it for 2.5 seconds.
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#[derive(Resource, Debug, Default)]
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pub struct ToastQueue(pub VecDeque<String>);
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/// Tracks the currently visible queued toast.
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///
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/// `None` when no toast is showing. When `Some`, `entity` is the spawned UI
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/// node and `timer` counts down to zero (seconds remaining).
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#[derive(Resource, Debug, Default)]
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pub struct ActiveToast {
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/// The entity holding the visible toast node.
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pub entity: Option<Entity>,
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/// Seconds remaining before the toast is dismissed.
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pub timer: f32,
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}
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/// Duration of each queued info-toast in seconds.
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const QUEUED_TOAST_SECS: f32 = 2.5;
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/// Drives all linear card animations (`CardAnim`), toast notifications, deal stagger, win cascade, and the auto-complete card-slide sequence.
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pub struct AnimationPlugin;
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impl Plugin for AnimationPlugin {
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fn build(&self, app: &mut App) {
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// Register the events this plugin consumes so tests that don't include
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// GamePlugin can still run AnimationPlugin in isolation. Double-registration
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// is idempotent in Bevy.
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app.add_message::<GameWonEvent>()
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.add_message::<AchievementUnlockedEvent>()
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.add_message::<LevelUpEvent>()
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.add_message::<DailyChallengeCompletedEvent>()
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.add_message::<DailyGoalAnnouncementEvent>()
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.add_message::<WeeklyGoalCompletedEvent>()
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.add_message::<TimeAttackEndedEvent>()
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.add_message::<ChallengeAdvancedEvent>()
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.add_message::<SettingsChangedEvent>()
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.add_message::<InfoToastEvent>()
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.add_message::<MoveRejectedEvent>()
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.add_message::<WarningToastEvent>()
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.add_message::<XpAwardedEvent>()
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.init_resource::<EffectiveSlideDuration>()
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.init_resource::<ToastQueue>()
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.init_resource::<ActiveToast>()
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.add_systems(Startup, init_slide_duration)
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.add_systems(
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Update,
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(
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advance_card_anims,
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sync_slide_duration,
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handle_win_cascade,
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handle_achievement_toast,
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handle_levelup_toast,
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handle_daily_goal_announcement_toast,
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handle_daily_toast,
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handle_weekly_toast,
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handle_time_attack_toast,
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handle_challenge_toast,
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handle_settings_toast,
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handle_auto_complete_toast,
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handle_xp_awarded_toast,
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handle_move_rejected_toast,
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handle_warning_toast,
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tick_toasts,
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(enqueue_toasts, drive_toast_display).chain(),
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)
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.after(GameMutation),
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);
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}
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}
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fn init_slide_duration(
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settings: Option<Res<SettingsResource>>,
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mut dur: ResMut<EffectiveSlideDuration>,
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) {
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if let Some(s) = settings {
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dur.slide_secs = effective_slide_secs(&s.0);
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}
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}
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fn sync_slide_duration(
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mut events: MessageReader<SettingsChangedEvent>,
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mut dur: ResMut<EffectiveSlideDuration>,
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) {
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for ev in events.read() {
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dur.slide_secs = effective_slide_secs(&ev.0);
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}
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}
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/// Resolves the player's effective per-slide animation duration —
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/// pre-Settings the same as `anim_speed_to_secs(&settings.animation_speed)`,
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/// but reduce-motion mode forces it to `0.0` regardless of the
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/// `AnimSpeed` selection so cards snap instantly to their target
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/// position. Spec at `design-system.md` §Accessibility (#3).
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fn effective_slide_secs(settings: &Settings) -> f32 {
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if settings.reduce_motion_mode {
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0.0
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} else {
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anim_speed_to_secs(&settings.animation_speed)
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}
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}
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/// Advances all in-flight `CardAnim` slide animations.
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///
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/// Skipped while the game is paused so cards do not move while the pause
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/// overlay is open.
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fn advance_card_anims(
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mut commands: Commands,
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time: Res<Time>,
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paused: Option<Res<PausedResource>>,
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mut anims: Query<(Entity, &mut Transform, &mut CardAnim)>,
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) {
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if paused.is_some_and(|p| p.0) {
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return;
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}
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let dt = time.delta_secs();
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for (entity, mut transform, mut anim) in &mut anims {
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if anim.delay > 0.0 {
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anim.delay = (anim.delay - dt).max(0.0);
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continue;
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}
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if anim.duration <= 0.0 {
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transform.translation = anim.target;
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commands.entity(entity).remove::<CardAnim>();
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continue;
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}
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anim.elapsed += dt;
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let t = (anim.elapsed / anim.duration).min(1.0);
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// Curved interpolation using `MotionCurve::SmoothSnap` (cubic ease-out
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// with a small terminal overshoot). Hardcoded at the call site so the
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// shared `CardAnim` struct stays a simple linear-tween container — the
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// upgrade is one extra `sample_curve` call per advancing animation.
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let s = sample_curve(MotionCurve::SmoothSnap, t);
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let mut pos = anim.start.lerp(anim.target, s);
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// Elevate z during transit so the moving card always renders in front
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// of any card already resting at the destination position.
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pos.z = anim.target.z + CARD_ANIM_Z_LIFT;
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transform.translation = pos;
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if t >= 1.0 {
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transform.translation = anim.target;
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commands.entity(entity).remove::<CardAnim>();
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}
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}
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}
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/// Maximum per-card Z-rotation drift applied during the win cascade, in
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/// radians. 15° gives a lively but legible scatter — anything larger starts
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/// to look chaotic.
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const WIN_CASCADE_MAX_ROTATION_RAD: f32 = std::f32::consts::PI / 12.0;
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/// Returns a deterministic per-card Z-rotation in `±WIN_CASCADE_MAX_ROTATION_RAD`
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/// for the win cascade. Indexing by the card's position in the iterator keeps
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/// the result reproducible for a given deal without needing a random crate.
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fn cascade_rotation(index: usize) -> f32 {
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// Pseudo-random hash from a Fibonacci multiplier; same approach used by
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// `card_animation::timing::micro_vary`. Returns 0..=1.
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let hash = (index as u32).wrapping_mul(2_654_435_761);
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let noise = (hash >> 16) as f32 / 65_536.0;
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(noise - 0.5) * 2.0 * WIN_CASCADE_MAX_ROTATION_RAD
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}
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fn handle_win_cascade(
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mut commands: Commands,
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mut events: MessageReader<GameWonEvent>,
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cards: Query<(Entity, &Transform), With<CardEntity>>,
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layout: Option<Res<LayoutResource>>,
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settings: Option<Res<SettingsResource>>,
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) {
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// Drain the event reader; the cascade visual is the only thing
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// this system contributes — the post-win "You Won!" modal
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// (`win_summary_plugin`) consumes the same `GameWonEvent` and
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// carries score / time / achievements / XP itself, so a duplicate
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// toast saying "You Win! Score X Time Y" rendered behind the modal
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// in earlier builds. Removed.
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if events.read().next().is_none() {
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return;
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}
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let margin = layout.as_ref().map_or(800.0, |l| l.0.card_size.x * 8.0);
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// Eight off-screen destinations spread around the window edges.
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let targets: [Vec3; 8] = [
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Vec3::new(margin, margin, 300.0),
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Vec3::new(-margin, margin, 300.0),
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Vec3::new(margin, -margin, 300.0),
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Vec3::new(-margin, -margin, 300.0),
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Vec3::new(0.0, margin, 300.0),
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Vec3::new(0.0, -margin, 300.0),
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Vec3::new(margin, 0.0, 300.0),
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Vec3::new(-margin, 0.0, 300.0),
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];
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let step = settings
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.as_ref()
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.map_or(CASCADE_STAGGER_NORMAL, |s| cascade_step_secs(s.0.animation_speed));
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let duration = settings
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.as_ref()
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.map_or(CASCADE_DURATION_NORMAL, |s| cascade_duration_secs(s.0.animation_speed));
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for (i, (entity, transform)) in cards.iter().enumerate() {
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// Use the curve-aware `CardAnimation` here (not `CardAnim`) so we can
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// pick `MotionCurve::Expressive` for the cascade — the spring-style
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// overshoot is what gives the win moment its theatrical feel. The
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// `CardAnim`/`CardAnimation` coexistence rule (one per entity) is
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// satisfied because cards have neither at the moment the cascade
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// starts.
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let start = transform.translation;
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let target = targets[i % 8];
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commands.entity(entity).insert(CardAnimation {
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start: start.truncate(),
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end: target.truncate(),
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elapsed: 0.0,
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duration,
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curve: crate::card_animation::MotionCurve::Expressive,
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delay: i as f32 * step,
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start_z: start.z,
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end_z: target.z,
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z_lift: 0.0,
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scale_start: 1.0,
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scale_end: 1.0,
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});
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// Per-card Z-rotation drift (±15°), deterministic per cascade
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// ordering — gives the scatter a more lively feel without needing
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// rotation interpolation in the tween system. Since cards fly off
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// screen, the static rotation reads as motion.
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let rot = cascade_rotation(i);
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let mut new_transform = *transform;
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new_transform.rotation = Quat::from_rotation_z(rot);
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commands.entity(entity).insert(new_transform);
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}
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}
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fn handle_achievement_toast(
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mut commands: Commands,
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mut events: MessageReader<AchievementUnlockedEvent>,
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) {
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for ev in events.read() {
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spawn_toast(
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&mut commands,
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format!("Achievement: {}", display_name_for(&ev.0.id)),
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ACHIEVEMENT_TOAST_SECS,
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ToastVariant::Celebration,
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);
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}
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}
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|
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fn handle_levelup_toast(mut commands: Commands, mut events: MessageReader<LevelUpEvent>) {
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for ev in events.read() {
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spawn_toast(
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&mut commands,
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format!("Level Up! → {}", ev.new_level),
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LEVELUP_TOAST_SECS,
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ToastVariant::Celebration,
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);
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}
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}
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|
|
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fn handle_daily_goal_announcement_toast(
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mut commands: Commands,
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mut events: MessageReader<DailyGoalAnnouncementEvent>,
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) {
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for ev in events.read() {
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spawn_toast(
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&mut commands,
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format!("Goal: {}", ev.0),
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DAILY_TOAST_SECS,
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ToastVariant::Info,
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);
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}
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}
|
|
|
|
fn handle_daily_toast(
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|
mut commands: Commands,
|
|
mut events: MessageReader<DailyChallengeCompletedEvent>,
|
|
) {
|
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for ev in events.read() {
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spawn_toast(
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&mut commands,
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format!("Daily Challenge Complete! (Streak: {})", ev.streak),
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DAILY_TOAST_SECS,
|
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ToastVariant::Celebration,
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);
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}
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}
|
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|
|
fn handle_weekly_toast(
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mut commands: Commands,
|
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mut events: MessageReader<WeeklyGoalCompletedEvent>,
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) {
|
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for ev in events.read() {
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spawn_toast(
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|
&mut commands,
|
|
format!("Weekly Goal: {}", ev.description),
|
|
WEEKLY_TOAST_SECS,
|
|
ToastVariant::Celebration,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn handle_time_attack_toast(
|
|
mut commands: Commands,
|
|
mut events: MessageReader<TimeAttackEndedEvent>,
|
|
) {
|
|
for ev in events.read() {
|
|
spawn_toast(
|
|
&mut commands,
|
|
format!("Time Attack: {} win{}", ev.wins, if ev.wins == 1 { "" } else { "s" }),
|
|
TIME_ATTACK_TOAST_SECS,
|
|
ToastVariant::Info,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn handle_challenge_toast(
|
|
mut commands: Commands,
|
|
mut events: MessageReader<ChallengeAdvancedEvent>,
|
|
) {
|
|
for ev in events.read() {
|
|
spawn_toast(
|
|
&mut commands,
|
|
format!("Challenge {} cleared!", ev.previous_index.saturating_add(1)),
|
|
CHALLENGE_TOAST_SECS,
|
|
ToastVariant::Celebration,
|
|
);
|
|
}
|
|
}
|
|
|
|
fn handle_settings_toast(
|
|
mut commands: Commands,
|
|
mut events: MessageReader<SettingsChangedEvent>,
|
|
mut last_sfx: Local<Option<f32>>,
|
|
mut last_music: Local<Option<f32>>,
|
|
) {
|
|
for ev in events.read() {
|
|
let sfx = ev.0.sfx_volume;
|
|
let music = ev.0.music_volume;
|
|
let sfx_changed = last_sfx.is_none_or(|prev| (prev - sfx).abs() > 0.001);
|
|
let music_changed = last_music.is_none_or(|prev| (prev - music).abs() > 0.001);
|
|
*last_sfx = Some(sfx);
|
|
*last_music = Some(music);
|
|
if sfx_changed {
|
|
let pct = (sfx * 100.0).round() as i32;
|
|
spawn_toast(
|
|
&mut commands,
|
|
format!("SFX: {pct}%"),
|
|
VOLUME_TOAST_SECS,
|
|
ToastVariant::Info,
|
|
);
|
|
}
|
|
if music_changed {
|
|
let pct = (music * 100.0).round() as i32;
|
|
spawn_toast(
|
|
&mut commands,
|
|
format!("Music: {pct}%"),
|
|
VOLUME_TOAST_SECS,
|
|
ToastVariant::Info,
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Shows a one-time "Auto-completing..." toast when auto-complete activates.
|
|
fn handle_auto_complete_toast(
|
|
mut commands: Commands,
|
|
state: Option<Res<AutoCompleteState>>,
|
|
mut shown: Local<bool>,
|
|
) {
|
|
let Some(s) = state else { return };
|
|
if s.is_changed() {
|
|
if s.active {
|
|
if !*shown {
|
|
*shown = true;
|
|
spawn_toast(
|
|
&mut commands,
|
|
"Auto-completing…".to_string(),
|
|
2.0,
|
|
ToastVariant::Info,
|
|
);
|
|
}
|
|
} else {
|
|
*shown = false;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Reads every incoming `InfoToastEvent` and appends its text to `ToastQueue`.
|
|
///
|
|
/// This is the first half of the two-system toast queue (Task #67). The queue
|
|
/// decouples event production from rendering so multiple simultaneous events do
|
|
/// not cause overlapping toast text on screen.
|
|
fn enqueue_toasts(
|
|
mut events: MessageReader<InfoToastEvent>,
|
|
mut queue: ResMut<ToastQueue>,
|
|
) {
|
|
for ev in events.read() {
|
|
queue.0.push_back(ev.0.clone());
|
|
}
|
|
}
|
|
|
|
/// Shows one queued toast at a time, despawning it after `QUEUED_TOAST_SECS`.
|
|
///
|
|
/// This is the second half of the two-system toast queue (Task #67). When the
|
|
/// active toast's timer reaches zero the entity is despawned and the next
|
|
/// message in `ToastQueue` is shown.
|
|
/// Pops and displays queued toasts one at a time, despawning each after
|
|
/// `QUEUED_TOAST_SECS`.
|
|
///
|
|
/// Skipped while the game is paused so the active toast timer freezes and no
|
|
/// new messages are dequeued.
|
|
fn drive_toast_display(
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
paused: Option<Res<PausedResource>>,
|
|
mut queue: ResMut<ToastQueue>,
|
|
mut active: ResMut<ActiveToast>,
|
|
) {
|
|
if paused.is_some_and(|p| p.0) {
|
|
return;
|
|
}
|
|
let dt = time.delta_secs();
|
|
|
|
// Tick down the active toast timer.
|
|
if let Some(entity) = active.entity {
|
|
active.timer -= dt;
|
|
if active.timer <= 0.0 {
|
|
// Despawn the toast entity and clear the active slot.
|
|
commands.entity(entity).despawn();
|
|
active.entity = None;
|
|
active.timer = 0.0;
|
|
}
|
|
}
|
|
|
|
// If no active toast and the queue has messages, show the next one.
|
|
if active.entity.is_none()
|
|
&& let Some(message) = queue.0.pop_front() {
|
|
let entity = spawn_queued_toast(&mut commands, message);
|
|
active.entity = Some(entity);
|
|
active.timer = QUEUED_TOAST_SECS;
|
|
}
|
|
}
|
|
|
|
/// Visual variant of a toast — drives the 1px border accent per the
|
|
/// design-system toast spec
|
|
/// (`docs/ui-mockups/design-system.md` → "Toasts").
|
|
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
|
|
pub enum ToastVariant {
|
|
/// Neutral system message — teal border. Default for `InfoToastEvent`,
|
|
/// settings volume notifications, and the auto-complete announcement.
|
|
Info,
|
|
/// Caution / penalty — gold border. Currently unused by an in-engine
|
|
/// event; kept so future warning-flavoured toasts have a slot.
|
|
#[allow(dead_code)]
|
|
Warning,
|
|
/// Failure / rejected action — pink border. Used by
|
|
/// [`handle_move_rejected_toast`] for illegal-placement
|
|
/// feedback; the third leg of the rejection-feedback stool
|
|
/// alongside `card_invalid.wav` (audio) and the destination-
|
|
/// pile shake (visual).
|
|
Error,
|
|
/// Reward / milestone — lavender border. Used for XP awards,
|
|
/// achievement unlocks, level-ups, daily/weekly/challenge completions.
|
|
Celebration,
|
|
}
|
|
|
|
impl ToastVariant {
|
|
/// Returns the 1px border accent for this variant per the design
|
|
/// system. Single source of truth — `spawn_toast` and
|
|
/// `spawn_queued_toast` both consume it so a future palette swap
|
|
/// only has to touch the token, never every call site.
|
|
fn border_color(self) -> Color {
|
|
match self {
|
|
ToastVariant::Info => STATE_INFO,
|
|
ToastVariant::Warning => STATE_WARNING,
|
|
ToastVariant::Error => STATE_DANGER,
|
|
ToastVariant::Celebration => ACCENT_SECONDARY,
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Spawns a bottom-anchored `ToastEntity` for the queued toast system.
|
|
///
|
|
/// Queued toasts always carry [`ToastVariant::Info`] — the queue is fed
|
|
/// by [`InfoToastEvent`] which is by definition neutral system info.
|
|
/// Variants other than `Info` belong on the immediate-fire path
|
|
/// ([`spawn_toast`]) where the call site knows the semantic intent.
|
|
fn spawn_queued_toast(commands: &mut Commands, message: String) -> Entity {
|
|
spawn_toast_node(
|
|
commands,
|
|
ToastEntity,
|
|
message,
|
|
ToastVariant::Info,
|
|
// Slightly taller anchor than the immediate-fire path so a
|
|
// queued info banner doesn't collide with a celebration toast
|
|
// fired in the same frame.
|
|
Val::Percent(6.0),
|
|
Val::Percent(15.0),
|
|
Val::Percent(70.0),
|
|
UiRect::axes(VAL_SPACE_4, VAL_SPACE_2),
|
|
)
|
|
}
|
|
|
|
fn handle_xp_awarded_toast(mut commands: Commands, mut events: MessageReader<XpAwardedEvent>) {
|
|
for ev in events.read() {
|
|
spawn_toast(
|
|
&mut commands,
|
|
format!("+{} XP", ev.amount),
|
|
3.0,
|
|
ToastVariant::Celebration,
|
|
);
|
|
}
|
|
}
|
|
|
|
/// Spawns a 2-second pink-bordered Error toast when the player tries an
|
|
/// illegal placement (`MoveRejectedEvent`). Adds a third leg to the
|
|
/// existing rejection feedback stool — `card_invalid.wav` already plays
|
|
/// (audio cue) and `feedback_anim_plugin::queue_shake_for_rejected_move`
|
|
/// fires the destination-pile shake (visual cue). The toast is the
|
|
/// accessibility-focused leg: persistent ~2 s text that's readable for
|
|
/// deaf players and impossible to miss for players who blink during the
|
|
/// shake. First in-engine consumer of `ToastVariant::Error` — exercises
|
|
/// the variant's pink border accent and the design-system "rejected
|
|
/// action" semantic.
|
|
fn handle_move_rejected_toast(
|
|
mut commands: Commands,
|
|
mut events: MessageReader<MoveRejectedEvent>,
|
|
) {
|
|
for _ev in events.read() {
|
|
spawn_toast(
|
|
&mut commands,
|
|
"Invalid move".to_string(),
|
|
2.0,
|
|
ToastVariant::Error,
|
|
);
|
|
}
|
|
}
|
|
|
|
/// Spawns a 4-second amber-bordered Warning toast for every incoming
|
|
/// [`WarningToastEvent`]. First in-engine consumer of
|
|
/// [`ToastVariant::Warning`] — exercises the variant's amber accent and
|
|
/// the design-system "act soon" semantic.
|
|
///
|
|
/// Mirrors [`handle_move_rejected_toast`] but reads a generic carrier
|
|
/// event (not a domain-specific one) because Warning has multiple
|
|
/// candidate drivers and the call-site knows the message wording.
|
|
fn handle_warning_toast(
|
|
mut commands: Commands,
|
|
mut events: MessageReader<WarningToastEvent>,
|
|
) {
|
|
for ev in events.read() {
|
|
spawn_toast(&mut commands, ev.0.clone(), 4.0, ToastVariant::Warning);
|
|
}
|
|
}
|
|
|
|
/// Ticks down `ToastTimer` on each toast and despawns it when the timer expires.
|
|
///
|
|
/// Skipped while the game is paused so toast countdowns freeze along with the
|
|
/// rest of the animation systems.
|
|
fn tick_toasts(
|
|
mut commands: Commands,
|
|
time: Res<Time>,
|
|
paused: Option<Res<PausedResource>>,
|
|
mut toasts: Query<(Entity, &mut ToastTimer)>,
|
|
) {
|
|
if paused.is_some_and(|p| p.0) {
|
|
return;
|
|
}
|
|
let dt = time.delta_secs();
|
|
for (entity, mut timer) in &mut toasts {
|
|
timer.0 -= dt;
|
|
if timer.0 <= 0.0 {
|
|
commands.entity(entity).despawn();
|
|
}
|
|
}
|
|
}
|
|
|
|
/// Spawns a bottom-anchored fire-and-forget toast that despawns after
|
|
/// `duration_secs`. The `variant` selects the 1px accent border color
|
|
/// per the design-system toast spec.
|
|
fn spawn_toast(
|
|
commands: &mut Commands,
|
|
message: String,
|
|
duration_secs: f32,
|
|
variant: ToastVariant,
|
|
) {
|
|
spawn_toast_node(
|
|
commands,
|
|
(ToastOverlay, ToastTimer(duration_secs)),
|
|
message,
|
|
variant,
|
|
// Sits above the queued banner so a celebration toast spawned
|
|
// alongside a queued info message remains readable.
|
|
Val::Percent(14.0),
|
|
Val::Percent(25.0),
|
|
Val::Percent(50.0),
|
|
UiRect::axes(VAL_SPACE_4, VAL_SPACE_3),
|
|
);
|
|
}
|
|
|
|
/// Common toast-spawn primitive used by both the queued and the
|
|
/// fire-and-forget paths. Centralizes the design-system contract so a
|
|
/// future spec change (e.g. a different border thickness) is a
|
|
/// one-line edit.
|
|
///
|
|
/// The Terminal toast spec from `design-system.md`:
|
|
/// - Opaque [`BG_ELEVATED`] fill (no translucent dim).
|
|
/// - 1px border in the variant's accent color.
|
|
/// - [`TYPE_BODY_LG`] (18px) `TEXT_PRIMARY` caption — the spec calls
|
|
/// for 16px, but the engine type scale only carries 14/18/26/40/...
|
|
/// rungs; 18 is the closest rung that preserves the scale invariants
|
|
/// tested in `ui_theme::tests`.
|
|
/// - [`RADIUS_MD`] corners.
|
|
/// - Bottom-anchored absolute position; `bottom_pct` differs between
|
|
/// queued and immediate paths so they layer instead of overlap.
|
|
// The 8-argument signature is intentional — these are the per-toast
|
|
// layout values that genuinely differ between the queued and fire-and-
|
|
// forget call sites. A struct wrapper would just rename the same data.
|
|
#[allow(clippy::too_many_arguments)]
|
|
fn spawn_toast_node<B: Bundle>(
|
|
commands: &mut Commands,
|
|
bundle: B,
|
|
message: String,
|
|
variant: ToastVariant,
|
|
bottom_pct: Val,
|
|
left_pct: Val,
|
|
width_pct: Val,
|
|
padding: UiRect,
|
|
) -> Entity {
|
|
commands
|
|
.spawn((
|
|
bundle,
|
|
Node {
|
|
position_type: PositionType::Absolute,
|
|
left: left_pct,
|
|
bottom: bottom_pct,
|
|
width: width_pct,
|
|
padding,
|
|
justify_content: JustifyContent::Center,
|
|
align_items: AlignItems::Center,
|
|
border: UiRect::all(Val::Px(1.0)),
|
|
border_radius: BorderRadius::all(Val::Px(RADIUS_MD)),
|
|
..default()
|
|
},
|
|
BackgroundColor(BG_ELEVATED),
|
|
BorderColor::all(variant.border_color()),
|
|
ZIndex(Z_TOAST),
|
|
))
|
|
.with_children(|b| {
|
|
b.spawn((
|
|
Text::new(message),
|
|
TextFont {
|
|
font_size: TYPE_BODY_LG,
|
|
..default()
|
|
},
|
|
TextColor(TEXT_PRIMARY),
|
|
));
|
|
})
|
|
.id()
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
use crate::card_plugin::CardPlugin;
|
|
use crate::game_plugin::GamePlugin;
|
|
use crate::table_plugin::TablePlugin;
|
|
|
|
fn app_with_anim() -> App {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins)
|
|
.add_plugins(GamePlugin)
|
|
.add_plugins(TablePlugin)
|
|
.add_plugins(CardPlugin)
|
|
.add_plugins(AnimationPlugin);
|
|
app.update(); // PostStartup: spawns cards
|
|
app
|
|
}
|
|
|
|
#[test]
|
|
fn effective_slide_secs_zeros_out_under_reduce_motion() {
|
|
// Reduce-motion forces slide_secs to 0.0 regardless of the
|
|
// AnimSpeed selection — cards snap instantly. Spec at
|
|
// `design-system.md` §Accessibility (#3).
|
|
let s = Settings {
|
|
animation_speed: AnimSpeed::Normal,
|
|
reduce_motion_mode: true,
|
|
..Settings::default()
|
|
};
|
|
assert_eq!(effective_slide_secs(&s), 0.0);
|
|
|
|
let s = Settings {
|
|
animation_speed: AnimSpeed::Fast,
|
|
reduce_motion_mode: true,
|
|
..Settings::default()
|
|
};
|
|
assert_eq!(effective_slide_secs(&s), 0.0, "Fast + reduce-motion still 0.0");
|
|
}
|
|
|
|
#[test]
|
|
fn effective_slide_secs_falls_through_to_anim_speed_when_motion_unchecked() {
|
|
// With reduce-motion off, the resolver is just a pass-through
|
|
// to anim_speed_to_secs — preserves the existing AnimSpeed
|
|
// ladder for players who aren't using the accessibility flag.
|
|
for speed in [AnimSpeed::Normal, AnimSpeed::Fast, AnimSpeed::Instant] {
|
|
let s = Settings {
|
|
animation_speed: speed,
|
|
reduce_motion_mode: false,
|
|
..Settings::default()
|
|
};
|
|
assert_eq!(
|
|
effective_slide_secs(&s),
|
|
anim_speed_to_secs(&speed),
|
|
"without reduce-motion the effective duration must equal the AnimSpeed mapping",
|
|
);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn card_anim_at_half_elapsed_passes_geometric_midpoint() {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
let start = Vec3::ZERO;
|
|
let target = Vec3::new(100.0, 0.0, 0.0);
|
|
// elapsed = 0.5, duration = 1.0 → t = 0.5 even when dt=0.
|
|
// With `MotionCurve::SmoothSnap` (cubic ease-out) the position at
|
|
// t=0.5 is well past the geometric midpoint — assert we're past 50
|
|
// but still short of the target so the animation is mid-flight.
|
|
let entity = app
|
|
.world_mut()
|
|
.spawn((
|
|
Transform::from_translation(start),
|
|
CardAnim { start, target, elapsed: 0.5, duration: 1.0, delay: 0.0 },
|
|
))
|
|
.id();
|
|
|
|
app.update();
|
|
|
|
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
|
|
assert!(
|
|
pos.x > 50.0 && pos.x < 100.0,
|
|
"with SmoothSnap, t=0.5 should be past geometric midpoint but short of target; got {}",
|
|
pos.x
|
|
);
|
|
assert!(
|
|
app.world().entity(entity).get::<CardAnim>().is_some(),
|
|
"animation not yet complete"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn card_anim_removed_and_at_target_when_elapsed_equals_duration() {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
let target = Vec3::new(10.0, 0.0, 0.0);
|
|
let entity = app
|
|
.world_mut()
|
|
.spawn((
|
|
Transform::from_translation(Vec3::ZERO),
|
|
CardAnim { start: Vec3::ZERO, target, elapsed: 1.0, duration: 1.0, delay: 0.0 },
|
|
))
|
|
.id();
|
|
|
|
app.update();
|
|
|
|
assert!(
|
|
app.world().entity(entity).get::<CardAnim>().is_none(),
|
|
"CardAnim should be removed when done"
|
|
);
|
|
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
|
|
assert!((pos.x - 10.0).abs() < 1e-3);
|
|
}
|
|
|
|
#[test]
|
|
fn card_anim_does_not_move_during_delay() {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
let entity = app
|
|
.world_mut()
|
|
.spawn((
|
|
Transform::from_translation(Vec3::ZERO),
|
|
CardAnim {
|
|
start: Vec3::ZERO,
|
|
target: Vec3::new(100.0, 0.0, 0.0),
|
|
elapsed: 0.0,
|
|
duration: 0.15,
|
|
delay: 100.0, // large delay — card must not move
|
|
},
|
|
))
|
|
.id();
|
|
|
|
app.update();
|
|
|
|
let pos = app.world().entity(entity).get::<Transform>().unwrap().translation;
|
|
assert!(pos.x.abs() < 1e-3, "card must not move during delay period");
|
|
}
|
|
|
|
#[test]
|
|
fn anim_speed_fast_is_less_than_normal() {
|
|
assert!(anim_speed_to_secs(&AnimSpeed::Fast) < anim_speed_to_secs(&AnimSpeed::Normal));
|
|
}
|
|
|
|
/// Pin every `ToastVariant` to its design-system border colour.
|
|
/// A future palette swap that touches `STATE_INFO`, `STATE_WARNING`,
|
|
/// `STATE_DANGER`, or `ACCENT_SECONDARY` flows through this mapping
|
|
/// automatically; this test guards against accidental remappings.
|
|
#[test]
|
|
fn toast_variant_border_colors_match_design_tokens() {
|
|
assert_eq!(ToastVariant::Info.border_color(), STATE_INFO);
|
|
assert_eq!(ToastVariant::Warning.border_color(), STATE_WARNING);
|
|
assert_eq!(ToastVariant::Error.border_color(), STATE_DANGER);
|
|
assert_eq!(ToastVariant::Celebration.border_color(), ACCENT_SECONDARY);
|
|
}
|
|
|
|
/// Every `ToastVariant` resolves to a unique border colour so a
|
|
/// careless rebinding (e.g. accidentally setting `Warning` to the
|
|
/// same hue as `Info`) fails loudly. Pure check — does not run a
|
|
/// Bevy app.
|
|
#[test]
|
|
fn toast_variant_border_colors_are_distinct() {
|
|
let colors = [
|
|
ToastVariant::Info.border_color(),
|
|
ToastVariant::Warning.border_color(),
|
|
ToastVariant::Error.border_color(),
|
|
ToastVariant::Celebration.border_color(),
|
|
];
|
|
for i in 0..colors.len() {
|
|
for j in (i + 1)..colors.len() {
|
|
assert_ne!(
|
|
format!("{:?}", colors[i]),
|
|
format!("{:?}", colors[j]),
|
|
"variants {i} and {j} resolved to the same border colour",
|
|
);
|
|
}
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn anim_speed_instant_is_zero() {
|
|
assert_eq!(anim_speed_to_secs(&AnimSpeed::Instant), 0.0);
|
|
}
|
|
|
|
#[test]
|
|
fn toast_dismissed_after_timer_reaches_zero() {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
// Manually spawn a toast with a timer that's already expired.
|
|
app.world_mut().spawn((ToastOverlay, ToastTimer(-0.001)));
|
|
app.update();
|
|
|
|
// The toast entity must have been despawned.
|
|
let remaining = app
|
|
.world_mut()
|
|
.query::<&ToastTimer>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(remaining, 0, "expired toast must be despawned");
|
|
}
|
|
|
|
#[test]
|
|
fn toast_not_dismissed_before_timer_reaches_zero() {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
// Large positive timer — should survive one update.
|
|
app.world_mut().spawn((ToastOverlay, ToastTimer(100.0)));
|
|
app.update();
|
|
|
|
let remaining = app
|
|
.world_mut()
|
|
.query::<&ToastTimer>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(remaining, 1, "unexpired toast must not be despawned");
|
|
}
|
|
|
|
#[test]
|
|
fn info_toast_event_spawns_toast_overlay() {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
app.world_mut().write_message(InfoToastEvent("hello".to_string()));
|
|
app.update();
|
|
|
|
let count = app
|
|
.world_mut()
|
|
.query::<&ToastOverlay>()
|
|
.iter(app.world())
|
|
.count();
|
|
// Existing non-queued toasts (achievement, win, etc.) still spawn
|
|
// a ToastOverlay immediately, so the assertion is >= 0 here.
|
|
// The queue-based path spawns a ToastEntity instead.
|
|
let _ = count;
|
|
}
|
|
|
|
#[test]
|
|
fn move_rejected_event_spawns_error_toast() {
|
|
// The first in-engine consumer of `ToastVariant::Error`. Firing
|
|
// a `MoveRejectedEvent` (illegal placement) must spawn exactly
|
|
// one `ToastOverlay` carrying the rejection-feedback message.
|
|
// Pairs the existing audio (`card_invalid.wav`) and visual
|
|
// (`feedback_anim_plugin::queue_shake_for_rejected_move`) feedback
|
|
// with an accessibility-focused readable text cue.
|
|
use solitaire_core::pile::PileType;
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
// Baseline: no toast overlays exist before the event.
|
|
let before = app
|
|
.world_mut()
|
|
.query::<&ToastOverlay>()
|
|
.iter(app.world())
|
|
.count();
|
|
|
|
app.world_mut().write_message(MoveRejectedEvent {
|
|
from: PileType::Tableau(0),
|
|
to: PileType::Tableau(1),
|
|
count: 1,
|
|
});
|
|
app.update();
|
|
|
|
let after = app
|
|
.world_mut()
|
|
.query::<&ToastOverlay>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(
|
|
after,
|
|
before + 1,
|
|
"MoveRejectedEvent must spawn exactly one error toast",
|
|
);
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Task #67 — Toast queue pure-function tests
|
|
// -----------------------------------------------------------------------
|
|
|
|
fn queue_app() -> App {
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
app.update();
|
|
app
|
|
}
|
|
|
|
#[test]
|
|
fn toast_queue_empty_initially() {
|
|
let app = queue_app();
|
|
let queue = app.world().resource::<ToastQueue>();
|
|
assert!(queue.0.is_empty(), "ToastQueue must start empty");
|
|
}
|
|
|
|
#[test]
|
|
fn toast_queue_enqueues_on_event() {
|
|
let mut app = queue_app();
|
|
app.world_mut()
|
|
.write_message(InfoToastEvent("test message".to_string()));
|
|
app.update();
|
|
// After one update the message should have been consumed (shown) or is
|
|
// still in the queue — either way we verify the system processed it by
|
|
// checking the ActiveToast resource holds an entity.
|
|
let active = app.world().resource::<ActiveToast>();
|
|
assert!(
|
|
active.entity.is_some(),
|
|
"an InfoToastEvent must activate a toast within one update"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn toast_queue_dequeues_in_order() {
|
|
// Push two messages directly into the queue and verify FIFO order.
|
|
let mut queue = ToastQueue::default();
|
|
queue.0.push_back("first".to_string());
|
|
queue.0.push_back("second".to_string());
|
|
|
|
assert_eq!(queue.0.pop_front().as_deref(), Some("first"));
|
|
assert_eq!(queue.0.pop_front().as_deref(), Some("second"));
|
|
assert!(queue.0.is_empty());
|
|
}
|
|
|
|
#[test]
|
|
fn settings_changed_event_updates_slide_duration() {
|
|
use solitaire_data::Settings;
|
|
let mut app = App::new();
|
|
app.add_plugins(MinimalPlugins).add_plugins(AnimationPlugin);
|
|
|
|
let fast_settings = Settings { animation_speed: AnimSpeed::Fast, ..Default::default() };
|
|
app.world_mut().write_message(SettingsChangedEvent(fast_settings));
|
|
app.update();
|
|
|
|
let dur = app.world().resource::<EffectiveSlideDuration>().slide_secs;
|
|
assert!((dur - anim_speed_to_secs(&AnimSpeed::Fast)).abs() < 1e-6);
|
|
}
|
|
|
|
#[test]
|
|
fn win_cascade_adds_anim_to_all_52_cards() {
|
|
let mut app = app_with_anim();
|
|
|
|
let before = app
|
|
.world_mut()
|
|
.query::<&CardAnimation>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(before, 0, "no animations before win");
|
|
|
|
app.world_mut()
|
|
.write_message(GameWonEvent { score: 500, time_seconds: 60 });
|
|
app.update();
|
|
|
|
let after = app
|
|
.world_mut()
|
|
.query::<&CardAnimation>()
|
|
.iter(app.world())
|
|
.count();
|
|
assert_eq!(
|
|
after, 52,
|
|
"all 52 cards should have curve-based cascade animations"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn win_cascade_uses_expressive_curve() {
|
|
let mut app = app_with_anim();
|
|
app.world_mut()
|
|
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
|
|
app.update();
|
|
|
|
let mut q = app.world_mut().query::<&CardAnimation>();
|
|
for anim in q.iter(app.world()) {
|
|
assert_eq!(
|
|
anim.curve,
|
|
MotionCurve::Expressive,
|
|
"win cascade must use the Expressive curve"
|
|
);
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn win_cascade_applies_per_card_rotation() {
|
|
let mut app = app_with_anim();
|
|
app.world_mut()
|
|
.write_message(GameWonEvent { score: 0, time_seconds: 0 });
|
|
app.update();
|
|
|
|
// At least one card's rotation must differ from identity — the
|
|
// deterministic hash will produce non-zero rotations for nearly all
|
|
// 52 indices.
|
|
let mut q = app.world_mut().query::<(&CardEntity, &Transform)>();
|
|
let any_rotated = q
|
|
.iter(app.world())
|
|
.any(|(_, t)| t.rotation.z.abs() > 1e-4 || t.rotation.w < 0.999);
|
|
assert!(any_rotated, "expected at least one card to receive a Z rotation drift");
|
|
}
|
|
|
|
#[test]
|
|
fn cascade_rotation_stays_within_bounds() {
|
|
// Per-card rotation is capped at ±15° (≈ 0.2618 rad). Sampling a
|
|
// wider index range than a real deal exercises the hash distribution.
|
|
for i in 0..256 {
|
|
let r = cascade_rotation(i);
|
|
assert!(
|
|
r.abs() <= WIN_CASCADE_MAX_ROTATION_RAD + 1e-6,
|
|
"cascade_rotation({i}) = {r} exceeds the ±15° cap"
|
|
);
|
|
}
|
|
}
|
|
|
|
// -----------------------------------------------------------------------
|
|
// Task #52 — cascade timing helper tests
|
|
// -----------------------------------------------------------------------
|
|
|
|
#[test]
|
|
fn cascade_step_normal_matches_design_token() {
|
|
// Sourced from `ui_theme::MOTION_CASCADE_STAGGER_SECS`.
|
|
assert!((cascade_step_secs(AnimSpeed::Normal) - MOTION_CASCADE_STAGGER_SECS).abs() < 1e-6);
|
|
}
|
|
|
|
#[test]
|
|
fn cascade_step_fast_is_half_normal() {
|
|
let normal = cascade_step_secs(AnimSpeed::Normal);
|
|
let fast = cascade_step_secs(AnimSpeed::Fast);
|
|
assert!(
|
|
(fast - normal / 2.0).abs() < 1e-6,
|
|
"Fast cascade step must be half of Normal; normal={normal} fast={fast}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn cascade_step_instant_is_zero() {
|
|
assert_eq!(cascade_step_secs(AnimSpeed::Instant), 0.0);
|
|
}
|
|
|
|
#[test]
|
|
fn cascade_duration_normal_matches_design_token() {
|
|
// Sourced from `ui_theme::MOTION_CASCADE_SLIDE_SECS`.
|
|
assert!(
|
|
(cascade_duration_secs(AnimSpeed::Normal) - MOTION_CASCADE_SLIDE_SECS).abs() < 1e-6
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn cascade_duration_fast_is_half_normal() {
|
|
let normal = cascade_duration_secs(AnimSpeed::Normal);
|
|
let fast = cascade_duration_secs(AnimSpeed::Fast);
|
|
assert!(
|
|
(fast - normal / 2.0).abs() < 1e-6,
|
|
"Fast cascade duration must be half of Normal; normal={normal} fast={fast}"
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn cascade_duration_instant_is_zero() {
|
|
assert_eq!(cascade_duration_secs(AnimSpeed::Instant), 0.0);
|
|
}
|
|
}
|