47 Commits

Author SHA1 Message Date
Quaternions 64e32b1010 better iter order 2026-05-19 11:43:23 -07:00
Quaternions 850bd0f8ee use i64 to avoid overflow 2026-05-19 11:43:13 -07:00
Quaternions bc2d1b126e clean history 2026-05-19 10:22:44 -07:00
Quaternions 08e8656ecf test klondike iter 2026-05-19 09:46:11 -07:00
Quaternions 73ffef76b0 delete infinite loop test 2026-05-19 09:45:49 -07:00
Quaternions 0a34deb630 Game implies Clone + Debug for associated types 2026-05-19 08:21:21 -07:00
Quaternions bc05bbdc50 O(1) undo 2026-05-19 08:18:28 -07:00
Quaternions f9012b01c4 format 2026-05-19 08:02:23 -07:00
Quaternions e18e242eae refactor is_winnable 2026-05-19 08:02:00 -07:00
Quaternions 576489c226 Revert "temporarily remove is_winnable because it doesn't work"
This reverts commit 5a52f2ab7a.
2026-05-19 07:10:38 -07:00
Quaternions 90f8fe2e77 1000 games 2026-05-18 16:45:49 -07:00
Quaternions 7f708df327 stats histogram 2026-05-18 16:43:45 -07:00
Quaternions 6bfa05c292 add benchmark 2026-05-18 15:57:53 -07:00
Quaternions da0dfe98c4 update readme 2026-05-18 15:51:17 -07:00
Quaternions b840d56725 use workspace lints 2026-05-18 15:43:32 -07:00
Quaternions 37837e76c1 use get_auto_move in readme 2026-05-18 14:04:58 -07:00
Quaternions e6113b6e91 tweak doc 2026-05-18 13:57:47 -07:00
Quaternions 5cb5cb9a50 tweak doc 2026-05-18 13:43:39 -07:00
Quaternions 446cd87665 update readme 2026-05-18 13:34:03 -07:00
Quaternions a9b93f3807 update readme 2026-05-18 13:29:59 -07:00
Quaternions 13bc36ce0c tweak with_rng signature to allow Rng reuse 2026-05-18 13:28:40 -07:00
Quaternions 07c3dc6667 fix doc 2026-05-18 13:26:08 -07:00
Quaternions 835a4dcc5f fix registry 2026-05-18 13:15:11 -07:00
Quaternions ec25f11ca5 card_game v0.2.0 2026-05-18 13:12:19 -07:00
Quaternions f8dd9e008c workspace dependencies 2026-05-18 13:12:03 -07:00
Quaternions 90d46902ea move auto moves into klondike 2026-05-18 13:08:15 -07:00
Quaternions fd6b2a23ea add is_win_trivial 2026-05-18 13:00:15 -07:00
Quaternions e9bb9660a8 fix is_win 2026-05-18 12:56:37 -07:00
Quaternions 5a52f2ab7a temporarily remove is_winnable because it doesn't work 2026-05-18 12:53:27 -07:00
Quaternions e014c3496d fix readme 2026-05-18 12:51:39 -07:00
Quaternions 2463e1a8f6 move test 2026-05-18 12:50:19 -07:00
Quaternions 2b305227c9 add readme 2026-05-18 12:47:16 -07:00
Quaternions 3b3ffc66eb add license 2026-05-18 12:44:12 -07:00
Quaternions 3520f348b0 add doctest 2026-05-18 12:44:07 -07:00
Quaternions 291d304ac7 seed from cli argument 2026-05-18 12:41:12 -07:00
Quaternions a28a965d12 seed_from_u64 (#7)
Closes #5

Reviewed-on: #7
Co-authored-by: Rhys Lloyd <krakow20@gmail.com>
Co-committed-by: Rhys Lloyd <krakow20@gmail.com>
2026-05-18 19:17:11 +00:00
Quaternions 25760d19a1 allow negative score 2026-05-18 12:04:40 -07:00
Quaternions fef4fe4d55 implement score 2026-05-18 12:03:10 -07:00
Quaternions fc62da992e pub DrawStockConfig 2026-05-18 11:53:44 -07:00
Quaternions 7cbbf80a03 fix clippy lint 2026-05-18 11:46:04 -07:00
Quaternions a4546ba03c silence clippy default lint 2026-05-18 11:45:12 -07:00
Quaternions 85132d3c59 kiki doesn't make sense 2026-05-18 11:36:15 -07:00
Quaternions e5c26e35fd add suit from u8 2026-05-18 11:26:39 -07:00
Quaternions 521c2afcda fix deck 2026-05-18 11:26:32 -07:00
Quaternions 787c16a9dc add wacky lints 2026-05-18 11:11:56 -07:00
Quaternions 9599b7a50c const 2026-05-18 11:11:56 -07:00
Quaternions 0dfd51e25b cannot support more than 4 decks with range packing because 255 < 52 * 5 2026-05-18 11:06:47 -07:00
16 changed files with 602 additions and 212 deletions
Generated
+11 -1
View File
@@ -22,7 +22,7 @@ checksum = "c4512299f36f043ab09a583e57bceb5a5aab7a73db1805848e8fef3c9e8c78b3"
[[package]]
name = "card_game"
version = "0.1.0"
version = "0.2.0"
dependencies = [
"arrayvec",
]
@@ -132,12 +132,22 @@ dependencies = [
"rand",
]
[[package]]
name = "klondike-bench"
version = "0.1.0"
dependencies = [
"card_game",
"klondike",
"rand",
]
[[package]]
name = "klondike-cli"
version = "0.1.0"
dependencies = [
"card_game",
"klondike",
"rand",
]
[[package]]
+16
View File
@@ -2,6 +2,22 @@
members = [
"card_game",
"klondike",
"klondike-bench",
"klondike-cli",
]
resolver = "3"
[workspace.dependencies]
card_game = { version = "0.2.0", path = "card_game", registry = "Quaternions" }
klondike = { version = "0.1.0", path = "klondike", registry = "Quaternions" }
[workspace.lints.rust]
# unsafe_code = "forbid"
# missing_docs = "warn"
# missing_debug_implementations = "warn"
single_use_lifetimes = "warn"
trivial_casts = "warn"
unused_lifetimes = "warn"
unused_qualifications = "warn"
# variant_size_differences = "warn"
unexpected_cfgs = "warn"
+4 -1
View File
@@ -1,6 +1,6 @@
[package]
name = "card_game"
version = "0.1.0"
version = "0.2.0"
edition = "2024"
repository = "https://git.aleshym.co/Quaternions/card_game"
license = "MIT OR Apache-2.0"
@@ -10,3 +10,6 @@ keywords = ["card", "cards", "solitaire", "klondike"]
[dependencies]
arrayvec = "0.7.6"
[lints]
workspace = true
+32
View File
@@ -0,0 +1,32 @@
Card Game
=========
`card_game` is a collection of algorithms, structs, and enums which are useful to implement card games.
## Example
```rust
use card_game::{Card, Deck, Rank, Stack, Suit};
// create a full deck (unshuffled)
let mut deck = Stack::full_deck(Deck::Deck1);
// inspect the top card
let card = deck.pop().unwrap();
assert_eq!(card, Card::new(Deck::Deck1, Suit::Diamonds, Rank::King));
```
#### License
<sup>
Licensed under either of <a href="LICENSE-APACHE">Apache License, Version
2.0</a> or <a href="LICENSE-MIT">MIT license</a> at your option.
</sup>
<br>
<sub>
Unless you explicitly state otherwise, any contribution intentionally submitted
for inclusion in this crate by you, as defined in the Apache-2.0 license, shall
be dual licensed as above, without any additional terms or conditions.
</sub>
+117 -77
View File
@@ -1,10 +1,15 @@
// test readme
#[doc = include_str!("../README.md")]
#[cfg(doctest)]
struct ReadmeDoctests;
use core::ops::RangeBounds;
// TODO: pub struct ValidInstruction<I>(I);
pub trait Game {
type Stats;
type Config;
type Instruction;
pub trait Game: Clone + core::fmt::Debug {
type Stats: Clone + core::fmt::Debug;
type Config: Clone + core::fmt::Debug;
type Instruction: Clone + core::fmt::Debug;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool;
fn process_instruction(
@@ -19,19 +24,19 @@ pub trait Game {
/// card_game supports up to 4 identifiably separate decks.
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub enum Deck {
Deck1,
Deck2,
Deck3,
Deck4,
Deck1 = 0b00,
Deck2 = 0b01,
Deck3 = 0b10,
Deck4 = 0b11,
}
impl Deck {
pub const fn new(deck: u8) -> Option<Self> {
use Deck::*;
Some(match deck {
1 => Deck1,
2 => Deck2,
3 => Deck3,
4 => Deck4,
0b00 => Deck1,
0b01 => Deck2,
0b10 => Deck3,
0b11 => Deck4,
_ => return None,
})
}
@@ -46,12 +51,22 @@ pub enum Suit {
}
impl Suit {
pub const SUITS: [Self; 4] = [Self::Spades, Self::Hearts, Self::Clubs, Self::Diamonds];
pub const fn new(suit: u8) -> Option<Self> {
use Suit::*;
Some(match suit {
0b00 => Spades,
0b01 => Hearts,
0b10 => Clubs,
0b11 => Diamonds,
_ => return None,
})
}
/// Is the suit red.
pub fn is_red(self) -> bool {
pub const fn is_red(self) -> bool {
self as u8 & 0b01 != 0
}
/// Is the suit shape spikey. (Bouba/kiki)
pub fn is_kiki(self) -> bool {
/// Suit value is 2 bits, is_red is the low bit.
pub const fn suit_high_bit(self) -> bool {
self as u8 & 0b10 != 0
}
}
@@ -120,11 +135,11 @@ impl Rank {
}
}
}
/// An identifier which specifies the deck id, suit, and card value.
/// A card which specifies the deck id, suit, and card value.
/// 2 bits for deck ID
/// 2 bits for suit ID
/// 4 bits for card Value
/// TODO: better encoding for slightly more decks
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Card(core::num::NonZeroU8);
impl Card {
@@ -137,9 +152,9 @@ impl Card {
Rank::new(masked).unwrap()
}
pub const fn suit(&self) -> Suit {
let red = self.is_red();
let kiki = self.is_kiki();
match (kiki, red) {
let low_bit = self.is_red();
let high_bit = self.suit_high_bit();
match (high_bit, low_bit) {
(false, false) => Suit::Spades,
(false, true) => Suit::Hearts,
(true, false) => Suit::Clubs,
@@ -150,8 +165,8 @@ impl Card {
pub const fn is_red(&self) -> bool {
self.0.get() & 0b010000 != 0
}
/// Is the suit shape spikey. (Bouba/kiki)
pub const fn is_kiki(&self) -> bool {
/// Suit value is 2 bits, is_red is the low bit.
pub const fn suit_high_bit(&self) -> bool {
self.0.get() & 0b100000 != 0
}
pub const fn deck(&self) -> Deck {
@@ -159,7 +174,7 @@ impl Card {
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
#[derive(Clone, Debug, Default, Eq, Hash, PartialEq)]
pub struct Stack<const CAP: usize>(arrayvec::ArrayVec<Card, CAP>);
impl<const CAP: usize> Stack<CAP> {
pub const fn new() -> Self {
@@ -210,19 +225,20 @@ impl<const CAP: usize> IntoIterator for Stack<CAP> {
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
/// A pile is a stack of face down cards and a stack of face up cards.
#[derive(Clone, Debug, Default, Eq, Hash, PartialEq)]
pub struct Pile<const DN: usize, const UP: usize> {
face_down: Stack<DN>,
face_up: Stack<UP>,
}
impl<const DN: usize, const UP: usize> Pile<DN, UP> {
pub fn new() -> Self {
pub const fn new() -> Self {
Self {
face_down: Stack::new(),
face_up: Stack::new(),
}
}
pub fn new_face_down(stack: Stack<DN>) -> Self {
pub const fn new_face_down(stack: Stack<DN>) -> Self {
Self {
face_down: stack,
face_up: Stack::new(),
@@ -277,7 +293,7 @@ impl<const CAP: usize> Pile<CAP, CAP> {
self.swap_up_down();
self.face_down.reverse();
}
pub fn swap_up_down(&mut self) {
pub const fn swap_up_down(&mut self) {
core::mem::swap(&mut self.face_up, &mut self.face_down);
}
}
@@ -305,21 +321,33 @@ impl<S> SessionStats<S> {
}
}
#[derive(Clone, Debug)]
pub struct Session<G: Game> {
stats: SessionStats<G::Stats>,
config: G::Config,
state: SessionState<G>,
}
#[derive(Clone, Eq, Hash, PartialEq)]
pub struct SessionState<G: Game> {
seed: G,
#[derive(Clone, Debug)]
pub struct StateSnapshot<G: Game> {
state: G,
history: Vec<G::Instruction>,
instruction: G::Instruction,
}
impl<G: Game> StateSnapshot<G> {
pub const fn state(&self) -> &G {
&self.state
}
pub const fn instruction(&self) -> &G::Instruction {
&self.instruction
}
}
#[derive(Clone, Debug)]
pub struct SessionState<G: Game> {
state: G,
history: Vec<StateSnapshot<G>>,
}
impl<G: Game + Clone> SessionState<G> {
fn new(state: G) -> Self {
Self {
seed: state.clone(),
state,
history: Vec::new(),
}
@@ -329,6 +357,7 @@ impl<G: Game> Session<G>
where
G: Clone + Eq + core::hash::Hash,
G::Stats: Clone + Default,
G::Config: Clone,
G::Instruction: Clone + Eq + core::hash::Hash,
{
pub fn new(state: G, config: G::Config) -> Self {
@@ -353,7 +382,7 @@ where
pub const fn config(&self) -> &G::Config {
&self.config
}
pub fn history(&self) -> &[G::Instruction] {
pub fn history(&self) -> &[StateSnapshot<G>] {
&self.state.history
}
pub fn undo(&mut self) {
@@ -373,48 +402,62 @@ where
pub fn is_win(&self) -> bool {
self.state.is_win()
}
pub fn is_winnable(&self) -> Option<Vec<G::Instruction>> {
let mut observed = std::collections::HashSet::new();
struct StateMachine<G, P, I> {
state: G,
possible_instructions_iter: P,
instruction: I,
}
let mut dummy_stats = self.stats.inner_stats.clone();
let mut state = self.state.state.clone();
let mut it = state.possible_instructions();
let mut path = Vec::new();
'outer: while !state.is_win() {
observed.insert(state.clone());
for instruction in &mut it {
let mut next_state = state.clone();
next_state.process_instruction(&mut dummy_stats, &self.config, instruction.clone());
if !observed.contains(&next_state) {
let possible_instructions_iter =
core::mem::replace(&mut it, next_state.possible_instructions());
let state = core::mem::replace(&mut state, next_state);
path.push(StateMachine {
state,
possible_instructions_iter,
instruction,
});
continue 'outer;
}
pub fn is_winnable(&self) -> Option<Vec<StateSnapshot<G>>> {
let mut state_moves = std::collections::HashMap::new();
let mut state = self.clone();
let mut i: u64 = 0;
while !state.is_win() {
// Continue existing iterator if it exists
let it = state_moves
.entry(state.state().clone())
.or_insert_with(|| state.state().possible_instructions());
// Run one possible move
if let Some(instruction) = it.next() {
state.process_instruction(instruction);
continue;
}
let Some(last_state) = path.pop() else {
// No more moves. If we can't undo we're done
if state.history().is_empty() {
return None;
};
state = last_state.state;
it = last_state.possible_instructions_iter;
} else {
state.undo();
}
}
Some(path.into_iter().map(|state| state.instruction).collect())
// history includes cycles
let mut state_index: std::collections::HashMap<_, _> = state
.history()
.iter()
.enumerate()
.map(|(i, snapshot)| (snapshot.state().clone(), i))
.collect();
// find the longest range where the start and end are the same state
while let Some(longest_range) = state
.history()
.iter()
.enumerate()
.filter_map(|(index, snapshot)| {
let &last_index = state_index.get(snapshot.state())?;
let longness = last_index - index;
(longness != 0).then_some(index..last_index)
})
.max_by_key(|range| range.len())
{
state.state.history.drain(longest_range);
for (i, snapshot) in state.history().iter().enumerate() {
state_index.insert(snapshot.state().clone(), i);
}
}
Some(state.state.history)
}
}
impl<G: Game> Game for SessionState<G>
where
G: Clone,
G::Stats: Default,
G::Instruction: Clone,
{
type Stats = SessionStats<G::Stats>;
type Config = G::Config;
@@ -440,19 +483,16 @@ where
) {
match instruction {
SessionInstruction::Undo => {
// replay the entire history of the game except one move
self.history.pop();
let mut inner_stats = G::Stats::default();
let mut state = self.seed.clone();
for instruction in &self.history {
state.process_instruction(&mut inner_stats, config, instruction.clone());
if let Some(snapshot) = self.history.pop() {
self.state = snapshot.state;
stats.increment_undos();
}
self.state = state;
stats.inner_stats = inner_stats;
stats.increment_undos();
}
SessionInstruction::InnerInstruction(instruction) => {
self.history.push(instruction.clone());
self.history.push(StateSnapshot {
state: self.state.clone(),
instruction: instruction.clone(),
});
self.state
.process_instruction(&mut stats.inner_stats, config, instruction);
}
+12
View File
@@ -0,0 +1,12 @@
[package]
name = "klondike-bench"
version = "0.1.0"
edition = "2024"
[dependencies]
card_game.workspace = true
klondike.workspace = true
rand = { version = "0.10.1", default-features = false }
[lints]
workspace = true
+46
View File
@@ -0,0 +1,46 @@
use card_game::Game;
use klondike::{Klondike, KlondikeConfig, KlondikeStats, Rng};
const MAX_MOVES: usize = 250;
fn play_to_win(rng: &mut Rng) -> Option<KlondikeStats> {
// create game session
let mut game = Klondike::with_rng(rng);
let mut stats = KlondikeStats::new();
const CONFIG: KlondikeConfig = KlondikeConfig {
draw_stock: klondike::DrawStockConfig::DrawOne,
};
// play game a bit
while let Some(instruction) = game.get_auto_move()
&& !game.is_win()
{
// quit before 250 moves
if MAX_MOVES < stats.moves() + 1 {
return None;
}
game.process_instruction(&mut stats, &CONFIG, instruction);
}
game.is_win().then_some(stats)
}
fn main() {
use rand::SeedableRng;
let mut rng = Rng::seed_from_u64(0);
const GAMES: u32 = 1000;
let mut wins = 0;
let mut score_tally = [0usize; MAX_MOVES * 10 / 5];
let mut recycle_tally = [0usize; MAX_MOVES];
let mut moves_tally = [0usize; MAX_MOVES];
for _ in 0..GAMES {
if let Some(stats) = play_to_win(&mut rng) {
wins += 1;
score_tally[stats.score() / 5] += 1;
recycle_tally[stats.recycle_count()] += 1;
moves_tally[stats.moves()] += 1;
}
}
println!("score_tally={score_tally:?}");
println!("recycle_tally={recycle_tally:?}");
println!("moves_tally={moves_tally:?}");
println!("wins = {wins}/{GAMES} win_rate = {}%", wins * 100 / GAMES);
}
+6 -2
View File
@@ -4,5 +4,9 @@ version = "0.1.0"
edition = "2024"
[dependencies]
card_game = { version = "0.1.0", path = "../card_game" }
klondike = { version = "0.1.0", path = "../klondike" }
card_game.workspace = true
klondike.workspace = true
rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] }
[lints]
workspace = true
+21 -50
View File
@@ -4,6 +4,9 @@ use klondike::{
KlondikePile, KlondikePileStack, KlondikeStats, SkipCards, Tableau, TableauStack,
};
#[cfg(test)]
mod test;
use std::fmt::Display;
struct Displayed<T>(T);
@@ -87,10 +90,11 @@ impl Display for Displayed<&SessionStats<KlondikeStats>> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(
f,
"recycles: {} moves: {} undos: {}",
"recycles: {} moves: {} undos: {} score:{}",
self.0.stats().recycle_count(),
self.0.stats().moves(),
self.0.undos()
self.0.undos(),
self.0.stats().score() as isize - self.0.undos() as isize * 15,
)
}
}
@@ -208,56 +212,20 @@ fn find_valid_instruction(
.then_some(instruction)
}
fn get_good_move(state: &Klondike) -> Option<KlondikeInstruction> {
fn useless_moves(instruction: &KlondikeInstruction) -> bool {
!matches!(
instruction,
// foundation -> foundation is a useless move
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Foundation(_),
..
})
)
}
fn instruction_priority(state: &Klondike, instruction: &KlondikeInstruction) -> usize {
// 1 Move into foundation
// 2 T->T Move to reveal new card (moving a non-king to reveal empty tableau also counts)
// 3 Move from stock
// 4 Rotate stock
// 5 T->T Move not revealing new card
// 6 Move from foundation
match instruction {
KlondikeInstruction::DstFoundation(_) => 1,
&KlondikeInstruction::DstTableau(dst_tableau) => match dst_tableau.src {
KlondikePileStack::Tableau(TableauStack {
tableau,
skip_cards: SkipCards::Skip0,
}) if !state.state().is_tableau_face_down_empty(tableau)
|| state
.state()
.stack_bottom_card(dst_tableau.src)
.is_some_and(|card| card.rank() != Rank::King) =>
{
2
}
KlondikePileStack::Stock => 3,
KlondikePileStack::Tableau(_) => 5,
KlondikePileStack::Foundation(_) => 6,
},
KlondikeInstruction::RotateStock => 4,
}
}
state
.possible_instructions()
.filter(useless_moves)
.min_by_key(|ins| instruction_priority(state, ins))
}
fn main() -> Result<(), std::io::Error> {
let mut session = Session::new_default(Klondike::new_random());
use rand::RngExt;
let mut rng = rand::rng();
// seed from cli argument
let mut seed = if let Some(seed) = std::env::args().skip(1).next() {
seed.parse().expect("Invalid u64 seed")
} else {
rng.random()
};
let mut session = Session::new_default(Klondike::with_seed(seed));
let mut input = String::new();
loop {
// display stats
println!("seed: {seed} ");
println!("{}", Displayed(session.stats()));
// display game
println!("{}", Displayed(session.state()));
@@ -272,7 +240,10 @@ fn main() -> Result<(), std::io::Error> {
// run game
match instruction {
SessionInstruction::New => session = Session::new_default(Klondike::new_random()),
SessionInstruction::New => {
seed = rng.random();
session = Session::new_default(Klondike::with_seed(seed))
}
SessionInstruction::Undo => session.undo(),
SessionInstruction::Exit => break Ok(()),
SessionInstruction::Hint => {
@@ -281,7 +252,7 @@ fn main() -> Result<(), std::io::Error> {
}
}
SessionInstruction::Auto => {
if let Some(instruction) = get_good_move(session.state()) {
if let Some(instruction) = session.state().get_auto_move() {
session.process_instruction(instruction);
} else {
println!("No valid moves!");
+15
View File
@@ -0,0 +1,15 @@
use card_game::Session;
use klondike::Klondike;
#[test]
fn test_is_winnable() {
// is winnable
let is_winnable = Session::new_default(Klondike::with_seed(124)).is_winnable();
if let Some(win_moves) = is_winnable {
// for (i, ins) in win_moves.into_iter().enumerate() {
// println!("{i} = {:?}", ins.instruction());
// }
println!("Game is winnable with {} moves", win_moves.len());
} else {
println!("Game is not winnable");
}
}
+5 -2
View File
@@ -4,5 +4,8 @@ version = "0.1.0"
edition = "2024"
[dependencies]
card_game = { version = "0.1.0", path = "../card_game" }
rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] }
card_game.workspace = true
rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
[lints]
workspace = true
+176
View File
@@ -0,0 +1,176 @@
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+23
View File
@@ -0,0 +1,23 @@
Permission is hereby granted, free of charge, to any
person obtaining a copy of this software and associated
documentation files (the "Software"), to deal in the
Software without restriction, including without
limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software
is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice
shall be included in all copies or substantial portions
of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR
IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
DEALINGS IN THE SOFTWARE.
+13 -13
View File
@@ -1,25 +1,26 @@
Card Game
=========
Klondike
========
`card_game` is a library to implement card games. Mainly interesting for the `Game` trait and the `Session` type. Contains klondike as the reference implementation.
`klondike` is a pure-logic implementation of Klondike using `card_game`. Graphics not included.
## Example
```rust
use card_game::Rng;
use card_game::card_game::{Session, Game};
use card_game::klondike::Klondike;
use card_game::Session;
use klondike::Klondike;
// create game session
let game = Klondike::new_random();
let game = Klondike::with_seed(123);
let mut session = Session::new_default(game);
// is winnable
let is_winnable = session.is_winnable().is_some();
// play game
while let Some(instruction) = session.possible_instructions().next() {
// play game a bit
while let Some(instruction) = session.state().get_auto_move() {
session.process_instruction(instruction);
// quit after 1000 moves
if 1000 < session.stats().stats().moves() {
break;
}
}
// did win
@@ -30,7 +31,6 @@ for (i, instruction) in session.history().iter().enumerate() {
println!("move {i} = {instruction:?}");
}
println!("is_winnable = {is_winnable}");
println!("is_win = {is_win}");
```
+105 -33
View File
@@ -1,17 +1,14 @@
pub type Rng = rand::rngs::ThreadRng;
pub type Rng = rand::rngs::StdRng;
use card_game::{Card, Game, Pile, Rank, Stack};
#[cfg(test)]
mod test;
// test readme
#[doc = include_str!("../README.md")]
#[cfg(doctest)]
struct ReadmeDoctests;
#[derive(Clone, Copy, Debug, Default)]
enum DrawStockConfig {
pub enum DrawStockConfig {
#[default]
DrawOne = 1,
DrawThree = 3,
@@ -19,39 +16,40 @@ enum DrawStockConfig {
#[derive(Clone, Debug, Default)]
pub struct KlondikeConfig {
draw_stock: DrawStockConfig,
}
impl KlondikeConfig {
pub const fn draw_one_stock() -> Self {
KlondikeConfig {
draw_stock: DrawStockConfig::DrawOne,
}
}
pub const fn draw_three_stock() -> Self {
KlondikeConfig {
draw_stock: DrawStockConfig::DrawThree,
}
}
pub draw_stock: DrawStockConfig,
}
#[derive(Clone, Debug, Default)]
pub struct KlondikeStats {
score: usize,
recycle_count: usize,
moves: usize,
}
impl KlondikeStats {
pub const fn new() -> Self {
KlondikeStats {
score: 0,
recycle_count: 0,
moves: 0,
}
}
pub const fn score(&self) -> usize {
self.score
}
pub const fn recycle_count(&self) -> usize {
self.recycle_count
}
pub const fn moves(&self) -> usize {
self.moves
}
/// A card was moved to a foundation.
const fn increment_score_foundation(&mut self) {
self.score += 10;
}
/// A card was moved from stock to tableau.
const fn increment_score_tableau(&mut self) {
self.score += 5;
}
const fn increment_recycle_count(&mut self) {
self.recycle_count += 1;
}
@@ -301,6 +299,16 @@ impl KlondikeInstruction {
Self::RotateStock => return None,
})
}
/// foundation -> foundation is a useless move
pub fn is_useless(&self) -> bool {
matches!(
self,
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Foundation(_),
..
})
)
}
}
const TABLEAUS: usize = 7;
@@ -525,20 +533,26 @@ impl Iterator for KlondikeIter {
instruction
}
}
#[test]
fn test_klondike_iter() {
assert_eq!(KlondikeIter::new().count(), 721);
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Klondike {
state: KlondikeState,
}
impl Klondike {
pub fn new_random() -> Self {
Self::new(Rng::default())
pub fn with_seed(seed: u64) -> Self {
use rand::SeedableRng;
let mut rng = Rng::seed_from_u64(seed);
Self::with_rng(&mut rng)
}
pub fn new(mut seed: Rng) -> Self {
pub fn with_rng(rng: &mut Rng) -> Self {
// shuffle a new deck
let mut deck = Stack::full_deck(card_game::Deck::Deck1);
use rand::seq::SliceRandom;
deck.shuffle(&mut seed);
deck.shuffle(rng);
let mut deck = deck.into_iter();
// generate tableaus
@@ -575,6 +589,62 @@ impl Klondike {
pub const fn state(&self) -> &KlondikeState {
&self.state
}
/// Check if the game should be auto-completed
pub fn is_win_trivial(&self) -> bool {
// all face down cards empty means win
self.state.stock.face_down().is_empty()
&& self.state.tableau1.face_down().is_empty()
&& self.state.tableau2.face_down().is_empty()
&& self.state.tableau3.face_down().is_empty()
&& self.state.tableau4.face_down().is_empty()
&& self.state.tableau5.face_down().is_empty()
&& self.state.tableau6.face_down().is_empty()
&& self.state.tableau7.face_down().is_empty()
}
fn instruction_priority(&self, instruction: &KlondikeInstruction) -> usize {
// 1 Move into foundation
// 2 T->T Move to reveal new card (moving a non-king to reveal empty tableau also counts)
// 3 Move from stock
// 4 Rotate stock
// 5 T->T Move not revealing new card
// 6 Move from foundation
match instruction {
KlondikeInstruction::DstFoundation(_) => 1,
&KlondikeInstruction::DstTableau(dst_tableau) => match dst_tableau.src {
KlondikePileStack::Tableau(TableauStack {
tableau,
skip_cards: SkipCards::Skip0,
}) if !self.state().is_tableau_face_down_empty(tableau)
|| self
.state()
.stack_bottom_card(dst_tableau.src)
.is_some_and(|card| card.rank() != Rank::King) =>
{
2
}
KlondikePileStack::Stock => 3,
KlondikePileStack::Tableau(_) => 5,
KlondikePileStack::Foundation(_) => 6,
},
KlondikeInstruction::RotateStock => 4,
}
}
pub fn iter(&self) -> impl Iterator<Item = KlondikeInstruction> + use<> {
let state = self.state.clone();
KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
}
/// A single move that usually makes progress towards a winning game
pub fn get_auto_move(&self) -> Option<KlondikeInstruction> {
self.iter()
.filter(|ins| !ins.is_useless())
.min_by_key(|ins| self.instruction_priority(ins))
}
/// A list of possible moves with useless moves filtered out and sorted by a simple priority function
pub fn get_sorted_moves(&self) -> Vec<KlondikeInstruction> {
let mut useful_moves: Vec<_> = self.iter().filter(|ins| !ins.is_useless()).collect();
useful_moves.sort_by_key(|ins| self.instruction_priority(ins));
useful_moves
}
}
impl Game for Klondike {
@@ -582,8 +652,7 @@ impl Game for Klondike {
type Config = KlondikeConfig;
type Instruction = KlondikeInstruction;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<> {
let state = self.state.clone();
KlondikeIter::new().filter(move |&instruction| state.is_instruction_valid(instruction))
self.get_sorted_moves().into_iter()
}
fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
self.state.is_instruction_valid(instruction)
@@ -609,25 +678,28 @@ impl Game for Klondike {
}
// Move a card from anywhere to a foundation
KlondikeInstruction::DstFoundation(DstFoundation { src, foundation }) => {
stats.increment_score_foundation();
let card = self.state.take_top_card(src);
self.state.extend_foundation(foundation, card);
}
// Move a stack of cards from anywhere to a tableau
KlondikeInstruction::DstTableau(DstTableau { src, tableau }) => {
if src == KlondikePileStack::Stock {
stats.increment_score_tableau();
}
let cards = self.state.take_stack(src);
self.state.extend_tableau(tableau, cards);
}
}
}
fn is_win(&self) -> bool {
// all face down cards empty means win
self.state.stock.face_down().is_empty()
&& self.state.tableau1.face_down().is_empty()
&& self.state.tableau2.face_down().is_empty()
&& self.state.tableau3.face_down().is_empty()
&& self.state.tableau4.face_down().is_empty()
&& self.state.tableau5.face_down().is_empty()
&& self.state.tableau6.face_down().is_empty()
&& self.state.tableau7.face_down().is_empty()
// all foundations contain all ranks
self.state.foundations.iter().all(|foundation| {
foundation.len() == Rank::RANKS.len()
&& foundation
.iter()
.zip(Rank::RANKS)
.all(|(card, rank)| card.rank() == rank)
})
}
}
-33
View File
@@ -1,33 +0,0 @@
use crate::Klondike;
use card_game::Session;
#[test]
fn test_is_winnable() {
// is winnable
let is_winnable = Session::new_default(Klondike::new_random()).is_winnable();
println!("is_winnable = {is_winnable:?}");
}
#[test]
fn test_klondike() {
// create game session
let game = Klondike::new_random();
let mut session = Session::new_default(game);
// is winnable
let is_winnable = session.is_winnable();
println!("is_winnable = {is_winnable:?}");
// play game
while let Some(instruction) = session.possible_instructions().next() {
session.process_instruction(instruction);
}
// did win
let is_win = session.is_win();
// print session history
for (i, instruction) in session.history().iter().enumerate() {
println!("move {i} = {instruction:?}");
}
println!("is_win = {is_win}");
}