1 Commits

Author SHA1 Message Date
Quaternions d1df1c2eb3 separate klondike 2026-05-16 16:56:55 -07:00
17 changed files with 506 additions and 1151 deletions
Generated
+2 -11
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@@ -22,9 +22,10 @@ checksum = "c4512299f36f043ab09a583e57bceb5a5aab7a73db1805848e8fef3c9e8c78b3"
[[package]]
name = "card_game"
version = "0.2.0"
version = "0.1.0"
dependencies = [
"arrayvec",
"rand",
]
[[package]]
@@ -132,22 +133,12 @@ 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
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@@ -2,22 +2,6 @@
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"
+2 -4
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@@ -1,6 +1,6 @@
[package]
name = "card_game"
version = "0.2.0"
version = "0.1.0"
edition = "2024"
repository = "https://git.aleshym.co/Quaternions/card_game"
license = "MIT OR Apache-2.0"
@@ -10,6 +10,4 @@ keywords = ["card", "cards", "solitaire", "klondike"]
[dependencies]
arrayvec = "0.7.6"
[lints]
workspace = true
rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] }
+25 -7
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@@ -1,19 +1,37 @@
Card Game
=========
`card_game` is a collection of algorithms, structs, and enums which are useful to implement card games.
`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.
## Example
```rust
use card_game::{Card, Deck, Rank, Stack, Suit};
use card_game::Rng;
use card_game::card_game::{Session, Game};
use card_game::klondike::Klondike;
// create a full deck (unshuffled)
let mut deck = Stack::full_deck(Deck::Deck1);
// create game session
let game = Klondike::new_random_default();
let mut session = Session::new(game);
// inspect the top card
let card = deck.pop().unwrap();
assert_eq!(card, Card::new(Deck::Deck1, Suit::Diamonds, Rank::King));
// is winnable
let is_winnable = session.is_winnable().is_some();
// 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_winnable = {is_winnable}");
println!("is_win = {is_win}");
```
#### License
+314
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@@ -0,0 +1,314 @@
use core::ops::RangeBounds;
// TODO: pub struct ValidInstruction<I>(I);
pub trait Game {
type Instruction;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<Self>;
fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool;
fn process_instruction(&mut self, instruction: Self::Instruction);
fn is_win(&self) -> bool;
}
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub enum Suit {
Spades = 0b00,
Hearts = 0b01,
Clubs = 0b10,
Diamonds = 0b11,
}
impl Suit {
pub const SUITS: [Self; 4] = [Self::Spades, Self::Hearts, Self::Clubs, Self::Diamonds];
/// Is the suit red.
pub fn is_red(self) -> bool {
self as u8 & 0b01 != 0
}
/// Is the suit shape spikey. (Bouba/kiki)
pub fn is_kiki(self) -> bool {
self as u8 & 0b10 != 0
}
}
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub struct CardValue(u8);
impl CardValue {
pub const ACE: Self = CardValue(1);
pub const TWO: Self = CardValue(2);
pub const THREE: Self = CardValue(3);
pub const FOUR: Self = CardValue(4);
pub const FIVE: Self = CardValue(5);
pub const SIX: Self = CardValue(6);
pub const SEVEN: Self = CardValue(7);
pub const EIGHT: Self = CardValue(8);
pub const NINE: Self = CardValue(9);
pub const TEN: Self = CardValue(10);
pub const JACK: Self = CardValue(11);
pub const QUEEN: Self = CardValue(12);
pub const KING: Self = CardValue(13);
pub fn get(self) -> u8 {
self.0
}
pub fn checked_add(self, offset: u8) -> Option<CardValue> {
let new_value = self.0.checked_add(offset)?;
if 13 < new_value {
None
} else {
Some(CardValue(new_value))
}
}
pub fn checked_sub(self, offset: u8) -> Option<CardValue> {
let new_value = self.0.checked_sub(offset)?;
if new_value < 1 {
None
} else {
Some(CardValue(new_value))
}
}
}
/// An identifier 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(u8);
impl Card {
pub fn new(deck: u8, suit: Suit, CardValue(value): CardValue) -> Self {
Self(deck << 6 | (suit as u8) << 4 | value)
}
pub fn value(&self) -> CardValue {
let masked = self.0 & 0b1111;
CardValue(masked)
}
pub fn suit(&self) -> Suit {
let red = self.is_red();
let kiki = self.is_kiki();
match (kiki, red) {
(false, false) => Suit::Spades,
(false, true) => Suit::Hearts,
(true, false) => Suit::Clubs,
(true, true) => Suit::Diamonds,
}
}
/// Is the suit red.
pub fn is_red(&self) -> bool {
self.0 & 0b010000 != 0
}
/// Is the suit shape spikey. (Bouba/kiki)
pub fn is_kiki(&self) -> bool {
self.0 & 0b100000 != 0
}
pub fn deck(&self) -> u8 {
self.0 >> 6
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Stack<const CAP: usize>(arrayvec::ArrayVec<Card, CAP>);
impl<const CAP: usize> Stack<CAP> {
pub const fn new() -> Self {
Self(arrayvec::ArrayVec::new_const())
}
pub fn take_range<R: RangeBounds<usize>>(&mut self, range: R) -> Self {
Stack::from_iter(self.drain(range))
}
}
impl Stack<52> {
/// Generate a full deck of cards with the specified deck id.
pub fn full_deck(deck: u8) -> Self {
let mut stack = arrayvec::ArrayVec::new();
for suit in Suit::SUITS {
for value in 1..=13 {
stack.push(Card::new(deck, suit, CardValue(value)));
}
}
Stack(stack)
}
}
impl<const CAP: usize> From<arrayvec::ArrayVec<Card, CAP>> for Stack<CAP> {
fn from(value: arrayvec::ArrayVec<Card, CAP>) -> Self {
Self(value)
}
}
impl<const CAP: usize> FromIterator<Card> for Stack<CAP> {
fn from_iter<T: IntoIterator<Item = Card>>(iter: T) -> Self {
Self(arrayvec::ArrayVec::from_iter(iter))
}
}
impl<const CAP: usize> core::ops::Deref for Stack<CAP> {
type Target = arrayvec::ArrayVec<Card, CAP>;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl<const CAP: usize> core::ops::DerefMut for Stack<CAP> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
impl<const CAP: usize> IntoIterator for Stack<CAP> {
type Item = Card;
type IntoIter = arrayvec::IntoIter<Card, CAP>;
fn into_iter(self) -> Self::IntoIter {
self.0.into_iter()
}
}
#[derive(Clone, Debug, 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 {
Self {
face_down: Stack::new(),
face_up: Stack::new(),
}
}
pub fn new_face_down(stack: Stack<DN>) -> Self {
Self {
face_down: stack,
face_up: Stack::new(),
}
}
pub fn flip_up(&mut self) {
if let Some(card) = self.face_down.pop() {
self.face_up.push(card);
}
}
pub fn is_empty(&self) -> bool {
self.face_down.is_empty() && self.face_up.is_empty()
}
pub fn pop(&mut self) -> Option<Card> {
self.face_up.pop()
}
pub fn pop_flip_up(&mut self) -> Option<Card> {
let card = self.face_up.pop()?;
if self.face_up.is_empty() {
self.flip_up();
}
Some(card)
}
pub fn take_range<R: RangeBounds<usize>>(&mut self, range: R) -> Stack<UP> {
// if self.face_up.get(range).is_none() {
// return None;
// }
self.face_up.take_range(range)
}
pub fn take_range_flip_up<R: RangeBounds<usize>>(&mut self, range: R) -> Stack<UP> {
let cards = self.take_range(range);
if self.face_up.is_empty() {
self.flip_up();
}
cards
}
pub fn push(&mut self, card: Card) {
self.face_up.push(card);
}
pub fn extend<I: IntoIterator<Item = Card>>(&mut self, cards: I) {
self.face_up.extend(cards);
}
pub fn face_up(&self) -> &[Card] {
&self.face_up
}
pub fn face_down(&self) -> &[Card] {
&self.face_down
}
}
impl<const CAP: usize> Pile<CAP, CAP> {
pub fn flip_it_and_reverse_it(&mut self) {
self.swap_up_down();
self.face_down.reverse();
}
pub fn swap_up_down(&mut self) {
core::mem::swap(&mut self.face_up, &mut self.face_down);
}
}
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Session<G: Game> {
seed: G,
state: G,
history: Vec<G::Instruction>,
}
impl<G: Game + Clone + Eq + core::hash::Hash> Session<G>
where
G::Instruction: Clone + Eq + core::hash::Hash,
{
pub fn new(state: G) -> Self {
Self {
seed: state.clone(),
state,
history: Vec::new(),
}
}
pub fn state(&self) -> &G {
&self.state
}
pub fn history(&self) -> &[G::Instruction] {
&self.history
}
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 state = self.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(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;
}
}
let Some(last_state) = path.pop() else {
return None;
};
state = last_state.state;
it = last_state.possible_instructions_iter;
}
Some(path.into_iter().map(|state| state.instruction).collect())
}
pub fn undo(&mut self) {
// replay the entire history of the game except one move
self.history.pop();
let mut state = self.seed.clone();
for instruction in self.history() {
state.process_instruction(instruction.clone());
}
self.state = state;
}
}
impl<G: Game> Game for Session<G>
where
G::Instruction: Clone,
{
type Instruction = G::Instruction;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<G> {
self.state.possible_instructions()
}
fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool {
self.state.is_instruction_valid(instruction)
}
fn process_instruction(&mut self, instruction: Self::Instruction) {
self.history.push(instruction.clone());
self.state.process_instruction(instruction);
}
fn is_win(&self) -> bool {
self.state.is_win()
}
}
+6 -511
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@@ -1,512 +1,7 @@
// test readme
#[doc = include_str!("../README.md")]
#[cfg(doctest)]
struct ReadmeDoctests;
mod card_game;
pub use card_game::*;
use core::ops::RangeBounds;
// TODO: pub struct ValidInstruction<I>(I);
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(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
);
fn is_win(&self) -> bool;
}
/// card_game supports up to 4 identifiably separate decks.
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub enum Deck {
Deck1 = 0b00,
Deck2 = 0b01,
Deck3 = 0b10,
Deck4 = 0b11,
}
impl Deck {
pub const fn new(deck: u8) -> Option<Self> {
use Deck::*;
Some(match deck {
0b00 => Deck1,
0b01 => Deck2,
0b10 => Deck3,
0b11 => Deck4,
_ => return None,
})
}
}
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub enum Suit {
Spades = 0b00,
Hearts = 0b01,
Clubs = 0b10,
Diamonds = 0b11,
}
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 const fn is_red(self) -> bool {
self as u8 & 0b01 != 0
}
/// Suit value is 2 bits, is_red is the low bit.
pub const fn suit_high_bit(self) -> bool {
self as u8 & 0b10 != 0
}
}
#[derive(Clone, Copy, Debug, Eq, Hash, Ord, PartialEq, PartialOrd)]
pub enum Rank {
Ace = 1,
Two = 2,
Three = 3,
Four = 4,
Five = 5,
Six = 6,
Seven = 7,
Eight = 8,
Nine = 9,
Ten = 10,
Jack = 11,
Queen = 12,
King = 13,
}
impl Rank {
pub const RANKS: [Self; 13] = [
Self::Ace,
Self::Two,
Self::Three,
Self::Four,
Self::Five,
Self::Six,
Self::Seven,
Self::Eight,
Self::Nine,
Self::Ten,
Self::Jack,
Self::Queen,
Self::King,
];
pub const fn new(rank: u8) -> Option<Self> {
use Rank::*;
Some(match rank {
1 => Ace,
2 => Two,
3 => Three,
4 => Four,
5 => Five,
6 => Six,
7 => Seven,
8 => Eight,
9 => Nine,
10 => Ten,
11 => Jack,
12 => Queen,
13 => King,
_ => return None,
})
}
pub const fn checked_add(self, offset: u8) -> Option<Rank> {
match (self as u8).checked_add(offset) {
Some(rank) => Self::new(rank),
None => None,
}
}
pub const fn checked_sub(self, offset: u8) -> Option<Rank> {
match (self as u8).checked_sub(offset) {
Some(rank) => Self::new(rank),
None => None,
}
}
}
/// 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
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct Card(core::num::NonZeroU8);
impl Card {
pub const fn new(deck: Deck, suit: Suit, rank: Rank) -> Self {
let packed = (deck as u8) << 6 | (suit as u8) << 4 | (rank as u8);
Self(core::num::NonZeroU8::new(packed).unwrap())
}
pub const fn rank(&self) -> Rank {
let masked = self.0.get() & 0b1111;
Rank::new(masked).unwrap()
}
pub const fn suit(&self) -> Suit {
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,
(true, true) => Suit::Diamonds,
}
}
/// Is the suit red.
pub const fn is_red(&self) -> bool {
self.0.get() & 0b010000 != 0
}
/// 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 {
Deck::new(self.0.get() >> 6).unwrap()
}
}
#[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 {
Self(arrayvec::ArrayVec::new_const())
}
pub fn take_range<R: RangeBounds<usize>>(&mut self, range: R) -> Self {
Stack::from_iter(self.drain(range))
}
}
impl Stack<52> {
/// Generate a full deck of cards with the specified deck id.
pub fn full_deck(deck: Deck) -> Self {
let mut stack = arrayvec::ArrayVec::new();
for suit in Suit::SUITS {
for rank in Rank::RANKS {
stack.push(Card::new(deck, suit, rank));
}
}
Stack(stack)
}
}
impl<const CAP: usize> From<arrayvec::ArrayVec<Card, CAP>> for Stack<CAP> {
fn from(value: arrayvec::ArrayVec<Card, CAP>) -> Self {
Self(value)
}
}
impl<const CAP: usize> FromIterator<Card> for Stack<CAP> {
fn from_iter<T: IntoIterator<Item = Card>>(iter: T) -> Self {
Self(arrayvec::ArrayVec::from_iter(iter))
}
}
impl<const CAP: usize> core::ops::Deref for Stack<CAP> {
type Target = arrayvec::ArrayVec<Card, CAP>;
fn deref(&self) -> &Self::Target {
&self.0
}
}
impl<const CAP: usize> core::ops::DerefMut for Stack<CAP> {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.0
}
}
impl<const CAP: usize> IntoIterator for Stack<CAP> {
type Item = Card;
type IntoIter = arrayvec::IntoIter<Card, CAP>;
fn into_iter(self) -> Self::IntoIter {
self.0.into_iter()
}
}
/// 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 const fn new() -> Self {
Self {
face_down: Stack::new(),
face_up: Stack::new(),
}
}
pub const fn new_face_down(stack: Stack<DN>) -> Self {
Self {
face_down: stack,
face_up: Stack::new(),
}
}
pub fn flip_up(&mut self) {
if let Some(card) = self.face_down.pop() {
self.face_up.push(card);
}
}
pub fn is_empty(&self) -> bool {
self.face_down.is_empty() && self.face_up.is_empty()
}
pub fn pop(&mut self) -> Option<Card> {
self.face_up.pop()
}
pub fn pop_flip_up(&mut self) -> Option<Card> {
let card = self.face_up.pop()?;
if self.face_up.is_empty() {
self.flip_up();
}
Some(card)
}
pub fn take_range<R: RangeBounds<usize>>(&mut self, range: R) -> Stack<UP> {
// if self.face_up.get(range).is_none() {
// return None;
// }
self.face_up.take_range(range)
}
pub fn take_range_flip_up<R: RangeBounds<usize>>(&mut self, range: R) -> Stack<UP> {
let cards = self.take_range(range);
if self.face_up.is_empty() {
self.flip_up();
}
cards
}
pub fn push(&mut self, card: Card) {
self.face_up.push(card);
}
pub fn extend<I: IntoIterator<Item = Card>>(&mut self, cards: I) {
self.face_up.extend(cards);
}
pub fn face_up(&self) -> &[Card] {
&self.face_up
}
pub fn face_down(&self) -> &[Card] {
&self.face_down
}
}
impl<const CAP: usize> Pile<CAP, CAP> {
pub fn flip_it_and_reverse_it(&mut self) {
self.swap_up_down();
self.face_down.reverse();
}
pub const fn swap_up_down(&mut self) {
core::mem::swap(&mut self.face_up, &mut self.face_down);
}
}
#[derive(Clone, Debug)]
pub enum SessionInstruction<I> {
Undo,
InnerInstruction(I),
}
#[derive(Clone, Debug, Default)]
pub struct SessionStats<S> {
inner_stats: S,
undos: usize,
}
impl<S> SessionStats<S> {
pub const fn stats(&self) -> &S {
&self.inner_stats
}
const fn increment_undos(&mut self) {
self.undos += 1;
}
pub const fn undos(&self) -> usize {
self.undos
}
}
#[derive(Debug)]
pub struct Oom;
#[derive(Clone, Debug)]
pub struct Session<G: Game> {
stats: SessionStats<G::Stats>,
config: G::Config,
state: SessionState<G>,
}
#[derive(Clone, Debug)]
pub struct StateSnapshot<G: Game> {
state: G,
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 {
state,
history: Vec::new(),
}
}
}
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 {
Self {
stats: SessionStats::default(),
config,
state: SessionState::new(state),
}
}
pub fn new_default(state: G) -> Self
where
G::Config: Default,
{
Self::new(state, Default::default())
}
pub const fn stats(&self) -> &SessionStats<G::Stats> {
&self.stats
}
pub const fn state(&self) -> &G {
&self.state.state
}
pub const fn config(&self) -> &G::Config {
&self.config
}
pub fn history(&self) -> &[StateSnapshot<G>] {
&self.state.history
}
pub fn undo(&mut self) {
self.state
.process_instruction(&mut self.stats, &self.config, SessionInstruction::Undo)
}
pub fn possible_instructions(&self) -> impl Iterator<Item = G::Instruction> + use<G> {
self.state.state.possible_instructions()
}
pub fn process_instruction(&mut self, instruction: G::Instruction) {
self.state.process_instruction(
&mut self.stats,
&self.config,
SessionInstruction::InnerInstruction(instruction),
)
}
pub fn is_win(&self) -> bool {
self.state.is_win()
}
pub fn is_winnable(&self) -> Result<Option<Vec<StateSnapshot<G>>>, Oom> {
const HUGE_CAP: usize = 1 << 25;
let mut state_moves = std::collections::HashMap::with_capacity(HUGE_CAP);
let mut state = self.clone();
while !state.is_win() {
// don't look for empty hash map buckets when the hash map is 99% full!
if HUGE_CAP * 127 <= state_moves.len() * 128 {
return Err(Oom);
}
// 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;
}
// No more moves. If we can't undo we're done
if state.history().is_empty() {
return Ok(None);
} else {
state.undo();
}
}
// 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);
}
}
Ok(Some(state.state.history))
}
}
impl<G: Game> Game for SessionState<G>
where
G::Stats: Default,
{
type Stats = SessionStats<G::Stats>;
type Config = G::Config;
type Instruction = SessionInstruction<G::Instruction>;
fn possible_instructions(&self) -> impl Iterator<Item = Self::Instruction> + use<G> {
self.state
.possible_instructions()
.map(SessionInstruction::InnerInstruction)
}
fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool {
match instruction {
SessionInstruction::Undo => !self.history.is_empty(),
SessionInstruction::InnerInstruction(instruction) => {
self.state.is_instruction_valid(config, instruction)
}
}
}
fn process_instruction(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
) {
match instruction {
SessionInstruction::Undo => {
if let Some(snapshot) = self.history.pop() {
self.state = snapshot.state;
stats.increment_undos();
}
}
SessionInstruction::InnerInstruction(instruction) => {
self.history.push(StateSnapshot {
state: self.state.clone(),
instruction: instruction.clone(),
});
self.state
.process_instruction(&mut stats.inner_stats, config, instruction);
}
}
}
fn is_win(&self) -> bool {
self.state.is_win()
}
}
// // test readme
// #[doc = include_str!("../README.md")]
// #[cfg(doctest)]
// struct ReadmeDoctests;
-12
View File
@@ -1,12 +0,0 @@
[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
@@ -1,46 +0,0 @@
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);
}
+2 -6
View File
@@ -4,9 +4,5 @@ version = "0.1.0"
edition = "2024"
[dependencies]
card_game.workspace = true
klondike.workspace = true
rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] }
[lints]
workspace = true
card_game = { version = "0.1.0", path = "../card_game" }
klondike = { version = "0.1.0", path = "../klondike" }
+43 -49
View File
@@ -1,23 +1,20 @@
use card_game::{Card, Game, Pile, Rank, Session, SessionStats, Suit};
use card_game::{Card, Game, Pile, Session, Suit};
use klondike::{
DstFoundation, DstTableau, Foundation, Klondike, KlondikeConfig, KlondikeInstruction,
KlondikePile, KlondikePileStack, KlondikeStats, SkipCards, Tableau, TableauStack,
DstFoundation, DstTableau, Foundation, Klondike, KlondikeInstruction, KlondikePile,
KlondikePileStack, SkipCards, Tableau, TableauStack,
};
#[cfg(test)]
mod test;
use std::fmt::Display;
struct Displayed<T>(T);
impl Display for Displayed<&Card> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self.0.rank() {
Rank::Ace => write!(f, "A"),
Rank::Jack => write!(f, "J"),
Rank::Queen => write!(f, "Q"),
Rank::King => write!(f, "K"),
other => write!(f, "{}", other as u8),
match self.0.value().get() {
1 => write!(f, "A"),
11 => write!(f, "J"),
12 => write!(f, "Q"),
13 => write!(f, "K"),
other => write!(f, "{other}"),
}?;
match self.0.suit() {
Suit::Spades => write!(f, ""),
@@ -86,19 +83,6 @@ impl Display for Displayed<&Klondike> {
}
}
impl Display for Displayed<&SessionStats<KlondikeStats>> {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(
f,
"recycles: {} moves: {} undos: {} score:{}",
self.0.stats().recycle_count(),
self.0.stats().moves(),
self.0.undos(),
self.0.stats().score() as isize - self.0.undos() as isize * 15,
)
}
}
#[derive(Debug)]
struct Invalid;
struct Parsed<T>(T);
@@ -151,7 +135,7 @@ impl core::str::FromStr for SessionInstruction {
"new" | "n" => Self::New,
"undo" | "u" => Self::Undo,
"hint" | "h" => Self::Hint,
"auto" | "a" | "" => Self::Auto,
"auto" | "a" => Self::Auto,
"exit" => Self::Exit,
"s" => Self::Stock,
other => Self::Klondike(other.parse()?),
@@ -160,7 +144,6 @@ impl core::str::FromStr for SessionInstruction {
}
fn find_valid_instruction(
config: &KlondikeConfig,
state: &Klondike,
naive_instruction: NaiveInstruction,
) -> Option<KlondikeInstruction> {
@@ -190,7 +173,7 @@ fn find_valid_instruction(
});
let instruction =
KlondikeInstruction::DstTableau(DstTableau { tableau, src });
if state.is_instruction_valid(config, instruction) {
if state.is_instruction_valid(instruction) {
return Some(instruction);
}
}
@@ -208,30 +191,18 @@ fn find_valid_instruction(
_ => return None,
};
state
.is_instruction_valid(config, instruction)
.is_instruction_valid(instruction)
.then_some(instruction)
}
fn main() -> Result<(), std::io::Error> {
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();
let mut session = Session::new(Klondike::new_random_default());
loop {
// display stats
println!("seed: {seed} ");
println!("{}", Displayed(session.stats()));
// display game
println!("{}", Displayed(session.state()));
// parse input
input.clear();
let mut input = String::new();
std::io::stdin().read_line(&mut input)?;
let Ok(instruction) = input.trim().parse() else {
println!("Invalid instruction.");
@@ -240,10 +211,7 @@ fn main() -> Result<(), std::io::Error> {
// run game
match instruction {
SessionInstruction::New => {
seed = rng.random();
session = Session::new_default(Klondike::with_seed(seed))
}
SessionInstruction::New => session = Session::new(Klondike::new_random_default()),
SessionInstruction::Undo => session.undo(),
SessionInstruction::Exit => break Ok(()),
SessionInstruction::Hint => {
@@ -252,7 +220,33 @@ fn main() -> Result<(), std::io::Error> {
}
}
SessionInstruction::Auto => {
if let Some(instruction) = session.state().get_auto_move() {
fn useless_moves(instruction: &KlondikeInstruction) -> bool {
!matches!(
instruction,
// foundation -> foundation is a useless move
KlondikeInstruction::DstFoundation(DstFoundation {
src: KlondikePile::Foundation(_),
..
})
// Tableau -> Tableau when not revealing a new card is _usually_ a useless move
| KlondikeInstruction::DstTableau(DstTableau {
src: KlondikePileStack::Tableau(TableauStack {
skip_cards: SkipCards::Skip1
| SkipCards::Skip2 | SkipCards::Skip3
| SkipCards::Skip4 | SkipCards::Skip5
| SkipCards::Skip6 | SkipCards::Skip7
| SkipCards::Skip8 | SkipCards::Skip9
| SkipCards::Skip10 | SkipCards::Skip11
| SkipCards::Skip12,
..
}),
..
})
)
}
if let Some(instruction) =
session.possible_instructions().filter(useless_moves).next()
{
session.process_instruction(instruction);
} else {
println!("No valid moves!");
@@ -263,7 +257,7 @@ fn main() -> Result<(), std::io::Error> {
}
SessionInstruction::Klondike(naive_instruction) => {
if let Some(instruction) =
find_valid_instruction(session.config(), session.state(), naive_instruction)
find_valid_instruction(session.state(), naive_instruction)
{
session.process_instruction(instruction);
} else {
-15
View File
@@ -1,15 +0,0 @@
use card_game::Session;
use klondike::Klondike;
#[test]
fn test_is_winnable() {
// is winnable
let is_winnable = Session::new_default(Klondike::with_seed(0)).is_winnable().unwrap();
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");
}
}
+2 -5
View File
@@ -4,8 +4,5 @@ version = "0.1.0"
edition = "2024"
[dependencies]
card_game.workspace = true
rand = { version = "0.10.1", default-features = false, features = ["std_rng"] }
[lints]
workspace = true
card_game = { version = "0.1.0", path = "../card_game" }
rand = { version = "0.10.1", default-features = false, features = ["thread_rng"] }
-176
View File
@@ -1,176 +0,0 @@
Apache License
Version 2.0, January 2004
http://www.apache.org/licenses/
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
1. Definitions.
"License" shall mean the terms and conditions for use, reproduction,
and distribution as defined by Sections 1 through 9 of this document.
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"Legal Entity" shall mean the union of the acting entity and all
other entities that control, are controlled by, or are under common
control with that entity. For the purposes of this definition,
"control" means (i) the power, direct or indirect, to cause the
direction or management of such entity, whether by contract or
otherwise, or (ii) ownership of fifty percent (50%) or more of the
outstanding shares, or (iii) beneficial ownership of such entity.
"You" (or "Your") shall mean an individual or Legal Entity
exercising permissions granted by this License.
"Source" form shall mean the preferred form for making modifications,
including but not limited to software source code, documentation
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not limited to compiled object code, generated documentation,
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You may add Your own copyright statement to Your modifications and
may provide additional or different license terms and conditions
for use, reproduction, or distribution of Your modifications, or
for any such Derivative Works as a whole, provided Your use,
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5. Submission of Contributions. Unless You explicitly state otherwise,
any Contribution intentionally submitted for inclusion in the Work
by You to the Licensor shall be under the terms and conditions of
this License, without any additional terms or conditions.
Notwithstanding the above, nothing herein shall supersede or modify
the terms of any separate license agreement you may have executed
with Licensor regarding such Contributions.
6. Trademarks. This License does not grant permission to use the trade
names, trademarks, service marks, or product names of the Licensor,
except as required for reasonable and customary use in describing the
origin of the Work and reproducing the content of the NOTICE file.
7. Disclaimer of Warranty. Unless required by applicable law or
agreed to in writing, Licensor provides the Work (and each
Contributor provides its Contributions) on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or
implied, including, without limitation, any warranties or conditions
of TITLE, NON-INFRINGEMENT, MERCHANTABILITY, or FITNESS FOR A
PARTICULAR PURPOSE. You are solely responsible for determining the
appropriateness of using or redistributing the Work and assume any
risks associated with Your exercise of permissions under this License.
8. Limitation of Liability. In no event and under no legal theory,
whether in tort (including negligence), contract, or otherwise,
unless required by applicable law (such as deliberate and grossly
negligent acts) or agreed to in writing, shall any Contributor be
liable to You for damages, including any direct, indirect, special,
incidental, or consequential damages of any character arising as a
result of this License or out of the use or inability to use the
Work (including but not limited to damages for loss of goodwill,
work stoppage, computer failure or malfunction, or any and all
other commercial damages or losses), even if such Contributor
has been advised of the possibility of such damages.
9. Accepting Warranty or Additional Liability. While redistributing
the Work or Derivative Works thereof, You may choose to offer,
and charge a fee for, acceptance of support, warranty, indemnity,
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License. However, in accepting such obligations, You may act only
on Your own behalf and on Your sole responsibility, not on behalf
of any other Contributor, and only if You agree to indemnify,
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incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.
END OF TERMS AND CONDITIONS
-23
View File
@@ -1,23 +0,0 @@
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.
-50
View File
@@ -1,50 +0,0 @@
Klondike
========
`klondike` is a pure-logic implementation of Klondike using `card_game`. Graphics not included.
## Example
```rust
use card_game::Session;
use klondike::Klondike;
// create game session
let game = Klondike::with_seed(123);
let mut session = Session::new_default(game);
// 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
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}");
```
#### 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>
+70 -213
View File
@@ -1,60 +1,15 @@
pub type Rng = rand::rngs::StdRng;
pub type Rng = rand::rngs::ThreadRng;
use card_game::{Card, Game, Pile, Rank, Stack};
use card_game::{Card, CardValue, Game, Pile, Stack};
// test readme
#[doc = include_str!("../README.md")]
#[cfg(doctest)]
struct ReadmeDoctests;
#[cfg(test)]
mod test;
#[derive(Clone, Copy, Debug, Default)]
pub enum DrawStockConfig {
#[default]
DrawOne = 1,
DrawThree = 3,
}
#[derive(Clone, Debug, Default)]
pub struct KlondikeConfig {
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;
}
const fn increment_moves(&mut self) {
self.moves += 1;
#[derive(Clone, Debug, Eq, Hash, PartialEq)]
pub struct KlondikeConfig {}
impl Default for KlondikeConfig {
fn default() -> Self {
KlondikeConfig {}
}
}
@@ -199,7 +154,7 @@ impl TableauStack {
});
}
if let Some(tableau) = tableau.next() {
let skip_cards = SkipCards::ITER_BEGIN;
let skip_cards = SkipCards::Skip0;
return Some(Self {
tableau,
skip_cards,
@@ -299,16 +254,6 @@ 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;
@@ -366,18 +311,7 @@ impl KlondikeState {
pub const fn tableau7(&self) -> &Pile<6, 13> {
&self.tableau7
}
pub fn is_tableau_face_down_empty(&self, tableau: Tableau) -> bool {
match tableau {
Tableau::Tableau1 => self.tableau1.face_down().is_empty(),
Tableau::Tableau2 => self.tableau2.face_down().is_empty(),
Tableau::Tableau3 => self.tableau3.face_down().is_empty(),
Tableau::Tableau4 => self.tableau4.face_down().is_empty(),
Tableau::Tableau5 => self.tableau5.face_down().is_empty(),
Tableau::Tableau6 => self.tableau6.face_down().is_empty(),
Tableau::Tableau7 => self.tableau7.face_down().is_empty(),
}
}
pub fn stack_bottom_card(&self, src: KlondikePileStack) -> Option<&Card> {
pub fn card(&self, src: KlondikePileStack) -> Option<&Card> {
match src {
KlondikePileStack::Tableau(TableauStack {
tableau,
@@ -397,8 +331,8 @@ impl KlondikeState {
KlondikePileStack::Stock => self.stock.face_up().last(),
}
}
pub fn top_card<S: Into<KlondikePile>>(&self, src: S) -> Option<&Card> {
match src.into() {
pub fn top_card(&self, src: KlondikePile) -> Option<&Card> {
match src {
KlondikePile::Tableau(tableau) => match tableau {
Tableau::Tableau1 => self.tableau1.face_up().last(),
Tableau::Tableau2 => self.tableau2.face_up().last(),
@@ -432,8 +366,8 @@ impl KlondikeState {
KlondikePileStack::Stock => Stack::from_iter(self.stock.pop()),
}
}
fn take_top_card<S: Into<KlondikePile>>(&mut self, src: S) -> Option<Card> {
match src.into() {
fn take_top_card(&mut self, src: KlondikePile) -> Option<Card> {
match src {
KlondikePile::Tableau(tableau) => match tableau {
Tableau::Tableau1 => self.tableau1.pop_flip_up(),
Tableau::Tableau2 => self.tableau2.pop_flip_up(),
@@ -444,18 +378,12 @@ impl KlondikeState {
Tableau::Tableau7 => self.tableau7.pop_flip_up(),
},
KlondikePile::Foundation(foundation) => self.foundations[foundation as usize].pop(),
KlondikePile::Stock => self.stock.pop(),
KlondikePile::Stock => self.stock.pop_flip_up(),
}
}
fn extend_foundation<I: IntoIterator<Item = Card>>(
&mut self,
foundation: Foundation,
cards: I,
) {
self.foundations[foundation as usize].extend(cards)
}
fn extend_tableau<I: IntoIterator<Item = Card>>(&mut self, tableau: Tableau, cards: I) {
match tableau {
fn extend<I: IntoIterator<Item = Card>>(&mut self, dst: KlondikePile, cards: I) {
match dst {
KlondikePile::Tableau(tableau) => match tableau {
Tableau::Tableau1 => self.tableau1.extend(cards),
Tableau::Tableau2 => self.tableau2.extend(cards),
Tableau::Tableau3 => self.tableau3.extend(cards),
@@ -463,6 +391,11 @@ impl KlondikeState {
Tableau::Tableau5 => self.tableau5.extend(cards),
Tableau::Tableau6 => self.tableau6.extend(cards),
Tableau::Tableau7 => self.tableau7.extend(cards),
},
KlondikePile::Foundation(foundation) => {
self.foundations[foundation as usize].extend(cards)
}
KlondikePile::Stock => self.stock.extend(cards),
}
}
pub fn is_instruction_valid(&self, instruction: KlondikeInstruction) -> bool {
@@ -477,16 +410,16 @@ impl KlondikeState {
KlondikeInstruction::DstFoundation(dst_foundation) => {
// get the top cards
if let Some(src_card) = self.top_card(dst_foundation.src) {
match self.top_card(dst_foundation.foundation) {
match self.top_card(dst_foundation.foundation.into()) {
// destination card exists
Some(dst_card) => {
// suit matches?
src_card.suit() == dst_card.suit()
// value is +1?
&& dst_card.rank().checked_add(1) == Some(src_card.rank())
&& dst_card.value().checked_add(1) == Some(src_card.value())
}
// only ace is allowed to go onto empty foundation
None => src_card.rank() == Rank::Ace,
None => src_card.value() == CardValue::ACE,
}
} else {
false
@@ -495,17 +428,17 @@ impl KlondikeState {
// other = move to tableau
KlondikeInstruction::DstTableau(dst_tableau) => {
// get the cards
if let Some(src_card) = self.stack_bottom_card(dst_tableau.src) {
match self.top_card(dst_tableau.tableau) {
if let Some(src_card) = self.card(dst_tableau.src) {
match self.top_card(dst_tableau.tableau.into()) {
// destination card exists
Some(dst_card) => {
// red-ness is opposite?
src_card.is_red() != dst_card.is_red()
// value is -1?
&& dst_card.rank().checked_sub(1) == Some(src_card.rank())
&& dst_card.value().checked_sub(1) == Some(src_card.value())
}
// only king is allowed to go onto empty tableau
None => src_card.rank() == Rank::King,
None => src_card.value() == CardValue::KING,
}
} else {
false
@@ -533,26 +466,21 @@ 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 {
config: KlondikeConfig,
state: KlondikeState,
}
impl Klondike {
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_random_default() -> Self {
Self::new(Rng::default(), KlondikeConfig::default())
}
pub fn with_rng(rng: &mut Rng) -> Self {
pub fn new(mut seed: Rng, config: KlondikeConfig) -> Self {
// shuffle a new deck
let mut deck = Stack::full_deck(card_game::Deck::Deck1);
let mut deck = Stack::full_deck(0);
use rand::seq::SliceRandom;
deck.shuffle(rng);
deck.shuffle(&mut seed);
let mut deck = deck.into_iter();
// generate tableaus
@@ -584,13 +512,43 @@ impl Klondike {
tableau6,
tableau7,
};
Self { state }
Self { config, state }
}
pub const fn state(&self) -> &KlondikeState {
&self.state
}
/// Check if the game should be auto-completed
pub fn is_win_trivial(&self) -> bool {
}
impl Game for Klondike {
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))
}
fn is_instruction_valid(&self, instruction: Self::Instruction) -> bool {
self.state.is_instruction_valid(instruction)
}
fn process_instruction(&mut self, instruction: Self::Instruction) {
match instruction {
// Reset the stock if it's empty
KlondikeInstruction::RotateStock => {
if self.state.stock.face_down().is_empty() {
self.state.stock.flip_it_and_reverse_it();
} else {
self.state.stock.flip_up();
}
}
KlondikeInstruction::DstFoundation(DstFoundation { src, foundation }) => {
let cards = self.state.take_top_card(src);
self.state.extend(foundation.into(), cards);
}
KlondikeInstruction::DstTableau(DstTableau { src, tableau }) => {
let cards = self.state.take_stack(src);
self.state.extend(tableau.into(), 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()
@@ -601,105 +559,4 @@ impl Klondike {
&& 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,
}
}
/// A single move that usually makes progress towards a winning game
pub fn get_auto_move(&self) -> Option<KlondikeInstruction> {
self.possible_instructions()
.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
.possible_instructions()
.filter(|ins| !ins.is_useless())
.collect();
useful_moves.sort_by_key(|ins| self.instruction_priority(ins));
useful_moves
}
}
impl Game for Klondike {
type Stats = KlondikeStats;
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))
}
fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
self.state.is_instruction_valid(instruction)
}
fn process_instruction(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
) {
stats.increment_moves();
match instruction {
// Reset the stock if it's empty
KlondikeInstruction::RotateStock => {
if self.state.stock.face_down().is_empty() {
self.state.stock.flip_it_and_reverse_it();
stats.increment_recycle_count();
} else {
for _ in 0..config.draw_stock as usize {
self.state.stock.flip_up();
}
}
}
// 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 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
@@ -0,0 +1,33 @@
use crate::Klondike;
use card_game::{Game, Session};
#[test]
fn test_is_winnable() {
// is winnable
let is_winnable = Session::new(Klondike::new_random_default()).is_winnable();
println!("is_winnable = {is_winnable:?}");
}
#[test]
fn test_klondike() {
// create game session
let game = Klondike::new_random_default();
let mut session = Session::new(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}");
}