refactor(core): derive draw_mode/is_won/move_count/is_auto_completable from session

Remove the draw_mode, move_count, is_won, and is_auto_completable fields
from GameState; they are now &self methods deriving from the underlying
card_game session (draw_mode from session config, move_count from history
length, is_won/is_auto_completable from check_win/check_auto_complete).

Tests previously fabricated these via direct field writes, which is no
longer possible. Add gated test-support overrides on TestPileState
(won/auto_completable/move_count) plus setters set_test_won,
set_test_auto_completable, set_test_move_count, and set_test_draw_mode
(re-deals the seed). All compiled out in production builds.

Fix the field->method ripple across solitaire_data, solitaire_wasm, and
solitaire_engine. Add a test-support dev-dependency to solitaire_data for
the won-game storage test.

cargo test --workspace and cargo clippy --workspace -- -D warnings pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-06-10 09:24:03 -07:00
parent 1438fd6265
commit 056459619b
20 changed files with 187 additions and 120 deletions
+1
View File
@@ -39,6 +39,7 @@ keyring-core = { workspace = true }
jni = { workspace = true }
[dev-dependencies]
solitaire_core = { workspace = true, features = ["test-support"] }
solitaire_server = { path = "../solitaire_server" }
solitaire_sync = { workspace = true }
axum = { workspace = true }
+2 -2
View File
@@ -93,7 +93,7 @@ fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome
// Preserve the historical payload contract: winnable verdicts always carry
// a first move. An already-won state therefore returns no recommendation.
if initial.is_won {
if initial.is_won() {
return SolveOutcome {
result: SolverResult::Unwinnable,
first_move: None,
@@ -101,7 +101,7 @@ fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome
}
let solver_config = SessionConfig {
inner: KlondikeAdapter::config_for(initial.draw_mode, initial.take_from_foundation),
inner: KlondikeAdapter::config_for(initial.draw_mode(), initial.take_from_foundation),
undo_penalty: 0,
solve_moves_budget: config.move_budget,
solve_states_budget: config.state_budget as u64,
+5 -5
View File
@@ -85,13 +85,13 @@ pub fn game_state_file_path() -> Option<PathBuf> {
pub fn load_game_state_from(path: &Path) -> Option<GameState> {
let data = fs::read(path).ok()?;
let gs: GameState = serde_json::from_slice(&data).ok()?;
if gs.is_won { None } else { Some(gs) }
if gs.is_won() { None } else { Some(gs) }
}
/// Save an in-progress `GameState` atomically. Skips the write if `gs.is_won`
/// because a completed game should not be resumed.
pub fn save_game_state_to(path: &Path, gs: &GameState) -> io::Result<()> {
if gs.is_won {
if gs.is_won() {
return Ok(());
}
if let Some(parent) = path.parent() {
@@ -386,8 +386,8 @@ mod tests {
let loaded = load_game_state_from(&path).expect("load");
assert_eq!(loaded.seed, gs.seed);
assert_eq!(loaded.draw_mode, gs.draw_mode);
assert!(!loaded.is_won);
assert_eq!(loaded.draw_mode(), gs.draw_mode());
assert!(!loaded.is_won());
}
#[test]
@@ -411,7 +411,7 @@ mod tests {
let _ = fs::remove_file(&path);
let mut gs = GameState::new(99, DrawMode::DrawOne);
gs.is_won = true;
gs.set_test_won(true);
save_game_state_to(&path, &gs).expect("save should be no-op, not error");
assert!(
!path.exists(),