refactor: consolidate card_to_id into solitaire_core
Three byte-identical copies of the stable 0..=51 card-id helper (suit_index*13 + rank-1) lived in feedback_anim_plugin, radial_menu, and solitaire_wasm. The WASM copy's own comment notes it MUST match the engine for cross-platform replay parity — exactly the kind of invariant a single source of truth should enforce. Add `solitaire_core::card::card_to_id(&Card) -> u32` and have all three call sites import it. No behaviour change (same formula). cargo test --workspace and cargo clippy --workspace --all-targets -- -D warnings pass. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -1 +1,23 @@
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pub use card_game::{Card, Deck, Rank, Suit};
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/// Maps a [`Card`] to a stable `0..=51` numeric identity, independent of the
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/// upstream `card_game::Card` bit-packing.
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///
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/// Encoding: `suit_index * 13 + (rank as u32 - 1)`, where `suit_index` is
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/// Clubs=0, Diamonds=1, Hearts=2, Spades=3 and `rank` is 1 (Ace) ..= 13 (King).
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/// The deck id is intentionally ignored so the id depends only on the visible
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/// face.
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///
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/// This is the single source of truth shared by `CardEntity` numeric tracking,
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/// deterministic per-card animation jitter, and the WASM replay layer — those
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/// must agree byte-for-byte so replay snapshots are identical across the
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/// desktop and browser builds.
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pub fn card_to_id(card: &Card) -> u32 {
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let suit_index: u32 = match card.suit() {
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Suit::Clubs => 0,
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Suit::Diamonds => 1,
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Suit::Hearts => 2,
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Suit::Spades => 3,
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};
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suit_index * 13 + (card.rank() as u32 - 1)
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}
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@@ -188,19 +188,9 @@ pub fn deal_stagger_jitter(card_id: u32) -> f32 {
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(jitter_norm - 0.5) * 0.2 // ±0.1 == ±10 %
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}
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/// Converts a `Card` to a `u32` seed suitable for deterministic per-card
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/// jitter. Uses suit index × 13 + (rank value − 1) to produce a stable 0–51
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/// integer that survives changes to the internal `Card` representation.
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fn card_to_id(card: &Card) -> u32 {
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use solitaire_core::card::Suit;
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let suit_index = match card.suit() {
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Suit::Clubs => 0,
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Suit::Diamonds => 1,
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Suit::Hearts => 2,
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Suit::Spades => 3,
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};
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suit_index * 13 + (card.rank() as u32 - 1)
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}
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// Per-card jitter keys off the shared stable card id so it matches the
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// numeric identity used elsewhere (and on the WASM replay side).
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use solitaire_core::card::card_to_id;
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// ---------------------------------------------------------------------------
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// Plugin
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@@ -359,19 +359,7 @@ fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
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}
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}
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/// Maps a `card_game::Card` to a stable `u32` identity used by `CardEntity`
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/// and systems that still track cards by numeric ID.
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/// Encoding: `suit_index * 13 + (rank as u8 - 1)`, range 0..=51.
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fn card_to_id(card: &Card) -> u32 {
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use solitaire_core::card::Suit;
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let suit_index: u32 = match card.suit() {
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Suit::Clubs => 0,
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Suit::Diamonds => 1,
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Suit::Hearts => 2,
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Suit::Spades => 3,
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};
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suit_index * 13 + (card.rank() as u32 - 1)
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}
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use solitaire_core::card::card_to_id;
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const fn foundations() -> [Foundation; 4] {
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[
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@@ -87,18 +87,9 @@ pub struct CardSnapshot {
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pub face_up: bool,
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}
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/// Stable 0..=51 identifier derived from suit and rank. Mirrors the desktop
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/// engine's `card_to_id` so replay snapshots are identical across platforms —
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/// `Card` itself carries no id field (suit + rank are unique within a deck).
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fn card_to_id(card: &solitaire_core::card::Card) -> u32 {
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let suit_index = match card.suit() {
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Suit::Clubs => 0,
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Suit::Diamonds => 1,
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Suit::Hearts => 2,
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Suit::Spades => 3,
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};
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suit_index * 13 + (card.rank() as u32 - 1)
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}
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// Stable 0..=51 card identity, shared with the desktop engine via
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// solitaire_core so replay snapshots are identical across platforms.
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use solitaire_core::card::card_to_id;
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impl From<&(solitaire_core::card::Card, bool)> for CardSnapshot {
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fn from((card, face_up): &(solitaire_core::card::Card, bool)) -> Self {
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