feat(core): winning_line — full solver line via Solution::clean_solution
New GameState::winning_line(moves_budget, states_budget) returns the complete instruction sequence to a win (Ok(None) when unwinnable or already won, Err on budget exhaustion), compacting the raw DFS trace with the previously unused card_game Solution::clean_solution and stripping foundation→foundation no-ops when the stripped line still replays to a win — an internal replay check guarantees the returned sequence always applies cleanly via apply_instruction. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -1109,6 +1109,66 @@ impl GameState {
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})
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}
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/// Full winning line from the current position:
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///
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/// * `Ok(Some(line))` — winnable; applying every instruction in order via
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/// [`GameState::apply_instruction`] reaches a won game.
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/// * `Ok(None)` — provably unwinnable, or already won (no moves to show).
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/// * `Err(SolveError)` — inconclusive; budget exhausted before a verdict.
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///
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/// Delegates to upstream [`card_game::Session::solve`] on a solve-budgeted
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/// copy of the board like [`GameState::solve_first_move`], but returns the
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/// whole path instead of the first move, compacted with
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/// [`card_game::Solution::clean_solution`] (drops move ranges that loop
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/// back to an already-seen state — the raw DFS trace is full of them).
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///
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/// Foundation→foundation shuffles ([`KlondikeInstruction::is_useless`])
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/// are additionally stripped when the remaining sequence still replays to
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/// a win; if stripping one would break a later move's preconditions the
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/// unstripped cleaned line is returned instead, so the replay contract
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/// above always holds. `clean_solution` is quadratic-ish in line length —
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/// callers should run this off the UI thread with modest budgets.
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pub fn winning_line(
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&self,
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moves_budget: u64,
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states_budget: u64,
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) -> Result<Option<Vec<KlondikeInstruction>>, SolveError> {
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if self.is_won() {
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return Ok(None);
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}
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let inner = KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation);
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let config = SessionConfig {
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inner: inner.clone(),
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undo_penalty: 0,
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solve_moves_budget: moves_budget,
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solve_states_budget: states_budget,
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};
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let start = self.session.state().state().clone();
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let session = Session::new(start.clone(), config);
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let Some(solution) = session.solve()? else {
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return Ok(None);
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};
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let cleaned: Vec<KlondikeInstruction> = solution
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.clean_solution()
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.iter()
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.map(|snapshot| *snapshot.instruction())
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.collect();
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let filtered: Vec<KlondikeInstruction> = cleaned
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.iter()
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.copied()
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.filter(|instruction| !instruction.is_useless())
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.collect();
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if line_replays_to_win(start, &inner, &filtered) {
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Ok(Some(filtered))
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} else {
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Ok(Some(cleaned))
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}
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}
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/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
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///
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/// Fresh-deal solving models standard Klondike rules, so the non-standard
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@@ -1126,6 +1186,25 @@ impl GameState {
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}
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}
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/// `true` when applying `line` in order from `start` is legal at every step
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/// and ends in a won game. Pure replay check backing
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/// [`GameState::winning_line`]'s "the returned sequence always replays to a
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/// win" contract.
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fn line_replays_to_win(
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mut state: Klondike,
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config: &KlondikeConfig,
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line: &[KlondikeInstruction],
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) -> bool {
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let mut stats = <Klondike as card_game::Game>::Stats::default();
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for &instruction in line {
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if !state.is_instruction_valid(config, instruction) {
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return false;
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}
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state.process_instruction(&mut stats, config, instruction);
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}
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state.is_win()
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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@@ -1351,6 +1430,69 @@ mod tests {
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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// ── Full winning line (winning_line) ──────────────────────────────────
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#[test]
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fn winning_line_replays_to_a_won_game() {
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// Seed 0xD1FF_0000_0000_0012 / DrawOne is proven Winnable at 5k
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// budgets by `budget_is_passed_through_not_clamped`. Standard rules
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// (take-from-foundation off) keep the search space identical to
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// that baseline. The returned line must apply cleanly through the
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// normal instruction pipeline and end in a win — the whole point
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// of the API contract.
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let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
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game.take_from_foundation = false;
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let line = game
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.winning_line(5_000, 5_000)
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.expect("this seed must not exhaust a 5k budget")
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.expect("this seed must be winnable");
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assert!(!line.is_empty(), "a winnable unfinished game needs moves");
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for (i, instruction) in line.iter().enumerate() {
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game.apply_instruction(*instruction)
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.unwrap_or_else(|e| panic!("move {i} of the line must be legal: {e}"));
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}
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assert!(game.is_won(), "line must end in a won game");
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}
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#[test]
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fn winning_line_contains_no_useless_moves() {
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// The foundation→foundation strip must survive the replay check on
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// this seed; a line shown to the player should never shuffle
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// between foundations. Same proven-winnable seed and standard
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// rules as `winning_line_replays_to_a_won_game`.
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let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
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game.take_from_foundation = false;
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let line = game
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.winning_line(5_000, 5_000)
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.expect("budget")
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.expect("winnable");
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assert!(
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!line.iter().any(KlondikeInstruction::is_useless),
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"filtered line must not contain foundation→foundation moves"
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);
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}
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#[test]
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fn winning_line_is_inconclusive_when_budget_exhausted() {
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let game = GameState::new(7, DrawStockConfig::DrawOne);
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let outcome = game.winning_line(5_000, 0);
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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#[test]
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fn winning_line_matches_first_move_verdict() {
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// The two solver entry points must agree on winnability for the
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// same position and budgets (both are deterministic DFS).
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let game = GameState::new(42, DrawStockConfig::DrawOne);
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let first = game.solve_first_move(5_000, 5_000);
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let line = game.winning_line(5_000, 5_000);
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assert_eq!(
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matches!(first, Ok(Some(_))),
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matches!(line, Ok(Some(_))),
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"solve_first_move and winning_line disagree on winnability"
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);
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}
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#[test]
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fn budget_is_passed_through_not_clamped() {
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// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
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