feat(difficulty): add difficulty-tier game mode with seed catalogs and home UI
Adds DifficultyLevel (Easy/Medium/Hard/Expert/Grandmaster/Random) to solitaire_core::game_state alongside GameMode::Difficulty(DifficultyLevel). Five seed catalogs (40 seeds each) are pre-verified by the new gen_difficulty_seeds binary using tiered solver budgets (1K–200K moves). DifficultyPlugin resolves StartDifficultyRequestEvent → catalog seed → NewGameRequestEvent; Random uses a system-time seed and bypasses the winnable-only filter. The home overlay gets an expandable Difficulty section between Draw Mode and the mode grid; last-played tier persists in Settings. Difficulty wins pool into Classic stats. 5 unit tests in difficulty_plugin. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,320 @@
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//! Pre-verified seed catalogs for each [`DifficultyLevel`] tier.
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//!
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//! Each slice contains seeds that are provably winnable in Draw-One mode and
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//! that required a specific solver-budget range to solve — the **smallest**
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//! budget that returns `Winnable` determines the tier. See
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//! `solitaire_assetgen/src/bin/gen_difficulty_seeds.rs` for the generator.
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//!
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//! # Tiers and budget boundaries
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//!
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//! | Tier | move_budget | state_budget |
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//! |-------------|-------------|--------------|
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//! | Easy | 1 000 | 1 000 |
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//! | Medium | 5 000 | 5 000 |
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//! | Hard | 25 000 | 25 000 |
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//! | Expert | 100 000 | 100 000 |
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//! | Grandmaster | 200 000 | 200 000 |
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//!
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//! [`DifficultyLevel::Random`] has no catalog — the engine picks a system-time
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//! seed and skips verification.
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use solitaire_core::game_state::DifficultyLevel;
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// ---------------------------------------------------------------------------
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// Catalogs (populated by gen_difficulty_seeds)
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// ---------------------------------------------------------------------------
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/// 40 seeds proven winnable within the Easy budget (≤ 1 000 states).
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pub const EASY_SEEDS: &[u64] = &[
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// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Easy, date=2026-05-09)
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0xD1FF_0000_0000_0001,
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0xD1FF_0000_0000_0002,
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0xD1FF_0000_0000_0007,
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0xD1FF_0000_0000_0008,
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0xD1FF_0000_0000_0009,
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0xD1FF_0000_0000_000E,
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0xD1FF_0000_0000_0013,
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0xD1FF_0000_0000_0015,
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0xD1FF_0000_0000_0018,
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0xD1FF_0000_0000_001D,
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0xD1FF_0000_0000_0021,
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0xD1FF_0000_0000_0022,
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0xD1FF_0000_0000_0026,
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0xD1FF_0000_0000_002C,
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0xD1FF_0000_0000_002E,
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0xD1FF_0000_0000_002F,
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0xD1FF_0000_0000_0035,
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0xD1FF_0000_0000_0036,
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0xD1FF_0000_0000_003C,
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0xD1FF_0000_0000_0045,
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0xD1FF_0000_0000_0046,
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0xD1FF_0000_0000_0048,
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0xD1FF_0000_0000_0049,
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0xD1FF_0000_0000_004D,
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0xD1FF_0000_0000_004F,
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0xD1FF_0000_0000_0050,
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0xD1FF_0000_0000_0051,
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0xD1FF_0000_0000_0053,
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0xD1FF_0000_0000_0054,
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0xD1FF_0000_0000_0057,
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0xD1FF_0000_0000_0058,
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0xD1FF_0000_0000_005A,
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0xD1FF_0000_0000_005B,
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0xD1FF_0000_0000_005C,
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0xD1FF_0000_0000_005D,
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0xD1FF_0000_0000_005F,
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0xD1FF_0000_0000_0061,
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0xD1FF_0000_0000_0062,
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0xD1FF_0000_0000_0063,
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0xD1FF_0000_0000_0069,
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];
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/// 40 seeds proven winnable within the Medium budget (≤ 5 000 states).
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pub const MEDIUM_SEEDS: &[u64] = &[
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// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Medium, date=2026-05-09)
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0xD1FF_0000_0000_0000,
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0xD1FF_0000_0000_0012,
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0xD1FF_0000_0000_0016,
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0xD1FF_0000_0000_001B,
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0xD1FF_0000_0000_001C,
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0xD1FF_0000_0000_0020,
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0xD1FF_0000_0000_002A,
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0xD1FF_0000_0000_0034,
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0xD1FF_0000_0000_003A,
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0xD1FF_0000_0000_0041,
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0xD1FF_0000_0000_0043,
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0xD1FF_0000_0000_0060,
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0xD1FF_0000_0000_006A,
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0xD1FF_0000_0000_006C,
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0xD1FF_0000_0000_006E,
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0xD1FF_0000_0000_006F,
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0xD1FF_0000_0000_0071,
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0xD1FF_0000_0000_0072,
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0xD1FF_0000_0000_0075,
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0xD1FF_0000_0000_0076,
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0xD1FF_0000_0000_007B,
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0xD1FF_0000_0000_007E,
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0xD1FF_0000_0000_0081,
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0xD1FF_0000_0000_0083,
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0xD1FF_0000_0000_0084,
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0xD1FF_0000_0000_0087,
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0xD1FF_0000_0000_0090,
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0xD1FF_0000_0000_0092,
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0xD1FF_0000_0000_0093,
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0xD1FF_0000_0000_0098,
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0xD1FF_0000_0000_0099,
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0xD1FF_0000_0000_009A,
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0xD1FF_0000_0000_009E,
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0xD1FF_0000_0000_00A5,
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0xD1FF_0000_0000_00A8,
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0xD1FF_0000_0000_00AA,
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0xD1FF_0000_0000_00AB,
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0xD1FF_0000_0000_00AE,
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0xD1FF_0000_0000_00AF,
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0xD1FF_0000_0000_00B0,
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];
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/// 40 seeds proven winnable within the Hard budget (≤ 25 000 states).
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pub const HARD_SEEDS: &[u64] = &[
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// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Hard, date=2026-05-09)
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0xD1FF_0000_0000_001F,
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0xD1FF_0000_0000_0024,
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0xD1FF_0000_0000_0025,
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0xD1FF_0000_0000_0031,
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0xD1FF_0000_0000_0032,
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0xD1FF_0000_0000_003E,
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0xD1FF_0000_0000_004A,
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0xD1FF_0000_0000_006D,
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0xD1FF_0000_0000_0079,
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0xD1FF_0000_0000_007C,
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0xD1FF_0000_0000_0080,
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0xD1FF_0000_0000_008A,
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0xD1FF_0000_0000_0097,
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0xD1FF_0000_0000_00B1,
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0xD1FF_0000_0000_00B2,
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0xD1FF_0000_0000_00B3,
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0xD1FF_0000_0000_00B5,
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0xD1FF_0000_0000_00B7,
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0xD1FF_0000_0000_00B8,
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0xD1FF_0000_0000_00B9,
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0xD1FF_0000_0000_00BA,
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0xD1FF_0000_0000_00BB,
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0xD1FF_0000_0000_00BC,
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0xD1FF_0000_0000_00BD,
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0xD1FF_0000_0000_00C2,
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0xD1FF_0000_0000_00C3,
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0xD1FF_0000_0000_00C5,
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0xD1FF_0000_0000_00CC,
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0xD1FF_0000_0000_00CE,
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0xD1FF_0000_0000_00D1,
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0xD1FF_0000_0000_00D2,
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0xD1FF_0000_0000_00D6,
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0xD1FF_0000_0000_00D7,
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0xD1FF_0000_0000_00DC,
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0xD1FF_0000_0000_00DF,
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0xD1FF_0000_0000_00E0,
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0xD1FF_0000_0000_00E1,
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0xD1FF_0000_0000_00E4,
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0xD1FF_0000_0000_00E6,
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0xD1FF_0000_0000_00E7,
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];
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/// 40 seeds proven winnable within the Expert budget (≤ 100 000 states).
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pub const EXPERT_SEEDS: &[u64] = &[
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// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Expert, date=2026-05-09)
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0xD1FF_0000_0000_0006,
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0xD1FF_0000_0000_000B,
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0xD1FF_0000_0000_0019,
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0xD1FF_0000_0000_0082,
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0xD1FF_0000_0000_00CB,
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0xD1FF_0000_0000_00D5,
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0xD1FF_0000_0000_00D8,
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0xD1FF_0000_0000_00E8,
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0xD1FF_0000_0000_00EA,
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0xD1FF_0000_0000_00EB,
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0xD1FF_0000_0000_00EC,
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0xD1FF_0000_0000_00ED,
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0xD1FF_0000_0000_00F2,
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0xD1FF_0000_0000_00F3,
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0xD1FF_0000_0000_00F4,
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0xD1FF_0000_0000_00FE,
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0xD1FF_0000_0000_00FF,
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0xD1FF_0000_0000_0102,
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0xD1FF_0000_0000_0103,
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0xD1FF_0000_0000_0104,
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0xD1FF_0000_0000_0105,
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0xD1FF_0000_0000_0106,
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0xD1FF_0000_0000_0109,
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0xD1FF_0000_0000_010B,
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0xD1FF_0000_0000_010C,
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0xD1FF_0000_0000_0110,
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0xD1FF_0000_0000_0113,
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0xD1FF_0000_0000_0114,
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0xD1FF_0000_0000_011B,
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0xD1FF_0000_0000_011C,
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0xD1FF_0000_0000_011E,
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0xD1FF_0000_0000_0120,
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0xD1FF_0000_0000_0121,
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0xD1FF_0000_0000_0122,
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0xD1FF_0000_0000_0123,
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0xD1FF_0000_0000_0124,
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0xD1FF_0000_0000_0126,
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0xD1FF_0000_0000_012B,
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0xD1FF_0000_0000_012C,
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0xD1FF_0000_0000_012E,
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];
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/// 40 seeds proven winnable only within the Grandmaster budget (≤ 200 000 states).
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pub const GRANDMASTER_SEEDS: &[u64] = &[
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// Generated by solitaire_assetgen::gen_difficulty_seeds (tier=Grandmaster, date=2026-05-09)
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0xD1FF_0000_0000_0027,
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0xD1FF_0000_0000_00A0,
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0xD1FF_0000_0000_00C4,
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0xD1FF_0000_0000_00D4,
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0xD1FF_0000_0000_00DE,
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0xD1FF_0000_0000_00F9,
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0xD1FF_0000_0000_0107,
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0xD1FF_0000_0000_0108,
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0xD1FF_0000_0000_0130,
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0xD1FF_0000_0000_0132,
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0xD1FF_0000_0000_0133,
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0xD1FF_0000_0000_0134,
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0xD1FF_0000_0000_0135,
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0xD1FF_0000_0000_0137,
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0xD1FF_0000_0000_0139,
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0xD1FF_0000_0000_013A,
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0xD1FF_0000_0000_013D,
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0xD1FF_0000_0000_013F,
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0xD1FF_0000_0000_0140,
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0xD1FF_0000_0000_0141,
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0xD1FF_0000_0000_0142,
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0xD1FF_0000_0000_0143,
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0xD1FF_0000_0000_0145,
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0xD1FF_0000_0000_0146,
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0xD1FF_0000_0000_014A,
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0xD1FF_0000_0000_014B,
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0xD1FF_0000_0000_014C,
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0xD1FF_0000_0000_014D,
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0xD1FF_0000_0000_014F,
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0xD1FF_0000_0000_0150,
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0xD1FF_0000_0000_0151,
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0xD1FF_0000_0000_0152,
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0xD1FF_0000_0000_0153,
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0xD1FF_0000_0000_0157,
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0xD1FF_0000_0000_0158,
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0xD1FF_0000_0000_015B,
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0xD1FF_0000_0000_015C,
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0xD1FF_0000_0000_015E,
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0xD1FF_0000_0000_0162,
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0xD1FF_0000_0000_0164,
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];
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// ---------------------------------------------------------------------------
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// Public API
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// ---------------------------------------------------------------------------
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/// Type alias for the catalog lookup return: a static slice or `None` for `Random`.
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pub type DifficultySeeds = Option<&'static [u64]>;
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/// Return the seed catalog for `level`, or `None` for `Random` (caller must
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/// use a system-time seed instead).
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pub fn seeds_for(level: DifficultyLevel) -> DifficultySeeds {
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match level {
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DifficultyLevel::Easy => Some(EASY_SEEDS),
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DifficultyLevel::Medium => Some(MEDIUM_SEEDS),
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DifficultyLevel::Hard => Some(HARD_SEEDS),
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DifficultyLevel::Expert => Some(EXPERT_SEEDS),
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DifficultyLevel::Grandmaster => Some(GRANDMASTER_SEEDS),
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DifficultyLevel::Random => None,
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}
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}
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// ---------------------------------------------------------------------------
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// Tests
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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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#[test]
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fn all_difficulty_seeds_are_unique() {
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let all: Vec<u64> = [
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EASY_SEEDS,
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MEDIUM_SEEDS,
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HARD_SEEDS,
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EXPERT_SEEDS,
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GRANDMASTER_SEEDS,
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]
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.iter()
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.flat_map(|s| s.iter().copied())
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.collect();
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let mut sorted = all.clone();
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sorted.sort_unstable();
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let before = sorted.len();
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sorted.dedup();
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assert_eq!(sorted.len(), before, "duplicate seeds found across difficulty tiers");
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}
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#[test]
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fn seeds_for_random_returns_none() {
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assert!(seeds_for(DifficultyLevel::Random).is_none());
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}
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#[test]
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fn seeds_for_non_random_returns_some() {
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for level in [
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DifficultyLevel::Easy,
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DifficultyLevel::Medium,
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DifficultyLevel::Hard,
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DifficultyLevel::Expert,
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DifficultyLevel::Grandmaster,
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] {
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assert!(
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seeds_for(level).is_some(),
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"{level:?} should return Some catalog"
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);
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}
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}
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}
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@@ -9,7 +9,7 @@ use std::io;
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use std::path::{Path, PathBuf};
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use serde::{Deserialize, Serialize};
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use solitaire_core::game_state::DrawMode;
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use solitaire_core::game_state::{DifficultyLevel, DrawMode};
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const APP_DIR_NAME: &str = "solitaire_quest";
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const SETTINGS_FILE_NAME: &str = "settings.json";
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@@ -224,6 +224,13 @@ pub struct Settings {
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/// `#[serde(default = "default_replay_move_interval_secs")]`.
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#[serde(default = "default_replay_move_interval_secs")]
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pub replay_move_interval_secs: f32,
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/// Last difficulty tier the player selected. `None` means the player has
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/// never used the difficulty picker. When `Some`, the difficulty section in
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/// the home overlay opens pre-expanded and highlights this tier. Older
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/// `settings.json` files written before this field existed deserialize
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/// cleanly to `None` via `#[serde(default)]`.
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#[serde(default)]
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pub last_difficulty: Option<DifficultyLevel>,
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}
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fn default_draw_mode() -> DrawMode {
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@@ -342,6 +349,7 @@ impl Default for Settings {
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winnable_deals_only: false,
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disable_smart_default_size: false,
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replay_move_interval_secs: default_replay_move_interval_secs(),
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last_difficulty: None,
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}
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}
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}
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@@ -104,6 +104,13 @@ impl StatsExt for StatsSnapshot {
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// Time Attack uses its own session-level scoring; a per-game best
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// wouldn't compose with the other modes' single-game numbers.
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GameMode::TimeAttack => {}
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// Difficulty games pool into the Classic best-score/time buckets per
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// the user's stats preference.
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GameMode::Difficulty(_) => {
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self.classic_best_score = self.classic_best_score.max(score_u32);
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self.classic_fastest_win_seconds =
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min_ignore_zero(self.classic_fastest_win_seconds, time_seconds);
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}
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}
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self.last_modified = Utc::now();
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}
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Reference in New Issue
Block a user