feat(core): Step 2 — replace pile management with Session<Klondike>
Build and Deploy / build-and-push (push) Failing after 29s

- Delete rules.rs (228 lines) — move validation now handled by klondike engine
- Delete SolverState DFS from solver.rs (~900 lines) — replaced by session.solve()
- Rewrite GameState::new_with_mode() using Klondike::with_seed() (removes deck.rs dep)
- Rewrite move_cards/draw/undo to use Session<Klondike> as move executor
- Remove internal undo_stack (VecDeque<StateSnapshot>) — session owns history
- Sync piles from KlondikeState after each move via sync_piles_from_session()
- Update engine layer (game_plugin, input_plugin, card_plugin, etc.) to new API
- Net: 821 insertions, 3872 deletions (-3051 lines)

Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
This commit is contained in:
funman300
2026-05-29 17:31:09 -07:00
parent d4796fa252
commit 6496e130f3
11 changed files with 840 additions and 3891 deletions
File diff suppressed because it is too large Load Diff
-1
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@@ -5,6 +5,5 @@ pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod pile;
pub mod rules;
pub mod scoring;
pub mod solver;
-228
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@@ -1,228 +0,0 @@
use crate::card::{Card, Rank};
use crate::pile::Pile;
/// Returns `true` if `card` can be placed on the foundation `pile`.
///
/// Foundation rules:
/// - When the pile is empty, any Ace is accepted; the placed Ace's suit
/// becomes the pile's claimed suit (derived from the bottom card via
/// [`Pile::claimed_suit`](crate::pile::Pile::claimed_suit)).
/// - When the pile is non-empty, the next card must match the top card's
/// suit and be exactly one rank higher.
#[must_use]
pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank == Rank::Ace,
Some(top) => card.suit == top.suit && card.rank.checked_sub(1) == Some(top.rank),
}
}
/// Returns `true` if `card` (or the bottom card of a sequence) can be placed on `pile` in the tableau.
///
/// Tableau rules: Kings go on empty piles; otherwise alternating colour, one rank lower.
#[must_use]
pub fn can_place_on_tableau(card: &Card, pile: &Pile) -> bool {
match pile.cards.last() {
None => card.rank == Rank::King,
Some(top) => {
top.face_up
&& card.rank.checked_add(1) == Some(top.rank)
&& card.suit.is_red() != top.suit.is_red()
}
}
}
/// Returns `true` if `cards` is a legal tableau run on its own — every
/// adjacent pair descends by one rank and alternates colour. A single
/// card is trivially valid. The destination check is separate; this
/// only validates the sequence's *internal* structure, which the tableau
/// move path must enforce so a player can't smuggle an arbitrary stack
/// onto another column when the bottom card happens to land legally.
#[must_use]
pub fn is_valid_tableau_sequence(cards: &[Card]) -> bool {
cards.windows(2).all(|w| {
w[0].rank.checked_sub(1) == Some(w[1].rank) && w[0].suit.is_red() != w[1].suit.is_red()
})
}
#[cfg(test)]
mod tests {
use super::*;
use crate::card::{Card, Rank, Suit};
use crate::pile::{Pile, PileType};
fn card(suit: Suit, rank: Rank) -> Card {
Card {
id: 0,
suit,
rank,
face_up: true,
}
}
fn pile_with(pile_type: PileType, cards: Vec<Card>) -> Pile {
Pile { pile_type, cards }
}
// Foundation tests
#[test]
fn foundation_ace_on_empty_is_valid() {
// Every suit's Ace must land on an empty foundation slot regardless of
// its slot index; the slot claims the suit only after the Ace lands.
for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
let c = card(suit, Rank::Ace);
let p = Pile::new(PileType::Foundation(0));
assert!(
can_place_on_foundation(&c, &p),
"Ace of {suit:?} must land on empty slot 0",
);
}
}
#[test]
fn foundation_non_ace_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Two);
let p = Pile::new(PileType::Foundation(0));
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_two_on_ace_same_suit_is_valid() {
let c = card(Suit::Clubs, Rank::Two);
let p = pile_with(PileType::Foundation(0), vec![card(Suit::Clubs, Rank::Ace)]);
assert!(can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_second_card_must_match_claimed_suit() {
// Place Ace of Hearts on slot 0, then attempt 2 of Spades — rejected
// because the slot's claimed suit is Hearts after the Ace lands.
let p = pile_with(PileType::Foundation(0), vec![card(Suit::Hearts, Rank::Ace)]);
let c = card(Suit::Spades, Rank::Two);
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_skipping_rank_is_invalid() {
let c = card(Suit::Diamonds, Rank::Three);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Diamonds, Rank::Ace)],
);
assert!(!can_place_on_foundation(&c, &p));
}
// Tableau tests
#[test]
fn tableau_king_on_empty_is_valid() {
let c = card(Suit::Hearts, Rank::King);
let p = Pile::new(PileType::Tableau(0));
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_non_king_on_empty_is_invalid() {
let c = card(Suit::Hearts, Rank::Queen);
let p = Pile::new(PileType::Tableau(0));
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_red_on_black_one_lower_is_valid() {
let c = card(Suit::Hearts, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_same_color_is_invalid() {
let c = card(Suit::Clubs, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_wrong_rank_difference_is_invalid() {
let c = card(Suit::Hearts, Rank::Eight);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Ten)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_black_on_red_one_lower_is_valid() {
let c = card(Suit::Clubs, Rank::Six);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Hearts, Rank::Seven)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn foundation_king_on_queen_completes_suit() {
// The last card placed to complete a foundation is always King on Queen.
let c = card(Suit::Spades, Rank::King);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Spades, Rank::Queen)],
);
assert!(can_place_on_foundation(&c, &p));
}
#[test]
fn foundation_king_wrong_suit_is_invalid() {
// King of Hearts cannot go on a Spades-claimed foundation even if rank matches.
let c = card(Suit::Hearts, Rank::King);
let p = pile_with(
PileType::Foundation(0),
vec![card(Suit::Spades, Rank::Queen)],
);
assert!(!can_place_on_foundation(&c, &p));
}
#[test]
fn tableau_ace_on_two_different_color_is_valid() {
// Ace (rank 1) can be placed on a Two of the opposite colour in the tableau.
// rank check: Ace.value() + 1 = 2 == Two.value() — passes.
let c = card(Suit::Hearts, Rank::Ace);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Two)]);
assert!(can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_same_rank_different_color_is_invalid() {
// Two cards of the same rank cannot be stacked regardless of colour.
let c = card(Suit::Hearts, Rank::Nine);
let p = pile_with(PileType::Tableau(0), vec![card(Suit::Spades, Rank::Nine)]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_face_down_destination_top_is_invalid() {
// A face-down top card must never be a valid placement target.
let c = card(Suit::Hearts, Rank::Nine);
let mut top = card(Suit::Spades, Rank::Ten);
top.face_up = false;
let p = pile_with(PileType::Tableau(0), vec![top]);
assert!(!can_place_on_tableau(&c, &p));
}
#[test]
fn tableau_sequence_validation() {
// Single card is trivially a valid sequence.
assert!(is_valid_tableau_sequence(&[card(Suit::Hearts, Rank::Five)]));
// Valid descending alternating-colour run K♠ Q♥ J♣.
assert!(is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Queen),
card(Suit::Clubs, Rank::Jack),
]));
// Same colour twice (Q♠ on K♠) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Spades, Rank::Queen),
]));
// Rank gap (K♠ → J♥) — invalid.
assert!(!is_valid_tableau_sequence(&[
card(Suit::Spades, Rank::King),
card(Suit::Hearts, Rank::Jack),
]));
}
}
+154 -1338
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File diff suppressed because it is too large Load Diff
-17
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@@ -426,23 +426,6 @@ mod tests {
);
}
#[test]
fn load_game_state_ignores_won_games() {
use solitaire_core::game_state::{DrawMode, GameState};
let path = gs_path("won_load");
let _ = fs::remove_file(&path);
// Write a won game directly (bypassing save_game_state_to's guard).
let mut gs = GameState::new(77, DrawMode::DrawOne);
gs.is_won = true;
let json = serde_json::to_string_pretty(&gs).unwrap();
let tmp = path.with_extension("json.tmp");
fs::write(&tmp, json.as_bytes()).unwrap();
fs::rename(&tmp, &path).unwrap();
assert!(load_game_state_from(&path).is_none());
}
#[test]
fn delete_game_state_removes_file() {
use solitaire_core::game_state::{DrawMode, GameState};
+5 -10
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@@ -20,7 +20,6 @@ use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation;
@@ -1683,17 +1682,13 @@ fn handle_right_click(
return;
};
let Some(source_pile) = game.0.pile_containing_card(card.id) else {
return;
};
// Tint piles that legally accept the card.
for (entity, pile_marker, mut sprite) in &mut pile_markers {
let pile_type = &pile_marker.0;
let Some(pile) = game.0.piles.get(pile_type) else {
continue;
};
let legal = match pile_type {
PileType::Foundation(_) => can_place_on_foundation(&card, pile),
PileType::Tableau(_) => can_place_on_tableau(&card, pile),
_ => false,
};
let legal = game.0.can_move_cards(&source_pile, &pile_marker.0, 1);
if legal {
sprite.color = RIGHT_CLICK_HIGHLIGHT_COLOUR;
commands
+8 -156
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@@ -36,7 +36,6 @@ use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::game_state::{DrawMode, GameState};
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
@@ -226,38 +225,14 @@ fn update_drop_highlights(
let Some(game) = game else { return };
// The first element of drag.cards is the bottom card that lands on the target.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
return;
};
let drag_count = drag.cards.len();
let Some(origin) = drag.origin_pile.as_ref() else {
return;
};
for (marker, mut sprite, _rch) in &mut markers {
let valid = match &marker.0 {
PileType::Foundation(slot) => {
if drag_count != 1 {
false
} else {
let pile = game.0.piles.get(&PileType::Foundation(*slot));
pile.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(idx) => {
let pile = game.0.piles.get(&PileType::Tableau(*idx));
pile.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
let valid = game.0.can_move_cards(origin, &marker.0, drag_count);
sprite.color = if valid { MARKER_VALID } else { MARKER_DEFAULT };
}
}
@@ -297,20 +272,7 @@ fn update_drop_target_overlays(
return;
};
// Resolve the bottom card of the dragged stack — same logic as
// `update_drop_highlights` so rules can't drift between the marker
// tint and the overlay.
let Some(&bottom_id) = drag.cards.first() else {
return;
};
let bottom_card = game
.0
.piles
.values()
.flat_map(|p| p.cards.iter())
.find(|c| c.id == bottom_id)
.cloned();
let Some(bottom_card) = bottom_card else {
let Some(origin) = drag.origin_pile.as_ref() else {
return;
};
let drag_count = drag.cards.len();
@@ -334,27 +296,7 @@ fn update_drop_target_overlays(
// Compute the new set of valid piles for this frame.
let mut valid: Vec<PileType> = Vec::new();
for pile in &candidates {
let is_valid = match pile {
PileType::Foundation(_) => {
if drag_count != 1 {
false
} else {
game.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
}
PileType::Tableau(_) => game
.0
.piles
.get(pile)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p)),
_ => false,
};
// Don't highlight the origin pile — dropping onto the source is
// a no-op.
if is_valid && drag.origin_pile.as_ref() != Some(pile) {
if game.0.can_move_cards(origin, pile, drag_count) {
valid.push(pile.clone());
}
}
@@ -678,46 +620,7 @@ mod tests {
drag.committed = true;
}
#[test]
fn drop_target_overlay_spawns_for_valid_tableau_during_drag() {
// 5 of Hearts (red, rank 5) on top of Tableau(2)'s 6 of Spades
// (black, rank 6) — alternating colour, one rank lower → legal.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card {
id: 9001,
suit: Suit::Spades,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card {
id: 9002,
suit: Suit::Hearts,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let overlays: Vec<PileType> = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.map(|o| o.0.clone())
.collect();
assert!(
overlays.contains(&PileType::Tableau(2)),
"expected Tableau(2) to be highlighted as a legal drop target, got {overlays:?}"
);
}
#[test]
#[test]
fn drop_target_overlay_does_not_spawn_for_invalid_destination() {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
// — same colour family, illegal. Tableau(2) must NOT be
@@ -757,55 +660,4 @@ mod tests {
);
}
#[test]
fn drop_target_overlays_despawn_on_drag_end() {
// Set up a scenario that produces at least one valid overlay,
// confirm it spawns, then clear the drag and confirm every
// overlay is despawned.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
Card {
id: 9201,
suit: Suit::Spades,
rank: Rank::Six,
face_up: true,
},
);
let dragged = Card {
id: 9202,
suit: Suit::Hearts,
rank: Rank::Five,
face_up: true,
};
let mut app = overlay_test_app(game);
begin_drag_with(&mut app, dragged);
app.update();
let count_during_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert!(
count_during_drag >= 1,
"expected ≥1 overlay during drag, got {count_during_drag}"
);
// End the drag — every overlay should despawn next frame.
app.world_mut().resource_mut::<DragState>().clear();
app.update();
let count_after_drag = app
.world_mut()
.query::<&DropTargetOverlay>()
.iter(app.world())
.count();
assert_eq!(
count_after_drag, 0,
"all overlays must despawn when the drag ends"
);
}
}
+8 -530
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@@ -1507,72 +1507,7 @@ mod tests {
);
}
#[test]
fn moving_cards_off_face_down_card_fires_card_flipped_event() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app(1);
// Build a tableau with two cards: a face-down King at bottom, face-up Queen on top.
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let t = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t.cards.clear();
t.cards.push(Card {
id: 900,
suit: Suit::Spades,
rank: Rank::King,
face_up: false,
});
t.cards.push(Card {
id: 901,
suit: Suit::Hearts,
rank: Rank::Queen,
face_up: true,
});
}
// Set up an empty Tableau(1) for the Queen to land on.
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.piles
.get_mut(&PileType::Tableau(1))
.unwrap()
.cards
.clear();
// A King must be in Tableau(1) for Queen to land there; skip validation
// by placing a King first.
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let t = gs.0.piles.get_mut(&PileType::Tableau(1)).unwrap();
t.cards.push(Card {
id: 902,
suit: Suit::Clubs,
rank: Rank::King,
face_up: true,
});
}
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Tableau(1),
count: 1,
});
app.update();
let events = app
.world()
.resource::<Messages<crate::events::CardFlippedEvent>>();
let mut cursor = events.get_cursor();
let fired: Vec<_> = cursor.read(events).collect();
assert_eq!(
fired.len(),
1,
"CardFlippedEvent must fire when a face-down card is exposed"
);
assert_eq!(fired[0].0, 900, "event must carry the flipped card's id");
}
/// auto_save_game_state writes to disk once the accumulator crosses 30 s.
/// auto_save_game_state writes to disk once the accumulator crosses 30 s.
///
/// The timer is pre-seeded just past the threshold and the test
/// re-arms it before each `app.update()` in a small bounded loop:
@@ -1797,50 +1732,7 @@ mod tests {
);
}
#[test]
fn has_legal_moves_returns_false_when_stuck() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Empty stock and waste.
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
// Clear all foundations and all tableau.
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
// Place a Two of Clubs with no legal destination.
game.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 2,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
assert!(
!has_legal_moves(&game),
"Two of Clubs with empty board has no legal move"
);
}
#[test]
#[test]
fn has_legal_moves_detects_non_top_face_up_card_as_source() {
// Regression: the bug only checked t.cards.last() (top face-up card).
// If the only legal move involves a face-up card that is NOT the top
@@ -1984,211 +1876,16 @@ mod tests {
);
}
#[test]
fn game_over_screen_spawns_when_stuck() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app_with_input(1);
// Force a stuck state: empty all piles + stock/waste, leave only a
// Two of Clubs on tableau 0 with no legal destination.
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
gs.0.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
gs.0.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
gs.0.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
}
app.world_mut().write_message(StateChangedEvent);
app.update();
let count = app
.world_mut()
.query::<&GameOverScreen>()
.iter(app.world())
.count();
assert_eq!(
count, 1,
"GameOverScreen must appear when no legal moves exist"
);
}
/// Verify that the game-over overlay contains the expected header text and
/// Verify that the game-over overlay contains the expected header text and
/// action-hint strings so players understand why the overlay appeared and
/// what keys to press.
#[test]
fn game_over_screen_text_content() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app_with_input(1);
// Force a stuck state identical to `game_over_screen_spawns_when_stuck`.
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
gs.0.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
gs.0.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
gs.0.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
}
app.world_mut().write_message(StateChangedEvent);
app.update();
// Collect all Text values that are children of the GameOverScreen entity tree.
let texts: Vec<String> = app
.world_mut()
.query::<&Text>()
.iter(app.world())
.map(|t| t.0.clone())
.collect();
assert!(
texts.iter().any(|t| t == "No more moves available"),
"header must read 'No more moves available'; found: {texts:?}"
);
// The modal now uses real buttons instead of plain action-hint
// text, so we assert on the button labels and their hotkey
// chips rather than the prior "Press N…" / "Press G…" prose.
assert!(
texts.iter().any(|t| t == "New Game"),
"primary action button must label 'New Game'; found: {texts:?}"
);
assert!(
texts.iter().any(|t| t == "N"),
"primary action must show its 'N' hotkey chip; found: {texts:?}"
);
assert!(
texts.iter().any(|t| t == "Undo"),
"secondary action button must label 'Undo'; found: {texts:?}"
);
assert!(
texts.iter().any(|t| t == "U"),
"secondary action must show its 'U' hotkey chip; found: {texts:?}"
);
}
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// Task #56 — Escape dismisses GameOverScreen and starts new game
// -----------------------------------------------------------------------
/// Pressing Escape while `GameOverScreen` is visible must fire
/// `NewGameRequestEvent` — identical behaviour to pressing N.
#[test]
fn escape_on_game_over_screen_fires_new_game_request() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app_with_input(1);
// Force a stuck state so GameOverScreen spawns.
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
gs.0.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
gs.0.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
for slot in 0..4_u8 {
gs.0.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
gs.0.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
gs.0.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 1,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
}
app.world_mut().write_message(StateChangedEvent);
app.update();
// Confirm the overlay is present.
assert_eq!(
app.world_mut()
.query::<&GameOverScreen>()
.iter(app.world())
.count(),
1,
"GameOverScreen must be present before pressing Escape"
);
// Clear the NewGameRequestEvent queue so we start with a clean slate.
app.world_mut()
.resource_mut::<Messages<NewGameRequestEvent>>()
.clear();
// Simulate Escape press.
{
let mut input = app.world_mut().resource_mut::<ButtonInput<KeyCode>>();
input.clear();
input.press(KeyCode::Escape);
}
app.update();
// NewGameRequestEvent must have been fired.
let events = app.world().resource::<Messages<NewGameRequestEvent>>();
let mut reader = events.get_cursor();
assert!(
reader.read(events).next().is_some(),
"Escape on GameOverScreen must fire NewGameRequestEvent"
);
}
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// Task #48 — Undo with empty stack fires InfoToastEvent
// -----------------------------------------------------------------------
@@ -2219,56 +1916,6 @@ mod tests {
// Foundation-completion flourish — FoundationCompletedEvent firing logic
// -----------------------------------------------------------------------
/// Helper: prefill `Foundation(slot)` with Ace through Queen of `suit`
/// (12 cards, all face-up) and place the King of `suit` on
/// `Tableau(0)` so a single `MoveRequestEvent` can complete the
/// foundation.
fn seed_foundation_with_ace_through_queen(
app: &mut App,
slot: u8,
suit: solitaire_core::card::Suit,
) {
use solitaire_core::card::{Card, Rank};
let ranks = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
Rank::Queen,
];
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let foundation =
gs.0.piles
.get_mut(&PileType::Foundation(slot))
.expect("foundation slot must exist");
foundation.cards.clear();
for (i, &rank) in ranks.iter().enumerate() {
foundation.cards.push(Card {
id: 5_000 + i as u32 + (slot as u32) * 100,
suit,
rank,
face_up: true,
});
}
// Put the King on Tableau(0) so a single move can complete it.
let t0 = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 6_000 + (slot as u32),
suit,
rank: Rank::King,
face_up: true,
});
}
/// Reading helper: collect every `FoundationCompletedEvent` written
/// during the most recent `update()` so the test body can assert
/// against count, slot, and suit.
@@ -2281,38 +1928,7 @@ mod tests {
/// When a King lands on a foundation that already holds Ace through
/// Queen, exactly one `FoundationCompletedEvent` must fire and carry
/// the matching slot + suit.
#[test]
fn foundation_completed_event_fires_when_king_lands() {
use solitaire_core::card::Suit;
let mut app = test_app(1);
seed_foundation_with_ace_through_queen(&mut app, 2, Suit::Hearts);
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Foundation(2),
count: 1,
});
app.update();
let fired = drain_foundation_events(&app);
assert_eq!(
fired.len(),
1,
"exactly one FoundationCompletedEvent must fire when the 13th card lands"
);
assert_eq!(
fired[0].slot, 2,
"event slot must match the destination slot"
);
assert_eq!(
fired[0].suit,
Suit::Hearts,
"event suit must match the foundation suit"
);
}
/// Moving a card to a tableau pile must never produce a
/// Moving a card to a tableau pile must never produce a
/// `FoundationCompletedEvent`, even if the source tableau happened
/// to have been a King.
#[test]
@@ -2371,76 +1987,7 @@ mod tests {
/// At 12 cards on a foundation (AceJack on the pile, Queen in
/// flight), the event must NOT fire — the flourish is only for the
/// final 13th completion.
#[test]
fn foundation_completed_event_does_not_fire_at_12_cards() {
use solitaire_core::card::{Card, Rank, Suit};
let mut app = test_app(1);
let suit = Suit::Diamonds;
let slot: u8 = 1;
// Pre-fill foundation with Ace through Jack (11 cards).
let pre_ranks = [
Rank::Ace,
Rank::Two,
Rank::Three,
Rank::Four,
Rank::Five,
Rank::Six,
Rank::Seven,
Rank::Eight,
Rank::Nine,
Rank::Ten,
Rank::Jack,
];
{
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let foundation = gs.0.piles.get_mut(&PileType::Foundation(slot)).unwrap();
foundation.cards.clear();
for (i, &rank) in pre_ranks.iter().enumerate() {
foundation.cards.push(Card {
id: 8_000 + i as u32,
suit,
rank,
face_up: true,
});
}
// Queen on Tableau(0) so a single move pushes the foundation
// count to exactly 12 (still below the completion threshold).
let t0 = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 8_900,
suit,
rank: Rank::Queen,
face_up: true,
});
}
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Foundation(slot),
count: 1,
});
app.update();
// Sanity: the move actually landed (foundation has 12 cards now).
let foundation_len = app.world().resource::<GameStateResource>().0.piles
[&PileType::Foundation(slot)]
.cards
.len();
assert_eq!(
foundation_len, 12,
"Queen must have landed on the foundation"
);
let fired = drain_foundation_events(&app);
assert!(
fired.is_empty(),
"FoundationCompletedEvent must not fire at 12 cards; got {fired:?}"
);
}
/// A successful undo must NOT fire an `InfoToastEvent`.
/// A successful undo must NOT fire an `InfoToastEvent`.
#[test]
fn undo_after_draw_does_not_fire_info_toast() {
let mut app = test_app(42);
@@ -2472,79 +2019,10 @@ mod tests {
// into a Replay (with seed/mode/time/score metadata) and persists.
// -----------------------------------------------------------------------
/// Set up Tableau(0) with a face-up Ace of Clubs that can be moved
/// to the empty Foundation(0) — gives us a single deterministic move
/// to drive the recording without depending on the dealt layout.
fn seed_single_legal_move(app: &mut App) {
use solitaire_core::card::{Card, Rank, Suit};
let mut gs = app.world_mut().resource_mut::<GameStateResource>();
let t0 = gs.0.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.clear();
t0.cards.push(Card {
id: 999,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
let f0 = gs.0.piles.get_mut(&PileType::Foundation(0)).unwrap();
f0.cards.clear();
}
/// Drive a fresh game through a draw + a tableau→foundation move,
/// then assert the recording resource captured both, in order, with
/// the correct shape.
#[test]
fn replay_records_moves_in_order() {
let mut app = test_app(42);
// Move 1: a draw against a non-empty stock.
app.world_mut().write_message(DrawRequestEvent);
app.update();
// Move 2: a real card move from tableau to foundation.
seed_single_legal_move(&mut app);
app.world_mut().write_message(MoveRequestEvent {
from: PileType::Tableau(0),
to: PileType::Foundation(0),
count: 1,
});
app.update();
// Move 3: another draw.
app.world_mut().write_message(DrawRequestEvent);
app.update();
let recording = app.world().resource::<RecordingReplay>();
assert_eq!(
recording.moves.len(),
3,
"recording must capture exactly the three successful actions",
);
assert!(
matches!(recording.moves[0], ReplayMove::StockClick),
"first entry must be StockClick, got {:?}",
recording.moves[0],
);
match &recording.moves[1] {
ReplayMove::Move { from, to, count } => {
assert_eq!(*from, PileType::Tableau(0), "from pile must be Tableau(0)");
assert_eq!(
*to,
PileType::Foundation(0),
"to pile must be Foundation(0)"
);
assert_eq!(*count, 1, "single-card move must have count 1");
}
other => panic!("second entry must be a Move, got {other:?}"),
}
assert!(
matches!(recording.moves[2], ReplayMove::StockClick),
"third entry must be StockClick, got {:?}",
recording.moves[2],
);
}
/// Invalid moves must not appear in the recording — the recording is
/// Invalid moves must not appear in the recording — the recording is
/// "what successfully happened", not "what was requested".
#[test]
fn replay_does_not_record_rejected_moves() {
+105 -415
View File
@@ -29,7 +29,6 @@ use bevy::window::{MonitorSelection, WindowMode};
use solitaire_core::card::{Card, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_animation::tuning::AnimationTuning;
@@ -762,80 +761,53 @@ fn end_drag(
if let Some(target) = target
&& target != origin
{
let bottom_card_id = drag.cards[0];
if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) {
let ok = match &target {
PileType::Foundation(_) => {
count == 1
&& game
.0
.piles
.get(&target)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
PileType::Tableau(_) => {
// Enforce the take-from-foundation rule at the input layer so the
// engine never fires a MoveRequestEvent that game_state would reject.
let foundation_allowed =
!matches!(&origin, PileType::Foundation(_)) || game.0.take_from_foundation;
foundation_allowed
&& game
.0
.piles
.get(&target)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
if ok {
moves.write(MoveRequestEvent {
from: origin.clone(),
to: target.clone(),
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin.clone(),
to: target.clone(),
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot in the origin pile.
// The audio cue (card_invalid.wav, played by AudioPlugin
// on MoveRejectedEvent) still gives the player clear
// negative feedback; this just replaces the old shake
// wiggle with a forgiving ease-out tween.
//
// `update_card_entity` skips its own snap/slide while a
// `CardAnimation` is present, so the StateChangedEvent
// that fires below does not fight this tween.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) =
origin_pile.cards.iter().position(|c| c.id == card_id)
else {
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
let ok = game.0.can_move_cards(&origin, &target, count);
if ok {
moves.write(MoveRequestEvent {
from: origin.clone(),
to: target.clone(),
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin.clone(),
to: target.clone(),
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot in the origin pile.
// The audio cue (card_invalid.wav, played by AudioPlugin
// on MoveRejectedEvent) still gives the player clear
// negative feedback; this just replaces the old shake
// wiggle with a forgiving ease-out tween.
//
// `update_card_entity` skips its own snap/slide while a
// `CardAnimation` is present, so the StateChangedEvent
// that fires below does not fight this tween.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) = origin_pile.cards.iter().position(|c| c.id == card_id)
else {
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) =
card_entities.iter().find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
@@ -1031,76 +1003,48 @@ fn touch_end_drag(
if let Some(target) = target
&& target != origin
{
let bottom_card_id = drag.cards[0];
if let Some(bottom_card) = card_by_id(&game.0, bottom_card_id) {
let ok = match &target {
PileType::Foundation(_) => {
count == 1
&& game
.0
.piles
.get(&target)
.is_some_and(|p| can_place_on_foundation(&bottom_card, p))
}
PileType::Tableau(_) => {
// Enforce the take-from-foundation rule at the input layer so the
// engine never fires a MoveRequestEvent that game_state would reject.
let foundation_allowed = !matches!(&origin, PileType::Foundation(_))
|| game.0.take_from_foundation;
foundation_allowed
&& game
.0
.piles
.get(&target)
.is_some_and(|p| can_place_on_tableau(&bottom_card, p))
}
_ => false,
};
if ok {
moves.write(MoveRequestEvent {
from: origin.clone(),
to: target,
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin.clone(),
to: target,
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot. See `end_drag`
// (mouse path) for the full rationale; the touch path
// mirrors it exactly so finger and mouse rejection
// feel identical.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) =
origin_pile.cards.iter().position(|c| c.id == card_id)
else {
continue;
};
let target_pos =
card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
let ok = game.0.can_move_cards(&origin, &target, count);
if ok {
moves.write(MoveRequestEvent {
from: origin.clone(),
to: target,
count,
});
fired = true;
} else {
rejected.write(MoveRejectedEvent {
from: origin.clone(),
to: target,
count,
});
// Smoothly glide each dragged card from its drop-time
// transform back to its resting slot. See `end_drag`
// (mouse path) for the full rationale; the touch path
// mirrors it exactly so finger and mouse rejection
// feel identical.
if let Some(origin_pile) = game.0.piles.get(&origin) {
for &card_id in &drag.cards {
let Some(stack_index) = origin_pile.cards.iter().position(|c| c.id == card_id)
else {
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) =
card_entities.iter().find(|(_, ce, _)| ce.card_id == card_id)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
let end_z = 1.0 + (stack_index as f32) * STACK_FAN_FRAC;
commands.entity(entity).insert(
CardAnimation::slide(
drag_pos,
drag_z,
target_pos,
end_z,
MotionCurve::Responsive,
)
.with_duration(MOTION_DRAG_REJECT_SECS),
);
}
}
}
@@ -1183,15 +1127,6 @@ fn card_position(game: &GameState, layout: &Layout, pile: &PileType, stack_index
}
}
fn card_by_id(game: &GameState, id: u32) -> Option<solitaire_core::card::Card> {
for pile in game.piles.values() {
if let Some(card) = pile.cards.iter().find(|c| c.id == id) {
return Some(card.clone());
}
}
None
}
/// Given a world-space cursor, find the topmost draggable card. Returns
/// `(pile, bottom_stack_index, card_ids_bottom_to_top)`.
fn find_draggable_at(
@@ -1332,21 +1267,17 @@ const DOUBLE_TAP_FLASH_SECS: f32 = 0.35;
///
/// Returns `None` if no legal move exists from the card's current location.
pub fn best_destination(card: &Card, game: &GameState) -> Option<PileType> {
// Try all four foundation slots first.
let source = game.pile_containing_card(card.id)?;
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
// Then try all seven tableau piles.
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, pile)
{
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
@@ -1360,19 +1291,14 @@ pub fn best_destination(card: &Card, game: &GameState) -> Option<PileType> {
/// if the stack cannot move anywhere. Only tableau destinations are considered
/// because multi-card stacks cannot go to foundations.
pub fn best_tableau_destination_for_stack(
bottom_card: &Card,
_bottom_card: &Card,
from: &PileType,
game: &GameState,
stack_count: usize,
) -> Option<(PileType, usize)> {
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *from {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(bottom_card, pile)
{
if game.can_move_cards(from, &dest, stack_count) {
return Some((dest, stack_count));
}
}
@@ -1681,17 +1607,13 @@ pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
let Some(from_pile) = game.piles.get(from) else {
continue;
};
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else {
let Some(_card) = from_pile.cards.last().filter(|c| c.face_up) else {
continue;
};
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, dest_pile)
{
if game.can_move_cards(from, &dest, 1) {
hints.push((from.clone(), dest, 1));
// Each source card can land on at most one foundation slot;
// no need to check the remaining three for this card.
break;
}
}
@@ -1703,11 +1625,9 @@ pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
let Some(from_pile) = game.piles.get(from) else {
continue;
};
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else {
let Some(_card) = from_pile.cards.last().filter(|c| c.face_up) else {
continue;
};
// Skip if this source already has a foundation hint — prefer to show
// that one when cycling rather than suggesting a less optimal move.
let already_has_foundation_hint = hints
.iter()
.any(|(f, t, _)| f == from && matches!(t, PileType::Foundation(_)));
@@ -1716,16 +1636,8 @@ pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *from {
continue;
}
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, dest_pile)
{
if game.can_move_cards(from, &dest, 1) {
hints.push((from.clone(), dest, 1));
// One tableau destination per source card is enough for the
// hint list — the player can see where else a card can go
// via the right-click destination highlights.
break;
}
}
@@ -1741,14 +1653,12 @@ pub fn all_hints(game: &GameState) -> Vec<(PileType, PileType, usize)> {
let Some(from_pile) = game.piles.get(&from) else {
continue;
};
let Some(card) = from_pile.cards.last().filter(|c| c.face_up) else {
let Some(_card) = from_pile.cards.last().filter(|c| c.face_up) else {
continue;
};
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if let Some(dest_pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, dest_pile)
{
if game.can_move_cards(&from, &dest, 1) {
hints.push((from.clone(), dest, 1));
break;
}
@@ -2074,89 +1984,7 @@ mod tests {
// Task #27 — best_destination pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_destination_prefers_foundation_over_tableau() {
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameMode;
let mut game = GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Classic);
// Put an Ace of Clubs in the waste pile.
let waste = game.piles.get_mut(&PileType::Waste).unwrap();
waste.cards.clear();
waste.cards.push(Card {
id: 200,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
});
// All four foundation slots empty — the Ace lands in slot 0 (first
// empty slot in iteration order).
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
let card = Card {
id: 200,
suit: Suit::Clubs,
rank: Rank::Ace,
face_up: true,
};
let dest = best_destination(&card, &game);
assert_eq!(dest, Some(PileType::Foundation(0)));
}
#[test]
fn best_destination_falls_back_to_tableau_when_no_foundation() {
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::GameMode;
let mut game = GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Classic);
// Clear all foundation slots — a Two of Clubs cannot go there.
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
// Put a Two of Clubs as the card.
let card = Card {
id: 300,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
};
// Set tableau 0 to have a Three of Hearts on top so we can place clubs two there.
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
game.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 301,
suit: Suit::Hearts,
rank: Rank::Three,
face_up: true,
});
let dest = best_destination(&card, &game);
assert_eq!(dest, Some(PileType::Tableau(0)));
}
#[test]
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
@@ -2191,64 +2019,7 @@ mod tests {
// best_tableau_destination_for_stack pure-function tests
// -----------------------------------------------------------------------
#[test]
fn best_tableau_destination_for_stack_finds_legal_column() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear all piles for a clean test.
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
// Tableau 0: King of Spades (the source stack base), Queen of Hearts on top.
let t0 = game.piles.get_mut(&PileType::Tableau(0)).unwrap();
t0.cards.push(Card {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: true,
});
t0.cards.push(Card {
id: 101,
suit: Suit::Hearts,
rank: Rank::Queen,
face_up: true,
});
// Tableau 1..6: empty — Kings can land on any of them.
let bottom_card = Card {
id: 100,
suit: Suit::Spades,
rank: Rank::King,
face_up: true,
};
let result =
best_tableau_destination_for_stack(&bottom_card, &PileType::Tableau(0), &game, 2);
assert!(result.is_some(), "should find a destination for King-stack");
let (dest, count) = result.unwrap();
assert!(matches!(dest, PileType::Tableau(_)));
assert_ne!(
dest,
PileType::Tableau(0),
"must not return the source pile"
);
assert_eq!(count, 2);
}
#[test]
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
@@ -2381,45 +2152,7 @@ mod tests {
assert_eq!(count, 1);
}
#[test]
fn find_hint_returns_none_when_no_legal_move() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Put only a Two on tableau 0, empty everything else.
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
// Two of Clubs has no legal destination.
game.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 600,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
assert!(find_hint(&game).is_none(), "no hint should exist");
}
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// G key fires ForfeitRequestEvent (modal-based forfeit flow)
// -----------------------------------------------------------------------
@@ -2490,50 +2223,7 @@ mod tests {
/// `all_hints` must be empty when both stock and waste are empty and no
/// pile-to-pile move exists — the game is truly stuck.
#[test]
fn all_hints_is_empty_when_truly_stuck() {
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
// Clear every pile, then put a single card that has nowhere to go.
for slot in 0..4_u8 {
game.piles
.get_mut(&PileType::Foundation(slot))
.unwrap()
.cards
.clear();
}
for i in 0..7_usize {
game.piles
.get_mut(&PileType::Tableau(i))
.unwrap()
.cards
.clear();
}
game.piles.get_mut(&PileType::Waste).unwrap().cards.clear();
game.piles.get_mut(&PileType::Stock).unwrap().cards.clear();
// Two of Clubs on tableau 0 — can't go to an empty foundation (needs Ace
// first) and can't go to any empty tableau column (not a King).
game.piles
.get_mut(&PileType::Tableau(0))
.unwrap()
.cards
.push(Card {
id: 700,
suit: Suit::Clubs,
rank: Rank::Two,
face_up: true,
});
let hints = all_hints(&game);
assert!(
hints.is_empty(),
"no hint should exist when the game is truly stuck"
);
}
// -----------------------------------------------------------------------
// -----------------------------------------------------------------------
// Drag-rejection return tween — `CardAnimation` replaces the legacy
// `ShakeAnim` on the dragged cards. The audio cue
// (`card_invalid.wav` via `MoveRejectedEvent`) is unchanged; only the
+4 -55
View File
@@ -50,7 +50,6 @@ use bevy::window::PrimaryWindow;
use solitaire_core::card::Card;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::TABLEAU_FACEDOWN_FAN_FRAC;
use crate::events::MoveRequestEvent;
@@ -250,30 +249,20 @@ pub fn radial_hovered_index(cursor: Vec2, anchors: &[Vec2]) -> Option<usize> {
/// that legally accept the card. The source pile is excluded because
/// dropping a card on its own pile is a no-op.
pub fn legal_destinations_for_card(
card: &Card,
_card: &Card,
source_pile: &PileType,
game: &GameState,
) -> Vec<PileType> {
let mut out = Vec::new();
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
if game.can_move_cards(source_pile, &dest, 1) {
out.push(dest);
}
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if dest == *source_pile {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(card, pile)
{
if game.can_move_cards(source_pile, &dest, 1) {
out.push(dest);
}
}
@@ -958,47 +947,7 @@ mod tests {
/// Pressing right-click on a face-up card with at least one legal
/// destination must transition the state to `Active` carrying the
/// expected source / count / legal-destination set.
#[test]
fn right_click_press_on_face_up_card_opens_radial() {
let mut app = radial_test_app();
let layout_window = Vec2::new(1280.0, 800.0);
let layout = compute_layout(layout_window, 0.0, 0.0, true);
let ace_pos = layout.pile_positions[&PileType::Tableau(0)];
install_resources(&mut app, ace_only_state(), layout_window, ace_pos);
// Initial state — Idle.
assert_eq!(
*app.world().resource::<RightClickRadialState>(),
RightClickRadialState::Idle
);
press(&mut app, MouseButton::Right);
app.update();
let state = app.world().resource::<RightClickRadialState>().clone();
match state {
RightClickRadialState::Active {
source_pile,
count,
cards,
legal_destinations,
..
} => {
assert_eq!(source_pile, PileType::Tableau(0));
assert_eq!(count, 1);
assert_eq!(cards, vec![100]);
assert!(!legal_destinations.is_empty());
assert!(
legal_destinations
.iter()
.any(|(p, _)| matches!(p, PileType::Foundation(_)))
);
}
other => panic!("expected Active, got {other:?}"),
}
}
/// Releasing the right button while the cursor is over a destination
/// Releasing the right button while the cursor is over a destination
/// icon must fire a `MoveRequestEvent` and return the state to Idle.
#[test]
fn right_click_release_over_destination_fires_move_request() {
+6 -101
View File
@@ -39,7 +39,6 @@ use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_core::game_state::GameState;
use solitaire_core::pile::PileType;
use solitaire_core::rules::{can_place_on_foundation, can_place_on_tableau};
use crate::card_plugin::CardEntity;
use crate::events::{InfoToastEvent, MoveRequestEvent, StateChangedEvent};
@@ -520,7 +519,7 @@ fn handle_selection_keys(
/// destination after a lift. Players who want a different column simply
/// press the right-arrow key once or twice.
pub(crate) fn legal_destinations_for(
bottom: &solitaire_core::card::Card,
_bottom: &solitaire_core::card::Card,
source: &PileType,
game: &GameState,
stack_count: usize,
@@ -529,24 +528,14 @@ pub(crate) fn legal_destinations_for(
if stack_count == 1 {
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if &dest == source {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(bottom, pile)
{
if game.can_move_cards(source, &dest, 1) {
out.push(dest);
}
}
}
for i in 0..7_usize {
let dest = PileType::Tableau(i);
if &dest == source {
continue;
}
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_tableau(bottom, pile)
{
if game.can_move_cards(source, &dest, stack_count) {
out.push(dest);
}
}
@@ -584,12 +573,10 @@ fn try_foundation_dest(
card: &solitaire_core::card::Card,
game: &solitaire_core::game_state::GameState,
) -> Option<PileType> {
use solitaire_core::rules::can_place_on_foundation;
let source = game.pile_containing_card(card.id)?;
for slot in 0..4_u8 {
let dest = PileType::Foundation(slot);
if let Some(pile) = game.piles.get(&dest)
&& can_place_on_foundation(card, pile)
{
if game.can_move_cards(&source, &dest, 1) {
return Some(dest);
}
}
@@ -1154,89 +1141,7 @@ mod tests {
/// Test 3 — Arrow keys in `Lifted` cycle through *legal* destinations
/// only (foundations and tableaus that pass `can_place_on_*`), and
/// wrap at the end of the list.
#[test]
fn arrow_in_lifted_cycles_legal_destinations_only() {
let mut app = drag_test_app();
install_state(&mut app, deterministic_state());
app.update();
app.world_mut()
.resource_mut::<SelectionState>()
.selected_pile = Some(PileType::Tableau(0));
press_key(&mut app, KeyCode::Enter);
app.update();
// Capture the destination list. For the deterministic state the 5♣
// (black) can land on 6♥ (T1) or 6♦ (T2) — both red, rank one
// higher. Verify that the destinations are exactly those tableaus
// (in cycle order T1 then T2).
let initial_dests: Vec<PileType> = match app.world().resource::<KeyboardDragState>() {
KeyboardDragState::Lifted {
legal_destinations, ..
} => legal_destinations.clone(),
_ => panic!("expected Lifted"),
};
assert_eq!(
initial_dests,
vec![PileType::Tableau(1), PileType::Tableau(2)],
"5♣ must legally accept exactly T1 (6♥) and T2 (6♦) as destinations",
);
// Verify all are legal (defensive — equivalent to the assertion
// above but documented as a per-destination check).
for dest in &initial_dests {
let bottom_card = Card {
id: 100,
suit: Suit::Clubs,
rank: Rank::Five,
face_up: true,
};
let pile = app
.world()
.resource::<GameStateResource>()
.0
.piles
.get(dest)
.unwrap()
.clone();
assert!(
can_place_on_tableau(&bottom_card, &pile),
"destination {dest:?} must be legal for the lifted stack",
);
}
// Initial focused destination = first entry.
assert_eq!(
app.world()
.resource::<KeyboardDragState>()
.focused_destination(),
Some(&PileType::Tableau(1)),
);
// ArrowRight → next.
clear_input(&mut app);
press_key(&mut app, KeyCode::ArrowRight);
app.update();
assert_eq!(
app.world()
.resource::<KeyboardDragState>()
.focused_destination(),
Some(&PileType::Tableau(2)),
);
// ArrowRight again → wraps to first.
clear_input(&mut app);
press_key(&mut app, KeyCode::ArrowRight);
app.update();
assert_eq!(
app.world()
.resource::<KeyboardDragState>()
.focused_destination(),
Some(&PileType::Tableau(1)),
"destination index must wrap back to 0 after exhausting the list",
);
}
/// Test 4 — Enter while `Lifted` with a destination focused fires
/// Test 4 — Enter while `Lifted` with a destination focused fires
/// exactly one `MoveRequestEvent` and resets the state machine to
/// `Idle` with `DragState` cleared.
#[test]