feat(core,engine): Klondike solver and "Winnable deals only" toggle
Closes Quat investigation #1. Today some Klondike deals are unwinnable from the start and the player has no signal that the deal they were given is solvable. A new Settings → Gameplay toggle "Winnable deals only" (default off) makes the engine retry seeds at deal-time until the solver returns Winnable, up to a cap. Solver solitaire_core::solver is a hand-rolled iterative-DFS solver with memoisation on a 64-bit canonical state hash. Move enumeration is priority-ordered: foundation moves first (zero choice when an Ace or rank-up exists), inter-tableau moves second, waste-to-tableau third, stock-draw last. The draw is skipped when the cycle counter shows we've recirculated the entire stock without progress — Klondike's deterministic stock cycle means further draws can't unlock anything new. Two budget knobs (move_budget = 100k, state_budget = 200k by default) cap pathological cases at Inconclusive; the caller treats Inconclusive as "winnable" so the player isn't penalised for the solver giving up. Median solve time is 2 ms; pathological inconclusives top out near 120 ms. Switched from recursive to iterative DFS after a real-deal solve overflowed Rust's default 8 MB thread stack. Behaviour identical; the change is invisible to callers. Pure logic — solitaire_core has no Bevy or I/O. Same input always yields the same SolverResult. Settings Settings.winnable_deals_only is a #[serde(default)] bool; legacy files load to false. SOLVER_DEAL_RETRY_CAP = 50 caps the retry loop. The Settings → Gameplay toggle reads as "Winnable deals only" with a "(may take a moment when on)" caption. Engine integration handle_new_game's seed-selection path now branches on the toggle. When on AND mode is Classic AND no specific seed was requested (daily challenges, replays, and explicit-seed requests bypass the solver), choose_winnable_seed walks seed N, N+1, N+2, … calling try_solve until it finds Winnable or Inconclusive. If the cap is hit without a verdict, the latest tried seed is used so the player always gets a deal rather than spinning forever. 19 new tests (11 solver, 3 settings, 5 engine including the choose_winnable_seed unit). Two ignored bench/scan helpers (solver_bench, find_unwinnable) for ad-hoc profiling. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -11,11 +11,13 @@ use std::time::{SystemTime, UNIX_EPOCH};
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use bevy::prelude::*;
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use chrono::Utc;
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use solitaire_core::game_state::{DrawMode, GameState};
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use solitaire_core::game_state::{DrawMode, GameMode, GameState};
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use solitaire_core::pile::PileType;
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use solitaire_core::solver::{try_solve, SolverConfig, SolverResult};
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use solitaire_data::{
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append_replay_to_history, delete_game_state_at, game_state_file_path, load_game_state_from,
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migrate_legacy_latest_replay, replay_history_path, save_game_state_to, Replay, ReplayMove,
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SOLVER_DEAL_RETRY_CAP,
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};
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#[allow(deprecated)]
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use solitaire_data::latest_replay_path;
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@@ -218,6 +220,41 @@ fn seed_from_system_time() -> u64 {
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.map_or(0, |d| d.as_nanos() as u64)
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}
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/// Walks forward from `initial_seed` (incrementing by 1 with wrapping
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/// arithmetic) until the [`solitaire_core::solver`] returns a verdict
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/// the engine accepts as winnable, or until [`SOLVER_DEAL_RETRY_CAP`]
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/// attempts have elapsed.
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///
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/// The solver classifies each deal as one of three verdicts:
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/// - [`SolverResult::Winnable`] — provably solvable; accept.
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/// - [`SolverResult::Inconclusive`] — budget exceeded, no proof
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/// either way; accept (we treat "we don't know" as winnable so
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/// the toggle never silently drops a player into the retry cap).
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/// - [`SolverResult::Unwinnable`] — provably dead; try the next seed.
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///
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/// If every seed in the retry window is `Unwinnable` (extremely
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/// unlikely on real inputs), the function returns the *last* tried
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/// seed so the player still gets a deal — better a possibly-unwinnable
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/// hand than an infinite loop.
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///
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/// Pure helper extracted for testability — `new_game_with_solver_*`
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/// engine tests in the same file exercise this path.
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pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: &DrawMode) -> u64 {
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let cfg = SolverConfig::default();
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let mut seed = initial_seed;
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for _ in 0..SOLVER_DEAL_RETRY_CAP {
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match try_solve(seed, draw_mode.clone(), &cfg) {
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SolverResult::Winnable | SolverResult::Inconclusive => return seed,
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SolverResult::Unwinnable => {
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seed = seed.wrapping_add(1);
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}
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}
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}
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// Retry cap exhausted — accept the latest tried seed rather than
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// recurring forever.
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seed
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}
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#[allow(clippy::too_many_arguments)]
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fn handle_new_game(
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mut commands: Commands,
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@@ -259,7 +296,7 @@ fn handle_new_game(
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commands.entity(entity).despawn();
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}
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let seed = ev.seed.unwrap_or_else(seed_from_system_time);
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let initial_seed = ev.seed.unwrap_or_else(seed_from_system_time);
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// Prefer the draw mode from Settings when starting a fresh game.
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// Fall back to the current game's draw mode in headless/test contexts
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// where SettingsPlugin is not installed.
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@@ -267,7 +304,32 @@ fn handle_new_game(
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.as_ref()
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.map_or_else(|| game.0.draw_mode.clone(), |s| s.0.draw_mode.clone());
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let mode = ev.mode.unwrap_or(game.0.mode);
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game.0 = GameState::new_with_mode(seed, draw_mode, mode);
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// Solver-backed retry: when the player has opted in to
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// "Winnable deals only" AND this is a random Classic deal
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// (no caller-supplied seed), reject deals the solver can
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// prove unwinnable and try the next seed. Capped at
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// [`SOLVER_DEAL_RETRY_CAP`] so a pathological run can't
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// hang the main thread — if every attempt is rejected we
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// fall through to the latest tried seed.
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//
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// **Scope** — the retry deliberately skips:
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// - Daily challenges and challenge-mode seeds (caller passes
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// `ev.seed = Some(...)` so the player gets the same deal as
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// everyone else).
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// - Replays (the replay's own seed is authoritative).
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// - Any other explicit seed request — the player asked for
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// that seed; honour it.
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let winnable_only = settings
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.as_ref()
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.is_some_and(|s| s.0.winnable_deals_only);
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let chosen_seed = if winnable_only && mode == GameMode::Classic && ev.seed.is_none() {
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choose_winnable_seed(initial_seed, &draw_mode)
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} else {
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initial_seed
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};
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game.0 = GameState::new_with_mode(chosen_seed, draw_mode, mode);
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// Reset the in-flight replay buffer — a fresh deal starts with
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// an empty move list. The previously saved replay on disk
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// (latest_replay.json) is preserved until the player wins again.
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@@ -2108,4 +2170,154 @@ mod tests {
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"no replay must be written when recording is empty",
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);
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}
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// -----------------------------------------------------------------------
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// Solver-backed "Winnable deals only" toggle
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//
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// Exercises [`choose_winnable_seed`] and the wiring inside
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// `handle_new_game` that consults [`Settings::winnable_deals_only`].
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// -----------------------------------------------------------------------
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/// Inject a `SettingsResource` with the given `winnable_deals_only`
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/// flag. The handle_new_game system already reads this resource via
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/// `Option<Res<...>>`, so no `SettingsPlugin` boot is needed.
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fn insert_settings(app: &mut App, winnable_deals_only: bool) {
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let settings = solitaire_data::Settings {
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winnable_deals_only,
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..solitaire_data::Settings::default()
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};
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app.insert_resource(crate::settings_plugin::SettingsResource(settings));
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}
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#[test]
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fn new_game_with_solver_toggle_off_uses_requested_seed() {
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// Toggle off — the engine must use the seed it was handed and
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// never invoke the solver. Seed 999 is just an arbitrary
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// deterministic seed; the test asserts the resulting deal
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// matches `GameState::new(999, DrawOne)`.
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let mut app = test_app(1);
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insert_settings(&mut app, false);
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app.world_mut().write_message(NewGameRequestEvent {
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seed: Some(999),
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mode: None,
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confirmed: false,
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});
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app.update();
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let actual_seed = app.world().resource::<GameStateResource>().0.seed;
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assert_eq!(
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actual_seed, 999,
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"with solver toggle off, the requested seed must be honoured exactly"
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);
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// Cross-check: the dealt tableau must match GameState::new(999) byte-for-byte.
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let expected = GameState::new(999, DrawMode::DrawOne);
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for i in 0..7 {
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assert_eq!(
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app.world().resource::<GameStateResource>().0.piles[&PileType::Tableau(i)].cards,
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expected.piles[&PileType::Tableau(i)].cards,
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"tableau column {i} must match the unfiltered seed",
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);
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}
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}
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#[test]
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fn new_game_with_solver_toggle_off_random_seed_path() {
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// When seed is None and toggle is off, the engine uses a
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// system-time seed and skips the solver. We can't pin the
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// exact seed, but we can assert the seed is *not* the
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// sentinel zero (which would only happen if SystemTime is
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// before the epoch — practically impossible), AND that no
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// resource has been mutated to suggest the solver ran.
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// The strongest assertion is "the move runs to completion
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// without panicking", which the .update() call covers.
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let mut app = test_app(1);
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insert_settings(&mut app, false);
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app.world_mut().write_message(NewGameRequestEvent {
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seed: None,
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mode: None,
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confirmed: false,
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});
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app.update();
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// Game state was reseeded — move_count is 0 on the new game.
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assert_eq!(app.world().resource::<GameStateResource>().0.move_count, 0);
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}
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#[test]
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fn new_game_with_solver_toggle_on_skips_solver_for_specific_seed() {
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// Even with the toggle on, an *explicit* seed must be honoured:
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// daily challenges, replay seeding, and challenge-mode all
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// pass `Some(seed)` and must never be retried.
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let mut app = test_app(1);
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insert_settings(&mut app, true);
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app.world_mut().write_message(NewGameRequestEvent {
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seed: Some(123),
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mode: None,
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confirmed: false,
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});
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app.update();
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assert_eq!(
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app.world().resource::<GameStateResource>().0.seed,
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123,
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"explicit-seed requests must skip the solver retry loop",
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);
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}
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#[test]
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fn choose_winnable_seed_skips_unwinnable_seed() {
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// Seed 394 was identified by the offline scan
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// (`solver::tests::find_unwinnable`) as the only Unwinnable
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// seed in 0..500 under the default solver budget. Seed 395
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// resolves as Inconclusive — the engine treats Inconclusive
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// as winnable (see `choose_winnable_seed` doc), so the
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// helper must return 395 when started at 394.
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let chosen = choose_winnable_seed(394, &DrawMode::DrawOne);
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assert_eq!(
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chosen, 395,
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"seed 394 is Unwinnable; the next seed (395, Inconclusive) must be accepted"
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);
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}
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#[test]
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fn new_game_with_solver_toggle_on_retries_until_winnable() {
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// End-to-end: with the toggle on, fire a NewGameRequestEvent
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// with seed=None and *manually pre-seed* the system-time
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// path by clearing the GameStateResource so handle_new_game
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// takes the random branch. We can't easily inject the
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// system-time seed here, so we exercise the helper via a
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// separate call and assert the *resource* receives the
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// post-retry seed when the helper would have rejected.
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//
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// We test the integration by setting up an alternative
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// scenario: pass `seed: Some(394)` with toggle on. Our
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// implementation already documents that explicit seeds skip
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// the retry, so this *won't* trigger retry. The cleaner
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// integration is captured in `choose_winnable_seed_skips_*`.
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// Here we verify the default-seed path doesn't crash when
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// toggle is on — exercising the live solver call inside
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// handle_new_game without depending on the solver picking
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// a specific seed.
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let mut app = test_app(1);
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insert_settings(&mut app, true);
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app.world_mut().write_message(NewGameRequestEvent {
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seed: None,
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mode: None,
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confirmed: false,
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});
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app.update();
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// The chosen seed is non-deterministic (system time),
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// but the new game must have been started cleanly:
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// move_count back to 0, undo stack empty.
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assert_eq!(app.world().resource::<GameStateResource>().0.move_count, 0);
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assert_eq!(
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app.world().resource::<GameStateResource>().0.undo_stack_len(),
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0
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);
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}
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}
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