refactor(core): move solver to solitaire_data, DrawMode to klondike_adapter, remove pile/solver/schema_version

- Delete solitaire_core::solver — moved wholesale to solitaire_data::solver (re-exported at crate root)
- Delete solitaire_core::pile — no external users
- Move DrawMode from game_state to klondike_adapter; re-export as solitaire_core::DrawMode
- Remove schema_version field from GameState (redundant — deserializer stamps it from the constant)
- Update all callers across solitaire_data, solitaire_engine, solitaire_assetgen, solitaire_wasm

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
funman300
2026-06-09 09:38:04 -07:00
parent 37a21b9b42
commit 920f2c8597
40 changed files with 105 additions and 210 deletions
Generated
+2
View File
@@ -7336,11 +7336,13 @@ version = "0.1.0"
dependencies = [ dependencies = [
"async-trait", "async-trait",
"axum", "axum",
"card_game",
"chrono", "chrono",
"dirs", "dirs",
"jni 0.21.1", "jni 0.21.1",
"jsonwebtoken", "jsonwebtoken",
"keyring-core", "keyring-core",
"klondike",
"reqwest", "reqwest",
"serde", "serde",
"serde_json", "serde_json",
@@ -19,8 +19,8 @@
//! --per-tier Seeds to emit per tier (default 40) //! --per-tier Seeds to emit per tier (default 40)
//! --help Print this message //! --help Print this message
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve}; use solitaire_data::solver::{SolverConfig, SolverResult, try_solve};
// Budget boundaries defining each tier. A seed belongs to the lowest tier // Budget boundaries defining each tier. A seed belongs to the lowest tier
// whose budget proves it Winnable. // whose budget proves it Winnable.
+2 -2
View File
@@ -17,8 +17,8 @@
//! --count Number of Winnable seeds to emit (default 75) //! --count Number of Winnable seeds to emit (default 75)
//! --help Print this message //! --help Print this message
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve}; use solitaire_data::solver::{SolverConfig, SolverResult, try_solve};
fn main() { fn main() {
let mut args = std::env::args().skip(1).peekable(); let mut args = std::env::args().skip(1).peekable();
+3 -18
View File
@@ -1,7 +1,8 @@
use crate::card::Card; use crate::card::Card;
use crate::error::MoveError; use crate::error::MoveError;
use crate::klondike_adapter::{ use crate::klondike_adapter::{
KlondikeAdapter, SavedInstruction, card_from_kl, compute_time_bonus as scoring_time_bonus, DrawMode, KlondikeAdapter, SavedInstruction, card_from_kl,
compute_time_bonus as scoring_time_bonus,
foundation_from_slot as adapter_foundation_from_slot, foundation_from_slot as adapter_foundation_from_slot,
skip_cards_from_count as adapter_skip_cards_from_count, skip_cards_from_count as adapter_skip_cards_from_count,
tableau_from_index as adapter_tableau_from_index, tableau_from_index as adapter_tableau_from_index,
@@ -33,15 +34,6 @@ fn schema_v1() -> u32 {
1 1
} }
/// Whether cards are drawn one at a time or three at a time from the stock.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum DrawMode {
/// Draw one card from stock per turn.
DrawOne,
/// Draw three cards from stock per turn; only the top is playable.
DrawThree,
}
/// Difficulty tier for `GameMode::Difficulty`. Controls which pre-verified seed /// Difficulty tier for `GameMode::Difficulty`. Controls which pre-verified seed
/// catalog is drawn from. `Random` skips verification entirely and uses a /// catalog is drawn from. `Random` skips verification entirely and uses a
/// system-time seed — deals may or may not be winnable. /// system-time seed — deals may or may not be winnable.
@@ -185,8 +177,6 @@ pub struct GameState {
/// When `true`, the player may move the top card of a foundation pile back /// When `true`, the player may move the top card of a foundation pile back
/// onto a compatible tableau column. /// onto a compatible tableau column.
pub take_from_foundation: bool, pub take_from_foundation: bool,
/// Save-file schema version.
pub schema_version: u32,
pub(crate) session: Session<Klondike>, pub(crate) session: Session<Klondike>,
/// Score recorded immediately before each instruction was applied. /// Score recorded immediately before each instruction was applied.
/// Parallel to `session.history()` during live play; used by `undo()` to /// Parallel to `session.history()` during live play; used by `undo()` to
@@ -215,7 +205,6 @@ impl PartialEq for GameState {
&& self.undo_count == other.undo_count && self.undo_count == other.undo_count
&& self.recycle_count == other.recycle_count && self.recycle_count == other.recycle_count
&& self.take_from_foundation == other.take_from_foundation && self.take_from_foundation == other.take_from_foundation
&& self.schema_version == other.schema_version
&& self.stock_cards() == other.stock_cards() && self.stock_cards() == other.stock_cards()
&& self.waste_cards() == other.waste_cards() && self.waste_cards() == other.waste_cards()
&& (0..4_u8) && (0..4_u8)
@@ -243,7 +232,7 @@ impl Serialize for GameState {
undo_count: self.undo_count, undo_count: self.undo_count,
recycle_count: self.recycle_count, recycle_count: self.recycle_count,
take_from_foundation: self.take_from_foundation, take_from_foundation: self.take_from_foundation,
schema_version: self.schema_version, schema_version: GAME_STATE_SCHEMA_VERSION,
saved_moves: self.saved_moves(), saved_moves: self.saved_moves(),
} }
.serialize(serializer) .serialize(serializer)
@@ -279,9 +268,6 @@ impl<'de> Deserialize<'de> for GameState {
// due to the pre-Phase-3 undo drift bug. // due to the pre-Phase-3 undo drift bug.
recycle_count: 0, recycle_count: 0,
take_from_foundation: persisted.take_from_foundation, take_from_foundation: persisted.take_from_foundation,
// Always stamp the current schema version after a successful load so
// storage.rs schema checks pass and re-saving writes the v4 format.
schema_version: GAME_STATE_SCHEMA_VERSION,
session: Self::new_session(persisted.seed, persisted.draw_mode), session: Self::new_session(persisted.seed, persisted.draw_mode),
// score_history cannot be faithfully rebuilt from the instruction // score_history cannot be faithfully rebuilt from the instruction
// history because live-play undo penalties are not recorded in // history because live-play undo penalties are not recorded in
@@ -358,7 +344,6 @@ impl GameState {
undo_count: 0, undo_count: 0,
recycle_count: 0, recycle_count: 0,
take_from_foundation: true, take_from_foundation: true,
schema_version: GAME_STATE_SCHEMA_VERSION,
session: Self::new_session(seed, draw_mode), session: Self::new_session(seed, draw_mode),
score_history: Vec::new(), score_history: Vec::new(),
is_recycle_history: Vec::new(), is_recycle_history: Vec::new(),
+10 -1
View File
@@ -18,7 +18,16 @@ use klondike::{
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::card; use crate::card;
use crate::game_state::{DrawMode, GameMode}; use crate::game_state::GameMode;
/// Whether cards are drawn one at a time or three at a time from the stock.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum DrawMode {
/// Draw one card from stock per turn.
DrawOne,
/// Draw three cards from stock per turn; only the top is playable.
DrawThree,
}
/// Bridges `solitaire_core` game config and scoring to the upstream `klondike` crate. /// Bridges `solitaire_core` game config and scoring to the upstream `klondike` crate.
/// ///
+1 -2
View File
@@ -3,8 +3,6 @@ pub mod card;
pub mod error; pub mod error;
pub mod game_state; pub mod game_state;
pub mod klondike_adapter; pub mod klondike_adapter;
pub mod pile;
pub mod solver;
// Re-export the upstream types that cross the solitaire_core API boundary so // Re-export the upstream types that cross the solitaire_core API boundary so
// downstream crates (engine, wasm) can import from one place without a direct // downstream crates (engine, wasm) can import from one place without a direct
@@ -15,6 +13,7 @@ pub mod solver;
// not appear in any public method signature. // not appear in any public method signature.
pub use card_game::Session; pub use card_game::Session;
pub use klondike::{Foundation, Klondike, KlondikePile, Tableau}; pub use klondike::{Foundation, Klondike, KlondikePile, Tableau};
pub use klondike_adapter::DrawMode;
#[cfg(test)] #[cfg(test)]
mod proptest_tests; mod proptest_tests;
-90
View File
@@ -1,90 +0,0 @@
use crate::card::{Card, Suit};
use klondike::KlondikePile;
/// Read-only projection of a single Klondike pile, rebuilt from [`GameState`] on every sync.
///
/// `Pile` is a **data-transfer type**, not a game-state owner. Only the engine's
/// sync system may populate `cards`; no game logic should mutate this struct directly.
/// [`GameState`] is always the authoritative source of truth.
///
/// [`GameState`]: crate::game_state::GameState
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct Pile {
/// Which logical Klondike pile this is.
pub pile_type: KlondikePile,
/// Cards in the pile, bottom-to-top stacking order. Last element is the top card.
/// Populated by the sync system; do not mutate from game-logic code.
pub cards: Vec<Card>,
}
impl Pile {
/// Creates a new empty pile of the given type.
pub fn new(pile_type: KlondikePile) -> Self {
Self {
pile_type,
cards: Vec::new(),
}
}
/// Returns a reference to the top (last) card, or `None` if empty.
pub fn top(&self) -> Option<&Card> {
self.cards.last()
}
/// For foundation piles: returns `Some(suit)` once at least one card has
/// landed (the bottom card is always an Ace of the claimed suit).
/// Returns `None` for empty foundations or non-foundation piles.
pub fn claimed_suit(&self) -> Option<Suit> {
match self.pile_type {
KlondikePile::Foundation(_) => self.cards.first().map(|c| c.suit),
_ => None,
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::card::{Card, Rank, Suit};
#[test]
fn new_pile_is_empty() {
let pile = Pile::new(KlondikePile::Stock);
assert!(pile.cards.is_empty());
}
#[test]
fn pile_top_returns_last_card() {
let mut pile = Pile::new(KlondikePile::Stock);
pile.cards.push(Card::face_up(0, Suit::Hearts, Rank::Ace));
pile.cards.push(Card::face_up(1, Suit::Clubs, Rank::Two));
assert_eq!(pile.top().unwrap().id, 1);
}
#[test]
fn pile_top_on_empty_is_none() {
let pile = Pile::new(KlondikePile::Stock);
assert!(pile.top().is_none());
}
#[test]
fn claimed_suit_is_none_for_empty_foundation() {
let pile = Pile::new(KlondikePile::Foundation(klondike::Foundation::Foundation1));
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_is_none_for_non_foundation() {
let mut pile = Pile::new(KlondikePile::Tableau(klondike::Tableau::Tableau1));
pile.cards.push(Card::face_up(0, Suit::Hearts, Rank::Ace));
assert!(pile.claimed_suit().is_none());
}
#[test]
fn claimed_suit_returns_bottom_card_suit() {
let mut pile = Pile::new(KlondikePile::Foundation(klondike::Foundation::Foundation3));
pile.cards.push(Card::face_up(0, Suit::Hearts, Rank::Ace));
pile.cards.push(Card::face_up(1, Suit::Hearts, Rank::Two));
assert_eq!(pile.claimed_suit(), Some(Suit::Hearts));
}
}
+2 -1
View File
@@ -2,7 +2,8 @@ use card_game::Game;
use klondike::{Foundation, KlondikePile, KlondikeInstruction, SkipCards, Tableau}; use klondike::{Foundation, KlondikePile, KlondikeInstruction, SkipCards, Tableau};
use proptest::prelude::*; use proptest::prelude::*;
use crate::game_state::{DrawMode, GameState}; use crate::game_state::GameState;
use crate::klondike_adapter::DrawMode;
use crate::klondike_adapter::{ use crate::klondike_adapter::{
InvalidSavedInstruction, SavedDstFoundation, SavedDstTableau, SavedFoundation, InvalidSavedInstruction, SavedDstFoundation, SavedDstTableau, SavedFoundation,
SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, SavedSkipCards, SavedTableau, SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, SavedSkipCards, SavedTableau,
+2
View File
@@ -7,6 +7,8 @@ edition.workspace = true
[dependencies] [dependencies]
solitaire_core = { workspace = true } solitaire_core = { workspace = true }
solitaire_sync = { workspace = true } solitaire_sync = { workspace = true }
klondike = { workspace = true }
card_game = { workspace = true }
serde = { workspace = true } serde = { workspace = true }
serde_json = { workspace = true } serde_json = { workspace = true }
chrono = { workspace = true } chrono = { workspace = true }
+6
View File
@@ -99,6 +99,12 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
} }
} }
pub mod solver;
pub use solver::{
SolveOutcome, SolverConfig, SolverMove, SolverResult, try_solve, try_solve_from_state,
try_solve_with_first_move,
};
pub mod stats; pub mod stats;
pub use stats::{StatsExt, StatsSnapshot}; pub use stats::{StatsExt, StatsSnapshot};
+1 -1
View File
@@ -26,7 +26,7 @@ use std::path::{Path, PathBuf};
use chrono::NaiveDate; use chrono::NaiveDate;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::klondike_adapter::SavedKlondikePile; use solitaire_core::klondike_adapter::SavedKlondikePile;
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json"; const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
+2 -2
View File
@@ -9,7 +9,7 @@ use std::io;
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{DifficultyLevel, DrawMode}; use solitaire_core::{DrawMode, game_state::DifficultyLevel};
const SETTINGS_FILE_NAME: &str = "settings.json"; const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -200,7 +200,7 @@ pub struct Settings {
#[serde(default = "default_time_bonus_multiplier")] #[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32, pub time_bonus_multiplier: f32,
/// When `true`, the engine rejects new-game deals the /// When `true`, the engine rejects new-game deals the
/// [`solitaire_core::solver`] cannot prove winnable, retrying /// [`solitaire_data::solver`] cannot prove winnable, retrying
/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before /// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
/// giving up and using the last tried seed. Off by default — /// giving up and using the last tried seed. Off by default —
/// the solver adds a few hundred milliseconds of latency on the /// the solver adds a few hundred milliseconds of latency on the
@@ -5,9 +5,9 @@
use card_game::{Session, SessionConfig, SolveError, StateSnapshot}; use card_game::{Session, SessionConfig, SolveError, StateSnapshot};
use klondike::{Klondike, KlondikeInstruction, KlondikePile, KlondikePileStack}; use klondike::{Klondike, KlondikeInstruction, KlondikePile, KlondikePileStack};
use solitaire_core::DrawMode;
use crate::game_state::{DrawMode, GameState}; use solitaire_core::game_state::GameState;
use crate::klondike_adapter::KlondikeAdapter; use solitaire_core::klondike_adapter::KlondikeAdapter;
/// Verdict returned by [`try_solve`]. /// Verdict returned by [`try_solve`].
#[derive(Debug, Clone, Copy, PartialEq, Eq)] #[derive(Debug, Clone, Copy, PartialEq, Eq)]
@@ -160,7 +160,8 @@ fn snapshot_to_solver_move(snapshot: &StateSnapshot<Klondike>) -> Option<SolverM
KlondikeInstruction::DstTableau(dst_tableau) => { KlondikeInstruction::DstTableau(dst_tableau) => {
let (source, count) = match dst_tableau.src { let (source, count) = match dst_tableau.src {
KlondikePileStack::Tableau(tableau_stack) => { KlondikePileStack::Tableau(tableau_stack) => {
let face_up_count = source_state.tableau_face_up_cards(tableau_stack.tableau).len(); let face_up_count =
source_state.tableau_face_up_cards(tableau_stack.tableau).len();
let count = face_up_count.checked_sub(tableau_stack.skip_cards as usize)?; let count = face_up_count.checked_sub(tableau_stack.skip_cards as usize)?;
if count == 0 { if count == 0 {
return None; return None;
@@ -242,10 +243,6 @@ mod tests {
#[test] #[test]
fn budget_is_passed_through_not_clamped() { fn budget_is_passed_through_not_clamped() {
// 0xD1FF_0000_0000_0012 is a Medium-tier catalog seed: Inconclusive at
// the Easy budget (1 000 states) but Winnable at Medium (5 000 states).
// Differing results confirm solve_game_state passes the caller's
// state_budget unchanged to the underlying solver.
let easy = SolverConfig { move_budget: 1_000, state_budget: 1_000 }; let easy = SolverConfig { move_budget: 1_000, state_budget: 1_000 };
let medium = SolverConfig { move_budget: 5_000, state_budget: 5_000 }; let medium = SolverConfig { move_budget: 5_000, state_budget: 5_000 };
assert_eq!( assert_eq!(
@@ -260,12 +257,6 @@ mod tests {
#[test] #[test]
fn budget_above_five_thousand_is_not_clamped() { fn budget_above_five_thousand_is_not_clamped() {
// 0xD1FF_0000_0000_00DE is a hard catalog seed: Inconclusive at 5 000
// states but Winnable at 50 000. Before this fix, solve_game_state
// applied `config.state_budget.min(5_000)` internally, so a 50k config
// was silently reduced to 5k — making both calls return Inconclusive and
// preventing the generator from certifying Hard/Expert/Grandmaster seeds.
// This assertion fails if the cap is re-introduced.
let below_cap = SolverConfig { move_budget: 5_000, state_budget: 5_000 }; let below_cap = SolverConfig { move_budget: 5_000, state_budget: 5_000 };
let above_cap = SolverConfig { move_budget: 50_000, state_budget: 50_000 }; let above_cap = SolverConfig { move_budget: 50_000, state_budget: 50_000 };
assert_eq!( assert_eq!(
+1 -1
View File
@@ -5,7 +5,7 @@
//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`. //! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
use chrono::Utc; use chrono::Utc;
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
pub use solitaire_sync::StatsSnapshot; pub use solitaire_sync::StatsSnapshot;
+8 -18
View File
@@ -9,7 +9,7 @@ use std::io;
use std::path::{Path, PathBuf}; use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use solitaire_core::game_state::{GAME_STATE_SCHEMA_VERSION, GameState}; use solitaire_core::game_state::GameState;
use crate::stats::StatsSnapshot; use crate::stats::StatsSnapshot;
@@ -85,9 +85,6 @@ pub fn game_state_file_path() -> Option<PathBuf> {
pub fn load_game_state_from(path: &Path) -> Option<GameState> { pub fn load_game_state_from(path: &Path) -> Option<GameState> {
let data = fs::read(path).ok()?; let data = fs::read(path).ok()?;
let gs: GameState = serde_json::from_slice(&data).ok()?; let gs: GameState = serde_json::from_slice(&data).ok()?;
if gs.schema_version != GAME_STATE_SCHEMA_VERSION {
return None;
}
if gs.is_won { None } else { Some(gs) } if gs.is_won { None } else { Some(gs) }
} }
@@ -282,7 +279,7 @@ fn cleanup_tmp_files_in(dir: &Path) {
mod tests { mod tests {
use super::*; use super::*;
use crate::stats::{StatsExt, StatsSnapshot}; use crate::stats::{StatsExt, StatsSnapshot};
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
use std::env; use std::env;
fn tmp_path(name: &str) -> PathBuf { fn tmp_path(name: &str) -> PathBuf {
@@ -380,7 +377,7 @@ mod tests {
#[test] #[test]
fn game_state_round_trip() { fn game_state_round_trip() {
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::game_state::GameState;
let path = gs_path("round_trip"); let path = gs_path("round_trip");
let _ = fs::remove_file(&path); let _ = fs::remove_file(&path);
@@ -409,7 +406,7 @@ mod tests {
#[test] #[test]
fn save_game_state_skips_won_games() { fn save_game_state_skips_won_games() {
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::game_state::GameState;
let path = gs_path("won_skip"); let path = gs_path("won_skip");
let _ = fs::remove_file(&path); let _ = fs::remove_file(&path);
@@ -424,7 +421,7 @@ mod tests {
#[test] #[test]
fn delete_game_state_removes_file() { fn delete_game_state_removes_file() {
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::game_state::GameState;
let path = gs_path("delete"); let path = gs_path("delete");
let gs = GameState::new(1, DrawMode::DrawOne); let gs = GameState::new(1, DrawMode::DrawOne);
save_game_state_to(&path, &gs).expect("save"); save_game_state_to(&path, &gs).expect("save");
@@ -442,7 +439,7 @@ mod tests {
#[test] #[test]
fn save_game_state_is_atomic() { fn save_game_state_is_atomic() {
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::game_state::GameState;
let path = gs_path("atomic"); let path = gs_path("atomic");
let gs = GameState::new(55, DrawMode::DrawThree); let gs = GameState::new(55, DrawMode::DrawThree);
save_game_state_to(&path, &gs).expect("save"); save_game_state_to(&path, &gs).expect("save");
@@ -510,7 +507,7 @@ mod tests {
#[test] #[test]
fn game_state_v4_mid_game_round_trip() { fn game_state_v4_mid_game_round_trip() {
use solitaire_core::KlondikePile; use solitaire_core::KlondikePile;
use solitaire_core::game_state::{DrawMode, GameState, GAME_STATE_SCHEMA_VERSION}; use solitaire_core::game_state::GameState;
let path = gs_path("v4_mid_game"); let path = gs_path("v4_mid_game");
let _ = fs::remove_file(&path); let _ = fs::remove_file(&path);
@@ -557,7 +554,6 @@ mod tests {
let loaded = load_game_state_from(&path) let loaded = load_game_state_from(&path)
.expect("a valid in-progress game must load without error"); .expect("a valid in-progress game must load without error");
assert_eq!(loaded.schema_version, GAME_STATE_SCHEMA_VERSION);
assert_eq!( assert_eq!(
loaded, gs, loaded, gs,
"all pile layouts and counters must be identical after schema-v4 round-trip", "all pile layouts and counters must be identical after schema-v4 round-trip",
@@ -574,7 +570,7 @@ mod tests {
/// u8-to-named conversion for `DstFoundation` / `DstTableau` indices. /// u8-to-named conversion for `DstFoundation` / `DstTableau` indices.
#[test] #[test]
fn game_state_v3_migrates_to_v4() { fn game_state_v3_migrates_to_v4() {
use solitaire_core::game_state::{DrawMode, GameState, GAME_STATE_SCHEMA_VERSION}; use solitaire_core::game_state::GameState;
let path = gs_path("v3_migrate"); let path = gs_path("v3_migrate");
let _ = fs::remove_file(&path); let _ = fs::remove_file(&path);
@@ -599,12 +595,6 @@ mod tests {
let loaded = load_game_state_from(&path) let loaded = load_game_state_from(&path)
.expect("schema v3 must be accepted and migrated to v4"); .expect("schema v3 must be accepted and migrated to v4");
// After migration, the in-memory schema version must be current.
assert_eq!(
loaded.schema_version, GAME_STATE_SCHEMA_VERSION,
"migrated game must report current schema version",
);
// The loaded game should match a fresh game that had one draw applied. // The loaded game should match a fresh game that had one draw applied.
let mut expected = GameState::new(42, DrawMode::DrawOne); let mut expected = GameState::new(42, DrawMode::DrawOne);
expected.draw().expect("draw must succeed on a fresh game"); expected.draw().expect("draw must succeed on a fresh game");
+1 -1
View File
@@ -4,7 +4,7 @@
//! increments matching counters in `PlayerProgress::weekly_goal_progress`. //! increments matching counters in `PlayerProgress::weekly_goal_progress`.
use chrono::{Datelike, NaiveDate}; use chrono::{Datelike, NaiveDate};
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
/// XP awarded each time a weekly goal is just completed. /// XP awarded each time a weekly goal is just completed.
pub const WEEKLY_GOAL_XP: u64 = 75; pub const WEEKLY_GOAL_XP: u64 = 75;
+3 -3
View File
@@ -819,7 +819,7 @@ mod tests {
app.world_mut() app.world_mut()
.resource_mut::<GameStateResource>() .resource_mut::<GameStateResource>()
.0 .0
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree; .draw_mode = solitaire_core::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent { app.world_mut().write_message(GameWonEvent {
score: 500, score: 500,
@@ -868,7 +868,7 @@ mod tests {
app.world_mut() app.world_mut()
.resource_mut::<GameStateResource>() .resource_mut::<GameStateResource>()
.0 .0
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree; .draw_mode = solitaire_core::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent { app.world_mut().write_message(GameWonEvent {
score: 500, score: 500,
@@ -1393,7 +1393,7 @@ mod tests {
use crate::replay_playback::ReplayPlaybackState; use crate::replay_playback::ReplayPlaybackState;
use chrono::NaiveDate; use chrono::NaiveDate;
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_data::{Replay, ReplayMove}; use solitaire_data::{Replay, ReplayMove};
/// Headless app variant that injects a default `ReplayPlaybackState` /// Headless app variant that injects a default `ReplayPlaybackState`
+1 -1
View File
@@ -169,7 +169,7 @@ mod tests {
use crate::table_plugin::TablePlugin; use crate::table_plugin::TablePlugin;
use solitaire_core::{Foundation, KlondikePile, Tableau}; use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Rank, Suit}; use solitaire_core::card::{Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App { fn headless_app() -> App {
let mut app = App::new(); let mut app = App::new();
+12 -12
View File
@@ -18,7 +18,7 @@ use bevy::sprite::Anchor;
use bevy::window::WindowResized; use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau}; use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration}; use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation; use crate::card_animation::CardAnimation;
@@ -2526,7 +2526,7 @@ mod tests {
#[test] #[test]
fn card_positions_includes_all_52_cards_at_game_start() { fn card_positions_includes_all_52_cards_at_game_start() {
// At game start waste is empty, so all 52 cards are across stock + tableau. // At game start waste is empty, so all 52 cards are across stock + tableau.
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne); let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true); let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout); let positions = card_positions(&g, &layout);
assert_eq!(positions.len(), 52); assert_eq!(positions.len(), 52);
@@ -2534,7 +2534,7 @@ mod tests {
#[test] #[test]
fn waste_draw_one_only_renders_top_card() { fn waste_draw_one_only_renders_top_card() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne); let mut g = GameState::new(42, DrawMode::DrawOne);
// Draw 3 cards so the waste pile has 3 cards. // Draw 3 cards so the waste pile has 3 cards.
for _ in 0..3 { for _ in 0..3 {
@@ -2572,7 +2572,7 @@ mod tests {
#[test] #[test]
fn waste_draw_three_renders_up_to_three_fanned_cards() { fn waste_draw_three_renders_up_to_three_fanned_cards() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree); let mut g = GameState::new(42, DrawMode::DrawThree);
// 5 draw() calls in Draw-Three mode accumulates multiple waste cards. // 5 draw() calls in Draw-Three mode accumulates multiple waste cards.
for _ in 0..5 { for _ in 0..5 {
@@ -2625,7 +2625,7 @@ mod tests {
// Regression: slot.saturating_sub(1) always hid slot-0 even when the // Regression: slot.saturating_sub(1) always hid slot-0 even when the
// pile was too small to have a buffer card, collapsing 2 visible cards // pile was too small to have a buffer card, collapsing 2 visible cards
// onto x=0 instead of fanning them. // onto x=0 instead of fanning them.
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree); let mut g = GameState::new(42, DrawMode::DrawThree);
// Draw exactly once — in Draw-Three mode with a full stock this gives // Draw exactly once — in Draw-Three mode with a full stock this gives
// 3 waste cards (still ≤ visible=3, so no hidden buffer needed). // 3 waste cards (still ≤ visible=3, so no hidden buffer needed).
@@ -2667,7 +2667,7 @@ mod tests {
/// top card so that hiding it (`Visibility::Hidden`) leaves no visible gap. /// top card so that hiding it (`Visibility::Hidden`) leaves no visible gap.
#[test] #[test]
fn waste_draw_one_buffer_card_at_same_xy_as_top() { fn waste_draw_one_buffer_card_at_same_xy_as_top() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne); let mut g = GameState::new(42, DrawMode::DrawOne);
// Draw 3 times so the waste pile has 3 cards and the buffer exists. // Draw 3 times so the waste pile has 3 cards and the buffer exists.
for _ in 0..3 { for _ in 0..3 {
@@ -2698,7 +2698,7 @@ mod tests {
#[test] #[test]
fn card_positions_tableau_cards_are_fanned_downward() { fn card_positions_tableau_cards_are_fanned_downward() {
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne); let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true); let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout); let positions = card_positions(&g, &layout);
@@ -3103,7 +3103,7 @@ mod tests {
#[test] #[test]
fn facedown_cards_use_tighter_fan_than_uniform_faceup_fan() { fn facedown_cards_use_tighter_fan_than_uniform_faceup_fan() {
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne); let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true); let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout); let positions = card_positions(&g, &layout);
@@ -3552,7 +3552,7 @@ mod tests {
#[test] #[test]
fn stock_card_count_helper_reads_zero_for_empty_stock() { fn stock_card_count_helper_reads_zero_for_empty_stock() {
let g = GameState::new(42, solitaire_core::game_state::DrawMode::DrawOne); let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let mut g_empty_stock = g.clone(); let mut g_empty_stock = g.clone();
g_empty_stock.set_test_stock_cards(Vec::new()); g_empty_stock.set_test_stock_cards(Vec::new());
assert_eq!(stock_card_count(&g_empty_stock), 0); assert_eq!(stock_card_count(&g_empty_stock), 0);
@@ -3837,7 +3837,7 @@ mod tests {
#[test] #[test]
fn waste_pile_cards_have_strictly_increasing_z() { fn waste_pile_cards_have_strictly_increasing_z() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree); let mut g = GameState::new(42, DrawMode::DrawThree);
for _ in 0..5 { for _ in 0..5 {
let _ = g.draw(); let _ = g.draw();
@@ -3881,7 +3881,7 @@ mod tests {
/// offsets or flips the fan direction is caught immediately. /// offsets or flips the fan direction is caught immediately.
#[test] #[test]
fn waste_cards_do_not_overlap_stock_column_on_portrait() { fn waste_cards_do_not_overlap_stock_column_on_portrait() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree); let mut g = GameState::new(42, DrawMode::DrawThree);
for _ in 0..5 { for _ in 0..5 {
let _ = g.draw(); let _ = g.draw();
@@ -3917,7 +3917,7 @@ mod tests {
#[test] #[test]
fn waste_pile_draw_one_cards_have_distinct_z() { fn waste_pile_draw_one_cards_have_distinct_z() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne); let mut g = GameState::new(42, DrawMode::DrawOne);
for _ in 0..3 { for _ in 0..3 {
let _ = g.draw(); let _ = g.draw();
+1 -1
View File
@@ -117,7 +117,7 @@ mod tests {
use crate::game_plugin::GamePlugin; use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin; use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin; use crate::table_plugin::TablePlugin;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App { fn headless_app() -> App {
let mut app = App::new(); let mut app = App::new();
+3 -3
View File
@@ -35,7 +35,7 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon}; use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::{Foundation, KlondikePile, Tableau}; use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
use crate::card_plugin::RightClickHighlight; use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource}; use crate::layout::{Layout, LayoutResource};
@@ -562,7 +562,7 @@ mod tests {
#[test] #[test]
fn cursor_over_draggable_returns_false_for_empty_game() { fn cursor_over_draggable_returns_false_for_empty_game() {
use crate::layout::compute_layout; use crate::layout::compute_layout;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
let game = GameState::new(42, DrawMode::DrawOne); let game = GameState::new(42, DrawMode::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true); let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
@@ -580,7 +580,7 @@ mod tests {
use crate::layout::compute_layout; use crate::layout::compute_layout;
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode, GameState}; use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
/// Builds an `App` with `MinimalPlugins` and the overlay system /// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers /// registered, plus the resources the system needs. Callers
@@ -362,7 +362,7 @@ mod tests {
use crate::progress_plugin::ProgressPlugin; use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin; use crate::table_plugin::TablePlugin;
#[allow(unused_imports)] #[allow(unused_imports)]
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App { fn headless_app() -> App {
let mut app = App::new(); let mut app = App::new();
+2 -2
View File
@@ -850,7 +850,7 @@ mod tests {
fn shake_anim_skipped_under_reduce_motion() { fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages; use bevy::ecs::message::Messages;
use solitaire_core::Tableau; use solitaire_core::Tableau;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_data::Settings; use solitaire_data::Settings;
let mut app = App::new(); let mut app = App::new();
@@ -904,7 +904,7 @@ mod tests {
#[test] #[test]
fn foundation_flourish_skipped_under_reduce_motion() { fn foundation_flourish_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages; use bevy::ecs::message::Messages;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_data::Settings; use solitaire_data::Settings;
let mut app = App::new(); let mut app = App::new();
+3 -3
View File
@@ -14,8 +14,8 @@ use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future}; use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use bevy::window::AppLifecycle; use bevy::window::AppLifecycle;
use solitaire_core::KlondikePile; use solitaire_core::KlondikePile;
use solitaire_core::game_state::{DrawMode, GameMode, GameState}; use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve}; use solitaire_data::solver::{SolverConfig, SolverResult, try_solve};
#[allow(deprecated)] #[allow(deprecated)]
use solitaire_data::latest_replay_path; use solitaire_data::latest_replay_path;
use solitaire_data::{ use solitaire_data::{
@@ -316,7 +316,7 @@ fn seed_from_system_time() -> u64 {
} }
/// Walks forward from `initial_seed` (incrementing by 1 with wrapping /// Walks forward from `initial_seed` (incrementing by 1 with wrapping
/// arithmetic) until the [`solitaire_core::solver`] returns a verdict /// arithmetic) until the [`solitaire_data::solver`] returns a verdict
/// the engine accepts as winnable, or until [`SOLVER_DEAL_RETRY_CAP`] /// the engine accepts as winnable, or until [`SOLVER_DEAL_RETRY_CAP`]
/// attempts have elapsed. /// attempts have elapsed.
/// ///
+1 -1
View File
@@ -16,7 +16,7 @@
use bevy::input::ButtonInput; use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel}; use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*; use bevy::prelude::*;
use solitaire_core::game_state::{DifficultyLevel, DrawMode}; use solitaire_core::{DrawMode, game_state::DifficultyLevel};
use solitaire_data::save_settings_to; use solitaire_data::save_settings_to;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL; use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
+2 -2
View File
@@ -10,7 +10,7 @@ use bevy::prelude::*;
use bevy::window::WindowResized; use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau}; use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Suit; use solitaire_core::card::Suit;
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
use crate::auto_complete_plugin::AutoCompleteState; use crate::auto_complete_plugin::AutoCompleteState;
#[cfg(not(target_arch = "wasm32"))] #[cfg(not(target_arch = "wasm32"))]
@@ -2726,7 +2726,7 @@ mod tests {
use crate::game_plugin::GamePlugin; use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin; use crate::table_plugin::TablePlugin;
use chrono::Local; use chrono::Local;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App { fn headless_app() -> App {
let mut app = App::new(); let mut app = App::new();
+5 -5
View File
@@ -52,7 +52,7 @@ use crate::settings_plugin::SettingsResource;
use crate::time_attack_plugin::TimeAttackResource; use crate::time_attack_plugin::TimeAttackResource;
use crate::touch_selection_plugin::TouchSelectionState; use crate::touch_selection_plugin::TouchSelectionState;
use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING}; use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
/// System-set labels used to anchor external systems relative to the touch /// System-set labels used to anchor external systems relative to the touch
/// drag pipeline without duplicating the internal chain ordering. /// drag pipeline without duplicating the internal chain ordering.
@@ -79,13 +79,13 @@ fn dragged_card_z(index: usize) -> f32 {
/// Solver budgets used by the H-key hint system. /// Solver budgets used by the H-key hint system.
/// ///
/// Wraps `solitaire_core::solver::SolverConfig` as a Bevy resource so /// Wraps `solitaire_data::solver::SolverConfig` as a Bevy resource so
/// tests can inject tighter budgets to exercise the heuristic-fallback /// tests can inject tighter budgets to exercise the heuristic-fallback
/// path. Production initialises this to `SolverConfig::default()` (100k /// path. Production initialises this to `SolverConfig::default()` (100k
/// move / 200k state budgets, the same numbers the new-game retry loop /// move / 200k state budgets, the same numbers the new-game retry loop
/// uses). /// uses).
#[derive(Resource, Debug, Clone, Default)] #[derive(Resource, Debug, Clone, Default)]
pub struct HintSolverConfig(pub solitaire_core::solver::SolverConfig); pub struct HintSolverConfig(pub solitaire_data::solver::SolverConfig);
/// Registers keyboard, mouse, and touch input systems. /// Registers keyboard, mouse, and touch input systems.
/// ///
@@ -1789,7 +1789,7 @@ mod tests {
use super::*; use super::*;
use crate::layout::compute_layout; use crate::layout::compute_layout;
use solitaire_core::{Foundation, Tableau}; use solitaire_core::{Foundation, Tableau};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
fn clear_test_piles(game: &mut GameState) { fn clear_test_piles(game: &mut GameState) {
game.set_test_stock_cards(Vec::new()); game.set_test_stock_cards(Vec::new());
@@ -2029,7 +2029,7 @@ mod tests {
#[test] #[test]
fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() { fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
let mut game = GameState::new_with_mode(1, DrawMode::DrawThree, GameMode::Classic); let mut game = GameState::new_with_mode(1, DrawMode::DrawThree, GameMode::Classic);
// Three waste cards; top (id=202) is rightmost in the fan. // Three waste cards; top (id=202) is rightmost in the fan.
game.set_test_waste_cards(vec![ game.set_test_waste_cards(vec![
+3 -3
View File
@@ -21,7 +21,7 @@
//! active opens the overlay as normal. //! active opens the overlay as normal.
use bevy::prelude::*; use bevy::prelude::*;
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
use solitaire_data::save_game_state_to; use solitaire_data::save_game_state_to;
use crate::events::{ use crate::events::{
@@ -965,7 +965,7 @@ mod tests {
/// Provides a fresh `GameStateResource` (not won) so the modal can /// Provides a fresh `GameStateResource` (not won) so the modal can
/// open. `move_count` doesn't matter — the gate is just `!is_won`. /// open. `move_count` doesn't matter — the gate is just `!is_won`.
fn forfeit_app() -> App { fn forfeit_app() -> App {
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
let mut app = App::new(); let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin); app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>(); app.init_resource::<ButtonInput<KeyCode>>();
@@ -1020,7 +1020,7 @@ mod tests {
/// hotkey was received but is currently a no-op. /// hotkey was received but is currently a no-op.
#[test] #[test]
fn forfeit_request_emits_toast_and_skips_modal_when_game_is_won() { fn forfeit_request_emits_toast_and_skips_modal_when_game_is_won() {
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
let mut app = App::new(); let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin); app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>(); app.init_resource::<ButtonInput<KeyCode>>();
+2 -2
View File
@@ -28,7 +28,7 @@ use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future}; use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::KlondikePile; use solitaire_core::KlondikePile;
use solitaire_core::game_state::GameState; use solitaire_core::game_state::GameState;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve_from_state}; use solitaire_data::solver::{SolverConfig, SolverResult, try_solve_from_state};
use crate::card_plugin::CardEntity; use crate::card_plugin::CardEntity;
use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent}; use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
@@ -188,7 +188,7 @@ mod tests {
use crate::input_plugin::HintSolverConfig; use crate::input_plugin::HintSolverConfig;
use solitaire_core::{Foundation, Tableau}; use solitaire_core::{Foundation, Tableau};
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
/// Build a minimal Bevy app exercising only the polling system /// Build a minimal Bevy app exercising only the polling system
/// and the resources/messages it touches. /// and the resources/messages it touches.
+2 -2
View File
@@ -23,8 +23,8 @@
use bevy::input::ButtonInput; use bevy::input::ButtonInput;
use bevy::prelude::*; use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future}; use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
use solitaire_core::solver::{SolverConfig, SolverResult, try_solve}; use solitaire_data::solver::{SolverConfig, SolverResult, try_solve};
use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent}; use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent};
use crate::font_plugin::FontResource; use crate::font_plugin::FontResource;
+1 -1
View File
@@ -795,7 +795,7 @@ mod tests {
use crate::layout::compute_layout; use crate::layout::compute_layout;
use bevy::ecs::message::Messages; use bevy::ecs::message::Messages;
use solitaire_core::card::{Card as CoreCard, Rank, Suit}; use solitaire_core::card::{Card as CoreCard, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
/// Build a minimal Bevy app wired with `RadialMenuPlugin` and the /// Build a minimal Bevy app wired with `RadialMenuPlugin` and the
/// resources / messages it depends on. No window, no camera — the /// resources / messages it depends on. No window, no camera — the
+3 -3
View File
@@ -2,7 +2,7 @@ use super::*;
use chrono::NaiveDate; use chrono::NaiveDate;
use solitaire_core::{Foundation, KlondikePile, Tableau}; use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Rank, Suit}; use solitaire_core::card::{Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau}; use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau};
use solitaire_data::{Replay, ReplayMove}; use solitaire_data::{Replay, ReplayMove};
@@ -2314,7 +2314,7 @@ fn format_suit_glyph_all_suits() {
fn format_foundations_row_empty_board() { fn format_foundations_row_empty_board() {
let game = solitaire_core::game_state::GameState::new_with_mode( let game = solitaire_core::game_state::GameState::new_with_mode(
42, 42,
solitaire_core::game_state::DrawMode::DrawOne, solitaire_core::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic, solitaire_core::game_state::GameMode::Classic,
); );
assert_eq!(format_foundations_row(&game), "F: -- -- -- --"); assert_eq!(format_foundations_row(&game), "F: -- -- -- --");
@@ -2326,7 +2326,7 @@ fn format_foundations_row_empty_board() {
fn format_stock_waste_row_initial_state() { fn format_stock_waste_row_initial_state() {
let game = solitaire_core::game_state::GameState::new_with_mode( let game = solitaire_core::game_state::GameState::new_with_mode(
42, 42,
solitaire_core::game_state::DrawMode::DrawOne, solitaire_core::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic, solitaire_core::game_state::GameMode::Classic,
); );
let text = format_stock_waste_row(&game); let text = format_stock_waste_row(&game);
+1 -1
View File
@@ -556,7 +556,7 @@ mod tests {
use bevy::time::TimeUpdateStrategy; use bevy::time::TimeUpdateStrategy;
use chrono::NaiveDate; use chrono::NaiveDate;
use solitaire_core::{KlondikePile, Tableau}; use solitaire_core::{KlondikePile, Tableau};
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau}; use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau};
use std::time::Duration; use std::time::Duration;
+1 -1
View File
@@ -980,7 +980,7 @@ mod tests {
use bevy::ecs::message::Messages; use bevy::ecs::message::Messages;
use solitaire_core::card::{Card, Rank, Suit}; use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
/// Build a minimal app with `SelectionPlugin` only — no GamePlugin, no /// Build a minimal app with `SelectionPlugin` only — no GamePlugin, no
/// AssetServer. The `MoveRequestEvent` / `StateChangedEvent` / /// AssetServer. The `MoveRequestEvent` / `StateChangedEvent` /
+2 -2
View File
@@ -15,7 +15,7 @@ use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*; use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform}; use bevy::ui::{ComputedNode, UiGlobalTransform};
use bevy::window::{WindowMoved, WindowResized}; use bevy::window::{WindowMoved, WindowResized};
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
use solitaire_data::{ use solitaire_data::{
AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, Settings, TIME_BONUS_MULTIPLIER_STEP, AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, Settings, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_STEP_SECS, WindowGeometry, load_settings_from, save_settings_to, settings::Theme, TOOLTIP_DELAY_STEP_SECS, WindowGeometry, load_settings_from, save_settings_to, settings::Theme,
@@ -241,7 +241,7 @@ enum SettingsButton {
ToggleTouchInputMode, ToggleTouchInputMode,
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new /// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
/// random Classic-mode deals are filtered through /// random Classic-mode deals are filtered through
/// [`solitaire_core::solver::try_solve`] until one is provably /// [`solitaire_data::solver::try_solve`] until one is provably
/// winnable (or the retry cap is hit). Off by default. /// winnable (or the retry cap is hit). Off by default.
ToggleWinnableDealsOnly, ToggleWinnableDealsOnly,
/// Toggle the inverse of [`Settings::disable_smart_default_size`]. /// Toggle the inverse of [`Settings::disable_smart_default_size`].
+2 -2
View File
@@ -1327,7 +1327,7 @@ mod tests {
app.world_mut() app.world_mut()
.resource_mut::<crate::resources::GameStateResource>() .resource_mut::<crate::resources::GameStateResource>()
.0 .0
.draw_mode = solitaire_core::game_state::DrawMode::DrawThree; .draw_mode = solitaire_core::DrawMode::DrawThree;
app.world_mut().write_message(GameWonEvent { app.world_mut().write_message(GameWonEvent {
score: 500, score: 500,
@@ -1952,7 +1952,7 @@ mod tests {
let date = chrono::NaiveDate::from_ymd_opt(2026, 5, 8).expect("valid date"); let date = chrono::NaiveDate::from_ymd_opt(2026, 5, 8).expect("valid date");
let mut r = solitaire_data::Replay::new( let mut r = solitaire_data::Replay::new(
1, 1,
solitaire_core::game_state::DrawMode::DrawOne, solitaire_core::DrawMode::DrawOne,
solitaire_core::game_state::GameMode::Classic, solitaire_core::game_state::GameMode::Classic,
time_seconds, time_seconds,
0, 0,
+1 -1
View File
@@ -604,7 +604,7 @@ mod tests {
/// would silently drop the link. /// would silently drop the link.
#[test] #[test]
fn upload_result_writes_share_url_into_replay_and_persists() { fn upload_result_writes_share_url_into_replay_and_persists() {
use solitaire_core::game_state::{DrawMode, GameMode}; use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_data::{ use solitaire_data::{
Replay, ReplayHistory, load_replay_history_from, save_replay_history_to, Replay, ReplayHistory, load_replay_history_from, save_replay_history_to,
}; };
+1 -1
View File
@@ -299,7 +299,7 @@ mod tests {
use crate::game_plugin::GamePlugin; use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin; use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin; use crate::table_plugin::TablePlugin;
use solitaire_core::game_state::{DrawMode, GameState}; use solitaire_core::{DrawMode, game_state::GameState};
fn headless_app() -> App { fn headless_app() -> App {
let mut app = App::new(); let mut app = App::new();
+3 -3
View File
@@ -1210,7 +1210,7 @@ mod tests {
.insert_resource(StatsResource(StatsSnapshot::default())) .insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new( .insert_resource(GameStateResource(GameState::new(
0, 0,
solitaire_core::game_state::DrawMode::DrawOne, solitaire_core::DrawMode::DrawOne,
))) )))
.insert_resource(ProgressResource(PlayerProgress::default())); .insert_resource(ProgressResource(PlayerProgress::default()));
app.update(); app.update();
@@ -1539,7 +1539,7 @@ mod tests {
.challenge_index = 4; .challenge_index = 4;
// Switch game mode to Challenge. // Switch game mode to Challenge.
{ {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
app.world_mut().resource_mut::<GameStateResource>().0 = app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge); GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
} }
@@ -1585,7 +1585,7 @@ mod tests {
/// mode-multiplier rows. /// mode-multiplier rows.
#[test] #[test]
fn cache_win_data_captures_undo_count_and_mode() { fn cache_win_data_captures_undo_count_and_mode() {
use solitaire_core::game_state::DrawMode; use solitaire_core::DrawMode;
let mut app = make_app(); let mut app = make_app();
// Set up a Zen-mode game with 2 undos used. // Set up a Zen-mode game with 2 undos used.
+1 -1
View File
@@ -23,7 +23,7 @@ use solitaire_core::{Foundation, KlondikePile, Tableau};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use solitaire_core::card::Suit; use solitaire_core::card::Suit;
use solitaire_core::error::MoveError; use solitaire_core::error::MoveError;
use solitaire_core::game_state::{DrawMode, GameMode, GameState}; use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_core::klondike_adapter::{ use solitaire_core::klondike_adapter::{
SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, tableau_from_index, SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, tableau_from_index,
}; };