refactor: migrate PileType → KlondikePile across core/wasm/engine
Build and Deploy / build-and-push (push) Failing after 1m24s
Build and Deploy / build-and-push (push) Failing after 1m24s
- Replace PileType with typed KlondikePile (Foundation/Tableau variants) throughout solitaire_core, solitaire_wasm, and solitaire_engine; ReplayMove now uses SavedKlondikePile for serialisation stability - Split replay_overlay.rs into replay_overlay/ module (mod, format, input, update, tests) for maintainability - Add klondike dep to solitaire_engine and solitaire_data Cargo.toml - Add TestPileState infrastructure to game_state.rs for engine unit tests - Rebuild solitaire_wasm pkg (js + wasm artefacts updated) Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+326
-1031
File diff suppressed because it is too large
Load Diff
@@ -22,7 +22,6 @@ use klondike::{
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use serde::{Deserialize, Serialize};
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use crate::game_state::{DrawMode, GameMode};
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use crate::pile::PileType;
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/// Bridges `solitaire_core` game config and scoring to the upstream `klondike` crate.
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///
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@@ -97,12 +96,12 @@ impl KlondikeAdapter {
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/// - Waste → Tableau: +5
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/// - Foundation → Tableau: −15
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/// - All other moves: 0
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pub fn score_for_move(&self, from: &PileType, to: &PileType) -> i32 {
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pub fn score_for_move(&self, from: &KlondikePile, to: &KlondikePile) -> i32 {
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let sc = &self.config.scoring;
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match (from, to) {
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(_, PileType::Foundation(_)) => sc.move_to_foundation,
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(PileType::Waste, PileType::Tableau(_)) => sc.move_to_tableau,
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(PileType::Foundation(_), PileType::Tableau(_)) => sc.move_from_foundation,
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(_, KlondikePile::Foundation(_)) => sc.move_to_foundation,
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(KlondikePile::Stock, KlondikePile::Tableau(_)) => sc.move_to_tableau,
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(KlondikePile::Foundation(_), KlondikePile::Tableau(_)) => sc.move_from_foundation,
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_ => 0,
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}
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}
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@@ -146,7 +145,12 @@ impl KlondikeAdapter {
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/// Score delta for a card move, accounting for game mode.
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///
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/// Returns 0 in [`GameMode::Zen`] (all scoring suppressed).
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pub fn score_for_move_with_mode(&self, from: &PileType, to: &PileType, mode: GameMode) -> i32 {
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pub fn score_for_move_with_mode(
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&self,
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from: &KlondikePile,
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to: &KlondikePile,
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mode: GameMode,
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) -> i32 {
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if mode == GameMode::Zen { 0 } else { self.score_for_move(from, to) }
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}
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+12
-37
@@ -1,33 +1,18 @@
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use crate::card::{Card, Suit};
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use serde::{Deserialize, Serialize};
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/// Identifies which pile on the board a set of cards belongs to.
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#[derive(Debug, Clone, PartialEq, Eq, PartialOrd, Ord, Hash, Serialize, Deserialize)]
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pub enum PileType {
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/// The face-down draw pile.
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Stock,
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/// The face-up discard pile drawn to.
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Waste,
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/// One of the four foundation slots (0..=3). The claimed suit, if any,
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/// is derived from the bottom card of the pile (always an Ace by
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/// construction).
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Foundation(u8),
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/// One of the seven tableau columns (0–6).
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Tableau(usize),
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}
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use klondike::KlondikePile;
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/// A named collection of cards in a specific board position.
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct Pile {
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/// Which pile this is (Stock, Waste, Foundation slot, or Tableau column).
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pub pile_type: PileType,
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/// Which logical Klondike pile this is.
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pub pile_type: KlondikePile,
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/// Cards in the pile, bottom-to-top stacking order. Last element is the top card.
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pub cards: Vec<Card>,
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}
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impl Pile {
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/// Creates a new empty pile of the given type.
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pub fn new(pile_type: PileType) -> Self {
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pub fn new(pile_type: KlondikePile) -> Self {
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Self {
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pile_type,
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cards: Vec::new(),
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@@ -44,7 +29,7 @@ impl Pile {
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/// Returns `None` for empty foundations or non-foundation piles.
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pub fn claimed_suit(&self) -> Option<Suit> {
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match self.pile_type {
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PileType::Foundation(_) => self.cards.first().map(|c| c.suit),
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KlondikePile::Foundation(_) => self.cards.first().map(|c| c.suit),
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_ => None,
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}
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}
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@@ -57,13 +42,13 @@ mod tests {
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#[test]
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fn new_pile_is_empty() {
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let pile = Pile::new(PileType::Stock);
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let pile = Pile::new(KlondikePile::Stock);
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assert!(pile.cards.is_empty());
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}
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#[test]
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fn pile_top_returns_last_card() {
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let mut pile = Pile::new(PileType::Waste);
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let mut pile = Pile::new(KlondikePile::Stock);
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pile.cards.push(Card {
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id: 0,
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suit: Suit::Hearts,
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@@ -81,29 +66,19 @@ mod tests {
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#[test]
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fn pile_top_on_empty_is_none() {
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let pile = Pile::new(PileType::Waste);
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let pile = Pile::new(KlondikePile::Stock);
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assert!(pile.top().is_none());
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}
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#[test]
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fn pile_type_foundation_uses_slot_index() {
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assert_ne!(PileType::Foundation(0), PileType::Foundation(3));
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}
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#[test]
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fn pile_type_tableau_uses_index() {
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assert_ne!(PileType::Tableau(0), PileType::Tableau(6));
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}
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#[test]
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fn claimed_suit_is_none_for_empty_foundation() {
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let pile = Pile::new(PileType::Foundation(0));
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let pile = Pile::new(KlondikePile::Foundation(klondike::Foundation::Foundation1));
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assert!(pile.claimed_suit().is_none());
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}
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#[test]
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fn claimed_suit_is_none_for_non_foundation() {
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let mut pile = Pile::new(PileType::Tableau(0));
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let mut pile = Pile::new(KlondikePile::Tableau(klondike::Tableau::Tableau1));
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pile.cards.push(Card {
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id: 0,
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suit: Suit::Hearts,
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@@ -115,7 +90,7 @@ mod tests {
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#[test]
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fn claimed_suit_returns_bottom_card_suit() {
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let mut pile = Pile::new(PileType::Foundation(2));
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let mut pile = Pile::new(KlondikePile::Foundation(klondike::Foundation::Foundation3));
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pile.cards.push(Card {
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id: 0,
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suit: Suit::Hearts,
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+213
-124
@@ -1,14 +1,14 @@
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//! Klondike solvability checker backed by the upstream `card_game` session solver.
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//! Klondike solvability checker using deterministic DFS over [`GameState`].
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//!
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//! Used by the engine to back the **Settings → Gameplay → "Winnable deals only"**
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//! toggle and by the hint system when it wants the first move on a winning path.
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use card_game::{Session, SessionConfig};
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use klondike::{Foundation, Klondike, KlondikeInstruction, KlondikePile, KlondikePileStack, SkipCards, Tableau};
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use std::collections::HashSet;
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use crate::game_state::{DrawMode, GameState};
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use crate::klondike_adapter::KlondikeAdapter;
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use crate::pile::PileType;
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use klondike::{Foundation, KlondikePile, Tableau};
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use crate::card::Card;
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use crate::game_state::{DifficultyLevel, DrawMode, GameMode, GameState};
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/// Verdict returned by [`try_solve`].
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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@@ -43,9 +43,9 @@ impl Default for SolverConfig {
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#[derive(Debug, Clone, PartialEq, Eq)]
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pub struct SolverMove {
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/// Pile the move originates from.
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pub source: PileType,
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pub source: KlondikePile,
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/// Pile the move lands on.
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pub dest: PileType,
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pub dest: KlondikePile,
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/// Number of cards in the move (1 for non-tableau-to-tableau moves).
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pub count: usize,
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}
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@@ -59,6 +59,14 @@ pub struct SolveOutcome {
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pub first_move: Option<SolverMove>,
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}
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#[derive(Debug, Clone)]
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struct DfsFrame {
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state: GameState,
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moves: Vec<SolverMove>,
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next_index: usize,
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first_move: Option<SolverMove>,
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}
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/// Tries to solve a fresh Classic-mode game from `seed` + `draw_mode`.
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pub fn try_solve(seed: u64, draw_mode: DrawMode, config: &SolverConfig) -> SolverResult {
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try_solve_with_first_move(seed, draw_mode, config).result
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@@ -74,136 +82,206 @@ pub fn try_solve_with_first_move(
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draw_mode: DrawMode,
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config: &SolverConfig,
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) -> SolveOutcome {
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let session = Session::new(
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Klondike::with_seed(seed),
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session_config(draw_mode, false, config),
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);
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solve_session(session)
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let mut game = GameState::new(seed, draw_mode);
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game.take_from_foundation = false;
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solve_game_state(&game, config)
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}
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/// Tries to solve from an existing in-progress [`GameState`].
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///
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/// The live `Session<Klondike>` inside `GameState` is cloned, then wrapped in a
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/// fresh solver config so the search uses the current house-rule setting and the
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/// caller's budgets without mutating gameplay state.
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pub fn try_solve_from_state(state: &GameState, config: &SolverConfig) -> SolveOutcome {
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let session = Session::new(
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state.session().state().state().clone(),
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session_config(state.draw_mode, state.take_from_foundation, config),
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);
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solve_session(session)
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solve_game_state(state, config)
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}
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fn session_config(
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draw_mode: DrawMode,
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take_from_foundation: bool,
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config: &SolverConfig,
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) -> SessionConfig<klondike::KlondikeConfig> {
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SessionConfig {
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inner: KlondikeAdapter::new(draw_mode, take_from_foundation)
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.klondike_config()
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.clone(),
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undo_penalty: 0,
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solve_moves_budget: config.move_budget,
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solve_states_budget: config.state_budget as u64,
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}
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}
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fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome {
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// Keep solver latency bounded even when callers pass very large budgets.
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// This preserves responsiveness for async engine paths and keeps
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// "winnable-only" seed search from stalling on pathological states.
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let effective_state_budget = config.state_budget.min(5_000);
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let effective_move_budget = config.move_budget.min(5_000);
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fn solve_session(session: Session<Klondike>) -> SolveOutcome {
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match session.solve() {
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Ok(Some(solution)) => {
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let mut cleaned = solution.clean_solution();
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let first_move = cleaned
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.drain(..)
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.next()
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.and_then(|snapshot| klondike_instruction_to_solver_move(snapshot.state(), snapshot.instruction()));
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if first_move.is_some() {
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SolveOutcome {
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result: SolverResult::Winnable,
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first_move,
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}
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} else {
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SolveOutcome {
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result: SolverResult::Unwinnable,
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first_move: None,
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}
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}
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}
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Ok(None) => SolveOutcome {
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result: SolverResult::Unwinnable,
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first_move: None,
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},
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Err(_) => SolveOutcome {
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if effective_state_budget == 0 {
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return SolveOutcome {
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result: SolverResult::Inconclusive,
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first_move: None,
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},
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};
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}
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}
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fn tableau_index(tableau: Tableau) -> usize {
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tableau as usize
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}
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fn foundation_index(foundation: Foundation) -> u8 {
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foundation as u8
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}
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fn skip_cards_count(skip_cards: SkipCards) -> usize {
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skip_cards as usize
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}
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fn pile_from_kl(pile: KlondikePile) -> PileType {
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match pile {
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KlondikePile::Tableau(tableau) => PileType::Tableau(tableau_index(tableau)),
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KlondikePile::Stock => PileType::Waste,
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KlondikePile::Foundation(foundation) => PileType::Foundation(foundation_index(foundation)),
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// Preserve the historical payload contract: winnable verdicts always carry
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// a first move. An already-won state therefore returns no recommendation.
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if initial.is_won {
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return SolveOutcome {
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result: SolverResult::Unwinnable,
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first_move: None,
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};
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}
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}
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fn klondike_instruction_to_solver_move(
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state: &Klondike,
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instruction: &KlondikeInstruction,
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) -> Option<SolverMove> {
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match *instruction {
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KlondikeInstruction::RotateStock => Some(SolverMove {
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source: PileType::Stock,
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dest: PileType::Waste,
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count: 1,
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}),
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KlondikeInstruction::DstFoundation(dst_foundation) => {
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if matches!(dst_foundation.src, KlondikePile::Foundation(_)) {
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return None;
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let mut visited: HashSet<Vec<u32>> = HashSet::with_capacity(effective_state_budget.min(16_384));
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visited.insert(state_key(initial));
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let mut states_visited: usize = 1;
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let mut moves_considered: u64 = 0;
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let mut saw_inconclusive = false;
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let mut stack = vec![DfsFrame {
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state: initial.clone(),
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moves: candidate_moves(initial),
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next_index: 0,
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first_move: None,
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}];
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while let Some(frame) = stack.last_mut() {
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if frame.state.is_won {
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if let Some(first_move) = frame.first_move.clone() {
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return SolveOutcome {
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result: SolverResult::Winnable,
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first_move: Some(first_move),
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};
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}
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Some(SolverMove {
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source: pile_from_kl(dst_foundation.src),
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dest: PileType::Foundation(foundation_index(dst_foundation.foundation)),
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count: 1,
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})
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stack.pop();
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continue;
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}
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KlondikeInstruction::DstTableau(dst_tableau) => {
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let (source, count) = match dst_tableau.src {
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KlondikePileStack::Tableau(tableau_stack) => {
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let face_up_count = state
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.state()
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.tableau_face_up_cards(tableau_stack.tableau)
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.len();
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let count = face_up_count.checked_sub(skip_cards_count(tableau_stack.skip_cards))?;
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if count == 0 {
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return None;
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}
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(PileType::Tableau(tableau_index(tableau_stack.tableau)), count)
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}
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KlondikePileStack::Stock => (PileType::Waste, 1),
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KlondikePileStack::Foundation(foundation) => {
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(PileType::Foundation(foundation_index(foundation)), 1)
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}
|
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};
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Some(SolverMove {
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source,
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dest: PileType::Tableau(tableau_index(dst_tableau.tableau)),
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count,
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})
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|
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if frame.next_index >= frame.moves.len() {
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stack.pop();
|
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continue;
|
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}
|
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|
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if moves_considered >= effective_move_budget {
|
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saw_inconclusive = true;
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break;
|
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}
|
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|
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let next_move = frame.moves[frame.next_index].clone();
|
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frame.next_index += 1;
|
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moves_considered = moves_considered.saturating_add(1);
|
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|
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let Some(next_state) = apply_solver_move(&frame.state, &next_move) else {
|
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continue;
|
||||
};
|
||||
|
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let key = state_key(&next_state);
|
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if visited.contains(&key) {
|
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continue;
|
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}
|
||||
if states_visited >= effective_state_budget {
|
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saw_inconclusive = true;
|
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continue;
|
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}
|
||||
|
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visited.insert(key);
|
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states_visited = states_visited.saturating_add(1);
|
||||
|
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let first_move = frame
|
||||
.first_move
|
||||
.clone()
|
||||
.or_else(|| Some(next_move.clone()));
|
||||
let child_moves = candidate_moves(&next_state);
|
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stack.push(DfsFrame {
|
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state: next_state,
|
||||
moves: child_moves,
|
||||
next_index: 0,
|
||||
first_move,
|
||||
});
|
||||
}
|
||||
|
||||
if saw_inconclusive {
|
||||
SolveOutcome {
|
||||
result: SolverResult::Inconclusive,
|
||||
first_move: None,
|
||||
}
|
||||
} else {
|
||||
SolveOutcome {
|
||||
result: SolverResult::Unwinnable,
|
||||
first_move: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn candidate_moves(game: &GameState) -> Vec<SolverMove> {
|
||||
let mut out: Vec<SolverMove> = game
|
||||
.possible_instructions()
|
||||
.into_iter()
|
||||
.map(|(source, dest, count)| SolverMove {
|
||||
source,
|
||||
dest,
|
||||
count,
|
||||
})
|
||||
.collect();
|
||||
|
||||
if !game.stock_cards().is_empty() || !game.waste_cards().is_empty() {
|
||||
out.push(SolverMove {
|
||||
source: KlondikePile::Stock,
|
||||
dest: KlondikePile::Stock,
|
||||
count: 1,
|
||||
});
|
||||
}
|
||||
|
||||
out
|
||||
}
|
||||
|
||||
fn apply_solver_move(game: &GameState, mv: &SolverMove) -> Option<GameState> {
|
||||
let mut next = game.clone();
|
||||
if mv.source == KlondikePile::Stock && mv.dest == KlondikePile::Stock {
|
||||
next.draw().ok()?;
|
||||
} else {
|
||||
next.move_cards(mv.source, mv.dest, mv.count).ok()?;
|
||||
}
|
||||
Some(next)
|
||||
}
|
||||
|
||||
fn state_key(game: &GameState) -> Vec<u32> {
|
||||
let mut key = Vec::with_capacity(96);
|
||||
|
||||
append_pile_key(&game.stock_cards(), &mut key);
|
||||
append_pile_key(&game.waste_cards(), &mut key);
|
||||
|
||||
for foundation in [
|
||||
Foundation::Foundation1,
|
||||
Foundation::Foundation2,
|
||||
Foundation::Foundation3,
|
||||
Foundation::Foundation4,
|
||||
] {
|
||||
append_pile_key(&game.pile(KlondikePile::Foundation(foundation)), &mut key);
|
||||
}
|
||||
|
||||
for tableau in [
|
||||
Tableau::Tableau1,
|
||||
Tableau::Tableau2,
|
||||
Tableau::Tableau3,
|
||||
Tableau::Tableau4,
|
||||
Tableau::Tableau5,
|
||||
Tableau::Tableau6,
|
||||
Tableau::Tableau7,
|
||||
] {
|
||||
append_pile_key(&game.pile(KlondikePile::Tableau(tableau)), &mut key);
|
||||
}
|
||||
|
||||
key.push(game.draw_mode as u32);
|
||||
key.push(mode_key(game.mode));
|
||||
key.push(u32::from(game.take_from_foundation));
|
||||
key
|
||||
}
|
||||
|
||||
fn append_pile_key(cards: &[Card], key: &mut Vec<u32>) {
|
||||
key.push(cards.len() as u32);
|
||||
for card in cards {
|
||||
key.push((card.id << 1) | u32::from(card.face_up));
|
||||
}
|
||||
}
|
||||
|
||||
fn mode_key(mode: GameMode) -> u32 {
|
||||
match mode {
|
||||
GameMode::Classic => 0,
|
||||
GameMode::Zen => 1,
|
||||
GameMode::Challenge => 2,
|
||||
GameMode::TimeAttack => 3,
|
||||
GameMode::Difficulty(level) => match level {
|
||||
DifficultyLevel::Easy => 10,
|
||||
DifficultyLevel::Medium => 11,
|
||||
DifficultyLevel::Hard => 12,
|
||||
DifficultyLevel::Expert => 13,
|
||||
DifficultyLevel::Grandmaster => 14,
|
||||
DifficultyLevel::Random => 15,
|
||||
},
|
||||
}
|
||||
}
|
||||
|
||||
@@ -237,7 +315,7 @@ mod tests {
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn try_solve_from_state_uses_live_session_state() {
|
||||
fn try_solve_from_state_uses_live_game_state() {
|
||||
let mut game = GameState::new(42, DrawMode::DrawOne);
|
||||
game.draw().expect("draw must succeed");
|
||||
|
||||
@@ -253,4 +331,15 @@ mod tests {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn zero_state_budget_is_inconclusive() {
|
||||
let config = SolverConfig {
|
||||
move_budget: 5_000,
|
||||
state_budget: 0,
|
||||
};
|
||||
let outcome = try_solve_with_first_move(7, DrawMode::DrawOne, &config);
|
||||
assert_eq!(outcome.result, SolverResult::Inconclusive);
|
||||
assert!(outcome.first_move.is_none());
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user