feat(core): unlock foundations — Foundation(u8) slots, suit derived from contents
Standard Klondike behaviour: any Ace can land in any empty foundation,
and that slot then claims the suit until the pile empties. The
previous PileType::Foundation(Suit) variant pre-assigned each of the
four foundations to a fixed suit ("C / D / H / S" placeholders) and
rejected mismatched Aces — non-standard and (per the smoke-test
feedback) confusing.
Replaces the variant payload with a slot index Foundation(u8) (0..=3)
and derives the claimed suit from the bottom card via a new
Pile::claimed_suit() method. The bottom card is, by construction,
the Ace that established the claim; using it directly eliminates an
entire class of "stuck claim after undo" bugs that a separate
claimed_suit field would have introduced.
can_place_on_foundation drops its suit parameter — the rule reduces
to "empty pile accepts any Ace; non-empty pile accepts the next
rank up of the bottom card's suit." Iteration sites across
input_plugin, cursor_plugin, selection_plugin, card_plugin,
auto_complete_plugin, game_plugin, layout, and hud_plugin all swap
the four-suit list for `(0..4u8).map(PileType::Foundation)`.
next_auto_complete_move now prefers a slot whose claimed_suit matches
the candidate card before falling back to the first empty slot for
an Ace — so the same suit consistently auto-targets the same slot
across the whole game, matching player expectations.
The HUD selection label and the hint toast read claimed_suit() and
fall back to "Foundation N" / "move to foundation" only when the
slot is empty. Empty foundation pile markers no longer render the
suit-letter children — they're plain translucent rectangles, matching
empty tableau placeholders.
Save-format invalidation: GameState gains a schema_version field
(serde-default to 1 for back-compat parsing of old files), the
constant is bumped to 2, and load_game_state_from rejects mismatched
schemas. Old in-progress saves silently fall through to "fresh game
on launch" — the user accepted this loss given the mechanic change.
Stats / progress / achievements / settings live in separate files,
contain no PileType data, and are unaffected.
9 new tests pin the contract:
- Pile::claimed_suit returns None for empty / non-foundation, Some
for non-empty foundation
- Any Ace lands in the first empty foundation; successive Aces
distribute across slots 0..3
- Claim drops when the slot is emptied via undo
- Auto-complete picks the slot with a matching claim, not the first
empty slot
- A v1-format game_state.json is rejected; sibling stats save/load
is unaffected
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
+37
-26
@@ -1,16 +1,18 @@
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use crate::card::{Card, Suit};
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use crate::card::Card;
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use crate::pile::Pile;
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/// Returns `true` if `card` can be placed on `pile` as the next card in the foundation for `suit`.
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/// Returns `true` if `card` can be placed on the foundation `pile`.
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///
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/// Foundation rules: same suit, Ace starts, each subsequent card is one rank higher.
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pub fn can_place_on_foundation(card: &Card, pile: &Pile, suit: Suit) -> bool {
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if card.suit != suit {
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return false;
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}
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/// Foundation rules:
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/// - When the pile is empty, any Ace is accepted; the placed Ace's suit
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/// becomes the pile's claimed suit (derived from the bottom card via
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/// [`Pile::claimed_suit`](crate::pile::Pile::claimed_suit)).
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/// - When the pile is non-empty, the next card must match the top card's
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/// suit and be exactly one rank higher.
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pub fn can_place_on_foundation(card: &Card, pile: &Pile) -> bool {
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match pile.cards.last() {
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None => card.rank.value() == 1,
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Some(top) => card.rank.value() == top.rank.value() + 1,
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Some(top) => card.suit == top.suit && card.rank.value() == top.rank.value() + 1,
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}
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}
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@@ -45,37 +47,46 @@ mod tests {
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// Foundation tests
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#[test]
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fn foundation_ace_on_empty_is_valid() {
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let c = card(Suit::Hearts, Rank::Ace);
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let p = Pile::new(PileType::Foundation(Suit::Hearts));
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assert!(can_place_on_foundation(&c, &p, Suit::Hearts));
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// Every suit's Ace must land on an empty foundation slot regardless of
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// its slot index; the slot claims the suit only after the Ace lands.
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for suit in [Suit::Clubs, Suit::Diamonds, Suit::Hearts, Suit::Spades] {
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let c = card(suit, Rank::Ace);
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let p = Pile::new(PileType::Foundation(0));
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assert!(
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can_place_on_foundation(&c, &p),
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"Ace of {suit:?} must land on empty slot 0",
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);
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}
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}
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#[test]
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fn foundation_non_ace_on_empty_is_invalid() {
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let c = card(Suit::Hearts, Rank::Two);
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let p = Pile::new(PileType::Foundation(Suit::Hearts));
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assert!(!can_place_on_foundation(&c, &p, Suit::Hearts));
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let p = Pile::new(PileType::Foundation(0));
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assert!(!can_place_on_foundation(&c, &p));
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}
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#[test]
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fn foundation_two_on_ace_same_suit_is_valid() {
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let c = card(Suit::Clubs, Rank::Two);
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let p = pile_with(PileType::Foundation(Suit::Clubs), vec![card(Suit::Clubs, Rank::Ace)]);
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assert!(can_place_on_foundation(&c, &p, Suit::Clubs));
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let p = pile_with(PileType::Foundation(0), vec![card(Suit::Clubs, Rank::Ace)]);
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assert!(can_place_on_foundation(&c, &p));
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}
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#[test]
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fn foundation_wrong_suit_is_invalid() {
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let c = card(Suit::Hearts, Rank::Ace);
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let p = Pile::new(PileType::Foundation(Suit::Spades));
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assert!(!can_place_on_foundation(&c, &p, Suit::Spades));
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fn foundation_second_card_must_match_claimed_suit() {
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// Place Ace of Hearts on slot 0, then attempt 2 of Spades — rejected
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// because the slot's claimed suit is Hearts after the Ace lands.
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let p = pile_with(PileType::Foundation(0), vec![card(Suit::Hearts, Rank::Ace)]);
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let c = card(Suit::Spades, Rank::Two);
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assert!(!can_place_on_foundation(&c, &p));
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}
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#[test]
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fn foundation_skipping_rank_is_invalid() {
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let c = card(Suit::Diamonds, Rank::Three);
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let p = pile_with(PileType::Foundation(Suit::Diamonds), vec![card(Suit::Diamonds, Rank::Ace)]);
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assert!(!can_place_on_foundation(&c, &p, Suit::Diamonds));
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let p = pile_with(PileType::Foundation(0), vec![card(Suit::Diamonds, Rank::Ace)]);
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assert!(!can_place_on_foundation(&c, &p));
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}
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// Tableau tests
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@@ -125,16 +136,16 @@ mod tests {
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fn foundation_king_on_queen_completes_suit() {
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// The last card placed to complete a foundation is always King on Queen.
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let c = card(Suit::Spades, Rank::King);
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let p = pile_with(PileType::Foundation(Suit::Spades), vec![card(Suit::Spades, Rank::Queen)]);
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assert!(can_place_on_foundation(&c, &p, Suit::Spades));
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let p = pile_with(PileType::Foundation(0), vec![card(Suit::Spades, Rank::Queen)]);
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assert!(can_place_on_foundation(&c, &p));
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}
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#[test]
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fn foundation_king_wrong_suit_is_invalid() {
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// King of Hearts cannot go on a Spades foundation even if rank matches.
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// King of Hearts cannot go on a Spades-claimed foundation even if rank matches.
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let c = card(Suit::Hearts, Rank::King);
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let p = pile_with(PileType::Foundation(Suit::Spades), vec![card(Suit::Spades, Rank::Queen)]);
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assert!(!can_place_on_foundation(&c, &p, Suit::Spades));
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let p = pile_with(PileType::Foundation(0), vec![card(Suit::Spades, Rank::Queen)]);
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assert!(!can_place_on_foundation(&c, &p));
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}
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#[test]
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