docs: update for card_game v0.4.0 / klondike v0.3.0 — undo scoring + solver
Correct Gap 1 undo penalty: SessionState::score() already includes undos × undo_penalty via SessionStats — undo IS tracked upstream, just in SessionStats not KlondikeStats. Mark as ✅ upstream. Add Gap 3 upstream-merged note: Session::solve() in card_game v0.4.0 is a budget-bounded DFS that replaces our 767-line solver. Document SolveError mapping (both variants → Inconclusive). Update 'Already has' table for v0.4.0: Session now derives Clone, uses snapshot-based O(1) undo (StateSnapshot stores pre-move state + instruction), and carries SessionConfig with solve budgets. Mark Gap 8 (undo O(1)) resolved: card_game v0.4.0 uses snapshots, same approach as our existing undo_stack. Update integration path: steps 1/3/4/5 marked ✅; steps 2/6/7 remain. Update references with new release commits and solver PR #14. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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**Context:** A collaborator ([Quaternions](https://git.aleshym.co/Quaternions/card_game)) is building a pure-logic Klondike library in Rust. This document maps what that library currently provides against what Ferrous Solitaire's `solitaire_core` crate requires.
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**Context:** A collaborator ([Quaternions](https://git.aleshym.co/Quaternions/card_game)) is building a pure-logic Klondike library in Rust. This document maps what that library currently provides against what Ferrous Solitaire's `solitaire_core` crate requires.
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**Approach:** Most gaps are closed in Ferrous Solitaire's own `solitaire_core` crate via a wrapper/adapter layer. Gaps 1 and 4 were addressed upstream and are now merged as `card_game v0.3.0` / `klondike v0.2.0`. Integration is ready to begin.
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**Approach:** Most gaps are closed in Ferrous Solitaire's own `solitaire_core` crate via a wrapper/adapter layer. Gaps 1, 3, and 4 have been addressed upstream. Integration is ready to begin.
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---
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## What `card_game` + `klondike` Already Has
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## What `card_game` + `klondike` Already Has
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### `card_game` crate (generic primitives) — v0.3.0
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### `card_game` crate (generic primitives) — v0.4.0
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| Feature | Notes |
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| Feature | Notes |
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| `Card` (Deck + Suit + Rank packed in 1 byte) | `NonZeroU8` layout — no heap allocation |
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| `Card` (Deck + Suit + Rank packed in 1 byte) | `NonZeroU8` layout — no heap allocation |
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| `Stack<CAP>` | Const-generic `ArrayVec` wrapper |
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| `Stack<CAP>` | Const-generic `ArrayVec` wrapper |
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| `Pile<DN, UP>` | Face-down + face-up stacks; `flip_up`, `pop_flip_up` |
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| `Pile<DN, UP>` | Face-down + face-up stacks; `flip_up`, `pop_flip_up` |
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| `Game` trait | `possible_instructions`, `is_instruction_valid`, `process_instruction`, `is_win` |
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| `Game` trait | `possible_instructions`, `is_instruction_valid`, `process_instruction`, `is_win` |
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| `Session` | Wraps a `Game`; tracks history, replays for undo |
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| `Session` | Wraps a `Game`; snapshot-based undo (O(1)), score including undo penalty |
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| `SessionInstruction::Undo` | Undo via full-state replay from seed |
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| `Session::solve()` | Built-in DFS solver with move/state budgets; returns `Solution<G>` or `SolveError` |
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| `no_std`-compatible design | Const generics on stack sizes |
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| `StateSnapshot<G>` | Pre-move state + instruction; used by snapshot history and `Solution` |
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| `SessionState::score()` | = `game_score + undos × undo_penalty` (−15 by default via `SessionConfig`) |
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| `SessionConfig` | `undo_penalty`, `solve_moves_budget`, `solve_states_budget` |
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### `klondike` crate (Klondike rules) — v0.2.0
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### `klondike` crate (Klondike rules) — v0.3.0
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| Feature | Notes |
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| Feature | Notes |
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| 7 tableau + 4 foundation + 1 stock | Fully dealt from a seeded RNG |
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| 7 tableau + 4 foundation + 1 stock | Fully dealt from a seeded RNG |
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@@ -51,7 +53,7 @@ Ferrous uses **Windows XP Standard** scoring. The exact table already implemente
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| Waste → tableau | +5 | `KlondikeStats` / `ScoringConfig::move_to_tableau` ✅ |
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| Waste → tableau | +5 | `KlondikeStats` / `ScoringConfig::move_to_tableau` ✅ |
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| Flip face-down tableau card | +5 | `KlondikeStats` / `ScoringConfig::flip_up_bonus` ✅ |
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| Flip face-down tableau card | +5 | `KlondikeStats` / `ScoringConfig::flip_up_bonus` ✅ |
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| Foundation → tableau | −15 | `KlondikeStats` / `ScoringConfig::move_from_foundation` ✅ |
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| Foundation → tableau | −15 | `KlondikeStats` / `ScoringConfig::move_from_foundation` ✅ |
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| Undo | −15 | **Our adapter** (klondike has no undo event) |
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| Undo | −15 | `SessionStats` / `SessionConfig::undo_penalty` ✅ |
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| Recycle (Draw-1, after 1st free) | −100 | **Our adapter** — see below |
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| Recycle (Draw-1, after 1st free) | −100 | **Our adapter** — see below |
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| Recycle (Draw-3, after 3rd free) | −20 | **Our adapter** — see below |
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| Recycle (Draw-3, after 3rd free) | −20 | **Our adapter** — see below |
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| Score floor | `score.max(0)` always | **Our adapter** |
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| Score floor | `score.max(0)` always | **Our adapter** |
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Reference: <https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html>
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Reference: <https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html>
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**Recycle penalty note:** `ScoringConfig::recycle` is a flat delta (default 0 = free every time). WXP scoring allows a fixed number of free recycles (1 for Draw-1, 3 for Draw-3) and only charges the penalty afterwards. Our adapter must track `recycle_count` from `KlondikeStats` and apply the penalty only beyond the free allowance — it cannot delegate this to `ScoringConfig` directly.
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**Undo penalty:** `SessionState::score()` = `KlondikeStats.score(&scoring) + undos × undo_penalty`. The −15 undo penalty is built into `SessionConfig` (default). Once `GameState` fully delegates to `Session`, our `KlondikeAdapter::score_for_undo()` helper becomes redundant.
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**In our wrapper:** Configure `ScoringConfig` with the WXP deltas for the four events upstream tracks. Additionally implement undo penalty (−15), recycle-with-free-allowance logic, score floor (`score.max(0)`), and time bonus in the adapter.
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**Recycle penalty note:** `ScoringConfig::recycle` is a flat delta (default 0 = always free). WXP allows a fixed number of free recycles before charging a penalty, which the upstream library cannot express with a single delta. Our adapter tracks `recycle_count` from `KlondikeStats` and applies the penalty only beyond the free allowance.
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**In our wrapper:** Configure `ScoringConfig` with the WXP deltas for the five events upstream handles (including undo via `SessionConfig`). Implement recycle-with-free-allowance, score floor, and time bonus in the adapter.
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### 2. Game Modes
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### 2. Game Modes
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Ferrous has three modes that alter scoring and undo behaviour:
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Ferrous has three modes that alter scoring and undo behaviour:
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**In our wrapper:** Add `GameMode` to `solitaire_core::GameState`; intercept undo calls and scoring deltas in the adapter before delegating to `KlondikeState`.
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**In our wrapper:** Add `GameMode` to `solitaire_core::GameState`; intercept undo calls and scoring deltas in the adapter before delegating to `KlondikeState`.
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### 3. Solvability Solver
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### 3. Solvability Solver *(upstream merged — card_game v0.4.0)*
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The engine has a Settings toggle — "Winnable deals only" — backed by a DFS solver with canonical-state memoisation (`solitaire_core::solver`). The solver classifies each deal as `Winnable`, `Unwinnable`, or `Inconclusive` (budget exceeded). `klondike` has no equivalent.
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`card_game v0.4.0` ships `Session::solve()` — a budget-bounded DFS that returns `Result<Option<Solution<G>>, SolveError>`. `SolveError` has two variants:
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- `MovesBudgetExceeded` — equivalent to our `SolverResult::Inconclusive`
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- `StatesBudgetExceeded` — equivalent to our `SolverResult::Inconclusive`
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**In our wrapper:** Port the existing DFS solver to run against `KlondikeState`. The memoisation key must be a deterministic canonical hash of the full game state.
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`Solution<G>` contains the winning move sequence as `Vec<StateSnapshot<G>>`; `clean_solution()` removes cycles. `Session::solve()` uses `SessionConfig::solve_moves_budget` and `SessionConfig::solve_states_budget` (defaults: 100 000 each).
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### 4. `take_from_foundation` House Rule *(upstream merged — v0.2.0)*
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Our 767-line `solitaire_core::solver` reimplements the full game rules to run the DFS; `session.solve()` replaces it entirely. The solver will be removed once the `Session<Klondike>` is wired into `GameState`.
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**In our wrapper:** Replace `solitaire_core::solver` with `session.solve()`. Map `Ok(Some(_))` → Winnable, `Ok(None)` → Unwinnable, `Err(_)` → Inconclusive.
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### 4. `take_from_foundation` House Rule *(upstream merged — v0.3.0)*
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`MoveFromFoundationConfig` is now part of `KlondikeConfig`. When set to `Disallowed`, `is_instruction_valid` blocks foundation → tableau instructions.
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`MoveFromFoundationConfig` is now part of `KlondikeConfig`. When set to `Disallowed`, `is_instruction_valid` blocks foundation → tableau instructions.
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**Important:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the default, with the house rule as an opt-in. Our adapter must explicitly set `Disallowed` in the default `KlondikeConfig` and switch to `Allowed` only when the user toggles the house-rule option.
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**Important:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the default, with the house rule as an opt-in. Our adapter explicitly sets `Disallowed` in the default `KlondikeConfig` and switches to `Allowed` only when the user toggles the house-rule option.
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**In our wrapper:** Construct `KlondikeConfig { move_from_foundation: MoveFromFoundationConfig::Disallowed, .. }` by default; mirror the user's settings toggle to `Allowed`. No custom intercept needed — `klondike` enforces the rule automatically.
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**In our wrapper:** Construct `KlondikeConfig { move_from_foundation: MoveFromFoundationConfig::Disallowed, .. }` by default; mirror the user's settings toggle to `Allowed`. No custom intercept needed — `klondike` enforces the rule automatically.
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### 5. JSON Serialisation / Persistence
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### 5. JSON Serialisation / Persistence
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`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch. `KlondikeState` derives `Clone` + `Eq` + `Hash` but not `Serialize` / `Deserialize`. No upstream changes are needed — this is handled externally.
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`solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch. `KlondikeState` derives `Clone` + `Eq` + `Hash` but not `Serialize` / `Deserialize`. No upstream changes are needed — this is handled externally.
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**In our wrapper:** Serialise the `solitaire_core` wrapper struct (which owns `KlondikeState` by value) using newtypes. Reconstruct `KlondikeState` from the seed + move history on load, or snapshot it as an opaque field. Schema version field lives on our wrapper.
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**Session history:** `StateSnapshot<G>` stores the pre-move game state and instruction. On load, the session is reconstructed from the serialised snapshot history — no full replay from seed needed.
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**In our wrapper:** Serialise the `solitaire_core` wrapper struct using newtypes. Define `SavedInstruction` (a `Serialize + Deserialize` mirror of `KlondikeInstruction`) and `SavedStateSnapshot`. Reconstruct `SessionState` from the deserialised history. Schema version field lives on our wrapper.
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### 6. Typed Move Errors
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### 6. Typed Move Errors
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`solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.):
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`solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.):
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**In our wrapper:** Project the face-up half of `klondike`'s stock `Pile` as `PileType::Waste` when building pile snapshots for the engine.
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**In our wrapper:** Project the face-up half of `klondike`'s stock `Pile` as `PileType::Waste` when building pile snapshots for the engine.
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### 8. Undo Stack Approach *(resolved — not an issue)*
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### 8. Undo Stack Approach *(resolved — not an issue)*
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`Session` undoes by replaying all moves from the seed — O(n). Benchmark shows 1 000 000 moves/second throughput; a maximum game length of ~192 moves gives a worst-case undo time of 0.02 ms — imperceptible on any hardware.
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`card_game v0.4.0` `Session` uses snapshot-based undo: `SessionState` stores `Vec<StateSnapshot<G>>` where each entry holds the pre-move game state and the instruction. Undo pops the last snapshot and restores state directly — O(1), matching our existing `GameState.undo_stack`.
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**Resolution:** Use `Session::undo` as-is. The snapshot ring-buffer plan is dropped.
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**Resolution:** Use `Session`'s built-in snapshot history. Our `GameState.undo_stack: VecDeque<StateSnapshot>` will be removed once `GameState` is fully migrated to delegate to `Session`.
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## Integration Path (All work in `solitaire_core`)
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## Integration Path (All work in `solitaire_core`)
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Steps in dependency order. Upstream issues #10 and #11 are closed and merged; no further upstream work is pending.
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Steps in dependency order. Upstream issues #10, #11, and the solver are all merged.
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1. **Add `klondike = "0.2.0"` as a dependency** of `solitaire_core`; stub out a `KlondikeAdapter` struct that wraps `KlondikeState` and passes all existing tests.
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1. ✅ **Add `klondike = "0.3.0"` / `card_game = "0.4.0"` as dependencies** of `solitaire_core`; `KlondikeAdapter` wraps `KlondikeConfig` and exposes scoring helpers.
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2. **Map pile types** — project `klondike`'s stock face-up half as `PileType::Waste`; expose the same `HashMap<PileType, Pile>` the engine already reads (gap 7).
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2. **Map pile types** — project `klondike`'s stock face-up half as `PileType::Waste`; expose the same `HashMap<PileType, Pile>` the engine already reads. Wire `Session<Klondike>` into `KlondikeAdapter` (gap 7).
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3. **Configure `KlondikeConfig`** — set `move_from_foundation: MoveFromFoundationConfig::Disallowed` by default; wire the user's house-rule toggle to `Allowed` (gap 4, now upstream).
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3. ✅ **Configure `KlondikeConfig`** — set `move_from_foundation: MoveFromFoundationConfig::Disallowed` by default; wire the user's house-rule toggle to `Allowed` (gap 4, upstream).
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4. **Port scoring** — pass WXP deltas into `ScoringConfig` for the four events upstream handles; implement undo penalty, recycle-with-free-allowance, score floor, and time bonus in the adapter (gap 1).
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4. ✅ **Port scoring** — pass WXP deltas into `ScoringConfig`; `SessionConfig::undo_penalty` handles undo; implement recycle-with-free-allowance, score floor, and time bonus in the adapter (gap 1).
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5. **Port `GameMode`** — intercept undo + scoring in the adapter based on mode (gap 2).
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5. ✅ **Port `GameMode`** — intercept undo + scoring in the adapter based on mode (gap 2).
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6. **Port the DFS solver** to run against `KlondikeAdapter` (gap 3).
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6. **Replace solver** — call `session.solve()` with budgets from our `SolverConfig`; map `Ok(Some)` → Winnable, `Ok(None)` → Unwinnable, `Err` → Inconclusive (gap 3, upstream).
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7. **Implement `serde`** on the adapter wrapper using newtypes; migrate save-file schema (gap 5).
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7. **Implement `serde`** — define `SavedInstruction` + `SavedStateSnapshot` newtypes; serialise session history; migrate save-file schema (gap 5).
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@@ -146,11 +158,10 @@ Steps in dependency order. Upstream issues #10 and #11 are closed and merged; no
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## References
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## References
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- Quaternions' repo: <https://git.aleshym.co/Quaternions/card_game>
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- Quaternions' repo: <https://git.aleshym.co/Quaternions/card_game>
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- `card_game v0.3.0` release commit: `31e7cdbc`
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- `card_game v0.4.0` release commit: `fa098f0d`
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- `klondike v0.2.0` release commit: `50cf2f37`
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- `klondike v0.3.0` release commit: `f4c4e350`
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- Upstream scoring PR: <https://git.aleshym.co/Quaternions/card_game/pulls/13> (closes issue #10)
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- Upstream scoring + config PRs: #12 (closes #11), #13 (closes #10)
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- Upstream foundation config PR: <https://git.aleshym.co/Quaternions/card_game/pulls/12> (closes issue #11)
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- Upstream solver PR: #14
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- `solitaire_core` source: `solitaire_core/src/`
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- `solitaire_core` source: `solitaire_core/src/`
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- Scoring spec: `solitaire_core/src/scoring.rs`
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- Scoring spec: `solitaire_core/src/scoring.rs`
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- Solver spec: `solitaire_core/src/solver.rs`
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- Architecture overview: `ARCHITECTURE.md`
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- Architecture overview: `ARCHITECTURE.md`
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