fix(web): rebuild Bevy canvas WASM; add SolitaireGame interactive API
Grey screen fix (canvas_bg.wasm): - Rebuilt Bevy WASM from refactored solitaire_core that removes the per-game KlondikeAdapter field from GameState. The old binary was built with wasm-opt -Oz; the large adapter allocation pattern appears to trigger an over-aggressive wasm-opt optimisation that corrupts Bevy's render pipeline, causing a permanent grey screen on /play. - build_wasm.sh: change wasm-opt -Oz → -O2. Speed-optimised level avoids the size-focused transforms that miscompile Bevy's deep render stacks. solitaire_core refactoring: - game_state.rs: remove adapter: KlondikeAdapter field; use static KlondikeAdapter::config_for() instead of a per-instance allocation. Gate test_pile_state behind #[cfg(feature = "test-support")] so production builds carry no test-only heap state. Add instruction_history() public accessor (delegates to saved_moves()). - card.rs: add Card::new(), face_up(), face_down() const constructors for more ergonomic test and wasm code. - pile.rs, solver.rs: cargo fmt. solitaire_wasm interactive API: - lib.rs: add SolitaireGame wasm-bindgen struct with draw(), move_cards(), undo(), auto_complete_step(), serialize(), from_saved() — the full player-action surface used by game.js. Add DebugSnapshot, DebugMove, DebugInvariantReport structs and debug_snapshot(), debug_legal_moves(), debug_apply_move_json() methods for e2e test automation (window.__FERROUS_DEBUG__ bridge). Add replay_moves() to export the current game as a Replay v2 payload. - solitaire_wasm.js + solitaire_wasm_bg.wasm: rebuilt with new API. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
+71
-168
@@ -1,14 +1,13 @@
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//! Klondike solvability checker using deterministic DFS over [`GameState`].
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//! Klondike solvability checker using upstream `card_game::Session::solve()`.
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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 std::collections::HashSet;
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use card_game::{Session, SessionConfig, SolveError, StateSnapshot};
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use klondike::{Klondike, KlondikeInstruction, KlondikePile, KlondikePileStack};
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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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use crate::game_state::{DrawMode, GameState};
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use crate::klondike_adapter::KlondikeAdapter;
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/// Verdict returned by [`try_solve`].
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#[derive(Debug, Clone, Copy, PartialEq, Eq)]
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@@ -59,14 +58,6 @@ 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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@@ -105,6 +96,7 @@ fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome
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first_move: None,
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};
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}
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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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@@ -114,174 +106,85 @@ fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome
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};
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}
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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 solver_config = SessionConfig {
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inner: KlondikeAdapter::config_for(initial.draw_mode, initial.take_from_foundation),
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undo_penalty: 0,
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solve_moves_budget: effective_move_budget,
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solve_states_budget: effective_state_budget as u64,
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};
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let solver_session = Session::new(initial.session.state().state().clone(), solver_config);
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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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match solver_session.solve() {
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Ok(Some(solution)) => {
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let first_move = solution
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.raw_solution()
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.iter()
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.find_map(snapshot_to_solver_move);
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if let Some(first_move) = first_move {
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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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} else {
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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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stack.pop();
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continue;
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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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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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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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let Some(next_state) = apply_solver_move(&frame.state, &next_move) else {
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continue;
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};
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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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}
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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
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.first_move
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.clone()
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.or_else(|| Some(next_move.clone()));
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let child_moves = candidate_moves(&next_state);
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stack.push(DfsFrame {
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state: next_state,
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moves: child_moves,
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next_index: 0,
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first_move,
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});
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}
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if saw_inconclusive {
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SolveOutcome {
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result: SolverResult::Inconclusive,
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first_move: None,
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}
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} else {
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SolveOutcome {
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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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},
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Err(SolveError::MovesBudgetExceeded | SolveError::StatesBudgetExceeded) => 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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fn candidate_moves(game: &GameState) -> Vec<SolverMove> {
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let mut out: Vec<SolverMove> = game
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.possible_instructions()
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.into_iter()
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.map(|(source, dest, count)| SolverMove {
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source,
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dest,
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count,
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})
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.collect();
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if !game.stock_cards().is_empty() || !game.waste_cards().is_empty() {
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out.push(SolverMove {
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fn snapshot_to_solver_move(snapshot: &StateSnapshot<Klondike>) -> Option<SolverMove> {
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let source_state = snapshot.state().state();
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match *snapshot.instruction() {
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KlondikeInstruction::RotateStock => Some(SolverMove {
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source: KlondikePile::Stock,
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dest: KlondikePile::Stock,
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count: 1,
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});
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}
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}),
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KlondikeInstruction::DstFoundation(dst_foundation) => {
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let source = match dst_foundation.src {
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KlondikePile::Tableau(tableau) => KlondikePile::Tableau(tableau),
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KlondikePile::Stock => KlondikePile::Stock,
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KlondikePile::Foundation(_) => return None,
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};
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Some(SolverMove {
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source,
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dest: KlondikePile::Foundation(dst_foundation.foundation),
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count: 1,
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})
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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 = source_state.tableau_face_up_cards(tableau_stack.tableau).len();
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let count = face_up_count.checked_sub(tableau_stack.skip_cards as usize)?;
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if count == 0 {
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return None;
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}
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(KlondikePile::Tableau(tableau_stack.tableau), count)
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}
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KlondikePileStack::Stock => (KlondikePile::Stock, 1),
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KlondikePileStack::Foundation(foundation) => {
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(KlondikePile::Foundation(foundation), 1)
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}
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};
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out
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}
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fn apply_solver_move(game: &GameState, mv: &SolverMove) -> Option<GameState> {
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let mut next = game.clone();
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if mv.source == KlondikePile::Stock && mv.dest == KlondikePile::Stock {
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next.draw().ok()?;
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} else {
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next.move_cards(mv.source, mv.dest, mv.count).ok()?;
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}
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Some(next)
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}
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fn state_key(game: &GameState) -> Vec<u32> {
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let mut key = Vec::with_capacity(96);
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append_pile_key(&game.stock_cards(), &mut key);
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append_pile_key(&game.waste_cards(), &mut key);
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for foundation in [
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Foundation::Foundation1,
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Foundation::Foundation2,
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Foundation::Foundation3,
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Foundation::Foundation4,
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] {
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append_pile_key(&game.pile(KlondikePile::Foundation(foundation)), &mut key);
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}
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for tableau in [
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Tableau::Tableau1,
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Tableau::Tableau2,
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Tableau::Tableau3,
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Tableau::Tableau4,
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Tableau::Tableau5,
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Tableau::Tableau6,
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Tableau::Tableau7,
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] {
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append_pile_key(&game.pile(KlondikePile::Tableau(tableau)), &mut key);
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}
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key.push(game.draw_mode as u32);
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key.push(mode_key(game.mode));
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key.push(u32::from(game.take_from_foundation));
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key
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}
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fn append_pile_key(cards: &[Card], key: &mut Vec<u32>) {
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key.push(cards.len() as u32);
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for card in cards {
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key.push((card.id << 1) | u32::from(card.face_up));
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}
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}
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fn mode_key(mode: GameMode) -> u32 {
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match mode {
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GameMode::Classic => 0,
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GameMode::Zen => 1,
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GameMode::Challenge => 2,
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GameMode::TimeAttack => 3,
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GameMode::Difficulty(level) => match level {
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DifficultyLevel::Easy => 10,
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DifficultyLevel::Medium => 11,
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DifficultyLevel::Hard => 12,
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DifficultyLevel::Expert => 13,
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DifficultyLevel::Grandmaster => 14,
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DifficultyLevel::Random => 15,
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},
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Some(SolverMove {
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source,
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dest: KlondikePile::Tableau(dst_tableau.tableau),
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count,
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})
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}
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}
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}
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