refactor: slim solver to card_game-native types
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Per Rhys: card_game's solver is the real engine, so drop the redundant
adapter types in solitaire_data::solver rather than maintain a parallel
verdict/config/move vocabulary.

- Delete SolverResult, SolverConfig, SolverMove, and snapshot_to_solver_move.
  The verdict now reads straight off card_game's return:
    Ok(Some(instr)) = winnable (first move on the path)
    Ok(None)        = provably unwinnable
    Err(_)          = inconclusive (budget exceeded)
- SolveOutcome is now Result<Option<KlondikeInstruction>, SolveError>.
- try_solve / try_solve_from_state take plain (moves_budget, states_budget)
  u64s; add DEFAULT_SOLVE_{MOVES,STATES}_BUDGET consts.
- snapshot_to_solver_move duplicated core's GameState::instruction_to_move,
  so make that pub and have the hint convert the first-move instruction to
  highlighted (from, to) piles through it. Re-export KlondikeInstruction
  from solitaire_core.
- HintSolverConfig now holds { moves_budget, states_budget } instead of
  wrapping the deleted SolverConfig.
- Update consumers: pending_hint, play_by_seed (verdict badge), game_plugin
  (choose_winnable_seed), input_plugin, hud_plugin, and the gen_seeds /
  gen_difficulty_seeds asset tools.

solver.rs drops 274 -> 140 lines. cargo test --workspace and
cargo clippy --workspace --all-targets -- -D warnings pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-06-10 10:05:47 -07:00
parent 2d0359c2ee
commit cac77a54a6
12 changed files with 222 additions and 317 deletions
+19 -11
View File
@@ -15,7 +15,9 @@ use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use bevy::window::AppLifecycle;
use solitaire_core::KlondikePile;
use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_data::solver::{SolverConfig, SolverResult, try_solve};
use solitaire_data::solver::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve,
};
#[allow(deprecated)]
use solitaire_data::latest_replay_path;
use solitaire_data::{
@@ -321,13 +323,13 @@ fn seed_from_system_time() -> u64 {
/// attempts have elapsed.
///
/// The solver classifies each deal as one of three verdicts:
/// - [`SolverResult::Winnable`] — provably solvable; accept.
/// - [`SolverResult::Inconclusive`] — budget exceeded, no proof
/// either way; accept (we treat "we don't know" as winnable so
/// the toggle never silently drops a player into the retry cap).
/// - [`SolverResult::Unwinnable`] — provably dead; try the next seed.
/// - `Ok(Some(_))` — winnable (provably solvable); accept.
/// - `Err(_)` — inconclusive (budget exceeded, no proof either way);
/// accept (we treat "we don't know" as winnable so the toggle never
/// silently drops a player into the retry cap).
/// - `Ok(None)` — provably dead; try the next seed.
///
/// If every seed in the retry window is `Unwinnable` (extremely
/// If every seed in the retry window is provably dead (extremely
/// unlikely on real inputs), the function returns the *last* tried
/// seed so the player still gets a deal — better a possibly-unwinnable
/// hand than an infinite loop.
@@ -389,12 +391,18 @@ fn poll_pending_new_game_seed(
/// Pure helper extracted for testability — `new_game_with_solver_*`
/// engine tests in the same file exercise this path.
pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: DrawMode) -> u64 {
let cfg = SolverConfig::default();
let mut seed = initial_seed;
for _ in 0..SOLVER_DEAL_RETRY_CAP {
match try_solve(seed, draw_mode, &cfg) {
SolverResult::Winnable | SolverResult::Inconclusive => return seed,
SolverResult::Unwinnable => {
match try_solve(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
DEFAULT_SOLVE_STATES_BUDGET,
) {
// Winnable (`Ok(Some)`) or inconclusive (`Err`) → accept as
// "probably winnable"; only a proven dead deal (`Ok(None)`) retries.
Ok(Some(_)) | Err(_) => return seed,
Ok(None) => {
seed = seed.wrapping_add(1);
}
}