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
+25 -9
View File
@@ -79,13 +79,25 @@ fn dragged_card_z(index: usize) -> f32 {
/// Solver budgets used by the H-key hint system.
///
/// Wraps `solitaire_data::solver::SolverConfig` as a Bevy resource so
/// tests can inject tighter budgets to exercise the heuristic-fallback
/// path. Production initialises this to `SolverConfig::default()` (100k
/// move / 200k state budgets, the same numbers the new-game retry loop
/// uses).
#[derive(Resource, Debug, Clone, Default)]
pub struct HintSolverConfig(pub solitaire_data::solver::SolverConfig);
/// A Bevy resource so tests can inject tighter budgets to exercise the
/// heuristic-fallback path. Production initialises this to the same default
/// 100k move / 200k state budgets the new-game retry loop uses.
#[derive(Resource, Debug, Clone, Copy)]
pub struct HintSolverConfig {
/// Maximum solver moves before giving up (inconclusive).
pub moves_budget: u64,
/// Maximum unique solver states before giving up (inconclusive).
pub states_budget: u64,
}
impl Default for HintSolverConfig {
fn default() -> Self {
Self {
moves_budget: solitaire_data::solver::DEFAULT_SOLVE_MOVES_BUDGET,
states_budget: solitaire_data::solver::DEFAULT_SOLVE_STATES_BUDGET,
}
}
}
/// Registers keyboard, mouse, and touch input systems.
///
@@ -277,7 +289,7 @@ fn handle_keyboard_core(
/// turns into hint visuals one frame later.
///
/// Median solve time is ~2 ms but pathological positions can hit the
/// `SolverConfig::default()` cap at ~120 ms; running synchronously
/// default solve budget at ~120 ms; running synchronously
/// (the v0.17.0 behaviour) blocked the main thread on the same frame
/// the player pressed H. Cancel-on-replace lives in
/// `PendingHintTask::spawn` — a fresh H press while a previous task
@@ -314,7 +326,11 @@ fn handle_keyboard_hint(
let Some(_layout_res) = layout else { return };
pending_hint.spawn(g.0.clone(), solver_config.0);
pending_hint.spawn(
g.0.clone(),
solver_config.moves_budget,
solver_config.states_budget,
);
}
/// Heuristic hint helper used by `pending_hint::poll_pending_hint_task`