refactor: slim solver to card_game-native types
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:
@@ -1,12 +1,10 @@
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//! Async H-key hint solver, modelled on `PendingNewGameSeed` in
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//! `game_plugin`.
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//!
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//! The synchronous version (v0.17.0) called
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//! `solitaire_core::solver::try_solve_from_state` on the main thread on
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//! every H press. Median latency was ~2 ms but pathological positions
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//! can hit the `SolverConfig::default()` cap at ~120 ms, which is a
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//! noticeable input-stall on the same frame the player sees the hint
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//! request.
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//! The synchronous version (v0.17.0) called the solver on the main thread
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//! on every H press. Median latency was ~2 ms but pathological positions
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//! can hit the default solve budget at ~120 ms, which is a noticeable
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//! input-stall on the same frame the player sees the hint request.
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//!
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//! This module hosts the resource and polling system that move the
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//! solver call onto `AsyncComputeTaskPool`. `handle_keyboard_hint`
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@@ -26,9 +24,9 @@
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use bevy::prelude::*;
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use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
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use solitaire_core::KlondikePile;
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use solitaire_core::KlondikeInstruction;
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use solitaire_core::game_state::GameState;
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use solitaire_data::solver::{SolverConfig, SolverResult, try_solve_from_state};
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use solitaire_data::solver::try_solve_from_state;
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use crate::card_plugin::CardEntity;
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use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
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@@ -60,23 +58,17 @@ impl PendingHintTask {
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self.inner = None;
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}
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/// Spawn a new solver task for `state` with `config`. Drops any
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/// previously in-flight task first (cancel-on-replace).
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pub fn spawn(&mut self, state: GameState, config: SolverConfig) {
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/// Spawn a new solver task for `state` with the given solve budgets.
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/// Drops any previously in-flight task first (cancel-on-replace).
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pub fn spawn(&mut self, state: GameState, moves_budget: u64, states_budget: u64) {
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let move_count_at_spawn = state.move_count();
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let handle = AsyncComputeTaskPool::get().spawn(async move {
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let outcome = try_solve_from_state(&state, &config);
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match outcome.result {
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SolverResult::Winnable => outcome
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.first_move
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.map(|mv| HintTaskOutput::SolverMove {
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from: mv.source,
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to: mv.dest,
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})
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.unwrap_or(HintTaskOutput::NeedsHeuristic),
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SolverResult::Unwinnable | SolverResult::Inconclusive => {
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HintTaskOutput::NeedsHeuristic
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}
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// Winnable (`Ok(Some)`) carries the first move on a winning path;
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// unwinnable (`Ok(None)`) and inconclusive (`Err`) both fall back
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// to the live-state heuristic so H always produces feedback.
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match try_solve_from_state(&state, moves_budget, states_budget) {
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Ok(Some(first_move)) => HintTaskOutput::SolverMove(first_move),
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Ok(None) | Err(_) => HintTaskOutput::NeedsHeuristic,
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}
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});
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self.inner = Some(HintTask {
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@@ -99,12 +91,10 @@ struct HintTask {
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/// What the solver task carries back to the main thread.
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enum HintTaskOutput {
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/// Solver verdict was `Winnable`; here is the first move on the
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/// solution path.
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SolverMove {
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from: KlondikePile,
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to: KlondikePile,
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},
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/// Solver verdict was winnable; here is the first move on the solution
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/// path. Converted to highlighted `(from, to)` piles by the poll system
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/// via [`GameState::instruction_to_move`].
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SolverMove(KlondikeInstruction),
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/// Solver was `Unwinnable` or `Inconclusive`. The poll system
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/// runs the legacy heuristic against the live `GameState` so the
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/// H key always produces feedback while any legal move exists.
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@@ -160,15 +150,21 @@ pub fn poll_pending_hint_task(
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return;
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}
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let (from, to) = match output {
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HintTaskOutput::SolverMove { from, to } => (from, to),
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HintTaskOutput::NeedsHeuristic => match find_heuristic_hint(&g.0, &mut hint_cycle) {
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Some(pair) => pair,
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None => {
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info_toast.write(InfoToastEvent("No hints available".to_string()));
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return;
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}
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},
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// Resolve the solver's first move to highlighted piles; fall back to the
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// live-state heuristic when there's no solver move or it maps to a no-op.
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let solver_pair = match output {
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HintTaskOutput::SolverMove(instruction) => g
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.0
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.instruction_to_move(instruction)
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.map(|(from, to, _count)| (from, to)),
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HintTaskOutput::NeedsHeuristic => None,
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};
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let (from, to) = match solver_pair.or_else(|| find_heuristic_hint(&g.0, &mut hint_cycle)) {
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Some(pair) => pair,
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None => {
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info_toast.write(InfoToastEvent("No hints available".to_string()));
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return;
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}
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};
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emit_hint_visuals(
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&g.0,
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@@ -186,7 +182,7 @@ mod tests {
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use super::*;
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use crate::events::HintVisualEvent;
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use crate::input_plugin::HintSolverConfig;
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use solitaire_core::{Foundation, Tableau};
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use solitaire_core::{Foundation, KlondikePile, Tableau};
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use solitaire_core::card::{Card, Deck, Rank, Suit};
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use solitaire_core::{DrawMode, game_state::GameState};
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@@ -295,10 +291,10 @@ mod tests {
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fn winnable_solver_emits_hint_after_async_completes() {
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let mut app = pending_hint_app();
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app.insert_resource(GameStateResource(near_finished_state()));
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let cfg = app.world().resource::<HintSolverConfig>().0;
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let cfg = *app.world().resource::<HintSolverConfig>();
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
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let deadline = std::time::Instant::now() + std::time::Duration::from_secs(15);
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while app.world().resource::<PendingHintTask>().is_pending() {
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@@ -334,10 +330,10 @@ mod tests {
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fn state_change_drops_in_flight_task() {
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let mut app = pending_hint_app();
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app.insert_resource(GameStateResource(near_finished_state()));
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let cfg = app.world().resource::<HintSolverConfig>().0;
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let cfg = *app.world().resource::<HintSolverConfig>();
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
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assert!(
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app.world().resource::<PendingHintTask>().is_pending(),
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"task is in flight after spawn",
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@@ -370,12 +366,12 @@ mod tests {
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fn second_spawn_drops_first_in_flight_task() {
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let mut app = pending_hint_app();
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app.insert_resource(GameStateResource(near_finished_state()));
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let cfg = app.world().resource::<HintSolverConfig>().0;
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let cfg = *app.world().resource::<HintSolverConfig>();
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// First spawn.
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
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let first_handle_present = app.world().resource::<PendingHintTask>().is_pending();
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assert!(first_handle_present);
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@@ -384,7 +380,7 @@ mod tests {
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// in flight.
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app.world_mut()
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.resource_mut::<PendingHintTask>()
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.spawn(near_finished_state(), cfg);
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.spawn(near_finished_state(), cfg.moves_budget, cfg.states_budget);
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// Resource still pending (the second task), but the first
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// is gone. We can't directly observe the first handle once
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// it's been overwritten — what we *can* assert is that the
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