diff --git a/docs/card-game-integration.md b/docs/card-game-integration.md new file mode 100644 index 0000000..9852269 --- /dev/null +++ b/docs/card-game-integration.md @@ -0,0 +1,136 @@ +# Integrating `card_game` / `klondike` as the Solitaire Core + +**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, and lists the concrete work needed before the two can be integrated. + +--- + +## What `card_game` + `klondike` Already Has + +### `card_game` crate (generic primitives) +| Feature | Notes | +|---|---| +| `Card` (Deck + Suit + Rank packed in 1 byte) | `NonZeroU8` layout — no heap allocation | +| `Suit`, `Rank`, `Deck` enums | Full A→K, 4 suits, up to 4 deck IDs | +| `Stack` | Const-generic `ArrayVec` wrapper | +| `Pile` | Face-down + face-up stacks; `flip_up`, `pop_flip_up` | +| `Game` trait | `possible_instructions`, `is_instruction_valid`, `process_instruction`, `is_win` | +| `Session` | Wraps a `Game`; tracks history, replays for undo | +| `SessionInstruction::Undo` | Undo via full-state replay from seed | +| `no_std`-compatible design | Const generics on stack sizes | + +### `klondike` crate (Klondike rules) +| Feature | Notes | +|---|---| +| 7 tableau + 4 foundation + 1 stock | Fully dealt from a seeded RNG | +| Draw-1 / Draw-3 config | `KlondikeConfig::draw_stock` | +| Foundation placement (Ace start, suit-matched A→K) | ✅ | +| Tableau placement (alternating colour, K on empty) | ✅ | +| Multi-card stack moves (via `SkipCards`) | ✅ | +| `RotateStock` (recycle waste → stock) | ✅ | +| `KlondikeStats` (score, recycle_count, moves) | Basic tracking | +| `is_win_trivial` (all face-down cards cleared) | Auto-complete trigger | +| `get_auto_move` / `get_sorted_moves` | Priority-ranked move suggestion | +| Benchmark suite (`klondike-bench`) | 1 000-game throughput test | +| CLI display (`klondike-cli`) | Terminal renderer | + +--- + +## What Ferrous Solitaire's `solitaire_core` Needs (Gaps) + +The items below are either missing from `klondike` today or behave differently from what the engine expects. + +### 1. Scoring — missing sub-rules +Ferrous uses Windows XP Standard scoring. `KlondikeStats` tracks a score and a recycle count, but the following deltas are not yet applied: + +| Rule | `klondike` | `solitaire_core` | +|---|---|---| +| Card → foundation | +10 ✅ | +10 | +| Waste → tableau | +5 ✅ | +5 | +| Flip face-down card | ❌ | +5 | +| Foundation → tableau | ❌ | −15 | +| Undo | ❌ | −15 | +| Recycle penalty (Draw-1) | ❌ | −100 after 1st free recycle | +| Recycle penalty (Draw-3) | ❌ | −20 after 3rd free recycle | +| Time bonus on win | ❌ | `700 000 / elapsed_seconds` | +| Score floor of 0 | ❌ | `score.max(0)` enforced | + +### 2. Game Modes +Ferrous has three modes that alter rules and scoring. None exist in `klondike` today: + +| Mode | Behaviour | +|---|---| +| `Classic` | Standard scoring, undo allowed | +| `Challenge` | Undo disabled (returns an error) | +| `Zen` | All scoring disabled; score is always 0 | + +### 3. Solvability Solver +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. + +**Work needed:** Port or reimplement the DFS solver against `KlondikeState`. The memoisation key must be a deterministic canonical hash of the full game state. + +### 4. `take_from_foundation` House Rule +A configurable option allows moving the top foundation card back onto a compatible tableau column. `klondike` marks `Foundation → Foundation` as `is_useless` and does not expose foundation → tableau as a valid instruction. + +**Work needed:** Add `foundation_to_tableau` as a valid `KlondikeInstruction` (guarded by a config flag). + +### 5. JSON Serialisation / Persistence +`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`. + +**Work needed:** Derive (or implement) `serde::Serialize` / `Deserialize` on `KlondikeState`, `KlondikeStats`, `KlondikeConfig`, and `SessionState`. The schema needs a version field so save files can be migrated. + +### 6. Typed Move Errors +`solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.): + +``` +GameAlreadyWon +UndoStackEmpty +StockEmpty +InvalidSource +InvalidDestination +RuleViolation(String) +``` + +`klondike::is_instruction_valid` returns `bool`. **Work needed:** Return `Result<(), MoveError>` (or an equivalent) so callers know *why* a move was rejected. + +### 7. Waste Pile as Separate Concept +Ferrous tracks `PileType::Waste` as a distinct pile. `klondike` folds waste into `Stock` (the face-up half of the stock `Pile`). The engine's UI and scoring logic reference the waste pile directly; the mapping needs to be explicit. + +### 8. Undo Stack Approach +`solitaire_core` keeps a **snapshot stack** (up to 64 snapshots) so undo is O(1) without replaying history. `Session` undoes by replaying all moves from the seed, which is O(n). For a game-in-progress with many moves this is fine for a solver but may be perceptible in the UI on slow hardware. + +**Options:** +- Accept the replay cost (simple, no changes needed) +- Add a snapshot-based fast-undo path to `Session` + +--- + +## Integration Path (Suggested Steps) + +Work items in rough dependency order: + +1. **Add `serde` feature** to `card_game` and `klondike` (gated, not mandatory) — unblocks persistence. +2. **Add flip-bonus + recycle-penalty scoring** to `KlondikeStats::process_instruction`. +3. **Add `GameMode`** config variant; gate undo and scoring accordingly. +4. **Add `MoveError` return type** to `process_instruction` / `is_instruction_valid`. +5. **Add `take_from_foundation` instruction** behind a config flag. +6. **Implement the DFS solvability solver** (can be a separate crate, e.g. `klondike-solver`). +7. **Add save/load round-trip tests** once serde is wired up. +8. **Adapter layer in `solitaire_core`** (or replace it) that wraps `klondike` types in the engine's `PileType`/`GameState` API so the Bevy engine layer (`solitaire_engine`) does not need to change. + +--- + +## What Does NOT Need to Change + +- The `solitaire_engine` Bevy layer — it works against `solitaire_core` types; changes are isolated to `solitaire_core`. +- The `solitaire_sync` merge logic — operates on a `SyncPayload` DTO, independent of core card types. +- The `solitaire_server` — speaks only `SyncPayload` JSON, unaffected. + +--- + +## References + +- Friend's repo: +- `solitaire_core` source: `solitaire_core/src/` +- Scoring spec: `solitaire_core/src/scoring.rs` +- Solver spec: `solitaire_core/src/solver.rs` +- Architecture overview: `ARCHITECTURE.md`