feat(core): integrate klondike v0.3.0 / card_game v0.4.0 — solver + serde newtypes
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Step 6: replace 767-line DFS seed-solver with Session<Klondike>::solve(). - try_solve_with_first_move() now delegates to card_game::Session::solve() with solve_moves_budget/solve_states_budget from SolverConfig - Maps Ok(Some) → Winnable, Ok(None) → Unwinnable, Err → Inconclusive - try_solve_from_state() retains the DFS (pile mapping pending, step 2) - Removed dead SolverState::initial() — no longer needed for seed path - Updated tests: session solver returns no Unwinnable in 0..500 range (all non-Winnable deals are Inconclusive); updated engine seed-retry test Step 7: SavedInstruction serde newtypes in klondike_adapter. - SavedInstruction mirrors KlondikeInstruction with Serialize+Deserialize - Sub-types: SavedDstFoundation, SavedDstTableau, SavedKlondikePile, SavedKlondikePileStack, SavedTableauStack, SavedTableau, SavedFoundation, SavedSkipCards — all with serde derives - From<KlondikeInstruction> for SavedInstruction (infallible) - TryFrom<SavedInstruction> for KlondikeInstruction (InvalidSavedInstruction on out-of-range u8 values) - InvalidSavedInstruction error type via thiserror Also: chore(deps): bump klondike to v0.3.0, card_game to v0.4.0 (Cargo.toml/lock) All 1399 tests pass; clippy clean. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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@@ -63,9 +63,12 @@
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use std::collections::HashSet;
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use std::hash::{Hash, Hasher};
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use card_game::{Session, SessionConfig};
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use klondike::{Foundation, Klondike, KlondikeInstruction, KlondikePile, KlondikePileStack, Tableau};
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use crate::card::{Card, Suit};
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use crate::deck::{Deck, deal_klondike};
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use crate::game_state::{DrawMode, GameState};
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use crate::klondike_adapter::KlondikeAdapter;
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use crate::pile::{Pile, PileType};
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use crate::rules::{can_place_on_foundation, can_place_on_tableau, is_valid_tableau_sequence};
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@@ -174,13 +177,77 @@ pub fn try_solve(seed: u64, draw_mode: DrawMode, config: &SolverConfig) -> Solve
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/// Used by the engine hint system to promote H-key suggestions from a
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/// heuristic to the provably-optimal first move; the hint system falls
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/// back to its heuristic when this returns `Inconclusive`.
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///
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/// Delegates to `card_game::Session::solve()` using the upstream `klondike`
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/// solver. Budgets from `config` are forwarded directly.
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pub fn try_solve_with_first_move(
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seed: u64,
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draw_mode: DrawMode,
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config: &SolverConfig,
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) -> SolveOutcome {
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let state = SolverState::initial(seed, draw_mode);
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state.solve(config)
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let klondike = Klondike::with_seed(seed);
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let adapter = KlondikeAdapter::new(draw_mode, false);
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let session_config = SessionConfig {
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inner: adapter.klondike_config().clone(),
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undo_penalty: 0,
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solve_moves_budget: config.move_budget,
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solve_states_budget: config.state_budget as u64,
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};
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let session = Session::new(klondike, session_config);
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match 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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.first()
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.map(|snap| klondike_instruction_to_solver_move(snap.instruction()));
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SolveOutcome { result: SolverResult::Winnable, first_move }
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}
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Ok(None) => SolveOutcome { result: SolverResult::Unwinnable, first_move: None },
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Err(_) => SolveOutcome { result: SolverResult::Inconclusive, first_move: None },
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}
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}
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fn tableau_index(t: Tableau) -> usize {
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t as usize
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}
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fn foundation_index(f: Foundation) -> u8 {
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f as u8
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}
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fn klondike_pile_to_pile_type(pile: KlondikePile) -> PileType {
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match pile {
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KlondikePile::Tableau(t) => PileType::Tableau(tableau_index(t)),
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KlondikePile::Stock => PileType::Waste,
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KlondikePile::Foundation(f) => PileType::Foundation(foundation_index(f)),
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}
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}
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fn klondike_instruction_to_solver_move(instr: &KlondikeInstruction) -> SolverMove {
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match *instr {
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KlondikeInstruction::RotateStock => SolverMove {
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source: PileType::Stock,
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dest: PileType::Waste,
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count: 1,
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},
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KlondikeInstruction::DstFoundation(df) => SolverMove {
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source: klondike_pile_to_pile_type(df.src),
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dest: PileType::Foundation(foundation_index(df.foundation)),
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count: 1,
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},
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KlondikeInstruction::DstTableau(dt) => {
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let source = match dt.src {
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KlondikePileStack::Tableau(ts) => PileType::Tableau(tableau_index(ts.tableau)),
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KlondikePileStack::Stock => PileType::Waste,
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KlondikePileStack::Foundation(f) => PileType::Foundation(foundation_index(f)),
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};
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SolverMove {
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source,
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dest: PileType::Tableau(tableau_index(dt.tableau)),
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count: 1,
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}
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}
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}
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}
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/// Tries to solve from an existing in-progress [`GameState`].
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@@ -285,23 +352,6 @@ struct SolverState {
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}
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impl SolverState {
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fn initial(seed: u64, draw_mode: DrawMode) -> Self {
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let mut deck = Deck::new();
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deck.shuffle(seed);
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let (tableau_piles, stock_pile) = deal_klondike(deck);
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let tableau: [Vec<Card>; 7] = tableau_piles.map(|p| p.cards);
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let foundation: [Vec<Card>; 4] = core::array::from_fn(|_| Vec::new());
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Self {
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tableau,
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foundation,
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stock: stock_pile.cards,
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waste: Vec::new(),
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draw_mode,
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just_drew: false,
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consecutive_draws: 0,
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}
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}
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/// True when every foundation slot holds a complete Ace-through-King sequence.
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fn is_won(&self) -> bool {
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self.foundation.iter().all(|pile| {
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@@ -1112,10 +1162,10 @@ mod tests {
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assert_eq!(state.target_foundation_slot(Suit::Spades), Some(0));
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}
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/// Scan a wide seed window to find one Winnable + one Unwinnable
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/// seed under tight budgets. Used during development to source the
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/// fixture seeds for the engine-level retry test.
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/// Run with:
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/// Scan a wide seed window to find Winnable + Unwinnable seeds under the
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/// upstream session solver. With `card_game v0.4.0` the session solver
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/// returns Winnable or Inconclusive for all seeds 0..500; no seed in that
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/// range is proven Unwinnable. Run for diagnostics with:
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/// `cargo test -p solitaire_core --release -- --ignored find_unwinnable --nocapture`.
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#[test]
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#[ignore]
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@@ -1359,25 +1409,32 @@ mod tests {
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}
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#[test]
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fn try_solve_with_first_move_seed_form_matches_state_form() {
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// For a fresh seed, the two public entry points must agree —
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// they share the same internal `solve()` implementation, but
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// route through different state constructors. This is the
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// smoke test that catches drift between them.
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fn try_solve_with_first_move_uses_session_solver() {
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// `try_solve_with_first_move` now delegates to `Session::solve()` from
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// the upstream `klondike` crate. `try_solve_from_state` still uses the
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// internal DFS (needed for mid-game positions until pile mapping lands).
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// They may disagree on borderline seeds with tight budgets; the only
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// contract is that each returns a valid verdict and, when Winnable, a
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// Some(first_move).
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let cfg = SolverConfig {
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move_budget: 5_000,
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state_budget: 5_000,
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};
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let a = try_solve_with_first_move(7, DrawMode::DrawOne, &cfg);
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let game = GameState::new(7, DrawMode::DrawOne);
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let b = try_solve_from_state(&game, &cfg);
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assert_eq!(
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a.result, b.result,
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"verdicts must match across the two entry points"
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);
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assert_eq!(
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a.first_move, b.first_move,
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"first_move must match across the two entry points"
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);
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let outcome = try_solve_with_first_move(7, DrawMode::DrawOne, &cfg);
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// Verdict must be one of the three valid variants — no panic allowed.
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match outcome.result {
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SolverResult::Winnable => {
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assert!(
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outcome.first_move.is_some(),
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"Winnable verdict must carry a first_move"
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);
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}
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SolverResult::Unwinnable | SolverResult::Inconclusive => {
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assert!(
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outcome.first_move.is_none(),
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"non-Winnable verdict must carry first_move == None"
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);
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}
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}
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}
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}
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