refactor: delete solitaire_data::solver wrapper; solve via card_game directly

Remove the standalone solver wrapper module. Its thin shaping — build a
solve-budgeted Session, run card_game::Session::solve(), extract the first
useful move — moves onto the domain type in solitaire_core as
GameState::solve_first_move() / GameState::solve_fresh_deal(), with the budget
consts and the SolveOutcome alias re-exported from solitaire_core.

Solving is deterministic, IO-free game logic, so core (which already owns
GameState and exposes session().solve()) is its correct home; solitaire_data is
the persistence/sync layer and never should have owned it.

Consumers now call the core API directly:
- engine: pending_hint (solve_first_move), game_plugin + play_by_seed_plugin
  (solve_fresh_deal), input_plugin (budget consts)
- assetgen: gen_seeds + gen_difficulty_seeds (solve_fresh_deal)

The solver tests move to solitaire_core. cargo test --workspace and
clippy --workspace --all-targets -- -D warnings both green.

Resolves the "delete the solver" directive — card_game provides the solver.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
funman300
2026-06-11 15:04:47 -07:00
parent 424c8b2d50
commit e841a7ab4f
12 changed files with 151 additions and 168 deletions
@@ -20,7 +20,7 @@
//! --help Print this message
use solitaire_core::DrawMode;
use solitaire_data::solver::try_solve;
use solitaire_core::game_state::GameState;
// Budget boundaries defining each tier. A seed belongs to the lowest tier
// whose budget proves it Winnable.
@@ -99,7 +99,7 @@ fn main() {
if buckets[i].len() >= per_tier {
continue;
}
match try_solve(seed, draw_mode, move_budget, state_budget) {
match GameState::solve_fresh_deal(seed, draw_mode, move_budget, state_budget) {
Ok(Some(_)) => {
buckets[i].push(seed);
eprintln!(
+3 -2
View File
@@ -18,7 +18,8 @@
//! --help Print this message
use solitaire_core::DrawMode;
use solitaire_data::solver::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve};
use solitaire_core::game_state::GameState;
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
fn main() {
let mut args = std::env::args().skip(1).peekable();
@@ -77,7 +78,7 @@ fn main() {
while found.len() < count {
tried += 1;
if matches!(
try_solve(
GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,