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>
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@@ -15,9 +15,7 @@ use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
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use bevy::window::AppLifecycle;
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use solitaire_core::KlondikePile;
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use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
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use solitaire_data::solver::{
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DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve,
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};
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use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
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#[allow(deprecated)]
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use solitaire_data::latest_replay_path;
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use solitaire_data::{
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@@ -318,7 +316,7 @@ fn seed_from_system_time() -> u64 {
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}
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/// Walks forward from `initial_seed` (incrementing by 1 with wrapping
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/// arithmetic) until the [`solitaire_data::solver`] returns a verdict
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/// arithmetic) until the [`GameState::solve_fresh_deal`] returns a verdict
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/// the engine accepts as winnable, or until [`SOLVER_DEAL_RETRY_CAP`]
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/// attempts have elapsed.
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///
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@@ -393,7 +391,7 @@ fn poll_pending_new_game_seed(
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pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: DrawMode) -> u64 {
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let mut seed = initial_seed;
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for _ in 0..SOLVER_DEAL_RETRY_CAP {
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match try_solve(
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match GameState::solve_fresh_deal(
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seed,
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draw_mode,
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DEFAULT_SOLVE_MOVES_BUDGET,
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