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:
@@ -20,7 +20,7 @@
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//! --help Print this message
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use solitaire_core::DrawMode;
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use solitaire_data::solver::try_solve;
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use solitaire_core::game_state::GameState;
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// Budget boundaries defining each tier. A seed belongs to the lowest tier
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// whose budget proves it Winnable.
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@@ -99,7 +99,7 @@ fn main() {
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if buckets[i].len() >= per_tier {
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continue;
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}
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match try_solve(seed, draw_mode, move_budget, state_budget) {
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match GameState::solve_fresh_deal(seed, draw_mode, move_budget, state_budget) {
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Ok(Some(_)) => {
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buckets[i].push(seed);
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eprintln!(
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@@ -18,7 +18,8 @@
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//! --help Print this message
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use solitaire_core::DrawMode;
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use solitaire_data::solver::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve};
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use solitaire_core::game_state::GameState;
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use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
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fn main() {
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let mut args = std::env::args().skip(1).peekable();
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@@ -77,7 +78,7 @@ fn main() {
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while found.len() < count {
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tried += 1;
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if matches!(
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try_solve(
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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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@@ -5,7 +5,7 @@ use crate::klondike_adapter::{
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skip_cards_from_count as adapter_skip_cards_from_count,
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tableau_from_index as adapter_tableau_from_index,
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};
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use card_game::{Card, Game as _, Session, SessionConfig};
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use card_game::{Card, Game as _, Session, SessionConfig, SolveError};
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use klondike::{
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DrawStockConfig, DstFoundation, DstTableau, Foundation, Klondike, KlondikeConfig,
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KlondikeInstruction, KlondikePile, KlondikePileStack, SkipCards, Tableau, TableauStack,
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@@ -30,6 +30,22 @@ use serde::{Deserialize, Deserializer, Serialize, Serializer};
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/// still carry those keys load fine — the extra fields are ignored.
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pub const GAME_STATE_SCHEMA_VERSION: u32 = 5;
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/// Default move budget for a solvability check. Matches the winnable-deal retry
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/// loop in the engine.
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pub const DEFAULT_SOLVE_MOVES_BUDGET: u64 = 100_000;
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/// Default unique-state budget for a solvability check.
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pub const DEFAULT_SOLVE_STATES_BUDGET: u64 = 200_000;
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/// Outcome of a solvability check ([`GameState::solve_first_move`]):
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///
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/// * `Ok(Some(instruction))` — winnable; `instruction` is the first useful move
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/// on a winning path (used by the hint system).
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/// * `Ok(None)` — provably unwinnable (search exhausted with no solution, or the
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/// game is already won so no next move exists).
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/// * `Err(SolveError)` — inconclusive; the move/state budget was exceeded before
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/// a verdict was reached.
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pub type SolveOutcome = Result<Option<KlondikeInstruction>, SolveError>;
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/// Default value for `GameState::schema_version` when deserialising older
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/// save files that pre-date the field.
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fn schema_v1() -> u32 {
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@@ -1090,6 +1106,56 @@ impl GameState {
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pub fn session(&self) -> &Session<Klondike> {
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&self.session
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}
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/// Solvability of the current position: the first useful move on a winning
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/// path, `Ok(None)` if unwinnable (or already won), or `Err` if the solver
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/// hit its budget before reaching a verdict. See [`SolveOutcome`].
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///
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/// Delegates the search to upstream [`card_game::Session::solve`] on a
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/// solve-budgeted copy of the current board, then extracts the first
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/// non-useless instruction from the returned solution. Backs the hint system
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/// and the Play-by-seed verdict badge.
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pub fn solve_first_move(&self, moves_budget: u64, states_budget: u64) -> SolveOutcome {
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// An already-won game has no "next move"; report it as unwinnable so the
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// winnable contract (`Some(_)` ⇒ a real move exists) holds.
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if self.is_won() {
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return Ok(None);
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}
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let config = SessionConfig {
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inner: KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation),
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undo_penalty: 0,
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solve_moves_budget: moves_budget,
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solve_states_budget: states_budget,
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};
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let session = Session::new(self.session.state().state().clone(), config);
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session.solve().map(|solution| {
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solution.and_then(|solution| {
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solution
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.raw_solution()
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.iter()
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.map(|snapshot| *snapshot.instruction())
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.find(|instruction| !instruction.is_useless())
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})
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})
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}
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/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
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///
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/// Fresh-deal solving models standard Klondike rules, so the non-standard
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/// take-from-foundation house rule stays disabled. Backs the
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/// "Winnable deals only" retry loop.
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pub fn solve_fresh_deal(
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seed: u64,
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draw_mode: DrawMode,
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moves_budget: u64,
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states_budget: u64,
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) -> SolveOutcome {
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let mut game = Self::new(seed, draw_mode);
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game.take_from_foundation = false;
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game.solve_first_move(moves_budget, states_budget)
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}
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}
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#[cfg(test)]
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@@ -1240,4 +1306,66 @@ mod tests {
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);
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assert!(game.move_cards(from, to, 1).is_err());
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}
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// ── Solvability check (solve_first_move / solve_fresh_deal) ──────────────
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/// `SolveError` has no `PartialEq`, so compare the winnable verdict and the
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/// extracted first move (both `Eq`) rather than the whole `Result`.
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fn verdict_key(outcome: &SolveOutcome) -> (bool, Option<KlondikeInstruction>) {
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(outcome.is_err(), outcome.clone().ok().flatten())
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}
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#[test]
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fn solve_fresh_deal_is_deterministic() {
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let a = GameState::solve_fresh_deal(
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7,
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DrawMode::DrawOne,
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DEFAULT_SOLVE_MOVES_BUDGET,
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DEFAULT_SOLVE_STATES_BUDGET,
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);
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let b = GameState::solve_fresh_deal(
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7,
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DrawMode::DrawOne,
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DEFAULT_SOLVE_MOVES_BUDGET,
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DEFAULT_SOLVE_STATES_BUDGET,
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);
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assert_eq!(verdict_key(&a), verdict_key(&b));
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}
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#[test]
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fn winnable_verdict_carries_a_first_move() {
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// Contract: a first move is present iff the verdict is winnable.
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let outcome = GameState::solve_fresh_deal(7, DrawMode::DrawOne, 5_000, 5_000);
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let winnable = matches!(outcome, Ok(Some(_)));
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let has_move = outcome.ok().flatten().is_some();
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assert_eq!(winnable, has_move);
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}
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#[test]
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fn solve_first_move_uses_live_game_state() {
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let mut game = GameState::new(42, DrawMode::DrawOne);
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game.draw().expect("draw must succeed");
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let outcome = game.solve_first_move(5_000, 5_000);
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let winnable = matches!(outcome, Ok(Some(_)));
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let has_move = outcome.ok().flatten().is_some();
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assert_eq!(winnable, has_move);
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}
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#[test]
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fn zero_state_budget_is_inconclusive() {
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let outcome = GameState::solve_fresh_deal(7, DrawMode::DrawOne, 5_000, 0);
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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#[test]
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fn budget_is_passed_through_not_clamped() {
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// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
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// budget reaches the solver unchanged.
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let easy = GameState::solve_fresh_deal(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 1_000, 1_000);
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let medium =
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GameState::solve_fresh_deal(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 5_000, 5_000);
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assert!(easy.is_err());
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assert!(matches!(medium, Ok(Some(_))));
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}
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}
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@@ -12,9 +12,13 @@ pub mod klondike_adapter;
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// re-exported — they are only used internally (in `klondike_adapter.rs` and
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// when decoding instructions to piles in `instruction_to_piles`) and do not
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// appear in any public method signature.
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pub use card_game::{Card, Session};
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pub use card_game::{Card, Session, SolveError};
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pub use klondike::{Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
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pub use klondike_adapter::DrawMode;
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// Solvability check API (delegates to `card_game::Session::solve`); replaces the
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// former `solitaire_data::solver` wrapper module.
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pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
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#[cfg(test)]
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mod proptest_tests;
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@@ -99,12 +99,6 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
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}
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}
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pub mod solver;
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pub use solver::{
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DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome, try_solve,
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try_solve_from_state,
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};
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pub mod stats;
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pub use stats::{StatsExt, StatsSnapshot};
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@@ -200,7 +200,7 @@ pub struct Settings {
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#[serde(default = "default_time_bonus_multiplier")]
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pub time_bonus_multiplier: f32,
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/// When `true`, the engine rejects new-game deals the
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/// [`solitaire_data::solver`] cannot prove winnable, retrying
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/// the solver cannot prove winnable, retrying
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/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
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/// giving up and using the last tried seed. Off by default —
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/// the solver adds a few hundred milliseconds of latency on the
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@@ -1,140 +0,0 @@
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//! Klondike solvability check using upstream `card_game::Session::solve()`.
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//!
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//! Backs the **Settings → Gameplay → "Winnable deals only"** toggle, the
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//! Play-by-seed verdict badge, and the hint system (which wants the first
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//! move on a winning path). All search is delegated to `card_game`; this
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//! module only adapts the inputs (a seed or a live [`GameState`]) and extracts
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//! the first move from the returned solution.
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use card_game::{Session, SessionConfig, SolveError};
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use klondike::KlondikeInstruction;
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use solitaire_core::DrawMode;
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use solitaire_core::game_state::GameState;
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use solitaire_core::klondike_adapter::KlondikeAdapter;
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/// Default move budget for a solve. Matches the winnable-deal retry loop.
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pub const DEFAULT_SOLVE_MOVES_BUDGET: u64 = 100_000;
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/// Default unique-state budget for a solve.
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pub const DEFAULT_SOLVE_STATES_BUDGET: u64 = 200_000;
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/// Outcome of a solvability check:
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///
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/// * `Ok(Some(instruction))` — winnable; `instruction` is the first move on a
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/// winning path (used by the hint system).
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/// * `Ok(None)` — provably unwinnable (search exhausted with no solution, or
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/// the game is already won so no next move exists).
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/// * `Err(SolveError)` — inconclusive; the move/state budget was exceeded
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/// before a verdict was reached.
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pub type SolveOutcome = Result<Option<KlondikeInstruction>, SolveError>;
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/// Solves a fresh Classic-mode game dealt from `seed` + `draw_mode`.
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///
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/// Fresh-deal solving models standard Klondike rules, so the non-standard
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/// take-from-foundation house rule stays disabled here.
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pub fn try_solve(
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seed: u64,
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draw_mode: DrawMode,
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moves_budget: u64,
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states_budget: u64,
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) -> SolveOutcome {
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let mut game = GameState::new(seed, draw_mode);
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game.take_from_foundation = false;
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try_solve_from_state(&game, moves_budget, states_budget)
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}
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/// Solves from an existing in-progress [`GameState`], returning the first move
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/// on a winning path when one exists.
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pub fn try_solve_from_state(
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state: &GameState,
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moves_budget: u64,
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states_budget: u64,
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) -> SolveOutcome {
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// An already-won game has no "next move"; report it as unwinnable so the
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// winnable contract (`Some(_)` ⇒ a real move exists) holds.
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if state.is_won() {
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return Ok(None);
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}
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let config = SessionConfig {
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inner: KlondikeAdapter::config_for(state.draw_mode(), state.take_from_foundation),
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undo_penalty: 0,
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solve_moves_budget: moves_budget,
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solve_states_budget: states_budget,
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};
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let session = Session::new(state.session().state().state().clone(), config);
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session.solve().map(|solution| {
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solution.and_then(|solution| {
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solution
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.raw_solution()
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.iter()
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.map(|snapshot| *snapshot.instruction())
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.find(|instruction| !instruction.is_useless())
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})
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})
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}
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#[cfg(test)]
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mod tests {
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use super::*;
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/// `SolveError` has no `PartialEq`, so compare the winnable verdict and the
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/// extracted first move (both `Eq`) rather than the whole `Result`.
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fn verdict_key(outcome: &SolveOutcome) -> (bool, Option<KlondikeInstruction>) {
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(outcome.is_err(), outcome.clone().ok().flatten())
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}
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#[test]
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fn try_solve_is_deterministic() {
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let a = try_solve(7, DrawMode::DrawOne, DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET);
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let b = try_solve(7, DrawMode::DrawOne, DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET);
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assert_eq!(verdict_key(&a), verdict_key(&b));
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}
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#[test]
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fn winnable_verdict_carries_a_first_move() {
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// Contract: a first move is present iff the verdict is winnable.
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let outcome = try_solve(7, DrawMode::DrawOne, 5_000, 5_000);
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let winnable = matches!(outcome, Ok(Some(_)));
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let has_move = outcome.ok().flatten().is_some();
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assert_eq!(winnable, has_move);
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}
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|
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#[test]
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fn try_solve_from_state_uses_live_game_state() {
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let mut game = GameState::new(42, DrawMode::DrawOne);
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game.draw().expect("draw must succeed");
|
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|
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let outcome = try_solve_from_state(&game, 5_000, 5_000);
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let winnable = matches!(outcome, Ok(Some(_)));
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let has_move = outcome.ok().flatten().is_some();
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assert_eq!(winnable, has_move);
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}
|
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|
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#[test]
|
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fn zero_state_budget_is_inconclusive() {
|
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let outcome = try_solve(7, DrawMode::DrawOne, 5_000, 0);
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
|
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|
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#[test]
|
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fn budget_is_passed_through_not_clamped() {
|
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// This seed is Inconclusive at 1k states but Winnable at 5k — proving
|
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// the budget reaches the solver unchanged.
|
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let easy = try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 1_000, 1_000);
|
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let medium = try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 5_000, 5_000);
|
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assert!(easy.is_err());
|
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assert!(matches!(medium, Ok(Some(_))));
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}
|
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|
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#[test]
|
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fn budget_above_five_thousand_is_not_clamped() {
|
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let below_cap = try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, 5_000, 5_000);
|
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let above_cap = try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, 50_000, 50_000);
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assert!(below_cap.is_err(), "seed must be Inconclusive at 5 000 states");
|
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assert!(
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matches!(above_cap, Ok(Some(_))),
|
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"seed must be Winnable at 50 000 states — re-introducing the 5k cap would break this"
|
||||
);
|
||||
}
|
||||
}
|
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@@ -15,9 +15,7 @@ use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
|
||||
use bevy::window::AppLifecycle;
|
||||
use solitaire_core::KlondikePile;
|
||||
use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
|
||||
use solitaire_data::solver::{
|
||||
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve,
|
||||
};
|
||||
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
|
||||
#[allow(deprecated)]
|
||||
use solitaire_data::latest_replay_path;
|
||||
use solitaire_data::{
|
||||
@@ -318,7 +316,7 @@ fn seed_from_system_time() -> u64 {
|
||||
}
|
||||
|
||||
/// Walks forward from `initial_seed` (incrementing by 1 with wrapping
|
||||
/// arithmetic) until the [`solitaire_data::solver`] returns a verdict
|
||||
/// arithmetic) until the [`GameState::solve_fresh_deal`] returns a verdict
|
||||
/// the engine accepts as winnable, or until [`SOLVER_DEAL_RETRY_CAP`]
|
||||
/// attempts have elapsed.
|
||||
///
|
||||
@@ -393,7 +391,7 @@ fn poll_pending_new_game_seed(
|
||||
pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: DrawMode) -> u64 {
|
||||
let mut seed = initial_seed;
|
||||
for _ in 0..SOLVER_DEAL_RETRY_CAP {
|
||||
match try_solve(
|
||||
match GameState::solve_fresh_deal(
|
||||
seed,
|
||||
draw_mode,
|
||||
DEFAULT_SOLVE_MOVES_BUDGET,
|
||||
|
||||
@@ -95,8 +95,8 @@ pub struct HintSolverConfig {
|
||||
impl Default for HintSolverConfig {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
moves_budget: solitaire_data::solver::DEFAULT_SOLVE_MOVES_BUDGET,
|
||||
states_budget: solitaire_data::solver::DEFAULT_SOLVE_STATES_BUDGET,
|
||||
moves_budget: solitaire_core::DEFAULT_SOLVE_MOVES_BUDGET,
|
||||
states_budget: solitaire_core::DEFAULT_SOLVE_STATES_BUDGET,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -26,7 +26,6 @@ use bevy::prelude::*;
|
||||
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
|
||||
use solitaire_core::KlondikeInstruction;
|
||||
use solitaire_core::game_state::GameState;
|
||||
use solitaire_data::solver::try_solve_from_state;
|
||||
|
||||
use crate::card_plugin::CardEntity;
|
||||
use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
|
||||
@@ -66,7 +65,7 @@ impl PendingHintTask {
|
||||
// Winnable (`Ok(Some)`) carries the first move on a winning path;
|
||||
// unwinnable (`Ok(None)`) and inconclusive (`Err`) both fall back
|
||||
// to the live-state heuristic so H always produces feedback.
|
||||
match try_solve_from_state(&state, moves_budget, states_budget) {
|
||||
match state.solve_first_move(moves_budget, states_budget) {
|
||||
Ok(Some(first_move)) => HintTaskOutput::SolverMove(first_move),
|
||||
Ok(None) | Err(_) => HintTaskOutput::NeedsHeuristic,
|
||||
}
|
||||
|
||||
@@ -11,7 +11,7 @@
|
||||
//! 3. `handle_text_input` appends decimal digits / handles Backspace while
|
||||
//! the modal is open, updating [`SeedInputBuffer`] each frame.
|
||||
//! 4. `tick_debounce_and_spawn_solver_task` waits for 12 frames (~200 ms at
|
||||
//! 60 Hz) of no input before spawning a [`try_solve`] task on
|
||||
//! 60 Hz) of no input before spawning a [`GameState::solve_fresh_deal`] task on
|
||||
//! [`AsyncComputeTaskPool`]. Any fresh keypress drops the in-flight task
|
||||
//! by resetting the resource.
|
||||
//! 5. `poll_solver_task` polls the in-flight task each frame and updates the
|
||||
@@ -24,9 +24,8 @@ use bevy::input::ButtonInput;
|
||||
use bevy::prelude::*;
|
||||
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
|
||||
use solitaire_core::DrawMode;
|
||||
use solitaire_data::solver::{
|
||||
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome, try_solve,
|
||||
};
|
||||
use solitaire_core::game_state::GameState;
|
||||
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
|
||||
|
||||
use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent};
|
||||
use crate::font_plugin::FontResource;
|
||||
@@ -343,7 +342,7 @@ fn tick_debounce_and_spawn_solver_task(
|
||||
.as_ref()
|
||||
.map_or(DrawMode::DrawOne, |s| s.0.draw_mode);
|
||||
let task = AsyncComputeTaskPool::get().spawn(async move {
|
||||
try_solve(
|
||||
GameState::solve_fresh_deal(
|
||||
seed,
|
||||
draw_mode,
|
||||
DEFAULT_SOLVE_MOVES_BUDGET,
|
||||
|
||||
@@ -241,7 +241,7 @@ enum SettingsButton {
|
||||
ToggleTouchInputMode,
|
||||
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
|
||||
/// random Classic-mode deals are filtered through
|
||||
/// [`solitaire_data::solver::try_solve`] until one is provably
|
||||
/// [`solitaire_core::game_state::GameState::solve_fresh_deal`] until one is provably
|
||||
/// winnable (or the retry cap is hit). Off by default.
|
||||
ToggleWinnableDealsOnly,
|
||||
/// Toggle the inverse of [`Settings::disable_smart_default_size`].
|
||||
|
||||
Reference in New Issue
Block a user