refactor(core): make KlondikeInstruction the move currency
Remove the (from, to, count) tuple as an internal move-passing wrapper. Game logic now stays in KlondikeInstruction space end to end: - Add GameState::apply_instruction, the native apply path. move_cards becomes a thin pile-coordinate adapter that converts to an instruction and delegates, so move bookkeeping (validation, score/recycle history, undo snapshot) lives in one place instead of being duplicated. - next_auto_complete_move matches DstFoundation directly instead of projecting every candidate to pile coordinates. - proptests and the storage round-trip test apply instructions directly rather than round-tripping instruction -> tuple -> move_cards. The single instruction -> pile decode is renamed instruction_to_highlight -> instruction_to_piles and kept in core: decoding a tableau run length needs upstream pile-stack types core does not re-export, so relocating it would duplicate the logic across engine and wasm. The two rendering edges (engine hint highlight, wasm debug move list) call this one decoder; the engine's hint_piles is a thin delegation to it. Also includes the CardEntityIndex render-side index and a SelectionPlugin init_resource fix so update_selection_highlight no longer panics in test harnesses that omit CardPlugin. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -826,14 +826,24 @@ impl GameState {
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}
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}
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/// Converts an upstream [`KlondikeInstruction`] into the engine's
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/// `(from, to, count)` pile-move form, resolving multi-card tableau moves
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/// against the live board. Returns `None` for no-op instructions
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/// (foundation→foundation, or a tableau move of zero cards).
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/// Decodes an upstream [`KlondikeInstruction`] into the `(from, to, count)`
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/// pile coordinates of `solitaire_core`'s own pile model, against the live
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/// board. Returns `None` for no-op instructions (foundation→foundation, or a
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/// tableau move of zero cards).
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///
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/// Used by the hint system to render a solver's recommended first move,
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/// and internally by [`Self::possible_instructions`].
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pub fn instruction_to_move(
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/// This is the single, canonical translation from the upstream instruction
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/// move-currency to core's [`KlondikePile`] vocabulary. It lives in core
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/// because decoding a tableau-run length requires upstream pile-stack types
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/// (`KlondikePileStack`/`SkipCards`) that the engine and wasm crates do not
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/// see — relocating it would duplicate this logic across both crates. The
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/// two edges that genuinely need on-screen positions call it: the engine's
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/// hint highlight (which pile to glow) and the wasm debug move list (pile
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/// names + run length serialized to the browser harness).
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///
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/// Game logic — auto-complete, move application, the property tests — stays
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/// in instruction space and never calls this; applying a move uses
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/// [`Self::apply_instruction`].
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pub fn instruction_to_piles(
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&self,
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instruction: KlondikeInstruction,
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) -> Option<(KlondikePile, KlondikePile, usize)> {
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@@ -931,6 +941,28 @@ impl GameState {
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}
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let instruction = self.instruction_for_move(from, to, count)?;
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self.apply_instruction(instruction)
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}
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/// Apply an upstream [`KlondikeInstruction`] directly to the live session.
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///
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/// This is the native apply path for moves that already exist in
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/// instruction form — solver hints, auto-complete, replay, and the property
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/// tests. User drag-and-drop enters through [`Self::move_cards`], which is a
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/// thin adapter that converts pile coordinates to an instruction and
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/// delegates here, so the move bookkeeping (rule validation, score history,
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/// recycle accounting, undo snapshot) lives in exactly one place.
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///
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/// Returns [`MoveError::RuleViolation`] if the instruction is illegal in the
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/// current position, or [`MoveError::GameAlreadyWon`] once the game is over.
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pub fn apply_instruction(
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&mut self,
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instruction: KlondikeInstruction,
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) -> Result<(), MoveError> {
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if self.is_won() {
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return Err(MoveError::GameAlreadyWon);
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}
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let config = self.validation_config();
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if !self
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.session
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@@ -941,12 +973,16 @@ impl GameState {
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return Err(MoveError::RuleViolation("move violates rules".into()));
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}
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let (score_delta, _) = self.pre_instruction_score_delta(instruction);
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let (score_delta, is_recycle) = self.pre_instruction_score_delta(instruction);
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self.score_history.push(self.score);
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self.is_recycle_history.push(false);
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self.is_recycle_history.push(is_recycle);
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self.session.process_instruction(instruction);
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if is_recycle {
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self.recycle_count = self.recycle_count.saturating_add(1);
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}
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self.score = (self.score + score_delta).max(0);
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Ok(())
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}
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@@ -996,8 +1032,13 @@ impl GameState {
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self.session.state().state().is_win_trivial()
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}
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/// Returns all currently valid `(from, to, count)` moves.
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pub fn possible_instructions(&self) -> Vec<(KlondikePile, KlondikePile, usize)> {
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/// Returns all currently valid moves as upstream [`KlondikeInstruction`]s,
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/// ordered by the `klondike` solver's move priority.
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///
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/// This is the engine's move currency. Callers that need on-screen pile
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/// positions — hint highlighting and the wasm debug move list — decode each
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/// instruction with [`Self::instruction_to_piles`] at their UI edge.
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pub fn possible_instructions(&self) -> Vec<KlondikeInstruction> {
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if self.is_won() {
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return Vec::new();
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}
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@@ -1008,7 +1049,6 @@ impl GameState {
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.state()
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.get_sorted_moves(&config)
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.into_iter()
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.filter_map(|instruction| self.instruction_to_move(instruction))
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.collect()
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}
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@@ -1061,20 +1101,20 @@ impl GameState {
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return None;
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}
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// A foundation-bound single-card move is exactly a `DstFoundation`
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// instruction whose source is not itself a foundation. Match the
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// instruction variant directly rather than projecting every candidate
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// to `(from, to, count)` pile coordinates — auto-complete is pure game
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// logic and never needs on-screen positions.
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self.possible_instructions()
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.into_iter()
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.find_map(|(from, to, count)| {
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if count != 1 {
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return None;
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}
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if matches!(from, KlondikePile::Foundation(_)) {
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return None;
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}
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if matches!(to, KlondikePile::Foundation(_)) {
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Some((from, to))
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} else {
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None
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.find_map(|instruction| match instruction {
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KlondikeInstruction::DstFoundation(dst)
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if !matches!(dst.src, KlondikePile::Foundation(_)) =>
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{
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Some((dst.src, KlondikePile::Foundation(dst.foundation)))
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}
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_ => None,
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})
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}
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@@ -1098,6 +1138,16 @@ impl GameState {
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mod tests {
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use super::*;
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/// Resolve every legal instruction to its `(from, to, count)` piles for
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/// tests that assert against pile positions. Mirrors what a UI edge does
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/// via [`GameState::instruction_to_piles`].
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fn legal_pile_moves(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)> {
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game.possible_instructions()
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.into_iter()
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.filter_map(|instruction| game.instruction_to_piles(instruction))
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.collect()
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}
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fn find_foundation_return_position() -> Option<(GameState, KlondikePile, KlondikePile)> {
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const MAX_SEED: u64 = 512;
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const MAX_STEPS: usize = 160;
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@@ -1107,7 +1157,7 @@ mod tests {
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game.take_from_foundation = true;
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for _ in 0..MAX_STEPS {
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let moves = game.possible_instructions();
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let moves = legal_pile_moves(&game);
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if let Some((from, to, _count)) = moves.iter().cloned().find(|(from, to, count)| {
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*count == 1
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&& matches!(from, KlondikePile::Foundation(_))
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@@ -1226,7 +1276,7 @@ mod tests {
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game.take_from_foundation = true;
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assert!(game.can_move_cards(&from, &to, 1));
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assert!(
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game.possible_instructions()
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legal_pile_moves(&game)
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.iter()
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.any(|(f, t, c)| *f == from && *t == to && *c == 1)
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);
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@@ -1241,7 +1291,7 @@ mod tests {
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game.take_from_foundation = false;
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assert!(!game.can_move_cards(&from, &to, 1));
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assert!(
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game.possible_instructions()
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legal_pile_moves(&game)
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.iter()
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.all(|(f, t, _)| !matches!(f, KlondikePile::Foundation(_))
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|| !matches!(t, KlondikePile::Tableau(_)))
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@@ -8,9 +8,10 @@ pub mod klondike_adapter;
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// downstream crates (engine, wasm) can import from one place without a direct
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// `klondike` / `card_game` dep.
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//
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// `KlondikePileStack`, `SkipCards`, and `TableauStack` are intentionally NOT
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// re-exported — they are only used internally in `klondike_adapter.rs` and do
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// not appear in any public method signature.
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// `KlondikePileStack`, `SkipCards` and `TableauStack` are intentionally NOT
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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 klondike::{Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
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pub use klondike_adapter::DrawMode;
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@@ -60,27 +60,23 @@ fn draw_mode_strategy() -> impl Strategy<Value = DrawMode> {
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///
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/// Each action is `(draw_flag, move_index)`:
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/// - `draw_flag = true` → call `game.draw()`
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/// - `draw_flag = false` → pick the `move_index % len`th legal move from
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/// `possible_instructions()` and execute it.
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/// - `draw_flag = false` → pick the `move_index % len`th legal instruction
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/// from `possible_instructions()` and apply it via `apply_instruction()`.
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///
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/// `possible_instructions()` may return `(Stock, Stock, 1)` for the
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/// RotateStock / draw action. `move_cards(Stock, Stock, 1)` is rejected by
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/// the `from == to` guard, so those are dispatched to `game.draw()`.
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/// `possible_instructions()` may return `RotateStock`, which
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/// `apply_instruction()` dispatches to `game.draw()`; ordinary instructions
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/// are equivalent to `move_cards(from, to, count)`.
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fn apply_random_actions(game: &mut GameState, actions: &[(bool, usize)]) {
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for &(do_draw, idx) in actions {
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if do_draw {
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let _ = game.draw();
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} else {
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let instructions = game.possible_instructions();
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if instructions.is_empty() {
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let moves = game.possible_instructions();
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if moves.is_empty() {
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continue;
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}
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let (from, to, count) = instructions[idx % instructions.len()];
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if from == to {
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let _ = game.draw();
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} else {
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let _ = game.move_cards(from, to, count);
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}
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let instruction = moves[idx % moves.len()];
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let _ = game.apply_instruction(instruction);
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}
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}
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}
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@@ -92,16 +88,12 @@ fn apply_one_move(game: &mut GameState, move_idx: usize) -> bool {
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if game.is_won() {
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return false;
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}
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let instructions = game.possible_instructions();
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if instructions.is_empty() {
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let moves = game.possible_instructions();
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if moves.is_empty() {
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return game.draw().is_ok();
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}
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let (from, to, count) = instructions[move_idx % instructions.len()];
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if from == to {
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game.draw().is_ok()
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} else {
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game.move_cards(from, to, count).is_ok()
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}
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let instruction = moves[move_idx % moves.len()];
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game.apply_instruction(instruction).is_ok()
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}
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// ---------------------------------------------------------------------------
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@@ -258,17 +250,13 @@ proptest! {
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let mut game = GameState::new(seed, draw_mode);
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apply_random_actions(&mut game, &setup_actions);
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for (from, to, count) in game.possible_instructions() {
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for instruction in game.possible_instructions() {
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// Clone so each move is tried from the same starting state.
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let mut trial = game.clone();
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let result = if from == to {
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trial.draw()
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} else {
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trial.move_cards(from, to, count)
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};
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let result = trial.apply_instruction(instruction);
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prop_assert!(
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result.is_ok(),
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"possible_instructions() reported ({from:?} → {to:?} ×{count}) \
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"possible_instructions() reported {instruction:?} \
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as legal but the call returned Err: {result:?}",
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);
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}
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@@ -506,7 +506,7 @@ mod tests {
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/// will cause at least one pile to disagree.
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#[test]
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fn game_state_v4_mid_game_round_trip() {
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use solitaire_core::KlondikePile;
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use solitaire_core::KlondikeInstruction;
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use solitaire_core::game_state::GameState;
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let path = gs_path("v4_mid_game");
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@@ -524,11 +524,13 @@ mod tests {
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// Execute the first available DstTableau or DstFoundation move so the
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// instruction history contains a type other than RotateStock.
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let moves = gs.possible_instructions();
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if let Some((from, to, count)) = moves.iter().copied().find(|(_, to, _)| {
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matches!(to, KlondikePile::Tableau(_) | KlondikePile::Foundation(_))
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if let Some(instruction) = gs.possible_instructions().into_iter().find(|i| {
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matches!(
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i,
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KlondikeInstruction::DstTableau(_) | KlondikeInstruction::DstFoundation(_)
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)
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}) {
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let _ = gs.move_cards(from, to, count);
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let _ = gs.apply_instruction(instruction);
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}
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// Undo once: verifies that `undo_count` is persisted and that the
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@@ -165,6 +165,29 @@ pub struct CardEntity {
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pub card: Card,
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}
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/// Render-side index mapping each live board card to its [`CardEntity`].
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///
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/// Maintained exclusively by [`rebuild_card_entity_index`] in `PostUpdate`,
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/// after the card-sync authority ([`sync_cards_on_change`]) and the resize
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/// re-snap have flushed their spawn/despawn `Commands`. Consumers treat it as
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/// read-only and must still call `Query::get(entity)` for components beyond the
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/// `Entity` id (the map yields only the id).
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///
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/// Keyed by `Card`, which is unique across all live board entities in
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/// single-deck Klondike. Transient entities (drag shadow, labels) carry no
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/// `CardEntity` component, so the rebuild — which scans `&CardEntity` — never
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/// records them.
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#[derive(Resource, Debug, Default)]
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pub struct CardEntityIndex(pub HashMap<Card, Entity>);
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impl CardEntityIndex {
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/// Resolve a card to its live entity, if one is currently spawned.
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#[inline]
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pub fn get(&self, card: &Card) -> Option<Entity> {
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self.0.get(card).copied()
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}
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}
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/// Marker for the text child inside a card entity.
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#[derive(Component, Debug)]
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pub struct CardLabel;
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@@ -431,6 +454,7 @@ impl Plugin for CardPlugin {
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// ensure it exists here. Under `DefaultPlugins` the call is a no-op.
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app.init_resource::<ButtonInput<MouseButton>>()
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.init_resource::<ResizeThrottle>()
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.init_resource::<CardEntityIndex>()
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.add_message::<SettingsChangedEvent>()
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.add_message::<CardFlippedEvent>()
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.add_message::<CardFaceRevealedEvent>()
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@@ -466,6 +490,36 @@ impl Plugin for CardPlugin {
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);
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app.add_systems(Update, resize_android_corner_labels);
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app.add_systems(PostUpdate, rebuild_card_entity_index);
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}
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}
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/// Rebuild the [`CardEntityIndex`] from the live `CardEntity` set.
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///
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/// Runs in `PostUpdate` so that all spawn/despawn `Commands` issued by
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/// [`sync_cards_on_change`] and [`snap_cards_on_window_resize`] in `Update`
|
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/// have been flushed at the `Update -> PostUpdate` apply-deferred boundary.
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/// Rebuilding from scratch (rather than incrementally patching at every
|
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/// spawn/despawn site — waste cards churn on every draw) keeps a single writer
|
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/// and makes a stale entry structurally impossible.
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///
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/// Gated to changed frames only: `Changed<CardEntity>` fires the frame a card
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/// is spawned, `RemovedComponents<CardEntity>` the frame one is despawned. The
|
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/// `card` field is write-once (never mutated in place), so card-reposition
|
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/// frames don't trip `Changed` and correctly skip the O(52) rebuild.
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fn rebuild_card_entity_index(
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mut index: ResMut<CardEntityIndex>,
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cards: Query<(Entity, &CardEntity)>,
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changed: Query<(), Changed<CardEntity>>,
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removed: RemovedComponents<CardEntity>,
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) {
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if changed.is_empty() && removed.is_empty() {
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return;
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}
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let map = &mut index.0;
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map.clear();
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for (entity, ce) in &cards {
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map.insert(ce.card.clone(), entity);
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}
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}
|
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|
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|
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@@ -26,7 +26,7 @@ use bevy::prelude::*;
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use bevy::window::PrimaryWindow;
|
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#[cfg(not(target_os = "android"))]
|
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use bevy::window::{MonitorSelection, WindowMode};
|
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use solitaire_core::{Foundation, KlondikePile, Tableau};
|
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use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
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use solitaire_core::card::{Card, Suit};
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use solitaire_core::game_state::GameState;
|
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|
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@@ -350,7 +350,7 @@ pub fn find_heuristic_hint(
|
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}
|
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let idx = hint_cycle.0 % hints.len();
|
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hint_cycle.0 = hint_cycle.0.wrapping_add(1);
|
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let (from, to, _count) = hints[idx];
|
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let (from, to) = hints[idx];
|
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Some((from, to))
|
||||
}
|
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|
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@@ -1642,30 +1642,47 @@ fn handle_double_tap(
|
||||
/// Build the complete list of legal moves available in `game`, ordered so that
|
||||
/// upstream `klondike` priorities are preserved.
|
||||
///
|
||||
/// Each entry is `(from, to, count)` — the same triple used by
|
||||
/// [`MoveRequestEvent`]. The list may be empty when no move exists at all
|
||||
/// (game is stuck).
|
||||
/// Each entry is `(from, to)` — the source and destination piles a hint
|
||||
/// should highlight. Only single-card moves are surfaced; multi-card tableau
|
||||
/// runs are filtered out by [`hint_piles`]. The list may be empty when no
|
||||
/// move exists at all (game is stuck).
|
||||
///
|
||||
/// This is the backing data for the cycling hint system: the H key steps
|
||||
/// through `hints[HintCycleIndex % hints.len()]` on each press.
|
||||
pub fn all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)> {
|
||||
pub fn all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
|
||||
if game.has_test_pile_overrides() {
|
||||
return legacy_all_hints(game);
|
||||
}
|
||||
|
||||
game.possible_instructions()
|
||||
.into_iter()
|
||||
.filter(|(_, _, count)| *count == 1)
|
||||
.filter_map(|instruction| hint_piles(game, instruction))
|
||||
.collect()
|
||||
}
|
||||
|
||||
/// Project a [`KlondikeInstruction`] to the `(source, destination)` piles a
|
||||
/// hint should highlight, or `None` for a no-op or multi-card move.
|
||||
///
|
||||
/// Delegates the instruction→pile decode to the single owner of that mapping,
|
||||
/// [`GameState::instruction_to_piles`], and keeps only single-card moves
|
||||
/// (`count == 1`) — the hint highlight can represent exactly one source card.
|
||||
pub(crate) fn hint_piles(
|
||||
game: &GameState,
|
||||
instruction: KlondikeInstruction,
|
||||
) -> Option<(KlondikePile, KlondikePile)> {
|
||||
match game.instruction_to_piles(instruction)? {
|
||||
(from, to, 1) => Some((from, to)),
|
||||
_ => None,
|
||||
}
|
||||
}
|
||||
|
||||
/// Legacy hint enumeration used only when test pile overrides are active.
|
||||
///
|
||||
/// `possible_instructions()` reflects the internal upstream `Session` state.
|
||||
/// In test fixtures that inject synthetic piles via `set_test_*`, these
|
||||
/// synthetic piles can diverge from the session state; this fallback preserves
|
||||
/// deterministic test semantics in those fixtures.
|
||||
fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)> {
|
||||
fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile)> {
|
||||
let sources: Vec<KlondikePile> = {
|
||||
let mut s = vec![KlondikePile::Stock];
|
||||
for tableau in tableaus() {
|
||||
@@ -1674,7 +1691,7 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)
|
||||
s
|
||||
};
|
||||
|
||||
let mut hints: Vec<(KlondikePile, KlondikePile, usize)> = Vec::new();
|
||||
let mut hints: Vec<(KlondikePile, KlondikePile)> = Vec::new();
|
||||
|
||||
// Pass 1 — foundation moves (highest priority, shown first).
|
||||
for from in &sources {
|
||||
@@ -1685,7 +1702,7 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)
|
||||
for foundation in foundations() {
|
||||
let dest = KlondikePile::Foundation(foundation);
|
||||
if game.can_move_cards(from, &dest, 1) {
|
||||
hints.push((*from, dest, 1));
|
||||
hints.push((*from, dest));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1700,14 +1717,14 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)
|
||||
};
|
||||
let already_has_foundation_hint = hints
|
||||
.iter()
|
||||
.any(|(f, t, _)| f == from && matches!(t, KlondikePile::Foundation(_)));
|
||||
.any(|(f, t)| f == from && matches!(t, KlondikePile::Foundation(_)));
|
||||
if already_has_foundation_hint {
|
||||
continue;
|
||||
}
|
||||
for tableau in tableaus() {
|
||||
let dest = KlondikePile::Tableau(tableau);
|
||||
if game.can_move_cards(from, &dest, 1) {
|
||||
hints.push((*from, dest, 1));
|
||||
hints.push((*from, dest));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1727,7 +1744,7 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)
|
||||
for tableau in tableaus() {
|
||||
let dest = KlondikePile::Tableau(tableau);
|
||||
if game.can_move_cards(&from, &dest, 1) {
|
||||
hints.push((from, dest, 1));
|
||||
hints.push((from, dest));
|
||||
break;
|
||||
}
|
||||
}
|
||||
@@ -1742,9 +1759,9 @@ fn legacy_all_hints(game: &GameState) -> Vec<(KlondikePile, KlondikePile, usize)
|
||||
let waste_can_recycle = stock_cards.is_empty() && !waste_cards.is_empty();
|
||||
if stock_non_empty || waste_can_recycle {
|
||||
// Stock→Waste is not a real pile-to-pile move, but we reuse the
|
||||
// triple to signal "draw". The H handler only reads `from` to
|
||||
// pair to signal "draw". The H handler only reads `from` to
|
||||
// locate the card to highlight; we point at the stock pile.
|
||||
hints.push((KlondikePile::Stock, KlondikePile::Stock, 1));
|
||||
hints.push((KlondikePile::Stock, KlondikePile::Stock));
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1793,9 +1810,9 @@ const fn tableau_number(tableau: Tableau) -> u8 {
|
||||
|
||||
/// Find one valid move in the current game state.
|
||||
///
|
||||
/// Returns `(from, to, count)` for the first legal move found, or `None` if
|
||||
/// Returns `(from, to)` for the first legal move found, or `None` if
|
||||
/// no move is available. This is a convenience wrapper over [`all_hints`].
|
||||
pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile, usize)> {
|
||||
pub fn find_hint(game: &GameState) -> Option<(KlondikePile, KlondikePile)> {
|
||||
all_hints(game).into_iter().next()
|
||||
}
|
||||
|
||||
@@ -2166,10 +2183,9 @@ mod tests {
|
||||
|
||||
let hint = find_hint(&game);
|
||||
assert!(hint.is_some(), "should find a hint");
|
||||
let (from, to, count) = hint.unwrap();
|
||||
let (from, to) = hint.unwrap();
|
||||
assert_eq!(from, KlondikePile::Tableau(Tableau::Tableau1));
|
||||
assert_eq!(to, KlondikePile::Foundation(Foundation::Foundation1));
|
||||
assert_eq!(count, 1);
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
@@ -2212,10 +2228,9 @@ mod tests {
|
||||
|
||||
let hints = all_hints(&game);
|
||||
assert_eq!(hints.len(), 1, "exactly one hint: draw from stock");
|
||||
let (from, to, count) = &hints[0];
|
||||
let (from, to) = &hints[0];
|
||||
assert_eq!(*from, KlondikePile::Stock, "hint must come from Stock");
|
||||
assert_eq!(*to, KlondikePile::Stock, "hint must point to Waste");
|
||||
assert_eq!(*count, 1);
|
||||
}
|
||||
|
||||
// `all_hints` must be empty when both stock and waste are empty and no
|
||||
|
||||
@@ -30,7 +30,7 @@ use solitaire_data::solver::try_solve_from_state;
|
||||
|
||||
use crate::card_plugin::CardEntity;
|
||||
use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
|
||||
use crate::input_plugin::{emit_hint_visuals, find_heuristic_hint};
|
||||
use crate::input_plugin::{emit_hint_visuals, find_heuristic_hint, hint_piles};
|
||||
use crate::resources::{GameStateResource, HintCycleIndex};
|
||||
|
||||
/// In-flight async work for the H-key hint.
|
||||
@@ -93,7 +93,7 @@ struct HintTask {
|
||||
enum HintTaskOutput {
|
||||
/// Solver verdict was winnable; here is the first move on the solution
|
||||
/// path. Converted to highlighted `(from, to)` piles by the poll system
|
||||
/// via [`GameState::instruction_to_move`].
|
||||
/// via [`crate::input_plugin::hint_piles`].
|
||||
SolverMove(KlondikeInstruction),
|
||||
/// Solver was `Unwinnable` or `Inconclusive`. The poll system
|
||||
/// runs the legacy heuristic against the live `GameState` so the
|
||||
@@ -153,10 +153,7 @@ pub fn poll_pending_hint_task(
|
||||
// Resolve the solver's first move to highlighted piles; fall back to the
|
||||
// live-state heuristic when there's no solver move or it maps to a no-op.
|
||||
let solver_pair = match output {
|
||||
HintTaskOutput::SolverMove(instruction) => g
|
||||
.0
|
||||
.instruction_to_move(instruction)
|
||||
.map(|(from, to, _count)| (from, to)),
|
||||
HintTaskOutput::SolverMove(instruction) => hint_piles(&g.0, instruction),
|
||||
HintTaskOutput::NeedsHeuristic => None,
|
||||
};
|
||||
let (from, to) = match solver_pair.or_else(|| find_heuristic_hint(&g.0, &mut hint_cycle)) {
|
||||
|
||||
@@ -41,7 +41,7 @@ use solitaire_core::{Foundation, KlondikePile, Tableau};
|
||||
use solitaire_core::card::Card;
|
||||
use solitaire_core::game_state::GameState;
|
||||
|
||||
use crate::card_plugin::CardEntity;
|
||||
use crate::card_plugin::CardEntityIndex;
|
||||
use crate::events::{InfoToastEvent, MoveRequestEvent, StateChangedEvent};
|
||||
use crate::game_plugin::GameMutation;
|
||||
use crate::input_plugin::{best_destination, best_tableau_destination_for_stack};
|
||||
@@ -147,8 +147,12 @@ pub struct SelectionPlugin;
|
||||
|
||||
impl Plugin for SelectionPlugin {
|
||||
fn build(&self, app: &mut App) {
|
||||
// `CardEntityIndex` is owned and kept current by `CardPlugin`; this
|
||||
// call is a no-op there. It is declared here so `update_selection_highlight`
|
||||
// can read it via `Res<>` even in harnesses that omit `CardPlugin`.
|
||||
app.init_resource::<SelectionState>()
|
||||
.init_resource::<KeyboardDragState>()
|
||||
.init_resource::<CardEntityIndex>()
|
||||
.add_systems(
|
||||
Update,
|
||||
(
|
||||
@@ -657,7 +661,7 @@ fn update_selection_highlight(
|
||||
kbd_drag: Res<KeyboardDragState>,
|
||||
game: Res<GameStateResource>,
|
||||
layout: Option<Res<LayoutResource>>,
|
||||
card_entities: Query<(Entity, &CardEntity)>,
|
||||
card_index: Res<CardEntityIndex>,
|
||||
highlights: Query<Entity, With<SelectionHighlight>>,
|
||||
) {
|
||||
// Always despawn any existing highlight first.
|
||||
@@ -695,7 +699,7 @@ fn update_selection_highlight(
|
||||
{
|
||||
spawn_highlight_on_card(
|
||||
&mut commands,
|
||||
&card_entities,
|
||||
&card_index,
|
||||
&card,
|
||||
card_size,
|
||||
source_color,
|
||||
@@ -712,7 +716,7 @@ fn update_selection_highlight(
|
||||
if let Some(card) = top_face_up_card(dest, &game.0) {
|
||||
spawn_highlight_on_card(
|
||||
&mut commands,
|
||||
&card_entities,
|
||||
&card_index,
|
||||
&card,
|
||||
card_size,
|
||||
dest_color,
|
||||
@@ -741,27 +745,24 @@ fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
|
||||
/// the matching `CardEntity::card`. No-op if no entity matches.
|
||||
fn spawn_highlight_on_card(
|
||||
commands: &mut Commands,
|
||||
card_entities: &Query<(Entity, &CardEntity)>,
|
||||
card_index: &CardEntityIndex,
|
||||
card: &Card,
|
||||
card_size: Vec2,
|
||||
color: Color,
|
||||
) {
|
||||
for (entity, card_entity) in card_entities {
|
||||
if card_entity.card == *card {
|
||||
commands.entity(entity).with_children(|b| {
|
||||
b.spawn((
|
||||
SelectionHighlight,
|
||||
Sprite {
|
||||
color,
|
||||
custom_size: Some(card_size + Vec2::splat(4.0)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(0.0, 0.0, -0.01),
|
||||
Visibility::default(),
|
||||
));
|
||||
});
|
||||
break;
|
||||
}
|
||||
if let Some(entity) = card_index.get(card) {
|
||||
commands.entity(entity).with_children(|b| {
|
||||
b.spawn((
|
||||
SelectionHighlight,
|
||||
Sprite {
|
||||
color,
|
||||
custom_size: Some(card_size + Vec2::splat(4.0)),
|
||||
..default()
|
||||
},
|
||||
Transform::from_xyz(0.0, 0.0, -0.01),
|
||||
Visibility::default(),
|
||||
));
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -357,6 +357,7 @@ fn legal_moves_for_game(game: &GameState) -> Vec<DebugMove> {
|
||||
let mut moves: Vec<DebugMove> = game
|
||||
.possible_instructions()
|
||||
.into_iter()
|
||||
.filter_map(|instruction| game.instruction_to_piles(instruction))
|
||||
.map(|(from, to, count)| DebugMove::Move {
|
||||
from: pile_name(from),
|
||||
to: pile_name(to),
|
||||
|
||||
Reference in New Issue
Block a user