Commit Graph

11 Commits

Author SHA1 Message Date
funman300 da601bebd6 fix(engine,wasm,web): detect no-legal-moves correctly and surface banner
Build and Deploy / build-and-push (push) Successful in 4m24s
Engine: replace broken has_legal_moves loop (which checked buried
mid-column cards without sequence validation) with a delegation to
possible_instructions(), mirroring the hint system's logic exactly.

WASM: add has_moves: bool to GameSnapshot, computed in snap() using the
same stock/waste/possible_instructions check so the web client gets the
flag in every state update at no extra round-trip cost.

Web: show a non-blocking no-moves banner (slide-up toast) with Undo and
New Game actions when has_moves is false and the game is not won. Banner
hides automatically once a move restores legal play (e.g. after undo).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 16:54:01 -07:00
funman300 f6e7de1093 fix(core): make take_from_foundation true by default across all clients
Build and Deploy / build-and-push (push) Successful in 3m51s
Android Release / build-apk (push) Successful in 4m36s
The flag was modelled as an opt-in non-standard rule but moving a card
off a foundation is in fact standard Klondike — disabling it is the
non-standard variant.

Changing the core default to true means every client (desktop, Android,
web) gets correct behaviour without each having to independently patch
the value after construction. Clients that expose a settings toggle
(desktop/Android) can still disable it through SettingsResource.

- game_state.rs: flip default from false → true in new_with_mode
- game_state.rs: rename/update take_from_foundation_disabled_by_default
  test to reflect the new intended default
- solitaire_wasm/lib.rs: remove now-redundant override in new()
  (from_saved keeps its override to fix old saves that serialised false)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:44:10 -07:00
funman300 3322fd4250 fix(wasm): enable take-from-foundation in web game client
Android Release / build-apk (push) Successful in 3m56s
GameState::new_with_mode defaults take_from_foundation=false (non-
standard; the flag exists so the desktop can offer it as a setting).
The WASM web client has no settings layer, so this flag was never
flipped on — every drag or double-click from a foundation pile was
silently rejected by the rules engine.

Set take_from_foundation=true in both SolitaireGame::new (fresh games)
and SolitaireGame::from_saved (restored games, which may have the old
default serialised).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:40:16 -07:00
funman300 90eb5fd207 feat(web): persist game state across page refreshes with resume dialog
Build and Deploy / build-and-push (push) Successful in 2m54s
Android Release / build-apk (push) Successful in 4m38s
- solitaire_wasm: add SolitaireGame::serialize() and from_saved() so JS
  can round-trip the full GameState through localStorage as JSON
- game.js: save {gameState, elapsedSecs, drawThree} to localStorage
  (key: fs_game_save) on every render(); clear the save on win
- game.js: on bootstrap, check for a saved game and show a resume
  dialog if one exists; Resume restores state + timer, New Game discards
  the save and starts fresh with a random seed
- game.html: add #resume-overlay markup (same pattern as win-overlay)
- game.css: add styles for the resume dialog and its secondary button

localStorage failures (private-browsing quota) are silently ignored so
they never block gameplay.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-19 15:38:07 -07:00
funman300 18d7937b51 refactor(core): derive Copy for DrawMode; drop redundant .clone() calls (M-18)
DrawMode is a fieldless two-variant enum — it is trivially bitwise-
copyable. Adding Copy + updating choose_winnable_seed to take the value
directly eliminates 13 superfluous .clone() calls across solitaire_core,
solitaire_engine, solitaire_assetgen, and solitaire_wasm.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 21:18:23 -07:00
funman300 7fc98f8801 fix(wasm): state() and step() return Result so errors throw JS exceptions (CR-6)
Previously both ReplayPlayer::state() and ::step() returned JsValue::NULL for
both the expected "replay exhausted" case and the unexpected "serialisation
failed" case. JavaScript callers could not distinguish the two.

Now both methods return Result<JsValue, JsValue>:
- step() returns Ok(null) when the replay is finished (expected sentinel)
- step() and state() Err(string) when serde_wasm_bindgen fails (throws JS exception)

Same fix applied to SolitaireGame::state().

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-17 20:48:30 -07:00
funman300 1b7c4d92aa fix(web): auto-complete now works with cards remaining in waste
check_auto_complete no longer requires the waste pile to be empty —
only the stock must be exhausted and all tableau cards face-up.
next_auto_complete_move checks the waste top card before scanning
tableau, and auto_complete_step falls back to draw() when no direct
foundation move is available so the waste drains automatically.

Fixes the end-game state where the player could see a clear win but
the auto-complete interval never fired because the waste was non-empty.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 21:30:46 -07:00
funman300 0ebe87a411 fix(web): browser game UX pass — shake feedback, timer, stock count, HUD
- game.js fully rewritten: correct coordinate system (PAD baked into
  PILE_ORIGIN), undo driven by undo_stack_len, flashIllegal shake with
  --card-tx CSS variable, game timer, stock count HUD, URL seed persist,
  foundation suit hints, auto-complete step loop
- game.html: adds hud-timer, hud-stock, win-time elements
- game.css: @keyframes illegal-shake, .slot-hint, overflow-x on main
- solitaire_wasm: adds undo_stack_len to GameSnapshot

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 10:27:05 -07:00
funman300 1e6d153cd0 feat(wasm): playable browser game at /play
Add `SolitaireGame` WASM binding to `solitaire_wasm` exposing draw(),
move_cards(), undo(), auto_complete_step(), and state() — all backed by
the real solitaire_core rules engine.

Add /play route to solitaire_server serving a full vanilla-JS
interactive Klondike game (game.html / game.css / game.js). Features:
drag-and-drop card moves (mouse + touch via PointerEvents), click stock
to draw, double-click card to auto-move to foundation, undo, draw-1/3
toggle, new game, auto-complete animation, win overlay, seed display.
Rebuild solitaire_wasm.js + solitaire_wasm_bg.wasm.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-13 09:42:56 -07:00
funman300 b4ada2a07e test(wasm): add full winning-sequence step-through test
Adds `replay_player_completes_full_winning_sequence` to `solitaire_wasm`.
A greedy solver runs over seeds 1–200 to find the first deterministically
winnable DrawOne Classic game, serialises the move list as a Replay JSON,
and feeds it to `ReplayPlayer::from_json`. Every move is stepped with
`step_native`; the test asserts `is_won = true` on the final snapshot.

Regression target: any change to `GameState` move semantics or `ReplayMove`
serialisation that breaks a historically valid replay will fail this test.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-12 14:21:29 -07:00
funman300 5bed43ef32 feat(wasm): solitaire_wasm crate for browser-side replay re-execution
A new `cdylib + rlib` workspace member that wraps `solitaire_core::
GameState` for use from JavaScript. The web replay viewer fetches a
replay JSON, hands it to `ReplayPlayer::new`, and steps through
moves one at a time — same Rust rules engine the desktop client
uses, so the two implementations cannot drift.

The crate intentionally does NOT depend on `solitaire_data` (which
pulls dirs/keyring/reqwest, none wasm-friendly). Instead it defines
a minimal `Replay` mirror with the same serde shape; the JSON wire
format is the contract.

Public surface (#[wasm_bindgen]):
- `ReplayPlayer::new(json)` — parse + rebuild deal from seed/mode
- `state()` / `step()` — return JS-friendly StateSnapshot
- `total_steps()` / `step_idx()` / `is_finished()` — progress helpers

Native-callable mirror (`from_json`, `step_native`) lets unit tests
exercise the state machine without going through `serde_wasm_bindgen`,
which panics off-target. 3 tests cover construction, step advance,
and invalid-JSON handling.

`getrandom` needs the `wasm_js` feature on the wasm32 target;
configured via the cfg target dep table so non-wasm builds aren't
affected.

Build pipeline (executed from the repo root):
    rustup target add wasm32-unknown-unknown
    RUSTFLAGS='--cfg getrandom_backend="wasm_js"' \
      cargo build -p solitaire_wasm \
      --target wasm32-unknown-unknown --release
    wasm-bindgen --target web \
      --out-dir solitaire_server/web/pkg --no-typescript \
      target/wasm32-unknown-unknown/release/solitaire_wasm.wasm

The generated bindings land in solitaire_server/web/pkg/ and are
committed alongside the web UI (next commit).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 18:53:19 +00:00