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Author SHA1 Message Date
funman300 ea1014285d feat(engine): Show solution — auto-play the winning line from the pause menu
Test / test (pull_request) Successful in 15m21s
New SolutionPlaybackPlugin: the pause modal's 'Show solution' button
resumes the game and requests a solve of the live position via
GameState::winning_line on AsyncComputeTaskPool (never blocks the main
thread; stale results discarded via a move_count snapshot). The line
then plays back one instruction per 0.45 s through the normal
MoveRequestEvent / DrawRequestEvent pipeline — animations, scoring,
undo history and win detection behave as if the player made the moves.
Tableau run counts are decoded against the live state at step time.

Playback cancels on Esc, pause, undo / new-game requests, and any
rejected move (the signature of the player diverging the board).
Toasts cover search start, line found, unwinnable, and budget-
exhausted outcomes.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:33:49 -07:00
funman300 299f6bfea7 feat(core): winning_line — full solver line via Solution::clean_solution
New GameState::winning_line(moves_budget, states_budget) returns the
complete instruction sequence to a win (Ok(None) when unwinnable or
already won, Err on budget exhaustion), compacting the raw DFS trace
with the previously unused card_game Solution::clean_solution and
stripping foundation→foundation no-ops when the stripped line still
replays to a win — an internal replay check guarantees the returned
sequence always applies cleanly via apply_instruction.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-07 16:19:12 -07:00
8 changed files with 601 additions and 963 deletions
+142
View File
@@ -1109,6 +1109,66 @@ impl GameState {
})
}
/// Full winning line from the current position:
///
/// * `Ok(Some(line))` — winnable; applying every instruction in order via
/// [`GameState::apply_instruction`] reaches a won game.
/// * `Ok(None)` — provably unwinnable, or already won (no moves to show).
/// * `Err(SolveError)` — inconclusive; budget exhausted before a verdict.
///
/// Delegates to upstream [`card_game::Session::solve`] on a solve-budgeted
/// copy of the board like [`GameState::solve_first_move`], but returns the
/// whole path instead of the first move, compacted with
/// [`card_game::Solution::clean_solution`] (drops move ranges that loop
/// back to an already-seen state — the raw DFS trace is full of them).
///
/// Foundation→foundation shuffles ([`KlondikeInstruction::is_useless`])
/// are additionally stripped when the remaining sequence still replays to
/// a win; if stripping one would break a later move's preconditions the
/// unstripped cleaned line is returned instead, so the replay contract
/// above always holds. `clean_solution` is quadratic-ish in line length —
/// callers should run this off the UI thread with modest budgets.
pub fn winning_line(
&self,
moves_budget: u64,
states_budget: u64,
) -> Result<Option<Vec<KlondikeInstruction>>, SolveError> {
if self.is_won() {
return Ok(None);
}
let inner = KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation);
let config = SessionConfig {
inner: inner.clone(),
undo_penalty: 0,
solve_moves_budget: moves_budget,
solve_states_budget: states_budget,
};
let start = self.session.state().state().clone();
let session = Session::new(start.clone(), config);
let Some(solution) = session.solve()? else {
return Ok(None);
};
let cleaned: Vec<KlondikeInstruction> = solution
.clean_solution()
.iter()
.map(|snapshot| *snapshot.instruction())
.collect();
let filtered: Vec<KlondikeInstruction> = cleaned
.iter()
.copied()
.filter(|instruction| !instruction.is_useless())
.collect();
if line_replays_to_win(start, &inner, &filtered) {
Ok(Some(filtered))
} else {
Ok(Some(cleaned))
}
}
/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
@@ -1126,6 +1186,25 @@ impl GameState {
}
}
/// `true` when applying `line` in order from `start` is legal at every step
/// and ends in a won game. Pure replay check backing
/// [`GameState::winning_line`]'s "the returned sequence always replays to a
/// win" contract.
fn line_replays_to_win(
mut state: Klondike,
config: &KlondikeConfig,
line: &[KlondikeInstruction],
) -> bool {
let mut stats = <Klondike as card_game::Game>::Stats::default();
for &instruction in line {
if !state.is_instruction_valid(config, instruction) {
return false;
}
state.process_instruction(&mut stats, config, instruction);
}
state.is_win()
}
#[cfg(test)]
mod tests {
use super::*;
@@ -1351,6 +1430,69 @@ mod tests {
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
// ── Full winning line (winning_line) ──────────────────────────────────
#[test]
fn winning_line_replays_to_a_won_game() {
// Seed 0xD1FF_0000_0000_0012 / DrawOne is proven Winnable at 5k
// budgets by `budget_is_passed_through_not_clamped`. Standard rules
// (take-from-foundation off) keep the search space identical to
// that baseline. The returned line must apply cleanly through the
// normal instruction pipeline and end in a win — the whole point
// of the API contract.
let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
let line = game
.winning_line(5_000, 5_000)
.expect("this seed must not exhaust a 5k budget")
.expect("this seed must be winnable");
assert!(!line.is_empty(), "a winnable unfinished game needs moves");
for (i, instruction) in line.iter().enumerate() {
game.apply_instruction(*instruction)
.unwrap_or_else(|e| panic!("move {i} of the line must be legal: {e}"));
}
assert!(game.is_won(), "line must end in a won game");
}
#[test]
fn winning_line_contains_no_useless_moves() {
// The foundation→foundation strip must survive the replay check on
// this seed; a line shown to the player should never shuffle
// between foundations. Same proven-winnable seed and standard
// rules as `winning_line_replays_to_a_won_game`.
let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
let line = game
.winning_line(5_000, 5_000)
.expect("budget")
.expect("winnable");
assert!(
!line.iter().any(KlondikeInstruction::is_useless),
"filtered line must not contain foundation→foundation moves"
);
}
#[test]
fn winning_line_is_inconclusive_when_budget_exhausted() {
let game = GameState::new(7, DrawStockConfig::DrawOne);
let outcome = game.winning_line(5_000, 0);
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
#[test]
fn winning_line_matches_first_move_verdict() {
// The two solver entry points must agree on winnability for the
// same position and budgets (both are deterministic DFS).
let game = GameState::new(42, DrawStockConfig::DrawOne);
let first = game.solve_first_move(5_000, 5_000);
let line = game.winning_line(5_000, 5_000);
assert_eq!(
matches!(first, Ok(Some(_))),
matches!(line, Ok(Some(_))),
"solve_first_move and winning_line disagree on winnability"
);
}
#[test]
fn budget_is_passed_through_not_clamped() {
// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
-8
View File
@@ -3,7 +3,6 @@ pub mod error;
pub mod game_state;
pub mod klondike_adapter;
pub mod scoring;
pub mod spider;
// Re-export the upstream types that cross the solitaire_core API boundary so
// downstream crates (engine, wasm) can import from one place without a direct
@@ -22,13 +21,6 @@ pub use klondike::{
// former `solitaire_data::solver` wrapper module.
pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
// Spider rules (second `card_game::Game` implementation; engine UI is a
// later phase — nothing outside solitaire_core consumes these yet).
pub use spider::{
SpiderConfig, SpiderGame, SpiderGameState, SpiderInstruction, SpiderScoring, SpiderStats,
SpiderSuits,
};
/// All four foundation slots, in slot order.
///
/// Canonical iteration source for `Foundation` — upstream `klondike` has no
-952
View File
@@ -1,952 +0,0 @@
//! Spider solitaire rules — a second [`card_game::Game`] implementation
//! alongside the upstream Klondike.
//!
//! Built directly on the upstream `card_game` containers: two decks
//! ([`Deck::Deck1`] + [`Deck::Deck2`], 104 cards) dealt into ten
//! [`Pile`]s, exercising the multi-deck [`Card`] encoding and the
//! `Stack`/`Pile` public API that `klondike` uses internally.
//!
//! ## Rules implemented
//!
//! - 10 tableau piles: the first 4 receive 6 cards, the last 6 receive
//! 5 (top card face-up) — 54 dealt, 50 in stock.
//! - Build down regardless of suit; only same-suit descending runs may
//! be picked up and moved.
//! - Empty piles accept any card or movable run.
//! - The stock deals one card to every pile (10 total), only while no
//! pile is empty.
//! - A completed K→A same-suit run is removed automatically; the game
//! is won when all 8 runs are removed.
//! - Difficulty via suit count ([`SpiderSuits`]): 1, 2, or 4 suits
//! spread over the same 104 cards.
//!
//! ## Determinism
//!
//! Deals are seeded with an inline SplitMix64 + FisherYates shuffle:
//! `solitaire_core` has no `rand` dependency (and adding one needs
//! explicit approval), so Spider's seed space is deliberately
//! self-contained rather than shared with Klondike's `StdRng` seeds.
//! The same seed + suit count always produces the same deal.
//!
//! ## Card identity caveat (engine integration, later phase)
//!
//! [`Card`] packs deck/suit/rank into one byte, and 1- and 2-suit
//! games need more than four copies of a suit, so *identical* `Card`
//! values legitimately coexist (e.g. eight `♠A` in a 1-suit game,
//! spread over `Deck1..Deck4` twice). Rules only compare suit/rank so
//! core is unaffected, but the engine's `Card → Entity` mapping is
//! keyed by card value and will need positional keys before a Spider
//! UI lands.
use card_game::{Card, Deck, Game, Pile, Rank, Session, SessionConfig, Stack, Suit};
use serde::{Deserialize, Serialize};
use crate::error::MoveError;
/// Number of tableau piles.
pub const SPIDER_TABLEAUS: usize = 10;
/// Total cards in play (two decks).
pub const SPIDER_DECK_SIZE: usize = 104;
/// Cards left in the stock after the opening deal (5 deals × 10).
const STOCK_SIZE: usize = 50;
/// Cards in one completed run (K → A).
const RUN_LEN: usize = 13;
/// Runs required to win.
const TOTAL_RUNS: u8 = 8;
/// Face-down cards in the deepest opening pile.
const MAX_FACE_DOWN: usize = 5;
// ---------------------------------------------------------------------------
// Config
// ---------------------------------------------------------------------------
/// Spider difficulty: how many distinct suits the 104 cards span.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize, Default)]
pub enum SpiderSuits {
/// All spades — the beginner layout (default).
#[default]
One,
/// Spades + hearts.
Two,
/// Full two-deck spread, the classic four-suit game.
Four,
}
impl SpiderSuits {
/// Suits used at this difficulty.
fn suits(self) -> &'static [Suit] {
match self {
Self::One => &[Suit::Spades],
Self::Two => &[Suit::Spades, Suit::Hearts],
Self::Four => &[Suit::Spades, Suit::Hearts, Suit::Clubs, Suit::Diamonds],
}
}
}
/// Scoring knobs, mirroring the shape of `klondike::ScoringConfig`.
///
/// Defaults follow the familiar Microsoft formula: start at 500, 1
/// per move, +100 per completed run (the upstream session adds
/// `undos × undo_penalty` on top).
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct SpiderScoring {
/// Score a fresh deal starts from.
pub base: i32,
/// Added per move (conventionally negative).
pub move_penalty: i32,
/// Added per completed K→A run.
pub run_bonus: i32,
}
impl Default for SpiderScoring {
fn default() -> Self {
Self {
base: 500,
move_penalty: -1,
run_bonus: 100,
}
}
}
/// Full Spider rules configuration (the `Game::Config` type).
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize, Default)]
pub struct SpiderConfig {
/// Suit-count difficulty.
pub suits: SpiderSuits,
/// Scoring knobs.
pub scoring: SpiderScoring,
}
// ---------------------------------------------------------------------------
// Stats
// ---------------------------------------------------------------------------
/// Per-game counters (the `Game::Stats` type). Cumulative — they are
/// not rolled back by undo, matching upstream `KlondikeStats`.
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize, Default)]
pub struct SpiderStats {
moves: u32,
deals: u32,
runs_completed: u32,
}
impl SpiderStats {
/// Total instructions processed (moves + deals).
pub const fn moves(&self) -> u32 {
self.moves
}
/// Stock deals performed.
pub const fn deals(&self) -> u32 {
self.deals
}
/// K→A runs completed over the whole game (not undone-adjusted).
pub const fn runs_completed(&self) -> u32 {
self.runs_completed
}
}
// ---------------------------------------------------------------------------
// Instruction
// ---------------------------------------------------------------------------
/// One atomic Spider action (the `Game::Instruction` type).
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum SpiderInstruction {
/// Deal one card from the stock onto every tableau pile.
Deal,
/// Move the top `count` face-up cards (a same-suit descending run)
/// from pile `from` to pile `to`. Pile indices are `0..10`.
Move {
/// Source pile index.
from: u8,
/// Destination pile index.
to: u8,
/// Number of cards in the moved run (≥ 1).
count: u8,
},
}
// ---------------------------------------------------------------------------
// Game state
// ---------------------------------------------------------------------------
/// Pure Spider game position: ten tableaus, the stock, and the count
/// of completed runs. Everything else (undo, score bookkeeping) lives
/// in the wrapping [`Session`].
#[derive(Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub struct SpiderGame {
tableaus: [Pile<MAX_FACE_DOWN, SPIDER_DECK_SIZE>; SPIDER_TABLEAUS],
stock: Stack<STOCK_SIZE>,
completed_runs: u8,
}
/// SplitMix64 step — small, well-known, and dependency-free. Spider
/// only needs a deterministic shuffle, not cryptographic quality.
const fn splitmix64(state: u64) -> (u64, u64) {
let state = state.wrapping_add(0x9E37_79B9_7F4A_7C15);
let mut z = state;
z = (z ^ (z >> 30)).wrapping_mul(0xBF58_476D_1CE4_E5B9);
z = (z ^ (z >> 27)).wrapping_mul(0x94D0_49BB_1331_11EB);
(state, z ^ (z >> 31))
}
/// In-place FisherYates driven by SplitMix64. The modulo bias is
/// astronomically small for n ≤ 104 and irrelevant for gameplay.
fn shuffle(cards: &mut [Card], seed: u64) {
let mut state = seed;
for i in (1..cards.len()).rev() {
let (next_state, r) = splitmix64(state);
state = next_state;
#[allow(clippy::cast_possible_truncation)]
let j = (r % (i as u64 + 1)) as usize;
cards.swap(i, j);
}
}
/// Builds the 104-card Spider deck for a suit-count difficulty.
///
/// Deck ids spread copies apart where possible (`Deck1..Deck4`), but
/// 1- and 2-suit games necessarily contain identical `Card` values —
/// see the module docs.
fn build_deck(suits: SpiderSuits) -> Vec<Card> {
let suit_set = suits.suits();
let copies = SPIDER_DECK_SIZE / (suit_set.len() * RUN_LEN);
let decks = [Deck::Deck1, Deck::Deck2, Deck::Deck3, Deck::Deck4];
let mut cards = Vec::with_capacity(SPIDER_DECK_SIZE);
for copy in 0..copies {
for &suit in suit_set {
for rank in Rank::RANKS {
cards.push(Card::new(decks[copy % decks.len()], suit, rank));
}
}
}
cards
}
impl SpiderGame {
/// Deals a new seeded game at the given suit difficulty.
pub fn with_seed(seed: u64, suits: SpiderSuits) -> Self {
let mut deck = build_deck(suits);
shuffle(&mut deck, seed);
let mut cards = deck.into_iter();
let tableaus = core::array::from_fn(|index| {
// Piles 03 open with 5 face-down cards, piles 49 with 4;
// one face-up card lands on each afterwards.
let down_count = if index < 4 { 5 } else { 4 };
let stack: Stack<MAX_FACE_DOWN> = cards.by_ref().take(down_count).collect();
let mut pile = Pile::new_face_down(stack);
if let Some(card) = cards.next() {
pile.push(card);
}
pile
});
let stock: Stack<STOCK_SIZE> = cards.collect();
Self {
tableaus,
stock,
completed_runs: 0,
}
}
/// Face-up cards of pile `index` (bottom → top). Empty slice for
/// out-of-range indices.
pub fn tableau_face_up(&self, index: usize) -> &[Card] {
self.tableaus.get(index).map_or(&[], |pile| pile.face_up())
}
/// Face-down cards of pile `index` (bottom → top).
pub fn tableau_face_down(&self, index: usize) -> &[Card] {
self.tableaus
.get(index)
.map_or(&[], |pile| pile.face_down())
}
/// Cards remaining in the stock.
pub fn stock_len(&self) -> usize {
self.stock.len()
}
/// Completed K→A runs removed from play so far.
pub const fn completed_runs(&self) -> u8 {
self.completed_runs
}
/// Length of the longest movable run on top of pile `index`: the
/// maximal same-suit, strictly-descending face-up suffix.
fn movable_run_len(&self, index: usize) -> usize {
let Some(pile) = self.tableaus.get(index) else {
return 0;
};
let up = pile.face_up();
let mut len = usize::from(!up.is_empty());
while len < up.len() {
let above = &up[up.len() - len];
let below = &up[up.len() - len - 1];
let descends =
below.suit() == above.suit() && below.rank() as u8 == above.rank() as u8 + 1;
if !descends {
break;
}
len += 1;
}
len
}
/// Whether `Move { from, to, count }` is legal in this position.
fn is_move_valid(&self, from: u8, to: u8, count: u8) -> bool {
let (from, to, count) = (from as usize, to as usize, count as usize);
if from == to || from >= SPIDER_TABLEAUS || to >= SPIDER_TABLEAUS || count == 0 {
return false;
}
if count > self.movable_run_len(from) {
return false;
}
let src_up = self.tableaus[from].face_up();
// Bottom card of the moved run; `count <= movable_run_len <=
// src_up.len()` guarantees the index is in range.
let Some(moved_bottom) = src_up.get(src_up.len() - count) else {
return false;
};
match self.tableaus[to].face_up().last() {
// Build down regardless of suit.
Some(dest_top) => dest_top.rank() as u8 == moved_bottom.rank() as u8 + 1,
// Empty pile accepts anything (face-down remnant can't
// exist without a face-up card — Pile flips eagerly).
None => self.tableaus[to].is_empty(),
}
}
/// Whether the stock may deal: cards remain and no pile is empty.
fn is_deal_valid(&self) -> bool {
!self.stock.is_empty() && self.tableaus.iter().all(|pile| !pile.is_empty())
}
/// Removes a completed K→A same-suit run from the top of pile
/// `index`, if one is present. Returns `true` when a run was
/// removed (and the next face-down card, if any, was flipped).
fn sweep_completed_run(&mut self, index: usize) -> bool {
let Some(pile) = self.tableaus.get_mut(index) else {
return false;
};
let up = pile.face_up();
if up.len() < RUN_LEN {
return false;
}
let run = &up[up.len() - RUN_LEN..];
let suit = run[0].suit();
let is_complete = run.iter().enumerate().all(|(offset, card)| {
card.suit() == suit && card.rank() as u8 == (RUN_LEN - offset) as u8
});
if !is_complete {
return false;
}
let start = up.len() - RUN_LEN;
let (_removed, _flipped) = pile.take_range_flip_up(start..);
true
}
}
impl Game for SpiderGame {
type Score = i32;
type Stats = SpiderStats;
type Config = SpiderConfig;
type Instruction = SpiderInstruction;
fn score(&self, stats: &Self::Stats, config: &Self::Config) -> Self::Score {
let scoring = &config.scoring;
let moves = i32::try_from(stats.moves).unwrap_or(i32::MAX);
let runs = i32::from(self.completed_runs);
scoring.base + moves.saturating_mul(scoring.move_penalty) + runs * scoring.run_bonus
}
fn possible_instructions(
&self,
config: &Self::Config,
) -> impl Iterator<Item = Self::Instruction> + use<> {
let mut out = Vec::new();
if self.is_deal_valid() {
out.push(SpiderInstruction::Deal);
}
for from in 0..SPIDER_TABLEAUS {
let max_run = self.movable_run_len(from);
for count in 1..=max_run {
for to in 0..SPIDER_TABLEAUS {
#[allow(clippy::cast_possible_truncation)]
let instruction = SpiderInstruction::Move {
from: from as u8,
to: to as u8,
count: count as u8,
};
if self.is_move_valid(from as u8, to as u8, count as u8) {
out.push(instruction);
}
}
}
}
let _ = config;
out.into_iter()
}
fn is_instruction_valid(&self, _config: &Self::Config, instruction: Self::Instruction) -> bool {
match instruction {
SpiderInstruction::Deal => self.is_deal_valid(),
SpiderInstruction::Move { from, to, count } => self.is_move_valid(from, to, count),
}
}
fn process_instruction(
&mut self,
stats: &mut Self::Stats,
config: &Self::Config,
instruction: Self::Instruction,
) {
// The trait offers no error channel; an invalid instruction is
// a no-op rather than a panic (error policy: no panics in game
// logic). Callers route through `SpiderGameState`, which
// validates first and surfaces `MoveError`.
if !self.is_instruction_valid(config, instruction) {
return;
}
stats.moves += 1;
match instruction {
SpiderInstruction::Deal => {
stats.deals += 1;
for index in 0..SPIDER_TABLEAUS {
match self.stock.pop() {
Some(card) => self.tableaus[index].push(card),
None => break,
}
}
for index in 0..SPIDER_TABLEAUS {
if self.sweep_completed_run(index) {
self.completed_runs += 1;
stats.runs_completed += 1;
}
}
}
SpiderInstruction::Move { from, to, count } => {
let (from, to, count) = (from as usize, to as usize, count as usize);
let src_len = self.tableaus[from].face_up().len();
let (cards, _flipped) = self.tableaus[from].take_range_flip_up(src_len - count..);
self.tableaus[to].extend(cards);
if self.sweep_completed_run(to) {
self.completed_runs += 1;
stats.runs_completed += 1;
}
}
}
}
fn is_win(&self) -> bool {
self.completed_runs >= TOTAL_RUNS
}
}
// ---------------------------------------------------------------------------
// Session wrapper
// ---------------------------------------------------------------------------
/// Spider counterpart of [`crate::game_state::GameState`]: owns the
/// upstream [`Session`] (undo history + score/undo bookkeeping) and
/// exposes `Result<_, MoveError>` mutations, mirroring the Klondike
/// wrapper's conventions.
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SpiderGameState {
seed: u64,
session: Session<SpiderGame>,
}
impl SpiderGameState {
/// New seeded game with the default (1-suit) difficulty.
pub fn new(seed: u64) -> Self {
Self::new_with_suits(seed, SpiderSuits::default())
}
/// New seeded game at an explicit suit difficulty.
pub fn new_with_suits(seed: u64, suits: SpiderSuits) -> Self {
let config = SessionConfig {
inner: SpiderConfig {
suits,
scoring: SpiderScoring::default(),
},
// Undoing costs one move, matching the familiar Spider
// scoring; the upstream formula applies `undos × penalty`.
undo_penalty: -1,
..SessionConfig::default()
};
Self {
seed,
session: Session::new(SpiderGame::with_seed(seed, suits), config),
}
}
/// The deal seed this game was created from.
pub const fn seed(&self) -> u64 {
self.seed
}
/// Suit difficulty of this game.
pub fn suits(&self) -> SpiderSuits {
self.session.config().inner.suits
}
/// Current position (read-only).
pub fn game(&self) -> &SpiderGame {
self.session.state().state()
}
/// In-play score, clamped at 0 like the Klondike wrapper.
pub fn score(&self) -> i32 {
self.session
.state()
.score(self.session.stats(), self.session.config())
.max(0)
}
/// Whether all 8 runs are complete.
pub fn is_won(&self) -> bool {
self.session.is_win()
}
/// Total instructions applied (deals + moves), from history.
pub fn move_count(&self) -> u32 {
u32::try_from(self.session.history().len()).unwrap_or(u32::MAX)
}
/// Successful undos this session.
pub fn undo_count(&self) -> u32 {
self.session.stats().undos()
}
/// Legal instructions in the current position.
pub fn possible_instructions(&self) -> Vec<SpiderInstruction> {
self.session.possible_instructions().collect()
}
/// Applies one instruction. `Err` on illegal instructions and
/// finished games; the session records the undo snapshot.
pub fn apply_instruction(&mut self, instruction: SpiderInstruction) -> Result<(), MoveError> {
if self.is_won() {
return Err(MoveError::GameAlreadyWon);
}
let config = &self.session.config().inner;
if !self
.session
.state()
.state()
.is_instruction_valid(config, instruction)
{
return Err(MoveError::RuleViolation("move violates rules".into()));
}
self.session.process_instruction(instruction);
Ok(())
}
/// Restores the previous snapshot. Mirrors the Klondike wrapper's
/// guards; the upstream session counts the undo for scoring.
pub fn undo(&mut self) -> Result<(), MoveError> {
if self.is_won() {
return Err(MoveError::GameAlreadyWon);
}
if self.session.history().is_empty() {
return Err(MoveError::UndoStackEmpty);
}
self.session.undo();
Ok(())
}
}
// ---------------------------------------------------------------------------
// Test support
// ---------------------------------------------------------------------------
#[cfg(any(test, feature = "test-support"))]
impl SpiderGame {
/// Builds an arbitrary position for tests: per-pile
/// `(face_down, face_up)` card lists plus stock and completed-run
/// count. No card-count invariants are enforced — stacked
/// positions for rule tests routinely use partial layouts.
pub fn from_test_layout(
piles: [(Vec<Card>, Vec<Card>); SPIDER_TABLEAUS],
stock: Vec<Card>,
completed_runs: u8,
) -> Self {
let mut iter = piles.into_iter();
let tableaus = core::array::from_fn(|_| {
// `piles` has exactly SPIDER_TABLEAUS entries.
let (down, up) = iter.next().unwrap_or_default();
let mut pile = Pile::new_face_down(down.into_iter().collect());
pile.extend(up);
pile
});
Self {
tableaus,
stock: stock.into_iter().collect(),
completed_runs,
}
}
}
#[cfg(any(test, feature = "test-support"))]
impl SpiderGameState {
/// Wraps an arbitrary position in a fresh session (empty history).
pub fn from_test_game(game: SpiderGame, suits: SpiderSuits) -> Self {
let config = SessionConfig {
inner: SpiderConfig {
suits,
scoring: SpiderScoring::default(),
},
undo_penalty: -1,
..SessionConfig::default()
};
Self {
seed: 0,
session: Session::new(game, config),
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
/// `Card::new` shorthand for stacked positions.
fn card(suit: Suit, rank: Rank) -> Card {
Card::new(Deck::Deck1, suit, rank)
}
/// K→A same-suit run, bottom (King) first — the face-up order a
/// completed run occupies on a pile.
fn full_run(suit: Suit) -> Vec<Card> {
let mut ranks: Vec<Rank> = Rank::RANKS.to_vec();
ranks.reverse();
ranks.into_iter().map(|rank| card(suit, rank)).collect()
}
fn empty_layout() -> [(Vec<Card>, Vec<Card>); SPIDER_TABLEAUS] {
core::array::from_fn(|_| (Vec::new(), Vec::new()))
}
/// A layout where every pile is non-empty (single junk card), so
/// deal-validity tests can toggle exactly one condition.
fn junk_layout() -> [(Vec<Card>, Vec<Card>); SPIDER_TABLEAUS] {
core::array::from_fn(|_| (Vec::new(), vec![card(Suit::Clubs, Rank::King)]))
}
// -- dealing ----------------------------------------------------------
#[test]
fn opening_deal_shape_is_4x6_6x5_with_50_in_stock() {
let game = SpiderGame::with_seed(42, SpiderSuits::Four);
for index in 0..SPIDER_TABLEAUS {
let expected_down = if index < 4 { 5 } else { 4 };
assert_eq!(game.tableau_face_down(index).len(), expected_down);
assert_eq!(game.tableau_face_up(index).len(), 1, "one card face-up");
}
assert_eq!(game.stock_len(), STOCK_SIZE);
assert_eq!(game.completed_runs(), 0);
}
#[test]
fn same_seed_same_deal_different_seed_different_deal() {
let a = SpiderGame::with_seed(7, SpiderSuits::Four);
let b = SpiderGame::with_seed(7, SpiderSuits::Four);
let c = SpiderGame::with_seed(8, SpiderSuits::Four);
assert_eq!(a, b);
assert_ne!(a, c);
}
#[test]
fn suit_difficulty_controls_suit_spread() {
let one = build_deck(SpiderSuits::One);
let two = build_deck(SpiderSuits::Two);
let four = build_deck(SpiderSuits::Four);
for deck in [&one, &two, &four] {
assert_eq!(deck.len(), SPIDER_DECK_SIZE);
}
assert!(one.iter().all(|c| c.suit() == Suit::Spades));
assert!(
two.iter()
.all(|c| matches!(c.suit(), Suit::Spades | Suit::Hearts))
);
for suit in Suit::SUITS {
assert_eq!(
four.iter().filter(|c| c.suit() == suit).count(),
2 * RUN_LEN,
"four-suit deck has exactly two copies per suit"
);
}
}
// -- move rules -------------------------------------------------------
#[test]
fn single_card_builds_down_regardless_of_suit() {
let mut layout = empty_layout();
layout[0].1 = vec![card(Suit::Hearts, Rank::Five)];
layout[1].1 = vec![card(Suit::Spades, Rank::Six)];
let game = SpiderGame::from_test_layout(layout, Vec::new(), 0);
assert!(game.is_move_valid(0, 1, 1), "5♥ onto 6♠ is legal");
assert!(!game.is_move_valid(1, 0, 1), "6♠ onto 5♥ is not");
}
#[test]
fn only_same_suit_runs_are_movable_as_a_group() {
let mut layout = empty_layout();
// Pile 0: 7♠ 6♠ (movable run of 2). Pile 1: 7♥ 6♠ (mixed).
layout[0].1 = vec![
card(Suit::Spades, Rank::Seven),
card(Suit::Spades, Rank::Six),
];
layout[1].1 = vec![
card(Suit::Hearts, Rank::Seven),
card(Suit::Spades, Rank::Six),
];
// Destinations: 8♣ (for the pair), 7♦ (for a lone six).
layout[2].1 = vec![card(Suit::Clubs, Rank::Eight)];
layout[3].1 = vec![card(Suit::Diamonds, Rank::Seven)];
let game = SpiderGame::from_test_layout(layout, Vec::new(), 0);
assert!(game.is_move_valid(0, 2, 2), "same-suit pair moves");
assert!(!game.is_move_valid(1, 2, 2), "mixed-suit pair does not");
assert!(game.is_move_valid(1, 3, 1), "its top card alone does");
}
#[test]
fn empty_pile_accepts_any_run_and_occupied_gap_rules_hold() {
let mut layout = empty_layout();
layout[0].1 = vec![
card(Suit::Spades, Rank::Nine),
card(Suit::Spades, Rank::Eight),
];
// Pile 1 deliberately left empty.
layout[2].1 = vec![card(Suit::Hearts, Rank::Nine)];
let game = SpiderGame::from_test_layout(layout, Vec::new(), 0);
assert!(game.is_move_valid(0, 1, 2), "run onto empty pile");
assert!(game.is_move_valid(2, 1, 1), "single onto empty pile");
assert!(
!game.is_move_valid(0, 2, 2),
"9♠8♠ cannot land on 9♥ (needs a 10)"
);
}
#[test]
fn invalid_moves_rejected_out_of_range_zero_count_self_move() {
let mut layout = empty_layout();
layout[0].1 = vec![card(Suit::Spades, Rank::Five)];
let game = SpiderGame::from_test_layout(layout, Vec::new(), 0);
assert!(!game.is_move_valid(0, 0, 1), "self-move");
assert!(!game.is_move_valid(0, 1, 0), "zero count");
assert!(!game.is_move_valid(0, 10, 1), "destination out of range");
assert!(!game.is_move_valid(10, 0, 1), "source out of range");
assert!(!game.is_move_valid(0, 1, 2), "count exceeds run");
}
// -- dealing from stock -------------------------------------------------
#[test]
fn deal_requires_stock_and_no_empty_pile() {
let stock = vec![card(Suit::Spades, Rank::Ace); 10];
let game = SpiderGame::from_test_layout(junk_layout(), stock.clone(), 0);
assert!(game.is_deal_valid());
let mut with_gap = junk_layout();
with_gap[3].1.clear();
let game = SpiderGame::from_test_layout(with_gap, stock, 0);
assert!(!game.is_deal_valid(), "empty pile blocks the deal");
let game = SpiderGame::from_test_layout(junk_layout(), Vec::new(), 0);
assert!(!game.is_deal_valid(), "empty stock blocks the deal");
}
#[test]
fn deal_puts_one_card_on_every_pile() {
let mut state = SpiderGameState::new_with_suits(3, SpiderSuits::Two);
let before: Vec<usize> = (0..SPIDER_TABLEAUS)
.map(|i| state.game().tableau_face_up(i).len())
.collect();
state
.apply_instruction(SpiderInstruction::Deal)
.expect("deal is legal on a fresh game");
for (index, previous) in before.iter().enumerate() {
assert_eq!(state.game().tableau_face_up(index).len(), previous + 1);
}
assert_eq!(state.game().stock_len(), STOCK_SIZE - SPIDER_TABLEAUS);
}
#[test]
fn stock_supports_exactly_five_deals() {
let mut state = SpiderGameState::new_with_suits(11, SpiderSuits::One);
for _ in 0..5 {
state
.apply_instruction(SpiderInstruction::Deal)
.expect("five deals must all be legal on untouched piles");
}
assert_eq!(state.game().stock_len(), 0);
assert!(matches!(
state.apply_instruction(SpiderInstruction::Deal),
Err(MoveError::RuleViolation(_))
));
}
// -- run completion & win ----------------------------------------------
#[test]
fn completing_a_run_removes_it_and_flips_the_card_beneath() {
let mut layout = empty_layout();
// Pile 0: one face-down card under K..2 of spades; the ace
// arrives from pile 1.
let mut run = full_run(Suit::Spades);
let ace = run.pop().unwrap_or(card(Suit::Spades, Rank::Ace));
layout[0] = (vec![card(Suit::Hearts, Rank::Nine)], run);
layout[1].1 = vec![ace];
let game = SpiderGame::from_test_layout(layout, Vec::new(), 0);
let mut state = SpiderGameState::from_test_game(game, SpiderSuits::One);
state
.apply_instruction(SpiderInstruction::Move {
from: 1,
to: 0,
count: 1,
})
.expect("ace onto two completes the run");
assert_eq!(state.game().completed_runs(), 1);
assert_eq!(
state.game().tableau_face_up(0),
&[card(Suit::Hearts, Rank::Nine)],
"run removed and the buried card flipped face-up"
);
assert!(state.game().tableau_face_up(1).is_empty());
}
#[test]
fn eighth_run_wins_the_game() {
let mut layout = empty_layout();
let mut run = full_run(Suit::Spades);
let ace = run.pop().unwrap_or(card(Suit::Spades, Rank::Ace));
layout[0].1 = run;
layout[1].1 = vec![ace];
let game = SpiderGame::from_test_layout(layout, Vec::new(), TOTAL_RUNS - 1);
let mut state = SpiderGameState::from_test_game(game, SpiderSuits::One);
assert!(!state.is_won());
state
.apply_instruction(SpiderInstruction::Move {
from: 1,
to: 0,
count: 1,
})
.expect("winning move is legal");
assert!(state.is_won());
assert!(matches!(
state.apply_instruction(SpiderInstruction::Deal),
Err(MoveError::GameAlreadyWon)
));
}
// -- session wrapper -----------------------------------------------------
#[test]
fn undo_restores_position_and_counts() {
let mut state = SpiderGameState::new_with_suits(21, SpiderSuits::Two);
let fresh = state.game().clone();
assert!(matches!(state.undo(), Err(MoveError::UndoStackEmpty)));
state
.apply_instruction(SpiderInstruction::Deal)
.expect("deal");
assert_ne!(*state.game(), fresh);
state.undo().expect("one snapshot to restore");
assert_eq!(*state.game(), fresh);
assert_eq!(state.undo_count(), 1);
assert_eq!(state.move_count(), 0, "undo pops the history entry");
}
#[test]
fn score_follows_base_move_penalty_and_run_bonus() {
let mut state = SpiderGameState::new_with_suits(5, SpiderSuits::One);
assert_eq!(state.score(), 500, "fresh game starts at base");
state
.apply_instruction(SpiderInstruction::Deal)
.expect("deal");
assert_eq!(state.score(), 499, "one move costs one point");
}
#[test]
fn rule_violation_surfaces_move_error() {
let mut state = SpiderGameState::new_with_suits(9, SpiderSuits::One);
let result = state.apply_instruction(SpiderInstruction::Move {
from: 0,
to: 0,
count: 1,
});
assert!(matches!(result, Err(MoveError::RuleViolation(_))));
}
// -- generated instructions ----------------------------------------------
#[test]
fn possible_instructions_are_all_valid_and_include_deal() {
let state = SpiderGameState::new_with_suits(13, SpiderSuits::Four);
let config = SpiderConfig::default();
let instructions = state.possible_instructions();
assert!(
instructions.contains(&SpiderInstruction::Deal),
"fresh game has no empty pile, so Deal must be offered"
);
for instruction in instructions {
assert!(state.game().is_instruction_valid(&config, instruction));
}
}
}
#[cfg(test)]
mod proptests {
use super::*;
use proptest::prelude::*;
/// Total cards across tableaus + stock + removed runs must always
/// equal 104, and every generated instruction must validate — for
/// any seed, difficulty, and random walk through legal moves.
fn card_conservation(game: &SpiderGame) -> usize {
let on_piles: usize = (0..SPIDER_TABLEAUS)
.map(|i| game.tableau_face_up(i).len() + game.tableau_face_down(i).len())
.sum();
on_piles + game.stock_len() + usize::from(game.completed_runs()) * RUN_LEN
}
proptest! {
#[test]
fn random_walks_conserve_cards_and_stay_valid(
seed in any::<u64>(),
suit_pick in 0u8..3,
steps in 0usize..40,
choices in proptest::collection::vec(any::<u32>(), 40),
) {
let suits = match suit_pick {
0 => SpiderSuits::One,
1 => SpiderSuits::Two,
_ => SpiderSuits::Four,
};
let mut state = SpiderGameState::new_with_suits(seed, suits);
prop_assert_eq!(card_conservation(state.game()), SPIDER_DECK_SIZE);
for choice in choices.iter().take(steps) {
let legal = state.possible_instructions();
if legal.is_empty() {
break;
}
let instruction = legal[*choice as usize % legal.len()];
prop_assert!(state.apply_instruction(instruction).is_ok());
prop_assert_eq!(card_conservation(state.game()), SPIDER_DECK_SIZE);
}
}
}
}
+5 -3
View File
@@ -18,9 +18,10 @@ use crate::{
DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
WinSummaryPlugin,
};
#[cfg(not(target_arch = "wasm32"))]
use crate::{
@@ -93,6 +94,7 @@ impl Plugin for CoreGamePlugin {
.add_plugins(FeedbackAnimPlugin)
.add_plugins(CardAnimationPlugin)
.add_plugins(AutoCompletePlugin)
.add_plugins(SolutionPlaybackPlugin)
.add_plugins(ReplayPlaybackPlugin)
.add_plugins(ReplayOverlayPlugin)
.add_plugins(StatsPlugin::default())
+6
View File
@@ -159,6 +159,12 @@ pub struct DeleteAccountRequestEvent;
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct PauseRequestEvent;
/// Request to solve the current deal and auto-play the winning line.
/// Fired by the pause menu's "Show solution" button; consumed by
/// `solution_playback_plugin`.
#[derive(Message, Debug, Clone, Copy, Default)]
pub struct ShowSolutionRequestEvent;
/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
/// button alongside the existing `F1` accelerator so the overlay is
/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
+2
View File
@@ -46,6 +46,7 @@ pub mod safe_area;
mod schedule_checks;
pub mod selection_plugin;
pub mod settings_plugin;
pub mod solution_playback_plugin;
pub mod splash_plugin;
pub mod stats_plugin;
#[cfg(not(target_arch = "wasm32"))]
@@ -161,6 +162,7 @@ pub use settings_plugin::{
SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
};
pub use solitaire_data::SyncProvider;
pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
pub use stats_plugin::{
LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
+32
View File
@@ -71,6 +71,12 @@ struct PauseResumeButton;
#[derive(Component, Debug)]
struct PauseForfeitButton;
/// Marker on the "Show solution" secondary button on the pause modal.
/// A click resumes the game and fires `ShowSolutionRequestEvent`;
/// `solution_playback_plugin` takes it from there.
#[derive(Component, Debug)]
struct PauseSolutionButton;
/// Marker on the forfeit-confirm modal scrim.
#[derive(Component, Debug)]
pub struct ForfeitConfirmScreen;
@@ -107,6 +113,7 @@ impl Plugin for PausePlugin {
.add_message::<PauseRequestEvent>()
.add_message::<ForfeitRequestEvent>()
.add_message::<ForfeitEvent>()
.add_message::<crate::events::ShowSolutionRequestEvent>()
.add_message::<InfoToastEvent>()
.init_resource::<PausedResource>()
.add_systems(
@@ -125,6 +132,7 @@ impl Plugin for PausePlugin {
handle_pause_draw_buttons,
handle_pause_resume_button,
handle_pause_forfeit_button,
handle_pause_solution_button,
handle_forfeit_request,
handle_forfeit_confirm_buttons,
handle_forfeit_keyboard,
@@ -304,6 +312,22 @@ fn handle_pause_resume_button(
}
}
/// Translates a click on the pause modal's "Show solution" button into
/// a resume (`PauseRequestEvent` — playback can't run while paused)
/// plus a `ShowSolutionRequestEvent` for `solution_playback_plugin`.
fn handle_pause_solution_button(
interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseSolutionButton>)>,
mut pause: MessageWriter<PauseRequestEvent>,
mut solution: MessageWriter<crate::events::ShowSolutionRequestEvent>,
) {
for interaction in &interaction_query {
if *interaction == Interaction::Pressed {
pause.write(PauseRequestEvent);
solution.write(crate::events::ShowSolutionRequestEvent);
}
}
}
/// Translates a click on the pause modal's Forfeit button into a
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
/// confirm modal — same code path as the `G` accelerator.
@@ -498,6 +522,14 @@ fn spawn_pause_screen(
ButtonVariant::Tertiary,
font_res,
);
spawn_modal_button(
actions,
PauseSolutionButton,
"Show solution",
None,
ButtonVariant::Secondary,
font_res,
);
spawn_modal_button(
actions,
PauseResumeButton,
@@ -0,0 +1,414 @@
//! "Show solution" — solve the current deal off-thread and auto-play
//! the winning line through the normal move pipeline.
//!
//! The pause menu's "Show solution" button fires
//! [`crate::events::ShowSolutionRequestEvent`]. This plugin snapshots
//! the live [`GameState`], runs [`GameState::winning_line`] on
//! [`AsyncComputeTaskPool`] (the solver plus `clean_solution` can take
//! seconds — §2.4 never block the main thread), then steps the returned
//! instructions on a cadence, one `MoveRequestEvent` /
//! `DrawRequestEvent` per tick — the same events player input produces,
//! so animations, scoring, undo history, and win detection all behave
//! exactly as if the player made the moves.
//!
//! Playback cancels on Esc, on pause, on undo / new-game requests, and
//! on any rejected move (which is what a player interfering mid-line
//! produces — their move diverges the state, the next scripted step
//! becomes illegal, and the rejection stops the run cleanly).
use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::game_state::GameState;
use solitaire_core::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
};
use crate::events::{
DrawRequestEvent, InfoToastEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
ShowSolutionRequestEvent, UndoRequestEvent,
};
use crate::game_plugin::GameMutation;
use crate::pause_plugin::PausedResource;
use crate::resources::GameStateResource;
/// Seconds between scripted moves — slow enough to follow, fast enough
/// not to drag on a 100-move line.
const STEP_INTERVAL_SECS: f32 = 0.45;
/// Initial delay before the first scripted move, giving the pause modal
/// time to close and the player a beat to see what's happening.
const FIRST_STEP_DELAY_SECS: f32 = 0.9;
/// In-flight solver task plus the `move_count` snapshot used to detect
/// a stale result (player moved while the solver ran). Mirrors
/// `PendingHintTask`.
#[derive(Resource, Default)]
pub struct SolutionSolveTask {
inner: Option<(u32, Task<SolveTaskOutput>)>,
}
/// What the solver task carries back to the main thread.
enum SolveTaskOutput {
Line(Vec<KlondikeInstruction>),
Unwinnable,
Inconclusive,
}
/// Queue of instructions currently being auto-played, or empty when no
/// playback is active. HUD/UI may read `is_active` to badge the state.
#[derive(Resource, Default)]
pub struct SolutionPlayback {
queue: VecDeque<KlondikeInstruction>,
cooldown: f32,
}
impl SolutionPlayback {
/// `true` while a solution line is being auto-played.
pub fn is_active(&self) -> bool {
!self.queue.is_empty()
}
fn stop(&mut self) {
self.queue.clear();
}
}
/// Bevy plugin for the Show-solution flow. See the module docs.
pub struct SolutionPlaybackPlugin;
impl Plugin for SolutionPlaybackPlugin {
fn build(&self, app: &mut App) {
// add_message is idempotent — GamePlugin registers most of these
// too, but this plugin must also boot standalone under
// MinimalPlugins in tests.
app.init_resource::<SolutionSolveTask>()
.init_resource::<SolutionPlayback>()
.add_message::<ShowSolutionRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<MoveRequestEvent>()
.add_message::<DrawRequestEvent>()
.add_message::<MoveRejectedEvent>()
.add_message::<UndoRequestEvent>()
.add_message::<NewGameRequestEvent>()
.add_systems(
Update,
(
handle_show_solution_request,
poll_solution_task,
cancel_playback_on_interrupt,
drive_solution_playback,
)
.chain()
.before(GameMutation),
);
}
}
/// Starts a solver task from the live game state. A repeat request
/// while one is already in flight (or playback is running) is ignored
/// — the button is idempotent, not a queue.
fn handle_show_solution_request(
mut requests: MessageReader<ShowSolutionRequestEvent>,
game: Option<Res<GameStateResource>>,
mut task: ResMut<SolutionSolveTask>,
playback: Res<SolutionPlayback>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if requests.is_empty() {
return;
}
requests.clear();
if task.inner.is_some() || playback.is_active() {
return;
}
let Some(game) = game else { return };
if game.0.is_won() {
return;
}
toast.write(InfoToastEvent("Searching for a solution…".to_string()));
let snapshot: GameState = game.0.clone();
let move_count = snapshot.move_count();
let handle = AsyncComputeTaskPool::get().spawn(async move {
match snapshot.winning_line(DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET) {
Ok(Some(line)) => SolveTaskOutput::Line(line),
Ok(None) => SolveTaskOutput::Unwinnable,
Err(_) => SolveTaskOutput::Inconclusive,
}
});
task.inner = Some((move_count, handle));
}
/// Polls the solver; on completion either starts playback or explains
/// why there is nothing to play. A result computed for a position the
/// player has since moved past is discarded silently.
fn poll_solution_task(
mut task: ResMut<SolutionSolveTask>,
game: Option<Res<GameStateResource>>,
mut playback: ResMut<SolutionPlayback>,
mut toast: MessageWriter<InfoToastEvent>,
) {
let Some((move_count_at_spawn, handle)) = task.inner.as_mut() else {
return;
};
let Some(output) = future::block_on(future::poll_once(handle)) else {
return;
};
let move_count_at_spawn = *move_count_at_spawn;
task.inner = None;
let Some(game) = game else { return };
if game.0.move_count() != move_count_at_spawn {
return; // Stale — the board moved while we were solving.
}
match output {
SolveTaskOutput::Line(line) if line.is_empty() => {}
SolveTaskOutput::Line(line) => {
toast.write(InfoToastEvent(format!(
"Solution found — playing {} moves. Press Esc to stop.",
line.len()
)));
playback.queue = line.into();
playback.cooldown = FIRST_STEP_DELAY_SECS;
}
SolveTaskOutput::Unwinnable => {
toast.write(InfoToastEvent(
"No winning line exists from this position.".to_string(),
));
}
SolveTaskOutput::Inconclusive => {
toast.write(InfoToastEvent(
"Couldn't find a solution within the search budget.".to_string(),
));
}
}
}
/// Stops playback on Esc, pause, undo / new-game requests, or a
/// rejected move (the signature of the player diverging the board
/// mid-line). Runs before `drive_solution_playback` so a cancel takes
/// effect without one extra scripted move slipping out.
fn cancel_playback_on_interrupt(
mut playback: ResMut<SolutionPlayback>,
keys: Option<Res<ButtonInput<KeyCode>>>,
paused: Option<Res<PausedResource>>,
mut rejected: MessageReader<MoveRejectedEvent>,
mut undos: MessageReader<UndoRequestEvent>,
mut new_games: MessageReader<NewGameRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !playback.is_active() {
rejected.clear();
undos.clear();
new_games.clear();
return;
}
let esc = keys.is_some_and(|k| k.just_pressed(KeyCode::Escape));
let interrupted = esc
|| paused.is_some_and(|p| p.0)
|| rejected.read().next().is_some()
|| undos.read().next().is_some()
|| new_games.read().next().is_some();
if interrupted {
playback.stop();
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
}
}
/// Emits the next scripted instruction every [`STEP_INTERVAL_SECS`]
/// while playback is active, translated to the same request events
/// player input produces. Instructions that no longer decode against
/// the live state stop the run instead of guessing.
fn drive_solution_playback(
mut playback: ResMut<SolutionPlayback>,
game: Option<Res<GameStateResource>>,
time: Res<Time>,
mut moves: MessageWriter<MoveRequestEvent>,
mut draws: MessageWriter<DrawRequestEvent>,
mut toast: MessageWriter<InfoToastEvent>,
) {
if !playback.is_active() {
return;
}
let Some(game) = game else {
playback.stop();
return;
};
if game.0.is_won() {
playback.stop();
return;
}
playback.cooldown -= time.delta_secs();
if playback.cooldown > 0.0 {
return;
}
playback.cooldown = STEP_INTERVAL_SECS;
let Some(instruction) = playback.queue.pop_front() else {
return;
};
match instruction {
KlondikeInstruction::RotateStock => {
draws.write(DrawRequestEvent);
}
other => {
// Decode against the LIVE state — tableau run lengths depend on
// the current face-up counts, so this must happen at step time,
// not at solve time.
let Some((from, to, count)) = game.0.instruction_to_piles(other) else {
playback.stop();
toast.write(InfoToastEvent("Solution playback stopped.".to_string()));
return;
};
moves.write(MoveRequestEvent { from, to, count });
}
}
}
// ---------------------------------------------------------------------------
// Tests
// ---------------------------------------------------------------------------
#[cfg(test)]
mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use bevy::ecs::message::Messages;
use solitaire_core::DrawStockConfig;
/// Seed proven Winnable at 5k budgets by the core
/// `budget_is_passed_through_not_clamped` test. Solved here under
/// standard rules (no take-from-foundation) to match that baseline.
const WINNABLE_SEED: u64 = 0xD1FF_0000_0000_0012;
fn winnable_state() -> GameState {
let mut game = GameState::new(WINNABLE_SEED, DrawStockConfig::DrawOne);
game.take_from_foundation = false;
game
}
/// Full pipeline: GamePlugin consumes the Move/Draw requests the
/// playback driver emits, exactly as in production.
fn headless_app() -> App {
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(GamePlugin)
.add_plugins(TablePlugin)
.add_plugins(SolutionPlaybackPlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.update();
app
}
fn request_solution(app: &mut App) {
app.world_mut()
.resource_mut::<Messages<ShowSolutionRequestEvent>>()
.write(ShowSolutionRequestEvent);
}
/// Pump updates until the solver task resolves (wall-clock bounded,
/// mirroring `winnable_solver_emits_hint_after_async_completes`).
fn pump_until_solved(app: &mut App) {
let deadline = std::time::Instant::now() + std::time::Duration::from_secs(30);
while app.world().resource::<SolutionSolveTask>().inner.is_some() {
app.update();
std::thread::yield_now();
if std::time::Instant::now() >= deadline {
break;
}
}
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_none(),
"solver task should have completed within 30 s wall-clock",
);
}
#[test]
fn request_solves_and_arms_playback() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
request_solution(&mut app);
app.update();
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_some(),
"request must spawn a solver task",
);
pump_until_solved(&mut app);
assert!(
app.world().resource::<SolutionPlayback>().is_active(),
"a winnable position must arm playback",
);
}
#[test]
fn playback_reaches_win_through_normal_pipeline() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
request_solution(&mut app);
app.update();
pump_until_solved(&mut app);
assert!(app.world().resource::<SolutionPlayback>().is_active());
// Force each step instead of waiting out the real cadence; a line
// is at most a few hundred instructions.
for _ in 0..600 {
app.world_mut().resource_mut::<SolutionPlayback>().cooldown = 0.0;
app.update();
if app.world().resource::<GameStateResource>().0.is_won() {
break;
}
}
assert!(
app.world().resource::<GameStateResource>().0.is_won(),
"auto-played line must drive the real game to a win",
);
assert!(
!app.world().resource::<SolutionPlayback>().is_active(),
"playback must deactivate once the game is won",
);
}
#[test]
fn escape_cancels_playback() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
app.world_mut()
.resource_mut::<SolutionPlayback>()
.queue
.push_back(KlondikeInstruction::RotateStock);
app.world_mut()
.resource_mut::<ButtonInput<KeyCode>>()
.press(KeyCode::Escape);
app.update();
assert!(
!app.world().resource::<SolutionPlayback>().is_active(),
"Esc must stop playback",
);
}
#[test]
fn repeat_request_is_ignored_while_active() {
let mut app = headless_app();
app.insert_resource(GameStateResource(winnable_state()));
app.world_mut()
.resource_mut::<SolutionPlayback>()
.queue
.push_back(KlondikeInstruction::RotateStock);
request_solution(&mut app);
app.update();
assert!(
app.world().resource::<SolutionSolveTask>().inner.is_none(),
"a request during active playback must not spawn a solver task",
);
}
}