Compare commits
2 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| ea1014285d | |||
| 299f6bfea7 |
@@ -1109,6 +1109,66 @@ impl GameState {
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})
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})
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}
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}
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/// Full winning line from the current position:
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///
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/// * `Ok(Some(line))` — winnable; applying every instruction in order via
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/// [`GameState::apply_instruction`] reaches a won game.
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/// * `Ok(None)` — provably unwinnable, or already won (no moves to show).
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/// * `Err(SolveError)` — inconclusive; budget exhausted before a verdict.
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///
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/// Delegates to upstream [`card_game::Session::solve`] on a solve-budgeted
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/// copy of the board like [`GameState::solve_first_move`], but returns the
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/// whole path instead of the first move, compacted with
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/// [`card_game::Solution::clean_solution`] (drops move ranges that loop
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/// back to an already-seen state — the raw DFS trace is full of them).
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///
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/// Foundation→foundation shuffles ([`KlondikeInstruction::is_useless`])
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/// are additionally stripped when the remaining sequence still replays to
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/// a win; if stripping one would break a later move's preconditions the
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/// unstripped cleaned line is returned instead, so the replay contract
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/// above always holds. `clean_solution` is quadratic-ish in line length —
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/// callers should run this off the UI thread with modest budgets.
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pub fn winning_line(
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&self,
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moves_budget: u64,
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states_budget: u64,
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) -> Result<Option<Vec<KlondikeInstruction>>, SolveError> {
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if self.is_won() {
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return Ok(None);
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}
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let inner = KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation);
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let config = SessionConfig {
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inner: inner.clone(),
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undo_penalty: 0,
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solve_moves_budget: moves_budget,
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solve_states_budget: states_budget,
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};
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let start = self.session.state().state().clone();
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let session = Session::new(start.clone(), config);
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let Some(solution) = session.solve()? else {
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return Ok(None);
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};
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let cleaned: Vec<KlondikeInstruction> = solution
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.clean_solution()
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.iter()
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.map(|snapshot| *snapshot.instruction())
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.collect();
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let filtered: Vec<KlondikeInstruction> = cleaned
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.iter()
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.copied()
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.filter(|instruction| !instruction.is_useless())
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.collect();
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if line_replays_to_win(start, &inner, &filtered) {
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Ok(Some(filtered))
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} else {
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Ok(Some(cleaned))
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}
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}
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/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
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/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
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///
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///
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/// Fresh-deal solving models standard Klondike rules, so the non-standard
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/// Fresh-deal solving models standard Klondike rules, so the non-standard
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@@ -1126,6 +1186,25 @@ impl GameState {
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}
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}
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}
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}
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/// `true` when applying `line` in order from `start` is legal at every step
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/// and ends in a won game. Pure replay check backing
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/// [`GameState::winning_line`]'s "the returned sequence always replays to a
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/// win" contract.
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fn line_replays_to_win(
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mut state: Klondike,
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config: &KlondikeConfig,
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line: &[KlondikeInstruction],
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) -> bool {
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let mut stats = <Klondike as card_game::Game>::Stats::default();
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for &instruction in line {
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if !state.is_instruction_valid(config, instruction) {
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return false;
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}
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state.process_instruction(&mut stats, config, instruction);
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}
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state.is_win()
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}
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#[cfg(test)]
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#[cfg(test)]
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mod tests {
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mod tests {
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use super::*;
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use super::*;
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@@ -1351,6 +1430,69 @@ mod tests {
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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}
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// ── Full winning line (winning_line) ──────────────────────────────────
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#[test]
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fn winning_line_replays_to_a_won_game() {
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// Seed 0xD1FF_0000_0000_0012 / DrawOne is proven Winnable at 5k
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// budgets by `budget_is_passed_through_not_clamped`. Standard rules
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// (take-from-foundation off) keep the search space identical to
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// that baseline. The returned line must apply cleanly through the
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// normal instruction pipeline and end in a win — the whole point
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// of the API contract.
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let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
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game.take_from_foundation = false;
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let line = game
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.winning_line(5_000, 5_000)
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.expect("this seed must not exhaust a 5k budget")
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.expect("this seed must be winnable");
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assert!(!line.is_empty(), "a winnable unfinished game needs moves");
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for (i, instruction) in line.iter().enumerate() {
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game.apply_instruction(*instruction)
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.unwrap_or_else(|e| panic!("move {i} of the line must be legal: {e}"));
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}
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assert!(game.is_won(), "line must end in a won game");
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}
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#[test]
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fn winning_line_contains_no_useless_moves() {
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// The foundation→foundation strip must survive the replay check on
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// this seed; a line shown to the player should never shuffle
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// between foundations. Same proven-winnable seed and standard
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// rules as `winning_line_replays_to_a_won_game`.
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let mut game = GameState::new(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne);
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game.take_from_foundation = false;
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let line = game
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.winning_line(5_000, 5_000)
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.expect("budget")
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.expect("winnable");
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assert!(
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!line.iter().any(KlondikeInstruction::is_useless),
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"filtered line must not contain foundation→foundation moves"
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);
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}
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#[test]
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fn winning_line_is_inconclusive_when_budget_exhausted() {
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let game = GameState::new(7, DrawStockConfig::DrawOne);
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let outcome = game.winning_line(5_000, 0);
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assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
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}
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#[test]
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fn winning_line_matches_first_move_verdict() {
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// The two solver entry points must agree on winnability for the
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// same position and budgets (both are deterministic DFS).
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let game = GameState::new(42, DrawStockConfig::DrawOne);
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let first = game.solve_first_move(5_000, 5_000);
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let line = game.winning_line(5_000, 5_000);
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assert_eq!(
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matches!(first, Ok(Some(_))),
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matches!(line, Ok(Some(_))),
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"solve_first_move and winning_line disagree on winnability"
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);
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}
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#[test]
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#[test]
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fn budget_is_passed_through_not_clamped() {
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fn budget_is_passed_through_not_clamped() {
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// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
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// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
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@@ -18,9 +18,10 @@ use crate::{
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DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
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DiagnosticsHudPlugin, DifficultyPlugin, FeedbackAnimPlugin, FontPlugin, GamePlugin, HelpPlugin,
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HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
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HomePlugin, HudPlugin, InputPlugin, OnboardingPlugin, PausePlugin, PlayBySeedPlugin,
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ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
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ProfilePlugin, ProgressPlugin, RadialMenuPlugin, ReplayOverlayPlugin, ReplayPlaybackPlugin,
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SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SplashPlugin, StatsPlugin, SyncProvider,
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SafeAreaInsetsPlugin, SelectionPlugin, SettingsPlugin, SolutionPlaybackPlugin, SplashPlugin,
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TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin, TouchSelectionPlugin,
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StatsPlugin, SyncProvider, TablePlugin, ThemePlugin, ThemeRegistryPlugin, TimeAttackPlugin,
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UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin, WinSummaryPlugin,
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TouchSelectionPlugin, UiFocusPlugin, UiModalPlugin, UiTooltipPlugin, WeeklyGoalsPlugin,
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WinSummaryPlugin,
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};
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};
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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use crate::{
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use crate::{
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@@ -93,6 +94,7 @@ impl Plugin for CoreGamePlugin {
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.add_plugins(FeedbackAnimPlugin)
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.add_plugins(FeedbackAnimPlugin)
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.add_plugins(CardAnimationPlugin)
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.add_plugins(CardAnimationPlugin)
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.add_plugins(AutoCompletePlugin)
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.add_plugins(AutoCompletePlugin)
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.add_plugins(SolutionPlaybackPlugin)
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.add_plugins(ReplayPlaybackPlugin)
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.add_plugins(ReplayPlaybackPlugin)
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.add_plugins(ReplayOverlayPlugin)
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.add_plugins(ReplayOverlayPlugin)
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.add_plugins(StatsPlugin::default())
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.add_plugins(StatsPlugin::default())
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@@ -159,6 +159,12 @@ pub struct DeleteAccountRequestEvent;
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#[derive(Message, Debug, Clone, Copy, Default)]
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct PauseRequestEvent;
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pub struct PauseRequestEvent;
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/// Request to solve the current deal and auto-play the winning line.
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/// Fired by the pause menu's "Show solution" button; consumed by
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/// `solution_playback_plugin`.
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#[derive(Message, Debug, Clone, Copy, Default)]
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pub struct ShowSolutionRequestEvent;
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/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
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/// Request to toggle the help / controls overlay. Fired by the HUD "Help"
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/// button alongside the existing `F1` accelerator so the overlay is
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/// button alongside the existing `F1` accelerator so the overlay is
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/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
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/// reachable without a keyboard. Consumed by `help_plugin::toggle_help_screen`.
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@@ -46,6 +46,7 @@ pub mod safe_area;
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mod schedule_checks;
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mod schedule_checks;
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pub mod selection_plugin;
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pub mod selection_plugin;
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pub mod settings_plugin;
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pub mod settings_plugin;
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pub mod solution_playback_plugin;
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pub mod splash_plugin;
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pub mod splash_plugin;
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pub mod stats_plugin;
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pub mod stats_plugin;
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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@@ -161,6 +162,7 @@ pub use settings_plugin::{
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SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
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SettingsScreen, WINDOW_GEOMETRY_DEBOUNCE_SECS,
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};
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};
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pub use solitaire_data::SyncProvider;
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pub use solitaire_data::SyncProvider;
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pub use solution_playback_plugin::{SolutionPlayback, SolutionPlaybackPlugin, SolutionSolveTask};
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pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
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pub use splash_plugin::{SplashAge, SplashPlugin, SplashRoot};
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pub use stats_plugin::{
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pub use stats_plugin::{
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LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
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LatestReplayPath, ReplayHistoryResource, ReplayNextButton, ReplayPrevButton,
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@@ -71,6 +71,12 @@ struct PauseResumeButton;
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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struct PauseForfeitButton;
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struct PauseForfeitButton;
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/// Marker on the "Show solution" secondary button on the pause modal.
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/// A click resumes the game and fires `ShowSolutionRequestEvent`;
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/// `solution_playback_plugin` takes it from there.
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#[derive(Component, Debug)]
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struct PauseSolutionButton;
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/// Marker on the forfeit-confirm modal scrim.
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/// Marker on the forfeit-confirm modal scrim.
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#[derive(Component, Debug)]
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#[derive(Component, Debug)]
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pub struct ForfeitConfirmScreen;
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pub struct ForfeitConfirmScreen;
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@@ -107,6 +113,7 @@ impl Plugin for PausePlugin {
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.add_message::<PauseRequestEvent>()
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.add_message::<PauseRequestEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<ForfeitRequestEvent>()
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.add_message::<ForfeitEvent>()
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.add_message::<ForfeitEvent>()
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.add_message::<crate::events::ShowSolutionRequestEvent>()
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.add_message::<InfoToastEvent>()
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.add_message::<InfoToastEvent>()
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.init_resource::<PausedResource>()
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.init_resource::<PausedResource>()
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.add_systems(
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.add_systems(
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@@ -125,6 +132,7 @@ impl Plugin for PausePlugin {
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handle_pause_draw_buttons,
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handle_pause_draw_buttons,
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handle_pause_resume_button,
|
handle_pause_resume_button,
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handle_pause_forfeit_button,
|
handle_pause_forfeit_button,
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|
handle_pause_solution_button,
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handle_forfeit_request,
|
handle_forfeit_request,
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handle_forfeit_confirm_buttons,
|
handle_forfeit_confirm_buttons,
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handle_forfeit_keyboard,
|
handle_forfeit_keyboard,
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@@ -304,6 +312,22 @@ fn handle_pause_resume_button(
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}
|
}
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}
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}
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|
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/// Translates a click on the pause modal's "Show solution" button into
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/// a resume (`PauseRequestEvent` — playback can't run while paused)
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|
/// plus a `ShowSolutionRequestEvent` for `solution_playback_plugin`.
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fn handle_pause_solution_button(
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interaction_query: Query<&Interaction, (Changed<Interaction>, With<PauseSolutionButton>)>,
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mut pause: MessageWriter<PauseRequestEvent>,
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mut solution: MessageWriter<crate::events::ShowSolutionRequestEvent>,
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) {
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for interaction in &interaction_query {
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|
if *interaction == Interaction::Pressed {
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|
pause.write(PauseRequestEvent);
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|
solution.write(crate::events::ShowSolutionRequestEvent);
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|
}
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|
}
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}
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|
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/// Translates a click on the pause modal's Forfeit button into a
|
/// Translates a click on the pause modal's Forfeit button into a
|
||||||
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
|
/// `ForfeitRequestEvent` so `handle_forfeit_request` can spawn the
|
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/// confirm modal — same code path as the `G` accelerator.
|
/// confirm modal — same code path as the `G` accelerator.
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@@ -498,6 +522,14 @@ fn spawn_pause_screen(
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ButtonVariant::Tertiary,
|
ButtonVariant::Tertiary,
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font_res,
|
font_res,
|
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);
|
);
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|
spawn_modal_button(
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|
actions,
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|
PauseSolutionButton,
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|
"Show solution",
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|
None,
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|
ButtonVariant::Secondary,
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|
font_res,
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|
);
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spawn_modal_button(
|
spawn_modal_button(
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actions,
|
actions,
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PauseResumeButton,
|
PauseResumeButton,
|
||||||
|
|||||||
@@ -0,0 +1,414 @@
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|
//! "Show solution" — solve the current deal off-thread and auto-play
|
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|
//! the winning line through the normal move pipeline.
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|
//!
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|
//! The pause menu's "Show solution" button fires
|
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|
//! [`crate::events::ShowSolutionRequestEvent`]. This plugin snapshots
|
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|
//! the live [`GameState`], runs [`GameState::winning_line`] on
|
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|
//! [`AsyncComputeTaskPool`] (the solver plus `clean_solution` can take
|
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|
//! seconds — §2.4 never block the main thread), then steps the returned
|
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|
//! instructions on a cadence, one `MoveRequestEvent` /
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|
//! `DrawRequestEvent` per tick — the same events player input produces,
|
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|
//! so animations, scoring, undo history, and win detection all behave
|
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|
//! exactly as if the player made the moves.
|
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|
//!
|
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|
//! Playback cancels on Esc, on pause, on undo / new-game requests, and
|
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|
//! on any rejected move (which is what a player interfering mid-line
|
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|
//! produces — their move diverges the state, the next scripted step
|
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|
//! becomes illegal, and the rejection stops the run cleanly).
|
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|
|
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|
use std::collections::VecDeque;
|
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|
|
||||||
|
use bevy::prelude::*;
|
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|
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
|
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|
|
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|
use solitaire_core::game_state::GameState;
|
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|
use solitaire_core::{
|
||||||
|
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, KlondikeInstruction,
|
||||||
|
};
|
||||||
|
|
||||||
|
use crate::events::{
|
||||||
|
DrawRequestEvent, InfoToastEvent, MoveRejectedEvent, MoveRequestEvent, NewGameRequestEvent,
|
||||||
|
ShowSolutionRequestEvent, UndoRequestEvent,
|
||||||
|
};
|
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|
use crate::game_plugin::GameMutation;
|
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|
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",
|
||||||
|
);
|
||||||
|
}
|
||||||
|
}
|
||||||
Reference in New Issue
Block a user