refactor(core): card_game redundancy cleanup + derive scoring from upstream stats #88

Open
funman300 wants to merge 9 commits from refactor/strip-card_game-redundancies into master
51 changed files with 856 additions and 1010 deletions
+11
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@@ -30,3 +30,14 @@ solitaire_server/e2e/test-results/
deploy/matomo-secret.yaml
deploy/*-secret.yaml
deploy/*-auth-secret.yaml
# Local agent-tooling artifacts (Codex / claude-flow) — keep out of the repo
/.agents/
/.codex/
/AGENTS.md
# claude-flow scratch dirs, anywhere in the tree (e.g. solitaire_engine/src/)
.claude-flow/
# Local token-saving helper scripts (peek/cargoclip/testfail/diffclip/etc.) —
# inspection-only Go tools, not committed. Tracked scripts/*.sh and *.md stay.
scripts/*.go
@@ -19,8 +19,8 @@
//! --per-tier Seeds to emit per tier (default 40)
//! --help Print this message
use solitaire_core::DrawMode;
use solitaire_data::solver::try_solve;
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
// Budget boundaries defining each tier. A seed belongs to the lowest tier
// whose budget proves it Winnable.
@@ -74,7 +74,7 @@ fn main() {
std::process::exit(1);
}
let draw_mode = DrawMode::DrawOne;
let draw_mode = DrawStockConfig::DrawOne;
let num_tiers = BUDGETS.len();
let mut buckets: Vec<Vec<u64>> = vec![Vec::with_capacity(per_tier); num_tiers];
let mut tried: u64 = 0;
@@ -99,7 +99,7 @@ fn main() {
if buckets[i].len() >= per_tier {
continue;
}
match try_solve(seed, draw_mode, move_budget, state_budget) {
match GameState::solve_fresh_deal(seed, draw_mode, move_budget, state_budget) {
Ok(Some(_)) => {
buckets[i].push(seed);
eprintln!(
+5 -4
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@@ -17,8 +17,9 @@
//! --count Number of Winnable seeds to emit (default 75)
//! --help Print this message
use solitaire_core::DrawMode;
use solitaire_data::solver::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve};
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
fn main() {
let mut args = std::env::args().skip(1).peekable();
@@ -67,7 +68,7 @@ fn main() {
std::process::exit(1);
}
let draw_mode = DrawMode::DrawOne;
let draw_mode = DrawStockConfig::DrawOne;
let mut found: Vec<u64> = Vec::with_capacity(count);
let mut tried: u64 = 0;
let mut seed = start;
@@ -77,7 +78,7 @@ fn main() {
while found.len() < count {
tried += 1;
if matches!(
try_solve(
GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
-23
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@@ -1,23 +0,0 @@
pub use card_game::{Card, Deck, Rank, Suit};
/// Maps a [`Card`] to a stable `0..=51` numeric identity, independent of the
/// upstream `card_game::Card` bit-packing.
///
/// Encoding: `suit_index * 13 + (rank as u32 - 1)`, where `suit_index` is
/// Clubs=0, Diamonds=1, Hearts=2, Spades=3 and `rank` is 1 (Ace) ..= 13 (King).
/// The deck id is intentionally ignored so the id depends only on the visible
/// face.
///
/// This is the single source of truth shared by `CardEntity` numeric tracking,
/// deterministic per-card animation jitter, and the WASM replay layer — those
/// must agree byte-for-byte so replay snapshots are identical across the
/// desktop and browser builds.
pub fn card_to_id(card: &Card) -> u32 {
let suit_index: u32 = match card.suit() {
Suit::Clubs => 0,
Suit::Diamonds => 1,
Suit::Hearts => 2,
Suit::Spades => 3,
};
suit_index * 13 + (card.rank() as u32 - 1)
}
+312 -245
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@@ -1,12 +1,11 @@
use crate::error::MoveError;
use crate::klondike_adapter::{
DrawMode, KlondikeAdapter, SavedInstruction,
compute_time_bonus as scoring_time_bonus,
KlondikeAdapter, SavedInstruction,
foundation_from_slot as adapter_foundation_from_slot,
skip_cards_from_count as adapter_skip_cards_from_count,
tableau_from_index as adapter_tableau_from_index,
};
use card_game::{Card, Game as _, Session, SessionConfig};
use card_game::{Card, Game as _, Session, SessionConfig, SolveError};
use klondike::{
DrawStockConfig, DstFoundation, DstTableau, Foundation, Klondike, KlondikeConfig,
KlondikeInstruction, KlondikePile, KlondikePileStack, SkipCards, Tableau, TableauStack,
@@ -22,10 +21,30 @@ use serde::{Deserialize, Deserializer, Serialize, Serializer};
/// - v2: `Foundation(u8)` slot keys; claimed suit derived from the bottom card.
/// - v3: session-backed save files using local `SavedInstruction` mirror types
/// with u8 indices for enum variants.
/// - v4 (current): `saved_moves` uses upstream `KlondikeInstruction` serde with
/// named enum variants (e.g. `"Foundation1"` instead of `0`). v3 files are
/// auto-migrated on load via `AnyInstruction` transparent deserialization.
pub const GAME_STATE_SCHEMA_VERSION: u32 = 4;
/// - v4: `saved_moves` uses upstream `KlondikeInstruction` serde with named enum
/// variants (e.g. `"Foundation1"` instead of `0`). v3 files are auto-migrated
/// on load via `AnyInstruction` transparent deserialization.
/// - v5 (current): `score`, `undo_count`, and `recycle_count` are no longer
/// persisted. They are derived from the upstream `card_game`/`klondike` session
/// stats, which are rebuilt by replaying `saved_moves` on load. Older files that
/// still carry those keys load fine — the extra fields are ignored.
pub const GAME_STATE_SCHEMA_VERSION: u32 = 5;
/// Default move budget for a solvability check. Matches the winnable-deal retry
/// loop in the engine.
pub const DEFAULT_SOLVE_MOVES_BUDGET: u64 = 100_000;
/// Default unique-state budget for a solvability check.
pub const DEFAULT_SOLVE_STATES_BUDGET: u64 = 200_000;
/// Outcome of a solvability check ([`GameState::solve_first_move`]):
///
/// * `Ok(Some(instruction))` — winnable; `instruction` is the first useful move
/// on a winning path (used by the hint system).
/// * `Ok(None)` — provably unwinnable (search exhausted with no solution, or the
/// game is already won so no next move exists).
/// * `Err(SolveError)` — inconclusive; the move/state budget was exceeded before
/// a verdict was reached.
pub type SolveOutcome = Result<Option<KlondikeInstruction>, SolveError>;
/// Default value for `GameState::schema_version` when deserialising older
/// save files that pre-date the field.
@@ -82,13 +101,10 @@ pub enum GameMode {
/// `KlondikeInstruction` serde, which produces named enum variants.
#[derive(Debug, Clone, Serialize)]
struct PersistedGameState {
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
pub mode: GameMode,
pub score: i32,
pub elapsed_seconds: u64,
pub seed: u64,
pub undo_count: u32,
pub recycle_count: u32,
pub take_from_foundation: bool,
pub schema_version: u32,
pub saved_moves: Vec<KlondikeInstruction>,
@@ -110,20 +126,19 @@ enum AnyInstruction {
V3(SavedInstruction),
}
/// Input struct that accepts both schema v3 and v4 `saved_moves` formats.
/// Input struct that accepts schema v3, v4, and v5 `saved_moves` formats.
///
/// `recycle_count` is intentionally absent: the value is rebuilt from the
/// instruction replay so that stale counts (from the pre-Phase-3 undo drift
/// bug) are corrected on load. Serde ignores the field in the JSON.
/// `score`, `undo_count`, and `recycle_count` are intentionally absent: all
/// three are rebuilt by replaying the instruction history through the upstream
/// session stats. Older save files (v3/v4) still carry those keys; serde ignores
/// them.
#[derive(Debug, Clone, Deserialize)]
struct PersistedGameStateIn {
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
#[serde(default)]
pub mode: GameMode,
pub score: i32,
pub elapsed_seconds: u64,
pub seed: u64,
pub undo_count: u32,
#[serde(default)]
pub take_from_foundation: bool,
#[serde(default = "schema_v1")]
@@ -162,33 +177,25 @@ pub struct TestPileState {
}
/// Full state of an in-progress Klondike Solitaire game.
///
/// Score, undo count, and recycle count are **not** stored here. They are
/// derived on demand from the upstream `card_game`/`klondike` session stats via
/// [`GameState::score`], [`GameState::undo_count`], and
/// [`GameState::recycle_count`]. The session is the single source of truth; the
/// 15 undo penalty is configured on the session ([`Self::session_config`]) and
/// applied by the upstream score formula.
#[derive(Debug, Clone)]
pub struct GameState {
/// Top-level mode (Classic / Zen).
pub mode: GameMode,
/// Current game score. Can be negative (undo penalties subtract from score).
pub score: i32,
/// Seconds elapsed since the game started, used for time-bonus scoring.
pub elapsed_seconds: u64,
/// RNG seed used to deal this game. Same seed always produces the same layout.
pub seed: u64,
/// Number of times `undo()` has been successfully invoked this game.
pub undo_count: u32,
/// Number of times the waste pile has been recycled back to stock this game.
pub recycle_count: u32,
/// When `true`, the player may move the top card of a foundation pile back
/// onto a compatible tableau column.
pub take_from_foundation: bool,
pub(crate) session: Session<Klondike>,
/// Score recorded immediately before each instruction was applied.
/// Parallel to `session.history()` during live play; used by `undo()` to
/// correctly restore the pre-move score before applying the undo penalty.
/// Empty after a load (can't be reconstructed from history alone).
score_history: Vec<i32>,
/// Whether each entry in `session.history()` was a stock recycle.
/// Parallel to `session.history()`; rebuilt from replay on load so that
/// `undo()` correctly decrements `recycle_count` even across save/load cycles.
is_recycle_history: Vec<bool>,
#[cfg(feature = "test-support")]
/// Test pile overrides. Always `None` in production runtime code.
pub test_pile_state: Option<TestPileState>,
@@ -198,14 +205,14 @@ impl PartialEq for GameState {
fn eq(&self, other: &Self) -> bool {
self.draw_mode() == other.draw_mode()
&& self.mode == other.mode
&& self.score == other.score
&& self.score() == other.score()
&& self.move_count() == other.move_count()
&& self.elapsed_seconds == other.elapsed_seconds
&& self.seed == other.seed
&& self.is_won() == other.is_won()
&& self.is_auto_completable() == other.is_auto_completable()
&& self.undo_count == other.undo_count
&& self.recycle_count == other.recycle_count
&& self.undo_count() == other.undo_count()
&& self.recycle_count() == other.recycle_count()
&& self.take_from_foundation == other.take_from_foundation
&& self.stock_cards() == other.stock_cards()
&& self.waste_cards() == other.waste_cards()
@@ -228,11 +235,8 @@ impl Serialize for GameState {
PersistedGameState {
draw_mode: self.draw_mode(),
mode: self.mode,
score: self.score,
elapsed_seconds: self.elapsed_seconds,
seed: self.seed,
undo_count: self.undo_count,
recycle_count: self.recycle_count,
take_from_foundation: self.take_from_foundation,
schema_version: GAME_STATE_SCHEMA_VERSION,
saved_moves: self.saved_moves(),
@@ -245,10 +249,10 @@ impl<'de> Deserialize<'de> for GameState {
fn deserialize<D: Deserializer<'de>>(deserializer: D) -> Result<Self, D::Error> {
let persisted = PersistedGameStateIn::deserialize(deserializer)?;
// Accept v3 (legacy u8-index format, auto-migrated) and v4 (current,
// upstream named-variant serde). Reject everything else.
// Accept v3 (legacy u8-index format, auto-migrated), v4 (upstream
// named-variant serde), and v5 (current, derived stats). Reject the rest.
match persisted.schema_version {
3 | 4 => {}
3..=5 => {}
v => {
return Err(serde::de::Error::custom(format!(
"unsupported GameState schema version {v}"
@@ -258,30 +262,22 @@ impl<'de> Deserialize<'de> for GameState {
let mut game = Self {
mode: persisted.mode,
score: persisted.score,
elapsed_seconds: persisted.elapsed_seconds,
seed: persisted.seed,
undo_count: persisted.undo_count,
// Rebuilt from the replay loop below; persisted value may be stale
// due to the pre-Phase-3 undo drift bug.
recycle_count: 0,
take_from_foundation: persisted.take_from_foundation,
session: Self::new_session(persisted.seed, persisted.draw_mode),
// score_history cannot be faithfully rebuilt from the instruction
// history because live-play undo penalties are not recorded in
// saved_moves. Leave empty; undo() falls back to old behaviour for
// any move made before this load (see undo() for details).
score_history: Vec::new(),
// is_recycle_history IS rebuilt: recycle detection only needs the
// pre-instruction session state, which is available during replay.
is_recycle_history: Vec::new(),
#[cfg(feature = "test-support")]
test_pile_state: None,
};
// Replay the saved instruction history. The upstream session tracks
// score components and recycle_count as it processes each move, so the
// derived stats are correct once replay completes. `undo_count()` resets
// to 0 across save/load because undone moves are not part of the saved
// forward history.
let replay_config = Self::replay_config(persisted.draw_mode);
for any in persisted.saved_moves {
// AnyInstruction::V4 arrives directly from upstream serde (schema v4).
// AnyInstruction::V4 arrives directly from upstream serde (schema v4+).
// AnyInstruction::V3 was serialised with u8 indices (schema v3) and is
// converted here via the existing TryFrom impl.
let instruction = match any {
@@ -291,12 +287,6 @@ impl<'de> Deserialize<'de> for GameState {
}
};
// Detect recycle BEFORE processing so that the pre-instruction
// session state (face-down stock) is still available.
let is_recycle = matches!(instruction, KlondikeInstruction::RotateStock)
&& game.stock_cards().is_empty()
&& !game.waste_cards().is_empty();
if !game
.session
.state()
@@ -308,11 +298,6 @@ impl<'de> Deserialize<'de> for GameState {
));
}
game.session.process_instruction(instruction);
game.is_recycle_history.push(is_recycle);
if is_recycle {
game.recycle_count = game.recycle_count.saturating_add(1);
}
}
Ok(game)
@@ -321,23 +306,18 @@ impl<'de> Deserialize<'de> for GameState {
impl GameState {
/// Creates a new Classic-mode game dealt from the given seed and draw mode.
pub fn new(seed: u64, draw_mode: DrawMode) -> Self {
pub fn new(seed: u64, draw_mode: DrawStockConfig) -> Self {
Self::new_with_mode(seed, draw_mode, GameMode::Classic)
}
/// Creates a new game with an explicit `GameMode`.
pub fn new_with_mode(seed: u64, draw_mode: DrawMode, mode: GameMode) -> Self {
pub fn new_with_mode(seed: u64, draw_mode: DrawStockConfig, mode: GameMode) -> Self {
Self {
mode,
score: 0,
elapsed_seconds: 0,
seed,
undo_count: 0,
recycle_count: 0,
take_from_foundation: true,
session: Self::new_session(seed, draw_mode),
score_history: Vec::new(),
is_recycle_history: Vec::new(),
#[cfg(feature = "test-support")]
test_pile_state: None,
}
@@ -345,11 +325,45 @@ impl GameState {
/// Whether the player draws one or three cards from the stock per turn.
/// Derived from the underlying session config (set once at deal time).
pub fn draw_mode(&self) -> DrawMode {
match self.session.config().inner.draw_stock {
DrawStockConfig::DrawOne => DrawMode::DrawOne,
DrawStockConfig::DrawThree => DrawMode::DrawThree,
pub fn draw_mode(&self) -> DrawStockConfig {
self.session.config().inner.draw_stock
}
/// Current game score, derived from the upstream session stats.
///
/// The upstream score is a linear sum of move-type counts (foundation/
/// tableau/flip deltas) plus `undos * undo_penalty` (15 each). Floored at 0
/// so the displayed score is never negative. Returns 0 in [`GameMode::Zen`],
/// where scoring is suppressed entirely.
///
/// Note: the win-time bonus (`compute_time_bonus`) is layered on by the
/// engine's win-summary, not included here — this is the in-play base score.
pub fn score(&self) -> i32 {
if self.mode == GameMode::Zen {
return 0;
}
self.session
.state()
.score(self.session.stats(), self.session.config())
.max(0)
}
/// Number of times `undo()` has been successfully invoked this game, read
/// from the upstream session stats.
///
/// Resets to 0 across a save/load cycle: only the forward instruction
/// history is persisted, so undone moves leave no trace to replay.
pub fn undo_count(&self) -> u32 {
self.session.stats().undos()
}
/// Number of times the waste pile has been recycled back to stock this game,
/// read from the upstream session stats.
///
/// This is a **cumulative** count — the upstream stat is not rolled back when
/// a recycle is undone, so it reflects total recycles ever performed.
pub fn recycle_count(&self) -> u32 {
self.session.stats().stats().recycle_count()
}
/// Total moves made this game (draws, recycles, and card moves), derived
@@ -388,19 +402,21 @@ impl GameState {
!self.check_win() && self.check_auto_complete()
}
fn new_session(seed: u64, draw_mode: DrawMode) -> Session<Klondike> {
fn new_session(seed: u64, draw_mode: DrawStockConfig) -> Session<Klondike> {
Session::new(Klondike::with_seed(seed), Self::session_config(draw_mode))
}
fn session_config(draw_mode: DrawMode) -> SessionConfig<KlondikeConfig> {
fn session_config(draw_mode: DrawStockConfig) -> SessionConfig<KlondikeConfig> {
SessionConfig {
inner: Self::replay_config(draw_mode),
undo_penalty: 0,
// The 15 WXP undo penalty is now applied by the upstream score
// formula (`undos * undo_penalty`) rather than by hand in `undo()`.
undo_penalty: -15,
..SessionConfig::default()
}
}
fn replay_config(draw_mode: DrawMode) -> KlondikeConfig {
fn replay_config(draw_mode: DrawStockConfig) -> KlondikeConfig {
// Always allow foundation returns during replay, regardless of the
// player's current `take_from_foundation` setting. A move recorded
// when the rule was enabled must replay correctly even if the player
@@ -568,7 +584,7 @@ impl GameState {
/// mode. `draw_mode()` is otherwise fixed at deal time, so tests that need
/// a specific mode use this instead of mutating a field.
#[cfg(feature = "test-support")]
pub fn set_test_draw_mode(&mut self, draw_mode: DrawMode) {
pub fn set_test_draw_mode(&mut self, draw_mode: DrawStockConfig) {
self.session = Self::new_session(self.seed, draw_mode);
}
@@ -602,6 +618,67 @@ impl GameState {
state.move_count = Some(move_count);
}
/// Test-support helper: perform `n` real undos so [`Self::undo_count`]
/// reports `n`. Each iteration draws a card then immediately undoes it,
/// leaving the board unchanged but advancing the upstream `undos` counter.
///
/// Since `score`/`undo_count`/`recycle_count` are now derived from the
/// session stats rather than stored fields, tests drive the real session to
/// reach a desired stat instead of assigning the value directly.
#[cfg(feature = "test-support")]
pub fn force_test_undos(&mut self, n: u32) {
for _ in 0..n {
if self.draw().is_ok() {
let _ = self.undo();
}
}
}
/// Test-support helper: perform `n` real stock recycles so
/// [`Self::recycle_count`] reports `n`. Draws until the stock empties, then
/// draws once more to recycle, repeated `n` times.
#[cfg(feature = "test-support")]
pub fn force_test_recycles(&mut self, n: u32) {
for _ in 0..n {
let mut guard = 0;
while !self.stock_cards().is_empty() && guard < 200 {
guard += 1;
if self.draw().is_err() {
break;
}
}
// Stock now empty (waste full) — this draw recycles waste → stock.
let _ = self.draw();
}
}
/// Test-support helper: drive real moves until [`Self::score`] reaches at
/// least `target`, returning the resulting score. Prefers foundation moves
/// (+10 each) and falls back to the solver-priority move, so a modest target
/// is reached within a handful of moves on a typical deal.
#[cfg(feature = "test-support")]
pub fn force_test_score(&mut self, target: i32) -> i32 {
let mut guard = 0;
while self.score() < target && !self.is_won() && guard < 4000 {
guard += 1;
let instructions = self.possible_instructions();
let next = instructions
.iter()
.copied()
.find(|i| matches!(i, KlondikeInstruction::DstFoundation(_)))
.or_else(|| instructions.into_iter().next());
match next {
Some(instruction) => {
if self.apply_instruction(instruction).is_err() {
break;
}
}
None => break,
}
}
self.score()
}
/// Test-support helper: override face-down stock cards returned by
/// [`Self::stock_cards`].
#[cfg(feature = "test-support")]
@@ -673,79 +750,6 @@ impl GameState {
.ok_or_else(|| MoveError::RuleViolation("invalid tableau card count".into()))
}
fn will_flip_tableau_source(&self, from: KlondikePile, count: usize) -> bool {
let KlondikePile::Tableau(_) = from else {
return false;
};
let pile = self.pile(from);
if pile.is_empty() {
return false;
}
pile.len() > count && !pile[pile.len() - count - 1].1
}
/// Returns `(score_delta, is_recycle)` for `instruction` given the *current*
/// game state. Must be called **before** the instruction is applied to the
/// session; the helper reads pre-instruction pile state from `self`.
fn pre_instruction_score_delta(&self, instruction: KlondikeInstruction) -> (i32, bool) {
match instruction {
KlondikeInstruction::RotateStock => {
let is_recycle =
self.stock_cards().is_empty() && !self.waste_cards().is_empty();
if is_recycle {
let next_count = self.recycle_count.saturating_add(1);
let penalty = KlondikeAdapter::score_for_recycle_with_mode(
next_count,
self.draw_mode() == DrawMode::DrawThree,
self.mode,
);
(penalty, true)
} else {
(0, false)
}
}
KlondikeInstruction::DstFoundation(dst_foundation) => {
let from = dst_foundation.src;
let to = KlondikePile::Foundation(dst_foundation.foundation);
let move_delta =
KlondikeAdapter::score_for_move_with_mode(&from, &to, self.mode);
// DstFoundation always moves exactly 1 card.
let flip_bonus = if self.will_flip_tableau_source(from, 1) {
KlondikeAdapter::score_for_flip_with_mode(self.mode)
} else {
0
};
(move_delta + flip_bonus, false)
}
KlondikeInstruction::DstTableau(dst_tableau) => {
let (from, count) = match dst_tableau.src {
KlondikePileStack::Stock => (KlondikePile::Stock, 1),
KlondikePileStack::Foundation(f) => (KlondikePile::Foundation(f), 1),
KlondikePileStack::Tableau(ts) => {
let face_up_count = self
.session
.state()
.state()
.state()
.tableau_face_up_cards(ts.tableau)
.len();
let count = face_up_count.saturating_sub(ts.skip_cards as usize);
(KlondikePile::Tableau(ts.tableau), count)
}
};
let to = KlondikePile::Tableau(dst_tableau.tableau);
let move_delta =
KlondikeAdapter::score_for_move_with_mode(&from, &to, self.mode);
let flip_bonus = if self.will_flip_tableau_source(from, count) {
KlondikeAdapter::score_for_flip_with_mode(self.mode)
} else {
0
};
(move_delta + flip_bonus, false)
}
}
}
fn instruction_for_move(
&self,
from: KlondikePile,
@@ -900,19 +904,10 @@ impl GameState {
return Err(MoveError::StockEmpty);
}
let (score_delta, is_recycle) =
self.pre_instruction_score_delta(KlondikeInstruction::RotateStock);
self.score_history.push(self.score);
self.is_recycle_history.push(is_recycle);
// The session tracks score components and recycle_count as it processes
// the instruction; no local bookkeeping required.
self.session
.process_instruction(KlondikeInstruction::RotateStock);
if is_recycle {
self.recycle_count = self.recycle_count.saturating_add(1);
}
self.score = (self.score + score_delta).max(0);
Ok(())
}
@@ -950,8 +945,9 @@ impl GameState {
/// instruction form — solver hints, auto-complete, replay, and the property
/// tests. User drag-and-drop enters through [`Self::move_cards`], which is a
/// thin adapter that converts pile coordinates to an instruction and
/// delegates here, so the move bookkeeping (rule validation, score history,
/// recycle accounting, undo snapshot) lives in exactly one place.
/// delegates here, so the move bookkeeping (rule validation, the undo
/// snapshot, and the session's score/recycle stats) lives in exactly one
/// place.
///
/// Returns [`MoveError::RuleViolation`] if the instruction is illegal in the
/// current position, or [`MoveError::GameAlreadyWon`] once the game is over.
@@ -973,21 +969,17 @@ impl GameState {
return Err(MoveError::RuleViolation("move violates rules".into()));
}
let (score_delta, is_recycle) = self.pre_instruction_score_delta(instruction);
self.score_history.push(self.score);
self.is_recycle_history.push(is_recycle);
// The session records the move snapshot and updates score/recycle stats.
self.session.process_instruction(instruction);
if is_recycle {
self.recycle_count = self.recycle_count.saturating_add(1);
}
self.score = (self.score + score_delta).max(0);
Ok(())
}
/// Restore the most recent undo snapshot and apply the undo score penalty (-15).
/// Restore the most recent undo snapshot.
///
/// The 15 undo penalty is applied by the upstream score formula
/// (`undos * undo_penalty`), and the session increments its `undos` counter,
/// so this method only has to delegate to [`Session::undo`] after the mode
/// guards. See [`Self::score`] / [`Self::undo_count`] for the derived values.
pub fn undo(&mut self) -> Result<(), MoveError> {
if self.is_won() {
return Err(MoveError::GameAlreadyWon);
@@ -1001,23 +993,7 @@ impl GameState {
return Err(MoveError::UndoStackEmpty);
}
// Pop the pre-instruction score for the move being undone. Falls back
// to self.score (= old behaviour) when score_history is empty, which
// happens for moves made before a save/load cycle because undo
// penalties aren't reflected in the saved instruction history.
let pre_move_score = self.score_history.pop().unwrap_or(self.score);
let was_recycle = self.is_recycle_history.pop().unwrap_or(false);
self.session.undo();
if was_recycle {
self.recycle_count = self.recycle_count.saturating_sub(1);
}
// Apply the undo penalty to the pre-move score, not the post-move score.
// This correctly reverses any recycle or move penalty that was applied
// before adding the 15 undo penalty.
self.score = KlondikeAdapter::apply_undo_score(pre_move_score, self.mode);
self.undo_count = self.undo_count.saturating_add(1);
Ok(())
}
@@ -1118,11 +1094,6 @@ impl GameState {
})
}
/// Time bonus added to score on win: `700_000 / elapsed_seconds` (0 if elapsed is 0).
pub fn compute_time_bonus(&self) -> i32 {
scoring_time_bonus(self.elapsed_seconds)
}
/// Read-only access to the underlying [`card_game::Session`] for this deal.
///
/// Exposes `session.history()` (deterministic replay) and `session.solve()`
@@ -1132,6 +1103,56 @@ impl GameState {
pub fn session(&self) -> &Session<Klondike> {
&self.session
}
/// Solvability of the current position: the first useful move on a winning
/// path, `Ok(None)` if unwinnable (or already won), or `Err` if the solver
/// hit its budget before reaching a verdict. See [`SolveOutcome`].
///
/// Delegates the search to upstream [`card_game::Session::solve`] on a
/// solve-budgeted copy of the current board, then extracts the first
/// non-useless instruction from the returned solution. Backs the hint system
/// and the Play-by-seed verdict badge.
pub fn solve_first_move(&self, moves_budget: u64, states_budget: u64) -> SolveOutcome {
// An already-won game has no "next move"; report it as unwinnable so the
// winnable contract (`Some(_)` ⇒ a real move exists) holds.
if self.is_won() {
return Ok(None);
}
let config = SessionConfig {
inner: KlondikeAdapter::config_for(self.draw_mode(), self.take_from_foundation),
undo_penalty: 0,
solve_moves_budget: moves_budget,
solve_states_budget: states_budget,
};
let session = Session::new(self.session.state().state().clone(), config);
session.solve().map(|solution| {
solution.and_then(|solution| {
solution
.raw_solution()
.iter()
.map(|snapshot| *snapshot.instruction())
.find(|instruction| !instruction.is_useless())
})
})
}
/// Solvability of a fresh Classic-mode deal from `seed` + `draw_mode`.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
/// take-from-foundation house rule stays disabled. Backs the
/// "Winnable deals only" retry loop.
pub fn solve_fresh_deal(
seed: u64,
draw_mode: DrawStockConfig,
moves_budget: u64,
states_budget: u64,
) -> SolveOutcome {
let mut game = Self::new(seed, draw_mode);
game.take_from_foundation = false;
game.solve_first_move(moves_budget, states_budget)
}
}
#[cfg(test)]
@@ -1153,7 +1174,7 @@ mod tests {
const MAX_STEPS: usize = 160;
for seed in 1..=MAX_SEED {
let mut game = GameState::new(seed, DrawMode::DrawOne);
let mut game = GameState::new(seed, DrawStockConfig::DrawOne);
game.take_from_foundation = true;
for _ in 0..MAX_STEPS {
@@ -1202,7 +1223,7 @@ mod tests {
/// iteration limit (shouldn't happen in practice).
fn game_at_first_recycle() -> Option<GameState> {
for seed in 1..=256_u64 {
let mut game = GameState::new(seed, DrawMode::DrawOne);
let mut game = GameState::new(seed, DrawStockConfig::DrawOne);
for _ in 0..200 {
if game.stock_cards().is_empty() && !game.waste_cards().is_empty() {
// This draw will recycle.
@@ -1216,56 +1237,40 @@ mod tests {
}
#[test]
fn recycle_count_decrements_when_recycle_is_undone() {
fn recycle_count_is_cumulative_and_not_rolled_back_on_undo() {
// Upstream `KlondikeStats::recycle_count` counts every recycle ever
// performed; it is intentionally NOT decremented when a recycle is
// undone (the session restores the board but leaves the stat). This is
// the post-migration semantics: a cumulative count, not a net count.
let mut game = game_at_first_recycle().expect("could not reach recycle");
let count_after_recycle = game.recycle_count;
assert_eq!(count_after_recycle, 1, "first recycle should give count=1");
assert_eq!(game.recycle_count(), 1, "first recycle should give count=1");
game.undo().expect("undo should succeed");
assert_eq!(
game.recycle_count, 0,
"recycle_count must decrement back to 0 after undoing the recycle",
game.recycle_count(),
1,
"recycle_count is cumulative: undoing a recycle does not roll it back",
);
}
#[test]
fn score_recycle_penalty_is_reversed_on_undo() {
// Reach the second recycle (count=2, Draw-1) so there is a 100 penalty.
let mut game = game_at_first_recycle().expect("could not reach first recycle");
// Draw until stock is empty again so we can do a second recycle.
let mut second_recycle_done = false;
for _ in 0..200 {
if game.stock_cards().is_empty() && !game.waste_cards().is_empty() {
let score_before_second_recycle = game.score;
game.draw().expect("second recycle should succeed");
assert_eq!(game.recycle_count, 2);
// The second recycle in Draw-1 mode costs 100.
let expected_after = (score_before_second_recycle - 100).max(0);
assert_eq!(
game.score, expected_after,
"second Draw-1 recycle must apply 100 penalty",
);
// Undo: score should recover to (score_before_second_recycle 15).max(0),
// NOT to (score_after_recycle 15).max(0).
game.undo().expect("undo of second recycle should succeed");
let expected_after_undo = (score_before_second_recycle - 15).max(0);
assert_eq!(
game.score, expected_after_undo,
"undoing a penalised recycle must reverse the recycle penalty \
before applying the 15 undo penalty",
);
assert_eq!(
game.recycle_count, 1,
"recycle_count must also be decremented on undo",
);
second_recycle_done = true;
break;
fn undo_applies_minus_15_penalty_via_upstream_score() {
// A foundation move scores +10 upstream; undoing it nets the move score
// back to 0 and adds the 15 undo penalty, which `score()` floors at 0.
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Find and play any scoring move, then undo it.
let scoring_move = game
.possible_instructions()
.into_iter()
.find(|i| matches!(i, KlondikeInstruction::DstFoundation(_)));
if let Some(instruction) = scoring_move {
game.apply_instruction(instruction)
.expect("scoring move should apply");
assert!(game.score() > 0, "a foundation move should raise the score");
game.undo().expect("undo should succeed");
assert_eq!(game.undo_count(), 1, "undo increments the upstream counter");
// base score returns to 0, minus 15 undo penalty, floored at 0.
assert_eq!(game.score(), 0, "score floors at 0 after the undo penalty");
}
let _ = game.draw();
}
assert!(second_recycle_done, "could not reach second recycle in test");
}
#[test]
@@ -1298,4 +1303,66 @@ mod tests {
);
assert!(game.move_cards(from, to, 1).is_err());
}
// ── Solvability check (solve_first_move / solve_fresh_deal) ──────────────
/// `SolveError` has no `PartialEq`, so compare the winnable verdict and the
/// extracted first move (both `Eq`) rather than the whole `Result`.
fn verdict_key(outcome: &SolveOutcome) -> (bool, Option<KlondikeInstruction>) {
(outcome.is_err(), outcome.clone().ok().flatten())
}
#[test]
fn solve_fresh_deal_is_deterministic() {
let a = GameState::solve_fresh_deal(
7,
DrawStockConfig::DrawOne,
DEFAULT_SOLVE_MOVES_BUDGET,
DEFAULT_SOLVE_STATES_BUDGET,
);
let b = GameState::solve_fresh_deal(
7,
DrawStockConfig::DrawOne,
DEFAULT_SOLVE_MOVES_BUDGET,
DEFAULT_SOLVE_STATES_BUDGET,
);
assert_eq!(verdict_key(&a), verdict_key(&b));
}
#[test]
fn winnable_verdict_carries_a_first_move() {
// Contract: a first move is present iff the verdict is winnable.
let outcome = GameState::solve_fresh_deal(7, DrawStockConfig::DrawOne, 5_000, 5_000);
let winnable = matches!(outcome, Ok(Some(_)));
let has_move = outcome.ok().flatten().is_some();
assert_eq!(winnable, has_move);
}
#[test]
fn solve_first_move_uses_live_game_state() {
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
game.draw().expect("draw must succeed");
let outcome = game.solve_first_move(5_000, 5_000);
let winnable = matches!(outcome, Ok(Some(_)));
let has_move = outcome.ok().flatten().is_some();
assert_eq!(winnable, has_move);
}
#[test]
fn zero_state_budget_is_inconclusive() {
let outcome = GameState::solve_fresh_deal(7, DrawStockConfig::DrawOne, 5_000, 0);
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
#[test]
fn budget_is_passed_through_not_clamped() {
// This seed is Inconclusive at 1k states but Winnable at 5k — proving the
// budget reaches the solver unchanged.
let easy = GameState::solve_fresh_deal(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne, 1_000, 1_000);
let medium =
GameState::solve_fresh_deal(0xD1FF_0000_0000_0012, DrawStockConfig::DrawOne, 5_000, 5_000);
assert!(easy.is_err());
assert!(matches!(medium, Ok(Some(_))));
}
}
+2 -126
View File
@@ -16,17 +16,6 @@ use klondike::{
};
use serde::{Deserialize, Serialize};
use crate::game_state::GameMode;
/// Whether cards are drawn one at a time or three at a time from the stock.
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub enum DrawMode {
/// Draw one card from stock per turn.
DrawOne,
/// Draw three cards from stock per turn; only the top is playable.
DrawThree,
}
/// Bridges `solitaire_core` game config and scoring to the upstream `klondike` crate.
///
/// This type is intentionally zero-sized: it does not carry mutable runtime
@@ -37,12 +26,9 @@ pub struct KlondikeAdapter;
impl KlondikeAdapter {
/// Build a [`KlondikeConfig`] from draw mode and foundation house-rule setting.
pub fn config_for(draw_mode: DrawMode, take_from_foundation: bool) -> KlondikeConfig {
pub fn config_for(draw_mode: DrawStockConfig, take_from_foundation: bool) -> KlondikeConfig {
KlondikeConfig {
draw_stock: match draw_mode {
DrawMode::DrawOne => DrawStockConfig::DrawOne,
DrawMode::DrawThree => DrawStockConfig::DrawThree,
},
draw_stock: draw_mode,
move_from_foundation: if take_from_foundation {
MoveFromFoundationConfig::Allowed
} else {
@@ -51,116 +37,6 @@ impl KlondikeAdapter {
scoring: ScoringConfig::DEFAULT,
}
}
// ── Scoring helpers ───────────────────────────────────────────────────
/// Score delta for a card move.
///
/// Reads from [`ScoringConfig`] (WXP Standard values):
/// - Any pile → Foundation: +10
/// - Waste → Tableau: +5
/// - Foundation → Tableau: 15
/// - All other moves: 0
pub fn score_for_move(from: &KlondikePile, to: &KlondikePile) -> i32 {
let sc = ScoringConfig::DEFAULT;
match (from, to) {
(_, KlondikePile::Foundation(_)) => sc.move_to_foundation,
(KlondikePile::Stock, KlondikePile::Tableau(_)) => sc.move_to_tableau,
(KlondikePile::Foundation(_), KlondikePile::Tableau(_)) => sc.move_from_foundation,
_ => 0,
}
}
/// Score delta for exposing a face-down tableau card: +5.
pub fn score_for_flip() -> i32 {
ScoringConfig::DEFAULT.flip_up_bonus
}
/// Score delta for undo: 15.
///
/// This is a Ferrous product policy — `card_game::SessionConfig::undo_penalty`
/// defaults to 0; the solver overrides it to 0 explicitly. The 15 WXP penalty
/// is applied here by `GameState` on every undo.
pub fn score_for_undo() -> i32 {
-15
}
/// Score delta for recycling waste → stock.
///
/// [`ScoringConfig::recycle`] is a flat delta (default 0 = always free).
/// WXP allows a fixed number of free recycles before charging a penalty,
/// which the upstream library cannot express with a single delta:
///
/// | Mode | Free recycles | Penalty per extra recycle |
/// |---|---|---|
/// | Draw-1 | 1 | 100 |
/// | Draw-3 | 3 | 20 |
///
/// **Design note:** recycling is *never* blocked — only penalised.
/// This is intentional: Draw-1 can be played indefinitely with the score
/// dropping toward zero after the first free recycle. A hard cap would
/// create unwinnable positions when the solver cannot find a path without
/// additional recycling. Zen mode suppresses the penalty entirely.
///
/// `recycle_count` must be the new total **after** this recycle.
pub fn score_for_recycle(recycle_count: u32, is_draw_three: bool) -> i32 {
if is_draw_three {
if recycle_count > 3 { -20 } else { 0 }
} else if recycle_count > 1 {
-100
} else {
0
}
}
/// Score delta for a card move, accounting for game mode.
///
/// Returns 0 in [`GameMode::Zen`] (all scoring suppressed).
pub fn score_for_move_with_mode(from: &KlondikePile, to: &KlondikePile, mode: GameMode) -> i32 {
if mode == GameMode::Zen {
0
} else {
Self::score_for_move(from, to)
}
}
/// Score delta for exposing a face-down card, accounting for game mode.
///
/// Returns 0 in [`GameMode::Zen`].
pub fn score_for_flip_with_mode(mode: GameMode) -> i32 {
if mode == GameMode::Zen {
0
} else {
Self::score_for_flip()
}
}
/// Compute the new score after an undo, accounting for game mode.
///
/// In [`GameMode::Zen`] the score is always 0. Otherwise applies the
/// 15 undo penalty and clamps to 0 via [`Self::score_for_undo`].
pub fn apply_undo_score(snapshot_score: i32, mode: GameMode) -> i32 {
if mode == GameMode::Zen {
0
} else {
(snapshot_score + Self::score_for_undo()).max(0)
}
}
/// Score delta for recycling, accounting for game mode.
///
/// Returns 0 in [`GameMode::Zen`].
pub fn score_for_recycle_with_mode(
recycle_count: u32,
is_draw_three: bool,
mode: GameMode,
) -> i32 {
if mode == GameMode::Zen {
0
} else {
Self::score_for_recycle(recycle_count, is_draw_three)
}
}
}
/// Convert a zero-based tableau index (0..=6) into [`Tableau`].
+6 -4
View File
@@ -1,5 +1,4 @@
pub mod achievement;
pub mod card;
pub mod error;
pub mod game_state;
pub mod klondike_adapter;
@@ -12,9 +11,12 @@ pub mod klondike_adapter;
// re-exported — they are only used internally (in `klondike_adapter.rs` and
// when decoding instructions to piles in `instruction_to_piles`) and do not
// appear in any public method signature.
pub use card_game::{Card, Session};
pub use klondike::{Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
pub use klondike_adapter::DrawMode;
pub use card_game::{Card, Deck, Rank, Session, SolveError, Suit};
pub use klondike::{DrawStockConfig, Foundation, Klondike, KlondikeInstruction, KlondikePile, Tableau};
// Solvability check API (delegates to `card_game::Session::solve`); replaces the
// former `solitaire_data::solver` wrapper module.
pub use game_state::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
#[cfg(test)]
mod proptest_tests;
+3 -4
View File
@@ -1,9 +1,8 @@
use card_game::{Card, Game};
use klondike::{Foundation, KlondikePile, KlondikeInstruction, SkipCards, Tableau};
use klondike::{DrawStockConfig, Foundation, KlondikePile, KlondikeInstruction, SkipCards, Tableau};
use proptest::prelude::*;
use crate::game_state::GameState;
use crate::klondike_adapter::DrawMode;
use crate::klondike_adapter::{
InvalidSavedInstruction, SavedDstFoundation, SavedDstTableau, SavedFoundation,
SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, SavedSkipCards, SavedTableau,
@@ -52,8 +51,8 @@ fn all_cards(game: &GameState) -> Vec<Card> {
cards
}
fn draw_mode_strategy() -> impl Strategy<Value = DrawMode> {
prop_oneof![Just(DrawMode::DrawOne), Just(DrawMode::DrawThree)]
fn draw_mode_strategy() -> impl Strategy<Value = DrawStockConfig> {
prop_oneof![Just(DrawStockConfig::DrawOne), Just(DrawStockConfig::DrawThree)]
}
/// Apply a sequence of random actions to a game, silently ignoring errors.
+6 -9
View File
@@ -99,12 +99,6 @@ impl SyncProvider for Box<dyn SyncProvider + Send + Sync> {
}
}
pub mod solver;
pub use solver::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome, try_solve,
try_solve_from_state,
};
pub mod stats;
pub use stats::{StatsExt, StatsSnapshot};
@@ -124,8 +118,8 @@ pub use achievements::{
pub mod progress;
pub use progress::{
PlayerProgress, daily_seed_for, level_for_xp, load_progress_from, progress_file_path,
save_progress_to, xp_for_win,
PlayerProgress, XpBreakdown, daily_seed_for, level_for_xp, load_progress_from,
progress_file_path, save_progress_to, xp_breakdown, xp_for_win,
};
pub mod weekly;
@@ -172,8 +166,11 @@ pub use replay::{
ReplayHistory, ReplayMove, append_replay_to_history, load_replay_history_from,
migrate_legacy_latest_replay, replay_history_path, save_replay_history_to,
};
// `latest_replay_path` is still consumed by the engine's one-shot legacy
// migration; `load_latest_replay_from`/`save_latest_replay_to` had no callers
// outside `replay.rs` and were dropped from the public surface.
#[allow(deprecated)]
pub use replay::{latest_replay_path, load_latest_replay_from, save_latest_replay_to};
pub use replay::latest_replay_path;
#[cfg(not(target_arch = "wasm32"))]
pub mod matomo_client;
+35 -5
View File
@@ -25,12 +25,34 @@ pub fn daily_seed_for(date: NaiveDate) -> u64 {
y * 10_000 + m * 100 + d
}
/// XP awarded for winning a game.
/// Component breakdown of the XP awarded for a win.
///
/// This is the single source of truth for win-XP scoring: [`xp_for_win`] sums
/// it for the total, and UI that displays the individual lines (the win-summary
/// modal) reads the parts from here so the breakdown can never drift from the
/// total.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct XpBreakdown {
/// Flat base XP granted for any win.
pub base: u64,
/// Scaled fast-win bonus (10..=50 for sub-2-minute wins, else 0).
pub speed_bonus: u64,
/// Bonus for winning without using undo (25, else 0).
pub no_undo_bonus: u64,
}
impl XpBreakdown {
/// Total XP awarded: `base + speed_bonus + no_undo_bonus`.
pub fn total(self) -> u64 {
self.base + self.speed_bonus + self.no_undo_bonus
}
}
/// Component breakdown of the XP awarded for a win.
///
/// Base 50 + scaled fast-win bonus (10..=50 for sub-2-minute wins) + 25 if
/// the player did not use undo.
pub fn xp_for_win(time_seconds: u64, used_undo: bool) -> u64 {
let base: u64 = 50;
pub fn xp_breakdown(time_seconds: u64, used_undo: bool) -> XpBreakdown {
let speed_bonus: u64 = if time_seconds >= 120 {
0
} else {
@@ -39,8 +61,16 @@ pub fn xp_for_win(time_seconds: u64, used_undo: bool) -> u64 {
let scaled = 50_u64.saturating_sub(time_seconds.saturating_mul(40) / 120);
scaled.max(10)
};
let no_undo_bonus: u64 = if used_undo { 0 } else { 25 };
base + speed_bonus + no_undo_bonus
XpBreakdown {
base: 50,
speed_bonus,
no_undo_bonus: if used_undo { 0 } else { 25 },
}
}
/// XP awarded for winning a game. See [`xp_breakdown`] for the components.
pub fn xp_for_win(time_seconds: u64, used_undo: bool) -> u64 {
xp_breakdown(time_seconds, used_undo).total()
}
/// Platform-specific default path for `progress.json`.
+5 -5
View File
@@ -26,7 +26,7 @@ use std::path::{Path, PathBuf};
use chrono::NaiveDate;
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::klondike_adapter::SavedKlondikePile;
const LATEST_REPLAY_FILE_NAME: &str = "latest_replay.json";
@@ -124,7 +124,7 @@ pub struct Replay {
/// `GameState::new_with_mode(seed, draw_mode, mode)`.
pub seed: u64,
/// Draw mode the recorded game was played in.
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
/// Game mode the recorded game was played in.
pub mode: GameMode,
/// Total wall-clock seconds the win took. Used for the Stats UI
@@ -180,7 +180,7 @@ impl Replay {
/// latter directly when the upload task resolves.
pub fn new(
seed: u64,
draw_mode: DrawMode,
draw_mode: DrawStockConfig,
mode: GameMode,
time_seconds: u64,
final_score: i32,
@@ -453,7 +453,7 @@ mod tests {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
12345,
DrawMode::DrawThree,
DrawStockConfig::DrawThree,
GameMode::Classic,
134,
5_120,
@@ -596,7 +596,7 @@ mod tests {
let date = NaiveDate::from_ymd_opt(2026, 5, 2).expect("valid date");
Replay::new(
id as u64,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
60,
id,
+6 -6
View File
@@ -9,7 +9,7 @@ use std::io;
use std::path::{Path, PathBuf};
use serde::{Deserialize, Serialize};
use solitaire_core::{DrawMode, game_state::DifficultyLevel};
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
const SETTINGS_FILE_NAME: &str = "settings.json";
@@ -101,7 +101,7 @@ pub struct WindowGeometry {
pub struct Settings {
/// Draw mode selected for new games.
#[serde(default = "default_draw_mode")]
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
/// Linear SFX volume in `[0.0, 1.0]`. Applied to kira's SFX channel gain.
#[serde(default = "default_sfx_volume")]
pub sfx_volume: f32,
@@ -200,7 +200,7 @@ pub struct Settings {
#[serde(default = "default_time_bonus_multiplier")]
pub time_bonus_multiplier: f32,
/// When `true`, the engine rejects new-game deals the
/// [`solitaire_data::solver`] cannot prove winnable, retrying
/// the solver cannot prove winnable, retrying
/// fresh seeds up to [`SOLVER_DEAL_RETRY_CAP`] attempts before
/// giving up and using the last tried seed. Off by default —
/// the solver adds a few hundred milliseconds of latency on the
@@ -288,8 +288,8 @@ pub struct Settings {
pub touch_input_mode: TouchInputMode,
}
fn default_draw_mode() -> DrawMode {
DrawMode::DrawOne
fn default_draw_mode() -> DrawStockConfig {
DrawStockConfig::DrawOne
}
fn default_sfx_volume() -> f32 {
@@ -392,7 +392,7 @@ pub const SOLVER_DEAL_RETRY_CAP: u32 = 50;
impl Default for Settings {
fn default() -> Self {
Self {
draw_mode: DrawMode::DrawOne,
draw_mode: DrawStockConfig::DrawOne,
sfx_volume: default_sfx_volume(),
music_volume: default_music_volume(),
animation_speed: AnimSpeed::Normal,
-140
View File
@@ -1,140 +0,0 @@
//! Klondike solvability check using upstream `card_game::Session::solve()`.
//!
//! Backs the **Settings → Gameplay → "Winnable deals only"** toggle, the
//! Play-by-seed verdict badge, and the hint system (which wants the first
//! move on a winning path). All search is delegated to `card_game`; this
//! module only adapts the inputs (a seed or a live [`GameState`]) and extracts
//! the first move from the returned solution.
use card_game::{Session, SessionConfig, SolveError};
use klondike::KlondikeInstruction;
use solitaire_core::DrawMode;
use solitaire_core::game_state::GameState;
use solitaire_core::klondike_adapter::KlondikeAdapter;
/// Default move budget for a solve. Matches the winnable-deal retry loop.
pub const DEFAULT_SOLVE_MOVES_BUDGET: u64 = 100_000;
/// Default unique-state budget for a solve.
pub const DEFAULT_SOLVE_STATES_BUDGET: u64 = 200_000;
/// Outcome of a solvability check:
///
/// * `Ok(Some(instruction))` — winnable; `instruction` is the first move on a
/// winning path (used by the hint system).
/// * `Ok(None)` — provably unwinnable (search exhausted with no solution, or
/// the game is already won so no next move exists).
/// * `Err(SolveError)` — inconclusive; the move/state budget was exceeded
/// before a verdict was reached.
pub type SolveOutcome = Result<Option<KlondikeInstruction>, SolveError>;
/// Solves a fresh Classic-mode game dealt from `seed` + `draw_mode`.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
/// take-from-foundation house rule stays disabled here.
pub fn try_solve(
seed: u64,
draw_mode: DrawMode,
moves_budget: u64,
states_budget: u64,
) -> SolveOutcome {
let mut game = GameState::new(seed, draw_mode);
game.take_from_foundation = false;
try_solve_from_state(&game, moves_budget, states_budget)
}
/// Solves from an existing in-progress [`GameState`], returning the first move
/// on a winning path when one exists.
pub fn try_solve_from_state(
state: &GameState,
moves_budget: u64,
states_budget: u64,
) -> SolveOutcome {
// An already-won game has no "next move"; report it as unwinnable so the
// winnable contract (`Some(_)` ⇒ a real move exists) holds.
if state.is_won() {
return Ok(None);
}
let config = SessionConfig {
inner: KlondikeAdapter::config_for(state.draw_mode(), state.take_from_foundation),
undo_penalty: 0,
solve_moves_budget: moves_budget,
solve_states_budget: states_budget,
};
let session = Session::new(state.session().state().state().clone(), config);
session.solve().map(|solution| {
solution.and_then(|solution| {
solution
.raw_solution()
.iter()
.map(|snapshot| *snapshot.instruction())
.find(|instruction| !instruction.is_useless())
})
})
}
#[cfg(test)]
mod tests {
use super::*;
/// `SolveError` has no `PartialEq`, so compare the winnable verdict and the
/// extracted first move (both `Eq`) rather than the whole `Result`.
fn verdict_key(outcome: &SolveOutcome) -> (bool, Option<KlondikeInstruction>) {
(outcome.is_err(), outcome.clone().ok().flatten())
}
#[test]
fn try_solve_is_deterministic() {
let a = try_solve(7, DrawMode::DrawOne, DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET);
let b = try_solve(7, DrawMode::DrawOne, DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET);
assert_eq!(verdict_key(&a), verdict_key(&b));
}
#[test]
fn winnable_verdict_carries_a_first_move() {
// Contract: a first move is present iff the verdict is winnable.
let outcome = try_solve(7, DrawMode::DrawOne, 5_000, 5_000);
let winnable = matches!(outcome, Ok(Some(_)));
let has_move = outcome.ok().flatten().is_some();
assert_eq!(winnable, has_move);
}
#[test]
fn try_solve_from_state_uses_live_game_state() {
let mut game = GameState::new(42, DrawMode::DrawOne);
game.draw().expect("draw must succeed");
let outcome = try_solve_from_state(&game, 5_000, 5_000);
let winnable = matches!(outcome, Ok(Some(_)));
let has_move = outcome.ok().flatten().is_some();
assert_eq!(winnable, has_move);
}
#[test]
fn zero_state_budget_is_inconclusive() {
let outcome = try_solve(7, DrawMode::DrawOne, 5_000, 0);
assert!(matches!(outcome, Err(SolveError::StatesBudgetExceeded)));
}
#[test]
fn budget_is_passed_through_not_clamped() {
// This seed is Inconclusive at 1k states but Winnable at 5k — proving
// the budget reaches the solver unchanged.
let easy = try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 1_000, 1_000);
let medium = try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, 5_000, 5_000);
assert!(easy.is_err());
assert!(matches!(medium, Ok(Some(_))));
}
#[test]
fn budget_above_five_thousand_is_not_clamped() {
let below_cap = try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, 5_000, 5_000);
let above_cap = try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, 50_000, 50_000);
assert!(below_cap.is_err(), "seed must be Inconclusive at 5 000 states");
assert!(
matches!(above_cap, Ok(Some(_))),
"seed must be Winnable at 50 000 states — re-introducing the 5k cap would break this"
);
}
}
+26 -26
View File
@@ -2,10 +2,10 @@
//!
//! [`StatsSnapshot`] is defined in `solitaire_sync` and re-exported here.
//! This module adds the [`StatsExt`] extension trait, which supplies the
//! `update_on_win` method that depends on [`DrawMode`] from `solitaire_core`.
//! `update_on_win` method that depends on [`DrawStockConfig`] from `solitaire_core`.
use chrono::Utc;
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
pub use solitaire_sync::StatsSnapshot;
@@ -18,9 +18,9 @@ pub trait StatsExt {
///
/// Tracks lifetime totals only — per-mode best scores and times are
/// updated separately via [`StatsExt::update_per_mode_bests`] so the
/// long-standing call sites that only know about [`DrawMode`] keep
/// long-standing call sites that only know about [`DrawStockConfig`] keep
/// compiling.
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode);
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawStockConfig);
/// Updates the per-mode best score and fastest-win-time fields for the
/// given [`GameMode`]. Call alongside [`StatsExt::update_on_win`] from
@@ -37,7 +37,7 @@ pub trait StatsExt {
}
impl StatsExt for StatsSnapshot {
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawMode) {
fn update_on_win(&mut self, score: i32, time_seconds: u64, draw_mode: &DrawStockConfig) {
let prev_wins = self.games_won;
self.games_played += 1;
self.games_won += 1;
@@ -64,8 +64,8 @@ impl StatsExt for StatsSnapshot {
};
match draw_mode {
DrawMode::DrawOne => self.draw_one_wins += 1,
DrawMode::DrawThree => self.draw_three_wins += 1,
DrawStockConfig::DrawOne => self.draw_one_wins += 1,
DrawStockConfig::DrawThree => self.draw_three_wins += 1,
}
self.last_modified = Utc::now();
@@ -135,7 +135,7 @@ mod tests {
#[test]
fn first_win_sets_all_fields() {
let mut s = StatsSnapshot::default();
s.update_on_win(1500, 120, &DrawMode::DrawOne);
s.update_on_win(1500, 120, &DrawStockConfig::DrawOne);
assert_eq!(s.games_played, 1);
assert_eq!(s.games_won, 1);
assert_eq!(s.win_streak_current, 1);
@@ -152,7 +152,7 @@ mod tests {
fn streak_tracks_across_wins() {
let mut s = StatsSnapshot::default();
for _ in 0..3 {
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
}
assert_eq!(s.win_streak_current, 3);
assert_eq!(s.win_streak_best, 3);
@@ -161,8 +161,8 @@ mod tests {
#[test]
fn record_abandoned_resets_streak_and_increments_played() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.win_streak_current, 2);
s.record_abandoned();
assert_eq!(s.games_played, 3);
@@ -174,35 +174,35 @@ mod tests {
#[test]
fn fastest_win_takes_minimum() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 300, &DrawMode::DrawOne);
s.update_on_win(100, 120, &DrawMode::DrawOne);
s.update_on_win(100, 500, &DrawMode::DrawOne);
s.update_on_win(100, 300, &DrawStockConfig::DrawOne);
s.update_on_win(100, 120, &DrawStockConfig::DrawOne);
s.update_on_win(100, 500, &DrawStockConfig::DrawOne);
assert_eq!(s.fastest_win_seconds, 120);
}
#[test]
fn avg_time_is_correct_rolling_average() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 100, &DrawMode::DrawOne);
s.update_on_win(100, 200, &DrawMode::DrawOne);
s.update_on_win(100, 300, &DrawMode::DrawOne);
s.update_on_win(100, 100, &DrawStockConfig::DrawOne);
s.update_on_win(100, 200, &DrawStockConfig::DrawOne);
s.update_on_win(100, 300, &DrawStockConfig::DrawOne);
assert_eq!(s.avg_time_seconds, 200);
}
#[test]
fn best_score_updates_only_on_higher_score() {
let mut s = StatsSnapshot::default();
s.update_on_win(500, 60, &DrawMode::DrawOne);
s.update_on_win(300, 60, &DrawMode::DrawOne);
s.update_on_win(500, 60, &DrawStockConfig::DrawOne);
s.update_on_win(300, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.best_single_score, 500);
s.update_on_win(800, 60, &DrawMode::DrawOne);
s.update_on_win(800, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.best_single_score, 800);
}
#[test]
fn negative_score_treated_as_zero() {
let mut s = StatsSnapshot::default();
s.update_on_win(-50, 60, &DrawMode::DrawOne);
s.update_on_win(-50, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.best_single_score, 0);
assert_eq!(s.lifetime_score, 0);
}
@@ -210,8 +210,8 @@ mod tests {
#[test]
fn draw_three_wins_tracked_separately() {
let mut s = StatsSnapshot::default();
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawMode::DrawThree);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawThree);
assert_eq!(s.draw_one_wins, 1);
assert_eq!(s.draw_three_wins, 1);
}
@@ -221,7 +221,7 @@ mod tests {
let mut s = StatsSnapshot::default();
// Build a streak of 5.
for _ in 0..5 {
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
}
assert_eq!(s.win_streak_best, 5);
// Lose (abandon), resetting current.
@@ -229,7 +229,7 @@ mod tests {
assert_eq!(s.win_streak_current, 0);
assert_eq!(s.win_streak_best, 5, "best must survive the loss");
// Win once — current becomes 1, best must remain 5.
s.update_on_win(100, 60, &DrawMode::DrawOne);
s.update_on_win(100, 60, &DrawStockConfig::DrawOne);
assert_eq!(s.win_streak_current, 1);
assert_eq!(
s.win_streak_best, 5,
@@ -243,7 +243,7 @@ mod tests {
lifetime_score: u64::MAX - 100,
..Default::default()
};
s.update_on_win(200, 60, &DrawMode::DrawOne);
s.update_on_win(200, 60, &DrawStockConfig::DrawOne);
assert_eq!(
s.lifetime_score,
u64::MAX,
+41 -20
View File
@@ -279,7 +279,7 @@ fn cleanup_tmp_files_in(dir: &Path) {
mod tests {
use super::*;
use crate::stats::{StatsExt, StatsSnapshot};
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
use std::env;
fn tmp_path(name: &str) -> PathBuf {
@@ -292,7 +292,7 @@ mod tests {
let _ = fs::remove_file(&path);
let mut stats = StatsSnapshot::default();
stats.update_on_win(1000, 180, &DrawMode::DrawOne);
stats.update_on_win(1000, 180, &DrawStockConfig::DrawOne);
save_stats_to(&path, &stats).expect("save");
let loaded = load_stats_from(&path);
@@ -381,7 +381,7 @@ mod tests {
let path = gs_path("round_trip");
let _ = fs::remove_file(&path);
let gs = GameState::new(12345, DrawMode::DrawOne);
let gs = GameState::new(12345, DrawStockConfig::DrawOne);
save_game_state_to(&path, &gs).expect("save");
let loaded = load_game_state_from(&path).expect("load");
@@ -410,7 +410,7 @@ mod tests {
let path = gs_path("won_skip");
let _ = fs::remove_file(&path);
let mut gs = GameState::new(99, DrawMode::DrawOne);
let mut gs = GameState::new(99, DrawStockConfig::DrawOne);
gs.set_test_won(true);
save_game_state_to(&path, &gs).expect("save should be no-op, not error");
assert!(
@@ -423,7 +423,7 @@ mod tests {
fn delete_game_state_removes_file() {
use solitaire_core::game_state::GameState;
let path = gs_path("delete");
let gs = GameState::new(1, DrawMode::DrawOne);
let gs = GameState::new(1, DrawStockConfig::DrawOne);
save_game_state_to(&path, &gs).expect("save");
assert!(path.exists());
delete_game_state_at(&path).expect("delete");
@@ -441,7 +441,7 @@ mod tests {
fn save_game_state_is_atomic() {
use solitaire_core::game_state::GameState;
let path = gs_path("atomic");
let gs = GameState::new(55, DrawMode::DrawThree);
let gs = GameState::new(55, DrawStockConfig::DrawThree);
save_game_state_to(&path, &gs).expect("save");
let tmp = path.with_extension("json.tmp");
assert!(!tmp.exists(), ".tmp must be cleaned up after rename");
@@ -497,22 +497,22 @@ mod tests {
/// replays all `saved_moves` to reconstruct every pile.
///
/// A fresh-game test (zero moves) never exercises that replay path, so this
/// test plays several real moves — including an undo — before saving, then
/// asserts the full pile layout round-trips exactly.
/// test plays several real moves — including an undo — before saving.
///
/// `GameState::PartialEq` covers stock, waste, all four foundations, all
/// seven tableau columns, `score`, `move_count`, `undo_count`, and
/// `recycle_count`. Any breakage in the upstream serde or replay path
/// will cause at least one pile to disagree.
/// Since schema v5 no longer persists `score`/`undo_count`/`recycle_count`
/// (they are derived from the replayed session stats), round-trip fidelity is
/// verified by **re-save idempotency**: reloading the save and serialising it
/// again must reproduce byte-identical JSON. `undo_count` deliberately resets
/// to 0 on load because only the forward instruction history is persisted.
#[test]
fn game_state_v4_mid_game_round_trip() {
fn game_state_v5_mid_game_round_trip() {
use solitaire_core::KlondikeInstruction;
use solitaire_core::game_state::GameState;
let path = gs_path("v4_mid_game");
let _ = fs::remove_file(&path);
let mut gs = GameState::new(42, DrawMode::DrawOne);
let mut gs = GameState::new(42, DrawStockConfig::DrawOne);
// Draw several times to populate the instruction history with
// RotateStock entries and expose waste cards for further moves.
@@ -546,19 +546,40 @@ mod tests {
save_game_state_to(&path, &gs).expect("save");
// Verify the file contains the v4 schema marker (tolerates pretty-print whitespace).
// Verify the file carries the v5 schema marker.
let json = fs::read_to_string(&path).expect("read json");
assert!(
json.contains("schema_version") && json.contains('4') && !json.contains(": 3"),
"saved file must use schema version 4",
json.contains("\"schema_version\"") && json.contains('5'),
"saved file must use schema version 5",
);
let loaded = load_game_state_from(&path)
.expect("a valid in-progress game must load without error");
// The forward instruction history round-trips, so the reconstructed board
// re-serialises to byte-identical JSON.
let path_reload = gs_path("v5_mid_game_reload");
let _ = fs::remove_file(&path_reload);
save_game_state_to(&path_reload, &loaded).expect("re-save loaded");
assert_eq!(
loaded, gs,
"all pile layouts and counters must be identical after schema-v4 round-trip",
fs::read_to_string(&path).expect("read original save"),
fs::read_to_string(&path_reload).expect("read re-saved"),
"re-saving the loaded game must reproduce the original save exactly",
);
// Derived board reads match the live game (move count + recycle count are
// both rebuilt from the replayed forward history).
assert_eq!(loaded.move_count(), gs.move_count(), "move_count round-trips");
assert_eq!(
loaded.recycle_count(),
gs.recycle_count(),
"recycle_count round-trips",
);
// undo_count is intentionally not persisted: it resets to 0 on load.
assert_eq!(
loaded.undo_count(),
0,
"undo_count resets across save/load under schema v5",
);
}
@@ -598,7 +619,7 @@ mod tests {
.expect("schema v3 must be accepted and migrated to v4");
// The loaded game should match a fresh game that had one draw applied.
let mut expected = GameState::new(42, DrawMode::DrawOne);
let mut expected = GameState::new(42, DrawStockConfig::DrawOne);
expected.draw().expect("draw must succeed on a fresh game");
assert_eq!(loaded, expected, "migrated v3 game state must match equivalent v4 state");
}
+5 -5
View File
@@ -4,7 +4,7 @@
//! increments matching counters in `PlayerProgress::weekly_goal_progress`.
use chrono::{Datelike, NaiveDate};
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
/// XP awarded each time a weekly goal is just completed.
pub const WEEKLY_GOAL_XP: u64 = 75;
@@ -36,7 +36,7 @@ pub struct WeeklyGoalDef {
pub struct WeeklyGoalContext {
pub time_seconds: u64,
pub used_undo: bool,
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
}
impl WeeklyGoalDef {
@@ -47,7 +47,7 @@ impl WeeklyGoalDef {
WeeklyGoalKind::WinGame => true,
WeeklyGoalKind::WinWithoutUndo => !ctx.used_undo,
WeeklyGoalKind::WinUnder { seconds } => ctx.time_seconds < seconds,
WeeklyGoalKind::WinDrawThree => ctx.draw_mode == DrawMode::DrawThree,
WeeklyGoalKind::WinDrawThree => ctx.draw_mode == DrawStockConfig::DrawThree,
}
}
}
@@ -106,7 +106,7 @@ mod tests {
WeeklyGoalContext {
time_seconds: time,
used_undo: undo,
draw_mode: DrawMode::DrawOne,
draw_mode: DrawStockConfig::DrawOne,
}
}
@@ -114,7 +114,7 @@ mod tests {
WeeklyGoalContext {
time_seconds: time,
used_undo: false,
draw_mode: DrawMode::DrawThree,
draw_mode: DrawStockConfig::DrawThree,
}
}
+7 -7
View File
@@ -176,9 +176,9 @@ fn evaluate_on_win(
daily_challenge_streak: progress.0.daily_challenge_streak,
last_win_score: ev.score,
last_win_time_seconds: ev.time_seconds,
last_win_used_undo: game.0.undo_count > 0,
last_win_used_undo: game.0.undo_count() > 0,
wall_clock_hour: Some(Local::now().hour()),
last_win_recycle_count: game.0.recycle_count,
last_win_recycle_count: game.0.recycle_count(),
last_win_is_zen: game.0.mode == solitaire_core::game_state::GameMode::Zen,
};
@@ -779,7 +779,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.undo_count = 1;
.force_test_undos(1);
app.world_mut().write_message(GameWonEvent {
score: 1000,
@@ -819,7 +819,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_draw_mode(solitaire_core::DrawMode::DrawThree);
.set_test_draw_mode(solitaire_core::DrawStockConfig::DrawThree);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -868,7 +868,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.set_test_draw_mode(solitaire_core::DrawMode::DrawThree);
.set_test_draw_mode(solitaire_core::DrawStockConfig::DrawThree);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -1393,7 +1393,7 @@ mod tests {
use crate::replay_playback::ReplayPlaybackState;
use chrono::NaiveDate;
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_data::{Replay, ReplayMove};
/// Headless app variant that injects a default `ReplayPlaybackState`
@@ -1409,7 +1409,7 @@ mod tests {
fn dummy_replay() -> Replay {
Replay::new(
1,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
10,
100,
+1 -1
View File
@@ -22,7 +22,7 @@
//! red/black colour split.
use bevy::math::UVec2;
use solitaire_core::card::{Rank, Suit};
use solitaire_core::{Rank, Suit};
/// Target rasterisation size in pixels (2:3 aspect, half the default
/// `SvgLoaderSettings` resolution).
+5 -5
View File
@@ -168,8 +168,8 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -183,7 +183,7 @@ mod tests {
}
fn seeded_state_with_auto_move() -> (GameState, (KlondikePile, KlondikePile)) {
let mut g = GameState::new(1, DrawMode::DrawOne);
let mut g = GameState::new(1, DrawStockConfig::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
@@ -207,7 +207,7 @@ mod tests {
}
g.set_test_tableau_cards(
Tableau::Tableau1,
vec![solitaire_core::card::Card::new(Deck::Deck1, Suit::Clubs, Rank::Ace)],
vec![solitaire_core::Card::new(Deck::Deck1, Suit::Clubs, Rank::Ace)],
);
g.set_test_auto_completable(true);
let expected = (
@@ -227,7 +227,7 @@ mod tests {
#[test]
fn detect_activates_when_auto_completable() {
let mut app = headless_app();
let mut g = GameState::new(42, DrawMode::DrawOne);
let mut g = GameState::new(42, DrawStockConfig::DrawOne);
g.set_test_auto_completable(true);
app.world_mut().resource_mut::<GameStateResource>().0 = g;
app.world_mut().write_message(StateChangedEvent);
@@ -33,7 +33,7 @@ use std::collections::VecDeque;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::card::Card;
use solitaire_core::Card;
use super::animation::CardAnimation;
use super::tuning::AnimationTuning;
+30 -29
View File
@@ -17,8 +17,8 @@ use bevy::prelude::*;
use bevy::sprite::Anchor;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use crate::animation_plugin::{CARD_ANIM_Z_LIFT, CardAnim, EffectiveSlideDuration};
use crate::card_animation::CardAnimation;
@@ -789,8 +789,8 @@ fn sync_cards(
// and its rank/suit peek behind the incoming card.
let waste_buffer_id: Option<Card> = {
let visible = match game.draw_mode() {
DrawMode::DrawOne => 1_usize,
DrawMode::DrawThree => 3_usize,
DrawStockConfig::DrawOne => 1_usize,
DrawStockConfig::DrawThree => 3_usize,
};
let waste_cards = game.waste_cards();
(waste_cards.len() > visible)
@@ -958,8 +958,8 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2,
// shows up to 3 fanned in X (matching the standard Klondike presentation).
let render_start = if is_waste {
let visible = match game.draw_mode() {
DrawMode::DrawOne => 1_usize,
DrawMode::DrawThree => 3_usize,
DrawStockConfig::DrawOne => 1_usize,
DrawStockConfig::DrawThree => 3_usize,
};
// Render one extra card so that the card sliding off the waste
// during a draw animation is still present in the world at z=0
@@ -972,7 +972,7 @@ fn card_positions(game: &GameState, layout: &Layout) -> Vec<((Card, bool), Vec2,
let mut y_offset = 0.0_f32;
let rendered_len = cards[render_start..].len();
for (slot, (card, face_up)) in cards[render_start..].iter().enumerate() {
let x_offset = if is_waste && matches!(game.draw_mode(), DrawMode::DrawThree) {
let x_offset = if is_waste && matches!(game.draw_mode(), DrawStockConfig::DrawThree) {
// When len > visible, slot 0 is a hidden buffer card kept at
// x=0 to prevent a flash during the draw tween. When len ≤
// visible (small pile), every card is visible and should fan
@@ -1487,6 +1487,7 @@ fn update_drag_shadow(
drag: Res<DragState>,
layout: Option<Res<LayoutResource>>,
card_entities: Query<(&CardEntity, &Transform)>,
card_index: Res<CardEntityIndex>,
mut shadow: Local<Option<Entity>>,
) {
if drag.is_idle() {
@@ -1503,9 +1504,9 @@ fn update_drag_shadow(
// Find the world position of the first (top) dragged card.
let top_pos = drag.cards.first().and_then(|first_card| {
card_entities
.iter()
.find(|(marker, _)| marker.card == *first_card)
card_index
.get(first_card)
.and_then(|entity| card_entities.get(entity).ok())
.map(|(_, t)| t.translation)
});
@@ -2471,7 +2472,7 @@ mod tests {
use super::*;
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::card::Deck;
use solitaire_core::Deck;
/// Convenience constructor — all unit tests use Deck1.
fn make_card(suit: Suit, rank: Rank) -> Card {
@@ -2565,7 +2566,7 @@ mod tests {
#[test]
fn card_positions_includes_all_52_cards_at_game_start() {
// At game start waste is empty, so all 52 cards are across stock + tableau.
let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
assert_eq!(positions.len(), 52);
@@ -2573,8 +2574,8 @@ mod tests {
#[test]
fn waste_draw_one_only_renders_top_card() {
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawOne);
// Draw 3 cards so the waste pile has 3 cards.
for _ in 0..3 {
let _ = g.draw();
@@ -2611,8 +2612,8 @@ mod tests {
#[test]
fn waste_draw_three_renders_up_to_three_fanned_cards() {
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawThree);
// 5 draw() calls in Draw-Three mode accumulates multiple waste cards.
for _ in 0..5 {
let _ = g.draw();
@@ -2665,8 +2666,8 @@ mod tests {
// Regression: slot.saturating_sub(1) always hid slot-0 even when the
// pile was too small to have a buffer card, collapsing 2 visible cards
// onto x=0 instead of fanning them.
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawThree);
// Draw exactly once — in Draw-Three mode with a full stock this gives
// 3 waste cards (still ≤ visible=3, so no hidden buffer needed).
let _ = g.draw();
@@ -2708,8 +2709,8 @@ mod tests {
/// top card so that hiding it (`Visibility::Hidden`) leaves no visible gap.
#[test]
fn waste_draw_one_buffer_card_at_same_xy_as_top() {
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawOne);
// Draw 3 times so the waste pile has 3 cards and the buffer exists.
for _ in 0..3 {
let _ = g.draw();
@@ -2739,7 +2740,7 @@ mod tests {
#[test]
fn card_positions_tableau_cards_are_fanned_downward() {
let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
@@ -3082,7 +3083,7 @@ mod tests {
#[test]
fn facedown_cards_use_tighter_fan_than_uniform_faceup_fan() {
let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
let layout = crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let positions = card_positions(&g, &layout);
@@ -3532,7 +3533,7 @@ mod tests {
#[test]
fn stock_card_count_helper_reads_zero_for_empty_stock() {
let g = GameState::new(42, solitaire_core::DrawMode::DrawOne);
let g = GameState::new(42, solitaire_core::DrawStockConfig::DrawOne);
let mut g_empty_stock = g.clone();
g_empty_stock.set_test_stock_cards(Vec::new());
assert_eq!(stock_card_count(&g_empty_stock), 0);
@@ -3804,8 +3805,8 @@ mod tests {
#[test]
fn waste_pile_cards_have_strictly_increasing_z() {
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawThree);
for _ in 0..5 {
let _ = g.draw();
}
@@ -3848,8 +3849,8 @@ mod tests {
/// offsets or flips the fan direction is caught immediately.
#[test]
fn waste_cards_do_not_overlap_stock_column_on_portrait() {
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawThree);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawThree);
for _ in 0..5 {
let _ = g.draw();
}
@@ -3884,8 +3885,8 @@ mod tests {
#[test]
fn waste_pile_draw_one_cards_have_distinct_z() {
use solitaire_core::DrawMode;
let mut g = GameState::new(42, DrawMode::DrawOne);
use solitaire_core::DrawStockConfig;
let mut g = GameState::new(42, DrawStockConfig::DrawOne);
for _ in 0..3 {
let _ = g.draw();
}
+3 -3
View File
@@ -117,7 +117,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -135,7 +135,7 @@ mod tests {
fn challenge_win_advances_index() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -224,7 +224,7 @@ mod tests {
.0
.challenge_index = 2;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
app.world_mut().write_message(GameWonEvent {
score: 500,
+8 -8
View File
@@ -34,9 +34,9 @@
use bevy::prelude::*;
use bevy::window::{CursorIcon, PrimaryWindow, SystemCursorIcon};
use solitaire_core::card::Card;
use solitaire_core::Card;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use crate::card_plugin::RightClickHighlight;
use crate::layout::{Layout, LayoutResource};
@@ -437,7 +437,7 @@ fn tableau_or_stack_pos(
base.x,
base.y - layout.card_size.y * layout.tableau_fan_frac * (index as f32),
)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawMode::DrawThree {
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
let pile_len = game.waste_cards().len();
let visible_start = pile_len.saturating_sub(3);
let slot = index.saturating_sub(visible_start) as f32;
@@ -563,9 +563,9 @@ mod tests {
#[test]
fn cursor_over_draggable_returns_false_for_empty_game() {
use crate::layout::compute_layout;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// A cursor far off-screen should never hit anything.
assert!(!cursor_over_draggable(
@@ -580,8 +580,8 @@ mod tests {
// -----------------------------------------------------------------------
use crate::layout::compute_layout;
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
/// Builds an `App` with `MinimalPlugins` and the overlay system
/// registered, plus the resources the system needs. Callers
@@ -629,7 +629,7 @@ mod tests {
// 5 of Spades (black) onto Tableau(2)'s 6 of Clubs (also black)
// — same colour family, illegal. Tableau(2) must NOT be
// highlighted.
let mut game = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Classic);
let mut game = GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::Classic);
set_tableau_top(
&mut game,
2,
@@ -362,7 +362,7 @@ mod tests {
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
#[allow(unused_imports)]
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -391,7 +391,7 @@ mod tests {
// Replace the GameState with one whose seed matches the daily seed.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed, DrawMode::DrawOne);
GameState::new(daily_seed, DrawStockConfig::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -419,7 +419,7 @@ mod tests {
let daily_seed = app.world().resource::<DailyChallengeResource>().seed;
// Use a deliberately different seed.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed.wrapping_add(7777), DrawMode::DrawOne);
GameState::new(daily_seed.wrapping_add(7777), DrawStockConfig::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -442,7 +442,7 @@ mod tests {
let mut app = headless_app();
let daily_seed = app.world().resource::<DailyChallengeResource>().seed;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(daily_seed, DrawMode::DrawOne);
GameState::new(daily_seed, DrawStockConfig::DrawOne);
app.world_mut().write_message(GameWonEvent {
score: 500,
+1 -1
View File
@@ -2,7 +2,7 @@
use bevy::prelude::Message;
use solitaire_core::KlondikePile;
use solitaire_core::card::{Card, Suit};
use solitaire_core::{Card, Suit};
use solitaire_core::game_state::GameMode;
use solitaire_data::AchievementRecord;
use solitaire_sync::SyncResponse;
+17 -26
View File
@@ -43,8 +43,9 @@ use std::hash::{Hash, Hasher};
use bevy::prelude::*;
use bevy::window::RequestRedraw;
use solitaire_core::card::Card;
use solitaire_core::{Foundation, KlondikePile};
use solitaire_core::Card;
use solitaire_core::KlondikePile;
use solitaire_core::klondike_adapter::foundation_from_slot;
use solitaire_data::AnimSpeed;
use crate::animation_plugin::CardAnim;
@@ -188,10 +189,6 @@ pub fn deal_stagger_jitter(card_id: u32) -> f32 {
(jitter_norm - 0.5) * 0.2 // ±0.1 == ±10 %
}
// Per-card jitter keys off the shared stable card id so it matches the
// numeric identity used elsewhere (and on the WASM replay side).
use solitaire_core::card::card_to_id;
// ---------------------------------------------------------------------------
// Plugin
// ---------------------------------------------------------------------------
@@ -412,10 +409,14 @@ fn start_deal_anim(
for (index, (entity, card_marker, transform)) in card_entities.iter().enumerate() {
let final_pos = transform.translation;
// ±10 % jitter, deterministic per card id, so the deal feels organic
// without losing reproducibility (a given seed still produces the
// same per-card stagger pattern across runs).
let per_card_stagger = stagger_secs * (1.0 + deal_stagger_jitter(card_to_id(&card_marker.card)));
// ±10 % jitter, deterministic per card, so the deal feels organic
// without losing reproducibility (a given deal produces the same
// per-card stagger pattern across runs). The seed is a hash of the
// card's own identity — no separate numeric id needed.
let mut card_hasher = DefaultHasher::new();
card_marker.card.hash(&mut card_hasher);
let per_card_stagger =
stagger_secs * (1.0 + deal_stagger_jitter(card_hasher.finish() as u32));
commands.entity(entity).insert((
Transform::from_translation(stock_start.with_z(final_pos.z)),
CardAnim {
@@ -638,23 +639,13 @@ fn lerp_color(from: Color, to: Color, t: f32) -> Color {
fn pile_cards(
game: &solitaire_core::game_state::GameState,
pile: &KlondikePile,
) -> Vec<(solitaire_core::card::Card, bool)> {
) -> Vec<(solitaire_core::Card, bool)> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
}
}
fn foundation_from_slot(slot: u8) -> Option<Foundation> {
match slot {
0 => Some(Foundation::Foundation1),
1 => Some(Foundation::Foundation2),
2 => Some(Foundation::Foundation3),
3 => Some(Foundation::Foundation4),
_ => None,
}
}
// ---------------------------------------------------------------------------
// Unit tests (pure functions only — no Bevy world required)
// ---------------------------------------------------------------------------
@@ -855,13 +846,13 @@ mod tests {
fn shake_anim_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::Tableau;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -909,13 +900,13 @@ mod tests {
#[test]
fn foundation_flourish_skipped_under_reduce_motion() {
use bevy::ecs::message::Messages;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
use solitaire_data::Settings;
let mut app = App::new();
app.add_plugins(MinimalPlugins)
.add_plugins(FeedbackAnimPlugin);
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.insert_resource(SettingsResource(Settings {
reduce_motion_mode: true,
..Settings::default()
@@ -926,7 +917,7 @@ mod tests {
.resource_mut::<Messages<FoundationCompletedEvent>>()
.write(FoundationCompletedEvent {
slot: 0,
suit: solitaire_core::card::Suit::Spades,
suit: solitaire_core::Suit::Spades,
});
app.update();
+30 -32
View File
@@ -14,10 +14,8 @@ use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use bevy::window::AppLifecycle;
use solitaire_core::KlondikePile;
use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_data::solver::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, try_solve,
};
use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET};
#[allow(deprecated)]
use solitaire_data::latest_replay_path;
use solitaire_data::{
@@ -159,12 +157,12 @@ impl Plugin for GamePlugin {
.is_some_and(|g| g.move_count() > 0 && !g.is_won());
let (initial_state, pending_restore) = if prompt_worthy {
(
GameState::new(seed_from_system_time(), DrawMode::DrawOne),
GameState::new(seed_from_system_time(), DrawStockConfig::DrawOne),
saved,
)
} else {
(
saved.unwrap_or_else(|| GameState::new(seed_from_system_time(), DrawMode::DrawOne)),
saved.unwrap_or_else(|| GameState::new(seed_from_system_time(), DrawStockConfig::DrawOne)),
None,
)
};
@@ -318,7 +316,7 @@ fn seed_from_system_time() -> u64 {
}
/// Walks forward from `initial_seed` (incrementing by 1 with wrapping
/// arithmetic) until the [`solitaire_data::solver`] returns a verdict
/// arithmetic) until the [`GameState::solve_fresh_deal`] returns a verdict
/// the engine accepts as winnable, or until [`SOLVER_DEAL_RETRY_CAP`]
/// attempts have elapsed.
///
@@ -390,10 +388,10 @@ fn poll_pending_new_game_seed(
/// Pure helper extracted for testability — `new_game_with_solver_*`
/// engine tests in the same file exercise this path.
pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: DrawMode) -> u64 {
pub(crate) fn choose_winnable_seed(initial_seed: u64, draw_mode: DrawStockConfig) -> u64 {
let mut seed = initial_seed;
for _ in 0..SOLVER_DEAL_RETRY_CAP {
match try_solve(
match GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
@@ -826,14 +824,14 @@ fn handle_draw(
// so we can fire flip events after they land face-up in the waste.
// Only relevant when stock is non-empty; a recycle moves waste back to
// stock face-down, so no flip events are needed in that case.
let drawn_cards: Vec<solitaire_core::card::Card> = {
let drawn_cards: Vec<solitaire_core::Card> = {
let stock = game.0.stock_cards();
if stock.is_empty() {
Vec::new()
} else {
let draw_count = match game.0.draw_mode() {
DrawMode::DrawOne => 1_usize,
DrawMode::DrawThree => 3_usize,
DrawStockConfig::DrawOne => 1_usize,
DrawStockConfig::DrawThree => 3_usize,
};
let n = stock.len();
let take = n.min(draw_count);
@@ -920,7 +918,7 @@ fn handle_move(
changed.write(StateChangedEvent);
if !was_won && game.0.is_won() {
won.write(GameWonEvent {
score: game.0.score,
score: game.0.score(),
time_seconds: game.0.elapsed_seconds,
});
// Delete the saved state — a won game should not be resumed.
@@ -1015,7 +1013,7 @@ pub fn record_replay_on_win(
}
}
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(solitaire_core::card::Card, bool)> {
fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(solitaire_core::Card, bool)> {
match pile {
KlondikePile::Stock => game.waste_cards(),
_ => game.pile(*pile),
@@ -1117,7 +1115,7 @@ fn check_no_moves(
// Only spawn the overlay if one does not already exist, and no other
// modal scrim is currently open (global ModalScrim guard).
if game_over_screens.is_empty() && scrims.is_empty() {
spawn_game_over_screen(&mut commands, game.0.score, font_res.as_deref());
spawn_game_over_screen(&mut commands, game.0.score(), font_res.as_deref());
}
}
}
@@ -1326,7 +1324,7 @@ mod tests {
app.insert_resource(PendingRestoredGame(None));
// Override the system-time seed with a known value.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(seed, DrawMode::DrawOne);
GameState::new(seed, DrawStockConfig::DrawOne);
app
}
@@ -1393,7 +1391,7 @@ mod tests {
#[test]
fn new_game_request_reseeds() {
let mut app = test_app(1);
let before: Vec<solitaire_core::card::Card> = app
let before: Vec<solitaire_core::Card> = app
.world()
.resource::<GameStateResource>()
.0
@@ -1409,7 +1407,7 @@ mod tests {
});
app.update();
let after: Vec<solitaire_core::card::Card> = app
let after: Vec<solitaire_core::Card> = app
.world()
.resource::<GameStateResource>()
.0
@@ -1542,7 +1540,7 @@ mod tests {
app.insert_resource(GameStatePath(Some(path.clone())));
// Override the seed so we can verify it was written.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(7654, DrawMode::DrawOne);
GameState::new(7654, DrawStockConfig::DrawOne);
app.world_mut().write_message(AppExit::Success);
app.update();
@@ -1561,7 +1559,7 @@ mod tests {
let path = tmp_gs_path("new_game_delete");
// Pre-create a saved file.
save_game_state_to(&path, &GameState::new(1, DrawMode::DrawOne)).unwrap();
save_game_state_to(&path, &GameState::new(1, DrawStockConfig::DrawOne)).unwrap();
assert!(path.exists());
let mut app = test_app(1);
@@ -1651,7 +1649,7 @@ mod tests {
#[test]
fn moving_cards_off_face_up_card_does_not_fire_card_flipped_event() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
let mut app = test_app(1);
// Build a tableau with two face-up cards.
{
@@ -1695,7 +1693,7 @@ mod tests {
fn has_legal_moves_returns_true_for_fresh_game() {
// A fresh deal always has a non-empty stock (24 cards), so drawing
// is always a legal move regardless of the initial face-up tableau cards.
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
assert!(
has_legal_moves(&game),
"fresh deal must contain at least one legal move"
@@ -1708,8 +1706,8 @@ mod tests {
// Klondike (unlimited recycles), even if the drawn card cannot be
// immediately placed. The game is only stuck when both stock AND waste
// are exhausted and no visible card can be moved.
use solitaire_core::card::{Card, Deck, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::{Card, Deck, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
for foundation in [
Foundation::Foundation1,
Foundation::Foundation2,
@@ -1744,8 +1742,8 @@ mod tests {
#[test]
fn has_legal_moves_returns_true_when_ace_can_go_to_foundation() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::{Card, Deck, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Empty stock and waste so draw is NOT available.
game.set_test_stock_cards(Vec::new());
@@ -1788,8 +1786,8 @@ mod tests {
// If the only legal move involves a face-up card that is NOT the top
// card of its column the previous code would return false (softlock)
// even though the player can still move that run.
use solitaire_core::card::{Card, Deck, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::{Card, Deck, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
@@ -1978,7 +1976,7 @@ mod tests {
/// to have been a King.
#[test]
fn foundation_completed_event_does_not_fire_for_non_foundation_moves() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
let mut app = test_app(1);
// Reset the world: clear stock + waste so a draw isn't possible,
@@ -2187,7 +2185,7 @@ mod tests {
assert_eq!(loaded.seed, 7654, "seed must match the live game state");
assert_eq!(
loaded.draw_mode,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
"draw_mode must be captured"
);
assert_eq!(
@@ -2328,7 +2326,7 @@ mod tests {
"with solver toggle off, the requested seed must be honoured exactly"
);
// Cross-check: the dealt tableau must match GameState::new(999) byte-for-byte.
let expected = GameState::new(999, DrawMode::DrawOne);
let expected = GameState::new(999, DrawStockConfig::DrawOne);
for tableau in [
Tableau::Tableau1,
Tableau::Tableau2,
@@ -2405,7 +2403,7 @@ mod tests {
//
// Seed 394 was previously Unwinnable under the old DFS; now it resolves
// as Inconclusive, so the helper must accept it immediately.
let chosen = choose_winnable_seed(394, DrawMode::DrawOne);
let chosen = choose_winnable_seed(394, DrawStockConfig::DrawOne);
assert_eq!(
chosen, 394,
"seed 394 resolves as Inconclusive; choose_winnable_seed must accept it as-is"
+6 -6
View File
@@ -16,7 +16,7 @@
use bevy::input::ButtonInput;
use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use solitaire_core::{DrawMode, game_state::DifficultyLevel};
use solitaire_core::{DrawStockConfig, game_state::DifficultyLevel};
use solitaire_data::save_settings_to;
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
@@ -432,7 +432,7 @@ fn build_home_context<'a>(
zen_best: stats.map_or(0, |s| s.0.zen_best_score),
challenge_best: stats.map_or(0, |s| s.0.challenge_best_score),
daily_today,
draw_mode: settings.map(|s| s.0.draw_mode).unwrap_or(DrawMode::DrawOne),
draw_mode: settings.map(|s| s.0.draw_mode).unwrap_or(DrawStockConfig::DrawOne),
font_res,
difficulty_expanded,
last_difficulty: settings.and_then(|s| s.0.last_difficulty),
@@ -620,9 +620,9 @@ fn handle_home_draw_mode_buttons(
return;
};
let target = if want_one {
DrawMode::DrawOne
DrawStockConfig::DrawOne
} else {
DrawMode::DrawThree
DrawStockConfig::DrawThree
};
if settings.0.draw_mode == target {
return; // already in this mode — avoid a redundant respawn.
@@ -857,7 +857,7 @@ struct HomeContext<'a> {
challenge_best: u32,
daily_streak: u32,
daily_today: Option<DailyToday>,
draw_mode: DrawMode,
draw_mode: DrawStockConfig,
font_res: Option<&'a FontResource>,
/// Whether the difficulty section header is currently expanded.
difficulty_expanded: bool,
@@ -1038,7 +1038,7 @@ fn spawn_draw_mode_row(parent: &mut ChildSpawnerCommands, ctx: &HomeContext<'_>)
..default()
};
let active_one = matches!(ctx.draw_mode, DrawMode::DrawOne);
let active_one = matches!(ctx.draw_mode, DrawStockConfig::DrawOne);
parent
.spawn(Node {
+30 -31
View File
@@ -9,8 +9,8 @@
use bevy::prelude::*;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Suit;
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::Suit;
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use crate::auto_complete_plugin::AutoCompleteState;
#[cfg(not(target_arch = "wasm32"))]
@@ -1818,7 +1818,7 @@ fn detect_score_change(
score_q: Query<Entity, With<HudScore>>,
mut commands: Commands,
) {
let current = game.0.score;
let current = game.0.score();
let delta = current - prev.0;
prev.0 = current;
if delta <= 0 {
@@ -2275,7 +2275,7 @@ fn update_hud(
**t = if is_zen {
String::new()
} else {
format!("Score: {}", g.score)
format!("Score: {}", g.score())
};
}
if let Ok(mut t) = moves_q.single_mut() {
@@ -2284,8 +2284,8 @@ fn update_hud(
if let Ok(mut t) = mode_q.single_mut() {
**t = match g.mode {
GameMode::Classic => match g.draw_mode() {
DrawMode::DrawOne => String::new(),
DrawMode::DrawThree => "Draw 3".to_string(),
DrawStockConfig::DrawOne => String::new(),
DrawStockConfig::DrawThree => "Draw 3".to_string(),
},
GameMode::Zen => "ZEN".to_string(),
GameMode::Challenge => "CHALLENGE".to_string(),
@@ -2311,7 +2311,7 @@ fn update_hud(
// --- Undo count ---
if let Ok((mut t, mut color)) = undos_q.single_mut() {
let count = g.undo_count;
let count = g.undo_count();
if count == 0 {
**t = String::new();
*color = TextColor(TEXT_PRIMARY);
@@ -2325,8 +2325,8 @@ fn update_hud(
// --- Recycle counter (both modes, hidden until first recycle) ---
if let Ok(mut t) = recycles_q.single_mut() {
**t = if g.recycle_count > 0 {
format!("Recycles: {}", g.recycle_count)
**t = if g.recycle_count() > 0 {
format!("Recycles: {}", g.recycle_count())
} else {
String::new()
};
@@ -2334,7 +2334,7 @@ fn update_hud(
// --- Draw-cycle indicator (Draw-Three mode only) ---
if let Ok(mut t) = draw_cycle_q.single_mut() {
**t = if g.is_won() || g.draw_mode() != DrawMode::DrawThree {
**t = if g.is_won() || g.draw_mode() != DrawStockConfig::DrawThree {
// Hide when not in Draw-Three or after the game is won.
String::new()
} else {
@@ -2726,7 +2726,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::table_plugin::TablePlugin;
use chrono::Local;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -2747,7 +2747,7 @@ mod tests {
fn update_hud_runs_after_game_mutation_without_panic() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawMode::DrawOne);
GameState::new(42, DrawStockConfig::DrawOne);
app.update();
}
@@ -2763,9 +2763,9 @@ mod tests {
#[test]
fn score_reflects_game_state() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0.score = 750;
let score = app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(20);
app.update();
assert_eq!(read_hud_text::<HudScore>(&mut app), "Score: 750");
assert_eq!(read_hud_text::<HudScore>(&mut app), format!("Score: {score}"));
}
#[test]
@@ -2784,7 +2784,7 @@ mod tests {
use solitaire_core::game_state::GameMode;
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(42, DrawMode::DrawThree, GameMode::Classic);
GameState::new_with_mode(42, DrawStockConfig::DrawThree, GameMode::Classic);
app.update();
assert_eq!(read_hud_text::<HudMode>(&mut app), "Draw 3");
}
@@ -2794,8 +2794,7 @@ mod tests {
use solitaire_core::game_state::GameMode;
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(42, DrawMode::DrawOne, GameMode::Zen);
app.world_mut().resource_mut::<GameStateResource>().0.score = 999;
GameState::new_with_mode(42, DrawStockConfig::DrawOne, GameMode::Zen);
app.update();
// Zen mode spec: "No score display" → text must be empty.
assert_eq!(read_hud_text::<HudScore>(&mut app), "");
@@ -2916,7 +2915,7 @@ mod tests {
fn challenge_hud_empty_when_no_daily_resource() {
// No DailyChallengeResource inserted → HudChallenge must be empty.
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0.score = 1; // force change
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "");
}
@@ -2931,7 +2930,7 @@ mod tests {
target_score: None,
max_time_secs: Some(300),
});
app.world_mut().resource_mut::<GameStateResource>().0.score = 1; // force change
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Limit: 5:00");
}
@@ -2946,7 +2945,7 @@ mod tests {
target_score: Some(4000),
max_time_secs: None,
});
app.world_mut().resource_mut::<GameStateResource>().0.score = 1;
app.world_mut().resource_mut::<GameStateResource>().set_changed();
app.update();
assert_eq!(read_hud_text::<HudChallenge>(&mut app), "Goal: 4000 pts");
}
@@ -2984,7 +2983,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.undo_count = 3;
.force_test_undos(3);
app.update();
assert_eq!(read_hud_text::<HudUndos>(&mut app), "Undos: 3");
}
@@ -3038,7 +3037,7 @@ mod tests {
let mut app = headless_app();
// Draw-One, no recycles yet — text must be empty.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawMode::DrawOne);
GameState::new(42, DrawStockConfig::DrawOne);
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "");
}
@@ -3048,7 +3047,7 @@ mod tests {
let mut app = headless_app();
// Draw-Three, no recycles yet — text must also be empty.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new(42, DrawMode::DrawThree);
GameState::new(42, DrawStockConfig::DrawThree);
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "");
}
@@ -3056,8 +3055,8 @@ mod tests {
#[test]
fn recycles_hud_shows_count_draw_three() {
let mut app = headless_app();
let mut gs = GameState::new(42, DrawMode::DrawThree);
gs.recycle_count = 3;
let mut gs = GameState::new(42, DrawStockConfig::DrawThree);
gs.force_test_recycles(3);
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 3");
@@ -3067,8 +3066,8 @@ mod tests {
fn recycles_hud_shows_count_draw_one() {
let mut app = headless_app();
// Draw-One with recycle_count > 0 must now show the counter too.
let mut gs = GameState::new(42, DrawMode::DrawOne);
gs.recycle_count = 2;
let mut gs = GameState::new(42, DrawStockConfig::DrawOne);
gs.force_test_recycles(2);
app.world_mut().resource_mut::<GameStateResource>().0 = gs;
app.update();
assert_eq!(read_hud_text::<HudRecycles>(&mut app), "Recycles: 2");
@@ -3108,7 +3107,7 @@ mod tests {
set_manual_time_step(&mut app, 0.0);
// Initial state has score=0; bumping by 50 (the threshold)
// is the smallest jump that triggers the floater.
app.world_mut().resource_mut::<GameStateResource>().0.score = 50;
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.update();
// One floater should now exist.
@@ -3129,7 +3128,7 @@ mod tests {
#[test]
fn score_floater_despawns_after_full_lifetime() {
let mut app = headless_app();
app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.update();
assert_eq!(count_with::<ScoreFloater>(&mut app), 1);
@@ -3155,7 +3154,7 @@ mod tests {
let mut app = headless_app();
// +5 mirrors a single tableau-to-foundation move; well below
// the 50-point threshold so the floater path stays dormant.
app.world_mut().resource_mut::<GameStateResource>().0.score = 5;
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(5);
app.update();
assert_eq!(
count_with::<ScoreFloater>(&mut app),
@@ -3231,7 +3230,7 @@ mod tests {
..Settings::default()
}));
// +100 would normally create both a ScorePulse and a ScoreFloater.
app.world_mut().resource_mut::<GameStateResource>().0.score = 100;
app.world_mut().resource_mut::<GameStateResource>().0.force_test_score(50);
app.update();
assert_eq!(
count_with::<ScorePulse>(&mut app),
+65 -61
View File
@@ -27,13 +27,15 @@ use bevy::window::PrimaryWindow;
#[cfg(not(target_os = "android"))]
use bevy::window::{MonitorSelection, WindowMode};
use solitaire_core::{Foundation, KlondikeInstruction, KlondikePile, Tableau};
use solitaire_core::card::{Card, Suit};
use solitaire_core::{Card, Suit};
use solitaire_core::game_state::GameState;
use crate::auto_complete_plugin::AutoCompleteState;
use crate::card_animation::tuning::AnimationTuning;
use crate::card_animation::{CardAnimation, MotionCurve};
use crate::card_plugin::{CardEntity, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC};
use crate::card_plugin::{
CardEntity, CardEntityIndex, HintHighlight, HintHighlightTimer, STACK_FAN_FRAC,
};
use crate::challenge_plugin::CHALLENGE_UNLOCK_LEVEL;
use crate::events::{
DrawRequestEvent, ForfeitRequestEvent, HintVisualEvent, InfoToastEvent, MoveRejectedEvent,
@@ -52,7 +54,7 @@ use crate::settings_plugin::SettingsResource;
use crate::time_attack_plugin::TimeAttackResource;
use crate::touch_selection_plugin::TouchSelectionState;
use crate::ui_theme::{MOTION_DRAG_REJECT_SECS, STATE_SUCCESS, STATE_WARNING};
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
/// System-set labels used to anchor external systems relative to the touch
/// drag pipeline without duplicating the internal chain ordering.
@@ -93,8 +95,8 @@ pub struct HintSolverConfig {
impl Default for HintSolverConfig {
fn default() -> Self {
Self {
moves_budget: solitaire_data::solver::DEFAULT_SOLVE_MOVES_BUDGET,
states_budget: solitaire_data::solver::DEFAULT_SOLVE_STATES_BUDGET,
moves_budget: solitaire_core::DEFAULT_SOLVE_MOVES_BUDGET,
states_budget: solitaire_core::DEFAULT_SOLVE_STATES_BUDGET,
}
}
}
@@ -121,6 +123,10 @@ impl Plugin for InputPlugin {
.init_resource::<HintSolverConfig>()
.init_resource::<crate::pending_hint::PendingHintTask>()
.init_resource::<GameInputConsumedResource>()
// The drag systems resolve cards via `CardEntityIndex`; `CardPlugin`
// owns and rebuilds it, but init here too so `InputPlugin` is
// self-sufficient in tests (idempotent if already registered).
.init_resource::<CardEntityIndex>()
.add_message::<StartZenRequestEvent>()
.add_message::<InfoToastEvent>()
.add_message::<ForfeitRequestEvent>()
@@ -674,6 +680,7 @@ fn follow_drag(
layout: Option<Res<LayoutResource>>,
tuning: Res<AnimationTuning>,
mut card_transforms: Query<(&CardEntity, &mut Transform, &mut Sprite)>,
card_index: Res<CardEntityIndex>,
) {
// Skip if idle or if a touch drag is running.
if drag.is_idle() || drag.active_touch_id.is_some() {
@@ -704,9 +711,8 @@ fn follow_drag(
// Elevate cards: push to DRAG_Z and dim slightly so the board
// beneath stays readable.
for (i, card) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, mut sprite)) = card_transforms
.iter_mut()
.find(|(ce, _, _)| ce.card == *card)
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, mut sprite)) = card_transforms.get_mut(entity)
{
transform.translation.z = dragged_card_z(i);
sprite.color.set_alpha(0.85);
@@ -719,9 +725,8 @@ fn follow_drag(
let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
for (i, card) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, _)) = card_transforms
.iter_mut()
.find(|(ce, _, _)| ce.card == *card)
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, _)) = card_transforms.get_mut(entity)
{
transform.translation.x = bottom_pos.x;
transform.translation.y = bottom_pos.y + fan * i as f32;
@@ -743,6 +748,7 @@ fn end_drag(
mut changed: MessageWriter<StateChangedEvent>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
card_index: Res<CardEntityIndex>,
) {
if paused.is_some_and(|p| p.0) {
drag.clear();
@@ -830,9 +836,8 @@ fn end_drag(
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card == *card)
if let Some(entity) = card_index.get(card)
&& let Ok((_, _, transform)) = card_entities.get(entity)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
@@ -930,6 +935,7 @@ fn touch_follow_drag(
layout: Option<Res<LayoutResource>>,
tuning: Res<AnimationTuning>,
mut card_transforms: Query<(&CardEntity, &mut Transform, &mut Sprite)>,
card_index: Res<CardEntityIndex>,
) {
let Some(active_id) = drag.active_touch_id else {
return; // Mouse drag or idle.
@@ -957,9 +963,8 @@ fn touch_follow_drag(
drag.committed = true;
for (i, card) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, mut sprite)) = card_transforms
.iter_mut()
.find(|(ce, _, _)| ce.card == *card)
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, mut sprite)) = card_transforms.get_mut(entity)
{
transform.translation.z = dragged_card_z(i);
sprite.color.set_alpha(0.85);
@@ -971,9 +976,8 @@ fn touch_follow_drag(
let fan = -layout.0.card_size.y * layout.0.tableau_fan_frac;
for (i, card) in drag.cards.iter().enumerate() {
if let Some((_, mut transform, _)) = card_transforms
.iter_mut()
.find(|(ce, _, _)| ce.card == *card)
if let Some(entity) = card_index.get(card)
&& let Ok((_, mut transform, _)) = card_transforms.get_mut(entity)
{
transform.translation.x = bottom_pos.x;
transform.translation.y = bottom_pos.y + fan * i as f32;
@@ -998,6 +1002,7 @@ fn touch_end_drag(
mut changed: MessageWriter<StateChangedEvent>,
mut commands: Commands,
card_entities: Query<(Entity, &CardEntity, &Transform)>,
card_index: Res<CardEntityIndex>,
) {
let Some(active_id) = drag.active_touch_id else {
return; // Mouse drag or idle.
@@ -1070,9 +1075,8 @@ fn touch_end_drag(
continue;
};
let target_pos = card_position(&game.0, &layout.0, &origin, stack_index);
if let Some((entity, _, transform)) = card_entities
.iter()
.find(|(_, ce, _)| ce.card == *card)
if let Some(entity) = card_index.get(card)
&& let Ok((_, _, transform)) = card_entities.get(entity)
{
let drag_pos = transform.translation.truncate();
let drag_z = transform.translation.z;
@@ -1169,7 +1173,7 @@ fn card_position(
y_offset -= layout.card_size.y * step;
}
Vec2::new(base.x, base.y + y_offset)
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawMode::DrawThree {
} else if matches!(pile, KlondikePile::Stock) && game.draw_mode() == DrawStockConfig::DrawThree {
// In Draw-Three mode the top 3 waste cards are fanned in X to match
// card_plugin::card_positions(). Hit-testing must use the same offsets
// so clicking the visually rightmost (top) card actually registers.
@@ -1826,7 +1830,7 @@ mod tests {
use super::*;
use crate::layout::compute_layout;
use solitaire_core::{Foundation, Tableau};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn clear_test_piles(game: &mut GameState) {
game.set_test_stock_cards(Vec::new());
@@ -1894,7 +1898,7 @@ mod tests {
#[test]
fn find_draggable_picks_top_of_tableau() {
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// In tableau 6, the visually topmost card is the last (face-up) one.
@@ -1908,7 +1912,7 @@ mod tests {
#[test]
fn find_draggable_skips_face_down_cards() {
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards: 6 face-down (indices 0..5) + 1 face-up at
@@ -1930,7 +1934,7 @@ mod tests {
// at 0.12 — so for any column with face-down cards above the
// face-up bottom card, clicking the visible card face missed the
// hit-test box and only the bottom strip of the card responded.
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 starts with 6 face-down + 1 face-up. The face-up card
@@ -1948,9 +1952,9 @@ mod tests {
#[test]
fn find_draggable_returns_run_when_picking_mid_stack() {
// Manually construct a tableau with three face-up cards all stacked.
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let king = Card::new(D::Deck1, Suit::Spades, Rank::King);
let queen = Card::new(D::Deck1, Suit::Hearts, Rank::Queen);
let jack = Card::new(D::Deck1, Suit::Clubs, Rank::Jack);
@@ -1975,9 +1979,9 @@ mod tests {
#[test]
fn find_draggable_skips_non_top_waste_card() {
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
game.set_test_waste_cards(vec![two_spades, three_hearts.clone()]);
@@ -1994,7 +1998,7 @@ mod tests {
#[test]
fn find_drop_target_hits_empty_tableau_pile_marker() {
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Move all cards out of tableau 0 so its marker is the only drop area.
let mut game = game;
@@ -2011,7 +2015,7 @@ mod tests {
#[test]
fn find_drop_target_returns_none_for_origin() {
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
let pos = layout.pile_positions[&KlondikePile::Tableau(Tableau::Tableau4)];
let target = find_drop_target(
@@ -2025,7 +2029,7 @@ mod tests {
#[test]
fn pile_drop_rect_extends_for_tableau_with_cards() {
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Tableau 6 has 7 cards.
let (_, size) = pile_drop_rect(&KlondikePile::Tableau(Tableau::Tableau7), &layout, &game);
@@ -2040,10 +2044,10 @@ mod tests {
#[test]
fn find_draggable_draw_three_waste_top_card_hit_at_fanned_position() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameMode};
let mut game = GameState::new_with_mode(1, DrawMode::DrawThree, GameMode::Classic);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
let mut game = GameState::new_with_mode(1, DrawStockConfig::DrawThree, GameMode::Classic);
// Three waste cards; top (four_clubs) is rightmost in the fan.
let two_spades = Card::new(D::Deck1, Suit::Spades, Rank::Two);
let three_hearts = Card::new(D::Deck1, Suit::Hearts, Rank::Three);
@@ -2068,7 +2072,7 @@ mod tests {
#[test]
fn find_draggable_returns_none_for_click_on_empty_pile() {
let mut game = GameState::new(42, DrawMode::DrawOne);
let mut game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
// Clear tableau 0 so it's an empty slot.
game.set_test_tableau_cards(Tableau::Tableau1, Vec::new());
@@ -2082,7 +2086,7 @@ mod tests {
#[test]
fn pile_drop_rect_is_card_sized_for_non_tableau() {
let game = GameState::new(42, DrawMode::DrawOne);
let game = GameState::new(42, DrawStockConfig::DrawOne);
let layout = compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true);
for pile in [
KlondikePile::Stock,
@@ -2099,9 +2103,9 @@ mod tests {
#[test]
fn best_destination_returns_none_when_no_legal_move() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Clear everything except one card that has nowhere to go.
clear_test_piles(&mut game);
@@ -2117,9 +2121,9 @@ mod tests {
#[test]
fn best_tableau_destination_for_stack_skips_source_pile() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
@@ -2143,9 +2147,9 @@ mod tests {
#[test]
fn best_tableau_destination_for_stack_returns_none_when_no_legal_move() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
clear_test_piles(&mut game);
@@ -2172,9 +2176,9 @@ mod tests {
#[test]
fn find_hint_finds_ace_to_foundation() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Place Ace of Clubs on top of tableau 0.
clear_test_piles(&mut game);
@@ -2216,9 +2220,9 @@ mod tests {
/// are no other moves and the stock is non-empty.
#[test]
fn all_hints_suggests_draw_when_no_moves_and_stock_nonempty() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawMode::DrawOne);
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
// Remove all foundation, tableau, and waste cards so no pile-to-pile
// move exists. Leave one card in the stock.
@@ -2269,8 +2273,8 @@ mod tests {
/// gets a CardAnimation" — same coverage, new component.
#[test]
fn rejected_drag_inserts_card_animation_on_each_dragged_card() {
use solitaire_core::card::Deck as D;
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::Deck as D;
use solitaire_core::{Card, Rank, Suit};
// Simulate a stack drag of two cards.
let dragged_cards: Vec<Card> = vec![
Card::new(D::Deck1, Suit::Hearts, Rank::King),
@@ -2427,7 +2431,7 @@ mod tests {
app.insert_resource(crate::layout::LayoutResource(
crate::layout::compute_layout(Vec2::new(1280.0, 800.0), 0.0, 0.0, true),
));
app.insert_resource(GameStateResource(GameState::new(42, DrawMode::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(42, DrawStockConfig::DrawOne)));
app.add_systems(Update, handle_keyboard_hint);
// Simulate the H key being pressed this frame.
+21 -21
View File
@@ -21,7 +21,7 @@
//! active opens the overlay as normal.
use bevy::prelude::*;
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
use solitaire_data::save_game_state_to;
use crate::events::{
@@ -86,10 +86,10 @@ struct ForfeitConfirmButton;
/// Returns the human-readable label for a draw mode.
///
/// Used on the pause overlay draw-mode toggle button.
pub fn draw_mode_label(mode: DrawMode) -> &'static str {
pub fn draw_mode_label(mode: DrawStockConfig) -> &'static str {
match mode {
DrawMode::DrawOne => "Draw 1",
DrawMode::DrawThree => "Draw 3",
DrawStockConfig::DrawOne => "Draw 1",
DrawStockConfig::DrawThree => "Draw 3",
}
}
@@ -273,9 +273,9 @@ fn handle_pause_draw_buttons(
}
let Some(mut settings) = settings else { return };
let new_mode = if pressed_one {
DrawMode::DrawOne
DrawStockConfig::DrawOne
} else {
DrawMode::DrawThree
DrawStockConfig::DrawThree
};
if settings.0.draw_mode == new_mode {
return;
@@ -477,7 +477,7 @@ fn spawn_pause_screen(
commands: &mut Commands,
level: Option<u32>,
streak: Option<u32>,
draw_mode: Option<DrawMode>,
draw_mode: Option<DrawStockConfig>,
font_res: Option<&FontResource>,
) {
spawn_modal(commands, PauseScreen, ui_theme::Z_PAUSE, |card| {
@@ -516,7 +516,7 @@ fn spawn_pause_screen(
/// `Tertiary` (recessed), giving an obvious selection state at a glance.
fn spawn_draw_mode_row(
parent: &mut ChildSpawnerCommands,
mode: DrawMode,
mode: DrawStockConfig,
font_res: Option<&FontResource>,
) {
let label_font = TextFont {
@@ -530,8 +530,8 @@ fn spawn_draw_mode_row(
..default()
};
let (one_variant, three_variant) = match mode {
DrawMode::DrawOne => (ButtonVariant::Secondary, ButtonVariant::Tertiary),
DrawMode::DrawThree => (ButtonVariant::Tertiary, ButtonVariant::Secondary),
DrawStockConfig::DrawOne => (ButtonVariant::Secondary, ButtonVariant::Tertiary),
DrawStockConfig::DrawThree => (ButtonVariant::Tertiary, ButtonVariant::Secondary),
};
parent
.spawn(Node {
@@ -800,20 +800,20 @@ mod tests {
#[test]
fn draw_mode_label_draw_one() {
assert_eq!(draw_mode_label(DrawMode::DrawOne), "Draw 1");
assert_eq!(draw_mode_label(DrawStockConfig::DrawOne), "Draw 1");
}
#[test]
fn draw_mode_label_draw_three() {
assert_eq!(draw_mode_label(DrawMode::DrawThree), "Draw 3");
assert_eq!(draw_mode_label(DrawStockConfig::DrawThree), "Draw 3");
}
/// Both variants are covered so the match is exhaustive — this test would
/// fail to compile if a new DrawMode variant were added without updating
/// fail to compile if a new DrawStockConfig variant were added without updating
/// `draw_mode_label`.
#[test]
fn draw_mode_label_covers_all_variants() {
for mode in [DrawMode::DrawOne, DrawMode::DrawThree] {
for mode in [DrawStockConfig::DrawOne, DrawStockConfig::DrawThree] {
let label = draw_mode_label(mode);
assert!(
!label.is_empty(),
@@ -842,7 +842,7 @@ mod tests {
app.world_mut()
.resource_mut::<SettingsResource>()
.0
.draw_mode = DrawMode::DrawOne;
.draw_mode = DrawStockConfig::DrawOne;
// Set paused so handle_pause_draw_toggle acts.
app.world_mut().resource_mut::<PausedResource>().0 = true;
@@ -856,7 +856,7 @@ mod tests {
let mode = &app.world().resource::<SettingsResource>().0.draw_mode;
assert_eq!(
*mode,
DrawMode::DrawThree,
DrawStockConfig::DrawThree,
"pressing Draw 3 must set mode to DrawThree"
);
@@ -869,7 +869,7 @@ mod tests {
let mode2 = &app.world().resource::<SettingsResource>().0.draw_mode;
assert_eq!(
*mode2,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
"pressing Draw 1 must set mode to DrawOne"
);
@@ -965,11 +965,11 @@ mod tests {
/// Provides a fresh `GameStateResource` (not won) so the modal can
/// open. `move_count` doesn't matter — the gate is just `!is_won`.
fn forfeit_app() -> App {
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
app.insert_resource(GameStateResource(GameState::new(1, DrawMode::DrawOne)));
app.insert_resource(GameStateResource(GameState::new(1, DrawStockConfig::DrawOne)));
app.update();
app
}
@@ -1020,11 +1020,11 @@ mod tests {
/// hotkey was received but is currently a no-op.
#[test]
fn forfeit_request_emits_toast_and_skips_modal_when_game_is_won() {
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
let mut app = App::new();
app.add_plugins(MinimalPlugins).add_plugins(PausePlugin);
app.init_resource::<ButtonInput<KeyCode>>();
let mut game = GameState::new(1, DrawMode::DrawOne);
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
game.set_test_won(true);
app.insert_resource(GameStateResource(game));
app.update();
+4 -5
View File
@@ -26,7 +26,6 @@ use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::KlondikeInstruction;
use solitaire_core::game_state::GameState;
use solitaire_data::solver::try_solve_from_state;
use crate::card_plugin::CardEntity;
use crate::events::{HintVisualEvent, InfoToastEvent, StateChangedEvent};
@@ -66,7 +65,7 @@ impl PendingHintTask {
// Winnable (`Ok(Some)`) carries the first move on a winning path;
// unwinnable (`Ok(None)`) and inconclusive (`Err`) both fall back
// to the live-state heuristic so H always produces feedback.
match try_solve_from_state(&state, moves_budget, states_budget) {
match state.solve_first_move(moves_budget, states_budget) {
Ok(Some(first_move)) => HintTaskOutput::SolverMove(first_move),
Ok(None) | Err(_) => HintTaskOutput::NeedsHeuristic,
}
@@ -180,8 +179,8 @@ mod tests {
use crate::events::HintVisualEvent;
use crate::input_plugin::HintSolverConfig;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
/// Build a minimal Bevy app exercising only the polling system
/// and the resources/messages it touches.
@@ -210,7 +209,7 @@ mod tests {
/// foundations hold A..Q for each suit, four Kings sit on
/// tableau columns 0..3, stock and waste empty.
fn near_finished_state() -> GameState {
let mut game = GameState::new(1, DrawMode::DrawOne);
let mut game = GameState::new(1, DrawStockConfig::DrawOne);
game.set_test_stock_cards(Vec::new());
game.set_test_waste_cards(Vec::new());
for foundation in [
+6 -7
View File
@@ -11,7 +11,7 @@
//! 3. `handle_text_input` appends decimal digits / handles Backspace while
//! the modal is open, updating [`SeedInputBuffer`] each frame.
//! 4. `tick_debounce_and_spawn_solver_task` waits for 12 frames (~200 ms at
//! 60 Hz) of no input before spawning a [`try_solve`] task on
//! 60 Hz) of no input before spawning a [`GameState::solve_fresh_deal`] task on
//! [`AsyncComputeTaskPool`]. Any fresh keypress drops the in-flight task
//! by resetting the resource.
//! 5. `poll_solver_task` polls the in-flight task each frame and updates the
@@ -23,10 +23,9 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use bevy::tasks::{AsyncComputeTaskPool, Task, futures_lite::future};
use solitaire_core::DrawMode;
use solitaire_data::solver::{
DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome, try_solve,
};
use solitaire_core::DrawStockConfig;
use solitaire_core::game_state::GameState;
use solitaire_core::{DEFAULT_SOLVE_MOVES_BUDGET, DEFAULT_SOLVE_STATES_BUDGET, SolveOutcome};
use crate::events::{NewGameRequestEvent, StartPlayBySeedRequestEvent};
use crate::font_plugin::FontResource;
@@ -341,9 +340,9 @@ fn tick_debounce_and_spawn_solver_task(
let draw_mode = settings
.as_ref()
.map_or(DrawMode::DrawOne, |s| s.0.draw_mode);
.map_or(DrawStockConfig::DrawOne, |s| s.0.draw_mode);
let task = AsyncComputeTaskPool::get().spawn(async move {
try_solve(
GameState::solve_fresh_deal(
seed,
draw_mode,
DEFAULT_SOLVE_MOVES_BUDGET,
+2 -2
View File
@@ -88,7 +88,7 @@ fn award_xp_on_win(
mut progress: ResMut<ProgressResource>,
) {
for ev in wins.read() {
let used_undo = game.0.undo_count > 0;
let used_undo = game.0.undo_count() > 0;
let amount = xp_for_win(ev.time_seconds, used_undo);
let prev_level = progress.0.add_xp(amount);
xp_awarded.write(XpAwardedEvent { amount });
@@ -151,7 +151,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.undo_count = 1;
.force_test_undos(1);
app.world_mut().write_message(GameWonEvent {
score: 500,
+9 -10
View File
@@ -48,7 +48,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use bevy::window::PrimaryWindow;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Card;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use crate::card_plugin::TABLEAU_FACEDOWN_FAN_FRAC;
@@ -113,9 +113,9 @@ pub enum RightClickRadialState {
/// radial is built around single-card foundation/tableau
/// shortcuts and that matches the right-click highlight set).
count: usize,
/// Card ids that would be moved (bottom-to-top order). Length
/// Cards that would be moved (bottom-to-top order). Length
/// always equals `count`. Currently always one element.
cards: Vec<u32>,
cards: Vec<Card>,
/// Pre-computed `(destination, icon_anchor_world_pos)` pairs.
///
/// Anchors are evenly spaced around a ring of radius
@@ -359,7 +359,6 @@ fn pile_cards(game: &GameState, pile: &KlondikePile) -> Vec<(Card, bool)> {
}
}
use solitaire_core::card::card_to_id;
const fn foundations() -> [Foundation; 4] {
[
@@ -500,7 +499,7 @@ fn radial_open_on_right_click(
*state = RightClickRadialState::Active {
source_pile,
count: 1,
cards: vec![card_to_id(&card)],
cards: vec![card.clone()],
legal_destinations,
centre: world,
hovered_index: None,
@@ -573,7 +572,7 @@ fn radial_open_on_long_press(
*state = RightClickRadialState::Active {
source_pile,
count: 1,
cards: vec![card_to_id(&card)],
cards: vec![card.clone()],
legal_destinations,
centre: world,
hovered_index: None,
@@ -796,8 +795,8 @@ mod tests {
use super::*;
use crate::layout::compute_layout;
use bevy::ecs::message::Messages;
use solitaire_core::card::{Card as CoreCard, Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{Card as CoreCard, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
/// Build a minimal Bevy app wired with `RadialMenuPlugin` and the
/// resources / messages it depends on. No window, no camera — the
@@ -820,7 +819,7 @@ mod tests {
/// destination — Foundation(0) — under the standard rules
/// (`can_place_on_foundation` accepts the Ace on an empty foundation).
fn ace_only_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
let mut g = GameState::new(0, DrawStockConfig::DrawOne);
// Wipe everything.
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
@@ -854,7 +853,7 @@ mod tests {
/// Place a face-down King on Tableau(0). `find_top_face_up_card_at`
/// must skip it.
fn face_down_only_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
let mut g = GameState::new(0, DrawStockConfig::DrawOne);
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
for foundation in [
@@ -1,7 +1,7 @@
use super::ReplayPlaybackState;
use chrono::Datelike;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Card, Rank, Suit};
use solitaire_core::{Card, Rank, Suit};
use solitaire_core::game_state::GameState;
use solitaire_core::klondike_adapter::SavedKlondikePile;
use solitaire_data::ReplayMove;
+5 -5
View File
@@ -1,8 +1,8 @@
use super::*;
use chrono::NaiveDate;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::{Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau};
use solitaire_data::{Replay, ReplayMove};
@@ -13,7 +13,7 @@ use solitaire_data::{Replay, ReplayMove};
fn synthetic_replay(move_count: usize) -> Replay {
Replay::new(
42,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
120,
1_000,
@@ -2314,7 +2314,7 @@ fn format_suit_glyph_all_suits() {
fn format_foundations_row_empty_board() {
let game = solitaire_core::game_state::GameState::new_with_mode(
42,
solitaire_core::DrawMode::DrawOne,
solitaire_core::DrawStockConfig::DrawOne,
solitaire_core::game_state::GameMode::Classic,
);
assert_eq!(format_foundations_row(&game), "F: -- -- -- --");
@@ -2326,7 +2326,7 @@ fn format_foundations_row_empty_board() {
fn format_stock_waste_row_initial_state() {
let game = solitaire_core::game_state::GameState::new_with_mode(
42,
solitaire_core::DrawMode::DrawOne,
solitaire_core::DrawStockConfig::DrawOne,
solitaire_core::game_state::GameMode::Classic,
);
let text = format_stock_waste_row(&game);
+4 -4
View File
@@ -556,7 +556,7 @@ mod tests {
use bevy::time::TimeUpdateStrategy;
use chrono::NaiveDate;
use solitaire_core::{KlondikePile, Tableau};
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_core::klondike_adapter::{SavedKlondikePile, SavedTableau};
use std::time::Duration;
@@ -598,7 +598,7 @@ mod tests {
fn sample_replay_three_moves() -> Replay {
Replay::new(
12345,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
60,
500,
@@ -771,7 +771,7 @@ mod tests {
let mut app = headless_app();
let one_move = Replay::new(
42,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
10,
100,
@@ -880,7 +880,7 @@ mod tests {
fn ten_draws_replay() -> Replay {
Replay::new(
7,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
10,
100,
+1 -1
View File
@@ -7,7 +7,7 @@ use bevy::math::Vec2;
use bevy::prelude::Resource;
use chrono::{DateTime, Utc};
use solitaire_core::KlondikePile;
use solitaire_core::card::Card;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
/// Wraps the currently active `GameState`. Single source of truth for the in-progress game.
+11 -11
View File
@@ -38,7 +38,7 @@
use bevy::input::ButtonInput;
use bevy::prelude::*;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Card;
use solitaire_core::Card;
use solitaire_core::game_state::GameState;
use crate::card_plugin::CardEntityIndex;
@@ -534,7 +534,7 @@ fn handle_selection_keys(
/// destination after a lift. Players who want a different column simply
/// press the right-arrow key once or twice.
pub(crate) fn legal_destinations_for(
_bottom: &solitaire_core::card::Card,
_bottom: &solitaire_core::Card,
source: &KlondikePile,
game: &GameState,
stack_count: usize,
@@ -579,7 +579,7 @@ pub(crate) fn legal_destinations_for(
/// Walks backwards from the last element and stops at the first face-down card
/// (or when the slice is exhausted). Returns at least `1` when the top card is
/// face-up; returns `0` for an empty slice or when the top card is face-down.
fn face_up_run_len(cards: &[(solitaire_core::card::Card, bool)]) -> usize {
fn face_up_run_len(cards: &[(solitaire_core::Card, bool)]) -> usize {
let mut count = 0;
for (_, face_up) in cards.iter().rev() {
if *face_up {
@@ -598,7 +598,7 @@ fn face_up_run_len(cards: &[(solitaire_core::card::Card, bool)]) -> usize {
/// handler can attempt a foundation move first and fall through to a
/// multi-card stack move rather than accepting a single-card tableau move.
fn try_foundation_dest(
card: &solitaire_core::card::Card,
card: &solitaire_core::Card,
game: &solitaire_core::game_state::GameState,
) -> Option<KlondikePile> {
let source = game.pile_containing_card(card.clone())?;
@@ -886,7 +886,7 @@ mod tests {
#[test]
fn face_up_run_len_all_face_up() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
let cards = vec![
(Card::new(Deck::Deck1, Suit::Clubs, Rank::King), true),
(Card::new(Deck::Deck1, Suit::Hearts, Rank::Queen), true),
@@ -897,7 +897,7 @@ mod tests {
#[test]
fn face_up_run_len_mixed_stops_at_face_down() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
let cards = vec![
(Card::new(Deck::Deck1, Suit::Clubs, Rank::King), false),
(Card::new(Deck::Deck1, Suit::Hearts, Rank::Queen), false),
@@ -910,7 +910,7 @@ mod tests {
#[test]
fn face_up_run_len_top_card_face_down_is_zero() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
let cards = vec![
(Card::new(Deck::Deck1, Suit::Clubs, Rank::King), true),
(Card::new(Deck::Deck1, Suit::Hearts, Rank::Queen), false),
@@ -920,7 +920,7 @@ mod tests {
#[test]
fn face_up_run_len_single_face_up_card() {
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
let cards = vec![(Card::new(Deck::Deck1, Suit::Hearts, Rank::Ace), true)];
assert_eq!(face_up_run_len(&cards), 1);
}
@@ -934,8 +934,8 @@ mod tests {
// -----------------------------------------------------------------------
use bevy::ecs::message::Messages;
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::{DrawStockConfig, game_state::GameState};
/// Build a minimal app with `SelectionPlugin` only — no GamePlugin, no
/// AssetServer. The `MoveRequestEvent` / `StateChangedEvent` /
@@ -968,7 +968,7 @@ mod tests {
/// Ace first). It cannot go to an empty tableau (only Kings).
/// Empty tableaus T3..T6 only accept Kings, so they are filtered out.
fn deterministic_state() -> GameState {
let mut g = GameState::new(0, DrawMode::DrawOne);
let mut g = GameState::new(0, DrawStockConfig::DrawOne);
// Clear stock, waste, all tableaus.
g.set_test_stock_cards(Vec::new());
g.set_test_waste_cards(Vec::new());
+7 -7
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@@ -15,7 +15,7 @@ use bevy::input::mouse::{MouseScrollUnit, MouseWheel};
use bevy::prelude::*;
use bevy::ui::{ComputedNode, UiGlobalTransform};
use bevy::window::{WindowMoved, WindowResized};
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
use solitaire_data::{
AnimSpeed, REPLAY_MOVE_INTERVAL_STEP_SECS, Settings, TIME_BONUS_MULTIPLIER_STEP,
TOOLTIP_DELAY_STEP_SECS, WindowGeometry, load_settings_from, save_settings_to, settings::Theme,
@@ -241,7 +241,7 @@ enum SettingsButton {
ToggleTouchInputMode,
/// Toggle the [`Settings::winnable_deals_only`] flag. When on, new
/// random Classic-mode deals are filtered through
/// [`solitaire_data::solver::try_solve`] until one is provably
/// [`solitaire_core::game_state::GameState::solve_fresh_deal`] until one is provably
/// winnable (or the retry cap is hit). Off by default.
ToggleWinnableDealsOnly,
/// Toggle the inverse of [`Settings::disable_smart_default_size`].
@@ -1086,8 +1086,8 @@ fn handle_settings_buttons(
}
SettingsButton::ToggleDrawMode => {
settings.0.draw_mode = match settings.0.draw_mode {
DrawMode::DrawOne => DrawMode::DrawThree,
DrawMode::DrawThree => DrawMode::DrawOne,
DrawStockConfig::DrawOne => DrawStockConfig::DrawThree,
DrawStockConfig::DrawThree => DrawStockConfig::DrawOne,
};
persist(&path, &settings.0);
changed.write(SettingsChangedEvent(settings.0.clone()));
@@ -1310,10 +1310,10 @@ fn handle_sync_buttons(
}
}
fn draw_mode_label(mode: &DrawMode) -> String {
fn draw_mode_label(mode: &DrawStockConfig) -> String {
match mode {
DrawMode::DrawOne => "Draw 1".into(),
DrawMode::DrawThree => "Draw 3".into(),
DrawStockConfig::DrawOne => "Draw 1".into(),
DrawStockConfig::DrawThree => "Draw 3".into(),
}
}
+2 -2
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@@ -1327,7 +1327,7 @@ mod tests {
app.world_mut()
.resource_mut::<crate::resources::GameStateResource>()
.0
.set_test_draw_mode(solitaire_core::DrawMode::DrawThree);
.set_test_draw_mode(solitaire_core::DrawStockConfig::DrawThree);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -1952,7 +1952,7 @@ mod tests {
let date = chrono::NaiveDate::from_ymd_opt(2026, 5, 8).expect("valid date");
let mut r = solitaire_data::Replay::new(
1,
solitaire_core::DrawMode::DrawOne,
solitaire_core::DrawStockConfig::DrawOne,
solitaire_core::game_state::GameMode::Classic,
time_seconds,
0,
+2 -2
View File
@@ -604,7 +604,7 @@ mod tests {
/// would silently drop the link.
#[test]
fn upload_result_writes_share_url_into_replay_and_persists() {
use solitaire_core::{DrawMode, game_state::GameMode};
use solitaire_core::{DrawStockConfig, game_state::GameMode};
use solitaire_data::{
Replay, ReplayHistory, load_replay_history_from, save_replay_history_to,
};
@@ -617,7 +617,7 @@ mod tests {
// share_url — the upload-poll path must populate it.
let initial = Replay::new(
42,
DrawMode::DrawOne,
DrawStockConfig::DrawOne,
GameMode::Classic,
60,
500,
+2 -2
View File
@@ -7,7 +7,7 @@
use bevy::prelude::*;
use bevy::window::WindowResized;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use solitaire_core::card::Suit;
use solitaire_core::Suit;
use crate::events::{HintVisualEvent, StateChangedEvent};
use crate::hud_plugin::HudVisibility;
@@ -520,7 +520,7 @@ fn sync_pile_marker_visibility(
fn pile_cards(
game: &solitaire_core::game_state::GameState,
pile: &KlondikePile,
) -> Vec<(solitaire_core::card::Card, bool)> {
) -> Vec<(solitaire_core::Card, bool)> {
match pile {
KlondikePile::Stock => {
let stock = game.stock_cards();
+1 -1
View File
@@ -27,7 +27,7 @@ use bevy::reflect::TypePath;
use serde::{Deserialize, Serialize};
use thiserror::Error;
use solitaire_core::card::{Rank, Suit};
use solitaire_core::{Rank, Suit};
#[cfg(not(target_arch = "wasm32"))]
pub use importer::{ImportError, ThemeId, import_theme, import_theme_into};
+1 -1
View File
@@ -12,7 +12,7 @@ use bevy::asset::AssetEvent;
use bevy::ecs::message::MessageReader;
use bevy::math::UVec2;
use bevy::prelude::*;
use solitaire_core::card::{Rank, Suit};
use solitaire_core::{Rank, Suit};
use crate::assets::{
bundled_theme_url, classic_theme_svg_bytes, dark_theme_svg_bytes, rasterize_svg, user_theme_dir,
+3 -3
View File
@@ -299,7 +299,7 @@ mod tests {
use crate::game_plugin::GamePlugin;
use crate::progress_plugin::ProgressPlugin;
use crate::table_plugin::TablePlugin;
use solitaire_core::{DrawMode, game_state::GameState};
use solitaire_core::{DrawStockConfig, game_state::GameState};
fn headless_app() -> App {
let mut app = App::new();
@@ -430,7 +430,7 @@ mod tests {
};
// The current game must be in TimeAttack mode for auto-deal to fire.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::TimeAttack);
GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::TimeAttack);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -454,7 +454,7 @@ mod tests {
let mut app = headless_app();
// Default session is inactive. Game is TimeAttack mode — still no count.
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::TimeAttack);
GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::TimeAttack);
app.world_mut().write_message(GameWonEvent {
score: 500,
@@ -29,7 +29,7 @@
use bevy::ecs::message::MessageReader;
use bevy::prelude::*;
use solitaire_core::KlondikePile;
use solitaire_core::card::Card;
use solitaire_core::Card;
use crate::card_plugin::CardEntity;
use crate::events::StateChangedEvent;
@@ -194,7 +194,7 @@ fn spawn_touch_highlight(
mod tests {
use super::*;
use solitaire_core::Tableau;
use solitaire_core::card::{Card, Deck, Rank, Suit};
use solitaire_core::{Card, Deck, Rank, Suit};
/// Three distinct test cards, used in place of the old `vec![1, 2, 3]`
/// numeric ids. Identity is now the `Card` value.
+2 -2
View File
@@ -82,7 +82,7 @@ fn evaluate_weekly_goals(
for ev in events.drain(..) {
let ctx = WeeklyGoalContext {
time_seconds: ev.time_seconds,
used_undo: game.0.undo_count > 0,
used_undo: game.0.undo_count() > 0,
draw_mode: game.0.draw_mode(),
};
for def in WEEKLY_GOALS {
@@ -177,7 +177,7 @@ mod tests {
app.world_mut()
.resource_mut::<GameStateResource>()
.0
.undo_count = 1;
.force_test_undos(1);
app.world_mut().write_message(GameWonEvent {
score: 500,
+17 -22
View File
@@ -90,28 +90,23 @@ pub struct WinSummaryPending {
/// Builds a human-readable XP breakdown string for the win modal.
///
/// Mirrors the logic in `solitaire_data::xp_for_win` so the breakdown always
/// matches the total shown on the `XpAwardedEvent`.
/// Reads the components from `solitaire_data::xp_breakdown` the single source
/// of truth shared with `xp_for_win` — so the breakdown can never drift from
/// the total shown on the `XpAwardedEvent`.
///
/// Examples:
/// - slow win, no undo → `"+50 base +25 no-undo"`
/// - fast win, undo → `"+50 base +30 speed"`
/// - fast win, no undo → `"+50 base +25 no-undo +30 speed"`
fn build_xp_detail(time_seconds: u64, used_undo: bool) -> String {
let speed_bonus: u64 = if time_seconds >= 120 {
0
} else {
let scaled = 50_u64.saturating_sub(time_seconds.saturating_mul(40) / 120);
scaled.max(10)
};
let no_undo_bonus: u64 = if used_undo { 0 } else { 25 };
let xp = solitaire_data::xp_breakdown(time_seconds, used_undo);
let mut parts = vec!["+50 base".to_string()];
if no_undo_bonus > 0 {
parts.push("+25 no-undo".to_string());
let mut parts = vec![format!("+{} base", xp.base)];
if xp.no_undo_bonus > 0 {
parts.push(format!("+{} no-undo", xp.no_undo_bonus));
}
if speed_bonus > 0 {
parts.push(format!("+{speed_bonus} speed"));
if xp.speed_bonus > 0 {
parts.push(format!("+{} speed", xp.speed_bonus));
}
parts.join(" ")
}
@@ -477,14 +472,14 @@ fn cache_win_data(
None
};
let used_undo = game.0.undo_count > 0;
let used_undo = game.0.undo_count() > 0;
pending.score = ev.score;
pending.time_seconds = ev.time_seconds;
pending.xp = 0; // reset; XP event follows
pending.xp_detail = build_xp_detail(ev.time_seconds, used_undo);
pending.new_record = is_new_record;
pending.challenge_level = challenge_level;
pending.undo_count = game.0.undo_count;
pending.undo_count = game.0.undo_count();
pending.mode = game.0.mode;
if is_new_record {
@@ -1210,7 +1205,7 @@ mod tests {
.insert_resource(StatsResource(StatsSnapshot::default()))
.insert_resource(GameStateResource(GameState::new(
0,
solitaire_core::DrawMode::DrawOne,
solitaire_core::DrawStockConfig::DrawOne,
)))
.insert_resource(ProgressResource(PlayerProgress::default()));
app.update();
@@ -1539,9 +1534,9 @@ mod tests {
.challenge_index = 4;
// Switch game mode to Challenge.
{
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
app.world_mut().resource_mut::<GameStateResource>().0 =
GameState::new_with_mode(1, DrawMode::DrawOne, GameMode::Challenge);
GameState::new_with_mode(1, DrawStockConfig::DrawOne, GameMode::Challenge);
}
app.world_mut().write_message(GameWonEvent {
@@ -1585,14 +1580,14 @@ mod tests {
/// mode-multiplier rows.
#[test]
fn cache_win_data_captures_undo_count_and_mode() {
use solitaire_core::DrawMode;
use solitaire_core::DrawStockConfig;
let mut app = make_app();
// Set up a Zen-mode game with 2 undos used.
{
let mut game = app.world_mut().resource_mut::<GameStateResource>();
game.0 = GameState::new_with_mode(7, DrawMode::DrawOne, GameMode::Zen);
game.0.undo_count = 2;
game.0 = GameState::new_with_mode(7, DrawStockConfig::DrawOne, GameMode::Zen);
game.0.force_test_undos(2);
}
app.world_mut().write_message(GameWonEvent {
+78 -58
View File
@@ -21,9 +21,9 @@
use chrono::NaiveDate;
use solitaire_core::{Foundation, KlondikePile, Tableau};
use serde::{Deserialize, Serialize};
use solitaire_core::card::Suit;
use solitaire_core::{Card, Deck, Rank, Suit};
use solitaire_core::error::MoveError;
use solitaire_core::{DrawMode, game_state::{GameMode, GameState}};
use solitaire_core::{DrawStockConfig, game_state::{GameMode, GameState}};
use solitaire_core::klondike_adapter::{
SavedInstruction, SavedKlondikePile, SavedKlondikePileStack, tableau_from_index,
};
@@ -48,7 +48,7 @@ pub struct Replay {
#[serde(default)]
pub schema_version: u32,
pub seed: u64,
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
pub mode: GameMode,
pub time_seconds: u64,
pub final_score: i32,
@@ -77,9 +77,11 @@ pub struct StateSnapshot {
/// means the card back is drawn; in that case `suit` and `rank` are
/// still set (so the renderer doesn't need separate "unknown" data),
/// just hidden visually.
#[derive(Debug, Clone, Copy, Serialize, PartialEq, Eq)]
#[derive(Debug, Clone, Serialize, PartialEq, Eq)]
pub struct CardSnapshot {
pub id: u32,
/// Stable per-card identity for the JS renderer (an opaque key). Serialises
/// as the upstream `Card`'s transparent integer value.
pub id: Card,
/// `"clubs" | "diamonds" | "hearts" | "spades"`.
pub suit: &'static str,
/// 1-13, where 1 is Ace and 13 is King.
@@ -87,14 +89,10 @@ pub struct CardSnapshot {
pub face_up: bool,
}
// Stable 0..=51 card identity, shared with the desktop engine via
// solitaire_core so replay snapshots are identical across platforms.
use solitaire_core::card::card_to_id;
impl From<&(solitaire_core::card::Card, bool)> for CardSnapshot {
fn from((card, face_up): &(solitaire_core::card::Card, bool)) -> Self {
impl From<&(Card, bool)> for CardSnapshot {
fn from((card, face_up): &(Card, bool)) -> Self {
Self {
id: card_to_id(card),
id: card.clone(),
suit: match card.suit() {
Suit::Clubs => "clubs",
Suit::Diamonds => "diamonds",
@@ -184,7 +182,7 @@ impl ReplayPlayer {
StateSnapshot {
step_idx: self.step_idx,
total_steps: self.moves.len(),
score: self.game.score,
score: self.game.score(),
move_count: self.game.move_count(),
is_won: self.game.is_won(),
stock: self
@@ -318,9 +316,10 @@ pub enum DebugMove {
pub struct DebugInvariantReport {
pub state_ok: bool,
pub total_cards_seen: usize,
pub duplicate_card_ids: Vec<u32>,
pub missing_card_ids: Vec<u32>,
pub out_of_range_card_ids: Vec<u32>,
/// Cards that appeared more than once across all piles.
pub duplicate_cards: Vec<Card>,
/// Cards from the full single-deck set that are absent from the board.
pub missing_cards: Vec<Card>,
pub stock_has_face_up_cards: bool,
pub waste_has_face_down_cards: bool,
pub foundation_has_face_down_cards: bool,
@@ -332,7 +331,7 @@ pub struct DebugInvariantReport {
#[derive(Debug, Clone, Serialize, PartialEq, Eq)]
pub struct DebugSnapshot {
pub seed: u64,
pub draw_mode: DrawMode,
pub draw_mode: DrawStockConfig,
pub mode: GameMode,
pub state: GameSnapshot,
pub legal_moves: Vec<DebugMove>,
@@ -389,24 +388,15 @@ fn invariant_report_for_game(game: &GameState, legal_moves: &[DebugMove]) -> Deb
game.pile(KlondikePile::Tableau(Tableau::Tableau7)),
];
let mut seen = [false; 52];
let mut duplicate_card_ids = Vec::new();
let mut out_of_range_card_ids = Vec::new();
let mut seen: std::collections::HashSet<Card> = std::collections::HashSet::new();
let mut duplicate_cards = Vec::new();
let mut total_cards_seen = 0_usize;
let mut feed = |cards: &[(solitaire_core::card::Card, bool)]| {
let mut feed = |cards: &[(Card, bool)]| {
for (card, _) in cards {
total_cards_seen += 1;
let id = card_to_id(card);
if id >= 52 {
out_of_range_card_ids.push(id);
continue;
}
let idx = id as usize;
if seen[idx] {
duplicate_card_ids.push(id);
} else {
seen[idx] = true;
if !seen.insert(card.clone()) {
duplicate_cards.push(card.clone());
}
}
};
@@ -420,9 +410,22 @@ fn invariant_report_for_game(game: &GameState, legal_moves: &[DebugMove]) -> Deb
feed(pile);
}
let missing_card_ids = (0_u32..52_u32)
.filter(|id| !seen[*id as usize])
.collect::<Vec<_>>();
// Reference set: the full 52-card single deck, using whichever deck id the
// dealt cards carry. Any of those 52 not on the board is missing.
let deck = seen
.iter()
.next()
.map(|c| c.deck())
.unwrap_or_else(|| Deck::new(0).expect("deck id 0 is valid"));
let mut missing_cards = Vec::new();
for suit in Suit::SUITS {
for rank in Rank::RANKS {
let card = Card::new(deck, suit, rank);
if !seen.contains(&card) {
missing_cards.push(card);
}
}
}
let stock_has_face_up_cards = stock.iter().any(|(_, face_up)| *face_up);
let waste_has_face_down_cards = waste.iter().any(|(_, face_up)| !*face_up);
@@ -444,9 +447,8 @@ fn invariant_report_for_game(game: &GameState, legal_moves: &[DebugMove]) -> Deb
let soft_lock = !game.is_won() && stock.is_empty() && waste.is_empty() && legal_moves.is_empty();
let state_ok = duplicate_card_ids.is_empty()
&& missing_card_ids.is_empty()
&& out_of_range_card_ids.is_empty()
let state_ok = duplicate_cards.is_empty()
&& missing_cards.is_empty()
&& !stock_has_face_up_cards
&& !waste_has_face_down_cards
&& !foundation_has_face_down_cards
@@ -455,9 +457,8 @@ fn invariant_report_for_game(game: &GameState, legal_moves: &[DebugMove]) -> Deb
DebugInvariantReport {
state_ok,
total_cards_seen,
duplicate_card_ids,
missing_card_ids,
out_of_range_card_ids,
duplicate_cards,
missing_cards,
stock_has_face_up_cards,
waste_has_face_down_cards,
foundation_has_face_down_cards,
@@ -487,12 +488,12 @@ impl SolitaireGame {
!stock_empty || !waste_empty || !self.game.possible_instructions().is_empty()
};
GameSnapshot {
score: self.game.score,
score: self.game.score(),
move_count: self.game.move_count(),
is_won: self.game.is_won(),
is_auto_completable: self.game.is_auto_completable(),
has_moves,
undo_count: self.game.undo_count,
undo_count: self.game.undo_count(),
undo_stack_len: self.game.undo_stack_len(),
stock: self
.game
@@ -726,9 +727,9 @@ impl SolitaireGame {
#[cfg(feature = "console_error_panic_hook")]
console_error_panic_hook::set_once();
let dm = if draw_three {
DrawMode::DrawThree
DrawStockConfig::DrawThree
} else {
DrawMode::DrawOne
DrawStockConfig::DrawOne
};
SolitaireGame {
game: GameState::new_with_mode(seed as u64, dm, GameMode::Classic),
@@ -893,6 +894,25 @@ mod tests {
use std::collections::HashSet;
use std::fmt::Write;
/// The JS card renderer reads `card.id` as an opaque identity key. After the
/// `card_to_id` removal, `CardSnapshot.id` is a `card_game::Card`, which is
/// `#[serde(transparent)]` over `NonZeroU8` — so it must still serialise as a
/// plain JSON number (the same `Serialize` impl `serde_wasm_bindgen` uses).
#[test]
fn card_snapshot_id_serialises_as_a_plain_number() {
let card = Card::new(Deck::new(0).unwrap(), Suit::Hearts, Rank::RANKS[0]);
let snap = CardSnapshot::from(&(card, true));
let json = serde_json::to_value(&snap).expect("serialise CardSnapshot");
assert!(
json["id"].is_number(),
"card.id must serialise as a JSON number for the JS opaque key, got {:?}",
json["id"]
);
assert_eq!(json["suit"], "hearts");
assert_eq!(json["rank"], 1);
assert_eq!(json["face_up"], true);
}
fn pick_move_index(moves: &[DebugMove]) -> Option<usize> {
if moves.is_empty() {
return None;
@@ -933,7 +953,7 @@ mod tests {
for card in cards {
let _ = write!(
key,
"{}:{}:{},",
"{:?}:{}:{},",
card.id,
card.rank,
if card.face_up { 1 } else { 0 }
@@ -952,7 +972,7 @@ mod tests {
key
}
fn run_autonomous(seed: u64, draw_mode: DrawMode, max_steps: usize) -> DebugSnapshot {
fn run_autonomous(seed: u64, draw_mode: DrawStockConfig, max_steps: usize) -> DebugSnapshot {
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, draw_mode, GameMode::Classic),
};
@@ -983,7 +1003,7 @@ mod tests {
#[test]
fn debug_snapshot_exposes_replayable_seed_and_history() {
let seed = 42_u64;
let final_snapshot = run_autonomous(seed, DrawMode::DrawOne, 1500);
let final_snapshot = run_autonomous(seed, DrawStockConfig::DrawOne, 1500);
assert_eq!(final_snapshot.seed, seed);
assert!(
!final_snapshot.state_json.is_empty(),
@@ -1000,7 +1020,7 @@ mod tests {
#[test]
fn replay_moves_export_is_json_compatible_and_replayable() {
let seed = 7_u64;
let draw_mode = DrawMode::DrawThree;
let draw_mode = DrawStockConfig::DrawThree;
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, draw_mode, GameMode::Classic),
};
@@ -1059,7 +1079,7 @@ mod tests {
draw_mode,
mode: GameMode::Classic,
time_seconds: 120,
final_score: game.game.score,
final_score: game.game.score(),
recorded_at,
moves: exported_moves,
};
@@ -1098,9 +1118,9 @@ mod tests {
fn debug_api_autonomous_seed_batch_smoke() {
for seed in 0_u64..128_u64 {
let draw_mode = if seed % 2 == 0 {
DrawMode::DrawOne
DrawStockConfig::DrawOne
} else {
DrawMode::DrawThree
DrawStockConfig::DrawThree
};
let snapshot = run_autonomous(seed, draw_mode, 2000);
assert_invariants(&snapshot, seed);
@@ -1112,9 +1132,9 @@ mod tests {
fn debug_api_autonomous_thousands_seed_soak() {
for seed in 10_000_u64..12_000_u64 {
let draw_mode = if seed % 2 == 0 {
DrawMode::DrawOne
DrawStockConfig::DrawOne
} else {
DrawMode::DrawThree
DrawStockConfig::DrawThree
};
let snapshot = run_autonomous(seed, draw_mode, 3000);
assert_invariants(&snapshot, seed);
@@ -1125,7 +1145,7 @@ mod tests {
fn serialize_from_saved_round_trip() {
let seed = 55_u64;
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
game: GameState::new_with_mode(seed, DrawStockConfig::DrawOne, GameMode::Classic),
};
// Advance a few moves so there is non-trivial state to round-trip.
for _ in 0..20 {
@@ -1160,7 +1180,7 @@ mod tests {
fn undo_reverts_to_prior_state() {
let seed = 99_u64;
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
game: GameState::new_with_mode(seed, DrawStockConfig::DrawOne, GameMode::Classic),
};
let before_key = board_key(&game.debug_snapshot_native().state);
@@ -1198,7 +1218,7 @@ mod tests {
fn draw_one_advances_waste_by_one() {
let seed = 1_u64;
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
game: GameState::new_with_mode(seed, DrawStockConfig::DrawOne, GameMode::Classic),
};
let stock_before = game.game.stock_cards().len();
@@ -1224,7 +1244,7 @@ mod tests {
fn draw_three_advances_waste_by_three() {
let seed = 1_u64;
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, DrawMode::DrawThree, GameMode::Classic),
game: GameState::new_with_mode(seed, DrawStockConfig::DrawThree, GameMode::Classic),
};
let stock_before = game.game.stock_cards().len();
@@ -1254,7 +1274,7 @@ mod tests {
fn debug_apply_move_json_stock_click_advances_waste() {
let seed = 3_u64;
let mut game = SolitaireGame {
game: GameState::new_with_mode(seed, DrawMode::DrawOne, GameMode::Classic),
game: GameState::new_with_mode(seed, DrawStockConfig::DrawOne, GameMode::Classic),
};
let waste_before = game.game.waste_cards().len();