# Solitaire Quest — Session Handoff > Last updated: 2026-04-21 > Branch: `master` — pushed to https://git.aleshym.co/funman300/Rusty_Solitare.git --- ## What Has Been Built ### Phase 1 — Workspace Setup ✅ COMPLETE All seven Cargo crates created and compiling cleanly: | Crate | Status | Purpose | |---|---|---| | `solitaire_core` | Fully implemented | Pure Rust game logic — NO Bevy, NO network | | `solitaire_sync` | Stub | Shared API types (`SyncPayload`, `SyncResponse`) | | `solitaire_data` | Stub | `SyncError` enum + `SyncProvider` trait | | `solitaire_engine` | Stub | Bevy ECS systems — all plugins added in Phase 3 | | `solitaire_server` | Stub | Axum sync server — implemented in Phase 8C | | `solitaire_gpgs` | Compile-time stub | Google Play Games bridge — Android only, JNI in Phase: Android | | `solitaire_app` | Working | Opens blank Bevy window titled "Solitaire Quest" at 1280×800 | Fast compile profiles, `assets/` directory structure, and `.env.example` are all in place. ### Phase 2 — Core Game Engine ✅ COMPLETE `solitaire_core` is fully implemented with 68 passing tests and zero clippy warnings. **Modules:** - `card.rs` — `Suit` (Clubs/Diamonds/Hearts/Spades, `is_red()`/`is_black()`), `Rank` (Ace–King, `value() -> u8`), `Card` (id, suit, rank, face_up) - `pile.rs` — `PileType` (Stock, Waste, Foundation(Suit), Tableau(usize)), `Pile` (new, top) - `error.rs` — `MoveError`: InvalidSource, InvalidDestination, EmptySource, RuleViolation(String), UndoStackEmpty, GameAlreadyWon, StockEmpty - `deck.rs` — `Deck::new()`, `Deck::shuffle(seed: u64)` using seeded `StdRng` (cross-platform deterministic), `deal_klondike(deck) -> ([Pile; 7], Pile)` - `rules.rs` — `can_place_on_foundation(card, pile, suit)`, `can_place_on_tableau(card, pile)` - `scoring.rs` — `score_move(from, to)`, `score_undo()` (-15), `compute_time_bonus(elapsed_seconds)` (700_000/s) - `game_state.rs` — `DrawMode`, `GameState` with full game loop **GameState public API:** ```rust GameState::new(seed: u64, draw_mode: DrawMode) -> Self GameState::draw(&mut self) -> Result<(), MoveError> GameState::move_cards(&mut self, from: PileType, to: PileType, count: usize) -> Result<(), MoveError> GameState::undo(&mut self) -> Result<(), MoveError> GameState::check_win(&self) -> bool GameState::check_auto_complete(&self) -> bool GameState::compute_time_bonus(&self) -> i32 GameState::undo_stack_len(&self) -> usize ``` **Key GameState rules:** - Undo stack capped at 64 entries (oldest evicted) - Score never goes below 0 - Waste recycling is unlimited — `StockEmpty` only when both stock AND waste are simultaneously empty - Recycle (waste → stock) pushes a snapshot so it can be undone - Newly exposed top card of source pile is flipped face-up automatically on `move_cards` - Win: all 4 foundations at 13 cards - Auto-complete: stock empty + waste empty + all tableau cards face-up --- ## Commit History ``` b8dc7cb fix(core): remove stock_recycled limit, replace unwrap, snapshot on recycle, fix derives 58f1465 feat(core): add GameState with draw, move_cards, undo, win/auto-complete detection 43194b0 fix(core): use StdRng doc comment, replace expect() with debug_assert in deal_klondike 17bbec0 feat(core): add pile, error, deck, rules, scoring modules with tests fcf878b feat(core): add Card, Suit, Rank types with tests f84d7c5 fix(workspace): add derives/docs per code review, remove unused thiserror from solitaire_sync 684f077 feat(workspace): initialize all seven crates with stubs and blank Bevy window ``` --- ## What Is Next ### Phase 3 — Bevy Rendering & Interaction (`solitaire_engine`) This is the next phase to implement. Key tasks: - Add `GameStateResource`, `DragState`, `SyncStatusResource` Bevy resources - Add Bevy events: `MoveRequestEvent`, `DrawRequestEvent`, `UndoRequestEvent`, `NewGameRequestEvent`, `StateChangedEvent`, `GameWonEvent` - `CardPlugin` — spawn card entities with 2D sprites, drag-and-drop input - `TablePlugin` — pile markers, table background, layout calculation from window size - `AnimationPlugin` — card slide (lerp 0.15s), flip (scale X 0.2s), win cascade, toast - `GamePlugin` — wire `GameStateResource`, route input events to `solitaire_core::GameState` - Responsive layout: recalculate positions on `WindowResized` - Keyboard shortcuts: U=undo, N=new game, D=draw, Escape=pause See the full spec in the master prompt (originally pasted by the user) or in `ARCHITECTURE.md` section 5. ### Phases 4–8 (in order after Phase 3) | Phase | Scope | |---|---| | Phase 4 | Statistics (`StatsSnapshot`, persist to `stats.json`, stats screen in egui) | | Phase 5 | Achievements (20+ achievements, `AchievementPlugin`, toast queue) | | Phase 6 | XP/levels, daily challenges, weekly goals, special modes | | Phase 7 | Audio (`bevy_kira_audio`), polish, hints, onboarding, pause menu | | Phase 8A–C | Local storage + `SyncProvider` + self-hosted Axum server + client | | Phase 8D | GPGS stub fully wired into settings UI (already compiles, just UI) | --- ## Important Implementation Notes ### Versions (Cargo.toml workspace deps) - `bevy = "0.15"` (resolved to 0.15.3) - `bevy_egui = "0.30"` (0.30.1) - `bevy_kira_audio = "0.21"` (0.21.0) - `rand = "0.8"` — note: `small_rng` feature is NOT enabled; use `StdRng`, not `SmallRng` ### Hard rules (from CLAUDE.md) - `solitaire_core` and `solitaire_sync` must NEVER gain Bevy or network dependencies - No `unwrap()` or `panic!()` in game logic — use `Result<_, MoveError>` everywhere - All state transitions return `Result` — `debug_assert!` is acceptable for structural invariants - `SyncPlugin` must NEVER match on `SyncBackend` enum inside a Bevy system — always call through the `SyncProvider` trait - Atomic file writes only: write to `.tmp` then `rename()` - `cargo clippy --workspace -- -D warnings` must pass clean - `cargo test --workspace` must pass clean ### Lessons from this session - `rand = "0.8"` without `features = ["small_rng"]` means `SmallRng` is unavailable — use `StdRng` - `tower-governor` uses underscores in the crate name (not hyphens in Cargo.toml) - When implementing `draw()` in `GameState`: recycle is unlimited, stop condition is BOTH piles empty simultaneously - Recycle must push a snapshot (so it can be undone) even though it doesn't count as a "move" --- ## Implementation Plan Document The detailed task-by-task plan for Phases 1 and 2 is at: `docs/superpowers/plans/2026-04-20-phase1-2-workspace-core.md` For Phase 3 onwards, write a new plan using the `superpowers:writing-plans` skill before starting implementation. --- ## Running the Project ```bash # Check everything compiles cargo check --workspace # Run all tests (68 tests, all should pass) cargo test --workspace # Lint (must be zero warnings) cargo clippy --workspace -- -D warnings # Run the game (blank window for now — rendering added in Phase 3) cargo run -p solitaire_app --features bevy/dynamic_linking ```