# Integrating `card_game` / `klondike` as the Solitaire Core **Context:** A collaborator ([Quaternions](https://git.aleshym.co/Quaternions/card_game)) is building a pure-logic Klondike library in Rust. This document maps what that library currently provides against what Ferrous Solitaire's `solitaire_core` crate requires. **Approach:** Most gaps are closed in Ferrous Solitaire's own `solitaire_core` crate via a wrapper/adapter layer. Gaps 1, 3, and 4 have been addressed upstream. Integration is ready to begin. --- ## What `card_game` + `klondike` Already Has ### `card_game` crate (generic primitives) — v0.4.0 | Feature | Notes | |---|---| | `Card` (Deck + Suit + Rank packed in 1 byte) | `NonZeroU8` layout — no heap allocation | | `Suit`, `Rank`, `Deck` enums | Full A→K, 4 suits, up to 4 deck IDs | | `Stack` | Const-generic `ArrayVec` wrapper | | `Pile` | Face-down + face-up stacks; `flip_up`, `pop_flip_up` | | `Game` trait | `possible_instructions`, `is_instruction_valid`, `process_instruction`, `is_win` | | `Session` | Wraps a `Game`; snapshot-based undo (O(1)), score including undo penalty | | `Session::solve()` | Built-in DFS solver with move/state budgets; returns `Solution` or `SolveError` | | `StateSnapshot` | Pre-move state + instruction; used by snapshot history and `Solution` | | `SessionState::score()` | = `game_score + undos × undo_penalty` (−15 by default via `SessionConfig`) | | `SessionConfig` | `undo_penalty`, `solve_moves_budget`, `solve_states_budget` | ### `klondike` crate (Klondike rules) — v0.3.0 | Feature | Notes | |---|---| | 7 tableau + 4 foundation + 1 stock | Fully dealt from a seeded RNG | | Draw-1 / Draw-3 config | `KlondikeConfig::draw_stock` (`DrawStockConfig`) | | `MoveFromFoundationConfig` | `Allowed` (upstream default) / `Disallowed`; controls foundation → tableau rule | | `ScoringConfig` | Configurable deltas: `move_to_foundation` (+10), `flip_up_bonus` (+5), `move_to_tableau` (+5), `move_from_foundation` (−15), `recycle` (0 by default) | | `KlondikeStats::score(&config)` | Computes score from per-event counters × `ScoringConfig` deltas | | `KlondikeStats` counters | `move_to_foundation_count`, `flip_up_bonus_count`, `move_to_tableau_count`, `move_from_foundation_count`, `recycle_count`, `moves` | | Foundation placement (Ace start, suit-matched A→K) | ✅ | | Tableau placement (alternating colour, K on empty) | ✅ | | Multi-card stack moves (via `SkipCards`) | ✅ | | `RotateStock` (recycle waste → stock) | ✅ | | `is_win_trivial` (all face-down cards cleared) | Auto-complete trigger | | `get_auto_move` / `get_sorted_moves` | Priority-ranked move suggestion (take `&KlondikeConfig`) | | Benchmark suite (`klondike-bench`) | 1 000-game throughput test | | CLI display (`klondike-cli`) | Terminal renderer | --- ## What Ferrous Solitaire's `solitaire_core` Needs (Gaps) ### 1. Scoring — remaining adapter responsibilities Ferrous uses **Windows XP Standard** scoring. The exact table already implemented in `solitaire_core/src/scoring.rs`: | Event | Delta | Handled by | |---|---|---| | Any card → foundation | +10 | `KlondikeStats` / `ScoringConfig::move_to_foundation` ✅ | | Waste → tableau | +5 | `KlondikeStats` / `ScoringConfig::move_to_tableau` ✅ | | Flip face-down tableau card | +5 | `KlondikeStats` / `ScoringConfig::flip_up_bonus` ✅ | | Foundation → tableau | −15 | `KlondikeStats` / `ScoringConfig::move_from_foundation` ✅ | | Undo | −15 | `SessionStats` / `SessionConfig::undo_penalty` ✅ | | Recycle (Draw-1, after 1st free) | −100 | **Our adapter** — see below | | Recycle (Draw-3, after 3rd free) | −20 | **Our adapter** — see below | | Score floor | `score.max(0)` always | **Our adapter** | | Time bonus on win | `700_000 / elapsed_seconds` | **Our adapter** (not wasm-portable) | Reference: **Undo penalty:** `SessionState::score()` = `KlondikeStats.score(&scoring) + undos × undo_penalty`. The −15 undo penalty is built into `SessionConfig` (default). Once `GameState` fully delegates to `Session`, our `KlondikeAdapter::score_for_undo()` helper becomes redundant. **Recycle penalty note:** `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. Our adapter tracks `recycle_count` from `KlondikeStats` and applies the penalty only beyond the free allowance. **In our wrapper:** Configure `ScoringConfig` with the WXP deltas for the five events upstream handles (including undo via `SessionConfig`). Implement recycle-with-free-allowance, score floor, and time bonus in the adapter. ### 2. Game Modes Ferrous has three modes that alter scoring and undo behaviour: | Mode | Scoring | Undo | |---|---|---| | **Classic** | Full WXP scoring (table above) | Allowed (−15 penalty) | | **Zen** | All deltas suppressed — score stays 0 | Allowed (no penalty) | | **Challenge** | Full WXP scoring | **Disabled** — returns an error | Zen is intended for relaxed play where the score does not matter. Challenge is a timed daily puzzle where the no-undo constraint is the difficulty mechanic. **In our wrapper:** Add `GameMode` to `solitaire_core::GameState`; intercept undo calls and scoring deltas in the adapter before delegating to `KlondikeState`. ### 3. Solvability Solver *(upstream merged — card_game v0.4.0)* `card_game v0.4.0` ships `Session::solve()` — a budget-bounded DFS that returns `Result>, SolveError>`. `SolveError` has two variants: - `MovesBudgetExceeded` — equivalent to our `SolverResult::Inconclusive` - `StatesBudgetExceeded` — equivalent to our `SolverResult::Inconclusive` `Solution` contains the winning move sequence as `Vec>`; `clean_solution()` removes cycles. `Session::solve()` uses `SessionConfig::solve_moves_budget` and `SessionConfig::solve_states_budget` (defaults: 100 000 each). Our 767-line `solitaire_core::solver` reimplements the full game rules to run the DFS; `session.solve()` replaces it entirely. The solver will be removed once the `Session` is wired into `GameState`. **In our wrapper:** Replace `solitaire_core::solver` with `session.solve()`. Map `Ok(Some(_))` → Winnable, `Ok(None)` → Unwinnable, `Err(_)` → Inconclusive. ### 4. `take_from_foundation` House Rule *(upstream merged — v0.3.0)* `MoveFromFoundationConfig` is now part of `KlondikeConfig`. When set to `Disallowed`, `is_instruction_valid` blocks foundation → tableau instructions. **Important:** The upstream default is `MoveFromFoundationConfig::Allowed`. Ferrous Solitaire uses the standard rule (foundation cards cannot be moved back) as the default, with the house rule as an opt-in. Our adapter explicitly sets `Disallowed` in the default `KlondikeConfig` and switches to `Allowed` only when the user toggles the house-rule option. **In our wrapper:** Construct `KlondikeConfig { move_from_foundation: MoveFromFoundationConfig::Disallowed, .. }` by default; mirror the user's settings toggle to `Allowed`. No custom intercept needed — `klondike` enforces the rule automatically. ### 5. JSON Serialisation / Persistence `solitaire_core::GameState` serialises the full mid-game state to JSON via `serde` so the engine can save on exit and restore on launch. `KlondikeState` derives `Clone` + `Eq` + `Hash` but not `Serialize` / `Deserialize`. No upstream changes are needed — this is handled externally. **Current verification (2026-06-01):** `klondike v0.3.0` and `card_game v0.4.0` crate manifests expose no `serde` dependency/feature, and source exports no serde derives for instruction/state snapshot types. Keep Ferrous' `SavedInstruction` bridge in place. **Session history:** `StateSnapshot` stores the pre-move game state and instruction. On load, the session is reconstructed from the serialised snapshot history — no full replay from seed needed. **In our wrapper:** Serialise the `solitaire_core` wrapper struct using newtypes. Define `SavedInstruction` (a `Serialize + Deserialize` mirror of `KlondikeInstruction`) and `SavedStateSnapshot`. Reconstruct `SessionState` from the deserialised history. Schema version field lives on our wrapper. ### 6. Typed Move Errors `solitaire_core::error::MoveError` returns structured errors the engine uses to trigger UI feedback (wrong-destination toast, stock-empty chime, etc.): ``` GameAlreadyWon UndoStackEmpty StockEmpty InvalidSource InvalidDestination RuleViolation(String) ``` `KlondikeInstruction` is always constructed by game code from valid entity layout, so invalid moves are only detectable at `solitaire_core`'s construction boundary — the error lives there, not inside `klondike`. **In our wrapper:** `MoveError` variants are generated when `solitaire_core` fails to construct a `KlondikeInstruction` from the player's requested move. No translation of `is_instruction_valid`'s bool return is required; by the time an instruction reaches `klondike`, it is already known to be structurally valid. ### 7. Waste Pile as Separate Concept Ferrous tracks `PileType::Waste` as a distinct pile. `klondike` folds waste into `Stock` (the face-up half of the stock `Pile`). The engine's UI and scoring logic reference the waste pile directly; the mapping needs to be explicit. **In our wrapper:** Project the face-up half of `klondike`'s stock `Pile` as `PileType::Waste` when building pile snapshots for the engine. ### 8. Undo Stack Approach *(resolved — not an issue)* `card_game v0.4.0` `Session` uses snapshot-based undo: `SessionState` stores `Vec>` where each entry holds the pre-move game state and the instruction. Undo pops the last snapshot and restores state directly — O(1), matching our existing `GameState.undo_stack`. **Resolution:** Use `Session`'s built-in snapshot history. Our `GameState.undo_stack: VecDeque` will be removed once `GameState` is fully migrated to delegate to `Session`. --- ## Integration Path (All work in `solitaire_core`) Steps in dependency order. Upstream issues #10, #11, and the solver are all merged. 1. ✅ **Add `klondike = "0.3.0"` / `card_game = "0.4.0"` as dependencies** of `solitaire_core`; `KlondikeAdapter` wraps `KlondikeConfig` and exposes scoring helpers. 2. **Map pile types** — project `klondike`'s stock face-up half as `PileType::Waste`; expose the same `HashMap` the engine already reads. Wire `Session` into `KlondikeAdapter` (gap 7). 3. ✅ **Configure `KlondikeConfig`** — set `move_from_foundation: MoveFromFoundationConfig::Disallowed` by default; wire the user's house-rule toggle to `Allowed` (gap 4, upstream). 4. ✅ **Port scoring** — pass WXP deltas into `ScoringConfig`; `SessionConfig::undo_penalty` handles undo; implement recycle-with-free-allowance, score floor, and time bonus in the adapter (gap 1). 5. ✅ **Port `GameMode`** — intercept undo + scoring in the adapter based on mode (gap 2). 6. **Replace solver** — call `session.solve()` with budgets from our `SolverConfig`; map `Ok(Some)` → Winnable, `Ok(None)` → Unwinnable, `Err` → Inconclusive (gap 3, upstream). 7. **Implement `serde`** — define `SavedInstruction` + `SavedStateSnapshot` newtypes; serialise session history; migrate save-file schema (gap 5). --- ## Quaternions Upgrade Runbook Use this sequence whenever upgrading `klondike` / `card_game` from the Quaternions registry: 1. Review upstream changes/releases: - - 2. Run: ```bash scripts/update_quaternions_deps.sh ``` 3. If the script passes, inspect the resulting `Cargo.lock` diff and land the upgrade with the normal PR flow. The script enforces: - lockfile update to requested versions - `cargo test --workspace` - `cargo clippy --workspace -- -D warnings` - deterministic replay/debug-API smoke tests in `solitaire_wasm` --- ## What Does NOT Need to Change - The `solitaire_engine` Bevy layer — it works against `solitaire_core` types; changes are isolated to `solitaire_core`. - The `solitaire_sync` merge logic — operates on a `SyncPayload` DTO, independent of core card types. - The `solitaire_server` — speaks only `SyncPayload` JSON, unaffected. --- ## References - Quaternions' repo: - `card_game v0.4.0` release commit: `fa098f0d` - `klondike v0.3.0` release commit: `f4c4e350` - Upstream scoring + config PRs: #12 (closes #11), #13 (closes #10) - Upstream solver PR: #14 - `solitaire_core` source: `solitaire_core/src/` - Scoring spec: `solitaire_core/src/scoring.rs` - Architecture overview: `ARCHITECTURE.md`