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fix(web): rebuild WASM pkg — foundation→tableau moves now work
The pre-built pkg predated fix c35c045 (enable take-from-foundation by
default) so the WASM game always had take_from_foundation=false, silently
rejecting every drag from a foundation pile to a tableau column.

Rebuilt with wasm-pack --release against current solitaire_core.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-18 18:45:51 -07:00

469 lines
16 KiB
JavaScript

/* @ts-self-types="./solitaire_wasm.d.ts" */
/**
* Browser-side replay state machine. Owns a live `GameState` and the
* replay's move list; each `step()` applies the next move.
*/
export class ReplayPlayer {
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
ReplayPlayerFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_replayplayer_free(ptr, 0);
}
/**
* Returns `true` once every move has been applied.
* @returns {boolean}
*/
is_finished() {
const ret = wasm.replayplayer_is_finished(this.__wbg_ptr);
return ret !== 0;
}
/**
* Construct from a raw replay JSON string.
* @param {string} replay_json
*/
constructor(replay_json) {
const ptr0 = passStringToWasm0(replay_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ret = wasm.replayplayer_new(ptr0, len0);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
this.__wbg_ptr = ret[0];
ReplayPlayerFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
*
* Throws a JS string exception on serialisation failure (should never
* occur in practice — `StateSnapshot` contains only primitive types).
* @returns {any}
*/
state() {
const ret = wasm.replayplayer_state(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Apply the next move; returns the post-step snapshot, or `null`
* once the move list is exhausted.
*
* Returns `null` (not an exception) when the replay is finished.
* Throws a JS string exception on serialisation failure.
* @returns {any}
*/
step() {
const ret = wasm.replayplayer_step(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* 0-indexed position of the next move to apply.
* @returns {number}
*/
step_idx() {
const ret = wasm.replayplayer_step_idx(this.__wbg_ptr);
return ret >>> 0;
}
/**
* Total number of moves the replay contains.
* @returns {number}
*/
total_steps() {
const ret = wasm.replayplayer_total_steps(this.__wbg_ptr);
return ret >>> 0;
}
}
if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.prototype.free;
/**
* Interactive Klondike game backed by the real `solitaire_core` rules engine.
*
* Construct with `new(seed, draw_three)`, then call `draw()`, `move_cards()`,
* `undo()`, `auto_complete_step()` to advance the game. `state()` returns the
* full pile snapshot at any time without mutating state.
*/
export class SolitaireGame {
__destroy_into_raw() {
const ptr = this.__wbg_ptr;
this.__wbg_ptr = 0;
SolitaireGameFinalization.unregister(this);
return ptr;
}
free() {
const ptr = this.__destroy_into_raw();
wasm.__wbg_solitairegame_free(ptr, 0);
}
/**
* Apply one auto-complete move (only valid when `is_auto_completable`).
*
* If no card can go directly to a foundation this step, advances the
* waste by calling `draw()` so the next step can try again. Returns the
* post-move snapshot, or `null` when no progress is possible.
* @returns {any}
*/
auto_complete_step() {
const ret = wasm.solitairegame_auto_complete_step(this.__wbg_ptr);
return ret;
}
/**
* Draw from stock to waste (or recycle waste → stock when stock is empty).
* Returns `{ok, error?, snapshot?}`.
* @returns {any}
*/
draw() {
const ret = wasm.solitairegame_draw(this.__wbg_ptr);
return ret;
}
/**
* Move `count` cards from pile `from` to pile `to`.
*
* Pile names: `"stock"`, `"waste"`, `"foundation-0"` .. `"foundation-3"`,
* `"tableau-0"` .. `"tableau-6"`.
*
* Returns `{ok, error?, snapshot?}`.
* @param {string} from
* @param {string} to
* @param {number} count
* @returns {any}
*/
move_cards(from, to, count) {
const ptr0 = passStringToWasm0(from, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len0 = WASM_VECTOR_LEN;
const ptr1 = passStringToWasm0(to, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
const ret = wasm.solitairegame_move_cards(this.__wbg_ptr, ptr0, len0, ptr1, len1, count);
return ret;
}
/**
* Create a new DrawOne or DrawThree Classic game from the given seed.
*
* `seed` is a JS `number` (f64); values up to 2^53 are represented exactly.
* Pass `Date.now()` or a random integer from JS for variety.
* @param {number} seed
* @param {boolean} draw_three
*/
constructor(seed, draw_three) {
const ret = wasm.solitairegame_new(seed, draw_three);
this.__wbg_ptr = ret;
SolitaireGameFinalization.register(this, this.__wbg_ptr, this);
return this;
}
/**
* The seed used to deal this game.
* @returns {number}
*/
seed() {
const ret = wasm.solitairegame_seed(this.__wbg_ptr);
return ret;
}
/**
* Full pile snapshot as a JS object.
*
* Throws a JS string exception on serialisation failure.
* @returns {any}
*/
state() {
const ret = wasm.solitairegame_state(this.__wbg_ptr);
if (ret[2]) {
throw takeFromExternrefTable0(ret[1]);
}
return takeFromExternrefTable0(ret[0]);
}
/**
* Undo the last move. Returns `{ok, error?, snapshot?}`.
* @returns {any}
*/
undo() {
const ret = wasm.solitairegame_undo(this.__wbg_ptr);
return ret;
}
}
if (Symbol.dispose) SolitaireGame.prototype[Symbol.dispose] = SolitaireGame.prototype.free;
function __wbg_get_imports() {
const import0 = {
__proto__: null,
__wbg_Error_3639a60ed15f87e7: function(arg0, arg1) {
const ret = Error(getStringFromWasm0(arg0, arg1));
return ret;
},
__wbg_String_8564e559799eccda: function(arg0, arg1) {
const ret = String(arg1);
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
throw new Error(getStringFromWasm0(arg0, arg1));
},
__wbg_error_a6fa202b58aa1cd3: function(arg0, arg1) {
let deferred0_0;
let deferred0_1;
try {
deferred0_0 = arg0;
deferred0_1 = arg1;
console.error(getStringFromWasm0(arg0, arg1));
} finally {
wasm.__wbindgen_free(deferred0_0, deferred0_1, 1);
}
},
__wbg_new_227d7c05414eb861: function() {
const ret = new Error();
return ret;
},
__wbg_new_2fad8ca02fd00684: function() {
const ret = new Object();
return ret;
},
__wbg_new_3baa8d9866155c79: function() {
const ret = new Array();
return ret;
},
__wbg_set_6be42768c690e380: function(arg0, arg1, arg2) {
arg0[arg1] = arg2;
},
__wbg_set_f614f6a0608d1d1d: function(arg0, arg1, arg2) {
arg0[arg1 >>> 0] = arg2;
},
__wbg_stack_3b0d974bbf31e44f: function(arg0, arg1) {
const ret = arg1.stack;
const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
const len1 = WASM_VECTOR_LEN;
getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
},
__wbindgen_cast_0000000000000001: function(arg0) {
// Cast intrinsic for `F64 -> Externref`.
const ret = arg0;
return ret;
},
__wbindgen_cast_0000000000000002: function(arg0, arg1) {
// Cast intrinsic for `Ref(String) -> Externref`.
const ret = getStringFromWasm0(arg0, arg1);
return ret;
},
__wbindgen_cast_0000000000000003: function(arg0) {
// Cast intrinsic for `U64 -> Externref`.
const ret = BigInt.asUintN(64, arg0);
return ret;
},
__wbindgen_init_externref_table: function() {
const table = wasm.__wbindgen_externrefs;
const offset = table.grow(4);
table.set(0, undefined);
table.set(offset + 0, undefined);
table.set(offset + 1, null);
table.set(offset + 2, true);
table.set(offset + 3, false);
},
};
return {
__proto__: null,
"./solitaire_wasm_bg.js": import0,
};
}
const ReplayPlayerFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_replayplayer_free(ptr, 1));
const SolitaireGameFinalization = (typeof FinalizationRegistry === 'undefined')
? { register: () => {}, unregister: () => {} }
: new FinalizationRegistry(ptr => wasm.__wbg_solitairegame_free(ptr, 1));
let cachedDataViewMemory0 = null;
function getDataViewMemory0() {
if (cachedDataViewMemory0 === null || cachedDataViewMemory0.buffer.detached === true || (cachedDataViewMemory0.buffer.detached === undefined && cachedDataViewMemory0.buffer !== wasm.memory.buffer)) {
cachedDataViewMemory0 = new DataView(wasm.memory.buffer);
}
return cachedDataViewMemory0;
}
function getStringFromWasm0(ptr, len) {
return decodeText(ptr >>> 0, len);
}
let cachedUint8ArrayMemory0 = null;
function getUint8ArrayMemory0() {
if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {
cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);
}
return cachedUint8ArrayMemory0;
}
function passStringToWasm0(arg, malloc, realloc) {
if (realloc === undefined) {
const buf = cachedTextEncoder.encode(arg);
const ptr = malloc(buf.length, 1) >>> 0;
getUint8ArrayMemory0().subarray(ptr, ptr + buf.length).set(buf);
WASM_VECTOR_LEN = buf.length;
return ptr;
}
let len = arg.length;
let ptr = malloc(len, 1) >>> 0;
const mem = getUint8ArrayMemory0();
let offset = 0;
for (; offset < len; offset++) {
const code = arg.charCodeAt(offset);
if (code > 0x7F) break;
mem[ptr + offset] = code;
}
if (offset !== len) {
if (offset !== 0) {
arg = arg.slice(offset);
}
ptr = realloc(ptr, len, len = offset + arg.length * 3, 1) >>> 0;
const view = getUint8ArrayMemory0().subarray(ptr + offset, ptr + len);
const ret = cachedTextEncoder.encodeInto(arg, view);
offset += ret.written;
ptr = realloc(ptr, len, offset, 1) >>> 0;
}
WASM_VECTOR_LEN = offset;
return ptr;
}
function takeFromExternrefTable0(idx) {
const value = wasm.__wbindgen_externrefs.get(idx);
wasm.__externref_table_dealloc(idx);
return value;
}
let cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
const MAX_SAFARI_DECODE_BYTES = 2146435072;
let numBytesDecoded = 0;
function decodeText(ptr, len) {
numBytesDecoded += len;
if (numBytesDecoded >= MAX_SAFARI_DECODE_BYTES) {
cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
cachedTextDecoder.decode();
numBytesDecoded = len;
}
return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));
}
const cachedTextEncoder = new TextEncoder();
if (!('encodeInto' in cachedTextEncoder)) {
cachedTextEncoder.encodeInto = function (arg, view) {
const buf = cachedTextEncoder.encode(arg);
view.set(buf);
return {
read: arg.length,
written: buf.length
};
};
}
let WASM_VECTOR_LEN = 0;
let wasmModule, wasmInstance, wasm;
function __wbg_finalize_init(instance, module) {
wasmInstance = instance;
wasm = instance.exports;
wasmModule = module;
cachedDataViewMemory0 = null;
cachedUint8ArrayMemory0 = null;
wasm.__wbindgen_start();
return wasm;
}
async function __wbg_load(module, imports) {
if (typeof Response === 'function' && module instanceof Response) {
if (typeof WebAssembly.instantiateStreaming === 'function') {
try {
return await WebAssembly.instantiateStreaming(module, imports);
} catch (e) {
const validResponse = module.ok && expectedResponseType(module.type);
if (validResponse && module.headers.get('Content-Type') !== 'application/wasm') {
console.warn("`WebAssembly.instantiateStreaming` failed because your server does not serve Wasm with `application/wasm` MIME type. Falling back to `WebAssembly.instantiate` which is slower. Original error:\n", e);
} else { throw e; }
}
}
const bytes = await module.arrayBuffer();
return await WebAssembly.instantiate(bytes, imports);
} else {
const instance = await WebAssembly.instantiate(module, imports);
if (instance instanceof WebAssembly.Instance) {
return { instance, module };
} else {
return instance;
}
}
function expectedResponseType(type) {
switch (type) {
case 'basic': case 'cors': case 'default': return true;
}
return false;
}
}
function initSync(module) {
if (wasm !== undefined) return wasm;
if (module !== undefined) {
if (Object.getPrototypeOf(module) === Object.prototype) {
({module} = module)
} else {
console.warn('using deprecated parameters for `initSync()`; pass a single object instead')
}
}
const imports = __wbg_get_imports();
if (!(module instanceof WebAssembly.Module)) {
module = new WebAssembly.Module(module);
}
const instance = new WebAssembly.Instance(module, imports);
return __wbg_finalize_init(instance, module);
}
async function __wbg_init(module_or_path) {
if (wasm !== undefined) return wasm;
if (module_or_path !== undefined) {
if (Object.getPrototypeOf(module_or_path) === Object.prototype) {
({module_or_path} = module_or_path)
} else {
console.warn('using deprecated parameters for the initialization function; pass a single object instead')
}
}
if (module_or_path === undefined) {
module_or_path = new URL('solitaire_wasm_bg.wasm', import.meta.url);
}
const imports = __wbg_get_imports();
if (typeof module_or_path === 'string' || (typeof Request === 'function' && module_or_path instanceof Request) || (typeof URL === 'function' && module_or_path instanceof URL)) {
module_or_path = fetch(module_or_path);
}
const { instance, module } = await __wbg_load(await module_or_path, imports);
return __wbg_finalize_init(instance, module);
}
export { initSync, __wbg_init as default };