1b7c4d92aa
check_auto_complete no longer requires the waste pile to be empty — only the stock must be exhausted and all tableau cards face-up. next_auto_complete_move checks the waste top card before scanning tableau, and auto_complete_step falls back to draw() when no direct foundation move is available so the waste drains automatically. Fixes the end-game state where the player could see a clear win but the auto-complete interval never fired because the waste was non-empty. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
445 lines
14 KiB
JavaScript
445 lines
14 KiB
JavaScript
/* @ts-self-types="./solitaire_wasm.d.ts" */
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/**
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* Browser-side replay state machine. Owns a live `GameState` and the
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* replay's move list; each `step()` applies the next move.
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*/
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export class ReplayPlayer {
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__destroy_into_raw() {
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const ptr = this.__wbg_ptr;
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this.__wbg_ptr = 0;
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ReplayPlayerFinalization.unregister(this);
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return ptr;
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}
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free() {
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const ptr = this.__destroy_into_raw();
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wasm.__wbg_replayplayer_free(ptr, 0);
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}
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/**
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* Returns `true` once every move has been applied.
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* @returns {boolean}
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*/
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is_finished() {
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const ret = wasm.replayplayer_is_finished(this.__wbg_ptr);
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return ret !== 0;
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}
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/**
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* Construct from a raw replay JSON string.
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* @param {string} replay_json
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*/
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constructor(replay_json) {
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const ptr0 = passStringToWasm0(replay_json, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
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const len0 = WASM_VECTOR_LEN;
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const ret = wasm.replayplayer_new(ptr0, len0);
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if (ret[2]) {
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throw takeFromExternrefTable0(ret[1]);
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}
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this.__wbg_ptr = ret[0];
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ReplayPlayerFinalization.register(this, this.__wbg_ptr, this);
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return this;
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}
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/**
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* Snapshot the current `GameState` as a JS object (see `StateSnapshot`).
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* @returns {any}
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*/
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state() {
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const ret = wasm.replayplayer_state(this.__wbg_ptr);
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return ret;
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}
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/**
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* Apply the next move; returns the post-step snapshot, or `null`
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* once the move list is exhausted.
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* @returns {any}
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*/
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step() {
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const ret = wasm.replayplayer_step(this.__wbg_ptr);
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return ret;
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}
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/**
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* 0-indexed position of the next move to apply.
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* @returns {number}
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*/
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step_idx() {
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const ret = wasm.replayplayer_step_idx(this.__wbg_ptr);
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return ret >>> 0;
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}
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/**
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* Total number of moves the replay contains.
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* @returns {number}
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*/
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total_steps() {
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const ret = wasm.replayplayer_total_steps(this.__wbg_ptr);
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return ret >>> 0;
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}
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}
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if (Symbol.dispose) ReplayPlayer.prototype[Symbol.dispose] = ReplayPlayer.prototype.free;
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/**
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* Interactive Klondike game backed by the real `solitaire_core` rules engine.
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*
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* Construct with `new(seed, draw_three)`, then call `draw()`, `move_cards()`,
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* `undo()`, `auto_complete_step()` to advance the game. `state()` returns the
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* full pile snapshot at any time without mutating state.
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*/
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export class SolitaireGame {
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__destroy_into_raw() {
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const ptr = this.__wbg_ptr;
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this.__wbg_ptr = 0;
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SolitaireGameFinalization.unregister(this);
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return ptr;
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}
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free() {
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const ptr = this.__destroy_into_raw();
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wasm.__wbg_solitairegame_free(ptr, 0);
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}
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/**
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* Apply one auto-complete move (only valid when `is_auto_completable`).
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*
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* If no card can go directly to a foundation this step, advances the
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* waste by calling `draw()` so the next step can try again. Returns the
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* post-move snapshot, or `null` when no progress is possible.
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* @returns {any}
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*/
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auto_complete_step() {
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const ret = wasm.solitairegame_auto_complete_step(this.__wbg_ptr);
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return ret;
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}
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/**
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* Draw from stock to waste (or recycle waste → stock when stock is empty).
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* Returns `{ok, error?, snapshot?}`.
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* @returns {any}
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*/
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draw() {
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const ret = wasm.solitairegame_draw(this.__wbg_ptr);
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return ret;
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}
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/**
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* Move `count` cards from pile `from` to pile `to`.
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*
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* Pile names: `"stock"`, `"waste"`, `"foundation-0"` .. `"foundation-3"`,
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* `"tableau-0"` .. `"tableau-6"`.
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*
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* Returns `{ok, error?, snapshot?}`.
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* @param {string} from
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* @param {string} to
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* @param {number} count
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* @returns {any}
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*/
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move_cards(from, to, count) {
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const ptr0 = passStringToWasm0(from, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
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const len0 = WASM_VECTOR_LEN;
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const ptr1 = passStringToWasm0(to, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
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const len1 = WASM_VECTOR_LEN;
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const ret = wasm.solitairegame_move_cards(this.__wbg_ptr, ptr0, len0, ptr1, len1, count);
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return ret;
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}
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/**
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* Create a new DrawOne or DrawThree Classic game from the given seed.
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*
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* `seed` is a JS `number` (f64); values up to 2^53 are represented exactly.
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* Pass `Date.now()` or a random integer from JS for variety.
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* @param {number} seed
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* @param {boolean} draw_three
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*/
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constructor(seed, draw_three) {
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const ret = wasm.solitairegame_new(seed, draw_three);
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this.__wbg_ptr = ret;
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SolitaireGameFinalization.register(this, this.__wbg_ptr, this);
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return this;
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}
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/**
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* The seed used to deal this game.
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* @returns {number}
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*/
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seed() {
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const ret = wasm.solitairegame_seed(this.__wbg_ptr);
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return ret;
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}
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/**
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* Full pile snapshot as a JS object.
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* @returns {any}
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*/
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state() {
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const ret = wasm.solitairegame_state(this.__wbg_ptr);
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return ret;
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}
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/**
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* Undo the last move. Returns `{ok, error?, snapshot?}`.
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* @returns {any}
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*/
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undo() {
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const ret = wasm.solitairegame_undo(this.__wbg_ptr);
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return ret;
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}
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}
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if (Symbol.dispose) SolitaireGame.prototype[Symbol.dispose] = SolitaireGame.prototype.free;
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function __wbg_get_imports() {
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const import0 = {
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__proto__: null,
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__wbg_Error_3639a60ed15f87e7: function(arg0, arg1) {
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const ret = Error(getStringFromWasm0(arg0, arg1));
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return ret;
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},
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__wbg___wbindgen_throw_9c75d47bf9e7731e: function(arg0, arg1) {
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throw new Error(getStringFromWasm0(arg0, arg1));
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},
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__wbg_error_a6fa202b58aa1cd3: function(arg0, arg1) {
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let deferred0_0;
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let deferred0_1;
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try {
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deferred0_0 = arg0;
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deferred0_1 = arg1;
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console.error(getStringFromWasm0(arg0, arg1));
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} finally {
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wasm.__wbindgen_free(deferred0_0, deferred0_1, 1);
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}
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},
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__wbg_new_227d7c05414eb861: function() {
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const ret = new Error();
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return ret;
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},
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__wbg_new_2fad8ca02fd00684: function() {
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const ret = new Object();
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return ret;
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},
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__wbg_new_3baa8d9866155c79: function() {
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const ret = new Array();
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return ret;
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},
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__wbg_set_6be42768c690e380: function(arg0, arg1, arg2) {
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arg0[arg1] = arg2;
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},
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__wbg_set_f614f6a0608d1d1d: function(arg0, arg1, arg2) {
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arg0[arg1 >>> 0] = arg2;
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},
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__wbg_stack_3b0d974bbf31e44f: function(arg0, arg1) {
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const ret = arg1.stack;
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const ptr1 = passStringToWasm0(ret, wasm.__wbindgen_malloc, wasm.__wbindgen_realloc);
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const len1 = WASM_VECTOR_LEN;
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getDataViewMemory0().setInt32(arg0 + 4 * 1, len1, true);
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getDataViewMemory0().setInt32(arg0 + 4 * 0, ptr1, true);
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},
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__wbindgen_cast_0000000000000001: function(arg0) {
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// Cast intrinsic for `F64 -> Externref`.
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const ret = arg0;
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return ret;
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},
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__wbindgen_cast_0000000000000002: function(arg0, arg1) {
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// Cast intrinsic for `Ref(String) -> Externref`.
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const ret = getStringFromWasm0(arg0, arg1);
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return ret;
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},
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__wbindgen_cast_0000000000000003: function(arg0) {
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// Cast intrinsic for `U64 -> Externref`.
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const ret = BigInt.asUintN(64, arg0);
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return ret;
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},
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__wbindgen_init_externref_table: function() {
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const table = wasm.__wbindgen_externrefs;
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const offset = table.grow(4);
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table.set(0, undefined);
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table.set(offset + 0, undefined);
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table.set(offset + 1, null);
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table.set(offset + 2, true);
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table.set(offset + 3, false);
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},
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};
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return {
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__proto__: null,
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"./solitaire_wasm_bg.js": import0,
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};
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}
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const ReplayPlayerFinalization = (typeof FinalizationRegistry === 'undefined')
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? { register: () => {}, unregister: () => {} }
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: new FinalizationRegistry(ptr => wasm.__wbg_replayplayer_free(ptr, 1));
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const SolitaireGameFinalization = (typeof FinalizationRegistry === 'undefined')
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? { register: () => {}, unregister: () => {} }
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: new FinalizationRegistry(ptr => wasm.__wbg_solitairegame_free(ptr, 1));
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let cachedDataViewMemory0 = null;
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function getDataViewMemory0() {
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if (cachedDataViewMemory0 === null || cachedDataViewMemory0.buffer.detached === true || (cachedDataViewMemory0.buffer.detached === undefined && cachedDataViewMemory0.buffer !== wasm.memory.buffer)) {
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cachedDataViewMemory0 = new DataView(wasm.memory.buffer);
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}
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return cachedDataViewMemory0;
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}
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function getStringFromWasm0(ptr, len) {
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return decodeText(ptr >>> 0, len);
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}
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let cachedUint8ArrayMemory0 = null;
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function getUint8ArrayMemory0() {
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if (cachedUint8ArrayMemory0 === null || cachedUint8ArrayMemory0.byteLength === 0) {
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cachedUint8ArrayMemory0 = new Uint8Array(wasm.memory.buffer);
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}
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return cachedUint8ArrayMemory0;
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}
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function passStringToWasm0(arg, malloc, realloc) {
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if (realloc === undefined) {
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const buf = cachedTextEncoder.encode(arg);
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const ptr = malloc(buf.length, 1) >>> 0;
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getUint8ArrayMemory0().subarray(ptr, ptr + buf.length).set(buf);
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WASM_VECTOR_LEN = buf.length;
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return ptr;
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}
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let len = arg.length;
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let ptr = malloc(len, 1) >>> 0;
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const mem = getUint8ArrayMemory0();
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let offset = 0;
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for (; offset < len; offset++) {
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const code = arg.charCodeAt(offset);
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if (code > 0x7F) break;
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mem[ptr + offset] = code;
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}
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if (offset !== len) {
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if (offset !== 0) {
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arg = arg.slice(offset);
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}
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ptr = realloc(ptr, len, len = offset + arg.length * 3, 1) >>> 0;
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const view = getUint8ArrayMemory0().subarray(ptr + offset, ptr + len);
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const ret = cachedTextEncoder.encodeInto(arg, view);
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offset += ret.written;
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ptr = realloc(ptr, len, offset, 1) >>> 0;
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}
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WASM_VECTOR_LEN = offset;
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return ptr;
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}
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function takeFromExternrefTable0(idx) {
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const value = wasm.__wbindgen_externrefs.get(idx);
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wasm.__externref_table_dealloc(idx);
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return value;
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}
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let cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
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cachedTextDecoder.decode();
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const MAX_SAFARI_DECODE_BYTES = 2146435072;
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let numBytesDecoded = 0;
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function decodeText(ptr, len) {
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numBytesDecoded += len;
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if (numBytesDecoded >= MAX_SAFARI_DECODE_BYTES) {
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cachedTextDecoder = new TextDecoder('utf-8', { ignoreBOM: true, fatal: true });
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cachedTextDecoder.decode();
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numBytesDecoded = len;
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}
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return cachedTextDecoder.decode(getUint8ArrayMemory0().subarray(ptr, ptr + len));
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}
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const cachedTextEncoder = new TextEncoder();
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if (!('encodeInto' in cachedTextEncoder)) {
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cachedTextEncoder.encodeInto = function (arg, view) {
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const buf = cachedTextEncoder.encode(arg);
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view.set(buf);
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return {
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read: arg.length,
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written: buf.length
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};
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};
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}
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let WASM_VECTOR_LEN = 0;
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let wasmModule, wasmInstance, wasm;
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function __wbg_finalize_init(instance, module) {
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wasmInstance = instance;
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wasm = instance.exports;
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wasmModule = module;
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cachedDataViewMemory0 = null;
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cachedUint8ArrayMemory0 = null;
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wasm.__wbindgen_start();
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return wasm;
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}
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async function __wbg_load(module, imports) {
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if (typeof Response === 'function' && module instanceof Response) {
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if (typeof WebAssembly.instantiateStreaming === 'function') {
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try {
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return await WebAssembly.instantiateStreaming(module, imports);
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} catch (e) {
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const validResponse = module.ok && expectedResponseType(module.type);
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if (validResponse && module.headers.get('Content-Type') !== 'application/wasm') {
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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);
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} else { throw e; }
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}
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}
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const bytes = await module.arrayBuffer();
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return await WebAssembly.instantiate(bytes, imports);
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} else {
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const instance = await WebAssembly.instantiate(module, imports);
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if (instance instanceof WebAssembly.Instance) {
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return { instance, module };
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} else {
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return instance;
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}
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}
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function expectedResponseType(type) {
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switch (type) {
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case 'basic': case 'cors': case 'default': return true;
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}
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return false;
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}
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}
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function initSync(module) {
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if (wasm !== undefined) return wasm;
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if (module !== undefined) {
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if (Object.getPrototypeOf(module) === Object.prototype) {
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({module} = module)
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} else {
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console.warn('using deprecated parameters for `initSync()`; pass a single object instead')
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}
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}
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const imports = __wbg_get_imports();
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if (!(module instanceof WebAssembly.Module)) {
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module = new WebAssembly.Module(module);
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}
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const instance = new WebAssembly.Instance(module, imports);
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return __wbg_finalize_init(instance, module);
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}
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async function __wbg_init(module_or_path) {
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if (wasm !== undefined) return wasm;
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if (module_or_path !== undefined) {
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if (Object.getPrototypeOf(module_or_path) === Object.prototype) {
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({module_or_path} = module_or_path)
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} else {
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console.warn('using deprecated parameters for the initialization function; pass a single object instead')
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}
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}
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if (module_or_path === undefined) {
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module_or_path = new URL('solitaire_wasm_bg.wasm', import.meta.url);
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}
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const imports = __wbg_get_imports();
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if (typeof module_or_path === 'string' || (typeof Request === 'function' && module_or_path instanceof Request) || (typeof URL === 'function' && module_or_path instanceof URL)) {
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module_or_path = fetch(module_or_path);
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}
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const { instance, module } = await __wbg_load(await module_or_path, imports);
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return __wbg_finalize_init(instance, module);
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}
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export { initSync, __wbg_init as default };
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