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Ferrous-Solitaire/docs/card-game-integration.md
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funman300 8f5193035b docs: update card-game-integration with PR discussion outcomes
- Approach: note Quaternions is addressing gaps 1 and 4 upstream
  (card_game issues #10 and #11)
- Gap 1: replace comparison table with exact WXP scoring table from
  solitaire_core/src/scoring.rs; add solitaireparadise.com reference;
  note time bonus stays in adapter (not wasm-portable)
- Gap 2: expand mode table with full Scoring + Undo columns; add
  descriptions for Zen (relaxed, score = 0) and Challenge (timed
  daily puzzle, undo disabled)
- Gap 4: clarify the flag *enables* an optional move (off by default),
  not disables; link upstream issue #11
- Gap 5: note Quaternions confirmed newtypes approach, no upstream
  changes needed
- Gap 6: document that MoveError is generated at instruction-
  construction boundary in solitaire_core, not by wrapping
  is_instruction_valid's bool
- Gap 8: mark resolved; 0.02 ms worst case at 1M moves/s; drop
  snapshot ring-buffer plan
- Integration path: updated steps to reflect resolved gaps and
  upstream issue dependencies

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 13:44:36 -07:00

10 KiB
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Integrating card_game / klondike as the Solitaire Core

Context: A collaborator (Quaternions) 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. Two gaps (scoring sub-rules, take_from_foundation) are being addressed upstream by Quaternions and will be pulled in once merged. Quaternions confirmed as of the PR discussion that the latest version of card_game + klondike already supports the scoring specifics and game-mode configurability needed — integration is ready to begin.


What card_game + klondike Already Has

card_game crate (generic primitives)

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<CAP> Const-generic ArrayVec wrapper
Pile<DN, UP> 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; tracks history, replays for undo
SessionInstruction::Undo Undo via full-state replay from seed
no_std-compatible design Const generics on stack sizes

klondike crate (Klondike rules)

Feature Notes
7 tableau + 4 foundation + 1 stock Fully dealt from a seeded RNG
Draw-1 / Draw-3 config KlondikeConfig::draw_stock
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)
KlondikeStats (score, recycle_count, moves) Basic tracking
is_win_trivial (all face-down cards cleared) Auto-complete trigger
get_auto_move / get_sorted_moves Priority-ranked move suggestion
Benchmark suite (klondike-bench) 1 000-game throughput test
CLI display (klondike-cli) Terminal renderer

What Ferrous Solitaire's solitaire_core Needs (Gaps)

The items below are either missing from klondike today or behave differently from what the engine expects.

1. Scoring — missing sub-rules

Ferrous uses Windows XP Standard scoring. The exact table already implemented in solitaire_core/src/scoring.rs:

Event Delta
Any card → foundation +10
Waste → tableau +5
Flip face-down tableau card +5
Foundation → tableau 15
Undo 15
Recycle (Draw-1, after 1st free) 100
Recycle (Draw-3, after 3rd free) 20
Score floor score.max(0) always
Time bonus on win 700_000 / elapsed_seconds

Reference: https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html

KlondikeStats already tracks score and recycle count; the flip bonus, undo penalty, recycle penalties, score floor, and time bonus are not yet applied upstream. Quaternions has opened card_game issue #10 to address the missing scoring deltas.

Time bonus exception: The time bonus (700_000 / elapsed_seconds) depends on wall-clock time which is not wasm-portable. It stays tracked in solitaire_core's adapter regardless of upstream changes.

In our wrapper: Implement the time bonus and score floor in the adapter. Once upstream issue #10 lands, the remaining scoring deltas will be configurable from KlondikeStats directly.

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. Quaternions confirmed the latest card_game + klondike supports the configurability required for all three modes.

3. Solvability Solver

The engine has a Settings toggle — "Winnable deals only" — backed by a DFS solver with canonical-state memoisation (solitaire_core::solver). The solver classifies each deal as Winnable, Unwinnable, or Inconclusive (budget exceeded). klondike has no equivalent.

In our wrapper: Port the existing DFS solver to run against KlondikeState. The memoisation key must be a deterministic canonical hash of the full game state.

4. take_from_foundation House Rule

A configurable option enables an optional move that is off by default: moving the top card of a foundation pile back down onto a compatible tableau column. This is a house-rule relaxation that makes stuck games more recoverable; the standard rule disallows it. klondike marks Foundation → Foundation as is_useless and does not expose foundation → tableau as a valid instruction.

Quaternions has opened card_game issue #11 to add this as a config option.

In our wrapper: Guard the move with a config flag. Once upstream issue #11 lands, delegate to klondike's config; until then, intercept and validate in solitaire_core before delegating.

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 here — Quaternions confirmed this is cleanly handled externally.

In our wrapper: Serialise the solitaire_core wrapper struct (which owns KlondikeState by value) using newtypes. Reconstruct KlondikeState from the seed + move history on load, or snapshot it as an opaque field. 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)

klondike::is_instruction_valid returns bool. However, because KlondikeInstruction is always constructed by game code from valid entity layout, the only real failure mode is that solitaire_core fails to construct the instruction in the first place — the error lives at our construction boundary, 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)

solitaire_core previously kept a snapshot stack so undo was O(1). Session undoes by replaying all moves from the seed — O(n). After discussion, this is not an issue: the benchmark shows 1 000 000 moves/second throughput, and a maximum game length of ~192 moves gives a worst-case undo time of 0.02 ms — imperceptible on any hardware.

Resolution: Use Session::undo as-is. The snapshot ring-buffer plan is dropped. No wrapper work needed for this item.


Integration Path (All work in solitaire_core)

Steps in dependency order. Upstream issues #10 and #11 can land at any time and will shrink the wrapper surface further.

  1. Add klondike as a dependency of solitaire_core; stub out a KlondikeAdapter struct that wraps KlondikeState and passes all existing tests.
  2. Map pile types — project klondike's stock face-up half as PileType::Waste; expose the same HashMap<PileType, Pile> the engine already reads (gap 7).
  3. Port scoring — implement time bonus and score floor in the adapter; wire up the remaining WXP deltas (flip bonus, undo/recycle penalties) either from upstream (post issue #10) or directly in the adapter (gap 1).
  4. Port GameMode — intercept undo + scoring in the adapter based on mode (gap 2).
  5. Port take_from_foundation — validate and apply in the adapter behind a config flag; delegate to klondike's config once upstream issue #11 lands (gap 4).
  6. Port the DFS solver to run against KlondikeAdapter (gap 3).
  7. Implement serde on the adapter wrapper using newtypes; migrate save-file schema (gap 5).

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