Files
Ferrous-Solitaire/docs/card-game-integration.md
T
funman300 a550a0cdf9 docs: update integration doc to reflect klondike v0.2.0 / card_game v0.3.0
Both upstream issues are now merged:
- PR #13 (closes #10): ScoringConfig with 5 configurable deltas lands
  in KlondikeConfig; KlondikeStats gains flip_up_bonus_count and
  move_from_foundation_count; score() takes &ScoringConfig
- PR #12 (closes #11): MoveFromFoundationConfig (Allowed/Disallowed)
  lands in KlondikeConfig; is_instruction_valid enforces it

Doc changes:
- "Already has" table updated with ScoringConfig, MoveFromFoundationConfig,
  richer KlondikeStats counters, and version numbers (v0.3.0 / v0.2.0)
- Gap 1 scoring table gains a "Handled by" column showing which deltas
  upstream now owns vs. which remain in our adapter (undo penalty,
  recycle-with-free-allowance, score floor, time bonus)
- Gap 1 adds note that ScoringConfig::recycle is a flat delta and cannot
  express the "N free recycles then penalty" WXP rule
- Gap 4 marked as upstream merged; notes that upstream default is
  MoveFromFoundationConfig::Allowed — we must explicitly set Disallowed
- Integration path: steps renumbered (8→7), step 3 now configures
  MoveFromFoundationConfig, step 4 splits upstream-handled vs.
  adapter-owned scoring; dependency versions pinned
- References updated with PR links and release commit hashes

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-05-29 14:07:34 -07:00

10 KiB
Raw Blame History

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. Gaps 1 and 4 were addressed upstream and are now merged as card_game v0.3.0 / klondike v0.2.0. Integration is ready to begin.


What card_game + klondike Already Has

card_game crate (generic primitives) — v0.3.0

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<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) — v0.2.0

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 Our adapter (klondike has no undo event)
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: https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html

Recycle penalty note: ScoringConfig::recycle is a flat delta (default 0 = free every time). WXP scoring allows a fixed number of free recycles (1 for Draw-1, 3 for Draw-3) and only charges the penalty afterwards. Our adapter must track recycle_count from KlondikeStats and apply the penalty only beyond the free allowance — it cannot delegate this to ScoringConfig directly.

In our wrapper: Configure ScoringConfig with the WXP deltas for the four events upstream tracks. Additionally implement undo penalty (15), recycle-with-free-allowance logic, score floor (score.max(0)), 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

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 (upstream merged — v0.2.0)

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 must explicitly set Disallowed in the default KlondikeConfig and switch 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.

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)

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)

Session undoes by replaying all moves from the seed — O(n). Benchmark shows 1 000 000 moves/second throughput; 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.


Integration Path (All work in solitaire_core)

Steps in dependency order. Upstream issues #10 and #11 are closed and merged; no further upstream work is pending.

  1. Add klondike = "0.2.0" 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. Configure KlondikeConfig — set move_from_foundation: MoveFromFoundationConfig::Disallowed by default; wire the user's house-rule toggle to Allowed (gap 4, now upstream).
  4. Port scoring — pass WXP deltas into ScoringConfig for the four events upstream handles; implement undo penalty, 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. 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