Full gap analysis between Quaternions/card_game and solitaire_core, integration steps 1-7 (all now complete), and references. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
12 KiB
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, 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<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; snapshot-based undo (O(1)), score including undo penalty |
Session::solve() |
Built-in DFS solver with move/state budgets; returns Solution<G> or SolveError |
StateSnapshot<G> |
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: https://www.solitaireparadise.com/games_list/klondike_solitaire_scoring.html
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<Option<Solution<G>>, SolveError>. SolveError has two variants:
MovesBudgetExceeded— equivalent to ourSolverResult::InconclusiveStatesBudgetExceeded— equivalent to ourSolverResult::Inconclusive
Solution<G> contains the winning move sequence as Vec<StateSnapshot<G>>; 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<Klondike> 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.
Session history: StateSnapshot<G> 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<StateSnapshot<G>> 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<StateSnapshot> 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.
- ✅ Add
klondike = "0.3.0"/card_game = "0.4.0"as dependencies ofsolitaire_core;KlondikeAdapterwrapsKlondikeConfigand exposes scoring helpers. - Map pile types — project
klondike's stock face-up half asPileType::Waste; expose the sameHashMap<PileType, Pile>the engine already reads. WireSession<Klondike>intoKlondikeAdapter(gap 7). - ✅ Configure
KlondikeConfig— setmove_from_foundation: MoveFromFoundationConfig::Disallowedby default; wire the user's house-rule toggle toAllowed(gap 4, upstream). - ✅ Port scoring — pass WXP deltas into
ScoringConfig;SessionConfig::undo_penaltyhandles undo; implement recycle-with-free-allowance, score floor, and time bonus in the adapter (gap 1). - ✅ Port
GameMode— intercept undo + scoring in the adapter based on mode (gap 2). - Replace solver — call
session.solve()with budgets from ourSolverConfig; mapOk(Some)→ Winnable,Ok(None)→ Unwinnable,Err→ Inconclusive (gap 3, upstream). - Implement
serde— defineSavedInstruction+SavedStateSnapshotnewtypes; serialise session history; migrate save-file schema (gap 5).
What Does NOT Need to Change
- The
solitaire_engineBevy layer — it works againstsolitaire_coretypes; changes are isolated tosolitaire_core. - The
solitaire_syncmerge logic — operates on aSyncPayloadDTO, independent of core card types. - The
solitaire_server— speaks onlySyncPayloadJSON, unaffected.
References
- Quaternions' repo: https://git.aleshym.co/Quaternions/card_game
card_game v0.4.0release commit:fa098f0dklondike v0.3.0release commit:f4c4e350- Upstream scoring + config PRs: #12 (closes #11), #13 (closes #10)
- Upstream solver PR: #14
solitaire_coresource:solitaire_core/src/- Scoring spec:
solitaire_core/src/scoring.rs - Architecture overview:
ARCHITECTURE.md