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Ferrous-Solitaire/solitaire_core/src/solver.rs
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funman300 5e8735886f
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refactor(core): integrate card_game/klondike deps cleanly
Wire card_game 0.4.0 and klondike 0.3.0 as workspace deps in
solitaire_core and clean the integration seam across five areas:

- Move From<card_game::Suit/Rank> bridge impls out of card.rs and into
  klondike_adapter.rs so the product-type module is upstream-dep-free
- Add `use crate::card` alias to adapter; rename card_from_kl parameter
  to avoid shadowing; correct score_for_undo doc (it is Ferrous policy,
  not an upstream default — the solver explicitly passes undo_penalty=0)
- Mark Pile as a read-only projection / data-transfer type in its doc
  comment so game logic isn't accidentally routed through it
- Add GameState::session() read accessor exposing the underlying
  Session<Klondike> for replay history and solver use by external crates;
  update solver.rs to use the accessor instead of the pub(crate) field
- Re-export Foundation, Klondike, KlondikePile, Session, Tableau from
  solitaire_core::lib so downstream crates (engine, wasm) can import
  from one place without a direct klondike/card_game dep
- Add proptest property tests: card conservation (52 unique IDs always
  present), deal determinism, undo pile-layout invariant, legal moves
  always succeed

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-08 10:46:29 -07:00

283 lines
10 KiB
Rust

//! Klondike solvability checker using upstream `card_game::Session::solve()`.
//!
//! Used by the engine to back the **Settings → Gameplay → "Winnable deals only"**
//! toggle and by the hint system when it wants the first move on a winning path.
use card_game::{Session, SessionConfig, SolveError, StateSnapshot};
use klondike::{Klondike, KlondikeInstruction, KlondikePile, KlondikePileStack};
use crate::game_state::{DrawMode, GameState};
use crate::klondike_adapter::KlondikeAdapter;
/// Verdict returned by [`try_solve`].
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum SolverResult {
/// The solver found a sequence of moves that wins the deal.
Winnable,
/// The solver exhaustively searched and confirmed no win exists.
Unwinnable,
/// The move / state budget was exceeded before a verdict could be reached.
Inconclusive,
}
/// Tunable budgets controlling how long [`try_solve`] is willing to search.
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub struct SolverConfig {
/// Maximum total moves to consider across the entire search tree.
pub move_budget: u64,
/// Maximum unique states to visit.
pub state_budget: usize,
}
impl Default for SolverConfig {
fn default() -> Self {
Self {
move_budget: 100_000,
state_budget: 200_000,
}
}
}
/// A single move the solver can recommend, expressed in engine-level pile terms.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct SolverMove {
/// Pile the move originates from.
pub source: KlondikePile,
/// Pile the move lands on.
pub dest: KlondikePile,
/// Number of cards in the move (1 for non-tableau-to-tableau moves).
pub count: usize,
}
/// Solver verdict plus, when winnable, the first move on a winning path.
#[derive(Debug, Clone, PartialEq, Eq)]
pub struct SolveOutcome {
/// The high-level verdict (Winnable / Unwinnable / Inconclusive).
pub result: SolverResult,
/// First move on the solution path when `result == Winnable`.
pub first_move: Option<SolverMove>,
}
/// Tries to solve a fresh Classic-mode game from `seed` + `draw_mode`.
pub fn try_solve(seed: u64, draw_mode: DrawMode, config: &SolverConfig) -> SolverResult {
try_solve_with_first_move(seed, draw_mode, config).result
}
/// Tries to solve a fresh Classic-mode game and, when winnable, returns the
/// first move on a winning path.
///
/// Fresh-deal solving models standard Klondike rules, so the non-standard
/// take-from-foundation house rule stays disabled here.
pub fn try_solve_with_first_move(
seed: u64,
draw_mode: DrawMode,
config: &SolverConfig,
) -> SolveOutcome {
let mut game = GameState::new(seed, draw_mode);
game.take_from_foundation = false;
solve_game_state(&game, config)
}
/// Tries to solve from an existing in-progress [`GameState`].
pub fn try_solve_from_state(state: &GameState, config: &SolverConfig) -> SolveOutcome {
solve_game_state(state, config)
}
fn solve_game_state(initial: &GameState, config: &SolverConfig) -> SolveOutcome {
if config.state_budget == 0 {
return SolveOutcome {
result: SolverResult::Inconclusive,
first_move: None,
};
}
// Preserve the historical payload contract: winnable verdicts always carry
// a first move. An already-won state therefore returns no recommendation.
if initial.is_won {
return SolveOutcome {
result: SolverResult::Unwinnable,
first_move: None,
};
}
let solver_config = SessionConfig {
inner: KlondikeAdapter::config_for(initial.draw_mode, initial.take_from_foundation),
undo_penalty: 0,
solve_moves_budget: config.move_budget,
solve_states_budget: config.state_budget as u64,
};
let solver_session = Session::new(initial.session().state().state().clone(), solver_config);
match solver_session.solve() {
Ok(Some(solution)) => {
let first_move = solution
.raw_solution()
.iter()
.find_map(snapshot_to_solver_move);
if let Some(first_move) = first_move {
SolveOutcome {
result: SolverResult::Winnable,
first_move: Some(first_move),
}
} else {
SolveOutcome {
result: SolverResult::Inconclusive,
first_move: None,
}
}
}
Ok(None) => SolveOutcome {
result: SolverResult::Unwinnable,
first_move: None,
},
Err(SolveError::MovesBudgetExceeded | SolveError::StatesBudgetExceeded) => SolveOutcome {
result: SolverResult::Inconclusive,
first_move: None,
},
}
}
fn snapshot_to_solver_move(snapshot: &StateSnapshot<Klondike>) -> Option<SolverMove> {
let source_state = snapshot.state().state();
match *snapshot.instruction() {
KlondikeInstruction::RotateStock => Some(SolverMove {
source: KlondikePile::Stock,
dest: KlondikePile::Stock,
count: 1,
}),
KlondikeInstruction::DstFoundation(dst_foundation) => {
let source = match dst_foundation.src {
KlondikePile::Tableau(tableau) => KlondikePile::Tableau(tableau),
KlondikePile::Stock => KlondikePile::Stock,
KlondikePile::Foundation(_) => return None,
};
Some(SolverMove {
source,
dest: KlondikePile::Foundation(dst_foundation.foundation),
count: 1,
})
}
KlondikeInstruction::DstTableau(dst_tableau) => {
let (source, count) = match dst_tableau.src {
KlondikePileStack::Tableau(tableau_stack) => {
let face_up_count = source_state.tableau_face_up_cards(tableau_stack.tableau).len();
let count = face_up_count.checked_sub(tableau_stack.skip_cards as usize)?;
if count == 0 {
return None;
}
(KlondikePile::Tableau(tableau_stack.tableau), count)
}
KlondikePileStack::Stock => (KlondikePile::Stock, 1),
KlondikePileStack::Foundation(foundation) => {
(KlondikePile::Foundation(foundation), 1)
}
};
Some(SolverMove {
source,
dest: KlondikePile::Tableau(dst_tableau.tableau),
count,
})
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn try_solve_with_first_move_is_deterministic() {
let config = SolverConfig::default();
let a = try_solve_with_first_move(7, DrawMode::DrawOne, &config);
let b = try_solve_with_first_move(7, DrawMode::DrawOne, &config);
let c = try_solve_with_first_move(7, DrawMode::DrawOne, &config);
assert_eq!(a, b);
assert_eq!(b, c);
}
#[test]
fn try_solve_with_first_move_returns_consistent_payload() {
let config = SolverConfig {
move_budget: 5_000,
state_budget: 5_000,
};
let outcome = try_solve_with_first_move(7, DrawMode::DrawOne, &config);
match outcome.result {
SolverResult::Winnable => assert!(outcome.first_move.is_some()),
SolverResult::Unwinnable | SolverResult::Inconclusive => {
assert!(outcome.first_move.is_none())
}
}
}
#[test]
fn try_solve_from_state_uses_live_game_state() {
let mut game = GameState::new(42, DrawMode::DrawOne);
game.draw().expect("draw must succeed");
let config = SolverConfig {
move_budget: 5_000,
state_budget: 5_000,
};
let outcome = try_solve_from_state(&game, &config);
match outcome.result {
SolverResult::Winnable => assert!(outcome.first_move.is_some()),
SolverResult::Unwinnable | SolverResult::Inconclusive => {
assert!(outcome.first_move.is_none())
}
}
}
#[test]
fn zero_state_budget_is_inconclusive() {
let config = SolverConfig {
move_budget: 5_000,
state_budget: 0,
};
let outcome = try_solve_with_first_move(7, DrawMode::DrawOne, &config);
assert_eq!(outcome.result, SolverResult::Inconclusive);
assert!(outcome.first_move.is_none());
}
#[test]
fn budget_is_passed_through_not_clamped() {
// 0xD1FF_0000_0000_0012 is a Medium-tier catalog seed: Inconclusive at
// the Easy budget (1 000 states) but Winnable at Medium (5 000 states).
// Differing results confirm solve_game_state passes the caller's
// state_budget unchanged to the underlying solver.
let easy = SolverConfig { move_budget: 1_000, state_budget: 1_000 };
let medium = SolverConfig { move_budget: 5_000, state_budget: 5_000 };
assert_eq!(
try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, &easy),
SolverResult::Inconclusive,
);
assert_eq!(
try_solve(0xD1FF_0000_0000_0012, DrawMode::DrawOne, &medium),
SolverResult::Winnable,
);
}
#[test]
fn budget_above_five_thousand_is_not_clamped() {
// 0xD1FF_0000_0000_00DE is a hard catalog seed: Inconclusive at 5 000
// states but Winnable at 50 000. Before this fix, solve_game_state
// applied `config.state_budget.min(5_000)` internally, so a 50k config
// was silently reduced to 5k — making both calls return Inconclusive and
// preventing the generator from certifying Hard/Expert/Grandmaster seeds.
// This assertion fails if the cap is re-introduced.
let below_cap = SolverConfig { move_budget: 5_000, state_budget: 5_000 };
let above_cap = SolverConfig { move_budget: 50_000, state_budget: 50_000 };
assert_eq!(
try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, &below_cap),
SolverResult::Inconclusive,
"seed must be Inconclusive at 5 000 states",
);
assert_eq!(
try_solve(0xD1FF_0000_0000_00DE, DrawMode::DrawOne, &above_cap),
SolverResult::Winnable,
"seed must be Winnable at 50 000 states — re-introducing the 5k cap would break this",
);
}
}