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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: Integration is complete. Upstream card_game / klondike now owns authoritative Klondike rules, session history, undo snapshots, and solving. Ferrous keeps product-specific scoring, persistence, rendering DTOs, game modes, and typed UI errors in solitaire_core.


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 Still Owns

1. Scoring — remaining adapter responsibilities

Ferrous uses Windows XP Standard scoring. The upstream library handles the per-move counters and configurable deltas; Ferrous adds the product-specific parts in GameState / KlondikeAdapter.

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. Ferrous still owns the exact user-visible score because it must restore the pre-move score when undoing recycle penalties and then apply the product's undo penalty.

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: KlondikeAdapter::config_for configures the upstream rules and scoring deltas. GameState applies recycle-with-free-allowance, score floor, time bonus, game-mode suppression, and undo score restoration.

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: GameMode lives on solitaire_core::GameState; undo and scoring behavior are applied before/after delegating legal moves to the upstream session.

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 our SolverResult::Inconclusive
  • StatesBudgetExceeded — equivalent to our SolverResult::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).

The old local DFS has been replaced. solitaire_core::solver is now a small adapter around Session::solve() that preserves the engine-facing SolverResult, SolverConfig, and first-move payload contract.

In our wrapper: solve_game_state calls session.solve() with the requested budgets. It maps Ok(Some(_)) → Winnable, Ok(None) → Unwinnable, and budget errors → 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.

Default behaviour: The upstream default is MoveFromFoundationConfig::Allowed. Ferrous Solitaire also defaults to Allowed (take_from_foundation: true in GameState, Settings). This matches the upstream default and provides the most beginner-friendly experience. The player can disable foundation returns via a settings toggle (take_from_foundation = false), which maps to Disallowed.

In our wrapper: KlondikeAdapter::config_for(draw_mode, take_from_foundation) constructs KlondikeConfig { move_from_foundation: if take_from_foundation { Allowed } else { Disallowed }, .. }. 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.

Upstream serde status (rev 99b49e62): At this revision, klondike and card_game both enable a serde feature. All nine instruction/pile types (KlondikeInstruction, KlondikePile, KlondikePileStack, DstFoundation, DstTableau, TableauStack, Foundation, Tableau, SkipCards) derive serde::Serialize + serde::Deserialize under that feature. The workspace Cargo.toml enables features = ["serde"].

Schema v4 (current): saved_moves serialises as Vec<KlondikeInstruction> using upstream named-variant serde. Example: {"DstFoundation": {"src": "Stock", "foundation": "Foundation1"}}.

Schema v3 (legacy, auto-migrated): saved_moves used local SavedInstruction mirror types with u8 indices. Example: {"DstFoundation": {"src": "Stock", "foundation": 0}}. On load, an AnyInstruction untagged serde enum transparently upgrades v3 instructions to v4 and the file is written back in v4 format. The SavedInstruction bridge types are retained in solitaire_core::klondike_adapter for this migration path and for backward-compatible solitaire_data::ReplayMove / WASM replay formats.

Session history: StateSnapshot<G> stores the pre-move game state and instruction. On load, the session is reconstructed by replaying the instruction history against a fresh deal — no full state snapshot needed.

In our wrapper: GameState::Serialize emits schema v4 (upstream instruction types). GameState::Deserialize accepts v3 (auto-migrates) and v4 (direct). 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: GameState uses Session's built-in snapshot history. Ferrous keeps parallel score/recycle metadata so undo can restore product-specific score state that upstream snapshots do not own.


Integration Path (All work in solitaire_core)

Steps in dependency order. Upstream issues #10, #11, and the solver are all merged.

  1. Add klondike = "0.3.0" / card_game = "0.4.0" as dependencies of solitaire_core; KlondikeAdapter wraps KlondikeConfig and exposes scoring helpers.
  2. Map pile types — project klondike's stock face-up half as the engine's waste pile and expose renderer-facing pile snapshots.
  3. Configure KlondikeConfig — set move_from_foundation: MoveFromFoundationConfig::Allowed by default; wire the user's settings toggle to Disallowed when foundation returns are disabled (gap 4, upstream).
  4. Port scoring — pass WXP deltas into ScoringConfig; SessionConfig::undo_penalty handles undo; implement 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. Replace solver — call session.solve() with budgets from SolverConfig; map Ok(Some) → Winnable, Ok(None) → Unwinnable, Err → Inconclusive (gap 3, upstream).
  7. Implement serde — serialise schema v4 with upstream KlondikeInstruction; auto-migrate schema v3 via SavedInstruction compatibility types.

Quaternions Upgrade Runbook

Use this sequence whenever upgrading klondike / card_game from the Quaternions registry:

  1. Review upstream changes/releases:
  2. Run:
    scripts/update_quaternions_deps.sh <klondike_version> <card_game_version>
    
  3. If the script passes, inspect the resulting Cargo.lock diff and land the upgrade with the normal PR flow.

The script enforces:

  • lockfile update to requested versions
  • cargo test --workspace
  • cargo clippy --workspace -- -D warnings
  • deterministic replay/debug-API smoke tests in solitaire_wasm

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

  • Quaternions' repo: https://git.aleshym.co/Quaternions/card_game
  • card_game v0.4.0 release commit: fa098f0d
  • klondike v0.3.0 release commit: f4c4e350
  • Upstream scoring + config PRs: #12 (closes #11), #13 (closes #10)
  • Upstream solver PR: #14
  • solitaire_core source: solitaire_core/src/
  • Scoring implementation: solitaire_core/src/game_state.rs, solitaire_core/src/klondike_adapter.rs
  • Architecture overview: ARCHITECTURE.md