diff --git a/run.json b/run.json index 8e432a62d..757419363 100644 --- a/run.json +++ b/run.json @@ -760,7 +760,7 @@ "kind": "running" }, "status_updated_at": "2026-06-04T18:37:50.931347Z", - "last_event_at": "2026-06-04T18:50:05.581393Z", + "last_event_at": "2026-06-04T18:51:07.327718Z", "pending_control": null, "checkpoints": [ { @@ -1442,9 +1442,9 @@ } }, { - "seq": 0, + "seq": 314, "checkpoint": { - "timestamp": "2026-06-04T18:50:05.683532Z", + "timestamp": "2026-06-04T18:50:16.595608Z", "current_node": "impl_data", "completed_nodes": [ "start", @@ -1455,16 +1455,268 @@ "impl_data" ], "node_retries": {}, + "context_values": { + "response.impl_data": "I have successfully completed the implementation of the FreeCell solitaire game data models and state engine according to the technical specification, added a comprehensive focused unit test suite, and verified that all tests pass perfectly.\n\n### Summary of Changes\n\n1. **Pure Domain Data Model & State Engine (`card-game-app/src/card_game_tui/domain.py`)**:\n - Implemented `Suit`, `Rank`, and `Card` representations.\n - Built the `Deck` class supporting deterministic seeding and standard 52-card dealing.\n - Designed the `Position` representation, covering tableau columns (0–7), free cells (0–3), and foundations (0–3).\n - Designed `MoveRecord` with full support for tracking regular moves and recursive `auto_moves` (auto-homing).\n - Implemented `GameState` managing all piles, validations (`validate_move`), executions (`execute_move`), full asymmetric/nested undo/redo, and win-state detection.\n - Implemented **Auto-Homing** rules exactly as specified: cards are moved automatically to foundations if and only if they are legal moves and all cards of the opposite color of lower ranks have already been homed.\n\n2. **Comprehensive Headless Unit Tests (`card-game-app/tests/test_domain.py`)**:\n - Built a comprehensive unit test suite covering:\n - Standard 52-card deck deal correctness.\n - Deterministic seeding verification.\n - Moves to and validations of Free Cells.\n - Moves to and validations of Foundations.\n - Single card move rules on the Tableau (descending rank, alternating colors).\n - Sequence/multi-card moves Tableau-to-Tableau obeying the rules & formula: `(1 + Empty Free Cells) * 2^(Empty Tableau Columns)` with destination empty-column exception.\n - Core Auto-Homing logic.\n - Perfect full undo/redo capabilities, including reverting auto-homing sequences.\n - Winning state detection.\n\n3. **Status Validation**:\n - All 13 unit tests passed flawlessly inside the Python testing framework.\n - The CLI non-interactive `--smoke` mode executes perfectly.\n - Wrote `status.json` with `outcome=succeeded`.", + "internal.retry_count.check_setup": 0, + "internal.thread_id": "check_setup", + "graph.rankdir": "LR", + "graph.retry_target": "impl_setup", + "internal.retry_count.impl_data": 0, + "last_response": "I have successfully completed the implementation of the FreeCell solitaire game data models and state engine according to the technical specification, added a comprehensive focused unit test suite, an", + "thread.verify_setup.current_node": "check_setup", + "thread.start.current_node": "expand_spec", + "failure_signature": "", + "failure_class": "", + "graph.fallback_retry_target": "impl_logic", + "graph.goal": "Build a terminal-based FreeCell solitaire game in Python", + "current_node": "impl_data", + "internal.retry_count.expand_spec": 0, + "thread.check_setup.current_node": "impl_data", + "response.verify_setup": "I have successfully verified the setup for the card game app.\n\n### Verified Checklist:\n1. **`card-game-app/pyproject.toml` exists:** Verified.\n2. **`card-game-app/main.py` exists:** Verified.\n3. **`card-game-app/src/card_game_tui` exists:** Verified.\n4. **Python files compile:** Verified by executing `cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py` (which completed with exit code `0`).\n\nFindings have been written to `.ai/verify_setup.md` and `status.json` has been updated with `\"outcome\": \"succeeded\"` at the workspace root.", + "internal.retry_count.start": 0, + "graph.default_max_retries": "3", + "internal.work_dir": "/home/daytona/workspace/fabro", + "internal.run_id": "01KT9YT14FHDYA4VTV9DSFG0FY", + "internal.retry_count.impl_setup": 0, + "outcome": "succeeded", + "response.impl_setup": "I have successfully built the Python project skeleton for the terminal-based FreeCell solitaire game.\n\nHere is a summary of the steps completed:\n1. **Created `card-game-app/` Project Structure**:\n - `pyproject.toml` with pytest configured and `pythonpath = [\"src\"]`.\n - `main.py` entrypoint supporting `--smoke` test mode (without curses dependency) and regular mode.\n - `src/card_game_tui/` package containing `__init__.py`, `domain.py` (decoupled core game logic: `Suit`, `Rank`, `Card`, `Deck`, `LocationType`, `Position`, `MoveRecord`, and `GameState` class stubs), and `tui.py` (TUI layer placeholder).\n - `tests/` directory with `__init__.py` and `test_domain.py` containing initial unit tests.\n - `README.md` stub explaining structure and usage.\n2. **Verified Code Compilation**:\n - Executed: `cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py` which compiled cleanly with exit code 0.\n3. **Smoke Tested the CLI**:\n - Executed: `cd card-game-app && python3 main.py --smoke` which ran successfully, verifying the integrity of the domain model layout and assertions.\n4. **Wrote `status.json`**:\n - Created `status.json` at the workspace root containing `{\"outcome\": \"succeeded\"}` as the project skeleton exists and compiles perfectly.", + "internal.fidelity": "compact", + "internal.retry_count.verify_setup": 0, + "thread.expand_spec.current_node": "impl_setup", + "last_stage": "impl_data", + "response.expand_spec": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Document**: `.ai/card-game-spec.md`\n- **Execution Status**: `status.json` with `\"outcome\": \"succeeded\"`\n\n### Key Specification Highlights:\n1. **Core Domain Model & Game Logic**: Complete decoupling from the curses framework. Classes like `Card`, `Suit`, `Rank`, `Deck`, `Position`, and `GameState` manage state transitions, move constraints, and game rules natively and cleanly, making them fully testable in headless CI environments.\n2. **Move Validation & Rule Logic**: Enforces all FreeCell moves, empty pile behavior, card stacking (alternating colors and descending ranks), and includes the mathematical sequence-movement rule constraint formula: \n $$\\text{Max Cards} = (1 + \\text{Empty Free Cells}) \\times 2^{\\text{Empty Tableau Columns}}$$\n3. **Auto-Homing Mechanics**: An optional, safe automated helper that automatically moves cards to the foundations once they can no longer act as sequence-building stepping stones.\n4. **Interactive Curses UI/TUI**: A detailed layout conforming to $80 \\times 24$ terminal dimensions using memory-efficient double-buffered updates via curses, rich color pair rendering for Red vs Black suits, and a versatile keyboard cursor-based layout navigation system.\n5. **Non-Interactive Smoke Mode**: Specifies the exact behavior of `python3 main.py --smoke` for fast automated integration checks without launching interactive screens.\n6. **Robust Testing Strategy**: Details unit tests covering edge cases for game rules, deterministic seed validation, and UI input mocking scenarios.", + "thread.verify.current_node": "verify_setup", + "internal.node_visit_count": 1 + }, + "node_outcomes": { + "start": { + "status": "succeeded", + "usage": null + }, + "check_setup": { + "status": "succeeded", + "notes": "Conditional node evaluated: check_setup", + "usage": null + }, + "expand_spec": { + "status": "succeeded", + "context_updates": { + "last_stage": "expand_spec", + "response.expand_spec": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Document**: `.ai/card-game-spec.md`\n- **Execution Status**: `status.json` with `\"outcome\": \"succeeded\"`\n\n### Key Specification Highlights:\n1. **Core Domain Model & Game Logic**: Complete decoupling from the curses framework. Classes like `Card`, `Suit`, `Rank`, `Deck`, `Position`, and `GameState` manage state transitions, move constraints, and game rules natively and cleanly, making them fully testable in headless CI environments.\n2. **Move Validation & Rule Logic**: Enforces all FreeCell moves, empty pile behavior, card stacking (alternating colors and descending ranks), and includes the mathematical sequence-movement rule constraint formula: \n $$\\text{Max Cards} = (1 + \\text{Empty Free Cells}) \\times 2^{\\text{Empty Tableau Columns}}$$\n3. **Auto-Homing Mechanics**: An optional, safe automated helper that automatically moves cards to the foundations once they can no longer act as sequence-building stepping stones.\n4. **Interactive Curses UI/TUI**: A detailed layout conforming to $80 \\times 24$ terminal dimensions using memory-efficient double-buffered updates via curses, rich color pair rendering for Red vs Black suits, and a versatile keyboard cursor-based layout navigation system.\n5. **Non-Interactive Smoke Mode**: Specifies the exact behavior of `python3 main.py --smoke` for fast automated integration checks without launching interactive screens.\n6. **Robust Testing Strategy**: Details unit tests covering edge cases for game rules, deterministic seed validation, and UI input mocking scenarios.", + "last_response": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Doc" + }, + "notes": "Stage completed: expand_spec", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 85925, + "output_tokens": 4840, + "reasoning_tokens": 3421, + "cache_read_tokens": 20271, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 206276 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/.ai/card-game-spec.md", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 111896, + "tool_time_ms": 4207, + "active_time_ms": 116103 + } + }, + "impl_setup": { + "status": "succeeded", + "context_updates": { + "last_response": "I have successfully built the Python project skeleton for the terminal-based FreeCell solitaire game.\n\nHere is a summary of the steps completed:\n1. **Created `card-game-app/` Project Structure**:\n -", + "last_stage": "impl_setup", + "response.impl_setup": "I have successfully built the Python project skeleton for the terminal-based FreeCell solitaire game.\n\nHere is a summary of the steps completed:\n1. **Created `card-game-app/` Project Structure**:\n - `pyproject.toml` with pytest configured and `pythonpath = [\"src\"]`.\n - `main.py` entrypoint supporting `--smoke` test mode (without curses dependency) and regular mode.\n - `src/card_game_tui/` package containing `__init__.py`, `domain.py` (decoupled core game logic: `Suit`, `Rank`, `Card`, `Deck`, `LocationType`, `Position`, `MoveRecord`, and `GameState` class stubs), and `tui.py` (TUI layer placeholder).\n - `tests/` directory with `__init__.py` and `test_domain.py` containing initial unit tests.\n - `README.md` stub explaining structure and usage.\n2. **Verified Code Compilation**:\n - Executed: `cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py` which compiled cleanly with exit code 0.\n3. **Smoke Tested the CLI**:\n - Executed: `cd card-game-app && python3 main.py --smoke` which ran successfully, verifying the integrity of the domain model layout and assertions.\n4. **Wrote `status.json`**:\n - Created `status.json` at the workspace root containing `{\"outcome\": \"succeeded\"}` as the project skeleton exists and compiles perfectly." + }, + "notes": "Stage completed: impl_setup", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 144122, + "output_tokens": 3364, + "reasoning_tokens": 3387, + "cache_read_tokens": 129733, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 296401 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/card-game-app/README.md", + "/home/daytona/workspace/fabro/card-game-app/main.py", + "/home/daytona/workspace/fabro/card-game-app/pyproject.toml", + "/home/daytona/workspace/fabro/card-game-app/src/card_game_tui/__init__.py", + "/home/daytona/workspace/fabro/card-game-app/src/card_game_tui/domain.py", + "/home/daytona/workspace/fabro/card-game-app/src/card_game_tui/tui.py", + "/home/daytona/workspace/fabro/card-game-app/tests/__init__.py", + "/home/daytona/workspace/fabro/card-game-app/tests/test_domain.py", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 54533, + "tool_time_ms": 18730, + "active_time_ms": 73263 + } + }, + "impl_data": { + "status": "succeeded", + "context_updates": { + "response.impl_data": "I have successfully completed the implementation of the FreeCell solitaire game data models and state engine according to the technical specification, added a comprehensive focused unit test suite, and verified that all tests pass perfectly.\n\n### Summary of Changes\n\n1. **Pure Domain Data Model & State Engine (`card-game-app/src/card_game_tui/domain.py`)**:\n - Implemented `Suit`, `Rank`, and `Card` representations.\n - Built the `Deck` class supporting deterministic seeding and standard 52-card dealing.\n - Designed the `Position` representation, covering tableau columns (0–7), free cells (0–3), and foundations (0–3).\n - Designed `MoveRecord` with full support for tracking regular moves and recursive `auto_moves` (auto-homing).\n - Implemented `GameState` managing all piles, validations (`validate_move`), executions (`execute_move`), full asymmetric/nested undo/redo, and win-state detection.\n - Implemented **Auto-Homing** rules exactly as specified: cards are moved automatically to foundations if and only if they are legal moves and all cards of the opposite color of lower ranks have already been homed.\n\n2. **Comprehensive Headless Unit Tests (`card-game-app/tests/test_domain.py`)**:\n - Built a comprehensive unit test suite covering:\n - Standard 52-card deck deal correctness.\n - Deterministic seeding verification.\n - Moves to and validations of Free Cells.\n - Moves to and validations of Foundations.\n - Single card move rules on the Tableau (descending rank, alternating colors).\n - Sequence/multi-card moves Tableau-to-Tableau obeying the rules & formula: `(1 + Empty Free Cells) * 2^(Empty Tableau Columns)` with destination empty-column exception.\n - Core Auto-Homing logic.\n - Perfect full undo/redo capabilities, including reverting auto-homing sequences.\n - Winning state detection.\n\n3. **Status Validation**:\n - All 13 unit tests passed flawlessly inside the Python testing framework.\n - The CLI non-interactive `--smoke` mode executes perfectly.\n - Wrote `status.json` with `outcome=succeeded`.", + "last_stage": "impl_data", + "last_response": "I have successfully completed the implementation of the FreeCell solitaire game data models and state engine according to the technical specification, added a comprehensive focused unit test suite, an" + }, + "notes": "Stage completed: impl_data", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 179865, + "output_tokens": 10451, + "reasoning_tokens": 21516, + "cache_read_tokens": 641688, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 653753 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/card-game-app/src/card_game_tui/domain.py", + "/home/daytona/workspace/fabro/card-game-app/tests/test_domain.py", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 193731, + "tool_time_ms": 20404, + "active_time_ms": 214135 + } + }, + "verify_setup": { + "status": "succeeded", + "context_updates": { + "last_stage": "verify_setup", + "response.verify_setup": "I have successfully verified the setup for the card game app.\n\n### Verified Checklist:\n1. **`card-game-app/pyproject.toml` exists:** Verified.\n2. **`card-game-app/main.py` exists:** Verified.\n3. **`card-game-app/src/card_game_tui` exists:** Verified.\n4. **Python files compile:** Verified by executing `cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py` (which completed with exit code `0`).\n\nFindings have been written to `.ai/verify_setup.md` and `status.json` has been updated with `\"outcome\": \"succeeded\"` at the workspace root.", + "last_response": "I have successfully verified the setup for the card game app.\n\n### Verified Checklist:\n1. **`card-game-app/pyproject.toml` exists:** Verified.\n2. **`card-game-app/main.py` exists:** Verified.\n3. **`ca" + }, + "notes": "Stage completed: verify_setup", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 185923, + "output_tokens": 1136, + "reasoning_tokens": 1068, + "cache_read_tokens": 4044, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 299326 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/.ai/verify_setup.md", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 33160, + "tool_time_ms": 20341, + "active_time_ms": 53501 + } + } + }, + "next_node_id": "verify_data", + "git_commit_sha": "f2b42d643921fb41e45cb4cf43c75efafe27696e", + "node_visits": { + "verify_setup": 1, + "start": 1, + "impl_setup": 1, + "check_setup": 1, + "expand_spec": 1, + "impl_data": 1 + } + }, + "diff": { + "patch": "diff --git a/card-game-app/src/card_game_tui/domain.py b/card-game-app/src/card_game_tui/domain.py\nindex db4a2fa8f..fe733cef3 100644\n--- a/card-game-app/src/card_game_tui/domain.py\n+++ b/card-game-app/src/card_game_tui/domain.py\n@@ -1,5 +1,5 @@\n import random\n-from dataclasses import dataclass\n+from dataclasses import dataclass, field\n from enum import Enum, auto\n from typing import List, Union, Dict\n \n@@ -84,6 +84,10 @@ class MoveRecord:\n cards: List[Card] # Captured for single or sequence moves\n auto_moves: List['MoveRecord'] = None # Nested moves triggered by auto-homing\n \n+ def __post_init__(self):\n+ if self.auto_moves is None:\n+ self.auto_moves = []\n+\n class GameState:\n def __init__(self, seed: int = None):\n self.tableaus: List[List[Card]] = Deck(seed).deal()\n@@ -107,7 +111,108 @@ class GameState:\n \"\"\"\n Calculates whether moving 'count' cards from from_pos to to_pos is legal.\n \"\"\"\n- # Placeholder for validation\n+ if count < 1:\n+ return False\n+\n+ if from_pos == to_pos:\n+ return False\n+\n+ # Validate index boundaries\n+ if from_pos.type == LocationType.TABLEAU:\n+ if not (0 <= from_pos.index < 8):\n+ return False\n+ elif from_pos.type == LocationType.FREECELL:\n+ if not (0 <= from_pos.index < 4):\n+ return False\n+ if count != 1:\n+ return False\n+ elif from_pos.type == LocationType.FOUNDATION:\n+ return False\n+ else:\n+ return False\n+\n+ if to_pos.type == LocationType.TABLEAU:\n+ if not (0 <= to_pos.index < 8):\n+ return False\n+ elif to_pos.type == LocationType.FREECELL:\n+ if not (0 <= to_pos.index < 4):\n+ return False\n+ if count != 1:\n+ return False\n+ elif to_pos.type == LocationType.FOUNDATION:\n+ if not (0 <= to_pos.index < 4):\n+ return False\n+ if count != 1:\n+ return False\n+ else:\n+ return False\n+\n+ # Extract moving cards\n+ if from_pos.type == LocationType.FREECELL:\n+ card = self.freecells[from_pos.index]\n+ if card is None:\n+ return False\n+ moving_cards = [card]\n+ elif from_pos.type == LocationType.TABLEAU:\n+ col = self.tableaus[from_pos.index]\n+ if len(col) < count:\n+ return False\n+ moving_cards = col[-count:]\n+ else:\n+ return False\n+\n+ # Validate sequence if moving multiple cards\n+ if count > 1:\n+ for i in range(count - 1):\n+ c1 = moving_cards[i]\n+ c2 = moving_cards[i+1]\n+ if c2.rank.value != c1.rank.value - 1:\n+ return False\n+ if c2.suit.color == c1.suit.color:\n+ return False\n+\n+ # Validate destination constraints\n+ if to_pos.type == LocationType.FREECELL:\n+ if self.freecells[to_pos.index] is not None:\n+ return False\n+\n+ elif to_pos.type == LocationType.FOUNDATION:\n+ target_suit = list(Suit)[to_pos.index]\n+ card = moving_cards[0]\n+ if card.suit != target_suit:\n+ return False\n+ \n+ foundation_pile = self.foundations[target_suit]\n+ if card.rank == Rank.ACE:\n+ if len(foundation_pile) != 0:\n+ return False\n+ else:\n+ if len(foundation_pile) != card.rank.value - 1:\n+ return False\n+\n+ elif to_pos.type == LocationType.TABLEAU:\n+ dest_col = self.tableaus[to_pos.index]\n+ first_moving_card = moving_cards[0]\n+ if len(dest_col) > 0:\n+ dest_top_card = dest_col[-1]\n+ if first_moving_card.rank.value != dest_top_card.rank.value - 1:\n+ return False\n+ if first_moving_card.suit.color == dest_top_card.suit.color:\n+ return False\n+\n+ # Capacity constraint\n+ empty_freecells = sum(1 for c in self.freecells if c is None)\n+ empty_tableaus = sum(1 for col in self.tableaus if len(col) == 0)\n+\n+ if len(dest_col) == 0:\n+ transit_empty_tableaus = max(0, empty_tableaus - 1)\n+ else:\n+ transit_empty_tableaus = empty_tableaus\n+\n+ max_cards = (1 + empty_freecells) * (2 ** transit_empty_tableaus)\n+ if count > max_cards:\n+ return False\n+\n return True\n \n def execute_move(self, from_pos: Position, to_pos: Position, count: int = 1) -> bool:\n@@ -116,12 +221,156 @@ class GameState:\n \"\"\"\n if not self.validate_move(from_pos, to_pos, count):\n return False\n+\n+ # Extract moving cards\n+ if from_pos.type == LocationType.FREECELL:\n+ moving_cards = [self.freecells[from_pos.index]]\n+ elif from_pos.type == LocationType.TABLEAU:\n+ moving_cards = self.tableaus[from_pos.index][-count:]\n+ else:\n+ return False\n+\n+ move_record = MoveRecord(from_pos=from_pos, to_pos=to_pos, cards=moving_cards)\n+ \n+ # Apply the move\n+ self._apply_single_move(move_record)\n+ \n+ # Run auto-homing\n+ self._run_auto_homing(move_record)\n+ \n+ # Record on stacks\n+ self.undo_stack.append(move_record)\n+ self.redo_stack.clear()\n+ return True\n+\n+ def _apply_single_move(self, record: MoveRecord):\n+ # Remove from from_pos\n+ if record.from_pos.type == LocationType.FREECELL:\n+ self.freecells[record.from_pos.index] = None\n+ elif record.from_pos.type == LocationType.TABLEAU:\n+ count = len(record.cards)\n+ self.tableaus[record.from_pos.index] = self.tableaus[record.from_pos.index][:-count]\n+\n+ # Put to to_pos\n+ if record.to_pos.type == LocationType.FREECELL:\n+ self.freecells[record.to_pos.index] = record.cards[0]\n+ elif record.to_pos.type == LocationType.FOUNDATION:\n+ target_suit = list(Suit)[record.to_pos.index]\n+ self.foundations[target_suit].append(record.cards[0])\n+ elif record.to_pos.type == LocationType.TABLEAU:\n+ self.tableaus[record.to_pos.index].extend(record.cards)\n+\n+ def _revert_single_move(self, record: MoveRecord):\n+ # Remove from to_pos\n+ if record.to_pos.type == LocationType.FREECELL:\n+ self.freecells[record.to_pos.index] = None\n+ elif record.to_pos.type == LocationType.FOUNDATION:\n+ target_suit = list(Suit)[record.to_pos.index]\n+ self.foundations[target_suit].pop()\n+ elif record.to_pos.type == LocationType.TABLEAU:\n+ count = len(record.cards)\n+ self.tableaus[record.to_pos.index] = self.tableaus[record.to_pos.index][:-count]\n+\n+ # Put to from_pos\n+ if record.from_pos.type == LocationType.FREECELL:\n+ self.freecells[record.from_pos.index] = record.cards[0]\n+ elif record.from_pos.type == LocationType.TABLEAU:\n+ self.tableaus[record.from_pos.index].extend(record.cards)\n+\n+ def _should_auto_home(self, card: Card) -> bool:\n+ \"\"\"\n+ Checks if a card can be safely auto-homed to the foundations.\n+ \"\"\"\n+ target_foundation = self.foundations[card.suit]\n+ if card.rank.value != len(target_foundation) + 1:\n+ return False\n+\n+ # Opposite color suits must have all lower cards in the foundations\n+ if card.suit.color == \"RED\":\n+ opp_suits = [Suit.CLUBS, Suit.SPADES]\n+ else:\n+ opp_suits = [Suit.HEARTS, Suit.DIAMONDS]\n+\n+ for s_opp in opp_suits:\n+ if len(self.foundations[s_opp]) < card.rank.value - 1:\n+ return False\n+\n return True\n \n+ def _run_auto_homing(self, move_record: MoveRecord):\n+ \"\"\"\n+ Scans freecells and tableau tops, moving eligible cards to foundations.\n+ Repeats until no more cards can be auto-homed.\n+ \"\"\"\n+ any_homed = True\n+ while any_homed:\n+ any_homed = False\n+ \n+ # Check free cells\n+ for i, card in enumerate(self.freecells):\n+ if card is not None and self._should_auto_home(card):\n+ from_p = Position(LocationType.FREECELL, i)\n+ suit_idx = list(Suit).index(card.suit)\n+ to_p = Position(LocationType.FOUNDATION, suit_idx)\n+ \n+ auto_rec = MoveRecord(from_pos=from_p, to_pos=to_p, cards=[card])\n+ self._apply_single_move(auto_rec)\n+ move_record.auto_moves.append(auto_rec)\n+ \n+ any_homed = True\n+ break\n+ \n+ if any_homed:\n+ continue\n+\n+ # Check tableaus\n+ for i, col in enumerate(self.tableaus):\n+ if col:\n+ card = col[-1]\n+ if self._should_auto_home(card):\n+ from_p = Position(LocationType.TABLEAU, i)\n+ suit_idx = list(Suit).index(card.suit)\n+ to_p = Position(LocationType.FOUNDATION, suit_idx)\n+ \n+ auto_rec = MoveRecord(from_pos=from_p, to_pos=to_p, cards=[card])\n+ self._apply_single_move(auto_rec)\n+ move_record.auto_moves.append(auto_rec)\n+ \n+ any_homed = True\n+ break\n+\n def undo(self) -> bool:\n \"\"\"Reverts the last move, including nested auto-homing steps.\"\"\"\n if not self.undo_stack:\n return False\n+ \n+ move_record = self.undo_stack.pop()\n+ \n+ # Revert auto moves in reverse order\n+ for auto_move in reversed(move_record.auto_moves):\n+ self._revert_single_move(auto_move)\n+ \n+ # Revert the main move\n+ self._revert_single_move(move_record)\n+ \n+ self.redo_stack.append(move_record)\n+ return True\n+\n+ def redo(self) -> bool:\n+ \"\"\"Reapplies the last undone move.\"\"\"\n+ if not self.redo_stack:\n+ return False\n+ \n+ move_record = self.redo_stack.pop()\n+ \n+ # Apply the main move\n+ self._apply_single_move(move_record)\n+ \n+ # Re-apply auto moves\n+ for auto_move in move_record.auto_moves:\n+ self._apply_single_move(auto_move)\n+ \n+ self.undo_stack.append(move_record)\n return True\n \n def check_win(self) -> bool:\ndiff --git a/card-game-app/tests/test_domain.py b/card-game-app/tests/test_domain.py\nindex 3ddb4344b..0fa4360ed 100644\n--- a/card-game-app/tests/test_domain.py\n+++ b/card-game-app/tests/test_domain.py\n@@ -1,3 +1,4 @@\n+import copy\n from card_game_tui.domain import GameState, Suit, Rank, Card, Deck, LocationType, Position\n \n def test_deck_deals_52_cards():\n@@ -18,3 +19,331 @@ def test_get_card_at():\n card = state.get_card_at(pos)\n assert card is not None\n assert isinstance(card, Card)\n+\n+def test_deck_deterministic_seeding():\n+ deck1 = Deck(seed=42)\n+ deck2 = Deck(seed=42)\n+ assert deck1.cards == deck2.cards\n+\n+ # Verify uniqueness of 52 cards\n+ assert len(set(deck1.cards)) == 52\n+\n+def test_moves_to_free_cells():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ # Put a card in Tableau 0\n+ c_hearts = Card(Suit.HEARTS, Rank.TEN)\n+ state.tableaus[0] = [c_hearts]\n+\n+ from_pos = Position(LocationType.TABLEAU, 0)\n+ to_pos = Position(LocationType.FREECELL, 0)\n+\n+ # Valid single card move to empty freecell\n+ assert state.validate_move(from_pos, to_pos, count=1) is True\n+ \n+ # Try invalid sequence count to free cell\n+ assert state.validate_move(from_pos, to_pos, count=2) is False\n+\n+ # Execute move\n+ assert state.execute_move(from_pos, to_pos, count=1) is True\n+ assert state.freecells[0] == c_hearts\n+ assert len(state.tableaus[0]) == 0\n+\n+ # Try moving to occupied freecell\n+ state.tableaus[0] = [Card(Suit.SPADES, Rank.FIVE)]\n+ assert state.validate_move(from_pos, to_pos, count=1) is False\n+\n+ # Try moving to invalid freecell index\n+ invalid_to_pos = Position(LocationType.FREECELL, 4)\n+ assert state.validate_move(from_pos, invalid_to_pos, count=1) is False\n+\n+def test_moves_to_foundations():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ ace_hearts = Card(Suit.HEARTS, Rank.ACE)\n+ two_hearts = Card(Suit.HEARTS, Rank.TWO)\n+ three_hearts = Card(Suit.HEARTS, Rank.THREE)\n+ ace_diamonds = Card(Suit.DIAMONDS, Rank.ACE)\n+\n+ state.tableaus[0] = [ace_hearts]\n+ state.tableaus[1] = [two_hearts]\n+ state.tableaus[2] = [three_hearts]\n+ state.tableaus[3] = [ace_diamonds]\n+\n+ # Move Ace of Hearts to index 0 (HEARTS) foundation\n+ # list(Suit) indices: 0: HEARTS, 1: DIAMONDS, 2: CLUBS, 3: SPADES\n+ hearts_found = Position(LocationType.FOUNDATION, 0)\n+ diamonds_found = Position(LocationType.FOUNDATION, 1)\n+\n+ # Valid Ace to empty foundation\n+ assert state.validate_move(Position(LocationType.TABLEAU, 0), hearts_found, count=1) is True\n+ # Invalid non-Ace to empty foundation\n+ assert state.validate_move(Position(LocationType.TABLEAU, 1), hearts_found, count=1) is False\n+ # Invalid Ace to wrong suit foundation\n+ assert state.validate_move(Position(LocationType.TABLEAU, 3), hearts_found, count=1) is False\n+\n+ # Execute valid Ace move\n+ assert state.execute_move(Position(LocationType.TABLEAU, 0), hearts_found, count=1) is True\n+ assert state.foundations[Suit.HEARTS] == [ace_hearts]\n+\n+ # Now Two of Hearts is on Tableau 1. Can it move to Hearts foundation? Yes.\n+ assert state.validate_move(Position(LocationType.TABLEAU, 1), hearts_found, count=1) is True\n+ # Can Three of Hearts move? No, since it needs Two of Hearts first.\n+ assert state.validate_move(Position(LocationType.TABLEAU, 2), hearts_found, count=1) is False\n+\n+def test_moves_to_tableau_single_card():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ # Red 8 (Hearts) on Black 9 (Spades)\n+ c_red8 = Card(Suit.HEARTS, Rank.EIGHT)\n+ c_black9 = Card(Suit.SPADES, Rank.NINE)\n+ \n+ state.tableaus[0] = [c_red8]\n+ state.tableaus[1] = [c_black9]\n+\n+ # Test moving Red 8 onto Black 9\n+ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is True\n+\n+ # Test same color invalid move: Red 8 (Hearts) on Red 9 (Diamonds)\n+ c_red9 = Card(Suit.DIAMONDS, Rank.NINE)\n+ state.tableaus[1] = [c_red9]\n+ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is False\n+\n+ # Test wrong rank invalid move: Red 8 on Black 10 (Spades)\n+ c_black10 = Card(Suit.SPADES, Rank.TEN)\n+ state.tableaus[1] = [c_black10]\n+ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is False\n+\n+ # Test moving to empty tableau\n+ state.tableaus[1] = []\n+ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is True\n+\n+def test_sequence_moves_tableau_to_tableau():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+ \n+ # Red 10, Black 9, Red 8, Black 7, Red 6\n+ c10 = Card(Suit.HEARTS, Rank.TEN)\n+ c9 = Card(Suit.SPADES, Rank.NINE)\n+ c8 = Card(Suit.DIAMONDS, Rank.EIGHT)\n+ c7 = Card(Suit.CLUBS, Rank.SEVEN)\n+ c6 = Card(Suit.HEARTS, Rank.SIX)\n+ \n+ state.tableaus[0] = [c10, c9, c8, c7, c6]\n+ state.tableaus[1] = [Card(Suit.SPADES, Rank.JACK)]\n+ \n+ # 4 empty freecells, 6 empty tableaus.\n+ # Exclude destination: no, destination is Col 1 which has 1 card (not empty).\n+ # Transit empty tableaus = 6\n+ # Max cards = (1 + 4) * 2^6 = 5 * 64 = 320 cards.\n+ # Moving 5 cards should be valid!\n+ from_pos = Position(LocationType.TABLEAU, 0)\n+ to_pos = Position(LocationType.TABLEAU, 1)\n+ assert state.validate_move(from_pos, to_pos, count=5) is True\n+ \n+ # Restrict capacity\n+ state.freecells = [Card(Suit.CLUBS, Rank.TWO)] * 4 # 0 empty freecells\n+ for i in range(2, 8):\n+ state.tableaus[i] = [Card(Suit.DIAMONDS, Rank.KING)] # 0 empty tableaus\n+ # Now empty freecells = 0, empty tableaus = 0\n+ # Max cards = (1 + 0) * 2^0 = 1\n+ # Moving 5 cards should be invalid\n+ assert state.validate_move(from_pos, to_pos, count=5) is False\n+\n+def test_sequence_moves_to_empty_tableau():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ # Sequence of 3 cards on Col 0: Red 10, Black 9, Red 8\n+ c10 = Card(Suit.HEARTS, Rank.TEN)\n+ c9 = Card(Suit.SPADES, Rank.NINE)\n+ c8 = Card(Suit.DIAMONDS, Rank.EIGHT)\n+ state.tableaus[0] = [c10, c9, c8]\n+\n+ # Destination is Col 1 (empty)\n+ # We want to move 2 cards: Black 9, Red 8\n+ # Capacity constraint:\n+ # Destination Col 1 is empty, so transit_empty_tableaus = empty_tableaus - 1.\n+ # Empty tableaus before move = 7.\n+ # Transit empty tableaus = 6.\n+ # Empty free cells = 4.\n+ # Max cards = (1 + 4) * 2^6 = 320.\n+ from_pos = Position(LocationType.TABLEAU, 0)\n+ to_pos = Position(LocationType.TABLEAU, 1)\n+ assert state.validate_move(from_pos, to_pos, count=2) is True\n+\n+ # Restrict capacity so Max Cards is exactly 1\n+ state.freecells = [Card(Suit.CLUBS, Rank.TWO)] * 4 # 0 empty free cells\n+ for i in range(2, 8):\n+ state.tableaus[i] = [Card(Suit.DIAMONDS, Rank.KING)] # 0 transit empty tableaus\n+ # Empty freecells = 0, empty tableaus = 1 (Col 1).\n+ # Since Col 1 is the destination, transit_empty_tableaus = 1 - 1 = 0.\n+ # Max cards = (1 + 0) * 2^0 = 1.\n+ # Moving 2 cards should be invalid, but 1 card should be valid.\n+ assert state.validate_move(from_pos, to_pos, count=2) is False\n+ assert state.validate_move(from_pos, to_pos, count=1) is True\n+\n+def test_auto_homing_logic():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ # Hearts is RED. Opposite suits are CLUBS and SPADES.\n+ # Put Ace of Hearts in Tableau 0.\n+ state.tableaus[0] = [Card(Suit.HEARTS, Rank.ACE)]\n+ # Put King of Spades in Tableau 1 to use as a dummy move trigger.\n+ state.tableaus[1] = [Card(Suit.SPADES, Rank.KING)]\n+ \n+ assert len(state.foundations[Suit.HEARTS]) == 0\n+ \n+ # Execute move of King of Spades to FreeCell 0. This should trigger auto-homing of Ace of Hearts.\n+ from_pos = Position(LocationType.TABLEAU, 1)\n+ to_pos = Position(LocationType.FREECELL, 0)\n+ success = state.execute_move(from_pos, to_pos, count=1)\n+ assert success is True\n+ \n+ assert state.freecells[0] == Card(Suit.SPADES, Rank.KING)\n+ assert len(state.tableaus[0]) == 0\n+ assert len(state.foundations[Suit.HEARTS]) == 1\n+ assert state.foundations[Suit.HEARTS][0] == Card(Suit.HEARTS, Rank.ACE)\n+ \n+ # Two of Hearts is put in Tableau 0.\n+ # Foundations: Hearts has Ace. CLUBS has [], SPADES has [].\n+ # Opposite color (Black) lower cards are Ace of Clubs and Ace of Spades.\n+ # Since they are NOT in the foundations, Two of Hearts should NOT auto-home.\n+ state.tableaus[0] = [Card(Suit.HEARTS, Rank.TWO)]\n+ \n+ # Move King of Spades from FreeCell 0 to Tableau 1 to trigger auto-homing checks\n+ from_pos = Position(LocationType.FREECELL, 0)\n+ to_pos = Position(LocationType.TABLEAU, 1)\n+ success = state.execute_move(from_pos, to_pos, count=1)\n+ assert success is True\n+ \n+ # Two of Hearts should still be in Tableau 0 (not auto-homed)\n+ assert len(state.tableaus[0]) == 1\n+ assert state.tableaus[0][0] == Card(Suit.HEARTS, Rank.TWO)\n+ assert len(state.foundations[Suit.HEARTS]) == 1\n+ \n+ # Place Ace of Clubs and Ace of Spades in their foundations.\n+ state.foundations[Suit.CLUBS] = [Card(Suit.CLUBS, Rank.ACE)]\n+ state.foundations[Suit.SPADES] = [Card(Suit.SPADES, Rank.ACE)]\n+ \n+ # Move King of Spades back to FreeCell 0 to trigger auto-homing checks\n+ from_pos = Position(LocationType.TABLEAU, 1)\n+ to_pos = Position(LocationType.FREECELL, 0)\n+ success = state.execute_move(from_pos, to_pos, count=1)\n+ assert success is True\n+ \n+ # Two of Hearts should now have auto-homed!\n+ assert len(state.tableaus[0]) == 0\n+ assert len(state.foundations[Suit.HEARTS]) == 2\n+ assert state.foundations[Suit.HEARTS][1] == Card(Suit.HEARTS, Rank.TWO)\n+\n+def test_undo_redo_system():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ # Col 0: [Red 10 (Hearts)]\n+ # Col 1: [Black J (Spades)]\n+ c10 = Card(Suit.HEARTS, Rank.TEN)\n+ cJ = Card(Suit.SPADES, Rank.JACK)\n+ state.tableaus[0] = [c10]\n+ state.tableaus[1] = [cJ]\n+\n+ # Save original state for verification\n+ orig_tableaus = copy.deepcopy(state.tableaus)\n+ orig_freecells = copy.deepcopy(state.freecells)\n+ orig_foundations = copy.deepcopy(state.foundations)\n+\n+ # 1. Execute a move\n+ from_pos = Position(LocationType.TABLEAU, 0)\n+ to_pos = Position(LocationType.TABLEAU, 1)\n+ success = state.execute_move(from_pos, to_pos, count=1)\n+ assert success is True\n+ \n+ assert state.tableaus[0] == []\n+ assert state.tableaus[1] == [cJ, c10]\n+ \n+ # 2. Undo the move\n+ undo_success = state.undo()\n+ assert undo_success is True\n+ assert state.tableaus == orig_tableaus\n+ assert state.freecells == orig_freecells\n+ assert state.foundations == orig_foundations\n+\n+ # 3. Redo the move\n+ redo_success = state.redo()\n+ assert redo_success is True\n+ assert state.tableaus[0] == []\n+ assert state.tableaus[1] == [cJ, c10]\n+\n+ # 4. Undo again to restore\n+ assert state.undo() is True\n+ assert state.tableaus == orig_tableaus\n+\n+def test_undo_with_auto_homing():\n+ state = GameState()\n+ state.tableaus = [[] for _ in range(8)]\n+ state.freecells = [None] * 4\n+ state.foundations = {suit: [] for suit in Suit}\n+\n+ # Tableau 0: Ace of Hearts\n+ # Tableau 1: King of Spades\n+ # Move King of Spades to FreeCell 0. This will trigger auto-homing of Ace of Hearts to foundation.\n+ state.tableaus[0] = [Card(Suit.HEARTS, Rank.ACE)]\n+ state.tableaus[1] = [Card(Suit.SPADES, Rank.KING)]\n+\n+ orig_tableaus = copy.deepcopy(state.tableaus)\n+ orig_freecells = copy.deepcopy(state.freecells)\n+ orig_foundations = copy.deepcopy(state.foundations)\n+\n+ from_pos = Position(LocationType.TABLEAU, 1)\n+ to_pos = Position(LocationType.FREECELL, 0)\n+ success = state.execute_move(from_pos, to_pos, count=1)\n+ assert success is True\n+\n+ # Check state after move and auto-homing\n+ assert state.freecells[0] == Card(Suit.SPADES, Rank.KING)\n+ assert len(state.tableaus[0]) == 0\n+ assert len(state.foundations[Suit.HEARTS]) == 1\n+\n+ # Undo the move! This should revert both King of Spades and Ace of Hearts!\n+ undo_success = state.undo()\n+ assert undo_success is True\n+ assert state.tableaus == orig_tableaus\n+ assert state.freecells == orig_freecells\n+ assert state.foundations == orig_foundations\n+\n+ # Redo the move!\n+ redo_success = state.redo()\n+ assert redo_success is True\n+ assert state.freecells[0] == Card(Suit.SPADES, Rank.KING)\n+ assert len(state.tableaus[0]) == 0\n+ assert len(state.foundations[Suit.HEARTS]) == 1\n+\n+def test_win_detection():\n+ state = GameState()\n+ # Fill foundations\n+ for suit in Suit:\n+ state.foundations[suit] = [Card(suit, rank) for rank in Rank]\n+ assert state.check_win() is True\n+\n+ # Remove one card\n+ state.foundations[Suit.HEARTS].pop()\n+ assert state.check_win() is False\n", + "summary": { + "files_changed": 11, + "additions": 1238, + "deletions": 0 + } + } + }, + { + "seq": 0, + "checkpoint": { + "timestamp": "2026-06-04T18:51:07.394251Z", + "current_node": "verify_data", + "completed_nodes": [ + "start", + "expand_spec", + "impl_setup", + "verify_setup", + "check_setup", + "impl_data", + "verify_data" + ], + "node_retries": {}, "context_values": { "thread.expand_spec.current_node": "impl_setup", "graph.retry_target": "impl_setup", - "internal.thread_id": "check_setup", + "internal.thread_id": "verify", "internal.retry_count.check_setup": 0, + "internal.retry_count.verify_data": 0, "graph.default_max_retries": "3", - "current_node": "impl_data", + "current_node": "verify_data", "internal.fidelity": "compact", "graph.goal": "Build a terminal-based FreeCell solitaire game in Python", - "last_stage": "impl_data", + "last_stage": "verify_data", "internal.retry_count.expand_spec": 0, "internal.retry_count.impl_data": 0, "response.impl_data": "I have successfully completed the implementation of the FreeCell solitaire game data models and state engine according to the technical specification, added a comprehensive focused unit test suite, and verified that all tests pass perfectly.\n\n### Summary of Changes\n\n1. **Pure Domain Data Model & State Engine (`card-game-app/src/card_game_tui/domain.py`)**:\n - Implemented `Suit`, `Rank`, and `Card` representations.\n - Built the `Deck` class supporting deterministic seeding and standard 52-card dealing.\n - Designed the `Position` representation, covering tableau columns (0–7), free cells (0–3), and foundations (0–3).\n - Designed `MoveRecord` with full support for tracking regular moves and recursive `auto_moves` (auto-homing).\n - Implemented `GameState` managing all piles, validations (`validate_move`), executions (`execute_move`), full asymmetric/nested undo/redo, and win-state detection.\n - Implemented **Auto-Homing** rules exactly as specified: cards are moved automatically to foundations if and only if they are legal moves and all cards of the opposite color of lower ranks have already been homed.\n\n2. **Comprehensive Headless Unit Tests (`card-game-app/tests/test_domain.py`)**:\n - Built a comprehensive unit test suite covering:\n - Standard 52-card deck deal correctness.\n - Deterministic seeding verification.\n - Moves to and validations of Free Cells.\n - Moves to and validations of Foundations.\n - Single card move rules on the Tableau (descending rank, alternating colors).\n - Sequence/multi-card moves Tableau-to-Tableau obeying the rules & formula: `(1 + Empty Free Cells) * 2^(Empty Tableau Columns)` with destination empty-column exception.\n - Core Auto-Homing logic.\n - Perfect full undo/redo capabilities, including reverting auto-homing sequences.\n - Winning state detection.\n\n3. **Status Validation**:\n - All 13 unit tests passed flawlessly inside the Python testing framework.\n - The CLI non-interactive `--smoke` mode executes perfectly.\n - Wrote `status.json` with `outcome=succeeded`.", @@ -1472,10 +1724,11 @@ "internal.work_dir": "/home/daytona/workspace/fabro", "internal.retry_count.start": 0, "response.expand_spec": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Document**: `.ai/card-game-spec.md`\n- **Execution Status**: `status.json` with `\"outcome\": \"succeeded\"`\n\n### Key Specification Highlights:\n1. **Core Domain Model & Game Logic**: Complete decoupling from the curses framework. Classes like `Card`, `Suit`, `Rank`, `Deck`, `Position`, and `GameState` manage state transitions, move constraints, and game rules natively and cleanly, making them fully testable in headless CI environments.\n2. **Move Validation & Rule Logic**: Enforces all FreeCell moves, empty pile behavior, card stacking (alternating colors and descending ranks), and includes the mathematical sequence-movement rule constraint formula: \n $$\\text{Max Cards} = (1 + \\text{Empty Free Cells}) \\times 2^{\\text{Empty Tableau Columns}}$$\n3. **Auto-Homing Mechanics**: An optional, safe automated helper that automatically moves cards to the foundations once they can no longer act as sequence-building stepping stones.\n4. **Interactive Curses UI/TUI**: A detailed layout conforming to $80 \\times 24$ terminal dimensions using memory-efficient double-buffered updates via curses, rich color pair rendering for Red vs Black suits, and a versatile keyboard cursor-based layout navigation system.\n5. **Non-Interactive Smoke Mode**: Specifies the exact behavior of `python3 main.py --smoke` for fast automated integration checks without launching interactive screens.\n6. **Robust Testing Strategy**: Details unit tests covering edge cases for game rules, deterministic seed validation, and UI input mocking scenarios.", - "thread.verify.current_node": "verify_setup", + "thread.verify.current_node": "verify_data", "thread.verify_setup.current_node": "check_setup", + "response.verify_data": "I have completed the verification process for the card game data structures in FreeCell Solitaire. \n\n### Summary of Actions Taken:\n1. **Compilation & Tests Executed:** Ran tests and compiled python files successfully.\n - `python3 -m pytest tests/ -v` -> All 13 tests passed.\n - `python3 -m py_compile main.py src/card_game_tui/*.py` -> Compiled cleanly with zero syntax/import warnings.\n2. **Analysis of Core Types:** Inspected the data structures and validated:\n - **Enums:** `Suit`, `Rank`, and `LocationType`.\n - **Entities:** `Card` (frozen/immutable), `Position` (frozen), and `MoveRecord`.\n - **State Manager:** `GameState` containing Tableaus, FreeCells, Foundations, and full validation/execution of standard FreeCell logic.\n3. **Advanced Mechanics Verified:**\n - Alternate-color and descending-rank move validations.\n - Multi-card sequential moves with correct capacity limits based on empty free cells and empty tableaus.\n - Smart, cascading auto-homing that avoids locking cards required for lower ranks of opposing colors.\n - Linear undo/redo stack managing primary moves alongside automatic cascades.\n4. **Output Generation:**\n - Detailed findings recorded in `.ai/verify_data.md`.\n - `status.json` updated with `\"outcome\": \"succeeded\"`.", "failure_class": "", - "last_response": "I have successfully completed the implementation of the FreeCell solitaire game data models and state engine according to the technical specification, added a comprehensive focused unit test suite, an", + "last_response": "I have completed the verification process for the card game data structures in FreeCell Solitaire. \n\n### Summary of Actions Taken:\n1. **Compilation & Tests Executed:** Ran tests and compiled python fi", "response.impl_setup": "I have successfully built the Python project skeleton for the terminal-based FreeCell solitaire game.\n\nHere is a summary of the steps completed:\n1. **Created `card-game-app/` Project Structure**:\n - `pyproject.toml` with pytest configured and `pythonpath = [\"src\"]`.\n - `main.py` entrypoint supporting `--smoke` test mode (without curses dependency) and regular mode.\n - `src/card_game_tui/` package containing `__init__.py`, `domain.py` (decoupled core game logic: `Suit`, `Rank`, `Card`, `Deck`, `LocationType`, `Position`, `MoveRecord`, and `GameState` class stubs), and `tui.py` (TUI layer placeholder).\n - `tests/` directory with `__init__.py` and `test_domain.py` containing initial unit tests.\n - `README.md` stub explaining structure and usage.\n2. **Verified Code Compilation**:\n - Executed: `cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py` which compiled cleanly with exit code 0.\n3. **Smoke Tested the CLI**:\n - Executed: `cd card-game-app && python3 main.py --smoke` which ran successfully, verifying the integrity of the domain model layout and assertions.\n4. **Wrote `status.json`**:\n - Created `status.json` at the workspace root containing `{\"outcome\": \"succeeded\"}` as the project skeleton exists and compiles perfectly.", "failure_signature": "", "graph.rankdir": "LR", @@ -1537,6 +1790,97 @@ "active_time_ms": 73263 } }, + "verify_data": { + "status": "succeeded", + "context_updates": { + "last_stage": "verify_data", + "response.verify_data": "I have completed the verification process for the card game data structures in FreeCell Solitaire. \n\n### Summary of Actions Taken:\n1. **Compilation & Tests Executed:** Ran tests and compiled python files successfully.\n - `python3 -m pytest tests/ -v` -> All 13 tests passed.\n - `python3 -m py_compile main.py src/card_game_tui/*.py` -> Compiled cleanly with zero syntax/import warnings.\n2. **Analysis of Core Types:** Inspected the data structures and validated:\n - **Enums:** `Suit`, `Rank`, and `LocationType`.\n - **Entities:** `Card` (frozen/immutable), `Position` (frozen), and `MoveRecord`.\n - **State Manager:** `GameState` containing Tableaus, FreeCells, Foundations, and full validation/execution of standard FreeCell logic.\n3. **Advanced Mechanics Verified:**\n - Alternate-color and descending-rank move validations.\n - Multi-card sequential moves with correct capacity limits based on empty free cells and empty tableaus.\n - Smart, cascading auto-homing that avoids locking cards required for lower ranks of opposing colors.\n - Linear undo/redo stack managing primary moves alongside automatic cascades.\n4. **Output Generation:**\n - Detailed findings recorded in `.ai/verify_data.md`.\n - `status.json` updated with `\"outcome\": \"succeeded\"`.", + "last_response": "I have completed the verification process for the card game data structures in FreeCell Solitaire. \n\n### Summary of Actions Taken:\n1. **Compilation & Tests Executed:** Ran tests and compiled python fi" + }, + "notes": "Stage completed: verify_data", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 140156, + "output_tokens": 1930, + "reasoning_tokens": 1275, + "cache_read_tokens": 64902, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 248814 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/.ai/verify_data.md", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 42429, + "tool_time_ms": 1927, + "active_time_ms": 44356 + } + }, + "expand_spec": { + "status": "succeeded", + "context_updates": { + "last_stage": "expand_spec", + "response.expand_spec": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Document**: `.ai/card-game-spec.md`\n- **Execution Status**: `status.json` with `\"outcome\": \"succeeded\"`\n\n### Key Specification Highlights:\n1. **Core Domain Model & Game Logic**: Complete decoupling from the curses framework. Classes like `Card`, `Suit`, `Rank`, `Deck`, `Position`, and `GameState` manage state transitions, move constraints, and game rules natively and cleanly, making them fully testable in headless CI environments.\n2. **Move Validation & Rule Logic**: Enforces all FreeCell moves, empty pile behavior, card stacking (alternating colors and descending ranks), and includes the mathematical sequence-movement rule constraint formula: \n $$\\text{Max Cards} = (1 + \\text{Empty Free Cells}) \\times 2^{\\text{Empty Tableau Columns}}$$\n3. **Auto-Homing Mechanics**: An optional, safe automated helper that automatically moves cards to the foundations once they can no longer act as sequence-building stepping stones.\n4. **Interactive Curses UI/TUI**: A detailed layout conforming to $80 \\times 24$ terminal dimensions using memory-efficient double-buffered updates via curses, rich color pair rendering for Red vs Black suits, and a versatile keyboard cursor-based layout navigation system.\n5. **Non-Interactive Smoke Mode**: Specifies the exact behavior of `python3 main.py --smoke` for fast automated integration checks without launching interactive screens.\n6. **Robust Testing Strategy**: Details unit tests covering edge cases for game rules, deterministic seed validation, and UI input mocking scenarios.", + "last_response": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Doc" + }, + "notes": "Stage completed: expand_spec", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 85925, + "output_tokens": 4840, + "reasoning_tokens": 3421, + "cache_read_tokens": 20271, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 206276 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/.ai/card-game-spec.md", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 111896, + "tool_time_ms": 4207, + "active_time_ms": 116103 + } + }, + "start": { + "status": "succeeded", + "usage": null + }, + "check_setup": { + "status": "succeeded", + "notes": "Conditional node evaluated: check_setup", + "usage": null + }, "verify_setup": { "status": "succeeded", "context_updates": { @@ -1619,64 +1963,15 @@ "tool_time_ms": 20404, "active_time_ms": 214135 } - }, - "check_setup": { - "status": "succeeded", - "notes": "Conditional node evaluated: check_setup", - "usage": null - }, - "expand_spec": { - "status": "succeeded", - "context_updates": { - "last_stage": "expand_spec", - "response.expand_spec": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Document**: `.ai/card-game-spec.md`\n- **Execution Status**: `status.json` with `\"outcome\": \"succeeded\"`\n\n### Key Specification Highlights:\n1. **Core Domain Model & Game Logic**: Complete decoupling from the curses framework. Classes like `Card`, `Suit`, `Rank`, `Deck`, `Position`, and `GameState` manage state transitions, move constraints, and game rules natively and cleanly, making them fully testable in headless CI environments.\n2. **Move Validation & Rule Logic**: Enforces all FreeCell moves, empty pile behavior, card stacking (alternating colors and descending ranks), and includes the mathematical sequence-movement rule constraint formula: \n $$\\text{Max Cards} = (1 + \\text{Empty Free Cells}) \\times 2^{\\text{Empty Tableau Columns}}$$\n3. **Auto-Homing Mechanics**: An optional, safe automated helper that automatically moves cards to the foundations once they can no longer act as sequence-building stepping stones.\n4. **Interactive Curses UI/TUI**: A detailed layout conforming to $80 \\times 24$ terminal dimensions using memory-efficient double-buffered updates via curses, rich color pair rendering for Red vs Black suits, and a versatile keyboard cursor-based layout navigation system.\n5. **Non-Interactive Smoke Mode**: Specifies the exact behavior of `python3 main.py --smoke` for fast automated integration checks without launching interactive screens.\n6. **Robust Testing Strategy**: Details unit tests covering edge cases for game rules, deterministic seed validation, and UI input mocking scenarios.", - "last_response": "I have successfully written a comprehensive, detailed implementation specification for building a terminal-based FreeCell Solitaire game in Python.\n\nThe spec has been written to:\n- **Specification Doc" - }, - "notes": "Stage completed: expand_spec", - "usage": { - "input": { - "usage": { - "model": { - "provider": "gemini", - "model_id": "gemini-3.5-flash" - }, - "tokens": { - "input_tokens": 85925, - "output_tokens": 4840, - "reasoning_tokens": 3421, - "cache_read_tokens": 20271, - "cache_write_tokens": 0 - } - }, - "facts": { - "algorithm": "gemini", - "storage_segments": [] - } - }, - "total_usd_micros": 206276 - }, - "files_touched": [ - "/home/daytona/workspace/fabro/.ai/card-game-spec.md", - "/home/daytona/workspace/fabro/status.json" - ], - "timing": { - "wall_time_ms": 0, - "inference_time_ms": 111896, - "tool_time_ms": 4207, - "active_time_ms": 116103 - } - }, - "start": { - "status": "succeeded", - "usage": null } }, - "next_node_id": "verify_data", + "next_node_id": "check_data", "node_visits": { "check_setup": 1, "start": 1, "expand_spec": 1, "impl_setup": 1, + "verify_data": 1, "impl_data": 1, "verify_setup": 1 } @@ -1959,7 +2254,12 @@ "first_event_seq": 211, "prompt": null, "response": null, - "completion": null, + "completion": { + "outcome": "succeeded", + "notes": "Stage completed: impl_data", + "failure_reason": null, + "timestamp": "2026-06-04T18:50:05.683371Z" + }, "provider_used": { "mode": "agent", "provider": "gemini", @@ -1972,6 +2272,12 @@ "output": null, "started_at": "2026-06-04T18:46:21.635293Z", "handler": "agent", + "timing": { + "wall_time_ms": 224047, + "inference_time_ms": 193731, + "tool_time_ms": 20404, + "active_time_ms": 214135 + }, "usage": { "input_tokens": 179865, "output_tokens": 10451, @@ -2153,7 +2459,7 @@ ], "warnings": [] }, - "state": "running" + "state": "succeeded" }, "start@1": { "first_event_seq": 18, @@ -2189,6 +2495,206 @@ }, "state": "succeeded" }, + "verify_data@1": { + "first_event_seq": 317, + "prompt": null, + "response": null, + "completion": null, + "provider_used": { + "mode": "agent", + "provider": "gemini", + "model": "gemini-3.5-flash" + }, + "diff": null, + "script_invocation": null, + "script_timing": null, + "parallel_results": null, + "output": null, + "started_at": "2026-06-04T18:50:16.595827Z", + "handler": "agent", + "usage": { + "input_tokens": 140156, + "output_tokens": 1930, + "total_tokens": 208263, + "reasoning_tokens": 1275, + "cache_read_tokens": 64902, + "cache_write_tokens": 0, + "total_usd_micros": 248814 + }, + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "permission_level": "full", + "agent_tools": [ + { + "name": "close_agent", + "description": "Close a running subagent that is no longer needed.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "edit_file", + "description": "Edit a file by replacing an exact string. The old_string must be an exact match and unique unless replace_all is true; include surrounding context when needed. Read the file first and preserve existing indentation.", + "source": { + "kind": "native" + }, + "category": "write", + "invoked": false + }, + { + "name": "glob", + "description": "Find files by file names using a glob pattern. Use path to choose the search root. Prefer this over shell find or ls when locating repository files.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "grep", + "description": "Search file contents with a regex pattern. Use path to choose the search root, glob_filter to limit matching files, case_insensitive for case folding, and max_results to cap output.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": false + }, + { + "name": "list_dir", + "description": "List directory contents with depth control", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "read_file", + "description": "Read files before editing them. Returns line-numbered text and supports offset/limit for large files. Use this instead of shell cat, head, tail, or sed when inspecting repository files.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "read_many_files", + "description": "Read multiple files at once", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": false + }, + { + "name": "send_input", + "description": "Send a follow-up message to a running subagent when new information or corrected instructions are needed.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "shell", + "description": "Execute shell commands for terminal operations, package managers, tests and builds. Use dedicated tools for file reads, file edits, filename searches, and content searches. Provide timeout_ms for long-running commands.", + "source": { + "kind": "native" + }, + "category": "shell", + "invoked": true + }, + { + "name": "spawn_agent", + "description": "Spawn a subagent for independent work or context isolation. Use it for tasks that can proceed separately, and avoid duplicating the same work in the parent session.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "wait", + "description": "Wait for a subagent to complete, then use the result to synthesize the outcome for the user.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "web_fetch", + "description": "Fetch content from a URL that starts with http:// or https://. Pass a prompt to extract specific information or summarize the page; omit prompt to return the page content.", + "source": { + "kind": "native" + }, + "category": "other", + "invoked": false + }, + { + "name": "web_search", + "description": "Search the web using Brave Search when current external information is needed. Returns result titles, URLs, and descriptions; use web_fetch for a specific URL.", + "source": { + "kind": "native" + }, + "category": "other", + "invoked": false + }, + { + "name": "write_file", + "description": "Create new files, or overwrite an existing file only when replacement is explicitly intended. Prefer edit_file for targeted changes to existing files because write_file overwrites the full file content.", + "source": { + "kind": "native" + }, + "category": "write", + "invoked": true + } + ], + "context_window": { + "provider": "gemini", + "model": "gemini-3.5-flash", + "context_window_tokens": 1048576, + "input_tokens": 22891, + "usage_percent": 2.183055877685547, + "count_method": "response_usage_scaled_breakdown", + "staleness": "live", + "generated_at": "2026-06-04T18:51:07.327001Z", + "event_seq": 368, + "breakdown": [ + { + "category": "system_prompt", + "tokens": 1679, + "usage_percent": 0.16012191772460938 + }, + { + "category": "tools", + "tokens": 1744, + "usage_percent": 0.16632080078125 + }, + { + "category": "memory", + "tokens": 4722, + "usage_percent": 0.45032501220703125 + }, + { + "category": "conversation", + "tokens": 14740, + "usage_percent": 1.4057159423828125 + }, + { + "category": "other", + "tokens": 6, + "usage_percent": 0.00057220458984375 + } + ], + "warnings": [] + }, + "state": "running" + }, "verify_setup@1": { "first_event_seq": 130, "prompt": null, diff --git a/stages/006-impl_data@1/diff.patch b/stages/006-impl_data@1/diff.patch new file mode 100644 index 000000000..dcfee9cbf --- /dev/null +++ b/stages/006-impl_data@1/diff.patch @@ -0,0 +1,630 @@ +diff --git a/card-game-app/src/card_game_tui/domain.py b/card-game-app/src/card_game_tui/domain.py +index db4a2fa8f..fe733cef3 100644 +--- a/card-game-app/src/card_game_tui/domain.py ++++ b/card-game-app/src/card_game_tui/domain.py +@@ -1,5 +1,5 @@ + import random +-from dataclasses import dataclass ++from dataclasses import dataclass, field + from enum import Enum, auto + from typing import List, Union, Dict + +@@ -84,6 +84,10 @@ class MoveRecord: + cards: List[Card] # Captured for single or sequence moves + auto_moves: List['MoveRecord'] = None # Nested moves triggered by auto-homing + ++ def __post_init__(self): ++ if self.auto_moves is None: ++ self.auto_moves = [] ++ + class GameState: + def __init__(self, seed: int = None): + self.tableaus: List[List[Card]] = Deck(seed).deal() +@@ -107,7 +111,108 @@ class GameState: + """ + Calculates whether moving 'count' cards from from_pos to to_pos is legal. + """ +- # Placeholder for validation ++ if count < 1: ++ return False ++ ++ if from_pos == to_pos: ++ return False ++ ++ # Validate index boundaries ++ if from_pos.type == LocationType.TABLEAU: ++ if not (0 <= from_pos.index < 8): ++ return False ++ elif from_pos.type == LocationType.FREECELL: ++ if not (0 <= from_pos.index < 4): ++ return False ++ if count != 1: ++ return False ++ elif from_pos.type == LocationType.FOUNDATION: ++ return False ++ else: ++ return False ++ ++ if to_pos.type == LocationType.TABLEAU: ++ if not (0 <= to_pos.index < 8): ++ return False ++ elif to_pos.type == LocationType.FREECELL: ++ if not (0 <= to_pos.index < 4): ++ return False ++ if count != 1: ++ return False ++ elif to_pos.type == LocationType.FOUNDATION: ++ if not (0 <= to_pos.index < 4): ++ return False ++ if count != 1: ++ return False ++ else: ++ return False ++ ++ # Extract moving cards ++ if from_pos.type == LocationType.FREECELL: ++ card = self.freecells[from_pos.index] ++ if card is None: ++ return False ++ moving_cards = [card] ++ elif from_pos.type == LocationType.TABLEAU: ++ col = self.tableaus[from_pos.index] ++ if len(col) < count: ++ return False ++ moving_cards = col[-count:] ++ else: ++ return False ++ ++ # Validate sequence if moving multiple cards ++ if count > 1: ++ for i in range(count - 1): ++ c1 = moving_cards[i] ++ c2 = moving_cards[i+1] ++ if c2.rank.value != c1.rank.value - 1: ++ return False ++ if c2.suit.color == c1.suit.color: ++ return False ++ ++ # Validate destination constraints ++ if to_pos.type == LocationType.FREECELL: ++ if self.freecells[to_pos.index] is not None: ++ return False ++ ++ elif to_pos.type == LocationType.FOUNDATION: ++ target_suit = list(Suit)[to_pos.index] ++ card = moving_cards[0] ++ if card.suit != target_suit: ++ return False ++ ++ foundation_pile = self.foundations[target_suit] ++ if card.rank == Rank.ACE: ++ if len(foundation_pile) != 0: ++ return False ++ else: ++ if len(foundation_pile) != card.rank.value - 1: ++ return False ++ ++ elif to_pos.type == LocationType.TABLEAU: ++ dest_col = self.tableaus[to_pos.index] ++ first_moving_card = moving_cards[0] ++ if len(dest_col) > 0: ++ dest_top_card = dest_col[-1] ++ if first_moving_card.rank.value != dest_top_card.rank.value - 1: ++ return False ++ if first_moving_card.suit.color == dest_top_card.suit.color: ++ return False ++ ++ # Capacity constraint ++ empty_freecells = sum(1 for c in self.freecells if c is None) ++ empty_tableaus = sum(1 for col in self.tableaus if len(col) == 0) ++ ++ if len(dest_col) == 0: ++ transit_empty_tableaus = max(0, empty_tableaus - 1) ++ else: ++ transit_empty_tableaus = empty_tableaus ++ ++ max_cards = (1 + empty_freecells) * (2 ** transit_empty_tableaus) ++ if count > max_cards: ++ return False ++ + return True + + def execute_move(self, from_pos: Position, to_pos: Position, count: int = 1) -> bool: +@@ -116,12 +221,156 @@ class GameState: + """ + if not self.validate_move(from_pos, to_pos, count): + return False ++ ++ # Extract moving cards ++ if from_pos.type == LocationType.FREECELL: ++ moving_cards = [self.freecells[from_pos.index]] ++ elif from_pos.type == LocationType.TABLEAU: ++ moving_cards = self.tableaus[from_pos.index][-count:] ++ else: ++ return False ++ ++ move_record = MoveRecord(from_pos=from_pos, to_pos=to_pos, cards=moving_cards) ++ ++ # Apply the move ++ self._apply_single_move(move_record) ++ ++ # Run auto-homing ++ self._run_auto_homing(move_record) ++ ++ # Record on stacks ++ self.undo_stack.append(move_record) ++ self.redo_stack.clear() ++ return True ++ ++ def _apply_single_move(self, record: MoveRecord): ++ # Remove from from_pos ++ if record.from_pos.type == LocationType.FREECELL: ++ self.freecells[record.from_pos.index] = None ++ elif record.from_pos.type == LocationType.TABLEAU: ++ count = len(record.cards) ++ self.tableaus[record.from_pos.index] = self.tableaus[record.from_pos.index][:-count] ++ ++ # Put to to_pos ++ if record.to_pos.type == LocationType.FREECELL: ++ self.freecells[record.to_pos.index] = record.cards[0] ++ elif record.to_pos.type == LocationType.FOUNDATION: ++ target_suit = list(Suit)[record.to_pos.index] ++ self.foundations[target_suit].append(record.cards[0]) ++ elif record.to_pos.type == LocationType.TABLEAU: ++ self.tableaus[record.to_pos.index].extend(record.cards) ++ ++ def _revert_single_move(self, record: MoveRecord): ++ # Remove from to_pos ++ if record.to_pos.type == LocationType.FREECELL: ++ self.freecells[record.to_pos.index] = None ++ elif record.to_pos.type == LocationType.FOUNDATION: ++ target_suit = list(Suit)[record.to_pos.index] ++ self.foundations[target_suit].pop() ++ elif record.to_pos.type == LocationType.TABLEAU: ++ count = len(record.cards) ++ self.tableaus[record.to_pos.index] = self.tableaus[record.to_pos.index][:-count] ++ ++ # Put to from_pos ++ if record.from_pos.type == LocationType.FREECELL: ++ self.freecells[record.from_pos.index] = record.cards[0] ++ elif record.from_pos.type == LocationType.TABLEAU: ++ self.tableaus[record.from_pos.index].extend(record.cards) ++ ++ def _should_auto_home(self, card: Card) -> bool: ++ """ ++ Checks if a card can be safely auto-homed to the foundations. ++ """ ++ target_foundation = self.foundations[card.suit] ++ if card.rank.value != len(target_foundation) + 1: ++ return False ++ ++ # Opposite color suits must have all lower cards in the foundations ++ if card.suit.color == "RED": ++ opp_suits = [Suit.CLUBS, Suit.SPADES] ++ else: ++ opp_suits = [Suit.HEARTS, Suit.DIAMONDS] ++ ++ for s_opp in opp_suits: ++ if len(self.foundations[s_opp]) < card.rank.value - 1: ++ return False ++ + return True + ++ def _run_auto_homing(self, move_record: MoveRecord): ++ """ ++ Scans freecells and tableau tops, moving eligible cards to foundations. ++ Repeats until no more cards can be auto-homed. ++ """ ++ any_homed = True ++ while any_homed: ++ any_homed = False ++ ++ # Check free cells ++ for i, card in enumerate(self.freecells): ++ if card is not None and self._should_auto_home(card): ++ from_p = Position(LocationType.FREECELL, i) ++ suit_idx = list(Suit).index(card.suit) ++ to_p = Position(LocationType.FOUNDATION, suit_idx) ++ ++ auto_rec = MoveRecord(from_pos=from_p, to_pos=to_p, cards=[card]) ++ self._apply_single_move(auto_rec) ++ move_record.auto_moves.append(auto_rec) ++ ++ any_homed = True ++ break ++ ++ if any_homed: ++ continue ++ ++ # Check tableaus ++ for i, col in enumerate(self.tableaus): ++ if col: ++ card = col[-1] ++ if self._should_auto_home(card): ++ from_p = Position(LocationType.TABLEAU, i) ++ suit_idx = list(Suit).index(card.suit) ++ to_p = Position(LocationType.FOUNDATION, suit_idx) ++ ++ auto_rec = MoveRecord(from_pos=from_p, to_pos=to_p, cards=[card]) ++ self._apply_single_move(auto_rec) ++ move_record.auto_moves.append(auto_rec) ++ ++ any_homed = True ++ break ++ + def undo(self) -> bool: + """Reverts the last move, including nested auto-homing steps.""" + if not self.undo_stack: + return False ++ ++ move_record = self.undo_stack.pop() ++ ++ # Revert auto moves in reverse order ++ for auto_move in reversed(move_record.auto_moves): ++ self._revert_single_move(auto_move) ++ ++ # Revert the main move ++ self._revert_single_move(move_record) ++ ++ self.redo_stack.append(move_record) ++ return True ++ ++ def redo(self) -> bool: ++ """Reapplies the last undone move.""" ++ if not self.redo_stack: ++ return False ++ ++ move_record = self.redo_stack.pop() ++ ++ # Apply the main move ++ self._apply_single_move(move_record) ++ ++ # Re-apply auto moves ++ for auto_move in move_record.auto_moves: ++ self._apply_single_move(auto_move) ++ ++ self.undo_stack.append(move_record) + return True + + def check_win(self) -> bool: +diff --git a/card-game-app/tests/test_domain.py b/card-game-app/tests/test_domain.py +index 3ddb4344b..0fa4360ed 100644 +--- a/card-game-app/tests/test_domain.py ++++ b/card-game-app/tests/test_domain.py +@@ -1,3 +1,4 @@ ++import copy + from card_game_tui.domain import GameState, Suit, Rank, Card, Deck, LocationType, Position + + def test_deck_deals_52_cards(): +@@ -18,3 +19,331 @@ def test_get_card_at(): + card = state.get_card_at(pos) + assert card is not None + assert isinstance(card, Card) ++ ++def test_deck_deterministic_seeding(): ++ deck1 = Deck(seed=42) ++ deck2 = Deck(seed=42) ++ assert deck1.cards == deck2.cards ++ ++ # Verify uniqueness of 52 cards ++ assert len(set(deck1.cards)) == 52 ++ ++def test_moves_to_free_cells(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Put a card in Tableau 0 ++ c_hearts = Card(Suit.HEARTS, Rank.TEN) ++ state.tableaus[0] = [c_hearts] ++ ++ from_pos = Position(LocationType.TABLEAU, 0) ++ to_pos = Position(LocationType.FREECELL, 0) ++ ++ # Valid single card move to empty freecell ++ assert state.validate_move(from_pos, to_pos, count=1) is True ++ ++ # Try invalid sequence count to free cell ++ assert state.validate_move(from_pos, to_pos, count=2) is False ++ ++ # Execute move ++ assert state.execute_move(from_pos, to_pos, count=1) is True ++ assert state.freecells[0] == c_hearts ++ assert len(state.tableaus[0]) == 0 ++ ++ # Try moving to occupied freecell ++ state.tableaus[0] = [Card(Suit.SPADES, Rank.FIVE)] ++ assert state.validate_move(from_pos, to_pos, count=1) is False ++ ++ # Try moving to invalid freecell index ++ invalid_to_pos = Position(LocationType.FREECELL, 4) ++ assert state.validate_move(from_pos, invalid_to_pos, count=1) is False ++ ++def test_moves_to_foundations(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ ace_hearts = Card(Suit.HEARTS, Rank.ACE) ++ two_hearts = Card(Suit.HEARTS, Rank.TWO) ++ three_hearts = Card(Suit.HEARTS, Rank.THREE) ++ ace_diamonds = Card(Suit.DIAMONDS, Rank.ACE) ++ ++ state.tableaus[0] = [ace_hearts] ++ state.tableaus[1] = [two_hearts] ++ state.tableaus[2] = [three_hearts] ++ state.tableaus[3] = [ace_diamonds] ++ ++ # Move Ace of Hearts to index 0 (HEARTS) foundation ++ # list(Suit) indices: 0: HEARTS, 1: DIAMONDS, 2: CLUBS, 3: SPADES ++ hearts_found = Position(LocationType.FOUNDATION, 0) ++ diamonds_found = Position(LocationType.FOUNDATION, 1) ++ ++ # Valid Ace to empty foundation ++ assert state.validate_move(Position(LocationType.TABLEAU, 0), hearts_found, count=1) is True ++ # Invalid non-Ace to empty foundation ++ assert state.validate_move(Position(LocationType.TABLEAU, 1), hearts_found, count=1) is False ++ # Invalid Ace to wrong suit foundation ++ assert state.validate_move(Position(LocationType.TABLEAU, 3), hearts_found, count=1) is False ++ ++ # Execute valid Ace move ++ assert state.execute_move(Position(LocationType.TABLEAU, 0), hearts_found, count=1) is True ++ assert state.foundations[Suit.HEARTS] == [ace_hearts] ++ ++ # Now Two of Hearts is on Tableau 1. Can it move to Hearts foundation? Yes. ++ assert state.validate_move(Position(LocationType.TABLEAU, 1), hearts_found, count=1) is True ++ # Can Three of Hearts move? No, since it needs Two of Hearts first. ++ assert state.validate_move(Position(LocationType.TABLEAU, 2), hearts_found, count=1) is False ++ ++def test_moves_to_tableau_single_card(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Red 8 (Hearts) on Black 9 (Spades) ++ c_red8 = Card(Suit.HEARTS, Rank.EIGHT) ++ c_black9 = Card(Suit.SPADES, Rank.NINE) ++ ++ state.tableaus[0] = [c_red8] ++ state.tableaus[1] = [c_black9] ++ ++ # Test moving Red 8 onto Black 9 ++ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is True ++ ++ # Test same color invalid move: Red 8 (Hearts) on Red 9 (Diamonds) ++ c_red9 = Card(Suit.DIAMONDS, Rank.NINE) ++ state.tableaus[1] = [c_red9] ++ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is False ++ ++ # Test wrong rank invalid move: Red 8 on Black 10 (Spades) ++ c_black10 = Card(Suit.SPADES, Rank.TEN) ++ state.tableaus[1] = [c_black10] ++ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is False ++ ++ # Test moving to empty tableau ++ state.tableaus[1] = [] ++ assert state.validate_move(Position(LocationType.TABLEAU, 0), Position(LocationType.TABLEAU, 1), count=1) is True ++ ++def test_sequence_moves_tableau_to_tableau(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Red 10, Black 9, Red 8, Black 7, Red 6 ++ c10 = Card(Suit.HEARTS, Rank.TEN) ++ c9 = Card(Suit.SPADES, Rank.NINE) ++ c8 = Card(Suit.DIAMONDS, Rank.EIGHT) ++ c7 = Card(Suit.CLUBS, Rank.SEVEN) ++ c6 = Card(Suit.HEARTS, Rank.SIX) ++ ++ state.tableaus[0] = [c10, c9, c8, c7, c6] ++ state.tableaus[1] = [Card(Suit.SPADES, Rank.JACK)] ++ ++ # 4 empty freecells, 6 empty tableaus. ++ # Exclude destination: no, destination is Col 1 which has 1 card (not empty). ++ # Transit empty tableaus = 6 ++ # Max cards = (1 + 4) * 2^6 = 5 * 64 = 320 cards. ++ # Moving 5 cards should be valid! ++ from_pos = Position(LocationType.TABLEAU, 0) ++ to_pos = Position(LocationType.TABLEAU, 1) ++ assert state.validate_move(from_pos, to_pos, count=5) is True ++ ++ # Restrict capacity ++ state.freecells = [Card(Suit.CLUBS, Rank.TWO)] * 4 # 0 empty freecells ++ for i in range(2, 8): ++ state.tableaus[i] = [Card(Suit.DIAMONDS, Rank.KING)] # 0 empty tableaus ++ # Now empty freecells = 0, empty tableaus = 0 ++ # Max cards = (1 + 0) * 2^0 = 1 ++ # Moving 5 cards should be invalid ++ assert state.validate_move(from_pos, to_pos, count=5) is False ++ ++def test_sequence_moves_to_empty_tableau(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Sequence of 3 cards on Col 0: Red 10, Black 9, Red 8 ++ c10 = Card(Suit.HEARTS, Rank.TEN) ++ c9 = Card(Suit.SPADES, Rank.NINE) ++ c8 = Card(Suit.DIAMONDS, Rank.EIGHT) ++ state.tableaus[0] = [c10, c9, c8] ++ ++ # Destination is Col 1 (empty) ++ # We want to move 2 cards: Black 9, Red 8 ++ # Capacity constraint: ++ # Destination Col 1 is empty, so transit_empty_tableaus = empty_tableaus - 1. ++ # Empty tableaus before move = 7. ++ # Transit empty tableaus = 6. ++ # Empty free cells = 4. ++ # Max cards = (1 + 4) * 2^6 = 320. ++ from_pos = Position(LocationType.TABLEAU, 0) ++ to_pos = Position(LocationType.TABLEAU, 1) ++ assert state.validate_move(from_pos, to_pos, count=2) is True ++ ++ # Restrict capacity so Max Cards is exactly 1 ++ state.freecells = [Card(Suit.CLUBS, Rank.TWO)] * 4 # 0 empty free cells ++ for i in range(2, 8): ++ state.tableaus[i] = [Card(Suit.DIAMONDS, Rank.KING)] # 0 transit empty tableaus ++ # Empty freecells = 0, empty tableaus = 1 (Col 1). ++ # Since Col 1 is the destination, transit_empty_tableaus = 1 - 1 = 0. ++ # Max cards = (1 + 0) * 2^0 = 1. ++ # Moving 2 cards should be invalid, but 1 card should be valid. ++ assert state.validate_move(from_pos, to_pos, count=2) is False ++ assert state.validate_move(from_pos, to_pos, count=1) is True ++ ++def test_auto_homing_logic(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Hearts is RED. Opposite suits are CLUBS and SPADES. ++ # Put Ace of Hearts in Tableau 0. ++ state.tableaus[0] = [Card(Suit.HEARTS, Rank.ACE)] ++ # Put King of Spades in Tableau 1 to use as a dummy move trigger. ++ state.tableaus[1] = [Card(Suit.SPADES, Rank.KING)] ++ ++ assert len(state.foundations[Suit.HEARTS]) == 0 ++ ++ # Execute move of King of Spades to FreeCell 0. This should trigger auto-homing of Ace of Hearts. ++ from_pos = Position(LocationType.TABLEAU, 1) ++ to_pos = Position(LocationType.FREECELL, 0) ++ success = state.execute_move(from_pos, to_pos, count=1) ++ assert success is True ++ ++ assert state.freecells[0] == Card(Suit.SPADES, Rank.KING) ++ assert len(state.tableaus[0]) == 0 ++ assert len(state.foundations[Suit.HEARTS]) == 1 ++ assert state.foundations[Suit.HEARTS][0] == Card(Suit.HEARTS, Rank.ACE) ++ ++ # Two of Hearts is put in Tableau 0. ++ # Foundations: Hearts has Ace. CLUBS has [], SPADES has []. ++ # Opposite color (Black) lower cards are Ace of Clubs and Ace of Spades. ++ # Since they are NOT in the foundations, Two of Hearts should NOT auto-home. ++ state.tableaus[0] = [Card(Suit.HEARTS, Rank.TWO)] ++ ++ # Move King of Spades from FreeCell 0 to Tableau 1 to trigger auto-homing checks ++ from_pos = Position(LocationType.FREECELL, 0) ++ to_pos = Position(LocationType.TABLEAU, 1) ++ success = state.execute_move(from_pos, to_pos, count=1) ++ assert success is True ++ ++ # Two of Hearts should still be in Tableau 0 (not auto-homed) ++ assert len(state.tableaus[0]) == 1 ++ assert state.tableaus[0][0] == Card(Suit.HEARTS, Rank.TWO) ++ assert len(state.foundations[Suit.HEARTS]) == 1 ++ ++ # Place Ace of Clubs and Ace of Spades in their foundations. ++ state.foundations[Suit.CLUBS] = [Card(Suit.CLUBS, Rank.ACE)] ++ state.foundations[Suit.SPADES] = [Card(Suit.SPADES, Rank.ACE)] ++ ++ # Move King of Spades back to FreeCell 0 to trigger auto-homing checks ++ from_pos = Position(LocationType.TABLEAU, 1) ++ to_pos = Position(LocationType.FREECELL, 0) ++ success = state.execute_move(from_pos, to_pos, count=1) ++ assert success is True ++ ++ # Two of Hearts should now have auto-homed! ++ assert len(state.tableaus[0]) == 0 ++ assert len(state.foundations[Suit.HEARTS]) == 2 ++ assert state.foundations[Suit.HEARTS][1] == Card(Suit.HEARTS, Rank.TWO) ++ ++def test_undo_redo_system(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Col 0: [Red 10 (Hearts)] ++ # Col 1: [Black J (Spades)] ++ c10 = Card(Suit.HEARTS, Rank.TEN) ++ cJ = Card(Suit.SPADES, Rank.JACK) ++ state.tableaus[0] = [c10] ++ state.tableaus[1] = [cJ] ++ ++ # Save original state for verification ++ orig_tableaus = copy.deepcopy(state.tableaus) ++ orig_freecells = copy.deepcopy(state.freecells) ++ orig_foundations = copy.deepcopy(state.foundations) ++ ++ # 1. Execute a move ++ from_pos = Position(LocationType.TABLEAU, 0) ++ to_pos = Position(LocationType.TABLEAU, 1) ++ success = state.execute_move(from_pos, to_pos, count=1) ++ assert success is True ++ ++ assert state.tableaus[0] == [] ++ assert state.tableaus[1] == [cJ, c10] ++ ++ # 2. Undo the move ++ undo_success = state.undo() ++ assert undo_success is True ++ assert state.tableaus == orig_tableaus ++ assert state.freecells == orig_freecells ++ assert state.foundations == orig_foundations ++ ++ # 3. Redo the move ++ redo_success = state.redo() ++ assert redo_success is True ++ assert state.tableaus[0] == [] ++ assert state.tableaus[1] == [cJ, c10] ++ ++ # 4. Undo again to restore ++ assert state.undo() is True ++ assert state.tableaus == orig_tableaus ++ ++def test_undo_with_auto_homing(): ++ state = GameState() ++ state.tableaus = [[] for _ in range(8)] ++ state.freecells = [None] * 4 ++ state.foundations = {suit: [] for suit in Suit} ++ ++ # Tableau 0: Ace of Hearts ++ # Tableau 1: King of Spades ++ # Move King of Spades to FreeCell 0. This will trigger auto-homing of Ace of Hearts to foundation. ++ state.tableaus[0] = [Card(Suit.HEARTS, Rank.ACE)] ++ state.tableaus[1] = [Card(Suit.SPADES, Rank.KING)] ++ ++ orig_tableaus = copy.deepcopy(state.tableaus) ++ orig_freecells = copy.deepcopy(state.freecells) ++ orig_foundations = copy.deepcopy(state.foundations) ++ ++ from_pos = Position(LocationType.TABLEAU, 1) ++ to_pos = Position(LocationType.FREECELL, 0) ++ success = state.execute_move(from_pos, to_pos, count=1) ++ assert success is True ++ ++ # Check state after move and auto-homing ++ assert state.freecells[0] == Card(Suit.SPADES, Rank.KING) ++ assert len(state.tableaus[0]) == 0 ++ assert len(state.foundations[Suit.HEARTS]) == 1 ++ ++ # Undo the move! This should revert both King of Spades and Ace of Hearts! ++ undo_success = state.undo() ++ assert undo_success is True ++ assert state.tableaus == orig_tableaus ++ assert state.freecells == orig_freecells ++ assert state.foundations == orig_foundations ++ ++ # Redo the move! ++ redo_success = state.redo() ++ assert redo_success is True ++ assert state.freecells[0] == Card(Suit.SPADES, Rank.KING) ++ assert len(state.tableaus[0]) == 0 ++ assert len(state.foundations[Suit.HEARTS]) == 1 ++ ++def test_win_detection(): ++ state = GameState() ++ # Fill foundations ++ for suit in Suit: ++ state.foundations[suit] = [Card(suit, rank) for rank in Rank] ++ assert state.check_win() is True ++ ++ # Remove one card ++ state.foundations[Suit.HEARTS].pop() ++ assert state.check_win() is False diff --git a/stages/006-impl_data@1/status.json b/stages/006-impl_data@1/status.json new file mode 100644 index 000000000..291765d52 --- /dev/null +++ b/stages/006-impl_data@1/status.json @@ -0,0 +1,6 @@ +{ + "outcome": "succeeded", + "notes": "Stage completed: impl_data", + "failure_reason": null, + "timestamp": "2026-06-04T18:50:05.683371Z" +} \ No newline at end of file diff --git a/stages/007-verify_data@1/prompt.md b/stages/007-verify_data@1/prompt.md new file mode 100644 index 000000000..5701ce292 --- /dev/null +++ b/stages/007-verify_data@1/prompt.md @@ -0,0 +1,27 @@ +Goal: Build a terminal-based FreeCell solitaire game in Python + +## Completed stages +- **expand_spec**: succeeded + - Model: gemini-3.5-flash, 85.9k tokens in / 8.3k out + - Files: /home/daytona/workspace/fabro/.ai/card-game-spec.md, /home/daytona/workspace/fabro/status.json +- **impl_setup**: succeeded + - Model: gemini-3.5-flash, 144.1k tokens in / 6.8k out + - Files: /home/daytona/workspace/fabro/card-game-app/README.md, /home/daytona/workspace/fabro/card-game-app/main.py, /home/daytona/workspace/fabro/card-game-app/pyproject.toml, /home/daytona/workspace/fabro/card-game-app/src/card_game_tui/__init__.py, /home/daytona/workspace/fabro/card-game-app/src/card_game_tui/domain.py, /home/daytona/workspace/fabro/card-game-app/src/card_game_tui/tui.py, /home/daytona/workspace/fabro/card-game-app/tests/__init__.py, /home/daytona/workspace/fabro/card-game-app/tests/test_domain.py, /home/daytona/workspace/fabro/status.json +- **verify_setup**: succeeded + - Model: gemini-3.5-flash, 185.9k tokens in / 2.2k out + - Files: /home/daytona/workspace/fabro/.ai/verify_setup.md, /home/daytona/workspace/fabro/status.json +- **check_setup**: succeeded +- **impl_data**: succeeded + - Model: gemini-3.5-flash, 179.9k tokens in / 32.0k out + - Files: /home/daytona/workspace/fabro/card-game-app/src/card_game_tui/domain.py, /home/daytona/workspace/fabro/card-game-app/tests/test_domain.py, /home/daytona/workspace/fabro/status.json + + +Verify the card game data structures. + +Run: +cd card-game-app && python3 -m pytest tests/ -v && python3 -m py_compile main.py src/card_game_tui/*.py + +Check that the core game-state types are defined and basic operations work. + +Write findings to .ai/verify_data.md. +Write status.json at workspace root: outcome=succeeded if all checks pass, outcome=failed with failure_reason otherwise. \ No newline at end of file diff --git a/stages/007-verify_data@1/provider_used.json b/stages/007-verify_data@1/provider_used.json new file mode 100644 index 000000000..0bb716dde --- /dev/null +++ b/stages/007-verify_data@1/provider_used.json @@ -0,0 +1,5 @@ +{ + "mode": "agent", + "provider": "gemini", + "model": "gemini-3.5-flash" +} \ No newline at end of file diff --git a/stages/007-verify_data@1/response.md b/stages/007-verify_data@1/response.md new file mode 100644 index 000000000..d835c6615 --- /dev/null +++ b/stages/007-verify_data@1/response.md @@ -0,0 +1,18 @@ +I have completed the verification process for the card game data structures in FreeCell Solitaire. + +### Summary of Actions Taken: +1. **Compilation & Tests Executed:** Ran tests and compiled python files successfully. + - `python3 -m pytest tests/ -v` -> All 13 tests passed. + - `python3 -m py_compile main.py src/card_game_tui/*.py` -> Compiled cleanly with zero syntax/import warnings. +2. **Analysis of Core Types:** Inspected the data structures and validated: + - **Enums:** `Suit`, `Rank`, and `LocationType`. + - **Entities:** `Card` (frozen/immutable), `Position` (frozen), and `MoveRecord`. + - **State Manager:** `GameState` containing Tableaus, FreeCells, Foundations, and full validation/execution of standard FreeCell logic. +3. **Advanced Mechanics Verified:** + - Alternate-color and descending-rank move validations. + - Multi-card sequential moves with correct capacity limits based on empty free cells and empty tableaus. + - Smart, cascading auto-homing that avoids locking cards required for lower ranks of opposing colors. + - Linear undo/redo stack managing primary moves alongside automatic cascades. +4. **Output Generation:** + - Detailed findings recorded in `.ai/verify_data.md`. + - `status.json` updated with `"outcome": "succeeded"`. \ No newline at end of file