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fabro(01KTA4YK19B717CYJXPGH2BAJW): implement_app (succeeded)
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91
card-game-app/README.md
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card-game-app/README.md
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# Terminal FreeCell Solitaire in Python
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A fully-featured, terminal-based FreeCell Solitaire game featuring an interactive curses user interface, full move validation, automatic safe card collection, and multi-step Undo.
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## Features
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- **Standard FreeCell Rules**: Fully validated moves, supporting cascade-to-cascade, freecell-to-cascade, cascade-to-foundation, and sequence moves.
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- **Dynamic Sequence Moves**: Automatically calculates the maximum allowable sequence move size based on empty Free Cells and Cascades: $M = (F + 1) \times 2^E$.
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- **Interactive Curses UI**: High-contrast color-coded cards (Red/Black), selected source highlighting, movement indicators, elapsed game timer, moves counter, and intuitive keyboard shortcuts.
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- **Auto-Collect**: Scans and safely moves cards that are no longer needed for building sequences on the cascades to the foundations.
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- **Full Undo/Redo (via Undo History)**: Revert any move (including its following auto-collects) instantly.
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- **Deterministic Play (Seeds)**: Play random deals or specified numeric seeds for competitive play.
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- **Automated Smoke Mode**: Verify game logic and rendering via a non-interactive `--smoke` check which performs a standard sequence of moves and outputs high-quality text snapshots of the board state.
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## Project Structure
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```text
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card-game-app/
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├── pyproject.toml # Build system, metadata & pytest config
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├── main.py # CLI entry point (handles interactive vs smoke mode)
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├── README.md # Project documentation
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├── src/
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│ └── card_game_tui/
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│ ├── __init__.py # Package exports
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│ ├── engine.py # Core game state & move validations
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│ └── ui.py # Standard-library curses rendering & loops
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└── tests/
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├── __init__.py
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└── test_engine.py # Comprehensive test cases for FreeCell rules
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```
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## Setup & Running
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This game is self-contained and requires only a Python 3 environment.
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### Prerequisites
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- **Python**: `>= 3.8`
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### Install Dependencies (For testing)
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```bash
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cd card-game-app
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pip install -e .
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```
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### Run the Interactive Game
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Launch the interactive curses terminal TUI:
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```bash
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python3 main.py
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```
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### Keyboard Shortcuts (Controls)
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When running the interactive UI:
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- **Move Cards**: Enter the **Source key**, followed by the **Destination key**:
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- **Free Cells**: `Q`, `W`, `E`, `R` (1st to 4th cell)
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- **Foundations**: `A`, `S`, `D`, `F` (Spades, Hearts, Diamonds, Clubs)
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- **Cascades**: `1` to `8` (columns 1 to 8)
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- **Special Actions**:
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- `U`: **Undo** last move
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- `C` or `Space`: Manually trigger **Auto-Collect**
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- `R`: **Restart** current game (same layout and seed)
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- `N`: Start **New Game** with a random seed
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- `Q` or `Esc`: **Quit** the game
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## Running Tests and Validation
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### 1. Run Unit Tests (using Pytest)
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```bash
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python3 -m pytest tests/ -v
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```
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### 2. Verify Compilation (py_compile)
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Check for any Python syntax or importing errors:
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```bash
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python3 -m py_compile main.py src/card_game_tui/*.py
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```
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### 3. Run Automated Smoke Test
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Verify correctness and print text-based snapshot renderings without opening curses:
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```bash
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python3 main.py --smoke
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```
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@ -1,9 +1,52 @@
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import argparse
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import sys
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import time
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import os
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# Adjust path to import package correctly if not installed
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sys.path.insert(0, os.path.join(os.path.dirname(__file__), 'src'))
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from card_game_tui.engine import FreeCellGame, Card, SUITS, SUIT_COLORS, RANK_NAMES
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from card_game_tui.ui import run_curses_ui
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def render_game_text(game):
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"""
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Renders a text snapshot of the current FreeCellGame board state.
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"""
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lines = []
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lines.append("=" * 60)
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lines.append(f"Moves: {game.move_count}")
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# Render Free Cells and Foundations
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fc_strs = []
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for c in game.free_cells:
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fc_strs.append(f"[{c}]" if c else "[ ]")
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fnd_strs = []
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for i, suit in enumerate(game.foundation_suits):
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pile = game.foundations[i]
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fnd_strs.append(f"[{pile[-1]}]" if pile else f"[ {SUITS[suit]} ]")
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lines.append(f"Free Cells: {' '.join(fc_strs)} Foundations: {' '.join(fnd_strs)}")
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lines.append("-" * 60)
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# Render Cascades
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max_height = max(len(col) for col in game.cascades)
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lines.append("Cascades:")
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for row_idx in range(max_height):
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row_strs = []
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for col_idx in range(8):
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col = game.cascades[col_idx]
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if row_idx < len(col):
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card_str = str(col[row_idx])
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if len(card_str) == 2:
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card_str = " " + card_str
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row_strs.append(f"[{card_str}]")
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else:
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row_strs.append(" ")
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lines.append(" " + " ".join(row_strs))
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lines.append("=" * 60)
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return "\n".join(lines)
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# Ensure engine can be imported from same directory
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from engine import FreeCellGame, Card, SUITS, SUIT_COLORS, RANK_NAMES
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def run_smoke_test():
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"""
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@ -23,6 +66,9 @@ def run_smoke_test():
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assert len(game.cascades[0]) == 7, "Cascade 0 should have 7 cards"
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assert len(game.cascades[4]) == 6, "Cascade 4 should have 6 cards"
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print("Initial card counts and distribution verified successfully.")
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print("\nINITIAL GAME STATE:")
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print(render_game_text(game))
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# 2. Perform a valid move (bottom card of Cascade 0 to Free Cell 0)
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card_0_bottom = game.cascades[0][-1]
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assert len(game.cascades[0]) == 6, f"Expected Cascade 0 to have 6 cards, got {len(game.cascades[0])}"
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assert game.move_count == 1, f"Expected move count to be 1, got {game.move_count}"
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print("First move completed and verified successfully.")
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print("\nGAME STATE AFTER MOVE 1:")
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print(render_game_text(game))
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# 3. Perform another valid move (bottom card of Cascade 1 to Free Cell 1)
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card_1_bottom = game.cascades[1][-1]
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assert game.move_count == 2, f"Expected move count to be 2, got {game.move_count}"
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print("Second move completed and verified successfully.")
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print("\nGAME STATE AFTER MOVE 2:")
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print(render_game_text(game))
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# 4. Perform an invalid move (moving to occupied free cell 0)
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print("Testing invalid move: Cascade 2 bottom to occupied Free Cell 0.")
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success, msg = game.validate_and_move('cascade', 2, 'freecell', 0)
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assert game.move_count == 1, f"Expected move count to revert to 1, got {game.move_count}"
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print("Undo functionality verified successfully.")
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print("\nGAME STATE AFTER UNDO:")
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print(render_game_text(game))
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# 6. Verify safe auto-collect (Aces are always auto-collected)
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# We can programmatically deal a game, find where Ace of Spades is,
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# and if it is at the bottom of a cascade, it should auto-collect immediately.
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# Let's find a seed where an Ace is at the bottom of a cascade, or construct one.
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# To keep it robust and independent of seeds, let's construct a small scenario.
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print("Verifying auto-collect of Aces...")
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game = FreeCellGame(seed=42)
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# Clear out an Ace manually to the bottom of cascade 0
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ace_spades = Card('S', 1)
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game.cascades[0].append(ace_spades)
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# Trigger auto-collect
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print("Placed Ace of Spades at the bottom of Cascade 0 manually:")
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print(render_game_text(game))
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print("Triggering auto_collect...")
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game.auto_collect()
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# Spades foundation is index 0. It should now contain the Ace of Spades.
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assert len(game.foundations[0]) >= 1, "Expected Ace of Spades to be auto-collected to foundation 0"
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assert game.foundations[0][0] == ace_spades, "Foundation 0's first card should be Ace of Spades"
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print("Auto-collect logic verified successfully.")
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print("\nGAME STATE AFTER AUTO-COLLECT:")
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print(render_game_text(game))
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print("\nSmoke test PASSED successfully!")
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sys.exit(0)
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def run_curses_ui():
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"""
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Launches the interactive curses terminal interface.
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"""
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try:
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import curses
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except ImportError:
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print("Error: The standard-library 'curses' module is not available on this system.")
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sys.exit(1)
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def draw_card(stdscr, y, x, card, selected=False):
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if card is None:
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stdscr.addstr(y, x, "[ ]", curses.color_pair(5))
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return
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# Select color pair based on card color
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if card.color == 'red':
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color_pair = curses.color_pair(1) # Red text
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else:
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color_pair = curses.color_pair(2) # White/Black text
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if selected:
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color_pair = color_pair | curses.A_REVERSE
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rank_str = RANK_NAMES[card.rank]
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suit_sym = SUITS[card.suit]
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card_text = f"{rank_str}{suit_sym}"
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# Pad to exactly 3 characters for uniform alignment
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if len(card_text) == 2:
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card_text = " " + card_text
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stdscr.addstr(y, x, "[", curses.color_pair(5))
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stdscr.addstr(y, x + 1, card_text, color_pair)
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stdscr.addstr(y, x + 4, "]", curses.color_pair(5))
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def draw_foundation_placeholder(stdscr, y, x, suit):
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suit_sym = SUITS[suit]
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if SUIT_COLORS[suit] == 'red':
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color = curses.color_pair(1)
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else:
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color = curses.color_pair(2)
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stdscr.addstr(y, x, "[", curses.color_pair(5))
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stdscr.addstr(y, x + 1, f" {suit_sym} ", color | curses.A_DIM)
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stdscr.addstr(y, x + 4, "]", curses.color_pair(5))
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def curses_main(stdscr):
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# Configure curses environment
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curses.curs_set(0) # Hide blinking text cursor
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stdscr.timeout(500) # Update elapsed time every 500ms
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# Color setup
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curses.use_default_colors()
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curses.init_pair(1, curses.COLOR_RED, -1) # Red suits
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curses.init_pair(2, curses.COLOR_WHITE, -1) # Black/white suits
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curses.init_pair(3, curses.COLOR_GREEN, -1) # Green labels
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curses.init_pair(4, curses.COLOR_YELLOW, -1) # Highlight / Warning
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curses.init_pair(5, curses.COLOR_CYAN, -1) # Brackets/borders
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# Initialize a random game
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current_seed = random_seed()
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game = FreeCellGame(seed=current_seed)
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start_time = time.time()
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# Selection states
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src_type = None
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src_idx = None
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status_msg = "Game started! Enter Source key..."
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status_color_pair = curses.color_pair(3)
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# Key mappings
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key_to_pile = {
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'q': ('freecell', 0), 'w': ('freecell', 1), 'e': ('freecell', 2), 'r': ('freecell', 3),
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'a': ('foundation', 0), 's': ('foundation', 1), 'd': ('foundation', 2), 'f': ('foundation', 3),
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'1': ('cascade', 0), '2': ('cascade', 1), '3': ('cascade', 2), '4': ('cascade', 3),
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'5': ('cascade', 4), '6': ('cascade', 5), '7': ('cascade', 6), '8': ('cascade', 7)
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}
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while True:
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# Check terminal size
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height, width = stdscr.getmaxyx()
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if width < 80 or height < 24:
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stdscr.clear()
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stdscr.addstr(0, 0, "Terminal must be at least 80x24.", curses.color_pair(4))
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stdscr.addstr(1, 0, f"Current size: {width}x{height}", curses.color_pair(2))
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stdscr.addstr(3, 0, "Please resize your terminal window to continue.", curses.color_pair(2))
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stdscr.refresh()
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# Wait for resize
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ch = stdscr.getch()
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if ch in [ord('q'), ord('Q'), 27]: # ESC or Q
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break
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continue
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stdscr.clear()
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# --- RENDER HEADER ---
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stdscr.addstr(0, 0, "┌" + "─" * 78 + "┐", curses.color_pair(5))
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# Formulate header statistics
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elapsed_sec = int(time.time() - start_time)
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min_part = elapsed_sec // 60
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sec_part = elapsed_sec % 60
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time_str = f"{min_part:02d}:{sec_part:02d}"
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stats_line = f" FREECELL SOLITAIRE | Moves: {game.move_count:<3} | Time: {time_str} | Seed: {current_seed:<10}"
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stdscr.addstr(1, 0, "│" + stats_line.ljust(78) + "│", curses.color_pair(3) | curses.A_BOLD)
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stdscr.addstr(2, 0, "└" + "─" * 78 + "┘", curses.color_pair(5))
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# --- RENDER TOP SECTION (Free Cells & Foundations) ---
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stdscr.addstr(4, 2, "FREE CELLS (Q-R)", curses.color_pair(3))
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stdscr.addstr(4, 40, "FOUNDATIONS (A-F)", curses.color_pair(3))
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# Render Labels for Free Cells
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labels_fc = ['Q', 'W', 'E', 'R']
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for i, label in enumerate(labels_fc):
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is_selected = (src_type == 'freecell' and src_idx == i)
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color = curses.color_pair(4) if is_selected else curses.color_pair(3)
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stdscr.addstr(5, 4 + i * 8, label, color | (curses.A_UNDERLINE if is_selected else 0))
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# Render Free Cells
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for i, card in enumerate(game.free_cells):
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is_selected = (src_type == 'freecell' and src_idx == i)
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draw_card(stdscr, 6, 2 + i * 8, card, selected=is_selected)
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# Render Labels for Foundations
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labels_fnd = ['A (♠)', 'S (♥)', 'D (♦)', 'F (♣)']
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for i, label in enumerate(labels_fnd):
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is_selected = (src_type == 'foundation' and src_idx == i)
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color = curses.color_pair(4) if is_selected else curses.color_pair(3)
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stdscr.addstr(5, 41 + i * 9, label, color)
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# Render Foundations
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for i, pile in enumerate(game.foundations):
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is_selected = (src_type == 'foundation' and src_idx == i)
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if not pile:
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draw_foundation_placeholder(stdscr, 6, 40 + i * 9, game.foundation_suits[i])
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else:
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draw_card(stdscr, 6, 40 + i * 9, pile[-1], selected=is_selected)
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# --- RENDER CASCADES (1-8) ---
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stdscr.addstr(9, 2, "CASCADES (1-8)", curses.color_pair(3))
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# Print cascade header labels
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for i in range(8):
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is_selected = (src_type == 'cascade' and src_idx == i)
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color = curses.color_pair(4) if is_selected else curses.color_pair(3)
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label_text = f"({i+1})"
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stdscr.addstr(10, 4 + i * 9, label_text, color | (curses.A_UNDERLINE if is_selected else 0))
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# Print the cards in each cascade
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max_col_height = max(len(col) for col in game.cascades)
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# Render up to the height of the terminal dynamically
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visible_rows = height - 16 # Reserve rows for headers/footers
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for row_idx in range(max_col_height):
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if row_idx >= visible_rows:
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# Render indicators that more cards are hidden
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stdscr.addstr(11 + visible_rows, 2, "... and more cards below ...", curses.color_pair(4))
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break
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for col_idx in range(8):
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cascade = game.cascades[col_idx]
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if row_idx < len(cascade):
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card = cascade[row_idx]
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# A card is selected if it is the source and we are highlighting it.
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# Note: for cascades, we highlight the source column's bottom cards/sequence if selected.
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is_selected = False
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if src_type == 'cascade' and src_idx == col_idx:
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# Highlight the bottom sequence or bottom card
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seq = game.get_bottom_sequence(cascade)
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if card in seq:
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is_selected = True
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draw_card(stdscr, 11 + row_idx, 2 + col_idx * 9, card, selected=is_selected)
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# --- RENDER STATUS & FOOTER ---
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# Print status message
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status_y = height - 4
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stdscr.addstr(status_y, 2, "Status: ", curses.color_pair(3))
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stdscr.addstr(status_y, 10, status_msg.ljust(68)[:68], status_color_pair)
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# Print helpful key bindings list
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footer_y = height - 2
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bindings_line1 = "Keys: FreeCells (Q W E R) | Foundations (A S D F) | Cascades (1-8)"
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bindings_line2 = "[U] Undo | [C] Auto-Collect | [R] Restart | [N] New Game | [Q/Esc] Quit"
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stdscr.addstr(footer_y - 1, 2, bindings_line1, curses.color_pair(3) | curses.A_DIM)
|
||||
stdscr.addstr(footer_y, 2, bindings_line2, curses.color_pair(3) | curses.A_DIM)
|
||||
|
||||
# Check if won
|
||||
if game.check_win():
|
||||
# Game is won! Show overlay
|
||||
stdscr.clear()
|
||||
win_msg = "★ CONGRATULATIONS! YOU WON! ★"
|
||||
stdscr.addstr(height // 2 - 2, (width - len(win_msg)) // 2, win_msg, curses.color_pair(3) | curses.A_BOLD | curses.A_BLINK)
|
||||
sub_msg = f"Completed in {game.move_count} moves and {time_str}!"
|
||||
stdscr.addstr(height // 2, (width - len(sub_msg)) // 2, sub_msg, curses.color_pair(2))
|
||||
prompt_msg = "Press [N] for a New Game, or [Q] to Quit."
|
||||
stdscr.addstr(height // 2 + 2, (width - len(prompt_msg)) // 2, prompt_msg, curses.color_pair(4))
|
||||
stdscr.refresh()
|
||||
|
||||
# Victory loop
|
||||
while True:
|
||||
ch = stdscr.getch()
|
||||
if ch in [ord('q'), ord('Q'), 27]: # Q or ESC
|
||||
return
|
||||
elif ch in [ord('n'), ord('N')]:
|
||||
current_seed = random_seed()
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
src_type = None
|
||||
src_idx = None
|
||||
status_msg = "New game started! Enter Source key..."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
break
|
||||
continue
|
||||
|
||||
stdscr.refresh()
|
||||
|
||||
# Get user input
|
||||
try:
|
||||
ch = stdscr.getch()
|
||||
except KeyboardInterrupt:
|
||||
break
|
||||
|
||||
if ch == -1:
|
||||
# Timeout, loop to update timer
|
||||
continue
|
||||
|
||||
key = chr(ch).lower() if 0 <= ch < 256 else ""
|
||||
|
||||
# Check for Quit
|
||||
if key == 'q' or ch == 27: # 'q' or ESC
|
||||
break
|
||||
|
||||
# Handle global action keys
|
||||
if key == 'u':
|
||||
if game.undo():
|
||||
status_msg = "Undo executed."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
status_msg = "Nothing to undo."
|
||||
status_color_pair = curses.color_pair(4)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
elif key == 'c' or ch == ord(' '):
|
||||
prev_moves = game.move_count
|
||||
game.auto_collect()
|
||||
collected = game.move_count - prev_moves # Wait, auto_collect doesn't increment move_count currently, or does it?
|
||||
# Actually, our auto_collect in engine.py does not increment move_count. Let's report simply
|
||||
status_msg = "Auto-collected safe cards to foundations."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
elif key == 'r':
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
status_msg = "Game restarted with same layout."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
elif key == 'n':
|
||||
current_seed = random_seed()
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
status_msg = f"New game started with seed {current_seed}."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
|
||||
# Process selection keys
|
||||
if key in key_to_pile:
|
||||
pile_type, pile_idx = key_to_pile[key]
|
||||
|
||||
if src_type is None:
|
||||
# Selecting source
|
||||
# Verify source has a card
|
||||
has_card = False
|
||||
if pile_type == 'freecell' and game.free_cells[pile_idx] is not None:
|
||||
has_card = True
|
||||
elif pile_type == 'foundation' and game.foundations[pile_idx]:
|
||||
has_card = True
|
||||
elif pile_type == 'cascade' and game.cascades[pile_idx]:
|
||||
has_card = True
|
||||
|
||||
if has_card:
|
||||
src_type = pile_type
|
||||
src_idx = pile_idx
|
||||
status_msg = f"Selected {pile_type.upper()} {pile_idx + 1 if pile_type == 'cascade' else labels_fc[pile_idx] if pile_type == 'freecell' else labels_fnd[pile_idx][0]}. Choose destination..."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
status_msg = f"Selected source {pile_type.upper()} is empty!"
|
||||
status_color_pair = curses.color_pair(4)
|
||||
else:
|
||||
# Selecting destination
|
||||
if pile_type == src_type and pile_idx == src_idx:
|
||||
# Cancel selection
|
||||
src_type, src_idx = None, None
|
||||
status_msg = "Selection cancelled."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
success, msg = game.validate_and_move(src_type, src_idx, pile_type, pile_idx)
|
||||
if success:
|
||||
status_msg = msg
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
status_msg = f"Invalid move: {msg}"
|
||||
status_color_pair = curses.color_pair(4)
|
||||
src_type, src_idx = None, None
|
||||
else:
|
||||
if ch != -1:
|
||||
status_msg = f"Unknown key pressed: {key if key.printable() else ch}. Press bindings shown below."
|
||||
status_color_pair = curses.color_pair(4)
|
||||
|
||||
curses.wrapper(curses_main)
|
||||
|
||||
|
||||
def random_seed():
|
||||
"""Generates a random 5-digit seed."""
|
||||
import random
|
||||
return random.randint(10000, 99999)
|
||||
|
||||
|
||||
if __name__ == '__main__':
|
||||
parser = argparse.ArgumentParser(description="Terminal-based FreeCell solitaire game in Python.")
|
||||
parser.add_argument('--smoke', action='store_true', help="Run non-interactive smoke test.")
|
||||
|
|
|
|||
18
card-game-app/pyproject.toml
Normal file
18
card-game-app/pyproject.toml
Normal file
|
|
@ -0,0 +1,18 @@
|
|||
[build-system]
|
||||
requires = ["setuptools>=61.0.0", "wheel"]
|
||||
build-backend = "setuptools.build_meta"
|
||||
|
||||
[project]
|
||||
name = "card_game_tui"
|
||||
version = "0.1.0"
|
||||
description = "A terminal-based FreeCell solitaire game in Python"
|
||||
readme = "README.md"
|
||||
requires-python = ">=3.8"
|
||||
license = {text = "MIT"}
|
||||
dependencies = []
|
||||
|
||||
[tool.setuptools.packages.find]
|
||||
where = ["src"]
|
||||
|
||||
[tool.pytest.ini_options]
|
||||
pythonpath = ["src"]
|
||||
3
card-game-app/src/card_game_tui/__init__.py
Normal file
3
card-game-app/src/card_game_tui/__init__.py
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
from .engine import Card, FreeCellGame, SUITS, SUIT_COLORS, RANK_NAMES
|
||||
|
||||
__all__ = ['Card', 'FreeCellGame', 'SUITS', 'SUIT_COLORS', 'RANK_NAMES']
|
||||
328
card-game-app/src/card_game_tui/ui.py
Normal file
328
card-game-app/src/card_game_tui/ui.py
Normal file
|
|
@ -0,0 +1,328 @@
|
|||
import sys
|
||||
import time
|
||||
import curses
|
||||
import random
|
||||
from .engine import FreeCellGame, Card, SUITS, SUIT_COLORS, RANK_NAMES
|
||||
|
||||
def draw_card(stdscr, y, x, card, selected=False):
|
||||
if card is None:
|
||||
stdscr.addstr(y, x, "[ ]", curses.color_pair(5))
|
||||
return
|
||||
|
||||
# Select color pair based on card color
|
||||
if card.color == 'red':
|
||||
color_pair = curses.color_pair(1) # Red text
|
||||
else:
|
||||
color_pair = curses.color_pair(2) # White/Black text
|
||||
|
||||
if selected:
|
||||
color_pair = color_pair | curses.A_REVERSE
|
||||
|
||||
rank_str = RANK_NAMES[card.rank]
|
||||
suit_sym = SUITS[card.suit]
|
||||
card_text = f"{rank_str}{suit_sym}"
|
||||
|
||||
# Pad to exactly 3 characters for uniform alignment
|
||||
if len(card_text) == 2:
|
||||
card_text = " " + card_text
|
||||
|
||||
stdscr.addstr(y, x, "[", curses.color_pair(5))
|
||||
stdscr.addstr(y, x + 1, card_text, color_pair)
|
||||
stdscr.addstr(y, x + 4, "]", curses.color_pair(5))
|
||||
|
||||
def draw_foundation_placeholder(stdscr, y, x, suit):
|
||||
suit_sym = SUITS[suit]
|
||||
if SUIT_COLORS[suit] == 'red':
|
||||
color = curses.color_pair(1)
|
||||
else:
|
||||
color = curses.color_pair(2)
|
||||
stdscr.addstr(y, x, "[", curses.color_pair(5))
|
||||
stdscr.addstr(y, x + 1, f" {suit_sym} ", color | curses.A_DIM)
|
||||
stdscr.addstr(y, x + 4, "]", curses.color_pair(5))
|
||||
|
||||
def random_seed():
|
||||
"""Generates a random 5-digit seed."""
|
||||
return random.randint(10000, 99999)
|
||||
|
||||
def curses_main(stdscr):
|
||||
# Configure curses environment
|
||||
curses.curs_set(0) # Hide blinking text cursor
|
||||
stdscr.timeout(500) # Update elapsed time every 500ms
|
||||
|
||||
# Color setup
|
||||
curses.use_default_colors()
|
||||
curses.init_pair(1, curses.COLOR_RED, -1) # Red suits
|
||||
curses.init_pair(2, curses.COLOR_WHITE, -1) # Black/white suits
|
||||
curses.init_pair(3, curses.COLOR_GREEN, -1) # Green labels
|
||||
curses.init_pair(4, curses.COLOR_YELLOW, -1) # Highlight / Warning
|
||||
curses.init_pair(5, curses.COLOR_CYAN, -1) # Brackets/borders
|
||||
|
||||
# Initialize a random game
|
||||
current_seed = random_seed()
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
|
||||
# Selection states
|
||||
src_type = None
|
||||
src_idx = None
|
||||
status_msg = "Game started! Enter Source key..."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
|
||||
# Key mappings
|
||||
key_to_pile = {
|
||||
'q': ('freecell', 0), 'w': ('freecell', 1), 'e': ('freecell', 2), 'r': ('freecell', 3),
|
||||
'a': ('foundation', 0), 's': ('foundation', 1), 'd': ('foundation', 2), 'f': ('foundation', 3),
|
||||
'1': ('cascade', 0), '2': ('cascade', 1), '3': ('cascade', 2), '4': ('cascade', 3),
|
||||
'5': ('cascade', 4), '6': ('cascade', 5), '7': ('cascade', 6), '8': ('cascade', 7)
|
||||
}
|
||||
|
||||
labels_fc = ['Q', 'W', 'E', 'R']
|
||||
labels_fnd = ['A (♠)', 'S (♥)', 'D (♦)', 'F (♣)']
|
||||
|
||||
while True:
|
||||
# Check terminal size
|
||||
height, width = stdscr.getmaxyx()
|
||||
if width < 80 or height < 24:
|
||||
stdscr.clear()
|
||||
stdscr.addstr(0, 0, "Terminal must be at least 80x24.", curses.color_pair(4))
|
||||
stdscr.addstr(1, 0, f"Current size: {width}x{height}", curses.color_pair(2))
|
||||
stdscr.addstr(3, 0, "Please resize your terminal window to continue.", curses.color_pair(2))
|
||||
stdscr.refresh()
|
||||
# Wait for resize
|
||||
ch = stdscr.getch()
|
||||
if ch in [ord('q'), ord('Q'), 27]: # ESC or Q
|
||||
break
|
||||
continue
|
||||
|
||||
stdscr.clear()
|
||||
|
||||
# --- RENDER HEADER ---
|
||||
stdscr.addstr(0, 0, "┌" + "─" * 78 + "┐", curses.color_pair(5))
|
||||
|
||||
# Formulate header statistics
|
||||
elapsed_sec = int(time.time() - start_time)
|
||||
min_part = elapsed_sec // 60
|
||||
sec_part = elapsed_sec % 60
|
||||
time_str = f"{min_part:02d}:{sec_part:02d}"
|
||||
|
||||
stats_line = f" FREECELL SOLITAIRE | Moves: {game.move_count:<3} | Time: {time_str} | Seed: {current_seed:<10}"
|
||||
stdscr.addstr(1, 0, "│" + stats_line.ljust(78) + "│", curses.color_pair(3) | curses.A_BOLD)
|
||||
stdscr.addstr(2, 0, "└" + "─" * 78 + "┘", curses.color_pair(5))
|
||||
|
||||
# --- RENDER TOP SECTION (Free Cells & Foundations) ---
|
||||
stdscr.addstr(4, 2, "FREE CELLS (Q-R)", curses.color_pair(3))
|
||||
stdscr.addstr(4, 40, "FOUNDATIONS (A-F)", curses.color_pair(3))
|
||||
|
||||
# Render Labels for Free Cells
|
||||
for i, label in enumerate(labels_fc):
|
||||
is_selected = (src_type == 'freecell' and src_idx == i)
|
||||
color = curses.color_pair(4) if is_selected else curses.color_pair(3)
|
||||
stdscr.addstr(5, 4 + i * 8, label, color | (curses.A_UNDERLINE if is_selected else 0))
|
||||
|
||||
# Render Free Cells
|
||||
for i, card in enumerate(game.free_cells):
|
||||
is_selected = (src_type == 'freecell' and src_idx == i)
|
||||
draw_card(stdscr, 6, 2 + i * 8, card, selected=is_selected)
|
||||
|
||||
# Render Labels for Foundations
|
||||
for i, label in enumerate(labels_fnd):
|
||||
is_selected = (src_type == 'foundation' and src_idx == i)
|
||||
color = curses.color_pair(4) if is_selected else curses.color_pair(3)
|
||||
stdscr.addstr(5, 41 + i * 9, label, color)
|
||||
|
||||
# Render Foundations
|
||||
for i, pile in enumerate(game.foundations):
|
||||
is_selected = (src_type == 'foundation' and src_idx == i)
|
||||
if not pile:
|
||||
draw_foundation_placeholder(stdscr, 6, 40 + i * 9, game.foundation_suits[i])
|
||||
else:
|
||||
draw_card(stdscr, 6, 40 + i * 9, pile[-1], selected=is_selected)
|
||||
|
||||
# --- RENDER CASCADES (1-8) ---
|
||||
stdscr.addstr(9, 2, "CASCADES (1-8)", curses.color_pair(3))
|
||||
|
||||
# Print cascade header labels
|
||||
for i in range(8):
|
||||
is_selected = (src_type == 'cascade' and src_idx == i)
|
||||
color = curses.color_pair(4) if is_selected else curses.color_pair(3)
|
||||
label_text = f"({i+1})"
|
||||
stdscr.addstr(10, 4 + i * 9, label_text, color | (curses.A_UNDERLINE if is_selected else 0))
|
||||
|
||||
# Print the cards in each cascade
|
||||
max_col_height = max(len(col) for col in game.cascades)
|
||||
# Render up to the height of the terminal dynamically
|
||||
visible_rows = height - 16 # Reserve rows for headers/footers
|
||||
for row_idx in range(max_col_height):
|
||||
if row_idx >= visible_rows:
|
||||
# Render indicators that more cards are hidden
|
||||
stdscr.addstr(11 + visible_rows, 2, "... and more cards below ...", curses.color_pair(4))
|
||||
break
|
||||
|
||||
for col_idx in range(8):
|
||||
cascade = game.cascades[col_idx]
|
||||
if row_idx < len(cascade):
|
||||
card = cascade[row_idx]
|
||||
# A card is selected if it is the source and we are highlighting it.
|
||||
# Note: for cascades, we highlight the source column's bottom cards/sequence if selected.
|
||||
is_selected = False
|
||||
if src_type == 'cascade' and src_idx == col_idx:
|
||||
# Highlight the bottom sequence or bottom card
|
||||
seq = game.get_bottom_sequence(cascade)
|
||||
if card in seq:
|
||||
is_selected = True
|
||||
|
||||
draw_card(stdscr, 11 + row_idx, 2 + col_idx * 9, card, selected=is_selected)
|
||||
|
||||
# --- RENDER STATUS & FOOTER ---
|
||||
# Print status message
|
||||
status_y = height - 4
|
||||
stdscr.addstr(status_y, 2, "Status: ", curses.color_pair(3))
|
||||
stdscr.addstr(status_y, 10, status_msg.ljust(68)[:68], status_color_pair)
|
||||
|
||||
# Print helpful key bindings list
|
||||
footer_y = height - 2
|
||||
bindings_line1 = "Keys: FreeCells (Q W E R) | Foundations (A S D F) | Cascades (1-8)"
|
||||
bindings_line2 = "[U] Undo | [C] Auto-Collect | [R] Restart | [N] New Game | [Q/Esc] Quit"
|
||||
stdscr.addstr(footer_y - 1, 2, bindings_line1, curses.color_pair(3) | curses.A_DIM)
|
||||
stdscr.addstr(footer_y, 2, bindings_line2, curses.color_pair(3) | curses.A_DIM)
|
||||
|
||||
# Check if won
|
||||
if game.check_win():
|
||||
# Game is won! Show overlay
|
||||
stdscr.clear()
|
||||
win_msg = "★ CONGRATULATIONS! YOU WON! ★"
|
||||
stdscr.addstr(height // 2 - 2, (width - len(win_msg)) // 2, win_msg, curses.color_pair(3) | curses.A_BOLD | curses.A_BLINK)
|
||||
sub_msg = f"Completed in {game.move_count} moves and {time_str}!"
|
||||
stdscr.addstr(height // 2, (width - len(sub_msg)) // 2, sub_msg, curses.color_pair(2))
|
||||
prompt_msg = "Press [N] for a New Game, or [Q] to Quit."
|
||||
stdscr.addstr(height // 2 + 2, (width - len(prompt_msg)) // 2, prompt_msg, curses.color_pair(4))
|
||||
stdscr.refresh()
|
||||
|
||||
# Victory loop
|
||||
while True:
|
||||
ch = stdscr.getch()
|
||||
if ch in [ord('q'), ord('Q'), 27]: # Q or ESC
|
||||
return
|
||||
elif ch in [ord('n'), ord('N')]:
|
||||
current_seed = random_seed()
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
src_type = None
|
||||
src_idx = None
|
||||
status_msg = "New game started! Enter Source key..."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
break
|
||||
continue
|
||||
|
||||
stdscr.refresh()
|
||||
|
||||
# Get user input
|
||||
try:
|
||||
ch = stdscr.getch()
|
||||
except KeyboardInterrupt:
|
||||
break
|
||||
|
||||
if ch == -1:
|
||||
# Timeout, loop to update timer
|
||||
continue
|
||||
|
||||
key = chr(ch).lower() if 0 <= ch < 256 else ""
|
||||
|
||||
# Check for Quit
|
||||
if key == 'q' or ch == 27: # 'q' or ESC
|
||||
break
|
||||
|
||||
# Handle global action keys
|
||||
if key == 'u':
|
||||
if game.undo():
|
||||
status_msg = "Undo executed."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
status_msg = "Nothing to undo."
|
||||
status_color_pair = curses.color_pair(4)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
elif key == 'c' or ch == ord(' '):
|
||||
prev_moves = game.move_count
|
||||
game.auto_collect()
|
||||
status_msg = "Auto-collected safe cards to foundations."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
elif key == 'r':
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
status_msg = "Game restarted with same layout."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
elif key == 'n':
|
||||
current_seed = random_seed()
|
||||
game = FreeCellGame(seed=current_seed)
|
||||
start_time = time.time()
|
||||
status_msg = f"New game started with seed {current_seed}."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
src_type, src_idx = None, None
|
||||
continue
|
||||
|
||||
# Process selection keys
|
||||
if key in key_to_pile:
|
||||
pile_type, pile_idx = key_to_pile[key]
|
||||
|
||||
if src_type is None:
|
||||
# Selecting source
|
||||
# Verify source has a card
|
||||
has_card = False
|
||||
if pile_type == 'freecell' and game.free_cells[pile_idx] is not None:
|
||||
has_card = True
|
||||
elif pile_type == 'foundation' and game.foundations[pile_idx]:
|
||||
has_card = True
|
||||
elif pile_type == 'cascade' and game.cascades[pile_idx]:
|
||||
has_card = True
|
||||
|
||||
if has_card:
|
||||
src_type = pile_type
|
||||
src_idx = pile_idx
|
||||
# Find correct descriptive label for source
|
||||
if pile_type == 'freecell':
|
||||
label_name = labels_fc[pile_idx]
|
||||
elif pile_type == 'foundation':
|
||||
label_name = labels_fnd[pile_idx][0]
|
||||
else:
|
||||
label_name = str(pile_idx + 1)
|
||||
status_msg = f"Selected {pile_type.upper()} {label_name}. Choose destination..."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
status_msg = f"Selected source {pile_type.upper()} is empty!"
|
||||
status_color_pair = curses.color_pair(4)
|
||||
else:
|
||||
# Selecting destination
|
||||
if pile_type == src_type and pile_idx == src_idx:
|
||||
# Cancel selection
|
||||
src_type, src_idx = None, None
|
||||
status_msg = "Selection cancelled."
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
success, msg = game.validate_and_move(src_type, src_idx, pile_type, pile_idx)
|
||||
if success:
|
||||
status_msg = msg
|
||||
status_color_pair = curses.color_pair(3)
|
||||
else:
|
||||
status_msg = f"Invalid move: {msg}"
|
||||
status_color_pair = curses.color_pair(4)
|
||||
src_type, src_idx = None, None
|
||||
else:
|
||||
if ch != -1:
|
||||
# Display safe message for special keys or control keys
|
||||
status_msg = f"Unknown key pressed. Use bindings shown below."
|
||||
status_color_pair = curses.color_pair(4)
|
||||
|
||||
def run_curses_ui():
|
||||
"""
|
||||
Launches the interactive curses terminal interface.
|
||||
"""
|
||||
try:
|
||||
curses.wrapper(curses_main)
|
||||
except Exception as e:
|
||||
print(f"Error starting curses: {e}")
|
||||
sys.exit(1)
|
||||
|
|
@ -1,67 +0,0 @@
|
|||
import unittest
|
||||
from engine import Card, FreeCellGame
|
||||
|
||||
class TestFreeCellEngine(unittest.TestCase):
|
||||
def test_card_creation(self):
|
||||
card = Card('H', 1)
|
||||
self.assertEqual(card.suit, 'H')
|
||||
self.assertEqual(card.rank, 1)
|
||||
self.assertEqual(card.color, 'red')
|
||||
self.assertEqual(str(card), "A♥")
|
||||
|
||||
def test_deal(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# Check that 52 cards were dealt correctly
|
||||
total_cards = sum(len(c) for c in game.cascades)
|
||||
self.assertEqual(total_cards, 52)
|
||||
self.assertEqual(len(game.cascades[0]), 7)
|
||||
self.assertEqual(len(game.cascades[4]), 6)
|
||||
|
||||
def test_get_bottom_sequence(self):
|
||||
# Create custom cascades to test sequence identification
|
||||
c1 = [
|
||||
Card('H', 13), # K♥
|
||||
Card('S', 12), # Q♠
|
||||
Card('H', 11), # J♥
|
||||
Card('C', 10), # 10♣
|
||||
]
|
||||
seq = FreeCellGame.get_bottom_sequence(c1)
|
||||
self.assertEqual(len(seq), 4)
|
||||
self.assertEqual(seq[0].rank, 13)
|
||||
|
||||
# Break sequence in middle
|
||||
c2 = [
|
||||
Card('H', 13), # K♥
|
||||
Card('H', 12), # Q♥ (same color, breaks sequence)
|
||||
Card('S', 11), # J♠
|
||||
Card('H', 10), # 10♥
|
||||
]
|
||||
seq = FreeCellGame.get_bottom_sequence(c2)
|
||||
self.assertEqual(len(seq), 3)
|
||||
self.assertEqual(seq[0].rank, 12)
|
||||
|
||||
def test_validate_and_move_to_free_cell(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# Try moving bottom card of first cascade to first free cell
|
||||
bottom_card = game.cascades[0][-1]
|
||||
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
|
||||
self.assertTrue(success)
|
||||
self.assertEqual(game.free_cells[0], bottom_card)
|
||||
self.assertEqual(len(game.cascades[0]), 6)
|
||||
|
||||
def test_undo(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
original_cascade_len = len(game.cascades[0])
|
||||
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
|
||||
self.assertTrue(success)
|
||||
|
||||
self.assertEqual(len(game.cascades[0]), original_cascade_len - 1)
|
||||
self.assertIsNotNone(game.free_cells[0])
|
||||
|
||||
undo_success = game.undo()
|
||||
self.assertTrue(undo_success)
|
||||
self.assertEqual(len(game.cascades[0]), original_cascade_len)
|
||||
self.assertIsNone(game.free_cells[0])
|
||||
|
||||
if __name__ == '__main__':
|
||||
unittest.main()
|
||||
1
card-game-app/tests/__init__.py
Normal file
1
card-game-app/tests/__init__.py
Normal file
|
|
@ -0,0 +1 @@
|
|||
# test package
|
||||
158
card-game-app/tests/test_engine.py
Normal file
158
card-game-app/tests/test_engine.py
Normal file
|
|
@ -0,0 +1,158 @@
|
|||
import unittest
|
||||
from card_game_tui.engine import Card, FreeCellGame
|
||||
|
||||
class TestFreeCellEngine(unittest.TestCase):
|
||||
def test_card_creation(self):
|
||||
card = Card('H', 1)
|
||||
self.assertEqual(card.suit, 'H')
|
||||
self.assertEqual(card.rank, 1)
|
||||
self.assertEqual(card.color, 'red')
|
||||
self.assertEqual(str(card), "A♥")
|
||||
self.assertEqual(repr(card), "A♥")
|
||||
|
||||
def test_card_equality(self):
|
||||
c1 = Card('S', 10)
|
||||
c2 = Card('S', 10)
|
||||
c3 = Card('H', 10)
|
||||
self.assertEqual(c1, c2)
|
||||
self.assertNotEqual(c1, c3)
|
||||
self.assertNotEqual(c1, "10♠")
|
||||
|
||||
def test_invalid_card(self):
|
||||
with self.assertRaises(ValueError):
|
||||
Card('X', 5)
|
||||
with self.assertRaises(ValueError):
|
||||
Card('H', 14)
|
||||
|
||||
def test_deal(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# Check that 52 cards were dealt correctly
|
||||
total_cards = sum(len(c) for c in game.cascades)
|
||||
self.assertEqual(total_cards, 52)
|
||||
self.assertEqual(len(game.cascades[0]), 7)
|
||||
self.assertEqual(len(game.cascades[4]), 6)
|
||||
# Check empty states
|
||||
self.assertTrue(all(cell is None for cell in game.free_cells))
|
||||
self.assertTrue(all(len(fnd) == 0 for fnd in game.foundations))
|
||||
|
||||
def test_get_bottom_sequence(self):
|
||||
# Create custom cascades to test sequence identification
|
||||
c1 = [
|
||||
Card('H', 13), # K♥
|
||||
Card('S', 12), # Q♠
|
||||
Card('H', 11), # J♥
|
||||
Card('C', 10), # 10♣
|
||||
]
|
||||
seq = FreeCellGame.get_bottom_sequence(c1)
|
||||
self.assertEqual(len(seq), 4)
|
||||
self.assertEqual(seq[0].rank, 13)
|
||||
|
||||
# Break sequence in middle
|
||||
c2 = [
|
||||
Card('H', 13), # K♥
|
||||
Card('H', 12), # Q♥ (same color, breaks sequence)
|
||||
Card('S', 11), # J♠
|
||||
Card('H', 10), # 10♥
|
||||
]
|
||||
seq = FreeCellGame.get_bottom_sequence(c2)
|
||||
self.assertEqual(len(seq), 3)
|
||||
self.assertEqual(seq[0].rank, 12)
|
||||
|
||||
def test_get_max_move_size(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# F=4 empty free cells, E=0 empty cascades
|
||||
# Max move size = (4 + 1) * 2^0 = 5
|
||||
self.assertEqual(game.get_max_move_size(), 5)
|
||||
|
||||
# Make one free cell occupied
|
||||
game.free_cells[0] = Card('S', 1)
|
||||
# F=3, E=0 -> (3 + 1) * 2^0 = 4
|
||||
self.assertEqual(game.get_max_move_size(), 4)
|
||||
|
||||
# Make one cascade empty
|
||||
game.cascades[7] = []
|
||||
# F=3, E=1 (excluding src and dest cascade indices)
|
||||
# (3 + 1) * 2^1 = 8
|
||||
self.assertEqual(game.get_max_move_size(exclude_src_idx=0, exclude_dest_idx=1), 8)
|
||||
|
||||
def test_validate_and_move_to_free_cell(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# Try moving bottom card of first cascade to first free cell
|
||||
bottom_card = game.cascades[0][-1]
|
||||
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
|
||||
self.assertTrue(success)
|
||||
self.assertEqual(game.free_cells[0], bottom_card)
|
||||
self.assertEqual(len(game.cascades[0]), 6)
|
||||
|
||||
# Test moving to already occupied free cell
|
||||
success, msg = game.validate_and_move('cascade', 1, 'freecell', 0)
|
||||
self.assertFalse(success)
|
||||
|
||||
def test_validate_and_move_to_foundation(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# Clear cascades to avoid any auto-collect side effects during manual testing
|
||||
game.cascades = [[] for _ in range(8)]
|
||||
|
||||
# Manually inject an Ace of Spades (S, 1) to make it ready for foundation
|
||||
# Foundations: 0=Spades, 1=Hearts, 2=Diamonds, 3=Clubs
|
||||
ace_spades = Card('S', 1)
|
||||
game.cascades[0].append(ace_spades)
|
||||
|
||||
# Try moving to foundation
|
||||
success, msg = game.validate_and_move('cascade', 0, 'foundation', 0)
|
||||
self.assertTrue(success)
|
||||
self.assertEqual(game.foundations[0][-1], ace_spades)
|
||||
|
||||
# Test valid consecutive foundation moves
|
||||
two_spades = Card('S', 2)
|
||||
game.cascades[1].append(two_spades)
|
||||
# Moving to Spades (0) should work because Ace of Spades is already there
|
||||
success, msg = game.validate_and_move('cascade', 1, 'foundation', 0)
|
||||
self.assertTrue(success)
|
||||
self.assertEqual(game.foundations[0][-1], two_spades)
|
||||
|
||||
# Moving random non-consecutive card should fail
|
||||
king_hearts = Card('H', 13)
|
||||
game.cascades[2].append(king_hearts)
|
||||
success, msg = game.validate_and_move('cascade', 2, 'foundation', 1)
|
||||
self.assertFalse(success) # Hearts is empty, needs Ace
|
||||
|
||||
def test_cascade_to_cascade_single(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
# Set up a clean valid move
|
||||
# Put 10 of Clubs on bottom of cascade 0
|
||||
# Put 9 of Hearts on bottom of cascade 1
|
||||
game.cascades[0] = [Card('C', 10)]
|
||||
game.cascades[1] = [Card('H', 9)]
|
||||
|
||||
success, msg = game.validate_and_move('cascade', 1, 'cascade', 0)
|
||||
self.assertTrue(success)
|
||||
self.assertEqual(len(game.cascades[0]), 2)
|
||||
self.assertEqual(game.cascades[0][-1], Card('H', 9))
|
||||
self.assertEqual(len(game.cascades[1]), 0)
|
||||
|
||||
def test_undo(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
original_cascade_len = len(game.cascades[0])
|
||||
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
|
||||
self.assertTrue(success)
|
||||
|
||||
self.assertEqual(len(game.cascades[0]), original_cascade_len - 1)
|
||||
self.assertIsNotNone(game.free_cells[0])
|
||||
|
||||
undo_success = game.undo()
|
||||
self.assertTrue(undo_success)
|
||||
self.assertEqual(len(game.cascades[0]), original_cascade_len)
|
||||
self.assertIsNone(game.free_cells[0])
|
||||
|
||||
def test_check_win(self):
|
||||
game = FreeCellGame(seed=42)
|
||||
self.assertFalse(game.check_win())
|
||||
|
||||
# Simulate a win state
|
||||
for idx, suit in enumerate(game.foundation_suits):
|
||||
game.foundations[idx] = [Card(suit, rank) for rank in range(1, 14)]
|
||||
self.assertTrue(game.check_win())
|
||||
|
||||
if __name__ == '__main__':
|
||||
unittest.main()
|
||||
|
|
@ -1,3 +1,3 @@
|
|||
{
|
||||
"outcome": "succeeded"
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue