diff --git a/run.json b/run.json index 4800ae064..f037c39ff 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": "2026-06-04T18:43:25.295472Z", + "last_event_at": "2026-06-04T18:44:51.027987Z", "pending_control": null, "checkpoints": [ { @@ -803,9 +803,9 @@ "diff": {} }, { - "seq": 0, + "seq": 63, "checkpoint": { - "timestamp": "2026-06-04T18:43:25.384822Z", + "timestamp": "2026-06-04T18:43:39.031034Z", "current_node": "expand_spec", "completed_nodes": [ "start", @@ -813,17 +813,115 @@ ], "node_retries": {}, "context_values": { - "failure_class": "", - "graph.retry_target": "impl_setup", - "internal.thread_id": "start", - "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", + "outcome": "succeeded", "graph.default_max_retries": "3", + "internal.node_visit_count": 1, + "graph.retry_target": "impl_setup", + "internal.retry_count.start": 0, "current_node": "expand_spec", "internal.fidelity": "compact", + "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", + "thread.start.current_node": "expand_spec", + "internal.retry_count.expand_spec": 0, + "failure_signature": "", + "graph.goal": "Build a terminal-based FreeCell solitaire game in Python", + "last_stage": "expand_spec", + "internal.work_dir": "/home/daytona/workspace/fabro", + "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.", + "graph.rankdir": "LR", + "failure_class": "", + "internal.thread_id": "start", + "graph.fallback_retry_target": "impl_logic", + "internal.run_id": "01KT9YT14FHDYA4VTV9DSFG0FY" + }, + "node_outcomes": { + "start": { + "status": "succeeded", + "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 + } + } + }, + "next_node_id": "impl_setup", + "git_commit_sha": "dd57c4b4a04cc33a4b0e5e2de6fcc68ef2f37dac", + "node_visits": { + "expand_spec": 1, + "start": 1 + } + }, + "diff": { + "patch": "diff --git a/.ai/card-game-spec.md b/.ai/card-game-spec.md\nnew file mode 100644\nindex 000000000..ccc4bc1b0\n--- /dev/null\n+++ b/.ai/card-game-spec.md\n@@ -0,0 +1,362 @@\n+# Technical Specification: Terminal-Based FreeCell Solitaire in Python\n+\n+This document specifies the architecture, domain logic, user interface, and testing strategy for a terminal-based FreeCell Solitaire game built with Python. \n+\n+The application is split into two completely decoupled layers:\n+1. **Core Domain Model / Game Engine**: Fully testable, framework-independent, pure-Python representations of cards, piles, moves, validation, and game state.\n+2. **Curses-based Terminal UI (TUI)**: A visual presentation layer built on the standard-library `curses` module, handling input polling, terminal events (like resizing), and colorized rendering.\n+\n+---\n+\n+## 1. Game Rules & Mechanics\n+\n+FreeCell is a solitaire card game played with a single standard 52-card deck. All cards are dealt face-up at the start.\n+\n+### 1.1 Table Layout\n+The game screen consists of three main areas:\n+- **Free Cells (4 cells)**: Temporary holding spaces. Each cell can hold at most one card of any suit and rank.\n+- **Foundations (4 piles)**: Destination piles built up by suit from Ace (rank 1) through King (rank 13). Winning the game requires placing all 52 cards here.\n+- **Tableau (8 columns)**: The main play area. Columns 1–4 are dealt 7 cards each; columns 5–8 are dealt 6 cards each.\n+\n+### 1.2 Movement Rules\n+- **Moving to a Free Cell**: Any single card can be moved to an empty Free Cell.\n+- **Moving to a Foundation**:\n+ - An **Ace** can be moved to an empty Foundation pile.\n+ - A card of rank $R$ and suit $S$ can be placed on a Foundation pile if the current top card of that pile is of suit $S$ and rank $R - 1$.\n+- **Moving to a Tableau Column**:\n+ - A single card of rank $R$ and color $C$ can be placed on top of a tableau card of rank $R+1$ and the *opposite* color (e.g., a Black 7 on a Red 8).\n+ - An empty tableau column can accept any single card.\n+- **Sequence Moves (Multiple Cards)**:\n+ - A sequence of cards that is properly ordered (descending ranks and alternating colors) can be moved together from one tableau column to another.\n+ - The maximum size of a sequence that can be moved depends on the number of empty Free Cells and empty Tableau columns available as temporary landing zones.\n+ - **Formula for Max Move Size**:\n+ $$\\text{Max Cards} = (1 + \\text{Empty Free Cells}) \\times 2^{\\text{Empty Tableau Columns}}$$\n+ *Exception*: If the destination column is an empty tableau column, that empty column does not count as \"empty\" in the exponent of the formula (as it is the final destination, not a temporary transit zone).\n+\n+### 1.3 Automatic Moves (\"Auto-Homing\")\n+To reduce tedious manual moves, the engine should automatically move cards to the Foundations if they can no longer be used as transition cards for lower-ranked cards. A card of rank $R$ and suit $S$ can safely be \"auto-homed\" to its Foundation if:\n+1. It is a legal move (it is on top of a tableau/freecell and matches $R-1$ of its foundation).\n+2. All cards of the *opposite color* with rank $R-1$ or lower have already been placed in the foundations. This ensures that no card still needs to be built on top of this card in the tableaus.\n+\n+---\n+\n+## 2. Core Domain Architecture (Non-UI)\n+\n+All domain logic must reside in classes that do not import or assume a `curses` environment. This ensures unit tests can run in headless CI environments.\n+\n+```\n++-------------------------------------------------------------+\n+| Domain Model |\n+| |\n+| +----------------+ +---------------+ |\n+| | Card |---> | Deck | |\n+| +----------------+ +---------------+ |\n+| | |\n+| v |\n+| +----------------+ |\n+| | GameState | <--- Handles validation, moves, undo |\n+| +----------------+ |\n++-------------------------------------------------------------+\n+```\n+\n+### 2.1 Domain Types & Data Structures\n+\n+#### Card Representation\n+```python\n+from dataclasses import dataclass\n+from enum import Enum, auto\n+\n+class Suit(Enum):\n+ HEARTS = \"H\"\n+ DIAMONDS = \"D\"\n+ CLUBS = \"C\"\n+ SPADES = \"S\"\n+\n+ @property\n+ def color(self) -> str:\n+ return \"RED\" if self in (Suit.HEARTS, Suit.DIAMONDS) else \"BLACK\"\n+\n+ @property\n+ def symbol(self) -> str:\n+ # Unicode symbols for attractive rendering\n+ return {\n+ Suit.HEARTS: \"♥\",\n+ Suit.DIAMONDS: \"♦\",\n+ Suit.CLUBS: \"♣\",\n+ Suit.SPADES: \"♠\"\n+ }[self]\n+\n+class Rank(Enum):\n+ ACE = 1\n+ TWO = 2\n+ THREE = 3\n+ FOUR = 4\n+ FIVE = 5\n+ SIX = 6\n+ SEVEN = 7\n+ EIGHT = 8\n+ NINE = 9\n+ TEN = 10\n+ JACK = 11\n+ QUEEN = 12\n+ KING = 13\n+\n+ @property\n+ def label(self) -> str:\n+ if self.value == 1: return \"A\"\n+ if self.value == 11: return \"J\"\n+ if self.value == 12: return \"Q\"\n+ if self.value == 13: return \"K\"\n+ return str(self.value)\n+\n+@dataclass(frozen=True)\n+class Card:\n+ suit: Suit\n+ rank: Rank\n+\n+ def __repr__(self) -> str:\n+ return f\"{self.rank.label}{self.suit.symbol}\"\n+```\n+\n+#### Deck & Setup\n+```python\n+import random\n+from typing import List\n+\n+class Deck:\n+ def __init__(self, seed: int = None):\n+ self.cards = [Card(suit, rank) for suit in Suit for rank in Rank]\n+ if seed is not None:\n+ random.seed(seed)\n+ random.shuffle(self.cards)\n+\n+ def deal(self) -> List[List[Card]]:\n+ \"\"\"Deals 52 cards into 8 columns.\"\"\"\n+ tableaus: List[List[Card]] = [[] for _ in range(8)]\n+ for i, card in enumerate(self.cards):\n+ tableaus[i % 8].append(card)\n+ return tableaus\n+```\n+\n+#### Move Representation\n+To support an robust Undo/Redo stack, each move is captured as a detailed state transition:\n+```python\n+from typing import Union\n+\n+class LocationType(Enum):\n+ TABLEAU = auto()\n+ FREECELL = auto()\n+ FOUNDATION = auto()\n+\n+@dataclass(frozen=True)\n+class Position:\n+ type: LocationType\n+ index: int # 0-7 for Tableau, 0-3 for FreeCell, 0-3 for Foundation\n+\n+@dataclass\n+class MoveRecord:\n+ from_pos: Position\n+ to_pos: Position\n+ cards: List[Card] # Captured for single or sequence moves\n+ auto_moves: List['MoveRecord'] = None # Nested moves triggered by auto-homing\n+```\n+\n+### 2.2 Core Engine (`GameState`)\n+The state engine encapsulates all state, mutations, validation, and history.\n+\n+```python\n+class GameState:\n+ def __init__(self, seed: int = None):\n+ self.tableaus: List[List[Card]] = Deck(seed).deal()\n+ self.freecells: List[Union[Card, None]] = [None] * 4\n+ self.foundations: dict[Suit, List[Card]] = {suit: [] for suit in Suit}\n+ self.undo_stack: List[MoveRecord] = []\n+ self.redo_stack: List[MoveRecord] = []\n+\n+ def get_card_at(self, position: Position) -> Union[Card, None]:\n+ if position.type == LocationType.FREECELL:\n+ return self.freecells[position.index]\n+ elif position.type == LocationType.FOUNDATION:\n+ pile = self.foundations[list(Suit)[position.index]]\n+ return pile[-1] if pile else None\n+ elif position.type == LocationType.TABLEAU:\n+ col = self.tableaus[position.index]\n+ return col[-1] if col else None\n+ return None\n+\n+ def validate_move(self, from_pos: Position, to_pos: Position, count: int = 1) -> bool:\n+ \"\"\"\n+ Calculates whether moving 'count' cards from from_pos to to_pos is legal.\n+ \"\"\"\n+ # 1. Basic boundary and type validations...\n+ # 2. Extract card(s) to be moved...\n+ # 3. Check target constraints (descending rank, alternate color for tableaus; suit-match ascending for foundation)\n+ # 4. Check capacity constraints if sequence move (using the formula)\n+ pass\n+\n+ def execute_move(self, from_pos: Position, to_pos: Position, count: int = 1) -> bool:\n+ \"\"\"\n+ Executes a move, saves it to the undo stack, runs auto-homing, and clears the redo stack.\n+ \"\"\"\n+ if not self.validate_move(from_pos, to_pos, count):\n+ return False\n+ # Perform move logic, handle nested auto-moves, append to undo_stack...\n+ return True\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+ # Revert changes using move records and push to redo stack...\n+ return True\n+\n+ def check_win(self) -> bool:\n+ \"\"\"Returns True if all 52 cards are in the Foundations.\"\"\"\n+ return all(len(self.foundations[suit]) == 13 for suit in Suit)\n+```\n+\n+---\n+\n+## 3. UI Layout & Visual Design\n+\n+The UI will be formatted to fit standard $80 \\times 24$ terminal windows, but will dynamically adapt if larger screen space is available.\n+\n+### 3.1 Terminal ASCII / Unicode Grid Layout\n+\n+```\n++-----------------------------------------------------------------------------+\n+| FREECELL SOLITAIRE [SEED: 49281] |\n+| |\n+| Free Cells Foundations |\n+| [A] [B] [C] [D] [♥] [♦] [♣] [♠] |\n+| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ |\n+| | 5♣| | | | | | | | A♥| | | | | | | |\n+| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ |\n+| |\n+| Tableau Columns |\n+| [1] [2] [3] [4] [5] [6] [7] [8] |\n+| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ |\n+| | K♠| | J♦| | Q♣| | 9♦| | 8♣| | 6♥| | 10♦| | A♠| |\n+| | Q♦| | 10♣| | 3♦| | 8♥| | 7♦| | 5♦| | 9♠| | | |\n+| | J♣| | | | 2♠| | | | 6♠| | | | | | | |\n+| | 10♦| | | | | | | | 5♥| | | | | | | |\n+| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ |\n+| |\n+|-----------------------------------------------------------------------------|\n+| MSG: Selected [1] K♠. Choose destination column or cell. |\n+| KEYS: [Arrows] Navigate [Space] Select/Drop [U] Undo [R] Restart [Q] Quit|\n++-----------------------------------------------------------------------------+\n+```\n+\n+### 3.2 Visual Components and Curses Rendering Strategy\n+\n+1. **Card Rendering**:\n+ - Empty slots (cells, tableaus, foundations) are rendered with dashed borders `· · ·` or generic outlines `[ ]`.\n+ - Cards are rendered with a white background/colored foreground using curses color pairs:\n+ - **Red Cards (Hearts, Diamonds)**: Red text on a white or black background.\n+ - **Black Cards (Clubs, Spades)**: Bold white or cyan text on a black background (or black text on a white background).\n+2. **Double-Buffered Screen**:\n+ - Use `curses.newwin()` for distinct sub-regions (Top panel, Main game table, Status bar) to organize layout.\n+ - Run calculations and render elements using memory-efficient double-buffering via `stdscr.noutrefresh()` and a final `curses.doupdate()`.\n+3. **Cursor Navigation & Selection**:\n+ - **Keyboard Cursor**: An active selection box/cursor highlighting a single pile/cell is moved via the **Arrow Keys** (or WASD).\n+ - **Selection State**: \n+ - First press of `Space` or `Enter` on a non-empty slot highlights the card(s) to move (visual \"lift\" state).\n+ - Moving the cursor to another column and pressing `Space` / `Enter` attempts the move.\n+ - Pressing `Escape` cancels the active selection.\n+\n+---\n+\n+## 4. Input Handling & UI Interaction\n+\n+### 4.1 Curses Main Loop & Input States\n+\n+```\n+ +----------------------+\n+ | Game Loop |\n+ +----------------------+\n+ |\n+ v\n+ [ Wait for Key ]\n+ |\n+ +--------------+--------------+\n+ | |\n+ v v\n+ [ Action Key ] [ Navigation Key ]\n+ (Q, U, R, ESC, etc.) (Arrows, Tab, WASD)\n+ | |\n+ v v\n+ Handle Command Move Cursor Highlight\n+ | |\n+ +--------------+--------------+\n+ |\n+ v\n+ [ Update State ]\n+ |\n+ v\n+ [ Redraw UI ]\n+```\n+\n+### 4.2 Keybindings Map\n+\n+| Key | Action |\n+| --- | --- |\n+| `Left / Right / Up / Down` | Navigate cursor across cells, foundations, and tableaus |\n+| `Space / Enter` | Select card at cursor / Move selected card to cursor target |\n+| `Escape` | Clear active card selection |\n+| `u / U` | Undo last move (supports infinite undo back to the start) |\n+| `r / R` | Restart current game (with same seed/shuffling) |\n+| `n / N` | Start a completely new game with a random seed |\n+| `q / Q` | Exit the game gracefully (presents confirm dialog) |\n+\n+---\n+\n+## 5. Non-Interactive Smoke Mode\n+\n+To ensure the CLI can be verified programmatically without invoking an interactive full-screen curses environment, the application must support a non-interactive setup probe via `--smoke`:\n+\n+```bash\n+python3 main.py --smoke\n+```\n+\n+### 5.1 Smoke Mode Requirements:\n+- Must not call `curses.initscr()`, `curses.wrapper()`, or perform terminal modifications.\n+- Must initialize the domain engine (`GameState`) with a deterministic test seed.\n+- Must execute a tiny mock transaction sequence (e.g., attempt 2 valid moves and 1 invalid move, validating assertion outcomes).\n+- Must print a plain-text confirmation of the test result to stdout.\n+- Must exit with status code `0` on success, or a non-zero exit code if an import or validation error occurs.\n+\n+---\n+\n+## 6. Testing Strategy\n+\n+Maintaining 100% testability on rules guarantees that bugs are never hidden behind UI refresh issues.\n+\n+### 6.1 Unit Tests (Headless)\n+All game rule constraints must be tested inside a robust suite of unit tests (e.g. using `unittest` or `pytest`):\n+\n+- **Deck Verification**: Ensure 52 unique cards are present; verify that deterministic seeding generates identical layouts.\n+- **Move Validations**:\n+ - Valid and invalid moves to empty and occupied free cells.\n+ - Valid sequence building on Tableau (alternating color, consecutive ranks).\n+ - Multi-card tableau-to-tableau sequence validation obeying the formula: $(1 + \\text{empty cells}) \\times 2^{\\text{empty tableaus}}$.\n+ - Valid and invalid foundation building (Aces first, ordered ascending by suit).\n+- **Auto-Homing Logic**: Verify that cards are only auto-homed when all cards of the opposite color of smaller rank have already been homed.\n+- **Undo/Redo System**: Run a multi-step sequence, trigger undo, verify state completely matches initial configuration.\n+- **Win Detection**: Construct a state where all but 1 card is homed, verify final homing triggers winning state flag.\n+\n+### 6.2 Curses Integration Tests\n+For the UI layer, tests can mock the terminal dimensions and standard input keys using Python's `unittest.mock`:\n+- Mock `curses.getch` and verify the cursor coordinates state shifts correctly.\n+- Verify screen boundary logic prevents cursor overflow out of valid coordinates (e.g. going left of FreeCell column 0 or below the lowest card in a Tableau).\n+\n+---\n+\n+## 7. Implementation Milestones\n+\n+1. **Milestone 1**: Implement pure-domain `Card`, `Deck`, `Position`, and `GameState` engines.\n+2. **Milestone 2**: Write unit tests proving full game validation logic and automated auto-homing.\n+3. **Milestone 3**: Implement `--smoke` mode in CLI entrypoint and verify CI execution.\n+4. **Milestone 4**: Setup curses framework window structure, color palettes, and draw static cards.\n+5. **Milestone 5**: Implement interactive keyboard cursor, card selection mechanics, and execution hook.\n+6. **Milestone 6**: Complete Undo-stack integration and terminal resize layout adjustment handler.\ndiff --git a/status.json b/status.json\nnew file mode 100644\nindex 000000000..ee6907d7f\n--- /dev/null\n+++ b/status.json\n@@ -0,0 +1,3 @@\n+{\n+ \"outcome\": \"succeeded\"\n+}\n\\ No newline at end of file\n", + "summary": { + "files_changed": 2, + "additions": 365, + "deletions": 0 + } + } + }, + { + "seq": 0, + "checkpoint": { + "timestamp": "2026-06-04T18:44:57.769763Z", + "current_node": "impl_setup", + "completed_nodes": [ + "start", + "expand_spec", + "impl_setup" + ], + "node_retries": {}, + "context_values": { + "failure_class": "", + "thread.expand_spec.current_node": "impl_setup", + "graph.retry_target": "impl_setup", + "internal.thread_id": "expand_spec", + "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 -", + "graph.default_max_retries": "3", + "current_node": "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.", + "internal.fidelity": "compact", "graph.goal": "Build a terminal-based FreeCell solitaire game in Python", "graph.rankdir": "LR", "failure_signature": "", - "last_stage": "expand_spec", + "last_stage": "impl_setup", "internal.node_visit_count": 1, "thread.start.current_node": "expand_spec", "internal.retry_count.expand_spec": 0, @@ -832,9 +930,58 @@ "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.", - "outcome": "succeeded" + "outcome": "succeeded", + "internal.retry_count.impl_setup": 0 }, "node_outcomes": { + "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 + } + }, "expand_spec": { "status": "succeeded", "context_updates": { @@ -881,10 +1028,11 @@ "usage": null } }, - 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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": false + }, + { + "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. 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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": 20079, + "usage_percent": 1.9148826599121094, + "count_method": "response_usage_scaled_breakdown", + "staleness": "live", + "generated_at": "2026-06-04T18:44:45.787355Z", + "event_seq": 116, + "breakdown": [ + { + "category": "system_prompt", + "tokens": 1449, + "usage_percent": 0.13818740844726562 + }, + { + "category": "tools", + "tokens": 1531, + "usage_percent": 0.14600753784179688 + }, + { + "category": "memory", + "tokens": 4145, + "usage_percent": 0.3952980041503906 + }, + { + "category": "conversation", + "tokens": 12948, + "usage_percent": 1.2348175048828125 + }, + { + "category": "other", + "tokens": 6, + "usage_percent": 0.00057220458984375 + } + ], + "warnings": [] + }, + "state": "running" + }, + "expand_spec@1": { + "first_event_seq": 22, + "prompt": null, + "response": null, + "completion": { + "outcome": "succeeded", + "notes": "Stage completed: expand_spec", + "failure_reason": null, + "timestamp": "2026-06-04T18:43:25.384693Z" + }, + "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": "2026-06-04T18:37:54.373477Z", "handler": "agent", + "timing": { + "wall_time_ms": 117083, + "inference_time_ms": 111896, + "tool_time_ms": 4207, + "active_time_ms": 116103 + }, "usage": { "input_tokens": 85925, "output_tokens": 4840, @@ -1114,7 +1472,7 @@ ], "warnings": [] }, - "state": "running" + "state": "succeeded" }, "start@1": { "first_event_seq": 18, diff --git a/stages/002-expand_spec@1/diff.patch b/stages/002-expand_spec@1/diff.patch new file mode 100644 index 000000000..0a7f8a72a --- /dev/null +++ b/stages/002-expand_spec@1/diff.patch @@ -0,0 +1,378 @@ +diff --git a/.ai/card-game-spec.md b/.ai/card-game-spec.md +new file mode 100644 +index 000000000..ccc4bc1b0 +--- /dev/null ++++ b/.ai/card-game-spec.md +@@ -0,0 +1,362 @@ ++# Technical Specification: Terminal-Based FreeCell Solitaire in Python ++ ++This document specifies the architecture, domain logic, user interface, and testing strategy for a terminal-based FreeCell Solitaire game built with Python. ++ ++The application is split into two completely decoupled layers: ++1. **Core Domain Model / Game Engine**: Fully testable, framework-independent, pure-Python representations of cards, piles, moves, validation, and game state. ++2. **Curses-based Terminal UI (TUI)**: A visual presentation layer built on the standard-library `curses` module, handling input polling, terminal events (like resizing), and colorized rendering. ++ ++--- ++ ++## 1. Game Rules & Mechanics ++ ++FreeCell is a solitaire card game played with a single standard 52-card deck. All cards are dealt face-up at the start. ++ ++### 1.1 Table Layout ++The game screen consists of three main areas: ++- **Free Cells (4 cells)**: Temporary holding spaces. Each cell can hold at most one card of any suit and rank. ++- **Foundations (4 piles)**: Destination piles built up by suit from Ace (rank 1) through King (rank 13). Winning the game requires placing all 52 cards here. ++- **Tableau (8 columns)**: The main play area. Columns 1–4 are dealt 7 cards each; columns 5–8 are dealt 6 cards each. ++ ++### 1.2 Movement Rules ++- **Moving to a Free Cell**: Any single card can be moved to an empty Free Cell. ++- **Moving to a Foundation**: ++ - An **Ace** can be moved to an empty Foundation pile. ++ - A card of rank $R$ and suit $S$ can be placed on a Foundation pile if the current top card of that pile is of suit $S$ and rank $R - 1$. ++- **Moving to a Tableau Column**: ++ - A single card of rank $R$ and color $C$ can be placed on top of a tableau card of rank $R+1$ and the *opposite* color (e.g., a Black 7 on a Red 8). ++ - An empty tableau column can accept any single card. ++- **Sequence Moves (Multiple Cards)**: ++ - A sequence of cards that is properly ordered (descending ranks and alternating colors) can be moved together from one tableau column to another. ++ - The maximum size of a sequence that can be moved depends on the number of empty Free Cells and empty Tableau columns available as temporary landing zones. ++ - **Formula for Max Move Size**: ++ $$\text{Max Cards} = (1 + \text{Empty Free Cells}) \times 2^{\text{Empty Tableau Columns}}$$ ++ *Exception*: If the destination column is an empty tableau column, that empty column does not count as "empty" in the exponent of the formula (as it is the final destination, not a temporary transit zone). ++ ++### 1.3 Automatic Moves ("Auto-Homing") ++To reduce tedious manual moves, the engine should automatically move cards to the Foundations if they can no longer be used as transition cards for lower-ranked cards. A card of rank $R$ and suit $S$ can safely be "auto-homed" to its Foundation if: ++1. It is a legal move (it is on top of a tableau/freecell and matches $R-1$ of its foundation). ++2. All cards of the *opposite color* with rank $R-1$ or lower have already been placed in the foundations. This ensures that no card still needs to be built on top of this card in the tableaus. ++ ++--- ++ ++## 2. Core Domain Architecture (Non-UI) ++ ++All domain logic must reside in classes that do not import or assume a `curses` environment. This ensures unit tests can run in headless CI environments. ++ ++``` +++-------------------------------------------------------------+ ++| Domain Model | ++| | ++| +----------------+ +---------------+ | ++| | Card |---> | Deck | | ++| +----------------+ +---------------+ | ++| | | ++| v | ++| +----------------+ | ++| | GameState | <--- Handles validation, moves, undo | ++| +----------------+ | +++-------------------------------------------------------------+ ++``` ++ ++### 2.1 Domain Types & Data Structures ++ ++#### Card Representation ++```python ++from dataclasses import dataclass ++from enum import Enum, auto ++ ++class Suit(Enum): ++ HEARTS = "H" ++ DIAMONDS = "D" ++ CLUBS = "C" ++ SPADES = "S" ++ ++ @property ++ def color(self) -> str: ++ return "RED" if self in (Suit.HEARTS, Suit.DIAMONDS) else "BLACK" ++ ++ @property ++ def symbol(self) -> str: ++ # Unicode symbols for attractive rendering ++ return { ++ Suit.HEARTS: "♥", ++ Suit.DIAMONDS: "♦", ++ Suit.CLUBS: "♣", ++ Suit.SPADES: "♠" ++ }[self] ++ ++class Rank(Enum): ++ ACE = 1 ++ TWO = 2 ++ THREE = 3 ++ FOUR = 4 ++ FIVE = 5 ++ SIX = 6 ++ SEVEN = 7 ++ EIGHT = 8 ++ NINE = 9 ++ TEN = 10 ++ JACK = 11 ++ QUEEN = 12 ++ KING = 13 ++ ++ @property ++ def label(self) -> str: ++ if self.value == 1: return "A" ++ if self.value == 11: return "J" ++ if self.value == 12: return "Q" ++ if self.value == 13: return "K" ++ return str(self.value) ++ ++@dataclass(frozen=True) ++class Card: ++ suit: Suit ++ rank: Rank ++ ++ def __repr__(self) -> str: ++ return f"{self.rank.label}{self.suit.symbol}" ++``` ++ ++#### Deck & Setup ++```python ++import random ++from typing import List ++ ++class Deck: ++ def __init__(self, seed: int = None): ++ self.cards = [Card(suit, rank) for suit in Suit for rank in Rank] ++ if seed is not None: ++ random.seed(seed) ++ random.shuffle(self.cards) ++ ++ def deal(self) -> List[List[Card]]: ++ """Deals 52 cards into 8 columns.""" ++ tableaus: List[List[Card]] = [[] for _ in range(8)] ++ for i, card in enumerate(self.cards): ++ tableaus[i % 8].append(card) ++ return tableaus ++``` ++ ++#### Move Representation ++To support an robust Undo/Redo stack, each move is captured as a detailed state transition: ++```python ++from typing import Union ++ ++class LocationType(Enum): ++ TABLEAU = auto() ++ FREECELL = auto() ++ FOUNDATION = auto() ++ ++@dataclass(frozen=True) ++class Position: ++ type: LocationType ++ index: int # 0-7 for Tableau, 0-3 for FreeCell, 0-3 for Foundation ++ ++@dataclass ++class MoveRecord: ++ from_pos: Position ++ to_pos: Position ++ cards: List[Card] # Captured for single or sequence moves ++ auto_moves: List['MoveRecord'] = None # Nested moves triggered by auto-homing ++``` ++ ++### 2.2 Core Engine (`GameState`) ++The state engine encapsulates all state, mutations, validation, and history. ++ ++```python ++class GameState: ++ def __init__(self, seed: int = None): ++ self.tableaus: List[List[Card]] = Deck(seed).deal() ++ self.freecells: List[Union[Card, None]] = [None] * 4 ++ self.foundations: dict[Suit, List[Card]] = {suit: [] for suit in Suit} ++ self.undo_stack: List[MoveRecord] = [] ++ self.redo_stack: List[MoveRecord] = [] ++ ++ def get_card_at(self, position: Position) -> Union[Card, None]: ++ if position.type == LocationType.FREECELL: ++ return self.freecells[position.index] ++ elif position.type == LocationType.FOUNDATION: ++ pile = self.foundations[list(Suit)[position.index]] ++ return pile[-1] if pile else None ++ elif position.type == LocationType.TABLEAU: ++ col = self.tableaus[position.index] ++ return col[-1] if col else None ++ return None ++ ++ def validate_move(self, from_pos: Position, to_pos: Position, count: int = 1) -> bool: ++ """ ++ Calculates whether moving 'count' cards from from_pos to to_pos is legal. ++ """ ++ # 1. Basic boundary and type validations... ++ # 2. Extract card(s) to be moved... ++ # 3. Check target constraints (descending rank, alternate color for tableaus; suit-match ascending for foundation) ++ # 4. Check capacity constraints if sequence move (using the formula) ++ pass ++ ++ def execute_move(self, from_pos: Position, to_pos: Position, count: int = 1) -> bool: ++ """ ++ Executes a move, saves it to the undo stack, runs auto-homing, and clears the redo stack. ++ """ ++ if not self.validate_move(from_pos, to_pos, count): ++ return False ++ # Perform move logic, handle nested auto-moves, append to undo_stack... ++ return True ++ ++ def undo(self) -> bool: ++ """Reverts the last move, including nested auto-homing steps.""" ++ if not self.undo_stack: ++ return False ++ # Revert changes using move records and push to redo stack... ++ return True ++ ++ def check_win(self) -> bool: ++ """Returns True if all 52 cards are in the Foundations.""" ++ return all(len(self.foundations[suit]) == 13 for suit in Suit) ++``` ++ ++--- ++ ++## 3. UI Layout & Visual Design ++ ++The UI will be formatted to fit standard $80 \times 24$ terminal windows, but will dynamically adapt if larger screen space is available. ++ ++### 3.1 Terminal ASCII / Unicode Grid Layout ++ ++``` +++-----------------------------------------------------------------------------+ ++| FREECELL SOLITAIRE [SEED: 49281] | ++| | ++| Free Cells Foundations | ++| [A] [B] [C] [D] [♥] [♦] [♣] [♠] | ++| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | ++| | 5♣| | | | | | | | A♥| | | | | | | | ++| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | ++| | ++| Tableau Columns | ++| [1] [2] [3] [4] [5] [6] [7] [8] | ++| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | ++| | K♠| | J♦| | Q♣| | 9♦| | 8♣| | 6♥| | 10♦| | A♠| | ++| | Q♦| | 10♣| | 3♦| | 8♥| | 7♦| | 5♦| | 9♠| | | | ++| | J♣| | | | 2♠| | | | 6♠| | | | | | | | ++| | 10♦| | | | | | | | 5♥| | | | | | | | ++| +---+ +---+ +---+ +---+ +---+ +---+ +---+ +---+ | ++| | ++|-----------------------------------------------------------------------------| ++| MSG: Selected [1] K♠. Choose destination column or cell. | ++| KEYS: [Arrows] Navigate [Space] Select/Drop [U] Undo [R] Restart [Q] Quit| +++-----------------------------------------------------------------------------+ ++``` ++ ++### 3.2 Visual Components and Curses Rendering Strategy ++ ++1. **Card Rendering**: ++ - Empty slots (cells, tableaus, foundations) are rendered with dashed borders `· · ·` or generic outlines `[ ]`. ++ - Cards are rendered with a white background/colored foreground using curses color pairs: ++ - **Red Cards (Hearts, Diamonds)**: Red text on a white or black background. ++ - **Black Cards (Clubs, Spades)**: Bold white or cyan text on a black background (or black text on a white background). ++2. **Double-Buffered Screen**: ++ - Use `curses.newwin()` for distinct sub-regions (Top panel, Main game table, Status bar) to organize layout. ++ - Run calculations and render elements using memory-efficient double-buffering via `stdscr.noutrefresh()` and a final `curses.doupdate()`. ++3. **Cursor Navigation & Selection**: ++ - **Keyboard Cursor**: An active selection box/cursor highlighting a single pile/cell is moved via the **Arrow Keys** (or WASD). ++ - **Selection State**: ++ - First press of `Space` or `Enter` on a non-empty slot highlights the card(s) to move (visual "lift" state). ++ - Moving the cursor to another column and pressing `Space` / `Enter` attempts the move. ++ - Pressing `Escape` cancels the active selection. ++ ++--- ++ ++## 4. Input Handling & UI Interaction ++ ++### 4.1 Curses Main Loop & Input States ++ ++``` ++ +----------------------+ ++ | Game Loop | ++ +----------------------+ ++ | ++ v ++ [ Wait for Key ] ++ | ++ +--------------+--------------+ ++ | | ++ v v ++ [ Action Key ] [ Navigation Key ] ++ (Q, U, R, ESC, etc.) (Arrows, Tab, WASD) ++ | | ++ v v ++ Handle Command Move Cursor Highlight ++ | | ++ +--------------+--------------+ ++ | ++ v ++ [ Update State ] ++ | ++ v ++ [ Redraw UI ] ++``` ++ ++### 4.2 Keybindings Map ++ ++| Key | Action | ++| --- | --- | ++| `Left / Right / Up / Down` | Navigate cursor across cells, foundations, and tableaus | ++| `Space / Enter` | Select card at cursor / Move selected card to cursor target | ++| `Escape` | Clear active card selection | ++| `u / U` | Undo last move (supports infinite undo back to the start) | ++| `r / R` | Restart current game (with same seed/shuffling) | ++| `n / N` | Start a completely new game with a random seed | ++| `q / Q` | Exit the game gracefully (presents confirm dialog) | ++ ++--- ++ ++## 5. Non-Interactive Smoke Mode ++ ++To ensure the CLI can be verified programmatically without invoking an interactive full-screen curses environment, the application must support a non-interactive setup probe via `--smoke`: ++ ++```bash ++python3 main.py --smoke ++``` ++ ++### 5.1 Smoke Mode Requirements: ++- Must not call `curses.initscr()`, `curses.wrapper()`, or perform terminal modifications. ++- Must initialize the domain engine (`GameState`) with a deterministic test seed. ++- Must execute a tiny mock transaction sequence (e.g., attempt 2 valid moves and 1 invalid move, validating assertion outcomes). ++- Must print a plain-text confirmation of the test result to stdout. ++- Must exit with status code `0` on success, or a non-zero exit code if an import or validation error occurs. ++ ++--- ++ ++## 6. Testing Strategy ++ ++Maintaining 100% testability on rules guarantees that bugs are never hidden behind UI refresh issues. ++ ++### 6.1 Unit Tests (Headless) ++All game rule constraints must be tested inside a robust suite of unit tests (e.g. using `unittest` or `pytest`): ++ ++- **Deck Verification**: Ensure 52 unique cards are present; verify that deterministic seeding generates identical layouts. ++- **Move Validations**: ++ - Valid and invalid moves to empty and occupied free cells. ++ - Valid sequence building on Tableau (alternating color, consecutive ranks). ++ - Multi-card tableau-to-tableau sequence validation obeying the formula: $(1 + \text{empty cells}) \times 2^{\text{empty tableaus}}$. ++ - Valid and invalid foundation building (Aces first, ordered ascending by suit). ++- **Auto-Homing Logic**: Verify that cards are only auto-homed when all cards of the opposite color of smaller rank have already been homed. ++- **Undo/Redo System**: Run a multi-step sequence, trigger undo, verify state completely matches initial configuration. ++- **Win Detection**: Construct a state where all but 1 card is homed, verify final homing triggers winning state flag. ++ ++### 6.2 Curses Integration Tests ++For the UI layer, tests can mock the terminal dimensions and standard input keys using Python's `unittest.mock`: ++- Mock `curses.getch` and verify the cursor coordinates state shifts correctly. ++- Verify screen boundary logic prevents cursor overflow out of valid coordinates (e.g. going left of FreeCell column 0 or below the lowest card in a Tableau). ++ ++--- ++ ++## 7. Implementation Milestones ++ ++1. **Milestone 1**: Implement pure-domain `Card`, `Deck`, `Position`, and `GameState` engines. ++2. **Milestone 2**: Write unit tests proving full game validation logic and automated auto-homing. ++3. **Milestone 3**: Implement `--smoke` mode in CLI entrypoint and verify CI execution. ++4. **Milestone 4**: Setup curses framework window structure, color palettes, and draw static cards. ++5. **Milestone 5**: Implement interactive keyboard cursor, card selection mechanics, and execution hook. ++6. **Milestone 6**: Complete Undo-stack integration and terminal resize layout adjustment handler. +diff --git a/status.json b/status.json +new file mode 100644 +index 000000000..ee6907d7f +--- /dev/null ++++ b/status.json +@@ -0,0 +1,3 @@ ++{ ++ "outcome": "succeeded" ++} +\ No newline at end of file diff --git a/stages/002-expand_spec@1/status.json b/stages/002-expand_spec@1/status.json new file mode 100644 index 000000000..93f447232 --- /dev/null +++ b/stages/002-expand_spec@1/status.json @@ -0,0 +1,6 @@ +{ + "outcome": "succeeded", + "notes": "Stage completed: expand_spec", + "failure_reason": null, + "timestamp": "2026-06-04T18:43:25.384693Z" +} \ No newline at end of file diff --git a/stages/003-impl_setup@1/prompt.md b/stages/003-impl_setup@1/prompt.md new file mode 100644 index 000000000..146ebf9e0 --- /dev/null +++ b/stages/003-impl_setup@1/prompt.md @@ -0,0 +1,23 @@ +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 + + +Read .ai/card-game-spec.md. + +Create the Python project skeleton under card-game-app/: +- pyproject.toml with pytest configured +- main.py entrypoint +- src/card_game_tui/ package +- tests/ directory +- README.md stub + +Add minimal importable modules so the project compiles. + +Run: +cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py + +Write status.json at workspace root: outcome=succeeded if the project skeleton exists and compiles, outcome=failed with failure_reason otherwise. \ No newline at end of file diff --git a/stages/003-impl_setup@1/provider_used.json b/stages/003-impl_setup@1/provider_used.json new file mode 100644 index 000000000..0bb716dde --- /dev/null +++ b/stages/003-impl_setup@1/provider_used.json @@ -0,0 +1,5 @@ +{ + "mode": "agent", + "provider": "gemini", + "model": "gemini-3.5-flash" +} \ No newline at end of file