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# Implementation Plan - Terminal Spider Solitaire
A terminal-based Spider Solitaire game built in Python using the standard library `curses` module, with a decoupled architecture to allow both interactive gameplay and headless smoke-testing.
## 1. Game Rules & Data Structures
We implement standard Spider Solitaire.
- **Decks**: 2 decks (104 cards total).
- **Suits**: Support 1-suit (Spades), 2-suit (Spades, Hearts), or 4-suit (standard) configurations. 1-suit is the default and recommended for terminal play.
- **Tableau**: 10 columns.
- Setup: First 4 columns get 6 cards (5 facedown, 1 faceup). Next 6 columns get 5 cards (4 facedown, 1 faceup).
- The remaining 50 cards form the Stock.
- **Deals**: Dealing from Stock puts 1 card faceup on each of the 10 columns. Standard rule: Stock cannot be dealt if there are any empty columns.
- **Move Rules**:
- A sequence of faceup cards can be moved if they are of the *same suit* and in *decreasing numerical order* (e.g., 9♠, 8♠, 7♠).
- A sequence/card can be placed onto any faceup card of any suit that is exactly one rank higher (e.g., placing a 7♠ on an 8♥), or onto an empty column.
- **Clearing Runs**:
- If a full same-suit sequence from King down to Ace (K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A) is formed in a column, it is cleared from the board and placed into the completed foundations.
- **Win Condition**: All 8 runs are cleared (104 cards).
### Data Models (`card-game-app/game.py`)
- `Card`:
- `suit`: Str (e.g. `'♠'`, `'♥'`, `'♦'`, `'♣'`)
- `rank`: Int (1 for Ace, 11 for Jack, 12 for Queen, 13 for King)
- `face_up`: Bool
- `SpiderGame`:
- `tableau`: List of 10 lists of `Card`
- `stock`: List of `Card`
- `completed_runs`: Int (0 to 8)
- `undo_stack`: List of game state snapshots (memento pattern using deepcopy)
- `suits_count`: Int (1, 2, or 4)
---
## 2. Terminal Rendering Approach (`curses`)
Using Python's standard-library `curses` module. To make it highly visually clear:
- **Card Styling**:
- Hearts/Diamonds in Red.
- Spades/Clubs in default/white.
- Facedown cards represented with a distinct background/pattern like `[░░░]` or `[###]`.
- Selected cards highlighted (reverse video/bold/yellow).
- **Layout & Positioning**:
- We divide the terminal into columns. An 80-character terminal easily accommodates 10 columns of width 6 with 1-char gaps:
`Column X = col_idx * 7 + 2`
- Stacking cards: To fit long columns vertically, we stack cards. Only the top-most part of a card in a stack is rendered (e.g., `| 9♠|`), and the bottom card is drawn fully (e.g. `[ 9♠]`). This takes only 1 line per card plus 1 line for the bottom card!
- **Header/Footer**:
- Header: Shows stock count, completed runs count, and current game mode (e.g., "1-Suit").
- Footer: Interactive guide ("Arrows: Move, Enter: Select/Drop, U: Undo, D: Deal, R: Restart, Q: Quit").
- Status/Error line for messages like "Invalid move!" or "Cannot deal with empty columns!".
---
## 3. Input Handling & Move/Action Validation
We use a simple state machine for the UI:
1. **IDLE State**:
- Left/Right Arrows: Move column cursor (0-9).
- Up/Down Arrows: Navigate *up* and *down* within the face-up cards of the current column to select where to split/move the sequence.
- Enter/Space: Validate if the highlighted card and all cards below it form a valid same-suit decreasing sequence. If yes, transition to **SELECTED State** and save the selection.
- `u` / `U`: Undo.
- `d` / `D`: Deal stock.
- `r` / `R`: Restart game.
- `q` / `Q`: Quit.
2. **SELECTED State**:
- Left/Right Arrows: Move destination column cursor (0-9).
- Enter/Space: Attempt to move selected cards to the target column.
- Validate destination card rank (must be selected card rank + 1, or column must be empty).
- If valid: perform move, flip new top card if needed, check for completed run, push to undo stack, return to **IDLE State**.
- If invalid: show error message, stay in SELECTED state (or escape).
- Escape: Cancel selection, return to **IDLE State**.
---
## 4. Win/Loss Detection
- **Win**: Triggered when `completed_runs == 8`. A victory screen is shown.
- **Loss/Stuck**: There is no hard loss state in solitaire, but we can display a status message if no valid moves are possible on the board and the stock is empty.
---
## 5. UI Layout Diagram
```text
======================= SPIDER SOLITAIRE =======================
Stock: [|||||] (50 cards left) Runs Completed: 0/8
================================================================
Col 0 Col 1 Col 2 Col 3 Col 4 Col 5 Col 6 Col 7 ...
|###| |###| |###| |###| |###| |###| |###| |###|
|###| | 9♠| | K♦| |###| | 5♣| |###| |###| |###|
| 8♥| [ 8♠] [ Q♦] | 4♠| [ 4♣] | J♥| | Q♠| | 2♦|
[ 7♥] [ 3♠] [10♥] [ J♠] [ A♦]
[ 2♠]
[ A♠]
----------------------------------------------------------------
[Status: Selected 4 cards from Col 3. Choose target column...]
[Controls: Enter/Space: Place | Esc: Cancel]
```
---
## 6. Test Strategy
1. **Unit Tests** (`card-game-app/test_game.py`):
- Test Card, Deck, and initial Tableau setup.
- Test sequence validation (is sequence valid? is move valid?).
- Test stock dealing and empty column constraints.
- Test complete run detection and clearing.
- Test undo functionality.
2. **Non-interactive Smoke Test** (`python3 main.py --smoke`):
- Direct headless simulation of starting a game, performing a valid move, dealing a hand, and triggering undo, without invoking `curses`.
- Returns exit code 0 on success.

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# Terminal Spider Solitaire
A terminal-based Spider Solitaire game built in Python using the standard library `curses` module, with zero external dependencies.
## Key Features
- **Responsive Terminal Design**: Supports 1-suit (Spades), 2-suit (Spades & Hearts), or 4-suit (standard) gameplay, rendering beautifully on any standard terminal.
- **Visual Card Highlighting**: Distinctive Red/White colors for card suits and full multi-card selection highlights.
- **Intuitive Keyboard Controls**: Smooth cursor-based navigation across tableau columns and vertical selection.
- **Full Undo/Redo Support**: Save states stored in a history stack so you can undo any mistake.
- **Non-interactive Smoke Test & Verification Suite**: Run automatic unit tests and logic validation completely headlessly.
## How to Play
Run the game using Python:
```bash
python3 card-game-app/main.py
```
Choose suits count (1, 2, or 4):
```bash
python3 card-game-app/main.py --suits 2
```
### Controls:
- **Left / Right Arrows**: Move between columns.
- **Up / Down Arrows**: Navigate up/down within faceup cards of the current column to select where to split/move a sequence.
- **Space / Enter**: Select the highlighted sequence / Place the selected sequence onto the target column.
- **0 - 9 Keys**: Jump directly to a column or attempt to place selected cards onto that column.
- **U / u**: Undo the last move.
- **D / d**: Deal 10 cards from the stock (one to each column). Standard rule: cannot deal if there are empty columns on the board.
- **R / r**: Restart the game.
- **Q / q**: Quit the game.
- **Esc (Escape)**: Cancel the current selection.
## Running Tests
To run the unit tests:
```bash
PYTHONPATH=card-game-app python3 -m unittest card-game-app/test_game.py
```
To run the non-interactive smoke test suite:
```bash
python3 card-game-app/main.py --smoke
```

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import random
import copy
class Card:
def __init__(self, rank, suit, face_up=False):
self.rank = rank # 1 (Ace) to 13 (King)
self.suit = suit # '♠', '♥', '♦', '♣'
self.face_up = face_up
def __repr__(self):
if not self.face_up:
return "[###]"
rank_str = {
1: "A",
11: "J",
12: "Q",
13: "K"
}.get(self.rank, str(self.rank))
# Ensure 2-char representation for alignment
if len(rank_str) == 1:
rank_str = " " + rank_str
return f"[{rank_str}{self.suit}]"
def clone(self):
return Card(self.rank, self.suit, self.face_up)
class SpiderGame:
def __init__(self, suits_count=1):
if suits_count not in (1, 2, 4):
raise ValueError("Suits count must be 1, 2, or 4")
self.suits_count = suits_count
self.tableau = [[] for _ in range(10)]
self.stock = []
self.completed_runs = 0
self.undo_stack = []
self.reset_game()
def reset_game(self):
self.tableau = [[] for _ in range(10)]
self.completed_runs = 0
self.undo_stack = []
# Generate 104 cards based on suit count
cards = []
if self.suits_count == 1:
# 8 sets of Spades (13 cards each)
for _ in range(8):
for rank in range(1, 14):
cards.append(Card(rank, '♠'))
elif self.suits_count == 2:
# 4 sets of Spades, 4 sets of Hearts
for _ in range(4):
for rank in range(1, 14):
cards.append(Card(rank, '♠'))
cards.append(Card(rank, '♥'))
else:
# 4 suits: 2 sets of each suit (Spades, Hearts, Diamonds, Clubs)
for _ in range(2):
for suit in ['♠', '♥', '♦', '♣']:
for rank in range(1, 14):
cards.append(Card(rank, suit))
random.shuffle(cards)
# Deal to tableau:
# First 4 columns get 6 cards (total 24)
# Next 6 columns get 5 cards (total 30)
# Remaining 50 form the stock.
for col in range(10):
num_cards = 6 if col < 4 else 5
for _ in range(num_cards):
self.tableau[col].append(cards.pop())
# Turn top card face-up
if self.tableau[col]:
self.tableau[col][-1].face_up = True
self.stock = cards
def save_state(self):
"""Returns a snapshot of the game state for undo."""
return {
'tableau': [[c.clone() for c in col] for col in self.tableau],
'stock': [c.clone() for c in self.stock],
'completed_runs': self.completed_runs
}
def push_undo(self, snapshot):
self.undo_stack.append(snapshot)
def undo(self):
if not self.undo_stack:
return False
state = self.undo_stack.pop()
self.tableau = state['tableau']
self.stock = state['stock']
self.completed_runs = state['completed_runs']
return True
def is_valid_sequence(self, cards):
"""Checks if a subset of cards forms a valid same-suit decreasing sequence."""
if not cards:
return False
if not all(c.face_up for c in cards):
return False
suit = cards[0].suit
for i in range(len(cards) - 1):
if cards[i].suit != suit:
return False
if cards[i].rank != cards[i+1].rank + 1:
return False
return True
def get_movable_sequence_start_indices(self, col_idx):
"""Returns list of valid start indices for sequences in the column."""
col = self.tableau[col_idx]
if not col:
return []
valid_indices = []
for i in range(len(col)):
if col[i].face_up:
if self.is_valid_sequence(col[i:]):
valid_indices.append(i)
return valid_indices
def can_move(self, from_col, card_idx, to_col):
"""Checks if moving the sequence starting at card_idx from from_col to to_col is valid."""
if from_col < 0 or from_col >= 10 or to_col < 0 or to_col >= 10:
return False
if from_col == to_col:
return False
col_from = self.tableau[from_col]
col_to = self.tableau[to_col]
if not col_from or card_idx < 0 or card_idx >= len(col_from):
return False
moving_cards = col_from[card_idx:]
if not self.is_valid_sequence(moving_cards):
return False
# If target column is empty, any sequence is allowed
if not col_to:
return True
# Target column's top card must be face_up
target_card = col_to[-1]
if not target_card.face_up:
return False
# Target card rank must be exactly moving_sequence_start_rank + 1
# Note: Suit doesn't have to match for placing, but has to match for moving together.
if target_card.rank == moving_cards[0].rank + 1:
return True
return False
def move_cards(self, from_col, card_idx, to_col):
"""Moves cards if valid, handles auto-flip and clearing complete runs."""
if not self.can_move(from_col, card_idx, to_col):
return False
# Save state before modification
snapshot = self.save_state()
col_from = self.tableau[from_col]
col_to = self.tableau[to_col]
moving_cards = col_from[card_idx:]
self.tableau[from_col] = col_from[:card_idx]
self.tableau[to_col].extend(moving_cards)
# Auto-flip newly exposed card
if self.tableau[from_col] and not self.tableau[from_col][-1].face_up:
self.tableau[from_col][-1].face_up = True
# Check for completed run in target column
self.check_and_clear_run(to_col)
# Push state to undo stack
self.push_undo(snapshot)
return True
def check_and_clear_run(self, col_idx):
"""Checks if a completed K to A same-suit sequence is at the top of col_idx, and clears it."""
col = self.tableau[col_idx]
if len(col) < 13:
return False
# Look at last 13 cards
potential_run = col[-13:]
if not self.is_valid_sequence(potential_run):
return False
# Verify it goes from King (13) down to Ace (1)
if potential_run[0].rank == 13 and potential_run[-1].rank == 1:
# We have a complete run! Clear it.
self.tableau[col_idx] = col[:-13]
self.completed_runs += 1
# Auto-flip new top card
if self.tableau[col_idx] and not self.tableau[col_idx][-1].face_up:
self.tableau[col_idx][-1].face_up = True
return True
return False
def can_deal(self):
"""Stock can be dealt if stock is not empty and no columns are empty (standard rule)."""
if not self.stock:
return False
# Check for empty columns
for col in self.tableau:
if not col:
return False
return True
def deal_stock(self):
"""Deals 10 cards from stock to tableau columns, one each."""
if not self.can_deal():
return False
snapshot = self.save_state()
for col in range(10):
card = self.stock.pop()
card.face_up = True
self.tableau[col].append(card)
# Dealing could theoretically complete a run in one of the columns
self.check_and_clear_run(col)
self.push_undo(snapshot)
return True
def is_won(self):
return self.completed_runs == 8
def has_moves_left(self):
"""Check if any valid moves are possible on the current board (or stock is available)."""
if self.stock:
return True
# Check all possible moves between columns
for from_col in range(10):
valid_indices = self.get_movable_sequence_start_indices(from_col)
for card_idx in valid_indices:
for to_col in range(10):
if self.can_move(from_col, card_idx, to_col):
return True
return False

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#!/usr/bin/env python3
import sys
import argparse
from game import SpiderGame, Card
def run_smoke_test():
"""Runs a non-interactive verification suite to confirm game rules and states."""
print("====================================================")
print("Running Spider Solitaire Smoke Test / Verification...")
print("====================================================")
# 1. Initialize Game
print("Initializing 1-Suit Spider game...")
game = SpiderGame(suits_count=1)
# 2. Check Tableau and Stock Counts
assert len(game.stock) == 50, f"Expected 50 stock cards, got {len(game.stock)}"
tableau_cards = sum(len(col) for col in game.tableau)
assert tableau_cards == 54, f"Expected 54 cards in tableau, got {tableau_cards}"
print("[PASSED] Game initialized correctly with 54 cards in tableau and 50 in stock.")
# 3. Simulate and verify sequence validation
print("Verifying sequence validation rules...")
c1 = Card(5, '♠', True)
c2 = Card(4, '♠', True)
c3 = Card(3, '♠', True)
c_down = Card(2, '♠', False)
assert game.is_valid_sequence([c1, c2, c3]) == True, "Expected sequential same-suit face-up cards to be valid"
assert game.is_valid_sequence([c1, c3]) == False, "Expected non-sequential cards to be invalid"
assert game.is_valid_sequence([c1, c2, c_down]) == False, "Expected sequence with facedown card to be invalid"
print("[PASSED] Sequence validation rules are correct.")
# 4. Simulate a forced move and undo
print("Simulating a controlled card move and undo...")
# Clean up column 0 and 1 for controlled test
game.tableau[0] = [Card(10, '♠', True)]
game.tableau[1] = [Card(9, '♠', True)]
# 9♠ can move to 10♠
assert game.can_move(1, 0, 0) == True, "Should be able to move 9♠ to 10♠"
assert game.can_move(0, 0, 1) == False, "Should not be able to move 10♠ to 9♠"
# Perform move
move_success = game.move_cards(1, 0, 0)
assert move_success == True, "Move action should succeed"
assert len(game.tableau[1]) == 0, "Source column should now be empty"
assert len(game.tableau[0]) == 2, "Destination column should have 2 cards"
assert game.tableau[0][1].rank == 9, "Top card of destination column should be 9"
# Undo move
undo_success = game.undo()
assert undo_success == True, "Undo should succeed"
assert len(game.tableau[1]) == 1, "Source column should be restored to 1 card"
assert len(game.tableau[0]) == 1, "Destination column should be restored to 1 card"
assert game.tableau[1][0].rank == 9, "Restored card should be 9"
print("[PASSED] Card move and undo simulation successful.")
# 5. Simulate Deal from Stock with Empty Columns
print("Testing stock dealing empty-column constraint...")
game.tableau[0] = [] # empty column 0
assert game.can_deal() == False, "Should not be allowed to deal stock when there is an empty column"
assert game.deal_stock() == False, "Deal action must fail when empty column exists"
game.tableau[0] = [Card(5, '♠', True)] # Put a card back
assert game.can_deal() == True, "Should be allowed to deal stock when no empty columns exist"
deal_success = game.deal_stock()
assert deal_success == True, "Deal action should succeed"
assert len(game.stock) == 40, f"Expected 40 stock cards remaining, got {len(game.stock)}"
print("[PASSED] Stock dealing empty-column constraints successfully validated.")
# 6. Simulate completed run detection
print("Verifying run-clearing logic...")
col = [Card(5, '♠', False)]
for r in range(13, 0, -1):
col.append(Card(r, '♠', True))
game.tableau[0] = col
assert game.completed_runs == 0, "Completed runs should be 0 before check"
cleared = game.check_and_clear_run(0)
assert cleared == True, "Complete K-A run should be cleared successfully"
assert game.completed_runs == 1, f"Expected 1 completed run, got {game.completed_runs}"
assert len(game.tableau[0]) == 1, f"Expected only facedown card left, got {len(game.tableau[0])}"
assert game.tableau[0][0].face_up == True, "Remaining facedown card should be flipped face-up"
print("[PASSED] Run-clearing logic successfully validated.")
print("\n====================================================")
print("ALL SMOKE TESTS PASSED!")
print("====================================================")
sys.exit(0)
def main():
parser = argparse.ArgumentParser(description="Terminal Spider Solitaire Game in Python")
parser.add_argument("--smoke", action="store_true", help="Run non-interactive smoke test verification and exit")
parser.add_argument("--suits", type=int, choices=[1, 2, 4], default=1, help="Number of suits to use (1, 2, or 4). Default: 1")
args = parser.parse_args()
if args.smoke:
run_smoke_test()
else:
# Import UI here to avoid curses import issues if running in non-terminal environments
try:
from ui import SpiderSolitaireUI
except ImportError as e:
print(f"Error: Could not import curses UI. Make sure you are in a terminal environment. Details: {e}", file=sys.stderr)
sys.exit(1)
ui = SpiderSolitaireUI(suits_count=args.suits)
ui.run()
if __name__ == "__main__":
main()

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import unittest
from game import Card, SpiderGame
class TestSpiderGame(unittest.TestCase):
def test_card_init(self):
c = Card(1, '♠', False)
self.assertEqual(c.rank, 1)
self.assertEqual(c.suit, '♠')
self.assertFalse(c.face_up)
self.assertEqual(repr(c), "[###]")
c.face_up = True
self.assertEqual(repr(c), "[ A♠]")
c2 = Card(10, '♥', True)
self.assertEqual(repr(c2), "[10♥]")
def test_game_setup_1_suit(self):
game = SpiderGame(suits_count=1)
# 104 cards total. 54 in tableau, 50 in stock
self.assertEqual(len(game.stock), 50)
total_tableau = sum(len(col) for col in game.tableau)
self.assertEqual(total_tableau, 54)
# Check column card counts
for i in range(4):
self.assertEqual(len(game.tableau[i]), 6)
self.assertTrue(game.tableau[i][-1].face_up)
# others are face-down
for card in game.tableau[i][:-1]:
self.assertFalse(card.face_up)
for i in range(4, 10):
self.assertEqual(len(game.tableau[i]), 5)
self.assertTrue(game.tableau[i][-1].face_up)
def test_game_setup_2_suit(self):
game = SpiderGame(suits_count=2)
all_cards = list(game.stock)
for col in game.tableau:
all_cards.extend(col)
suits = {c.suit for c in all_cards}
self.assertEqual(suits, {'♠', '♥'})
def test_is_valid_sequence(self):
game = SpiderGame(suits_count=1)
# Empty list is not valid
self.assertFalse(game.is_valid_sequence([]))
# Single card face up is valid
c1 = Card(5, '♠', True)
self.assertTrue(game.is_valid_sequence([c1]))
# Face down card is not valid
c_down = Card(5, '♠', False)
self.assertFalse(game.is_valid_sequence([c_down]))
# Valid sequence: 5, 4, 3 same suit
c2 = Card(4, '♠', True)
c3 = Card(3, '♠', True)
self.assertTrue(game.is_valid_sequence([c1, c2, c3]))
# Different suit not valid
c2_h = Card(4, '♥', True)
self.assertFalse(game.is_valid_sequence([c1, c2_h, c3]))
# Non-sequential not valid
self.assertFalse(game.is_valid_sequence([c1, c3]))
def test_move_validation_and_action(self):
game = SpiderGame(suits_count=1)
# Force a controlled state
game.tableau[0] = [Card(10, '♠', True)]
game.tableau[1] = [Card(9, '♠', True)]
# Can move 9 to 10
self.assertTrue(game.can_move(1, 0, 0))
# Cannot move 10 to 9
self.assertFalse(game.can_move(0, 0, 1))
# Execute move
success = game.move_cards(1, 0, 0)
self.assertTrue(success)
self.assertEqual(len(game.tableau[1]), 0)
self.assertEqual(len(game.tableau[0]), 2)
self.assertEqual(game.tableau[0][0].rank, 10)
self.assertEqual(game.tableau[0][1].rank, 9)
# Undo the move
self.assertTrue(game.undo())
self.assertEqual(len(game.tableau[1]), 1)
self.assertEqual(len(game.tableau[0]), 1)
self.assertEqual(game.tableau[1][0].rank, 9)
self.assertEqual(game.tableau[0][0].rank, 10)
def test_stock_deal_and_empty_column_constraint(self):
game = SpiderGame(suits_count=1)
original_stock_count = len(game.stock)
self.assertTrue(game.can_deal())
# Empty a column
game.tableau[0] = []
# Cannot deal if any column is empty
self.assertFalse(game.can_deal())
self.assertFalse(game.deal_stock())
# Put a card back
game.tableau[0] = [Card(5, '♠', True)]
self.assertTrue(game.can_deal())
self.assertTrue(game.deal_stock())
self.assertEqual(len(game.stock), original_stock_count - 10)
def test_check_and_clear_run(self):
game = SpiderGame(suits_count=1)
# Setup a column with facedown card, then K down to A
col = [Card(5, '♠', False)]
for r in range(13, 0, -1):
col.append(Card(r, '♠', True))
game.tableau[0] = col
# Initially 0 completed runs
self.assertEqual(game.completed_runs, 0)
# Trigger check/clear
cleared = game.check_and_clear_run(0)
self.assertTrue(cleared)
self.assertEqual(game.completed_runs, 1)
# The facedown card should be flipped face-up now
self.assertEqual(len(game.tableau[0]), 1)
self.assertTrue(game.tableau[0][0].face_up)
if __name__ == '__main__':
unittest.main()

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import curses
import sys
from game import SpiderGame, Card
class SpiderSolitaireUI:
def __init__(self, suits_count=1):
self.game = SpiderGame(suits_count=suits_count)
self.cursor_col = 0
self.cursor_card_idx = 0
self.selected_col = None
self.selected_card_idx = None
self.status_msg = "Welcome to Spider Solitaire! Use arrow keys to navigate."
self.status_color = 4 # Cyan
self.adjust_cursor_after_col_change()
def adjust_cursor_after_col_change(self):
col = self.game.tableau[self.cursor_col]
if not col:
self.cursor_card_idx = 0
else:
self.cursor_card_idx = len(col) - 1
def run(self):
# Use curses wrapper to handle init and cleanup automatically
curses.wrapper(self.main_loop)
def main_loop(self, stdscr):
# Setup colors
curses.use_default_colors()
curses.init_pair(1, curses.COLOR_RED, -1) # Red for Hearts/Diamonds
curses.init_pair(2, curses.COLOR_WHITE, -1) # White/Default for Spades/Clubs
curses.init_pair(3, curses.COLOR_YELLOW, curses.COLOR_BLUE) # Highlighted/Selected card
curses.init_pair(4, curses.COLOR_CYAN, -1) # Labels/Borders/Status
curses.init_pair(5, curses.COLOR_GREEN, -1) # Success/Completed
curses.init_pair(6, curses.COLOR_BLACK, curses.COLOR_WHITE) # Reverse video fallback or dark gray
curses.curs_set(0) # Hide blinking cursor
stdscr.keypad(True)
stdscr.clear()
while True:
# Check terminal size
height, width = stdscr.getmaxyx()
if height < 24 or width < 80:
stdscr.clear()
stdscr.addstr(0, 0, "Terminal too small!", curses.color_pair(1) | curses.A_BOLD)
stdscr.addstr(1, 0, f"Current: {width}x{height}. Required: >= 80x24.", curses.color_pair(4))
stdscr.addstr(2, 0, "Please resize your terminal window to continue...", curses.color_pair(4))
stdscr.refresh()
# Wait for resize
ch = stdscr.getch()
if ch in (ord('q'), ord('Q')):
break
continue
self.render_screen(stdscr)
try:
ch = stdscr.getch()
except KeyboardInterrupt:
break
if ch in (ord('q'), ord('Q')):
break
self.handle_input(ch)
def render_screen(self, stdscr):
stdscr.erase()
height, width = stdscr.getmaxyx()
# 1. Header Area (rows 0-2)
stdscr.addstr(0, 0, "=" * (width - 1), curses.color_pair(4))
title = " SPIDER SOLITAIRE "
stdscr.addstr(0, (width - len(title)) // 2, title, curses.color_pair(4) | curses.A_BOLD)
mode_str = f"Mode: {self.game.suits_count}-Suit"
stock_str = f"Stock: {'[|||||]' if self.game.stock else '[EMPTY]'} ({len(self.game.stock)} cards)"
runs_str = f"Completed: {self.game.completed_runs}/8"
stdscr.addstr(1, 2, stock_str, curses.color_pair(4))
stdscr.addstr(1, 30, runs_str, curses.color_pair(5) if self.game.completed_runs > 0 else curses.color_pair(2))
stdscr.addstr(1, width - len(mode_str) - 3, mode_str, curses.color_pair(4))
stdscr.addstr(2, 0, "=" * (width - 1), curses.color_pair(4))
# 2. Tableau Columns (rows 4 to height-6)
col_width = 7
col_gap = 1
# Draw Column headers and cards
for col_idx in range(10):
x = col_idx * (col_width + col_gap) + 1
# Header label
header_attr = curses.color_pair(4)
if col_idx == self.cursor_col:
header_attr |= curses.A_REVERSE | curses.A_BOLD
stdscr.addstr(4, x, f" Col {col_idx} ", header_attr)
col_cards = self.game.tableau[col_idx]
if not col_cards:
# Render empty column slot
if col_idx == self.cursor_col:
stdscr.addstr(6, x + 1, "[ ]", curses.color_pair(3))
else:
stdscr.addstr(6, x + 1, "[ - ]", curses.color_pair(4))
continue
for card_idx, card in enumerate(col_cards):
y = 6 + card_idx
if y >= height - 6:
# Prevent writing off screen if too many cards
# Just draw a indicator that there are more cards
stdscr.addstr(height - 6, x + 2, "...", curses.color_pair(1) | curses.A_BOLD)
break
# Prepare card string representation
is_bottom = (card_idx == len(col_cards) - 1)
# Check formatting
if not card.face_up:
card_str = " |###| " if not is_bottom else " [###] "
attr = curses.color_pair(2) # Default / facedown
else:
rank_str = {1: "A", 11: "J", 12: "Q", 13: "K"}.get(card.rank, str(card.rank))
if len(rank_str) == 1:
rank_str = " " + rank_str
if is_bottom:
card_str = f" [{rank_str}{card.suit}] "
else:
card_str = f" |{rank_str}{card.suit}| "
# Suit colors
if card.suit in ('♥', '♦'):
attr = curses.color_pair(1) # Red
else:
attr = curses.color_pair(2) # White/Spade/Club
# Highlight rules:
# If we are in SELECTED state:
# - If this column is the selected column, and we are at or below selected_card_idx: highlight!
# If we are in IDLE state:
# - If this column is the current column, and we are at the cursor_card_idx: highlight!
is_highlighted = False
if self.selected_col is not None:
if col_idx == self.selected_col and card_idx >= self.selected_card_idx:
is_highlighted = True
else:
if col_idx == self.cursor_col and card_idx == self.cursor_card_idx:
is_highlighted = True
if is_highlighted:
attr = curses.color_pair(3) | curses.A_BOLD
stdscr.addstr(y, x, card_str, attr)
# 3. Status Line (height - 4)
stdscr.addstr(height - 4, 0, "-" * (width - 1), curses.color_pair(4))
stdscr.addstr(height - 3, 2, self.status_msg[:width-5], curses.color_pair(self.status_color) | curses.A_BOLD)
# 4. Footer controls (height - 2 and height - 1)
help_line1 = "Arrows: Navigate | Space/Enter: Select Card | 0-9: Jump Col | D: Deal Stock | U: Undo"
help_line2 = "R: Restart | Q: Quit | Esc: Cancel Selection"
if self.selected_col is not None:
help_line1 = "Arrows: Choose Target Column | Space/Enter: Drop Cards | Esc: Cancel Selection"
stdscr.addstr(height - 2, 2, help_line1[:width-5], curses.color_pair(4))
stdscr.addstr(height - 1, 2, help_line2[:width-5], curses.color_pair(4))
stdscr.refresh()
def handle_input(self, ch):
# Escape key handling
if ch == 27:
if self.selected_col is not None:
self.selected_col = None
self.selected_card_idx = None
self.status_msg = "Selection cancelled."
self.status_color = 4
return
# Undo
if ch in (ord('u'), ord('U')):
if self.selected_col is not None:
self.selected_col = None
self.selected_card_idx = None
if self.game.undo():
self.status_msg = "Undo successful."
self.status_color = 5
self.adjust_cursor_after_col_change()
else:
self.status_msg = "Nothing to undo."
self.status_color = 1
return
# Restart
if ch in (ord('r'), ord('R')):
self.game.reset_game()
self.cursor_col = 0
self.selected_col = None
self.selected_card_idx = None
self.status_msg = "Game restarted."
self.status_color = 4
self.adjust_cursor_after_col_change()
return
# Deal Stock
if ch in (ord('d'), ord('D')):
if self.selected_col is not None:
# Cancel selection on deal
self.selected_col = None
self.selected_card_idx = None
if self.game.can_deal():
self.game.deal_stock()
self.status_msg = "Dealt 10 cards from stock."
self.status_color = 5
self.adjust_cursor_after_col_change()
else:
if not self.game.stock:
self.status_msg = "Cannot deal: Stock is empty!"
else:
self.status_msg = "Cannot deal: All columns must have at least 1 card!"
self.status_color = 1
return
# Column shortcuts (0-9)
if ord('0') <= ch <= ord('9'):
target_col = ch - ord('0')
if self.selected_col is not None:
# Attempt to move to this column
self.attempt_move_to(target_col)
else:
self.cursor_col = target_col
self.adjust_cursor_after_col_change()
self.status_msg = f"Jumped to Column {target_col}"
self.status_color = 4
return
# State-dependent input handling
if self.selected_col is None:
self.handle_idle_input(ch)
else:
self.handle_selected_input(ch)
def handle_idle_input(self, ch):
col = self.game.tableau[self.cursor_col]
if ch == curses.KEY_LEFT:
self.cursor_col = (self.cursor_col - 1) % 10
self.adjust_cursor_after_col_change()
elif ch == curses.KEY_RIGHT:
self.cursor_col = (self.cursor_col + 1) % 10
self.adjust_cursor_after_col_change()
elif ch == curses.KEY_UP:
# Move cursor up within face-up cards of the current column
if col:
valid_start_indices = self.game.get_movable_sequence_start_indices(self.cursor_col)
if valid_start_indices:
# Find if we can move up
current_pos = valid_start_indices.index(self.cursor_card_idx) if self.cursor_card_idx in valid_start_indices else -1
if current_pos > 0:
self.cursor_card_idx = valid_start_indices[current_pos - 1]
else:
# Fallback/stay at the highest valid sequence start
self.cursor_card_idx = valid_start_indices[0]
elif ch == curses.KEY_DOWN:
if col:
valid_start_indices = self.game.get_movable_sequence_start_indices(self.cursor_col)
if valid_start_indices:
current_pos = valid_start_indices.index(self.cursor_card_idx) if self.cursor_card_idx in valid_start_indices else -1
if current_pos != -1 and current_pos < len(valid_start_indices) - 1:
self.cursor_card_idx = valid_start_indices[current_pos + 1]
else:
self.cursor_card_idx = len(col) - 1
elif ch in (10, 13, ord(' '), curses.KEY_ENTER):
# Select sequence
if not col:
self.status_msg = "Cannot select from an empty column!"
self.status_color = 1
return
valid_indices = self.game.get_movable_sequence_start_indices(self.cursor_col)
if self.cursor_card_idx not in valid_indices:
self.status_msg = "Invalid selection: Cards must be same suit and decreasing!"
self.status_color = 1
return
# Success, select!
self.selected_col = self.cursor_col
self.selected_card_idx = self.cursor_card_idx
self.status_msg = f"Selected cards from Col {self.selected_col}. Choose target column."
self.status_color = 3
def handle_selected_input(self, ch):
if ch == curses.KEY_LEFT:
self.cursor_col = (self.cursor_col - 1) % 10
elif ch == curses.KEY_RIGHT:
self.cursor_col = (self.cursor_col + 1) % 10
elif ch in (10, 13, ord(' '), curses.KEY_ENTER):
self.attempt_move_to(self.cursor_col)
def attempt_move_to(self, target_col):
if target_col == self.selected_col:
# Drop in the same column = cancel selection
self.selected_col = None
self.selected_card_idx = None
self.status_msg = "Selection cancelled."
self.status_color = 4
return
# Attempt move
if self.game.move_cards(self.selected_col, self.selected_card_idx, target_col):
# Success!
self.status_msg = f"Moved sequence to Column {target_col}."
self.status_color = 5
# Check for win!
if self.game.is_won():
self.status_msg = "CONGRATULATIONS! You won Spider Solitaire!"
self.status_color = 5
elif not self.game.has_moves_left():
self.status_msg = "No moves left! Press U to undo, D to deal, or R to restart."
self.status_color = 1
self.cursor_col = target_col
self.selected_col = None
self.selected_card_idx = None
self.adjust_cursor_after_col_change()
else:
# Failure
self.status_msg = "Invalid move! Cards must go onto rank + 1 or empty column."
self.status_color = 1

3
status.json Normal file
View file

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{
"outcome": "succeeded"
}