diff --git a/run.json b/run.json index d45e652e7..421ab31e7 100644 --- a/run.json +++ b/run.json @@ -760,7 +760,7 @@ "kind": "running" }, "status_updated_at": "2026-06-04T19:24:21.180425Z", - "last_event_at": "2026-06-04T19:25:56.772727Z", + "last_event_at": "2026-06-04T19:28:18.454986Z", "pending_control": null, "checkpoints": [ { @@ -803,26 +803,125 @@ "diff": {} }, { - "seq": 0, + "seq": 59, "checkpoint": { - "timestamp": "2026-06-04T19:25:56.844142Z", + "timestamp": "2026-06-04T19:26:11.344762Z", "current_node": "expand_spec", "completed_nodes": [ "start", "expand_spec" ], "node_retries": {}, + "context_values": { + "graph.fallback_retry_target": "impl_logic", + "graph.rankdir": "LR", + "last_response": "I have successfully completed the task. \n\nHere is a summary of the accomplishments:\n1. **Created detailed implementation spec**: Designed and wrote a comprehensive terminal-based FreeCell Solitaire sp", + "graph.retry_target": "impl_setup", + "internal.fidelity": "compact", + "current_node": "expand_spec", + "last_stage": "expand_spec", + "thread.start.current_node": "expand_spec", + "graph.goal": "Build a terminal-based FreeCell solitaire game in Python", + "internal.node_visit_count": 1, + "internal.run_id": "01KTA1FC5W5W0BHTQSV865A1H6", + "graph.default_max_retries": "3", + "internal.thread_id": "start", + "internal.work_dir": "/home/daytona/workspace/fabro", + "failure_class": "", + "failure_signature": "", + "internal.retry_count.start": 0, + "outcome": "succeeded", + "response.expand_spec": "I have successfully completed the task. \n\nHere is a summary of the accomplishments:\n1. **Created detailed implementation spec**: Designed and wrote a comprehensive terminal-based FreeCell Solitaire specification in Python to `.ai/card-game-spec.md`. The spec covers:\n - Complete FreeCell game rules & accurate math formulas for multi-card sequence movements (\"supermoves\").\n - Decoupled `Card`, `Rank`, `Suit`, `Move`, and `GameState` class structures for testability without `curses`.\n - `curses`-based terminal UI layout, rendering strategy, and responsive column alignment mockups.\n - Dual input schema (command sequence inputs and cursor navigation) to fit various terminal capabilities.\n - Validation logic flow and the precise rule for safe auto-homing.\n - Game history snapshot preservation for undo/redo actions.\n - Headless `--smoke` mode execution flow to enable automated verification without terminal interaction.\n - Independent unit and integration testing strategy covering critical edge cases.\n2. **Created status.json**: Placed a `status.json` at the workspace root detailing `outcome=succeeded`.", + "internal.retry_count.expand_spec": 0 + }, + "node_outcomes": { + "expand_spec": { + "status": "succeeded", + "context_updates": { + "response.expand_spec": "I have successfully completed the task. \n\nHere is a summary of the accomplishments:\n1. **Created detailed implementation spec**: Designed and wrote a comprehensive terminal-based FreeCell Solitaire specification in Python to `.ai/card-game-spec.md`. The spec covers:\n - Complete FreeCell game rules & accurate math formulas for multi-card sequence movements (\"supermoves\").\n - Decoupled `Card`, `Rank`, `Suit`, `Move`, and `GameState` class structures for testability without `curses`.\n - `curses`-based terminal UI layout, rendering strategy, and responsive column alignment mockups.\n - Dual input schema (command sequence inputs and cursor navigation) to fit various terminal capabilities.\n - Validation logic flow and the precise rule for safe auto-homing.\n - Game history snapshot preservation for undo/redo actions.\n - Headless `--smoke` mode execution flow to enable automated verification without terminal interaction.\n - Independent unit and integration testing strategy covering critical edge cases.\n2. **Created status.json**: Placed a `status.json` at the workspace root detailing `outcome=succeeded`.", + "last_stage": "expand_spec", + "last_response": "I have successfully completed the task. \n\nHere is a summary of the accomplishments:\n1. **Created detailed implementation spec**: Designed and wrote a comprehensive terminal-based FreeCell Solitaire sp" + }, + "notes": "Stage completed: expand_spec", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 91549, + "output_tokens": 5685, + "reasoning_tokens": 5179, + "cache_read_tokens": 16271, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 237539 + }, + "files_touched": [ + ".ai/card-game-spec.md", + "status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 73524, + "tool_time_ms": 5760, + "active_time_ms": 79284 + } + }, + "start": { + "status": "succeeded", + "usage": null + } + }, + "next_node_id": "impl_setup", + "git_commit_sha": "b2b2ec7ff217e2c27b95bbea22974b6b863e9f22", + "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..2bb01a57c\n--- /dev/null\n+++ b/.ai/card-game-spec.md\n@@ -0,0 +1,444 @@\n+# Detailed Implementation Spec: Terminal-Based FreeCell Solitaire in Python\n+\n+This document defines the complete technical specifications, software architecture, game rules, and interface design for a terminal-based FreeCell Solitaire game implemented in Python 3. The game relies on the standard library `curses` module for interactive rendering and must support a headless `--smoke` mode for CI/CD test automation.\n+\n+---\n+\n+## 1. Overview and Game Rules\n+\n+FreeCell is a solitaire card game played with a single standard 52-card deck. Unlike most other solitaire games, almost all deals are solvable because all cards are dealt face-up from the start.\n+\n+### The Board Layout\n+The board consists of three main areas:\n+1. **The Tableau**: 8 columns.\n+ - Columns 1–4 are dealt 7 cards each.\n+ - Columns 5–8 are dealt 6 cards each.\n+ - All cards are face-up and overlap vertically so that only their values/suits are visible, except for the bottom-most card which is fully exposed.\n+2. **The FreeCells (Open Cells)**: 4 temporary storage slots.\n+ - Each slot can hold at most one card of any rank or suit.\n+ - Cards in FreeCells can be moved back to the Tableau or to the Foundations.\n+3. **The Foundations**: 4 piles, one for each suit (Spades ♠, Hearts ♥, Diamonds ♦, Clubs ♣).\n+ - These are built up in ascending order by suit, starting from Ace (A) and ending at King (K).\n+ - Once a card is placed in a Foundation pile, it is generally kept there (or can optionally be pulled back if required, though typical play is unidirectional).\n+\n+### Valid Moves\n+* **To FreeCell**: Any single exposed card (the bottom-most card of a Tableau column or a card in another FreeCell) can be moved to an empty FreeCell.\n+* **To Tableau (Single Card)**:\n+ - An exposed card can be placed on top of the bottom-most card of any Tableau column if the target card has a rank exactly 1 higher and is of the **opposite color** (Red vs. Black).\n+ - Any single exposed card can be placed in an empty Tableau column.\n+* **To Foundation**:\n+ - An Ace of any suit can be moved to an empty Foundation pile.\n+ - A card can be placed on a Foundation pile if it matches the pile's suit and has a rank exactly 1 higher than the top card of that pile (e.g., a 4♦ on a 3♦).\n+* **Tableau to Tableau (Multi-card Sequence or \"Supermove\")**:\n+ - A valid sequence (ordered descending by rank and alternating in color, e.g., 8♥, 7♠, 6♦) can be moved together from one Tableau column to another.\n+ - The maximum size $M$ of a sequence that can be moved depends on the number of empty FreeCells ($F$) and empty Tableau columns ($T$):\n+ $$M = (1 + F) \\times 2^T$$\n+ *Note: If the destination Tableau column is empty, it does not count as \"empty\" in the exponent $T$ of the formula, because it is the target of the move.*\n+\n+### Win and Loss Conditions\n+* **Win**: All 52 cards are successfully placed in the 4 Foundation piles (each containing 13 cards from Ace to King).\n+* **Loss / Stalemate**: No legal moves are possible between the Tableau, FreeCells, and Foundations.\n+\n+---\n+\n+## 2. Core Data Structures (The Headless Engine)\n+\n+To guarantee that the game logic is 100% testable without `curses` or any active terminal context, all game rules, cards, and board state must be encapsulated in a pure Python engine.\n+\n+### Enums and Basic Types\n+\n+```python\n+from enum import Enum, auto\n+from typing import List, Optional, Dict, Tuple, NamedTuple\n+import random\n+\n+class Suit(Enum):\n+ SPADES = \"♠\"\n+ HEARTS = \"♥\"\n+ DIAMONDS = \"♦\"\n+ CLUBS = \"♣\"\n+\n+ @property\n+ def color(self) -> str:\n+ if self in (Suit.HEARTS, Suit.DIAMONDS):\n+ return \"RED\"\n+ return \"BLACK\"\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 symbol(self) -> str:\n+ mapping = {\n+ Rank.ACE: \"A\",\n+ Rank.JACK: \"J\",\n+ Rank.QUEEN: \"Q\",\n+ Rank.KING: \"K\"\n+ }\n+ return mapping.get(self, str(self.value))\n+```\n+\n+### The `Card` Class\n+\n+```python\n+class Card:\n+ def __init__(self, rank: Rank, suit: Suit):\n+ self.rank: Rank = rank\n+ self.suit: Suit = suit\n+\n+ @property\n+ def color(self) -> str:\n+ return self.suit.color\n+\n+ def is_opposite_color(self, other: \"Card\") -> bool:\n+ return self.color != other.color\n+\n+ def can_be_placed_on_tableau(self, other: \"Card\") -> bool:\n+ \"\"\"Checks if self can be placed on other (which is on top of a Tableau column).\"\"\"\n+ return self.is_opposite_color(other) and self.rank.value == other.rank.value - 1\n+\n+ def __repr__(self) -> str:\n+ return f\"{self.rank.symbol}{self.suit.value}\"\n+\n+ def __eq__(self, other: object) -> bool:\n+ if not isinstance(other, Card):\n+ return NotImplemented\n+ return self.rank == other.rank and self.suit == other.suit\n+```\n+\n+### Pile Types and Identifiers\n+\n+Move commands will refer to specific regions of the board. We define a standard naming schema for sources and destinations:\n+- **FreeCells**: `F1`, `F2`, `F3`, `F4` (or 0-indexed integer indices `0` to `3` mapped to `F`)\n+- **Foundations**: `A1`, `A2`, `A3`, `A4` (or `Foundation_Spades`, etc., mapped to `A`)\n+- **Tableau Columns**: `C1` to `C8` (or 0-indexed `0` to `7` mapped to `C`)\n+\n+```python\n+class Move(NamedTuple):\n+ src_type: str # 'C' (Tableau), 'F' (Freecell)\n+ src_idx: int # 0-indexed\n+ dst_type: str # 'C' (Tableau), 'F' (Freecell), 'A' (Foundation)\n+ dst_idx: int # 0-indexed\n+ card_count: int = 1 # For sequence moves\n+```\n+\n+### GameState Class\n+\n+```python\n+class GameState:\n+ def __init__(self):\n+ self.tableau: List[List[Card]] = [[] for _ in range(8)]\n+ self.free_cells: List[Optional[Card]] = [None] * 4\n+ self.foundations: Dict[Suit, List[Card]] = {\n+ Suit.SPADES: [],\n+ Suit.HEARTS: [],\n+ Suit.DIAMONDS: [],\n+ Suit.CLUBS: []\n+ }\n+ self.history: List[Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]] = []\n+ self.redo_history: List[Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]] = []\n+\n+ def deal(self, seed: Optional[int] = None) -> None:\n+ \"\"\"Generates, shuffles, and distributes a standard 52-card deck.\"\"\"\n+ deck = [Card(rank, suit) for suit in Suit for rank in Rank]\n+ if seed is not None:\n+ random.seed(seed)\n+ else:\n+ random.seed()\n+ random.shuffle(deck)\n+\n+ self.tableau = [[] for _ in range(8)]\n+ self.free_cells = [None] * 4\n+ self.foundations = {s: [] for s in Suit}\n+ self.history.clear()\n+ self.redo_history.clear()\n+\n+ # Deal cards: 7 to columns 0-3, 6 to columns 4-7\n+ for idx, card in enumerate(deck):\n+ col = idx % 8\n+ self.tableau[col].append(card)\n+\n+ def save_state(self) -> Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]:\n+ \"\"\"Creates a deep copy of current piles to push to history.\"\"\"\n+ tableau_copy = [col.copy() for col in self.tableau]\n+ free_cells_copy = list(self.free_cells)\n+ foundations_copy = {suit: pile.copy() for suit, pile in self.foundations.items()}\n+ return (tableau_copy, free_cells_copy, foundations_copy)\n+\n+ def restore_state(self, state_tuple: Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]) -> None:\n+ self.tableau, self.free_cells, self.foundations = state_tuple\n+\n+ def push_history(self) -> None:\n+ self.history.append(self.save_state())\n+ self.redo_history.clear()\n+\n+ def undo(self) -> bool:\n+ if not self.history:\n+ return False\n+ self.redo_history.append(self.save_state())\n+ self.restore_state(self.history.pop())\n+ return True\n+\n+ def redo(self) -> bool:\n+ if not self.redo_history:\n+ return False\n+ self.history.append(self.save_state())\n+ self.restore_state(self.redo_history.pop())\n+ return True\n+```\n+\n+---\n+\n+## 3. Terminal UI Layout (using Curses)\n+\n+The UI will be formatted to fit standard terminal windows (minimum requirement: 80 columns by 24 lines).\n+\n+### ASCII Layout Blueprint\n+\n+```text\n+======================= TERMINAL FREECELL =======================\n+Moves: 12 Time: 01:45 [H]elp [Q]uit\n+\n+ [ F1 ] [ F2 ] [ F3 ] [ F4 ] [ ♠ ] [ ♥ ] [ ♦ ] [ ♣ ]\n+ [ A♠ ] [ -- ] [ -- ] [ -- ] [ A♠ ] [ -- ] [ -- ] [ -- ]\n+ \n+ 1 2 3 4 5 6 7 8\n+=================================================================\n+ C1 C2 C3 C4 C5 C6 C7 C8\n+ K♠ 10♦ 5♣ 8♥ A♦ 7♣ Q♠ J♥\n+ Q♦ 9♣ 4♦ 7♠ J♣ 6♦ 10♥ \n+ J♣ 8♦ 6♦ 5♠ \n+ 10♥ \n+ \n+=================================================================\n+Command: Move from (e.g. C1): _\n+[Error/Notification Bar: Invalid move! Red Jack cannot go on Red Queen.]\n+```\n+\n+### Layout Sections\n+1. **Header Bar**: Displays current move count, elapsed timer, game state notifications, and quick keys (`H` for Help, `Q` for Quit, `U` for Undo, `R` for Reset, `N` for New Game).\n+2. **Top Deck Row**:\n+ - **FreeCells (Left)**: 4 slots showing empty state `[ -- ]` or the card string `[ Q♦ ]`.\n+ - **Foundations (Right)**: 4 slots showing the suit symbol for empty stacks `[ ♠ ]`, or the top-most card of the stack `[ K♠ ]`.\n+3. **Tableau Columns Row**:\n+ - Headers: `C1` to `C8`.\n+ - Vertical stacks. Overlapping cards are printed downward.\n+ - Selected columns or selected cards must be highlighted in reverse-video or marked with a cursor indicator (e.g., `>` prefix).\n+4. **Interactive Command/Status Row**:\n+ - Prompts the user for action input if using key sequences.\n+ - Highlights error states with high-contrast text.\n+\n+---\n+\n+## 4. Input Handling, Navigation, and Commands\n+\n+To accommodate varying terminal capabilities and user preferences, the program will support **Command Sequences** as its primary interface.\n+\n+### Keyboard Command Input\n+\n+The prompt `Command:` accepts simple character-based coordinates to declare source and destination.\n+\n+1. **Selecting Source & Destination**:\n+ - Keys `1` to `8` map directly to Tableau Columns `C1` to `C8`.\n+ - Keys `q`, `w`, `e`, `r` map directly to FreeCells `F1`, `F2`, `F3`, `F4`.\n+ - Keys `a`, `s`, `d`, `f` map directly to Foundations `A1`, `A2`, `A3`, `A4` (or users can just use `a` for automatic best-fit foundation routing).\n+ \n+ *Example Gameplay Interaction*:\n+ - Pressing `1` selects Column 1. The top card is highlighted.\n+ - Pressing `q` immediately moves that card to FreeCell 1 (if empty).\n+ - Pressing `2` followed by `3` moves the bottom card (or valid sequence) of Column 2 to Column 3.\n+\n+2. **Command Actions**:\n+ - `u` / `U`: Undo last move.\n+ - `r` / `R`: Redo undone move.\n+ - `n` / `N`: Deal a completely new game.\n+ - `s` / `S`: Restart current game (using same shuffle seed).\n+ - `h` / `H`: Toggle help overlay showing game controls and rules.\n+ - `esc`: Cancel current selection.\n+ - `q` / `Q`: Exit game.\n+\n+### Cursor-Based (Optional Secondary Interface)\n+If arrow keys/WASD navigation is enabled:\n+- Arrow keys move a highlighted cursor box across Columns 1-8, Freecells, and Foundations.\n+- `Space` / `Enter` selects the active stack.\n+- Pressing `Space` / `Enter` on another stack completes the move.\n+\n+---\n+\n+## 5. Move and Action Validation\n+\n+The rules engine must rigidly enforce FreeCell constraints.\n+\n+### Validation Logic Flow Chart (Engine level)\n+\n+```python\n+def validate_move(state: GameState, move: Move) -> Tuple[bool, str]:\n+ \"\"\"\n+ Returns (True, \"\") if the move is legal, or (False, \"reason\") if illegal.\n+ \"\"\"\n+ # 1. Fetch source card(s)\n+ src_cards = get_source_cards(state, move.src_type, move.src_idx, move.card_count)\n+ if not src_cards:\n+ return False, \"Source is empty or invalid.\"\n+\n+ # 2. If moving multiple cards, verify they form a valid alternating descending sequence\n+ if len(src_cards) > 1:\n+ if not is_valid_sequence(src_cards):\n+ return False, \"Selected cards do not form a valid alternating color descending sequence.\"\n+\n+ # 3. Validate Destination\n+ if move.dst_type == 'F': # Destination is FreeCell\n+ if move.card_count > 1:\n+ return False, \"Cannot move a sequence to a FreeCell.\"\n+ if state.free_cells[move.dst_idx] is not None:\n+ return False, \"Target FreeCell is occupied.\"\n+\n+ elif move.dst_type == 'A': # Destination is Foundation\n+ if move.card_count > 1:\n+ return False, \"Cannot move a sequence to a Foundation.\"\n+ card = src_cards[0]\n+ f_pile = state.foundations[card.suit]\n+ if not f_pile:\n+ if card.rank != Rank.ACE:\n+ return False, \"Foundations must start with an Ace.\"\n+ else:\n+ top_card = f_pile[-1]\n+ if card.rank.value != top_card.rank.value + 1:\n+ return False, f\"Cannot place {card} on {top_card}. Must be next rank up.\"\n+\n+ elif move.dst_type == 'C': # Destination is Tableau\n+ dest_col = state.tableau[move.dst_idx]\n+ first_src_card = src_cards[0] # The highest rank card in the sequence being moved\n+\n+ if not dest_col:\n+ # Moving sequence/card to empty tableau column\n+ # Verify supermove capacity limit\n+ max_allowed = get_max_movable_cards(state, target_is_empty_col=True)\n+ if len(src_cards) > max_allowed:\n+ return False, f\"Insufficient empty FreeCells/Columns to move {len(src_cards)} cards (Max: {max_allowed}).\"\n+ else:\n+ dest_card = dest_col[-1]\n+ if not first_src_card.can_be_placed_on_tableau(dest_card):\n+ return False, f\"Cannot place {first_src_card} on {dest_card}. Must be alternating color and rank-1.\"\n+ # Verify supermove capacity limit\n+ max_allowed = get_max_movable_cards(state, target_is_empty_col=False)\n+ if len(src_cards) > max_allowed:\n+ return False, f\"Insufficient empty FreeCells/Columns to move {len(src_cards)} cards (Max: {max_allowed}).\"\n+\n+ return True, \"\"\n+```\n+\n+### Auto-Home (Quality of Life)\n+To minimize repetitive actions, the engine automatically checks if any exposed cards can be safely moved to foundations.\n+A card of rank $R$ and suit $S$ can be safely moved to its foundation if:\n+1. It is a legal foundation move.\n+2. All cards of rank $R-1$ of the **opposite color** are already in the foundation piles.\n+3. All cards of rank $R-2$ of the **same color** are already in the foundation piles.\n+\n+*Why?* This ensures that no remaining card in the Tableau can possibly require this card as a sequence parent (since any card that could pair with it is already safely homed).\n+\n+---\n+\n+## 6. Smoke Mode Implementation\n+\n+To support automated test execution and code validation in continuous integration (CI) pipelines, the program must implement a **headless smoke mode**.\n+\n+### Invocation\n+```bash\n+python3 main.py --smoke\n+```\n+\n+### Headless execution logic\n+1. Parse CLI arguments. If `--smoke` is present:\n+ - **Do not** initialize `curses` or modify the terminal buffer.\n+ - Instantiate the `GameState` engine.\n+ - Seed the random generator with a fixed value (e.g., `seed=42`) to guarantee a deterministic state.\n+ - Run `state.deal(seed=42)`.\n+ - Verify that:\n+ - 52 cards are distributed.\n+ - Tableau columns have size `[7, 7, 7, 7, 6, 6, 6, 6]`.\n+ - FreeCells are empty.\n+ - Foundation piles are empty.\n+ - Run a sequence of mock moves (e.g., attempt to move a valid card if possible, perform undos, verify validation logic handles both valid and invalid moves).\n+ - Cleanly exit with return code `0` on success, or return code `1` (or throw exceptions) if assertions fail.\n+\n+```python\n+# Sketch of main entry-point logic\n+import sys\n+\n+def main():\n+ if \"--smoke\" in sys.argv:\n+ print(\"Running headless smoke tests...\")\n+ try:\n+ state = GameState()\n+ state.deal(seed=12345)\n+ \n+ # Assert initial setup\n+ assert sum(len(col) for col in state.tableau) == 52, \"Tableau must contain 52 cards\"\n+ assert len(state.tableau[0]) == 7, \"Column 1 must have 7 cards\"\n+ assert len(state.tableau[7]) == 6, \"Column 8 must have 6 cards\"\n+ assert all(fc is None for fc in state.free_cells), \"Freecells must start empty\"\n+ \n+ # Verify move validation logic doesn't crash\n+ # e.g., attempt an illegal move and ensure it gets rejected\n+ invalid_move = Move('C', 0, 'C', 1, 1)\n+ valid, reason = validate_move(state, invalid_move)\n+ \n+ print(\"Smoke tests passed successfully.\")\n+ sys.exit(0)\n+ except Exception as e:\n+ print(f\"Smoke test failed: {e}\", file=sys.stderr)\n+ sys.exit(1)\n+ else:\n+ # Run standard interactive curses application\n+ import curses\n+ curses.wrapper(run_curses_app)\n+```\n+\n+---\n+\n+## 7. Test Strategy\n+\n+Comprehensive automated tests must validate the engine rules independently of rendering.\n+\n+### Test Architecture Blueprint\n+\n+```text\n+tests/\n+├── __init__.py\n+├── test_card.py # Card attributes, comparison, color, and suitability checks\n+├── test_rules.py # Single-move checks, sequence checking, supermove limit calculation\n+├── test_state.py # Deal correctness, seed-determinism, Undo/Redo stack preservation\n+└── test_integration.py # Simulation of a short deterministic game sequence to verification of Win/Loss\n+```\n+\n+### Key Test Categories and Mock Scenarios\n+1. **The Alternating Descending Rule**:\n+ - Try placing Red Jack on Black Queen (Valid).\n+ - Try placing Red Jack on Red Queen (Invalid).\n+ - Try placing Red Jack on Black 10 (Invalid).\n+2. **The Supermove Formula Verification**:\n+ - Setup state with $F$ empty Freecells and $T$ empty Tableau columns.\n+ - Assert `get_max_movable_cards(state)` yields exactly the mathematical output of $(1 + F) \\times 2^T$.\n+ - Assert that trying to move a sequence of length $M+1$ gets rejected with a helpful warning message.\n+3. **Undo/Redo Integrity**:\n+ - Execute a series of moves.\n+ - Store historical snapshots.\n+ - Assert calling `undo()` restores card values, suits, and counts perfectly.\n+ - Assert calling `redo()` reapplies changes perfectly.\n+4. **Win State Execution**:\n+ - Artificially mock all foundation stacks to contain Aces through Queens.\n+ - Make the final 4 moves placing Kings.\n+ - Verify `state.is_won()` is triggered exactly on the final King placement.\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": 447, + "deletions": 0 + } + } + }, + { + "seq": 0, + "checkpoint": { + "timestamp": "2026-06-04T19:28:18.539016Z", + "current_node": "impl_setup", + "completed_nodes": [ + "start", + "expand_spec", + "impl_setup" + ], + "node_retries": {}, "context_values": { "internal.run_id": "01KTA1FC5W5W0BHTQSV865A1H6", "internal.work_dir": "/home/daytona/workspace/fabro", "thread.start.current_node": "expand_spec", "graph.default_max_retries": "3", - "last_response": "I have successfully completed the task. \n\nHere is a summary of the accomplishments:\n1. **Created detailed implementation spec**: Designed and wrote a comprehensive terminal-based FreeCell Solitaire sp", + "last_response": "I have successfully completed the task of setting up the Python project skeleton for the terminal-based FreeCell solitaire game.\n\nHere is a summary of the accomplishments:\n1. **Created `card-game-app/", + "thread.expand_spec.current_node": "impl_setup", + "response.impl_setup": "I have successfully completed the task of setting up the Python project skeleton for the terminal-based FreeCell solitaire game.\n\nHere is a summary of the accomplishments:\n1. **Created `card-game-app/` project structure**:\n - `pyproject.toml` containing proper project metadata and configured `pytest` settings.\n - `README.md` stub detailing the setup, execution, and testing commands.\n - `main.py` entrypoint supporting both the standard interactive `curses` runner and the headless `--smoke` mode.\n - 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Use this instead of shell cat, head, tail, or sed when inspecting repository files.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "read_many_files", + "description": "Read multiple files at once", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": false + }, + { + "name": "send_input", + "description": "Send a follow-up message to a running subagent when new information or corrected instructions are needed.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "shell", + "description": "Execute shell commands for terminal operations, package managers, tests and builds. Use dedicated tools for file reads, file edits, filename searches, and content searches. Provide timeout_ms for long-running commands.", + "source": { + "kind": "native" + }, + "category": "shell", + "invoked": true + }, + { + "name": "spawn_agent", + "description": "Spawn a subagent for independent work or context isolation. Use it for tasks that can proceed separately, and avoid duplicating the same work in the parent session.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "wait", + "description": "Wait for a subagent to complete, then use the result to synthesize the outcome for the user.", + "source": { + "kind": "native" + }, + "category": "subagent", + "invoked": false + }, + { + "name": "web_fetch", + "description": "Fetch content from a URL that starts with http:// or https://. Pass a prompt to extract specific information or summarize the page; omit prompt to return the page content.", + "source": { + "kind": "native" + }, + "category": "other", + "invoked": false + }, + { + "name": "web_search", + "description": "Search the web using Brave Search when current external information is needed. Returns result titles, URLs, and descriptions; use web_fetch for a specific URL.", + "source": { + "kind": "native" + }, + "category": "other", + "invoked": false + }, + { + "name": "write_file", + "description": "Create new files, or overwrite an existing file only when replacement is explicitly intended. Prefer edit_file for targeted changes to existing files because write_file overwrites the full file content.", + "source": { + "kind": "native" + }, + "category": "write", + "invoked": true + } + ], + "context_window": { + "provider": "gemini", + "model": "gemini-3.5-flash", + "context_window_tokens": 1048576, + "input_tokens": 24729, + "usage_percent": 2.3583412170410156, + "count_method": "response_usage_scaled_breakdown", + "staleness": "live", + "generated_at": "2026-06-04T19:28:18.454778Z", + "event_seq": 137, + "breakdown": [ + { + "category": "system_prompt", + "tokens": 1466, + "usage_percent": 0.13980865478515625 + }, + { + "category": "tools", + "tokens": 1548, + "usage_percent": 0.1476287841796875 + }, + { + "category": "memory", + "tokens": 4192, + "usage_percent": 0.3997802734375 + }, + { + "category": "conversation", + "tokens": 17518, + "usage_percent": 1.6706466674804688 + }, + { + "category": "other", + "tokens": 5, + "usage_percent": 0.000476837158203125 + } + ], + "warnings": [] + }, "state": "running" } } diff --git a/stages/002-expand_spec@1/diff.patch b/stages/002-expand_spec@1/diff.patch new file mode 100644 index 000000000..2e23b8cca --- /dev/null +++ b/stages/002-expand_spec@1/diff.patch @@ -0,0 +1,460 @@ +diff --git a/.ai/card-game-spec.md b/.ai/card-game-spec.md +new file mode 100644 +index 000000000..2bb01a57c +--- /dev/null ++++ b/.ai/card-game-spec.md +@@ -0,0 +1,444 @@ ++# Detailed Implementation Spec: Terminal-Based FreeCell Solitaire in Python ++ ++This document defines the complete technical specifications, software architecture, game rules, and interface design for a terminal-based FreeCell Solitaire game implemented in Python 3. The game relies on the standard library `curses` module for interactive rendering and must support a headless `--smoke` mode for CI/CD test automation. ++ ++--- ++ ++## 1. Overview and Game Rules ++ ++FreeCell is a solitaire card game played with a single standard 52-card deck. Unlike most other solitaire games, almost all deals are solvable because all cards are dealt face-up from the start. ++ ++### The Board Layout ++The board consists of three main areas: ++1. **The Tableau**: 8 columns. ++ - Columns 1–4 are dealt 7 cards each. ++ - Columns 5–8 are dealt 6 cards each. ++ - All cards are face-up and overlap vertically so that only their values/suits are visible, except for the bottom-most card which is fully exposed. ++2. **The FreeCells (Open Cells)**: 4 temporary storage slots. ++ - Each slot can hold at most one card of any rank or suit. ++ - Cards in FreeCells can be moved back to the Tableau or to the Foundations. ++3. **The Foundations**: 4 piles, one for each suit (Spades ♠, Hearts ♥, Diamonds ♦, Clubs ♣). ++ - These are built up in ascending order by suit, starting from Ace (A) and ending at King (K). ++ - Once a card is placed in a Foundation pile, it is generally kept there (or can optionally be pulled back if required, though typical play is unidirectional). ++ ++### Valid Moves ++* **To FreeCell**: Any single exposed card (the bottom-most card of a Tableau column or a card in another FreeCell) can be moved to an empty FreeCell. ++* **To Tableau (Single Card)**: ++ - An exposed card can be placed on top of the bottom-most card of any Tableau column if the target card has a rank exactly 1 higher and is of the **opposite color** (Red vs. Black). ++ - Any single exposed card can be placed in an empty Tableau column. ++* **To Foundation**: ++ - An Ace of any suit can be moved to an empty Foundation pile. ++ - A card can be placed on a Foundation pile if it matches the pile's suit and has a rank exactly 1 higher than the top card of that pile (e.g., a 4♦ on a 3♦). ++* **Tableau to Tableau (Multi-card Sequence or "Supermove")**: ++ - A valid sequence (ordered descending by rank and alternating in color, e.g., 8♥, 7♠, 6♦) can be moved together from one Tableau column to another. ++ - The maximum size $M$ of a sequence that can be moved depends on the number of empty FreeCells ($F$) and empty Tableau columns ($T$): ++ $$M = (1 + F) \times 2^T$$ ++ *Note: If the destination Tableau column is empty, it does not count as "empty" in the exponent $T$ of the formula, because it is the target of the move.* ++ ++### Win and Loss Conditions ++* **Win**: All 52 cards are successfully placed in the 4 Foundation piles (each containing 13 cards from Ace to King). ++* **Loss / Stalemate**: No legal moves are possible between the Tableau, FreeCells, and Foundations. ++ ++--- ++ ++## 2. Core Data Structures (The Headless Engine) ++ ++To guarantee that the game logic is 100% testable without `curses` or any active terminal context, all game rules, cards, and board state must be encapsulated in a pure Python engine. ++ ++### Enums and Basic Types ++ ++```python ++from enum import Enum, auto ++from typing import List, Optional, Dict, Tuple, NamedTuple ++import random ++ ++class Suit(Enum): ++ SPADES = "♠" ++ HEARTS = "♥" ++ DIAMONDS = "♦" ++ CLUBS = "♣" ++ ++ @property ++ def color(self) -> str: ++ if self in (Suit.HEARTS, Suit.DIAMONDS): ++ return "RED" ++ return "BLACK" ++ ++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 symbol(self) -> str: ++ mapping = { ++ Rank.ACE: "A", ++ Rank.JACK: "J", ++ Rank.QUEEN: "Q", ++ Rank.KING: "K" ++ } ++ return mapping.get(self, str(self.value)) ++``` ++ ++### The `Card` Class ++ ++```python ++class Card: ++ def __init__(self, rank: Rank, suit: Suit): ++ self.rank: Rank = rank ++ self.suit: Suit = suit ++ ++ @property ++ def color(self) -> str: ++ return self.suit.color ++ ++ def is_opposite_color(self, other: "Card") -> bool: ++ return self.color != other.color ++ ++ def can_be_placed_on_tableau(self, other: "Card") -> bool: ++ """Checks if self can be placed on other (which is on top of a Tableau column).""" ++ return self.is_opposite_color(other) and self.rank.value == other.rank.value - 1 ++ ++ def __repr__(self) -> str: ++ return f"{self.rank.symbol}{self.suit.value}" ++ ++ def __eq__(self, other: object) -> bool: ++ if not isinstance(other, Card): ++ return NotImplemented ++ return self.rank == other.rank and self.suit == other.suit ++``` ++ ++### Pile Types and Identifiers ++ ++Move commands will refer to specific regions of the board. We define a standard naming schema for sources and destinations: ++- **FreeCells**: `F1`, `F2`, `F3`, `F4` (or 0-indexed integer indices `0` to `3` mapped to `F`) ++- **Foundations**: `A1`, `A2`, `A3`, `A4` (or `Foundation_Spades`, etc., mapped to `A`) ++- **Tableau Columns**: `C1` to `C8` (or 0-indexed `0` to `7` mapped to `C`) ++ ++```python ++class Move(NamedTuple): ++ src_type: str # 'C' (Tableau), 'F' (Freecell) ++ src_idx: int # 0-indexed ++ dst_type: str # 'C' (Tableau), 'F' (Freecell), 'A' (Foundation) ++ dst_idx: int # 0-indexed ++ card_count: int = 1 # For sequence moves ++``` ++ ++### GameState Class ++ ++```python ++class GameState: ++ def __init__(self): ++ self.tableau: List[List[Card]] = [[] for _ in range(8)] ++ self.free_cells: List[Optional[Card]] = [None] * 4 ++ self.foundations: Dict[Suit, List[Card]] = { ++ Suit.SPADES: [], ++ Suit.HEARTS: [], ++ Suit.DIAMONDS: [], ++ Suit.CLUBS: [] ++ } ++ self.history: List[Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]] = [] ++ self.redo_history: List[Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]] = [] ++ ++ def deal(self, seed: Optional[int] = None) -> None: ++ """Generates, shuffles, and distributes a standard 52-card deck.""" ++ deck = [Card(rank, suit) for suit in Suit for rank in Rank] ++ if seed is not None: ++ random.seed(seed) ++ else: ++ random.seed() ++ random.shuffle(deck) ++ ++ self.tableau = [[] for _ in range(8)] ++ self.free_cells = [None] * 4 ++ self.foundations = {s: [] for s in Suit} ++ self.history.clear() ++ self.redo_history.clear() ++ ++ # Deal cards: 7 to columns 0-3, 6 to columns 4-7 ++ for idx, card in enumerate(deck): ++ col = idx % 8 ++ self.tableau[col].append(card) ++ ++ def save_state(self) -> Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]: ++ """Creates a deep copy of current piles to push to history.""" ++ tableau_copy = [col.copy() for col in self.tableau] ++ free_cells_copy = list(self.free_cells) ++ foundations_copy = {suit: pile.copy() for suit, pile in self.foundations.items()} ++ return (tableau_copy, free_cells_copy, foundations_copy) ++ ++ def restore_state(self, state_tuple: Tuple[List[List[Card]], List[Optional[Card]], Dict[Suit, List[Card]]]) -> None: ++ self.tableau, self.free_cells, self.foundations = state_tuple ++ ++ def push_history(self) -> None: ++ self.history.append(self.save_state()) ++ self.redo_history.clear() ++ ++ def undo(self) -> bool: ++ if not self.history: ++ return False ++ self.redo_history.append(self.save_state()) ++ self.restore_state(self.history.pop()) ++ return True ++ ++ def redo(self) -> bool: ++ if not self.redo_history: ++ return False ++ self.history.append(self.save_state()) ++ self.restore_state(self.redo_history.pop()) ++ return True ++``` ++ ++--- ++ ++## 3. Terminal UI Layout (using Curses) ++ ++The UI will be formatted to fit standard terminal windows (minimum requirement: 80 columns by 24 lines). ++ ++### ASCII Layout Blueprint ++ ++```text ++======================= TERMINAL FREECELL ======================= ++Moves: 12 Time: 01:45 [H]elp [Q]uit ++ ++ [ F1 ] [ F2 ] [ F3 ] [ F4 ] [ ♠ ] [ ♥ ] [ ♦ ] [ ♣ ] ++ [ A♠ ] [ -- ] [ -- ] [ -- ] [ A♠ ] [ -- ] [ -- ] [ -- ] ++ ++ 1 2 3 4 5 6 7 8 ++================================================================= ++ C1 C2 C3 C4 C5 C6 C7 C8 ++ K♠ 10♦ 5♣ 8♥ A♦ 7♣ Q♠ J♥ ++ Q♦ 9♣ 4♦ 7♠ J♣ 6♦ 10♥ ++ J♣ 8♦ 6♦ 5♠ ++ 10♥ ++ ++================================================================= ++Command: Move from (e.g. C1): _ ++[Error/Notification Bar: Invalid move! Red Jack cannot go on Red Queen.] ++``` ++ ++### Layout Sections ++1. **Header Bar**: Displays current move count, elapsed timer, game state notifications, and quick keys (`H` for Help, `Q` for Quit, `U` for Undo, `R` for Reset, `N` for New Game). ++2. **Top Deck Row**: ++ - **FreeCells (Left)**: 4 slots showing empty state `[ -- ]` or the card string `[ Q♦ ]`. ++ - **Foundations (Right)**: 4 slots showing the suit symbol for empty stacks `[ ♠ ]`, or the top-most card of the stack `[ K♠ ]`. ++3. **Tableau Columns Row**: ++ - Headers: `C1` to `C8`. ++ - Vertical stacks. Overlapping cards are printed downward. ++ - Selected columns or selected cards must be highlighted in reverse-video or marked with a cursor indicator (e.g., `>` prefix). ++4. **Interactive Command/Status Row**: ++ - Prompts the user for action input if using key sequences. ++ - Highlights error states with high-contrast text. ++ ++--- ++ ++## 4. Input Handling, Navigation, and Commands ++ ++To accommodate varying terminal capabilities and user preferences, the program will support **Command Sequences** as its primary interface. ++ ++### Keyboard Command Input ++ ++The prompt `Command:` accepts simple character-based coordinates to declare source and destination. ++ ++1. **Selecting Source & Destination**: ++ - Keys `1` to `8` map directly to Tableau Columns `C1` to `C8`. ++ - Keys `q`, `w`, `e`, `r` map directly to FreeCells `F1`, `F2`, `F3`, `F4`. ++ - Keys `a`, `s`, `d`, `f` map directly to Foundations `A1`, `A2`, `A3`, `A4` (or users can just use `a` for automatic best-fit foundation routing). ++ ++ *Example Gameplay Interaction*: ++ - Pressing `1` selects Column 1. The top card is highlighted. ++ - Pressing `q` immediately moves that card to FreeCell 1 (if empty). ++ - Pressing `2` followed by `3` moves the bottom card (or valid sequence) of Column 2 to Column 3. ++ ++2. **Command Actions**: ++ - `u` / `U`: Undo last move. ++ - `r` / `R`: Redo undone move. ++ - `n` / `N`: Deal a completely new game. ++ - `s` / `S`: Restart current game (using same shuffle seed). ++ - `h` / `H`: Toggle help overlay showing game controls and rules. ++ - `esc`: Cancel current selection. ++ - `q` / `Q`: Exit game. ++ ++### Cursor-Based (Optional Secondary Interface) ++If arrow keys/WASD navigation is enabled: ++- Arrow keys move a highlighted cursor box across Columns 1-8, Freecells, and Foundations. ++- `Space` / `Enter` selects the active stack. ++- Pressing `Space` / `Enter` on another stack completes the move. ++ ++--- ++ ++## 5. Move and Action Validation ++ ++The rules engine must rigidly enforce FreeCell constraints. ++ ++### Validation Logic Flow Chart (Engine level) ++ ++```python ++def validate_move(state: GameState, move: Move) -> Tuple[bool, str]: ++ """ ++ Returns (True, "") if the move is legal, or (False, "reason") if illegal. ++ """ ++ # 1. Fetch source card(s) ++ src_cards = get_source_cards(state, move.src_type, move.src_idx, move.card_count) ++ if not src_cards: ++ return False, "Source is empty or invalid." ++ ++ # 2. If moving multiple cards, verify they form a valid alternating descending sequence ++ if len(src_cards) > 1: ++ if not is_valid_sequence(src_cards): ++ return False, "Selected cards do not form a valid alternating color descending sequence." ++ ++ # 3. Validate Destination ++ if move.dst_type == 'F': # Destination is FreeCell ++ if move.card_count > 1: ++ return False, "Cannot move a sequence to a FreeCell." ++ if state.free_cells[move.dst_idx] is not None: ++ return False, "Target FreeCell is occupied." ++ ++ elif move.dst_type == 'A': # Destination is Foundation ++ if move.card_count > 1: ++ return False, "Cannot move a sequence to a Foundation." ++ card = src_cards[0] ++ f_pile = state.foundations[card.suit] ++ if not f_pile: ++ if card.rank != Rank.ACE: ++ return False, "Foundations must start with an Ace." ++ else: ++ top_card = f_pile[-1] ++ if card.rank.value != top_card.rank.value + 1: ++ return False, f"Cannot place {card} on {top_card}. Must be next rank up." ++ ++ elif move.dst_type == 'C': # Destination is Tableau ++ dest_col = state.tableau[move.dst_idx] ++ first_src_card = src_cards[0] # The highest rank card in the sequence being moved ++ ++ if not dest_col: ++ # Moving sequence/card to empty tableau column ++ # Verify supermove capacity limit ++ max_allowed = get_max_movable_cards(state, target_is_empty_col=True) ++ if len(src_cards) > max_allowed: ++ return False, f"Insufficient empty FreeCells/Columns to move {len(src_cards)} cards (Max: {max_allowed})." ++ else: ++ dest_card = dest_col[-1] ++ if not first_src_card.can_be_placed_on_tableau(dest_card): ++ return False, f"Cannot place {first_src_card} on {dest_card}. Must be alternating color and rank-1." ++ # Verify supermove capacity limit ++ max_allowed = get_max_movable_cards(state, target_is_empty_col=False) ++ if len(src_cards) > max_allowed: ++ return False, f"Insufficient empty FreeCells/Columns to move {len(src_cards)} cards (Max: {max_allowed})." ++ ++ return True, "" ++``` ++ ++### Auto-Home (Quality of Life) ++To minimize repetitive actions, the engine automatically checks if any exposed cards can be safely moved to foundations. ++A card of rank $R$ and suit $S$ can be safely moved to its foundation if: ++1. It is a legal foundation move. ++2. All cards of rank $R-1$ of the **opposite color** are already in the foundation piles. ++3. All cards of rank $R-2$ of the **same color** are already in the foundation piles. ++ ++*Why?* This ensures that no remaining card in the Tableau can possibly require this card as a sequence parent (since any card that could pair with it is already safely homed). ++ ++--- ++ ++## 6. Smoke Mode Implementation ++ ++To support automated test execution and code validation in continuous integration (CI) pipelines, the program must implement a **headless smoke mode**. ++ ++### Invocation ++```bash ++python3 main.py --smoke ++``` ++ ++### Headless execution logic ++1. Parse CLI arguments. If `--smoke` is present: ++ - **Do not** initialize `curses` or modify the terminal buffer. ++ - Instantiate the `GameState` engine. ++ - Seed the random generator with a fixed value (e.g., `seed=42`) to guarantee a deterministic state. ++ - Run `state.deal(seed=42)`. ++ - Verify that: ++ - 52 cards are distributed. ++ - Tableau columns have size `[7, 7, 7, 7, 6, 6, 6, 6]`. ++ - FreeCells are empty. ++ - Foundation piles are empty. ++ - Run a sequence of mock moves (e.g., attempt to move a valid card if possible, perform undos, verify validation logic handles both valid and invalid moves). ++ - Cleanly exit with return code `0` on success, or return code `1` (or throw exceptions) if assertions fail. ++ ++```python ++# Sketch of main entry-point logic ++import sys ++ ++def main(): ++ if "--smoke" in sys.argv: ++ print("Running headless smoke tests...") ++ try: ++ state = GameState() ++ state.deal(seed=12345) ++ ++ # Assert initial setup ++ assert sum(len(col) for col in state.tableau) == 52, "Tableau must contain 52 cards" ++ assert len(state.tableau[0]) == 7, "Column 1 must have 7 cards" ++ assert len(state.tableau[7]) == 6, "Column 8 must have 6 cards" ++ assert all(fc is None for fc in state.free_cells), "Freecells must start empty" ++ ++ # Verify move validation logic doesn't crash ++ # e.g., attempt an illegal move and ensure it gets rejected ++ invalid_move = Move('C', 0, 'C', 1, 1) ++ valid, reason = validate_move(state, invalid_move) ++ ++ print("Smoke tests passed successfully.") ++ sys.exit(0) ++ except Exception as e: ++ print(f"Smoke test failed: {e}", file=sys.stderr) ++ sys.exit(1) ++ else: ++ # Run standard interactive curses application ++ import curses ++ curses.wrapper(run_curses_app) ++``` ++ ++--- ++ ++## 7. Test Strategy ++ ++Comprehensive automated tests must validate the engine rules independently of rendering. ++ ++### Test Architecture Blueprint ++ ++```text ++tests/ ++├── __init__.py ++├── test_card.py # Card attributes, comparison, color, and suitability checks ++├── test_rules.py # Single-move checks, sequence checking, supermove limit calculation ++├── test_state.py # Deal correctness, seed-determinism, Undo/Redo stack preservation ++└── test_integration.py # Simulation of a short deterministic game sequence to verification of Win/Loss ++``` ++ ++### Key Test Categories and Mock Scenarios ++1. **The Alternating Descending Rule**: ++ - Try placing Red Jack on Black Queen (Valid). ++ - Try placing Red Jack on Red Queen (Invalid). ++ - Try placing Red Jack on Black 10 (Invalid). ++2. **The Supermove Formula Verification**: ++ - Setup state with $F$ empty Freecells and $T$ empty Tableau columns. ++ - Assert `get_max_movable_cards(state)` yields exactly the mathematical output of $(1 + F) \times 2^T$. ++ - Assert that trying to move a sequence of length $M+1$ gets rejected with a helpful warning message. ++3. **Undo/Redo Integrity**: ++ - Execute a series of moves. ++ - Store historical snapshots. ++ - Assert calling `undo()` restores card values, suits, and counts perfectly. ++ - Assert calling `redo()` reapplies changes perfectly. ++4. **Win State Execution**: ++ - Artificially mock all foundation stacks to contain Aces through Queens. ++ - Make the final 4 moves placing Kings. ++ - Verify `state.is_won()` is triggered exactly on the final King placement. +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..ed635e537 --- /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": "2026-06-04T19:25:56.844045Z" +} \ 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..3e08c8398 --- /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, 91.5k tokens in / 10.9k out + - Files: .ai/card-game-spec.md, 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 diff --git a/stages/003-impl_setup@1/response.md b/stages/003-impl_setup@1/response.md new file mode 100644 index 000000000..e4a9ab1b7 --- /dev/null +++ b/stages/003-impl_setup@1/response.md @@ -0,0 +1,29 @@ +I have successfully completed the task of setting up the Python project skeleton for the terminal-based FreeCell solitaire game. + +Here is a summary of the accomplishments: +1. **Created `card-game-app/` project structure**: + - `pyproject.toml` containing proper project metadata and configured `pytest` settings. + - `README.md` stub detailing the setup, execution, and testing commands. + - `main.py` entrypoint supporting both the standard interactive `curses` runner and the headless `--smoke` mode. + - `src/card_game_tui/` package containing: + - `__init__.py`: Package imports. + - `engine.py`: Headless engine core containing `Suit`, `Rank`, `Card`, `Move`, `GameState`, and `validate_move()` logic directly aligned with the detailed specification. + - `tui.py`: Starter placeholder for curses-based interactive terminal rendering. + - `tests/` directory containing complete unit and rules assertion test suites: + - `test_card.py`: Testing card logic and comparisons. + - `test_rules.py`: Validating single move/rules constraints. + - `test_state.py`: Ensuring initial dealing, shuffling, undo, and redo mechanics. + - `test_integration.py`: Base integration skeleton. + +2. **Verified compilation and functionality**: + - Successfully compiled the project using the required command: + ```bash + cd card-game-app && python3 -m py_compile main.py src/card_game_tui/*.py + ``` + - Successfully verified the headless `--smoke` mode, which asserts correct board dimensions and move validation constraints: + ```bash + cd card-game-app && python3 main.py --smoke + ``` + +3. **Status updated**: + - Recorded `outcome: succeeded` in `/home/daytona/workspace/fabro/status.json`. \ No newline at end of file