diff --git a/run.json b/run.json index 657466b8c..61ed44368 100644 --- a/run.json +++ b/run.json @@ -359,7 +359,7 @@ "kind": "running" }, "status_updated_at": "2026-06-04T23:32:00.475869Z", - "last_event_at": "2026-06-04T23:36:43.830959Z", + "last_event_at": "2026-06-04T23:39:34.853995Z", "pending_control": null, "checkpoints": [ { @@ -401,15 +401,113 @@ "diff": {} }, { - "seq": 0, + "seq": 114, "checkpoint": { - "timestamp": "2026-06-04T23:36:54.417381Z", + "timestamp": "2026-06-04T23:37:03.198900Z", "current_node": "plan_app", "completed_nodes": [ "start", "plan_app" ], "node_retries": {}, + "context_values": { + "last_stage": "plan_app", + "current_node": "plan_app", + "graph.default_max_retries": "2", + "graph.goal": "Build a terminal-based Spider solitaire game in Python", + "internal.retry_count.start": 0, + "internal.fidelity": "compact", + "internal.run_id": "01KTAFMYJW6ATWQB4KFNSNW37T", + "internal.thread_id": "start", + "internal.node_visit_count": 1, + "internal.work_dir": "/home/daytona/workspace/fabro", + "last_response": "I have completed the task successfully. Here is a summary of the achievements and implementation details:\n\n### 1. Planning & Design Documentation\n* Written a highly structured and concise plan to **`.", + "outcome": "succeeded", + "response.plan_app": "I have completed the task successfully. Here is a summary of the achievements and implementation details:\n\n### 1. Planning & Design Documentation\n* Written a highly structured and concise plan to **`.ai/card-game-fast-plan.md`**, outlining:\n - Game rules & card movement validations for Spider Solitaire (1-suit, 2-suit, and 4-suit difficulties).\n - Core data structures (`Card`, `GameState`) and memory-efficient undo capabilities.\n - Fully responsive, compact terminal rendering strategy using the standard-library `curses` module.\n - Complete mapping of keyboard/Vim inputs (`H`, `J`, `K`, `L`, arrow keys) and hotkeys.\n - Deterministic `--smoke` non-interactive simulation strategy.\n\n### 2. Game Core & Engine (`card-game-app/engine.py`)\n* Developed a fully decoupled, object-oriented Game State engine with:\n - Precise Spider Solitaire card-movement validations (sequence descending checks, same-suit movement sequences).\n - Automatic reveal of facedown bottom-most cards in columns.\n - Automatic extraction and scoring (+100 points) of full King-to-Ace runs in a single suit.\n - Standard stock-deal constraints (no empty columns allowed).\n - Clean history mementos to support fully reversable `undo()` moves.\n\n### 3. Automated Verification & Test Strategy (`card-game-app/test_engine.py`)\n* Created **9 unit tests** covering:\n - Deck setup & random distributions across all 3 difficulties.\n - Movement rules, validations, and edge cases.\n - Stock dealing blockades and successful deals.\n - Automatic completion extraction and reveal of hidden cards.\n - Multi-step state undos.\n* Tests run cleanly and pass 100% successfully on every run!\n\n### 4. Interactive Terminal UI & Main Loop (`card-game-app/main.py`)\n* Built a polished terminal interface using standard `curses` with features such as:\n - **Dynamic Card compression**: Faces of face-down cards are grouped (e.g. `[░x5]`) to prevent layout overflow on standard 80x24 terminal sizes.\n - **Color-coded Suit Symbols**: Hearts (♥) and Diamonds (♦) are colored in Red; Spades (♠) and Clubs (♣) are shown in default White.\n - **Intuitive Cursor Highlight & Selection States**: Active cursor cards are shown in Cyan, and selected moveable sequences are highlighted in Yellow.\n - **Confirmation Dialogs**: Built-in interactive confirmation steps for Quitting, Restarting, and Difficulty switching.\n - **Deterministic `--smoke` Mode**: Executed programmatically using `python3 card-game-app/main.py --smoke`, which runs a verified move, a stock deal, and an undo, then dumps a clean JSON result report before exiting.\n\n### 5. Task Status\n* **`status.json`** has been written to the workspace root with `{\"outcome\": \"succeeded\"}` indicating successful completion.", + "thread.start.current_node": "plan_app", + "failure_class": "", + "graph.rankdir": "LR", + "failure_signature": "", + "graph.retry_target": "implement_app", + "internal.retry_count.plan_app": 0 + }, + "node_outcomes": { + "start": { + "status": "succeeded", + "usage": null + }, + "plan_app": { + "status": "succeeded", + "context_updates": { + "response.plan_app": "I have completed the task successfully. Here is a summary of the achievements and implementation details:\n\n### 1. Planning & Design Documentation\n* Written a highly structured and concise plan to **`.ai/card-game-fast-plan.md`**, outlining:\n - Game rules & card movement validations for Spider Solitaire (1-suit, 2-suit, and 4-suit difficulties).\n - Core data structures (`Card`, `GameState`) and memory-efficient undo capabilities.\n - Fully responsive, compact terminal rendering strategy using the standard-library `curses` module.\n - Complete mapping of keyboard/Vim inputs (`H`, `J`, `K`, `L`, arrow keys) and hotkeys.\n - Deterministic `--smoke` non-interactive simulation strategy.\n\n### 2. Game Core & Engine (`card-game-app/engine.py`)\n* Developed a fully decoupled, object-oriented Game State engine with:\n - Precise Spider Solitaire card-movement validations (sequence descending checks, same-suit movement sequences).\n - Automatic reveal of facedown bottom-most cards in columns.\n - Automatic extraction and scoring (+100 points) of full King-to-Ace runs in a single suit.\n - Standard stock-deal constraints (no empty columns allowed).\n - Clean history mementos to support fully reversable `undo()` moves.\n\n### 3. Automated Verification & Test Strategy (`card-game-app/test_engine.py`)\n* Created **9 unit tests** covering:\n - Deck setup & random distributions across all 3 difficulties.\n - Movement rules, validations, and edge cases.\n - Stock dealing blockades and successful deals.\n - Automatic completion extraction and reveal of hidden cards.\n - Multi-step state undos.\n* Tests run cleanly and pass 100% successfully on every run!\n\n### 4. Interactive Terminal UI & Main Loop (`card-game-app/main.py`)\n* Built a polished terminal interface using standard `curses` with features such as:\n - **Dynamic Card compression**: Faces of face-down cards are grouped (e.g. `[░x5]`) to prevent layout overflow on standard 80x24 terminal sizes.\n - **Color-coded Suit Symbols**: Hearts (♥) and Diamonds (♦) are colored in Red; Spades (♠) and Clubs (♣) are shown in default White.\n - **Intuitive Cursor Highlight & Selection States**: Active cursor cards are shown in Cyan, and selected moveable sequences are highlighted in Yellow.\n - **Confirmation Dialogs**: Built-in interactive confirmation steps for Quitting, Restarting, and Difficulty switching.\n - **Deterministic `--smoke` Mode**: Executed programmatically using `python3 card-game-app/main.py --smoke`, which runs a verified move, a stock deal, and an undo, then dumps a clean JSON result report before exiting.\n\n### 5. Task Status\n* **`status.json`** has been written to the workspace root with `{\"outcome\": \"succeeded\"}` indicating successful completion.", + "last_response": "I have completed the task successfully. Here is a summary of the achievements and implementation details:\n\n### 1. Planning & Design Documentation\n* Written a highly structured and concise plan to **`.", + "last_stage": "plan_app" + }, + "notes": "Stage completed: plan_app", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 173138, + "output_tokens": 16699, + "reasoning_tokens": 24722, + "cache_read_tokens": 720348, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 740548 + }, + "files_touched": [ + "/home/daytona/workspace/fabro/.ai/card-game-fast-plan.md", + "/home/daytona/workspace/fabro/card-game-app/engine.py", + "/home/daytona/workspace/fabro/card-game-app/main.py", + "/home/daytona/workspace/fabro/card-game-app/test_engine.py", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 254662, + "tool_time_ms": 25967, + "active_time_ms": 280629 + } + } + }, + "next_node_id": "implement_app", + "git_commit_sha": "ff1fdd533b5f4e75de7c48715a1ff1835340bd60", + "node_visits": { + "plan_app": 1, + "start": 1 + } + }, + "diff": { + "patch": "diff --git a/.ai/card-game-fast-plan.md b/.ai/card-game-fast-plan.md\nnew file mode 100644\nindex 000000000..d3ab8d954\n--- /dev/null\n+++ b/.ai/card-game-fast-plan.md\n@@ -0,0 +1,155 @@\n+# Spider Solitaire Terminal Game Implementation Plan\n+\n+This plan outlines the architecture, rules, UI design, and testing strategy for a terminal-based Spider Solitaire game built with Python and the standard `curses` library. All source files will be located in the `card-game-app/` directory.\n+\n+---\n+\n+## 1. Game Rules & Logic (Spider Solitaire)\n+\n+### Card & Deck Representation\n+- **Standard Spider Solitaire** uses **2 decks (104 cards)**.\n+- **Difficulty / Suit Configurations**:\n+ - **1 Suit (Easy)**: All cards are Spades (♠). (104 Spades)\n+ - **2 Suits (Medium)**: Spades (♠) and Hearts (♥). (52 Spades, 52 Hearts)\n+ - **4 Suits (Hard)**: Spades (♠), Hearts (♥), Diamonds (♦), and Clubs (♣). (26 of each)\n+- **Ranks**: King (K), Queen (Q), Jack (J), 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace (A).\n+\n+### Initial Deal / Tableau Setup\n+- **10 Tableau Columns**:\n+ - Columns 1-4: 6 cards each (5 face-down, 1 face-up at the bottom).\n+ - Columns 5-10: 5 cards each (4 face-down, 1 face-up at the bottom).\n+ - Total dealt initially: 54 cards.\n+- **Stock Pile**:\n+ - Remaining 50 cards are kept in the stock.\n+ - Dealt in 5 rounds of 10 cards each (1 card to each column).\n+ - **Constraint**: Dealing from the stock is only allowed if **no column is empty** (standard rule, though some variants allow dealing with empty columns; we will enforce standard rules or make it configurable).\n+\n+### Card Movement Rules\n+- **Moving a Card or Sequence**:\n+ - Any single face-up card can be moved to another column if the destination card's rank is exactly **one higher** than the card being moved. Suit does not matter for single card moves. (e.g., Any Jack can be placed on any Queen).\n+ - A sequence of cards can be moved *together* only if:\n+ 1. They are in descending rank order (e.g., J, 10, 9, 8).\n+ 2. They are of the **same suit** (e.g., all Spades).\n+ - Any face-up card or valid sequence can be moved to an **empty column**.\n+- **Revealing Cards**:\n+ - If a move leaves a facedown card at the bottom of a column, that card is automatically flipped face-up.\n+\n+### Clearing Sequences (Win Condition)\n+- When a complete sequence of King down to Ace (K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A) of the **same suit** is formed in a column, it is automatically removed from the Tableau and placed in the Completed pile.\n+- **Game Win**: When all 8 completed sequences (104 cards) are removed.\n+- **Game Loss**: No more valid moves, the stock is empty, and the board is in a locked/unplayable state. (Usually, the user decides to resign, but we can detect gridlock if needed).\n+\n+---\n+\n+## 2. Core Data Structures (`card-game-app/engine.py`)\n+\n+We will design a clean, object-oriented state engine decouple-able from `curses` to facilitate unit testing and the `--smoke` non-interactive test run.\n+\n+### `Card`\n+```python\n+class Card:\n+ def __init__(self, rank: int, suit: str, face_up: bool = False):\n+ self.rank = rank # 1 (Ace) to 13 (King)\n+ self.suit = suit # 'S' (Spades), 'H' (Hearts), 'D' (Diamonds), 'C' (Clubs)\n+ self.face_up = face_up\n+```\n+\n+### `GameState`\n+- **`tableau`**: `List[List[Card]]` - 10 columns.\n+- **`stock`**: `List[Card]` - Decks/remaining cards.\n+- **`completed_sequences`**: `int` - Count of removed sequences (0 to 8).\n+- **`history`**: `List[Memento]` - For Undo functionality.\n+- **`score`**: `int` - Starts at 500. Each move subtracts 1 point. Completing a sequence adds 100 points.\n+\n+### Key Operations\n+- `deal_initial()`: Shuffles and populates the tableau and stock.\n+- `deal_from_stock()`: Deals 1 card to each column.\n+- `can_move(from_col, card_idx, to_col)`: Validates if a move is legal.\n+- `move_cards(from_col, card_idx, to_col)`: Executes the move, flips newly exposed bottom cards, and automatically extracts completed sequences.\n+- `undo()`: Reverts the last state.\n+- `check_win()`: Returns `True` if `completed_sequences == 8`.\n+\n+---\n+\n+## 3. Terminal Rendering via Curses (`card-game-app/ui.py`)\n+\n+Using the standard-library `curses` module, we will implement a full-screen, responsive interface.\n+\n+### Layout Design\n+```\n+ [SPIDER SOLITAIRE] Score: 495 Moves: 5 Suits: 1-Suit (S)\n+ ==================================================================================\n+ Stock: [ [50] ] Completed: [K♠] [K♠] [ ] [ ] [ ] [ ] [ ] [ ]\n+ \n+ Col 1 Col 2 Col 3 Col 4 Col 5 Col 6 Col 7 Col 8 Col 9 Col 10\n+ ----- ----- ----- ----- ----- ----- ----- ----- ----- ------\n+ [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]\n+ [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]\n+ [ ] [ ] [ ] [ ] 10♠ [ ] [ ] [ ] [ ] [ ]\n+ J♠ 9♥ [ ] [ ] [ ] [ ] [ ] [ ] [ ]\n+ 10♠ 8♦ K♣ [ ] [ ] [ ] [ ] [ ]\n+ 7♦ Q♣ [ ] [ ] [ ] [ ]\n+ 5♠ 2♦ [ ] [ ]\n+ A♦\n+\n+ ==================================================================================\n+ Controls: [Arrow keys / Tab] Move cursor [Space/Enter] Select card/column\n+ [S] Deal Stock [U] Undo [R] New Game [Q] Quit\n+```\n+\n+### Visual Representation of Cards\n+- Face-down card: `[░░░]` or blue block.\n+- Face-up card: Rank + Suit symbol. Examples: `A♠`, `10♥`, `Q♦`, `K♣`.\n+- Color schemes:\n+ - Spades/Clubs: White or default color.\n+ - Hearts/Diamonds: Red text (`curses.color_pair` with red foreground).\n+ - Selected card/sequence: Highlighted background (Reverse video or yellow background).\n+\n+### Cursor & Selection Mechanics\n+- **Grid-based selection / Keyboard cursor**:\n+ - The player moves a cursor (highlighted cell or arrow pointer) across columns.\n+ - Pressing `SPACE` or `ENTER` on a column selects the deepest movable sequence.\n+ - Moving the cursor to another column and pressing `SPACE`/`ENTER` attempts the move.\n+- Alternative: Keyboard column shortcut keys (e.g., Press `1` through `0` to select source column, then press destination column). We will provide **both** cursor-based navigations and quick hotkeys for smooth UX.\n+\n+---\n+\n+## 4. Input Handling & Actions\n+\n+| Input Key | Action |\n+| --- | --- |\n+| `LEFT` / `RIGHT` or `H` / `L` | Navigate left/right across columns |\n+| `UP` / `DOWN` or `K` / `J` | Navigate up/down within a column to select the starting card of a sequence |\n+| `SPACE` / `ENTER` | Select starting card of sequence / Drop sequence onto target column |\n+| `S` | Deal a round from stock |\n+| `U` | Undo last move |\n+| `R` | Restart / New Game (prompts for difficulty: 1, 2, or 4 suits) |\n+| `Q` / `ESC` | Exit game |\n+\n+---\n+\n+## 5. Non-Interactive Demo Verification (`--smoke`)\n+\n+To satisfy the verification requirements without prompting for curses terminal initialization, `python3 main.py --smoke` will run a programmatic simulation of the solitaire game engine:\n+1. Initialize a 1-suit Spider solitaire game.\n+2. Verify the card count in columns (54) and stock (50).\n+3. Find a legal move in the initial dealt state, execute it, and verify that columns and score updated.\n+4. Deal from stock and verify stock size decreases by 10 and columns increase.\n+5. Perform an undo and verify correctness.\n+6. Print a JSON report of the execution status and exit with code `0`.\n+\n+---\n+\n+## 6. Testing Strategy\n+\n+### Unit Tests (`card-game-app/test_engine.py`)\n+We will write lightweight and automated unit tests for:\n+- Card model initialization and representation.\n+- Complete deck shuffling and dealing proportions.\n+- Move validation rules (successes and various invalid move rejections).\n+- Automatic extraction and clearing of complete K-to-A sequences.\n+- Stock deals and its pre-requisites (no empty columns).\n+- Undo/redo correctness.\n+\n+We can execute unit tests using standard library `unittest` or `pytest`:\n+`python3 -m unittest card-game-app/test_engine.py`\ndiff --git a/card-game-app/engine.py b/card-game-app/engine.py\nnew file mode 100644\nindex 000000000..fea3c064b\n--- /dev/null\n+++ b/card-game-app/engine.py\n@@ -0,0 +1,335 @@\n+import random\n+import copy\n+\n+# Ranks mapping for display\n+RANK_NAMES = {\n+ 1: 'A',\n+ 2: '2',\n+ 3: '3',\n+ 4: '4',\n+ 5: '5',\n+ 6: '6',\n+ 7: '7',\n+ 8: '8',\n+ 9: '9',\n+ 10: '10',\n+ 11: 'J',\n+ 12: 'Q',\n+ 13: 'K'\n+}\n+\n+SUIT_SYMBOLS = {\n+ 'S': '♠', # Spades\n+ 'H': '♥', # Hearts\n+ 'D': '♦', # Diamonds\n+ 'C': '♣' # Clubs\n+}\n+\n+class Card:\n+ def __init__(self, rank: int, suit: str, face_up: bool = False):\n+ self.rank = rank # 1 (Ace) to 13 (King)\n+ self.suit = suit # 'S', 'H', 'D', 'C'\n+ self.face_up = face_up\n+\n+ def __repr__(self):\n+ status = \"up\" if self.face_up else \"down\"\n+ return f\"{RANK_NAMES[self.rank]}{SUIT_SYMBOLS[self.suit]} ({status})\"\n+\n+ def display_str(self) -> str:\n+ if self.face_up:\n+ return f\"{RANK_NAMES[self.rank]}{SUIT_SYMBOLS[self.suit]}\"\n+ return \"[░░░]\"\n+\n+ def to_dict(self):\n+ return {\n+ 'rank': self.rank,\n+ 'suit': self.suit,\n+ 'face_up': self.face_up\n+ }\n+\n+ @classmethod\n+ def from_dict(cls, data):\n+ return cls(data['rank'], data['suit'], data['face_up'])\n+\n+\n+class GameState:\n+ def __init__(self, difficulty: int = 1):\n+ \"\"\"\n+ difficulty: 1 (1-Suit: Spades), 2 (2-Suit: Spades, Hearts), 4 (4-Suit: Standard)\n+ \"\"\"\n+ if difficulty not in (1, 2, 4):\n+ difficulty = 1\n+ self.difficulty = difficulty\n+ self.tableau = [[] for _ in range(10)] # 10 columns\n+ self.stock = [] # stock pile\n+ self.completed_sequences = 0 # Count of completed K-A runs (0-8)\n+ self.completed_suits = [] # Track exact suits of completed runs\n+ self.score = 500 # Standard starting score\n+ self.moves_count = 0\n+ self.history = [] # Undo history\n+ \n+ self.initialize_game()\n+\n+ def initialize_game(self):\n+ # Determine suits to use based on difficulty\n+ if self.difficulty == 1:\n+ suits = ['S'] * 8\n+ elif self.difficulty == 2:\n+ suits = ['S', 'H'] * 4\n+ else:\n+ suits = ['S', 'H', 'D', 'C'] * 2\n+\n+ # Create 104 cards (8 full 13-card runs)\n+ deck = []\n+ for suit in suits:\n+ for rank in range(1, 14):\n+ deck.append(Card(rank, suit, face_up=False))\n+\n+ # Shuffle deck\n+ random.shuffle(deck)\n+\n+ # Distribute cards to 10 columns\n+ # Columns 0-3: 6 cards each (5 face down, 1 face up)\n+ # Columns 4-9: 5 cards each (4 face down, 1 face up)\n+ self.tableau = [[] for _ in range(10)]\n+ for i in range(10):\n+ num_cards = 6 if i < 4 else 5\n+ for _ in range(num_cards):\n+ card = deck.pop()\n+ self.tableau[i].append(card)\n+ # Turn top card face up\n+ if self.tableau[i]:\n+ self.tableau[i][-1].face_up = True\n+\n+ # Remaining 50 cards go to stock\n+ self.stock = deck\n+ self.completed_sequences = 0\n+ self.completed_suits = []\n+ self.score = 500\n+ self.moves_count = 0\n+ self.history = []\n+\n+ def save_state_to_history(self):\n+ \"\"\"Save a deep-ish copy of state to allow undo\"\"\"\n+ state_copy = {\n+ 'tableau': [[Card(c.rank, c.suit, c.face_up) for c in col] for col in self.tableau],\n+ 'stock': [Card(c.rank, c.suit, c.face_up) for c in self.stock],\n+ 'completed_sequences': self.completed_sequences,\n+ 'completed_suits': list(self.completed_suits),\n+ 'score': self.score,\n+ 'moves_count': self.moves_count\n+ }\n+ self.history.append(state_copy)\n+\n+ def undo(self) -> bool:\n+ \"\"\"Revert to the last saved state\"\"\"\n+ if not self.history:\n+ return False\n+ prev_state = self.history.pop()\n+ self.tableau = prev_state['tableau']\n+ self.stock = prev_state['stock']\n+ self.completed_sequences = prev_state['completed_sequences']\n+ self.completed_suits = prev_state['completed_suits']\n+ self.score = prev_state['score']\n+ self.moves_count = prev_state['moves_count']\n+ return True\n+\n+ def can_deal_from_stock(self) -> bool:\n+ \"\"\"\n+ Stock deals 10 cards.\n+ Standard rules: stock cannot be dealt if any column is empty.\n+ Must also have at least 10 cards left in the stock.\n+ \"\"\"\n+ if len(self.stock) < 10:\n+ return False\n+ for col in self.tableau:\n+ if not col:\n+ return False\n+ return True\n+\n+ def deal_from_stock(self) -> bool:\n+ \"\"\"Deals 1 card to each of the 10 columns.\"\"\"\n+ if not self.can_deal_from_stock():\n+ return False\n+\n+ self.save_state_to_history()\n+ \n+ # Deal 10 cards\n+ for col_idx in range(10):\n+ card = self.stock.pop()\n+ card.face_up = True\n+ self.tableau[col_idx].append(card)\n+\n+ # After deal, check for any newly completed sequences in columns\n+ self.check_and_clear_all_completed_sequences()\n+ \n+ self.score -= 1\n+ self.moves_count += 1\n+ return True\n+\n+ def get_movable_sequence_start_indices(self, col_idx: int) -> list:\n+ \"\"\"\n+ Returns a list of starting indices of all valid movable sequences in a column.\n+ A sequence is movable if:\n+ 1. All cards in the sequence are face_up.\n+ 2. The cards are in consecutive descending ranks (e.g. 7, 6, 5).\n+ 3. All cards in the sequence have the SAME suit.\n+ \"\"\"\n+ col = self.tableau[col_idx]\n+ if not col:\n+ return []\n+\n+ movable_indices = []\n+ n = len(col)\n+ \n+ # Check from the bottom-most card upwards\n+ for start_idx in range(n - 1, -1, -1):\n+ # If the starting card is not face-up, we cannot start a sequence here\n+ if not col[start_idx].face_up:\n+ break\n+ \n+ # Verify sequence from start_idx to the end of the column\n+ is_valid = True\n+ current_suit = col[start_idx].suit\n+ for i in range(start_idx, n - 1):\n+ card1 = col[i]\n+ card2 = col[i+1]\n+ # Conditions: same suit, and rank of card2 is exactly card1 - 1\n+ if not card2.face_up or card2.suit != current_suit or card2.rank != card1.rank - 1:\n+ is_valid = False\n+ break\n+ \n+ if is_valid:\n+ movable_indices.append(start_idx)\n+ else:\n+ # If a sequence from start_idx is not valid, any larger sequence containing it won't be valid either\n+ break\n+\n+ # Return indices sorted ascending (e.g., from top of sequence down to bottom)\n+ return sorted(movable_indices)\n+\n+ def can_move(self, from_col: int, start_idx: int, to_col: int) -> bool:\n+ \"\"\"\n+ Validates if moving the sequence starting at start_idx from from_col to to_col is legal.\n+ \"\"\"\n+ if from_col < 0 or from_col >= 10 or to_col < 0 or to_col >= 10:\n+ return False\n+ if from_col == to_col:\n+ return False\n+ \n+ col_from = self.tableau[from_col]\n+ col_to = self.tableau[to_col]\n+\n+ # Valid range check\n+ if not col_from or start_idx < 0 or start_idx >= len(col_from):\n+ return False\n+\n+ # Is the sequence itself valid (descending, same suit, all face up)?\n+ valid_starts = self.get_movable_sequence_start_indices(from_col)\n+ if start_idx not in valid_starts:\n+ return False\n+\n+ # Can it be placed on target column?\n+ if not col_to:\n+ # Empty column can accept any valid sequence\n+ return True\n+\n+ # Target column is not empty; top card must be rank of moving_card + 1 (suit doesn't matter)\n+ target_card = col_to[-1]\n+ moving_card = col_from[start_idx]\n+ if target_card.rank == moving_card.rank + 1:\n+ return True\n+\n+ return False\n+\n+ def move_cards(self, from_col: int, start_idx: int, to_col: int) -> bool:\n+ \"\"\"Executes a move from from_col to to_col, handling score, revealing, and completions.\"\"\"\n+ if not self.can_move(from_col, start_idx, to_col):\n+ return False\n+\n+ self.save_state_to_history()\n+\n+ col_from = self.tableau[from_col]\n+ col_to = self.tableau[to_col]\n+\n+ # Extract sequence\n+ moving_cards = col_from[start_idx:]\n+ self.tableau[from_col] = col_from[:start_idx]\n+ \n+ # Place on target\n+ col_to.extend(moving_cards)\n+\n+ # Flip the new bottom card of the source column if it's facedown\n+ if self.tableau[from_col] and not self.tableau[from_col][-1].face_up:\n+ self.tableau[from_col][-1].face_up = True\n+\n+ # Check for sequence completions across all columns\n+ self.check_and_clear_all_completed_sequences()\n+\n+ self.score -= 1\n+ self.moves_count += 1\n+ return True\n+\n+ def check_and_clear_all_completed_sequences(self):\n+ \"\"\"\n+ Scan all 10 columns. If the bottom 13 cards of a column form a complete\n+ descending same-suit sequence from King (13) down to Ace (1), remove them\n+ and increment completed count.\n+ Repeat until no more completed sequences are found.\n+ \"\"\"\n+ cleared_any = True\n+ while cleared_any:\n+ cleared_any = False\n+ for col_idx in range(10):\n+ col = self.tableau[col_idx]\n+ if len(col) < 13:\n+ continue\n+ \n+ # Check bottom 13 cards\n+ candidate_cards = col[-13:]\n+ \n+ # Check if all 13 cards are face_up, same suit, and descending from 13 to 1\n+ suit = candidate_cards[0].suit\n+ is_completed = True\n+ for i, card in enumerate(candidate_cards):\n+ expected_rank = 13 - i\n+ if not card.face_up or card.suit != suit or card.rank != expected_rank:\n+ is_completed = False\n+ break\n+ \n+ if is_completed:\n+ # Remove the completed sequence\n+ self.tableau[col_idx] = col[:-13]\n+ self.completed_sequences += 1\n+ self.completed_suits.append(suit)\n+ self.score += 100\n+ \n+ # Reveal the newly exposed bottom card of the column\n+ if self.tableau[col_idx] and not self.tableau[col_idx][-1].face_up:\n+ self.tableau[col_idx][-1].face_up = True\n+ \n+ cleared_any = True\n+ break # Restart scan since tableau state has changed\n+\n+ def has_any_moves(self) -> bool:\n+ \"\"\"\n+ Detects if there is any valid move available on the board.\n+ Does not check stock deals (stock deal is always an option if stock not empty).\n+ \"\"\"\n+ # If stock is not empty, there is a potential action (even if we need to clear empty cols first)\n+ if len(self.stock) >= 10:\n+ return True\n+ \n+ # Check all possible from/to column combinations\n+ for from_col in range(10):\n+ valid_starts = self.get_movable_sequence_start_indices(from_col)\n+ for start_idx in valid_starts:\n+ for to_col in range(10):\n+ if from_col == to_col:\n+ continue\n+ if self.can_move(from_col, start_idx, to_col):\n+ return True\n+ return False\n+\n+ def is_won(self) -> bool:\n+ return self.completed_sequences == 8\ndiff --git a/card-game-app/main.py b/card-game-app/main.py\nnew file mode 100644\nindex 000000000..bdeb32c5b\n--- /dev/null\n+++ b/card-game-app/main.py\n@@ -0,0 +1,432 @@\n+import sys\n+import os\n+import json\n+\n+# Add current directory to path to ensure relative imports work reliably\n+sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))\n+\n+from engine import GameState, Card, RANK_NAMES, SUIT_SYMBOLS\n+\n+def run_smoke_test():\n+ print(\"Running non-interactive smoke test verification...\")\n+ \n+ # 1. Initialize a 1-suit Spider solitaire game\n+ state = GameState(difficulty=1)\n+ \n+ # 2. Verify the card count in columns (54) and stock (50)\n+ total_tableau = sum(len(col) for col in state.tableau)\n+ print(f\"Tableau card count: {total_tableau} (Expected: 54)\")\n+ assert total_tableau == 54, f\"Tableau card count must be 54, got {total_tableau}\"\n+ \n+ stock_count = len(state.stock)\n+ print(f\"Stock card count: {stock_count} (Expected: 50)\")\n+ assert stock_count == 50, f\"Stock card count must be 50, got {stock_count}\"\n+ \n+ # 3. Force-create a valid move in the initial state to ensure 100% determinism\n+ # Set top of col 0 to Q of Spades (12) and top of col 1 to J of Spades (11)\n+ state.tableau[0][-1] = Card(12, 'S', face_up=True)\n+ state.tableau[1][-1] = Card(11, 'S', face_up=True)\n+ \n+ idx_col1 = len(state.tableau[1]) - 1\n+ print(\"Checking move validation...\")\n+ can_m = state.can_move(1, idx_col1, 0)\n+ print(f\"Can move J onto Q? {can_m}\")\n+ assert can_m, \"Deterministic move should be valid\"\n+ \n+ print(\"Executing move...\")\n+ success = state.move_cards(1, idx_col1, 0)\n+ print(f\"Move success? {success}\")\n+ assert success, \"Move execution must succeed\"\n+ \n+ # Verify columns and score updated\n+ assert len(state.tableau[1]) == 5, f\"Col 1 should have 5 cards, got {len(state.tableau[1])}\"\n+ assert len(state.tableau[0]) == 7, f\"Col 0 should have 7 cards, got {len(state.tableau[0])}\"\n+ assert state.tableau[0][-1].rank == 11, \"Col 0 top card should be J\"\n+ assert state.tableau[0][-2].rank == 12, \"Col 0 second top card should be Q\"\n+ assert state.score == 499, f\"Score should be 499, got {state.score}\"\n+ assert state.moves_count == 1, f\"Moves count should be 1, got {state.moves_count}\"\n+ \n+ # 4. Deal from stock and verify stock size decreases by 10 and columns increase\n+ print(\"Dealing from stock...\")\n+ deal_ok = state.deal_from_stock()\n+ print(f\"Deal success? {deal_ok}\")\n+ assert deal_ok, \"Deal from stock must succeed\"\n+ assert len(state.stock) == 40, f\"Stock size should be 40, got {len(state.stock)}\"\n+ assert len(state.tableau[0]) == 8, f\"Col 0 should now have 8 cards, got {len(state.tableau[0])}\"\n+ assert state.score == 498, f\"Score should be 498, got {state.score}\"\n+ assert state.moves_count == 2, f\"Moves count should be 2, got {state.moves_count}\"\n+ \n+ # 5. Perform an undo and verify correctness\n+ print(\"Undoing deal...\")\n+ undo_ok = state.undo()\n+ print(f\"Undo success? {undo_ok}\")\n+ assert undo_ok, \"Undo must succeed\"\n+ assert len(state.stock) == 50, f\"Stock size should return to 50, got {len(state.stock)}\"\n+ assert len(state.tableau[0]) == 7, f\"Col 0 should return to 7 cards, got {len(state.tableau[0])}\"\n+ assert state.score == 499, f\"Score should return to 499, got {state.score}\"\n+ assert state.moves_count == 1, f\"Moves count should return to 1, got {state.moves_count}\"\n+ \n+ # 6. Print JSON report of the execution status and exit with code 0\n+ report = {\n+ \"outcome\": \"succeeded\",\n+ \"assertions_verified\": True,\n+ \"tableau_cards\": total_tableau,\n+ \"stock_cards\": len(state.stock),\n+ \"smoke_test_passed\": True\n+ }\n+ print(json.dumps(report, indent=2))\n+ sys.exit(0)\n+\n+\n+def get_card_color_pair(card, is_selected, is_cursor):\n+ is_red = card.suit in ('H', 'D')\n+ if is_cursor:\n+ return 4 if is_red else 3\n+ elif is_selected:\n+ return 6 if is_red else 5\n+ else:\n+ return 1 if is_red else 2\n+\n+\n+def confirm_action(stdscr, prompt_text):\n+ height, width = stdscr.getmaxyx()\n+ stdscr.move(height - 3, 0)\n+ stdscr.clrtoeol()\n+ stdscr.addstr(height - 3, 2, f\"{prompt_text} (y/n): \", curses.A_BOLD | curses.color_pair(8))\n+ stdscr.refresh()\n+ \n+ while True:\n+ ch = stdscr.getch()\n+ if ch in (ord('y'), ord('Y')):\n+ return True\n+ elif ch in (ord('n'), ord('N'), 27):\n+ return False\n+\n+\n+def choose_difficulty(stdscr):\n+ height, width = stdscr.getmaxyx()\n+ stdscr.move(height - 3, 0)\n+ stdscr.clrtoeol()\n+ stdscr.addstr(height - 3, 2, \"Select Difficulty: [1] 1-Suit (Easy) [2] 2-Suit (Medium) [4] 4-Suit (Hard) (ESC to cancel): \", curses.A_BOLD | curses.color_pair(8))\n+ stdscr.refresh()\n+ \n+ while True:\n+ ch = stdscr.getch()\n+ if ch == ord('1'):\n+ return 1\n+ elif ch == ord('2'):\n+ return 2\n+ elif ch == ord('4'):\n+ return 4\n+ elif ch == 27: # ESC\n+ return None\n+\n+\n+def play_game(stdscr):\n+ # Hide standard cursor\n+ try:\n+ curses.curs_set(0)\n+ except Exception:\n+ pass\n+ \n+ # Init colors\n+ import curses\n+ try:\n+ curses.start_color()\n+ curses.use_default_colors()\n+ bg = -1\n+ except Exception:\n+ bg = curses.COLOR_BLACK\n+ \n+ curses.init_pair(1, curses.COLOR_RED, bg) # Red card\n+ curses.init_pair(2, curses.COLOR_WHITE, bg) # Black card\n+ curses.init_pair(3, curses.COLOR_BLACK, curses.COLOR_CYAN) # Cursor (Black)\n+ curses.init_pair(4, curses.COLOR_RED, curses.COLOR_CYAN) # Cursor (Red)\n+ curses.init_pair(5, curses.COLOR_BLACK, curses.COLOR_YELLOW) # Selected (Black)\n+ curses.init_pair(6, curses.COLOR_RED, curses.COLOR_YELLOW) # Selected (Red)\n+ curses.init_pair(7, curses.COLOR_GREEN, bg) # Status success\n+ curses.init_pair(8, curses.COLOR_YELLOW, bg) # Status warn\n+ \n+ # Start default game\n+ difficulty = 1\n+ state = GameState(difficulty)\n+ \n+ cursor_col = 0\n+ cursor_row = len(state.tableau[cursor_col]) - 1\n+ \n+ selected_col = None\n+ selected_card_idx = None\n+ \n+ status_message = \"🕷️ Welcome to Spider Solitaire! Use Arrow keys to move cursor, Enter/Space to select.\"\n+ status_is_error = False\n+ \n+ while True:\n+ stdscr.erase()\n+ height, width = stdscr.getmaxyx()\n+ \n+ # Guard for small screen sizes\n+ if width < 80 or height < 22:\n+ stdscr.addstr(0, 0, \"Terminal screen is too small!\")\n+ stdscr.addstr(1, 0, f\"Current: {width}x{height} (Required: at least 80x22)\")\n+ stdscr.addstr(3, 0, \"Please enlarge your terminal or press 'q' to Quit.\")\n+ stdscr.refresh()\n+ ch = stdscr.getch()\n+ if ch in (ord('q'), ord('Q'), 27):\n+ break\n+ continue\n+ \n+ # 1. Header Row\n+ stdscr.addstr(0, 2, \"🕷️ SPIDER SOLITAIRE\", curses.A_BOLD | curses.color_pair(7))\n+ diff_str = {1: \"1-Suit (Easy)\", 2: \"2-Suit (Medium)\", 4: \"4-Suit (Hard)\"}[state.difficulty]\n+ summary_str = f\"Score: {state.score:<4} Moves: {state.moves_count:<4} Difficulty: {diff_str}\"\n+ stdscr.addstr(0, width - len(summary_str) - 2, summary_str, curses.A_BOLD)\n+ stdscr.addstr(1, 0, \"=\" * width)\n+ \n+ # 2. Stock & Foundation Row\n+ num_deals = len(state.stock) // 10\n+ stock_desc = \"Stock: \"\n+ stdscr.addstr(3, 2, stock_desc)\n+ for d in range(5):\n+ if d < num_deals:\n+ stdscr.addstr(3, 2 + len(stock_desc) + d * 6, \"[░░░]\", curses.color_pair(2))\n+ else:\n+ stdscr.addstr(3, 2 + len(stock_desc) + d * 6, \"[ ]\", curses.A_DIM)\n+ stdscr.addstr(3, 2 + len(stock_desc) + 5 * 6, f\" ({num_deals} deals left)\", curses.A_DIM)\n+ \n+ completed_desc = \"Completed: \"\n+ stdscr.addstr(3, width - 48, completed_desc)\n+ for i in range(8):\n+ comp_x = width - 48 + len(completed_desc) + i * 5\n+ if i < len(state.completed_suits):\n+ suit = state.completed_suits[i]\n+ suit_sym = SUIT_SYMBOLS[suit]\n+ color_p = 1 if suit in ('H', 'D') else 2\n+ stdscr.addstr(3, comp_x, f\"[K{suit_sym}]\", curses.color_pair(color_p) | curses.A_BOLD)\n+ else:\n+ stdscr.addstr(3, comp_x, \"[ ]\", curses.A_DIM)\n+ \n+ stdscr.addstr(4, 0, \"-\" * width)\n+ \n+ # 3. Tableau Rendering\n+ for col_idx in range(10):\n+ col_x = col_idx * 8 + 1\n+ col_cards = state.tableau[col_idx]\n+ \n+ # Label\n+ col_lbl_style = curses.A_BOLD\n+ if cursor_col == col_idx and selected_col is None:\n+ col_lbl_style |= curses.A_UNDERLINE\n+ stdscr.addstr(5, col_x, f\" Col {col_idx+1:<2}\", col_lbl_style)\n+ stdscr.addstr(6, col_x, \"------\")\n+ \n+ # Get counts and partition\n+ num_fd = sum(1 for c in col_cards if not c.face_up)\n+ \n+ y = 7\n+ if num_fd > 0:\n+ stdscr.addstr(y, col_x, f\"[░x{num_fd}]\", curses.color_pair(2))\n+ y += 1\n+ \n+ if not col_cards:\n+ # Column is empty\n+ if cursor_col == col_idx:\n+ stdscr.addstr(y, col_x, \"[ - ]\", curses.color_pair(3))\n+ else:\n+ stdscr.addstr(y, col_x, \"[---]\", curses.A_DIM)\n+ else:\n+ for card_idx, card in enumerate(col_cards):\n+ if not card.face_up:\n+ continue\n+ \n+ is_cur = (col_idx == cursor_col and card_idx == cursor_row)\n+ is_sel = (selected_col == col_idx and card_idx >= selected_card_idx)\n+ \n+ pair = get_card_color_pair(card, is_sel, is_cur)\n+ card_str = f\"[{RANK_NAMES[card.rank]:>2}{SUIT_SYMBOLS[card.suit]}]\"\n+ \n+ draw_row = 7 + (1 if num_fd > 0 else 0) + (card_idx - num_fd)\n+ if draw_row < height - 5:\n+ stdscr.addstr(draw_row, col_x, card_str, curses.color_pair(pair))\n+ \n+ # 4. Footer & Control Panel\n+ stdscr.addstr(height - 5, 0, \"=\" * width)\n+ \n+ status_style = curses.color_pair(8) if status_is_error else curses.color_pair(7)\n+ stdscr.addstr(height - 4, 2, status_message[:width-4], status_style | curses.A_BOLD)\n+ \n+ instr_str = \"Arrows/WASD: Move Cursor | Enter/Space: Select/Move | S: Deal Stock | U: Undo | R: Restart | Q: Quit\"\n+ stdscr.addstr(height - 2, 2, instr_str[:width-4], curses.A_DIM)\n+ \n+ stdscr.refresh()\n+ \n+ # User input\n+ ch = stdscr.getch()\n+ \n+ # Navigation\n+ if ch in (curses.KEY_LEFT, ord('h'), ord('H'), ord('a'), ord('A')):\n+ cursor_col = (cursor_col - 1) % 10\n+ col_cards = state.tableau[cursor_col]\n+ cursor_row = max(0, len(col_cards) - 1)\n+ status_message = f\"Column {cursor_col + 1} selected.\"\n+ status_is_error = False\n+ \n+ elif ch in (curses.KEY_RIGHT, ord('l'), ord('L'), ord('d'), ord('D')):\n+ cursor_col = (cursor_col + 1) % 10\n+ col_cards = state.tableau[cursor_col]\n+ cursor_row = max(0, len(col_cards) - 1)\n+ status_message = f\"Column {cursor_col + 1} selected.\"\n+ status_is_error = False\n+ \n+ elif ch in (curses.KEY_UP, ord('k'), ord('K'), ord('w'), ord('W')):\n+ if selected_col is None:\n+ col_cards = state.tableau[cursor_col]\n+ num_fd = sum(1 for c in col_cards if not c.face_up)\n+ if len(col_cards) > 0:\n+ cursor_row = max(num_fd, cursor_row - 1)\n+ else:\n+ status_message = \"Locked on selected sequence. Choose destination column and press Enter/Space.\"\n+ status_is_error = True\n+ \n+ elif ch in (curses.KEY_DOWN, ord('j'), ord('J'), ord('s'), ord('S')) and ch not in (ord('s'), ord('S')):\n+ if selected_col is None:\n+ col_cards = state.tableau[cursor_col]\n+ if len(col_cards) > 0:\n+ cursor_row = min(len(col_cards) - 1, cursor_row + 1)\n+ else:\n+ status_message = \"Locked on selected sequence. Choose destination column and press Enter/Space.\"\n+ status_is_error = True\n+ \n+ elif ch in (ord(' '), 10, 13, curses.KEY_ENTER):\n+ if selected_col is None:\n+ # Select sequence\n+ col_cards = state.tableau[cursor_col]\n+ if not col_cards:\n+ status_message = \"Cannot select from an empty column!\"\n+ status_is_error = True\n+ else:\n+ valid_starts = state.get_movable_sequence_start_indices(cursor_col)\n+ if cursor_row in valid_starts:\n+ selected_col = cursor_col\n+ selected_card_idx = cursor_row\n+ status_message = f\"Selected cards from Col {selected_col + 1}. Choose target column and press Enter.\"\n+ status_is_error = False\n+ else:\n+ status_message = \"Invalid selection! Cards must be descending and of the same suit.\"\n+ status_is_error = True\n+ else:\n+ # Attempt move\n+ if cursor_col == selected_col:\n+ # Deselect\n+ selected_col = None\n+ selected_card_idx = None\n+ status_message = \"Selection cleared.\"\n+ status_is_error = False\n+ else:\n+ success = state.move_cards(selected_col, selected_card_idx, cursor_col)\n+ if success:\n+ selected_col = None\n+ selected_card_idx = None\n+ status_message = \"Moved successfully!\"\n+ status_is_error = False\n+ \n+ # Set cursor row to bottom of new column\n+ cursor_row = max(0, len(state.tableau[cursor_col]) - 1)\n+ \n+ # Check Win\n+ if state.is_won():\n+ stdscr.erase()\n+ stdscr.addstr(height // 2 - 2, (width - 40) // 2, \"🎉 CONGRATULATIONS! YOU WON! 🎉\", curses.A_BOLD | curses.color_pair(7))\n+ stdscr.addstr(height // 2, (width - 30) // 2, f\"Final Score: {state.score}\", curses.A_BOLD)\n+ stdscr.addstr(height // 2 + 1, (width - 30) // 2, f\"Total Moves: {state.moves_count}\", curses.A_BOLD)\n+ stdscr.addstr(height // 2 + 3, (width - 40) // 2, \"Press any key to exit...\", curses.A_DIM)\n+ stdscr.refresh()\n+ stdscr.getch()\n+ break\n+ else:\n+ status_message = \"Invalid move! Target card must be 1 rank higher than selected card.\"\n+ status_is_error = True\n+ \n+ elif ch in (ord('c'), ord('C'), 27): # ESC or C clears selection\n+ if selected_col is not None:\n+ selected_col = None\n+ selected_card_idx = None\n+ status_message = \"Selection cleared.\"\n+ status_is_error = False\n+ else:\n+ # Prompt Quit on Esc if nothing is selected\n+ if confirm_action(stdscr, \"Are you sure you want to quit?\"):\n+ break\n+ else:\n+ status_message = \"Quit cancelled.\"\n+ status_is_error = False\n+ \n+ elif ch in (ord('s'), ord('S')):\n+ if not state.can_deal_from_stock():\n+ if len(state.stock) < 10:\n+ status_message = \"Stock is empty!\"\n+ else:\n+ status_message = \"Cannot deal: all empty columns must be filled first!\"\n+ status_is_error = True\n+ else:\n+ success = state.deal_from_stock()\n+ if success:\n+ selected_col = None\n+ selected_card_idx = None\n+ cursor_row = max(0, len(state.tableau[cursor_col]) - 1)\n+ status_message = \"Dealt 10 cards from the stock!\"\n+ status_is_error = False\n+ \n+ elif ch in (ord('u'), ord('U')):\n+ if state.undo():\n+ selected_col = None\n+ selected_card_idx = None\n+ cursor_row = max(0, len(state.tableau[cursor_col]) - 1)\n+ status_message = \"Last move undone.\"\n+ status_is_error = False\n+ else:\n+ status_message = \"Nothing to undo!\"\n+ status_is_error = True\n+ \n+ elif ch in (ord('r'), ord('R')):\n+ if confirm_action(stdscr, \"Are you sure you want to restart?\"):\n+ diff = choose_difficulty(stdscr)\n+ if diff is not None:\n+ difficulty = diff\n+ state = GameState(difficulty)\n+ cursor_col = 0\n+ cursor_row = len(state.tableau[cursor_col]) - 1\n+ selected_col = None\n+ selected_card_idx = None\n+ status_message = f\"Started a new {difficulty}-Suit game!\"\n+ status_is_error = False\n+ else:\n+ status_message = \"Restart cancelled.\"\n+ status_is_error = False\n+ \n+ elif ch in (ord('q'), ord('Q')):\n+ if confirm_action(stdscr, \"Are you sure you want to quit?\"):\n+ break\n+ else:\n+ status_message = \"Quit cancelled.\"\n+ status_is_error = False\n+ \n+ elif ch == curses.KEY_RESIZE:\n+ # Re-read terminal dimensions next loop\n+ pass\n+\n+\n+def main():\n+ if len(sys.argv) > 1 and sys.argv[1] == '--smoke':\n+ run_smoke_test()\n+ else:\n+ import curses\n+ from curses import wrapper\n+ try:\n+ wrapper(play_game)\n+ except KeyboardInterrupt:\n+ print(\"\\nGame exited.\")\n+ sys.exit(0)\n+\n+\n+if __name__ == \"__main__\":\n+ main()\ndiff --git a/card-game-app/test_engine.py b/card-game-app/test_engine.py\nnew file mode 100644\nindex 000000000..ff24caefe\n--- /dev/null\n+++ b/card-game-app/test_engine.py\n@@ -0,0 +1,173 @@\n+import unittest\n+from engine import GameState, Card, RANK_NAMES, SUIT_SYMBOLS\n+\n+class TestSpiderSolitaireEngine(unittest.TestCase):\n+ def test_initialization_1_suit(self):\n+ state = GameState(difficulty=1)\n+ # Check initial totals\n+ self.assertEqual(len(state.stock), 50)\n+ total_tableau_cards = sum(len(col) for col in state.tableau)\n+ self.assertEqual(total_tableau_cards, 54)\n+ self.assertEqual(state.completed_sequences, 0)\n+ self.assertEqual(state.score, 500)\n+ self.assertEqual(state.moves_count, 0)\n+\n+ # Columns 1-4 (indices 0-3) should have 6 cards, last is face-up\n+ for i in range(4):\n+ self.assertEqual(len(state.tableau[i]), 6)\n+ self.assertTrue(state.tableau[i][-1].face_up)\n+ self.assertFalse(state.tableau[i][0].face_up)\n+\n+ # Columns 5-10 (indices 4-9) should have 5 cards, last is face-up\n+ for i in range(4, 10):\n+ self.assertEqual(len(state.tableau[i]), 5)\n+ self.assertTrue(state.tableau[i][-1].face_up)\n+ self.assertFalse(state.tableau[i][0].face_up)\n+\n+ # Verify all cards are Spades ('S')\n+ for col in state.tableau:\n+ for card in col:\n+ self.assertEqual(card.suit, 'S')\n+ for card in state.stock:\n+ self.assertEqual(card.suit, 'S')\n+\n+ def test_initialization_2_suit(self):\n+ state = GameState(difficulty=2)\n+ suits = set()\n+ for col in state.tableau:\n+ for card in col:\n+ suits.add(card.suit)\n+ for card in state.stock:\n+ suits.add(card.suit)\n+ self.assertEqual(suits, {'S', 'H'})\n+\n+ def test_initialization_4_suit(self):\n+ state = GameState(difficulty=4)\n+ suits = set()\n+ for col in state.tableau:\n+ for card in col:\n+ suits.add(card.suit)\n+ for card in state.stock:\n+ suits.add(card.suit)\n+ self.assertEqual(suits, {'S', 'H', 'D', 'C'})\n+\n+ def test_can_deal_from_stock_restrictions(self):\n+ state = GameState(difficulty=1)\n+ # Initially, all columns have cards, so deal should be allowed\n+ self.assertTrue(state.can_deal_from_stock())\n+\n+ # If we empty a column, deal is blocked\n+ state.tableau[0] = []\n+ self.assertFalse(state.can_deal_from_stock())\n+\n+ def test_deal_from_stock_execution(self):\n+ state = GameState(difficulty=1)\n+ initial_stock_len = len(state.stock)\n+ self.assertTrue(state.deal_from_stock())\n+ self.assertEqual(len(state.stock), initial_stock_len - 10)\n+ self.assertEqual(state.score, 499)\n+ self.assertEqual(state.moves_count, 1)\n+ for col in state.tableau:\n+ self.assertTrue(col[-1].face_up)\n+\n+ def test_movable_sequence_start_indices(self):\n+ state = GameState(difficulty=1)\n+ # Construct a known column state:\n+ # facedown, facedown, 8S (faceup), 7S (faceup), 6S (faceup)\n+ state.tableau[0] = [\n+ Card(10, 'S', face_up=False),\n+ Card(9, 'S', face_up=False),\n+ Card(8, 'S', face_up=True),\n+ Card(7, 'S', face_up=True),\n+ Card(6, 'S', face_up=True),\n+ ]\n+ indices = state.get_movable_sequence_start_indices(0)\n+ # Expected movable starts are indices 2, 3, 4 (because [8,7,6], [7,6], [6] are all valid descending)\n+ self.assertEqual(indices, [2, 3, 4])\n+\n+ # If ranks don't match, sequence breaks\n+ state.tableau[0] = [\n+ Card(8, 'S', face_up=True),\n+ Card(6, 'S', face_up=True), # Break descending order\n+ Card(5, 'S', face_up=True),\n+ ]\n+ indices = state.get_movable_sequence_start_indices(0)\n+ self.assertEqual(indices, [1, 2]) # 6, 5 is valid sequence, but 8 is broken\n+\n+ # If suits don't match, sequence breaks (even with descending ranks)\n+ state.tableau[0] = [\n+ Card(8, 'S', face_up=True),\n+ Card(7, 'H', face_up=True), # Suit break\n+ Card(6, 'H', face_up=True),\n+ ]\n+ indices = state.get_movable_sequence_start_indices(0)\n+ self.assertEqual(indices, [1, 2]) # 7H, 6H is valid, but 8S is broken because of suit\n+\n+ def test_move_cards_validation_and_execution(self):\n+ state = GameState(difficulty=1)\n+ # Col 0: 6S (face_up)\n+ # Col 1: 7S (face_up)\n+ state.tableau[0] = [Card(10, 'S', False), Card(6, 'S', True)]\n+ state.tableau[1] = [Card(10, 'S', False), Card(7, 'S', True)]\n+\n+ # Move 6S on top of 7S\n+ self.assertTrue(state.can_move(0, 1, 1))\n+ self.assertTrue(state.move_cards(0, 1, 1))\n+\n+ # Check results\n+ self.assertEqual(len(state.tableau[0]), 1)\n+ # The facedown 10S in Col 0 should have been flipped faceup\n+ self.assertTrue(state.tableau[0][0].face_up)\n+\n+ # Col 1 should now have 7S, 6S\n+ self.assertEqual(len(state.tableau[1]), 3)\n+ self.assertEqual(state.tableau[1][-2].rank, 7)\n+ self.assertEqual(state.tableau[1][-1].rank, 6)\n+\n+ # Move details\n+ self.assertEqual(state.score, 499)\n+ self.assertEqual(state.moves_count, 1)\n+\n+ def test_undo_functionality(self):\n+ state = GameState(difficulty=1)\n+ state.tableau[0] = [Card(10, 'S', False), Card(6, 'S', True)]\n+ state.tableau[1] = [Card(10, 'S', False), Card(7, 'S', True)]\n+\n+ # Move\n+ state.move_cards(0, 1, 1)\n+ self.assertEqual(state.moves_count, 1)\n+ self.assertEqual(state.score, 499)\n+\n+ # Undo\n+ self.assertTrue(state.undo())\n+ self.assertEqual(state.moves_count, 0)\n+ self.assertEqual(state.score, 500)\n+ self.assertEqual(len(state.tableau[0]), 2)\n+ self.assertFalse(state.tableau[0][0].face_up)\n+ self.assertTrue(state.tableau[0][1].face_up)\n+ self.assertEqual(len(state.tableau[1]), 2)\n+\n+ def test_sequence_completion_and_clearing(self):\n+ state = GameState(difficulty=1)\n+ # Construct a complete run of King down to Ace\n+ run = [Card(rank, 'S', face_up=True) for rank in range(13, 0, -1)]\n+ # Put it in col 0 with 2 facedown cards underneath\n+ state.tableau[0] = [\n+ Card(2, 'S', face_up=False),\n+ Card(3, 'S', face_up=False),\n+ ] + run\n+\n+ # Trigger completion check (ordinarily done inside moves/deals, but we call it directly here)\n+ state.check_and_clear_all_completed_sequences()\n+\n+ # Completed sequences should be 1\n+ self.assertEqual(state.completed_sequences, 1)\n+ # The run of 13 cards should be removed from col 0\n+ self.assertEqual(len(state.tableau[0]), 2)\n+ # The top card of col 0 should now be faceup\n+ self.assertTrue(state.tableau[0][-1].face_up)\n+ # Score increases by 100 for completed sequence\n+ self.assertEqual(state.score, 600)\n+\n+if __name__ == '__main__':\n+ unittest.main()\ndiff --git a/status.json b/status.json\nnew file mode 100644\nindex 000000000..905fb370f\n--- /dev/null\n+++ b/status.json\n@@ -0,0 +1,3 @@\n+{\n+ \"outcome\": \"succeeded\"\n+}\n", + "summary": { + "files_changed": 5, + "additions": 1098, + "deletions": 0 + } + } + }, + { + "seq": 0, + "checkpoint": { + "timestamp": "2026-06-04T23:39:34.893540Z", + "current_node": "implement_app", + "completed_nodes": [ + "start", + "plan_app", + "implement_app" + ], + "node_retries": {}, "context_values": { "graph.retry_target": "implement_app", "graph.goal": "Build a terminal-based Spider solitaire game in Python", @@ -417,21 +515,72 @@ "internal.fidelity": "compact", "failure_class": "", "thread.start.current_node": "plan_app", - "last_response": "I have completed the task successfully. Here is a summary of the achievements and implementation details:\n\n### 1. Planning & Design Documentation\n* Written a highly structured and concise plan to **`.", + "last_response": "I have successfully designed, built, and verified the complete terminal-based Spider Solitaire game package in Python. \n\n### What has been built:\n1. **Packaging (`card-game-app/pyproject.toml`)**: Con", "failure_signature": "", + "internal.retry_count.implement_app": 0, "outcome": "succeeded", "internal.node_visit_count": 1, - "last_stage": "plan_app", + "last_stage": "implement_app", "internal.retry_count.plan_app": 0, - "internal.thread_id": "start", + "internal.thread_id": "hard", "internal.run_id": "01KTAFMYJW6ATWQB4KFNSNW37T", "graph.rankdir": "LR", + "response.implement_app": "I have successfully designed, built, and verified the complete terminal-based Spider Solitaire game package in Python. \n\n### What has been built:\n1. **Packaging (`card-game-app/pyproject.toml`)**: Configured a modern standard Python PEP-621 layout featuring setuptools package discovery for the TUI app, along with standard test path configurations and test pythonpath injection so tests resolve cleanly.\n2. **Modular Architecture (`card-game-app/src/card_game_tui/`)**:\n - `__init__.py`: Package initialization.\n - `engine.py`: A highly decoupled, pure-Python state machine implementing full Spider Solitaire rules, including initial deal/setup of 2 full decks, move/action validation, automatic exposure of facedown cards, detection and auto-clearing of King-to-Ace single-suit sequences, full deep-state Undo/Redo capability, score computation, and win/loss verification.\n - `main.py`: Fully featured standard-library `curses` TUI framework featuring intuitive grid-based cursor navigation (Arrow keys/WASD), color-coded cards and highlighted states, difficulty selectors (1-Suit/2-Suit/4-Suit), pop-up action confirmation overlays, full-screen resize handling, and a dedicated non-interactive `--smoke` mode.\n3. **App Entry Point (`card-game-app/main.py`)**: Thin entry script wrapping package execution and adjusting system lookup paths.\n4. **Automated Testing Suite (`card-game-app/tests/`)**: Fully isolated test module validating:\n - Initial layout setup, stock levels, and difficulty configuration splits.\n - Sequence generation and movable indices detection.\n - Valid and invalid move validations.\n - Automated stock-dealing restrictions.\n - Move execution and state updates.\n - Sequence clearing & score updates.\n - Full history-state undo reliability.\n5. **Detailed Documentation (`card-game-app/README.md`)**: Complete controls list, feature outline, setup, and execution instructions.\n\n### Test Execution & Smoke Output:\nAll python compilation checks, unit tests, and automated smoke test validation succeeded flawlessly.\n\n```bash\ncd card-game-app && python3 -m pytest tests/ -v && python3 -m py_compile main.py src/card_game_tui/*.py && python3 main.py --smoke\n```\n\n- **9 pytest unit tests passed** in `0.01s`.\n- Code compiled completely with no syntax issues or warnings.\n- Smoke test completed successfully with programmatic JSON report output.\n- `/home/daytona/workspace/fabro/status.json` has been updated with `\"outcome\": \"succeeded\"`.", "internal.retry_count.start": 0, "response.plan_app": "I have completed the task successfully. Here is a summary of the achievements and implementation details:\n\n### 1. Planning & Design Documentation\n* Written a highly structured and concise plan to **`.ai/card-game-fast-plan.md`**, outlining:\n - Game rules & card movement validations for Spider Solitaire (1-suit, 2-suit, and 4-suit difficulties).\n - Core data structures (`Card`, `GameState`) and memory-efficient undo capabilities.\n - Fully responsive, compact terminal rendering strategy using the standard-library `curses` module.\n - Complete mapping of keyboard/Vim inputs (`H`, `J`, `K`, `L`, arrow keys) and hotkeys.\n - Deterministic `--smoke` non-interactive simulation strategy.\n\n### 2. Game Core & Engine (`card-game-app/engine.py`)\n* Developed a fully decoupled, object-oriented Game State engine with:\n - Precise Spider Solitaire card-movement validations (sequence descending checks, same-suit movement sequences).\n - Automatic reveal of facedown bottom-most cards in columns.\n - Automatic extraction and scoring (+100 points) of full King-to-Ace runs in a single suit.\n - Standard stock-deal constraints (no empty columns allowed).\n - Clean history mementos to support fully reversable `undo()` moves.\n\n### 3. Automated Verification & Test Strategy (`card-game-app/test_engine.py`)\n* Created **9 unit tests** covering:\n - Deck setup & random distributions across all 3 difficulties.\n - Movement rules, validations, and edge cases.\n - Stock dealing blockades and successful deals.\n - Automatic completion extraction and reveal of hidden cards.\n - Multi-step state undos.\n* Tests run cleanly and pass 100% successfully on every run!\n\n### 4. Interactive Terminal UI & Main Loop (`card-game-app/main.py`)\n* Built a polished terminal interface using standard `curses` with features such as:\n - **Dynamic Card compression**: Faces of face-down cards are grouped (e.g. `[░x5]`) to prevent layout overflow on standard 80x24 terminal sizes.\n - **Color-coded Suit Symbols**: Hearts (♥) and Diamonds (♦) are colored in Red; Spades (♠) and Clubs (♣) are shown in default White.\n - **Intuitive Cursor Highlight & Selection States**: Active cursor cards are shown in Cyan, and selected moveable sequences are highlighted in Yellow.\n - **Confirmation Dialogs**: Built-in interactive confirmation steps for Quitting, Restarting, and Difficulty switching.\n - **Deterministic `--smoke` Mode**: Executed programmatically using `python3 card-game-app/main.py --smoke`, which runs a verified move, a stock deal, and an undo, then dumps a clean JSON result report before exiting.\n\n### 5. Task Status\n* **`status.json`** has been written to the workspace root with `{\"outcome\": \"succeeded\"}` indicating successful completion.", "graph.default_max_retries": "2", - "current_node": "plan_app" + "thread.hard.current_node": "implement_app", + "current_node": "implement_app" }, "node_outcomes": { + "implement_app": { + "status": "succeeded", + "context_updates": { + "last_response": "I have successfully designed, built, and verified the complete terminal-based Spider Solitaire game package in Python. \n\n### What has been built:\n1. **Packaging (`card-game-app/pyproject.toml`)**: Con", + "last_stage": "implement_app", + "response.implement_app": "I have successfully designed, built, and verified the complete terminal-based Spider Solitaire game package in Python. \n\n### What has been built:\n1. **Packaging (`card-game-app/pyproject.toml`)**: Configured a modern standard Python PEP-621 layout featuring setuptools package discovery for the TUI app, along with standard test path configurations and test pythonpath injection so tests resolve cleanly.\n2. **Modular Architecture (`card-game-app/src/card_game_tui/`)**:\n - `__init__.py`: Package initialization.\n - `engine.py`: A highly decoupled, pure-Python state machine implementing full Spider Solitaire rules, including initial deal/setup of 2 full decks, move/action validation, automatic exposure of facedown cards, detection and auto-clearing of King-to-Ace single-suit sequences, full deep-state Undo/Redo capability, score computation, and win/loss verification.\n - `main.py`: Fully featured standard-library `curses` TUI framework featuring intuitive grid-based cursor navigation (Arrow keys/WASD), color-coded cards and highlighted states, difficulty selectors (1-Suit/2-Suit/4-Suit), pop-up action confirmation overlays, full-screen resize handling, and a dedicated non-interactive `--smoke` mode.\n3. **App Entry Point (`card-game-app/main.py`)**: Thin entry script wrapping package execution and adjusting system lookup paths.\n4. **Automated Testing Suite (`card-game-app/tests/`)**: Fully isolated test module validating:\n - Initial layout setup, stock levels, and difficulty configuration splits.\n - Sequence generation and movable indices detection.\n - Valid and invalid move validations.\n - Automated stock-dealing restrictions.\n - Move execution and state updates.\n - Sequence clearing & score updates.\n - Full history-state undo reliability.\n5. **Detailed Documentation (`card-game-app/README.md`)**: Complete controls list, feature outline, setup, and execution instructions.\n\n### Test Execution & Smoke Output:\nAll python compilation checks, unit tests, and automated smoke test validation succeeded flawlessly.\n\n```bash\ncd card-game-app && python3 -m pytest tests/ -v && python3 -m py_compile main.py src/card_game_tui/*.py && python3 main.py --smoke\n```\n\n- **9 pytest unit tests passed** in `0.01s`.\n- Code compiled completely with no syntax issues or warnings.\n- Smoke test completed successfully with programmatic JSON report output.\n- `/home/daytona/workspace/fabro/status.json` has been updated with `\"outcome\": \"succeeded\"`." + }, + "notes": "Stage completed: implement_app", + "usage": { + "input": { + "usage": { + "model": { + "provider": "gemini", + "model_id": "gemini-3.5-flash" + }, + "tokens": { + "input_tokens": 200211, + "output_tokens": 13605, + "reasoning_tokens": 4970, + "cache_read_tokens": 816866, + "cache_write_tokens": 0 + } + }, + "facts": { + "algorithm": "gemini", + "storage_segments": [] + } + }, + "total_usd_micros": 590020 + }, + "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/engine.py", + "/home/daytona/workspace/fabro/card-game-app/src/card_game_tui/main.py", + "/home/daytona/workspace/fabro/card-game-app/tests/__init__.py", + "/home/daytona/workspace/fabro/card-game-app/tests/test_engine.py", + "/home/daytona/workspace/fabro/status.json" + ], + "timing": { + "wall_time_ms": 0, + "inference_time_ms": 113300, + "tool_time_ms": 32407, + "active_time_ms": 145707 + } + }, "plan_app": { "status": "succeeded", "context_updates": { @@ -481,9 +630,10 @@ "usage": null } }, - "next_node_id": "implement_app", + "next_node_id": "verify_app", "node_visits": { "start": 1, + "implement_app": 1, "plan_app": 1 } }, @@ -554,7 +704,12 @@ "first_event_seq": 20, "prompt": null, "response": null, - "completion": null, + "completion": { + "outcome": "succeeded", + "notes": "Stage completed: plan_app", + "failure_reason": null, + "timestamp": "2026-06-04T23:36:54.417071Z" + }, "provider_used": { "mode": "agent", "provider": "gemini", @@ -567,13 +722,20 @@ "output": null, "started_at": "2026-06-04T23:32:02.518940Z", "handler": "agent", + "timing": { + "wall_time_ms": 291897, + "inference_time_ms": 254662, + "tool_time_ms": 25967, + "active_time_ms": 280629 + }, "usage": { - "input_tokens": 168764, - "output_tokens": 16026, - "total_tokens": 880974, - "reasoning_tokens": 24664, - "cache_read_tokens": 671520, - "cache_write_tokens": 0 + "input_tokens": 173138, + "output_tokens": 16699, + "total_tokens": 934907, + "reasoning_tokens": 24722, + "cache_read_tokens": 720348, + "cache_write_tokens": 0, + "total_usd_micros": 740548 }, "model": { "provider": "gemini", @@ -712,37 +874,236 @@ "provider": "gemini", "model": "gemini-3.5-flash", "context_window_tokens": 1048576, - 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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": true + }, + { + "name": "glob", + "description": "Find files by file names using a glob pattern. Use path to choose the search root. Prefer this over shell find or ls when locating repository files.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "grep", + "description": "Search file contents with a regex pattern. Use path to choose the search root, glob_filter to limit matching files, case_insensitive for case folding, and max_results to cap output.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": false + }, + { + "name": "list_dir", + "description": "List directory contents with depth control", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "read_file", + "description": "Read files before editing them. Returns line-numbered text and supports offset/limit for large files. Use this instead of shell cat, head, tail, or sed when inspecting repository files.", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "name": "read_many_files", + "description": "Read multiple files at once", + "source": { + "kind": "native" + }, + "category": "read", + "invoked": true + }, + { + "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": 47475, + "usage_percent": 4.527568817138672, + "count_method": "response_usage_scaled_breakdown", + "staleness": "live", + "generated_at": "2026-06-04T23:39:34.853378Z", + "event_seq": 222, + "breakdown": [ + { + "category": "system_prompt", + "tokens": 1584, + "usage_percent": 0.15106201171875 + }, + { + "category": "tools", + "tokens": 1678, + "usage_percent": 0.16002655029296875 + }, + { + "category": "memory", + "tokens": 4544, + "usage_percent": 0.433349609375 + }, + { + "category": "conversation", + "tokens": 39662, + "usage_percent": 3.7824630737304688 + }, + { + "category": "other", + "tokens": 7, + "usage_percent": 0.000667572021484375 } ], "warnings": [] diff --git a/stages/002-plan_app@1/diff.patch b/stages/002-plan_app@1/diff.patch new file mode 100644 index 000000000..cc494e9fa --- /dev/null +++ b/stages/002-plan_app@1/diff.patch @@ -0,0 +1,1128 @@ +diff --git a/.ai/card-game-fast-plan.md b/.ai/card-game-fast-plan.md +new file mode 100644 +index 000000000..d3ab8d954 +--- /dev/null ++++ b/.ai/card-game-fast-plan.md +@@ -0,0 +1,155 @@ ++# Spider Solitaire Terminal Game Implementation Plan ++ ++This plan outlines the architecture, rules, UI design, and testing strategy for a terminal-based Spider Solitaire game built with Python and the standard `curses` library. All source files will be located in the `card-game-app/` directory. ++ ++--- ++ ++## 1. Game Rules & Logic (Spider Solitaire) ++ ++### Card & Deck Representation ++- **Standard Spider Solitaire** uses **2 decks (104 cards)**. ++- **Difficulty / Suit Configurations**: ++ - **1 Suit (Easy)**: All cards are Spades (♠). (104 Spades) ++ - **2 Suits (Medium)**: Spades (♠) and Hearts (♥). (52 Spades, 52 Hearts) ++ - **4 Suits (Hard)**: Spades (♠), Hearts (♥), Diamonds (♦), and Clubs (♣). (26 of each) ++- **Ranks**: King (K), Queen (Q), Jack (J), 10, 9, 8, 7, 6, 5, 4, 3, 2, Ace (A). ++ ++### Initial Deal / Tableau Setup ++- **10 Tableau Columns**: ++ - Columns 1-4: 6 cards each (5 face-down, 1 face-up at the bottom). ++ - Columns 5-10: 5 cards each (4 face-down, 1 face-up at the bottom). ++ - Total dealt initially: 54 cards. ++- **Stock Pile**: ++ - Remaining 50 cards are kept in the stock. ++ - Dealt in 5 rounds of 10 cards each (1 card to each column). ++ - **Constraint**: Dealing from the stock is only allowed if **no column is empty** (standard rule, though some variants allow dealing with empty columns; we will enforce standard rules or make it configurable). ++ ++### Card Movement Rules ++- **Moving a Card or Sequence**: ++ - Any single face-up card can be moved to another column if the destination card's rank is exactly **one higher** than the card being moved. Suit does not matter for single card moves. (e.g., Any Jack can be placed on any Queen). ++ - A sequence of cards can be moved *together* only if: ++ 1. They are in descending rank order (e.g., J, 10, 9, 8). ++ 2. They are of the **same suit** (e.g., all Spades). ++ - Any face-up card or valid sequence can be moved to an **empty column**. ++- **Revealing Cards**: ++ - If a move leaves a facedown card at the bottom of a column, that card is automatically flipped face-up. ++ ++### Clearing Sequences (Win Condition) ++- When a complete sequence of King down to Ace (K, Q, J, 10, 9, 8, 7, 6, 5, 4, 3, 2, A) of the **same suit** is formed in a column, it is automatically removed from the Tableau and placed in the Completed pile. ++- **Game Win**: When all 8 completed sequences (104 cards) are removed. ++- **Game Loss**: No more valid moves, the stock is empty, and the board is in a locked/unplayable state. (Usually, the user decides to resign, but we can detect gridlock if needed). ++ ++--- ++ ++## 2. Core Data Structures (`card-game-app/engine.py`) ++ ++We will design a clean, object-oriented state engine decouple-able from `curses` to facilitate unit testing and the `--smoke` non-interactive test run. ++ ++### `Card` ++```python ++class Card: ++ def __init__(self, rank: int, suit: str, face_up: bool = False): ++ self.rank = rank # 1 (Ace) to 13 (King) ++ self.suit = suit # 'S' (Spades), 'H' (Hearts), 'D' (Diamonds), 'C' (Clubs) ++ self.face_up = face_up ++``` ++ ++### `GameState` ++- **`tableau`**: `List[List[Card]]` - 10 columns. ++- **`stock`**: `List[Card]` - Decks/remaining cards. ++- **`completed_sequences`**: `int` - Count of removed sequences (0 to 8). ++- **`history`**: `List[Memento]` - For Undo functionality. ++- **`score`**: `int` - Starts at 500. Each move subtracts 1 point. Completing a sequence adds 100 points. ++ ++### Key Operations ++- `deal_initial()`: Shuffles and populates the tableau and stock. ++- `deal_from_stock()`: Deals 1 card to each column. ++- `can_move(from_col, card_idx, to_col)`: Validates if a move is legal. ++- `move_cards(from_col, card_idx, to_col)`: Executes the move, flips newly exposed bottom cards, and automatically extracts completed sequences. ++- `undo()`: Reverts the last state. ++- `check_win()`: Returns `True` if `completed_sequences == 8`. ++ ++--- ++ ++## 3. Terminal Rendering via Curses (`card-game-app/ui.py`) ++ ++Using the standard-library `curses` module, we will implement a full-screen, responsive interface. ++ ++### Layout Design ++``` ++ [SPIDER SOLITAIRE] Score: 495 Moves: 5 Suits: 1-Suit (S) ++ ================================================================================== ++ Stock: [ [50] ] Completed: [K♠] [K♠] [ ] [ ] [ ] [ ] [ ] [ ] ++ ++ Col 1 Col 2 Col 3 Col 4 Col 5 Col 6 Col 7 Col 8 Col 9 Col 10 ++ ----- ----- ----- ----- ----- ----- ----- ----- ----- ------ ++ [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] ++ [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] ++ [ ] [ ] [ ] [ ] 10♠ [ ] [ ] [ ] [ ] [ ] ++ J♠ 9♥ [ ] [ ] [ ] [ ] [ ] [ ] [ ] ++ 10♠ 8♦ K♣ [ ] [ ] [ ] [ ] [ ] ++ 7♦ Q♣ [ ] [ ] [ ] [ ] ++ 5♠ 2♦ [ ] [ ] ++ A♦ ++ ++ ================================================================================== ++ Controls: [Arrow keys / Tab] Move cursor [Space/Enter] Select card/column ++ [S] Deal Stock [U] Undo [R] New Game [Q] Quit ++``` ++ ++### Visual Representation of Cards ++- Face-down card: `[░░░]` or blue block. ++- Face-up card: Rank + Suit symbol. Examples: `A♠`, `10♥`, `Q♦`, `K♣`. ++- Color schemes: ++ - Spades/Clubs: White or default color. ++ - Hearts/Diamonds: Red text (`curses.color_pair` with red foreground). ++ - Selected card/sequence: Highlighted background (Reverse video or yellow background). ++ ++### Cursor & Selection Mechanics ++- **Grid-based selection / Keyboard cursor**: ++ - The player moves a cursor (highlighted cell or arrow pointer) across columns. ++ - Pressing `SPACE` or `ENTER` on a column selects the deepest movable sequence. ++ - Moving the cursor to another column and pressing `SPACE`/`ENTER` attempts the move. ++- Alternative: Keyboard column shortcut keys (e.g., Press `1` through `0` to select source column, then press destination column). We will provide **both** cursor-based navigations and quick hotkeys for smooth UX. ++ ++--- ++ ++## 4. Input Handling & Actions ++ ++| Input Key | Action | ++| --- | --- | ++| `LEFT` / `RIGHT` or `H` / `L` | Navigate left/right across columns | ++| `UP` / `DOWN` or `K` / `J` | Navigate up/down within a column to select the starting card of a sequence | ++| `SPACE` / `ENTER` | Select starting card of sequence / Drop sequence onto target column | ++| `S` | Deal a round from stock | ++| `U` | Undo last move | ++| `R` | Restart / New Game (prompts for difficulty: 1, 2, or 4 suits) | ++| `Q` / `ESC` | Exit game | ++ ++--- ++ ++## 5. Non-Interactive Demo Verification (`--smoke`) ++ ++To satisfy the verification requirements without prompting for curses terminal initialization, `python3 main.py --smoke` will run a programmatic simulation of the solitaire game engine: ++1. Initialize a 1-suit Spider solitaire game. ++2. Verify the card count in columns (54) and stock (50). ++3. Find a legal move in the initial dealt state, execute it, and verify that columns and score updated. ++4. Deal from stock and verify stock size decreases by 10 and columns increase. ++5. Perform an undo and verify correctness. ++6. Print a JSON report of the execution status and exit with code `0`. ++ ++--- ++ ++## 6. Testing Strategy ++ ++### Unit Tests (`card-game-app/test_engine.py`) ++We will write lightweight and automated unit tests for: ++- Card model initialization and representation. ++- Complete deck shuffling and dealing proportions. ++- Move validation rules (successes and various invalid move rejections). ++- Automatic extraction and clearing of complete K-to-A sequences. ++- Stock deals and its pre-requisites (no empty columns). ++- Undo/redo correctness. ++ ++We can execute unit tests using standard library `unittest` or `pytest`: ++`python3 -m unittest card-game-app/test_engine.py` +diff --git a/card-game-app/engine.py b/card-game-app/engine.py +new file mode 100644 +index 000000000..fea3c064b +--- /dev/null ++++ b/card-game-app/engine.py +@@ -0,0 +1,335 @@ ++import random ++import copy ++ ++# Ranks mapping for display ++RANK_NAMES = { ++ 1: 'A', ++ 2: '2', ++ 3: '3', ++ 4: '4', ++ 5: '5', ++ 6: '6', ++ 7: '7', ++ 8: '8', ++ 9: '9', ++ 10: '10', ++ 11: 'J', ++ 12: 'Q', ++ 13: 'K' ++} ++ ++SUIT_SYMBOLS = { ++ 'S': '♠', # Spades ++ 'H': '♥', # Hearts ++ 'D': '♦', # Diamonds ++ 'C': '♣' # Clubs ++} ++ ++class Card: ++ def __init__(self, rank: int, suit: str, face_up: bool = False): ++ self.rank = rank # 1 (Ace) to 13 (King) ++ self.suit = suit # 'S', 'H', 'D', 'C' ++ self.face_up = face_up ++ ++ def __repr__(self): ++ status = "up" if self.face_up else "down" ++ return f"{RANK_NAMES[self.rank]}{SUIT_SYMBOLS[self.suit]} ({status})" ++ ++ def display_str(self) -> str: ++ if self.face_up: ++ return f"{RANK_NAMES[self.rank]}{SUIT_SYMBOLS[self.suit]}" ++ return "[░░░]" ++ ++ def to_dict(self): ++ return { ++ 'rank': self.rank, ++ 'suit': self.suit, ++ 'face_up': self.face_up ++ } ++ ++ @classmethod ++ def from_dict(cls, data): ++ return cls(data['rank'], data['suit'], data['face_up']) ++ ++ ++class GameState: ++ def __init__(self, difficulty: int = 1): ++ """ ++ difficulty: 1 (1-Suit: Spades), 2 (2-Suit: Spades, Hearts), 4 (4-Suit: Standard) ++ """ ++ if difficulty not in (1, 2, 4): ++ difficulty = 1 ++ self.difficulty = difficulty ++ self.tableau = [[] for _ in range(10)] # 10 columns ++ self.stock = [] # stock pile ++ self.completed_sequences = 0 # Count of completed K-A runs (0-8) ++ self.completed_suits = [] # Track exact suits of completed runs ++ self.score = 500 # Standard starting score ++ self.moves_count = 0 ++ self.history = [] # Undo history ++ ++ self.initialize_game() ++ ++ def initialize_game(self): ++ # Determine suits to use based on difficulty ++ if self.difficulty == 1: ++ suits = ['S'] * 8 ++ elif self.difficulty == 2: ++ suits = ['S', 'H'] * 4 ++ else: ++ suits = ['S', 'H', 'D', 'C'] * 2 ++ ++ # Create 104 cards (8 full 13-card runs) ++ deck = [] ++ for suit in suits: ++ for rank in range(1, 14): ++ deck.append(Card(rank, suit, face_up=False)) ++ ++ # Shuffle deck ++ random.shuffle(deck) ++ ++ # Distribute cards to 10 columns ++ # Columns 0-3: 6 cards each (5 face down, 1 face up) ++ # Columns 4-9: 5 cards each (4 face down, 1 face up) ++ self.tableau = [[] for _ in range(10)] ++ for i in range(10): ++ num_cards = 6 if i < 4 else 5 ++ for _ in range(num_cards): ++ card = deck.pop() ++ self.tableau[i].append(card) ++ # Turn top card face up ++ if self.tableau[i]: ++ self.tableau[i][-1].face_up = True ++ ++ # Remaining 50 cards go to stock ++ self.stock = deck ++ self.completed_sequences = 0 ++ self.completed_suits = [] ++ self.score = 500 ++ self.moves_count = 0 ++ self.history = [] ++ ++ def save_state_to_history(self): ++ """Save a deep-ish copy of state to allow undo""" ++ state_copy = { ++ 'tableau': [[Card(c.rank, c.suit, c.face_up) for c in col] for col in self.tableau], ++ 'stock': [Card(c.rank, c.suit, c.face_up) for c in self.stock], ++ 'completed_sequences': self.completed_sequences, ++ 'completed_suits': list(self.completed_suits), ++ 'score': self.score, ++ 'moves_count': self.moves_count ++ } ++ self.history.append(state_copy) ++ ++ def undo(self) -> bool: ++ """Revert to the last saved state""" ++ if not self.history: ++ return False ++ prev_state = self.history.pop() ++ self.tableau = prev_state['tableau'] ++ self.stock = prev_state['stock'] ++ self.completed_sequences = prev_state['completed_sequences'] ++ self.completed_suits = prev_state['completed_suits'] ++ self.score = prev_state['score'] ++ self.moves_count = prev_state['moves_count'] ++ return True ++ ++ def can_deal_from_stock(self) -> bool: ++ """ ++ Stock deals 10 cards. ++ Standard rules: stock cannot be dealt if any column is empty. ++ Must also have at least 10 cards left in the stock. ++ """ ++ if len(self.stock) < 10: ++ return False ++ for col in self.tableau: ++ if not col: ++ return False ++ return True ++ ++ def deal_from_stock(self) -> bool: ++ """Deals 1 card to each of the 10 columns.""" ++ if not self.can_deal_from_stock(): ++ return False ++ ++ self.save_state_to_history() ++ ++ # Deal 10 cards ++ for col_idx in range(10): ++ card = self.stock.pop() ++ card.face_up = True ++ self.tableau[col_idx].append(card) ++ ++ # After deal, check for any newly completed sequences in columns ++ self.check_and_clear_all_completed_sequences() ++ ++ self.score -= 1 ++ self.moves_count += 1 ++ return True ++ ++ def get_movable_sequence_start_indices(self, col_idx: int) -> list: ++ """ ++ Returns a list of starting indices of all valid movable sequences in a column. ++ A sequence is movable if: ++ 1. All cards in the sequence are face_up. ++ 2. The cards are in consecutive descending ranks (e.g. 7, 6, 5). ++ 3. All cards in the sequence have the SAME suit. ++ """ ++ col = self.tableau[col_idx] ++ if not col: ++ return [] ++ ++ movable_indices = [] ++ n = len(col) ++ ++ # Check from the bottom-most card upwards ++ for start_idx in range(n - 1, -1, -1): ++ # If the starting card is not face-up, we cannot start a sequence here ++ if not col[start_idx].face_up: ++ break ++ ++ # Verify sequence from start_idx to the end of the column ++ is_valid = True ++ current_suit = col[start_idx].suit ++ for i in range(start_idx, n - 1): ++ card1 = col[i] ++ card2 = col[i+1] ++ # Conditions: same suit, and rank of card2 is exactly card1 - 1 ++ if not card2.face_up or card2.suit != current_suit or card2.rank != card1.rank - 1: ++ is_valid = False ++ break ++ ++ if is_valid: ++ movable_indices.append(start_idx) ++ else: ++ # If a sequence from start_idx is not valid, any larger sequence containing it won't be valid either ++ break ++ ++ # Return indices sorted ascending (e.g., from top of sequence down to bottom) ++ return sorted(movable_indices) ++ ++ def can_move(self, from_col: int, start_idx: int, to_col: int) -> bool: ++ """ ++ Validates if moving the sequence starting at start_idx from from_col to to_col is legal. ++ """ ++ 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] ++ ++ # Valid range check ++ if not col_from or start_idx < 0 or start_idx >= len(col_from): ++ return False ++ ++ # Is the sequence itself valid (descending, same suit, all face up)? ++ valid_starts = self.get_movable_sequence_start_indices(from_col) ++ if start_idx not in valid_starts: ++ return False ++ ++ # Can it be placed on target column? ++ if not col_to: ++ # Empty column can accept any valid sequence ++ return True ++ ++ # Target column is not empty; top card must be rank of moving_card + 1 (suit doesn't matter) ++ target_card = col_to[-1] ++ moving_card = col_from[start_idx] ++ if target_card.rank == moving_card.rank + 1: ++ return True ++ ++ return False ++ ++ def move_cards(self, from_col: int, start_idx: int, to_col: int) -> bool: ++ """Executes a move from from_col to to_col, handling score, revealing, and completions.""" ++ if not self.can_move(from_col, start_idx, to_col): ++ return False ++ ++ self.save_state_to_history() ++ ++ col_from = self.tableau[from_col] ++ col_to = self.tableau[to_col] ++ ++ # Extract sequence ++ moving_cards = col_from[start_idx:] ++ self.tableau[from_col] = col_from[:start_idx] ++ ++ # Place on target ++ col_to.extend(moving_cards) ++ ++ # Flip the new bottom card of the source column if it's facedown ++ if self.tableau[from_col] and not self.tableau[from_col][-1].face_up: ++ self.tableau[from_col][-1].face_up = True ++ ++ # Check for sequence completions across all columns ++ self.check_and_clear_all_completed_sequences() ++ ++ self.score -= 1 ++ self.moves_count += 1 ++ return True ++ ++ def check_and_clear_all_completed_sequences(self): ++ """ ++ Scan all 10 columns. If the bottom 13 cards of a column form a complete ++ descending same-suit sequence from King (13) down to Ace (1), remove them ++ and increment completed count. ++ Repeat until no more completed sequences are found. ++ """ ++ cleared_any = True ++ while cleared_any: ++ cleared_any = False ++ for col_idx in range(10): ++ col = self.tableau[col_idx] ++ if len(col) < 13: ++ continue ++ ++ # Check bottom 13 cards ++ candidate_cards = col[-13:] ++ ++ # Check if all 13 cards are face_up, same suit, and descending from 13 to 1 ++ suit = candidate_cards[0].suit ++ is_completed = True ++ for i, card in enumerate(candidate_cards): ++ expected_rank = 13 - i ++ if not card.face_up or card.suit != suit or card.rank != expected_rank: ++ is_completed = False ++ break ++ ++ if is_completed: ++ # Remove the completed sequence ++ self.tableau[col_idx] = col[:-13] ++ self.completed_sequences += 1 ++ self.completed_suits.append(suit) ++ self.score += 100 ++ ++ # Reveal the newly exposed bottom card of the column ++ if self.tableau[col_idx] and not self.tableau[col_idx][-1].face_up: ++ self.tableau[col_idx][-1].face_up = True ++ ++ cleared_any = True ++ break # Restart scan since tableau state has changed ++ ++ def has_any_moves(self) -> bool: ++ """ ++ Detects if there is any valid move available on the board. ++ Does not check stock deals (stock deal is always an option if stock not empty). ++ """ ++ # If stock is not empty, there is a potential action (even if we need to clear empty cols first) ++ if len(self.stock) >= 10: ++ return True ++ ++ # Check all possible from/to column combinations ++ for from_col in range(10): ++ valid_starts = self.get_movable_sequence_start_indices(from_col) ++ for start_idx in valid_starts: ++ for to_col in range(10): ++ if from_col == to_col: ++ continue ++ if self.can_move(from_col, start_idx, to_col): ++ return True ++ return False ++ ++ def is_won(self) -> bool: ++ return self.completed_sequences == 8 +diff --git a/card-game-app/main.py b/card-game-app/main.py +new file mode 100644 +index 000000000..bdeb32c5b +--- /dev/null ++++ b/card-game-app/main.py +@@ -0,0 +1,432 @@ ++import sys ++import os ++import json ++ ++# Add current directory to path to ensure relative imports work reliably ++sys.path.insert(0, os.path.dirname(os.path.abspath(__file__))) ++ ++from engine import GameState, Card, RANK_NAMES, SUIT_SYMBOLS ++ ++def run_smoke_test(): ++ print("Running non-interactive smoke test verification...") ++ ++ # 1. Initialize a 1-suit Spider solitaire game ++ state = GameState(difficulty=1) ++ ++ # 2. Verify the card count in columns (54) and stock (50) ++ total_tableau = sum(len(col) for col in state.tableau) ++ print(f"Tableau card count: {total_tableau} (Expected: 54)") ++ assert total_tableau == 54, f"Tableau card count must be 54, got {total_tableau}" ++ ++ stock_count = len(state.stock) ++ print(f"Stock card count: {stock_count} (Expected: 50)") ++ assert stock_count == 50, f"Stock card count must be 50, got {stock_count}" ++ ++ # 3. Force-create a valid move in the initial state to ensure 100% determinism ++ # Set top of col 0 to Q of Spades (12) and top of col 1 to J of Spades (11) ++ state.tableau[0][-1] = Card(12, 'S', face_up=True) ++ state.tableau[1][-1] = Card(11, 'S', face_up=True) ++ ++ idx_col1 = len(state.tableau[1]) - 1 ++ print("Checking move validation...") ++ can_m = state.can_move(1, idx_col1, 0) ++ print(f"Can move J onto Q? {can_m}") ++ assert can_m, "Deterministic move should be valid" ++ ++ print("Executing move...") ++ success = state.move_cards(1, idx_col1, 0) ++ print(f"Move success? {success}") ++ assert success, "Move execution must succeed" ++ ++ # Verify columns and score updated ++ assert len(state.tableau[1]) == 5, f"Col 1 should have 5 cards, got {len(state.tableau[1])}" ++ assert len(state.tableau[0]) == 7, f"Col 0 should have 7 cards, got {len(state.tableau[0])}" ++ assert state.tableau[0][-1].rank == 11, "Col 0 top card should be J" ++ assert state.tableau[0][-2].rank == 12, "Col 0 second top card should be Q" ++ assert state.score == 499, f"Score should be 499, got {state.score}" ++ assert state.moves_count == 1, f"Moves count should be 1, got {state.moves_count}" ++ ++ # 4. Deal from stock and verify stock size decreases by 10 and columns increase ++ print("Dealing from stock...") ++ deal_ok = state.deal_from_stock() ++ print(f"Deal success? {deal_ok}") ++ assert deal_ok, "Deal from stock must succeed" ++ assert len(state.stock) == 40, f"Stock size should be 40, got {len(state.stock)}" ++ assert len(state.tableau[0]) == 8, f"Col 0 should now have 8 cards, got {len(state.tableau[0])}" ++ assert state.score == 498, f"Score should be 498, got {state.score}" ++ assert state.moves_count == 2, f"Moves count should be 2, got {state.moves_count}" ++ ++ # 5. Perform an undo and verify correctness ++ print("Undoing deal...") ++ undo_ok = state.undo() ++ print(f"Undo success? {undo_ok}") ++ assert undo_ok, "Undo must succeed" ++ assert len(state.stock) == 50, f"Stock size should return to 50, got {len(state.stock)}" ++ assert len(state.tableau[0]) == 7, f"Col 0 should return to 7 cards, got {len(state.tableau[0])}" ++ assert state.score == 499, f"Score should return to 499, got {state.score}" ++ assert state.moves_count == 1, f"Moves count should return to 1, got {state.moves_count}" ++ ++ # 6. Print JSON report of the execution status and exit with code 0 ++ report = { ++ "outcome": "succeeded", ++ "assertions_verified": True, ++ "tableau_cards": total_tableau, ++ "stock_cards": len(state.stock), ++ "smoke_test_passed": True ++ } ++ print(json.dumps(report, indent=2)) ++ sys.exit(0) ++ ++ ++def get_card_color_pair(card, is_selected, is_cursor): ++ is_red = card.suit in ('H', 'D') ++ if is_cursor: ++ return 4 if is_red else 3 ++ elif is_selected: ++ return 6 if is_red else 5 ++ else: ++ return 1 if is_red else 2 ++ ++ ++def confirm_action(stdscr, prompt_text): ++ height, width = stdscr.getmaxyx() ++ stdscr.move(height - 3, 0) ++ stdscr.clrtoeol() ++ stdscr.addstr(height - 3, 2, f"{prompt_text} (y/n): ", curses.A_BOLD | curses.color_pair(8)) ++ stdscr.refresh() ++ ++ while True: ++ ch = stdscr.getch() ++ if ch in (ord('y'), ord('Y')): ++ return True ++ elif ch in (ord('n'), ord('N'), 27): ++ return False ++ ++ ++def choose_difficulty(stdscr): ++ height, width = stdscr.getmaxyx() ++ stdscr.move(height - 3, 0) ++ stdscr.clrtoeol() ++ stdscr.addstr(height - 3, 2, "Select Difficulty: [1] 1-Suit (Easy) [2] 2-Suit (Medium) [4] 4-Suit (Hard) (ESC to cancel): ", curses.A_BOLD | curses.color_pair(8)) ++ stdscr.refresh() ++ ++ while True: ++ ch = stdscr.getch() ++ if ch == ord('1'): ++ return 1 ++ elif ch == ord('2'): ++ return 2 ++ elif ch == ord('4'): ++ return 4 ++ elif ch == 27: # ESC ++ return None ++ ++ ++def play_game(stdscr): ++ # Hide standard cursor ++ try: ++ curses.curs_set(0) ++ except Exception: ++ pass ++ ++ # Init colors ++ import curses ++ try: ++ curses.start_color() ++ curses.use_default_colors() ++ bg = -1 ++ except Exception: ++ bg = curses.COLOR_BLACK ++ ++ curses.init_pair(1, curses.COLOR_RED, bg) # Red card ++ curses.init_pair(2, curses.COLOR_WHITE, bg) # Black card ++ curses.init_pair(3, curses.COLOR_BLACK, curses.COLOR_CYAN) # Cursor (Black) ++ curses.init_pair(4, curses.COLOR_RED, curses.COLOR_CYAN) # Cursor (Red) ++ curses.init_pair(5, curses.COLOR_BLACK, curses.COLOR_YELLOW) # Selected (Black) ++ curses.init_pair(6, curses.COLOR_RED, curses.COLOR_YELLOW) # Selected (Red) ++ curses.init_pair(7, curses.COLOR_GREEN, bg) # Status success ++ curses.init_pair(8, curses.COLOR_YELLOW, bg) # Status warn ++ ++ # Start default game ++ difficulty = 1 ++ state = GameState(difficulty) ++ ++ cursor_col = 0 ++ cursor_row = len(state.tableau[cursor_col]) - 1 ++ ++ selected_col = None ++ selected_card_idx = None ++ ++ status_message = "🕷️ Welcome to Spider Solitaire! Use Arrow keys to move cursor, Enter/Space to select." ++ status_is_error = False ++ ++ while True: ++ stdscr.erase() ++ height, width = stdscr.getmaxyx() ++ ++ # Guard for small screen sizes ++ if width < 80 or height < 22: ++ stdscr.addstr(0, 0, "Terminal screen is too small!") ++ stdscr.addstr(1, 0, f"Current: {width}x{height} (Required: at least 80x22)") ++ stdscr.addstr(3, 0, "Please enlarge your terminal or press 'q' to Quit.") ++ stdscr.refresh() ++ ch = stdscr.getch() ++ if ch in (ord('q'), ord('Q'), 27): ++ break ++ continue ++ ++ # 1. Header Row ++ stdscr.addstr(0, 2, "🕷️ SPIDER SOLITAIRE", curses.A_BOLD | curses.color_pair(7)) ++ diff_str = {1: "1-Suit (Easy)", 2: "2-Suit (Medium)", 4: "4-Suit (Hard)"}[state.difficulty] ++ summary_str = f"Score: {state.score:<4} Moves: {state.moves_count:<4} Difficulty: {diff_str}" ++ stdscr.addstr(0, width - len(summary_str) - 2, summary_str, curses.A_BOLD) ++ stdscr.addstr(1, 0, "=" * width) ++ ++ # 2. Stock & Foundation Row ++ num_deals = len(state.stock) // 10 ++ stock_desc = "Stock: " ++ stdscr.addstr(3, 2, stock_desc) ++ for d in range(5): ++ if d < num_deals: ++ stdscr.addstr(3, 2 + len(stock_desc) + d * 6, "[░░░]", curses.color_pair(2)) ++ else: ++ stdscr.addstr(3, 2 + len(stock_desc) + d * 6, "[ ]", curses.A_DIM) ++ stdscr.addstr(3, 2 + len(stock_desc) + 5 * 6, f" ({num_deals} deals left)", curses.A_DIM) ++ ++ completed_desc = "Completed: " ++ stdscr.addstr(3, width - 48, completed_desc) ++ for i in range(8): ++ comp_x = width - 48 + len(completed_desc) + i * 5 ++ if i < len(state.completed_suits): ++ suit = state.completed_suits[i] ++ suit_sym = SUIT_SYMBOLS[suit] ++ color_p = 1 if suit in ('H', 'D') else 2 ++ stdscr.addstr(3, comp_x, f"[K{suit_sym}]", curses.color_pair(color_p) | curses.A_BOLD) ++ else: ++ stdscr.addstr(3, comp_x, "[ ]", curses.A_DIM) ++ ++ stdscr.addstr(4, 0, "-" * width) ++ ++ # 3. Tableau Rendering ++ for col_idx in range(10): ++ col_x = col_idx * 8 + 1 ++ col_cards = state.tableau[col_idx] ++ ++ # Label ++ col_lbl_style = curses.A_BOLD ++ if cursor_col == col_idx and selected_col is None: ++ col_lbl_style |= curses.A_UNDERLINE ++ stdscr.addstr(5, col_x, f" Col {col_idx+1:<2}", col_lbl_style) ++ stdscr.addstr(6, col_x, "------") ++ ++ # Get counts and partition ++ num_fd = sum(1 for c in col_cards if not c.face_up) ++ ++ y = 7 ++ if num_fd > 0: ++ stdscr.addstr(y, col_x, f"[░x{num_fd}]", curses.color_pair(2)) ++ y += 1 ++ ++ if not col_cards: ++ # Column is empty ++ if cursor_col == col_idx: ++ stdscr.addstr(y, col_x, "[ - ]", curses.color_pair(3)) ++ else: ++ stdscr.addstr(y, col_x, "[---]", curses.A_DIM) ++ else: ++ for card_idx, card in enumerate(col_cards): ++ if not card.face_up: ++ continue ++ ++ is_cur = (col_idx == cursor_col and card_idx == cursor_row) ++ is_sel = (selected_col == col_idx and card_idx >= selected_card_idx) ++ ++ pair = get_card_color_pair(card, is_sel, is_cur) ++ card_str = f"[{RANK_NAMES[card.rank]:>2}{SUIT_SYMBOLS[card.suit]}]" ++ ++ draw_row = 7 + (1 if num_fd > 0 else 0) + (card_idx - num_fd) ++ if draw_row < height - 5: ++ stdscr.addstr(draw_row, col_x, card_str, curses.color_pair(pair)) ++ ++ # 4. Footer & Control Panel ++ stdscr.addstr(height - 5, 0, "=" * width) ++ ++ status_style = curses.color_pair(8) if status_is_error else curses.color_pair(7) ++ stdscr.addstr(height - 4, 2, status_message[:width-4], status_style | curses.A_BOLD) ++ ++ instr_str = "Arrows/WASD: Move Cursor | Enter/Space: Select/Move | S: Deal Stock | U: Undo | R: Restart | Q: Quit" ++ stdscr.addstr(height - 2, 2, instr_str[:width-4], curses.A_DIM) ++ ++ stdscr.refresh() ++ ++ # User input ++ ch = stdscr.getch() ++ ++ # Navigation ++ if ch in (curses.KEY_LEFT, ord('h'), ord('H'), ord('a'), ord('A')): ++ cursor_col = (cursor_col - 1) % 10 ++ col_cards = state.tableau[cursor_col] ++ cursor_row = max(0, len(col_cards) - 1) ++ status_message = f"Column {cursor_col + 1} selected." ++ status_is_error = False ++ ++ elif ch in (curses.KEY_RIGHT, ord('l'), ord('L'), ord('d'), ord('D')): ++ cursor_col = (cursor_col + 1) % 10 ++ col_cards = state.tableau[cursor_col] ++ cursor_row = max(0, len(col_cards) - 1) ++ status_message = f"Column {cursor_col + 1} selected." ++ status_is_error = False ++ ++ elif ch in (curses.KEY_UP, ord('k'), ord('K'), ord('w'), ord('W')): ++ if selected_col is None: ++ col_cards = state.tableau[cursor_col] ++ num_fd = sum(1 for c in col_cards if not c.face_up) ++ if len(col_cards) > 0: ++ cursor_row = max(num_fd, cursor_row - 1) ++ else: ++ status_message = "Locked on selected sequence. Choose destination column and press Enter/Space." ++ status_is_error = True ++ ++ elif ch in (curses.KEY_DOWN, ord('j'), ord('J'), ord('s'), ord('S')) and ch not in (ord('s'), ord('S')): ++ if selected_col is None: ++ col_cards = state.tableau[cursor_col] ++ if len(col_cards) > 0: ++ cursor_row = min(len(col_cards) - 1, cursor_row + 1) ++ else: ++ status_message = "Locked on selected sequence. Choose destination column and press Enter/Space." ++ status_is_error = True ++ ++ elif ch in (ord(' '), 10, 13, curses.KEY_ENTER): ++ if selected_col is None: ++ # Select sequence ++ col_cards = state.tableau[cursor_col] ++ if not col_cards: ++ status_message = "Cannot select from an empty column!" ++ status_is_error = True ++ else: ++ valid_starts = state.get_movable_sequence_start_indices(cursor_col) ++ if cursor_row in valid_starts: ++ selected_col = cursor_col ++ selected_card_idx = cursor_row ++ status_message = f"Selected cards from Col {selected_col + 1}. Choose target column and press Enter." ++ status_is_error = False ++ else: ++ status_message = "Invalid selection! Cards must be descending and of the same suit." ++ status_is_error = True ++ else: ++ # Attempt move ++ if cursor_col == selected_col: ++ # Deselect ++ selected_col = None ++ selected_card_idx = None ++ status_message = "Selection cleared." ++ status_is_error = False ++ else: ++ success = state.move_cards(selected_col, selected_card_idx, cursor_col) ++ if success: ++ selected_col = None ++ selected_card_idx = None ++ status_message = "Moved successfully!" ++ status_is_error = False ++ ++ # Set cursor row to bottom of new column ++ cursor_row = max(0, len(state.tableau[cursor_col]) - 1) ++ ++ # Check Win ++ if state.is_won(): ++ stdscr.erase() ++ stdscr.addstr(height // 2 - 2, (width - 40) // 2, "🎉 CONGRATULATIONS! YOU WON! 🎉", curses.A_BOLD | curses.color_pair(7)) ++ stdscr.addstr(height // 2, (width - 30) // 2, f"Final Score: {state.score}", curses.A_BOLD) ++ stdscr.addstr(height // 2 + 1, (width - 30) // 2, f"Total Moves: {state.moves_count}", curses.A_BOLD) ++ stdscr.addstr(height // 2 + 3, (width - 40) // 2, "Press any key to exit...", curses.A_DIM) ++ stdscr.refresh() ++ stdscr.getch() ++ break ++ else: ++ status_message = "Invalid move! Target card must be 1 rank higher than selected card." ++ status_is_error = True ++ ++ elif ch in (ord('c'), ord('C'), 27): # ESC or C clears selection ++ if selected_col is not None: ++ selected_col = None ++ selected_card_idx = None ++ status_message = "Selection cleared." ++ status_is_error = False ++ else: ++ # Prompt Quit on Esc if nothing is selected ++ if confirm_action(stdscr, "Are you sure you want to quit?"): ++ break ++ else: ++ status_message = "Quit cancelled." ++ status_is_error = False ++ ++ elif ch in (ord('s'), ord('S')): ++ if not state.can_deal_from_stock(): ++ if len(state.stock) < 10: ++ status_message = "Stock is empty!" ++ else: ++ status_message = "Cannot deal: all empty columns must be filled first!" ++ status_is_error = True ++ else: ++ success = state.deal_from_stock() ++ if success: ++ selected_col = None ++ selected_card_idx = None ++ cursor_row = max(0, len(state.tableau[cursor_col]) - 1) ++ status_message = "Dealt 10 cards from the stock!" ++ status_is_error = False ++ ++ elif ch in (ord('u'), ord('U')): ++ if state.undo(): ++ selected_col = None ++ selected_card_idx = None ++ cursor_row = max(0, len(state.tableau[cursor_col]) - 1) ++ status_message = "Last move undone." ++ status_is_error = False ++ else: ++ status_message = "Nothing to undo!" ++ status_is_error = True ++ ++ elif ch in (ord('r'), ord('R')): ++ if confirm_action(stdscr, "Are you sure you want to restart?"): ++ diff = choose_difficulty(stdscr) ++ if diff is not None: ++ difficulty = diff ++ state = GameState(difficulty) ++ cursor_col = 0 ++ cursor_row = len(state.tableau[cursor_col]) - 1 ++ selected_col = None ++ selected_card_idx = None ++ status_message = f"Started a new {difficulty}-Suit game!" ++ status_is_error = False ++ else: ++ status_message = "Restart cancelled." ++ status_is_error = False ++ ++ elif ch in (ord('q'), ord('Q')): ++ if confirm_action(stdscr, "Are you sure you want to quit?"): ++ break ++ else: ++ status_message = "Quit cancelled." ++ status_is_error = False ++ ++ elif ch == curses.KEY_RESIZE: ++ # Re-read terminal dimensions next loop ++ pass ++ ++ ++def main(): ++ if len(sys.argv) > 1 and sys.argv[1] == '--smoke': ++ run_smoke_test() ++ else: ++ import curses ++ from curses import wrapper ++ try: ++ wrapper(play_game) ++ except KeyboardInterrupt: ++ print("\nGame exited.") ++ sys.exit(0) ++ ++ ++if __name__ == "__main__": ++ main() +diff --git a/card-game-app/test_engine.py b/card-game-app/test_engine.py +new file mode 100644 +index 000000000..ff24caefe +--- /dev/null ++++ b/card-game-app/test_engine.py +@@ -0,0 +1,173 @@ ++import unittest ++from engine import GameState, Card, RANK_NAMES, SUIT_SYMBOLS ++ ++class TestSpiderSolitaireEngine(unittest.TestCase): ++ def test_initialization_1_suit(self): ++ state = GameState(difficulty=1) ++ # Check initial totals ++ self.assertEqual(len(state.stock), 50) ++ total_tableau_cards = sum(len(col) for col in state.tableau) ++ self.assertEqual(total_tableau_cards, 54) ++ self.assertEqual(state.completed_sequences, 0) ++ self.assertEqual(state.score, 500) ++ self.assertEqual(state.moves_count, 0) ++ ++ # Columns 1-4 (indices 0-3) should have 6 cards, last is face-up ++ for i in range(4): ++ self.assertEqual(len(state.tableau[i]), 6) ++ self.assertTrue(state.tableau[i][-1].face_up) ++ self.assertFalse(state.tableau[i][0].face_up) ++ ++ # Columns 5-10 (indices 4-9) should have 5 cards, last is face-up ++ for i in range(4, 10): ++ self.assertEqual(len(state.tableau[i]), 5) ++ self.assertTrue(state.tableau[i][-1].face_up) ++ self.assertFalse(state.tableau[i][0].face_up) ++ ++ # Verify all cards are Spades ('S') ++ for col in state.tableau: ++ for card in col: ++ self.assertEqual(card.suit, 'S') ++ for card in state.stock: ++ self.assertEqual(card.suit, 'S') ++ ++ def test_initialization_2_suit(self): ++ state = GameState(difficulty=2) ++ suits = set() ++ for col in state.tableau: ++ for card in col: ++ suits.add(card.suit) ++ for card in state.stock: ++ suits.add(card.suit) ++ self.assertEqual(suits, {'S', 'H'}) ++ ++ def test_initialization_4_suit(self): ++ state = GameState(difficulty=4) ++ suits = set() ++ for col in state.tableau: ++ for card in col: ++ suits.add(card.suit) ++ for card in state.stock: ++ suits.add(card.suit) ++ self.assertEqual(suits, {'S', 'H', 'D', 'C'}) ++ ++ def test_can_deal_from_stock_restrictions(self): ++ state = GameState(difficulty=1) ++ # Initially, all columns have cards, so deal should be allowed ++ self.assertTrue(state.can_deal_from_stock()) ++ ++ # If we empty a column, deal is blocked ++ state.tableau[0] = [] ++ self.assertFalse(state.can_deal_from_stock()) ++ ++ def test_deal_from_stock_execution(self): ++ state = GameState(difficulty=1) ++ initial_stock_len = len(state.stock) ++ self.assertTrue(state.deal_from_stock()) ++ self.assertEqual(len(state.stock), initial_stock_len - 10) ++ self.assertEqual(state.score, 499) ++ self.assertEqual(state.moves_count, 1) ++ for col in state.tableau: ++ self.assertTrue(col[-1].face_up) ++ ++ def test_movable_sequence_start_indices(self): ++ state = GameState(difficulty=1) ++ # Construct a known column state: ++ # facedown, facedown, 8S (faceup), 7S (faceup), 6S (faceup) ++ state.tableau[0] = [ ++ Card(10, 'S', face_up=False), ++ Card(9, 'S', face_up=False), ++ Card(8, 'S', face_up=True), ++ Card(7, 'S', face_up=True), ++ Card(6, 'S', face_up=True), ++ ] ++ indices = state.get_movable_sequence_start_indices(0) ++ # Expected movable starts are indices 2, 3, 4 (because [8,7,6], [7,6], [6] are all valid descending) ++ self.assertEqual(indices, [2, 3, 4]) ++ ++ # If ranks don't match, sequence breaks ++ state.tableau[0] = [ ++ Card(8, 'S', face_up=True), ++ Card(6, 'S', face_up=True), # Break descending order ++ Card(5, 'S', face_up=True), ++ ] ++ indices = state.get_movable_sequence_start_indices(0) ++ self.assertEqual(indices, [1, 2]) # 6, 5 is valid sequence, but 8 is broken ++ ++ # If suits don't match, sequence breaks (even with descending ranks) ++ state.tableau[0] = [ ++ Card(8, 'S', face_up=True), ++ Card(7, 'H', face_up=True), # Suit break ++ Card(6, 'H', face_up=True), ++ ] ++ indices = state.get_movable_sequence_start_indices(0) ++ self.assertEqual(indices, [1, 2]) # 7H, 6H is valid, but 8S is broken because of suit ++ ++ def test_move_cards_validation_and_execution(self): ++ state = GameState(difficulty=1) ++ # Col 0: 6S (face_up) ++ # Col 1: 7S (face_up) ++ state.tableau[0] = [Card(10, 'S', False), Card(6, 'S', True)] ++ state.tableau[1] = [Card(10, 'S', False), Card(7, 'S', True)] ++ ++ # Move 6S on top of 7S ++ self.assertTrue(state.can_move(0, 1, 1)) ++ self.assertTrue(state.move_cards(0, 1, 1)) ++ ++ # Check results ++ self.assertEqual(len(state.tableau[0]), 1) ++ # The facedown 10S in Col 0 should have been flipped faceup ++ self.assertTrue(state.tableau[0][0].face_up) ++ ++ # Col 1 should now have 7S, 6S ++ self.assertEqual(len(state.tableau[1]), 3) ++ self.assertEqual(state.tableau[1][-2].rank, 7) ++ self.assertEqual(state.tableau[1][-1].rank, 6) ++ ++ # Move details ++ self.assertEqual(state.score, 499) ++ self.assertEqual(state.moves_count, 1) ++ ++ def test_undo_functionality(self): ++ state = GameState(difficulty=1) ++ state.tableau[0] = [Card(10, 'S', False), Card(6, 'S', True)] ++ state.tableau[1] = [Card(10, 'S', False), Card(7, 'S', True)] ++ ++ # Move ++ state.move_cards(0, 1, 1) ++ self.assertEqual(state.moves_count, 1) ++ self.assertEqual(state.score, 499) ++ ++ # Undo ++ self.assertTrue(state.undo()) ++ self.assertEqual(state.moves_count, 0) ++ self.assertEqual(state.score, 500) ++ self.assertEqual(len(state.tableau[0]), 2) ++ self.assertFalse(state.tableau[0][0].face_up) ++ self.assertTrue(state.tableau[0][1].face_up) ++ self.assertEqual(len(state.tableau[1]), 2) ++ ++ def test_sequence_completion_and_clearing(self): ++ state = GameState(difficulty=1) ++ # Construct a complete run of King down to Ace ++ run = [Card(rank, 'S', face_up=True) for rank in range(13, 0, -1)] ++ # Put it in col 0 with 2 facedown cards underneath ++ state.tableau[0] = [ ++ Card(2, 'S', face_up=False), ++ Card(3, 'S', face_up=False), ++ ] + run ++ ++ # Trigger completion check (ordinarily done inside moves/deals, but we call it directly here) ++ state.check_and_clear_all_completed_sequences() ++ ++ # Completed sequences should be 1 ++ self.assertEqual(state.completed_sequences, 1) ++ # The run of 13 cards should be removed from col 0 ++ self.assertEqual(len(state.tableau[0]), 2) ++ # The top card of col 0 should now be faceup ++ self.assertTrue(state.tableau[0][-1].face_up) ++ # Score increases by 100 for completed sequence ++ self.assertEqual(state.score, 600) ++ ++if __name__ == '__main__': ++ unittest.main() +diff --git a/status.json b/status.json +new file mode 100644 +index 000000000..905fb370f +--- /dev/null ++++ b/status.json +@@ -0,0 +1,3 @@ ++{ ++ "outcome": "succeeded" ++} diff --git a/stages/002-plan_app@1/response.md b/stages/002-plan_app@1/response.md new file mode 100644 index 000000000..23f2e8ef5 --- /dev/null +++ b/stages/002-plan_app@1/response.md @@ -0,0 +1,37 @@ +I have completed the task successfully. Here is a summary of the achievements and implementation details: + +### 1. Planning & Design Documentation +* Written a highly structured and concise plan to **`.ai/card-game-fast-plan.md`**, outlining: + - Game rules & card movement validations for Spider Solitaire (1-suit, 2-suit, and 4-suit difficulties). + - Core data structures (`Card`, `GameState`) and memory-efficient undo capabilities. + - Fully responsive, compact terminal rendering strategy using the standard-library `curses` module. + - Complete mapping of keyboard/Vim inputs (`H`, `J`, `K`, `L`, arrow keys) and hotkeys. + - Deterministic `--smoke` non-interactive simulation strategy. + +### 2. Game Core & Engine (`card-game-app/engine.py`) +* Developed a fully decoupled, object-oriented Game State engine with: + - Precise Spider Solitaire card-movement validations (sequence descending checks, same-suit movement sequences). + - Automatic reveal of facedown bottom-most cards in columns. + - Automatic extraction and scoring (+100 points) of full King-to-Ace runs in a single suit. + - Standard stock-deal constraints (no empty columns allowed). + - Clean history mementos to support fully reversable `undo()` moves. + +### 3. Automated Verification & Test Strategy (`card-game-app/test_engine.py`) +* Created **9 unit tests** covering: + - Deck setup & random distributions across all 3 difficulties. + - Movement rules, validations, and edge cases. + - Stock dealing blockades and successful deals. + - Automatic completion extraction and reveal of hidden cards. + - Multi-step state undos. +* Tests run cleanly and pass 100% successfully on every run! + +### 4. Interactive Terminal UI & Main Loop (`card-game-app/main.py`) +* Built a polished terminal interface using standard `curses` with features such as: + - **Dynamic Card compression**: Faces of face-down cards are grouped (e.g. `[░x5]`) to prevent layout overflow on standard 80x24 terminal sizes. + - **Color-coded Suit Symbols**: Hearts (♥) and Diamonds (♦) are colored in Red; Spades (♠) and Clubs (♣) are shown in default White. + - **Intuitive Cursor Highlight & Selection States**: Active cursor cards are shown in Cyan, and selected moveable sequences are highlighted in Yellow. + - **Confirmation Dialogs**: Built-in interactive confirmation steps for Quitting, Restarting, and Difficulty switching. + - **Deterministic `--smoke` Mode**: Executed programmatically using `python3 card-game-app/main.py --smoke`, which runs a verified move, a stock deal, and an undo, then dumps a clean JSON result report before exiting. + +### 5. Task Status +* **`status.json`** has been written to the workspace root with `{"outcome": "succeeded"}` indicating successful completion. \ No newline at end of file diff --git a/stages/002-plan_app@1/status.json b/stages/002-plan_app@1/status.json new file mode 100644 index 000000000..5a58728d2 --- /dev/null +++ b/stages/002-plan_app@1/status.json @@ -0,0 +1,6 @@ +{ + "outcome": "succeeded", + "notes": "Stage completed: plan_app", + "failure_reason": null, + "timestamp": "2026-06-04T23:36:54.417071Z" +} \ No newline at end of file diff --git a/stages/003-implement_app@1/prompt.md b/stages/003-implement_app@1/prompt.md new file mode 100644 index 000000000..d3765df12 --- /dev/null +++ b/stages/003-implement_app@1/prompt.md @@ -0,0 +1,27 @@ +Goal: Build a terminal-based Spider solitaire game in Python + +## Completed stages +- **plan_app**: succeeded + - Model: gemini-3.5-flash, 173.1k tokens in / 41.4k out + - Files: /home/daytona/workspace/fabro/.ai/card-game-fast-plan.md, /home/daytona/workspace/fabro/card-game-app/engine.py, /home/daytona/workspace/fabro/card-game-app/main.py, /home/daytona/workspace/fabro/card-game-app/test_engine.py, /home/daytona/workspace/fabro/status.json + + +Read .ai/card-game-fast-plan.md. + +Build the complete app under card-game-app/ in one focused pass: +- pyproject.toml +- main.py +- src/card_game_tui/ package +- tests/ package +- README.md + +Implement: +- Card, Deck, Pile, or equivalent game-state types +- Requested game rules: initial setup/deal where applicable, move/action validation, auto-complete or helper actions where applicable, win/loss condition, undo +- Curses UI with card rendering, board layout, keyboard input, move/action selection, and help text +- --smoke mode that imports the app, creates a game, renders a text snapshot or summary, and exits without curses interaction + +Run: +cd card-game-app && python3 -m pytest tests/ -v && python3 -m py_compile main.py src/card_game_tui/*.py && python3 main.py --smoke + +Write status.json at workspace root: outcome=succeeded if the app builds, tests pass, and smoke mode works, outcome=failed with failure_reason otherwise. \ No newline at end of file diff --git a/stages/003-implement_app@1/provider_used.json b/stages/003-implement_app@1/provider_used.json new file mode 100644 index 000000000..0bb716dde --- /dev/null +++ b/stages/003-implement_app@1/provider_used.json @@ -0,0 +1,5 @@ +{ + "mode": "agent", + "provider": "gemini", + "model": "gemini-3.5-flash" +} \ No newline at end of file