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# Implementation Plan - Terminal FreeCell Solitaire in Python
This document outlines the design and implementation strategy for a terminal-based FreeCell solitaire game. The application will be located under `card-game-app/` and will support both an interactive curses UI and a non-interactive `--smoke` mode.
## 1. Game Rules & Data Structures
### Card Model
- **Suit**: Spades (♠), Hearts (♥), Diamonds (♦), Clubs (♣).
- **Rank**: Ace (1) to King (13).
- **Color**: Red (Hearts, Diamonds) or Black (Spades, Clubs).
- **Representation**: Displayed as `[A♠]`, `[10♦]`, `[K♣]`, etc. (with red color highlighting for Heart/Diamond suits).
### Board State
- **Cascades (Tableau)**: 8 columns of cards.
- Initially, 52 cards are dealt face-up: 7 cards in the first 4 columns, 6 cards in the remaining 4.
- **Free Cells**: 4 slots, each holding at most 1 card.
- **Foundations**: 4 piles, one for each suit, built up from Ace to King.
- **Move History**: A stack of previous board states to support full **Undo** (`U`).
### Move Validation Rules
1. **To Free Cell**: Any single card can be moved to an empty Free Cell.
2. **To Foundation**:
- An Ace can be moved to an empty Foundation pile.
- A card of rank $R$ and suit $S$ can be moved to Foundation pile of suit $S$ if the top card is of rank $R-1$.
3. **To Cascade**:
- A card of rank $R$ and color $C$ can be placed on a cascade's bottom card of rank $R+1$ and opposite color.
- Any card can be placed on an empty cascade.
4. **Sequence Moves**:
- Moving a packed sequence of size $L$ from Cascade A to Cascade B is allowed if the cards are sorted in alternating colors and descending ranks, and the number of cards does not exceed the maximum allowed sequence limit:
$$M = (F + 1) \times 2^E$$
where $F$ is the number of empty Free Cells, and $E$ is the number of empty Cascades (excluding source and destination).
---
## 2. Terminal Rendering & Curses
The UI is built using Python's standard `curses` library.
### Layout (Minimum 80x24 characters)
- **Header**: Game title, Moves counter, Time elapsed, and Status line.
- **Top Panel**:
- **Free Cells**: Labelled `Q`, `W`, `E`, `R`.
- **Foundations**: Labelled `A`, `S`, `D`, `F`.
- **Main Panel**:
- **Cascades**: 8 columns labelled `1` to `8` below them. Cards are stacked vertically with overlapping cards.
- **Footer**: Instructions & legend:
- `Src Key` + `Dest Key` to move.
- `U`: Undo, `C`: Auto-collect, `R`: Restart, `N`: New Game, `Q`/`Esc`: Quit.
### Color Coding
- **Red cards** (Hearts, Diamonds): Rendered using a red-on-black or red-on-default color pair.
- **Black cards** (Spades, Clubs): Rendered using default/white-on-black text.
- **Selected Card**: Highlighted with reverse video or a distinct color pair.
---
## 3. Input Handling & Interactive Loop
The main loop:
1. Render current state.
2. If first key is pressed (Source):
- Highlight selection.
- Wait for second key (Destination).
3. If both keys are valid, validate the move:
- If valid, execute the move, record state to undo history, and trigger an auto-collect check.
- If invalid, show an error status.
4. If special key is pressed:
- `U`: Pop from undo history.
- `C`: Scan cascades/free cells for any cards that can safely be moved to foundations.
- `R`: Reset current game to starting layout.
- `N`: Deal a completely new random game.
- `Q` / `Esc`: Exit game.
---
## 4. Non-Interactive Demo (`--smoke` Mode)
To support automated validation and CI:
- Running `python3 main.py --smoke` executes a non-interactive smoke test.
- It will:
1. Initialize a deterministic deck (seeded RNG or fixed sequence).
2. Perform a series of valid moves.
3. Validate move logic and status updates.
4. Ensure no exceptions are thrown.
5. Print a success message and exit with code `0`.
---
## 5. Test Strategy
1. **Unit Tests**:
- Card representation & colors.
- Board state initialization (correct count of cards in cascades, free cells, foundations).
- Move validation logic (valid/invalid cascade-to-cascade, freecell-to-cascade, cascade-to-foundation).
- Multi-card sequence move calculation.
2. **Integration Tests**:
- Smoke test running end-to-end moves without starting curses.

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card-game-app/engine.py Normal file
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import random
import copy
SUITS = {
'S': '♠', # Spades
'H': '♥', # Hearts
'D': '♦', # Diamonds
'C': '♣' # Clubs
}
SUIT_COLORS = {
'S': 'black',
'H': 'red',
'D': 'red',
'C': 'black'
}
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'
}
class Card:
def __init__(self, suit, rank):
if suit not in SUITS:
raise ValueError(f"Invalid suit: {suit}")
if rank not in RANK_NAMES:
raise ValueError(f"Invalid rank: {rank}")
self.suit = suit
self.rank = rank
self.color = SUIT_COLORS[suit]
def __repr__(self):
return f"{RANK_NAMES[self.rank]}{SUITS[self.suit]}"
def __eq__(self, other):
if not isinstance(other, Card):
return False
return self.suit == other.suit and self.rank == other.rank
def to_dict(self):
return {'suit': self.suit, 'rank': self.rank}
@staticmethod
def from_dict(d):
if d is None:
return None
return Card(d['suit'], d['rank'])
class FreeCellGame:
def __init__(self, seed=None):
self.seed = seed
self.cascades = [[] for _ in range(8)]
self.free_cells = [None] * 4
# Foundations: 0=Spades, 1=Hearts, 2=Diamonds, 3=Clubs
self.foundations = [[] for _ in range(4)]
self.foundation_suits = ['S', 'H', 'D', 'C']
self.history = []
self.move_count = 0
self.deal()
def deal(self):
# Create deck of 52 cards
deck = [Card(suit, rank) for suit in SUITS for rank in RANK_NAMES]
# Shuffle
rng = random.Random(self.seed)
rng.shuffle(deck)
# Reset state
self.cascades = [[] for _ in range(8)]
self.free_cells = [None] * 4
self.foundations = [[] for _ in range(4)]
self.history = []
self.move_count = 0
# Deal to cascades
for i, card in enumerate(deck):
col = i % 8
self.cascades[col].append(card)
def save_state(self):
# Save deep copy of the state to history stack
state = {
'cascades': [[c.to_dict() for c in col] for col in self.cascades],
'free_cells': [c.to_dict() if c else None for c in self.free_cells],
'foundations': [[c.to_dict() for c in col] for col in self.foundations],
'move_count': self.move_count
}
self.history.append(state)
def undo(self):
if not self.history:
return False
state = self.history.pop()
self.cascades = [[Card.from_dict(c) for c in col] for col in state['cascades']]
self.free_cells = [Card.from_dict(c) if c else None for c in state['free_cells']]
self.foundations = [[Card.from_dict(c) for c in col] for col in state['foundations']]
self.move_count = state['move_count']
return True
def check_win(self):
# Won if all foundations have 13 cards
return all(len(f) == 13 for f in self.foundations)
def get_max_move_size(self, exclude_src_idx=None, exclude_dest_idx=None):
F = sum(1 for cell in self.free_cells if cell is None)
E = 0
for idx, cascade in enumerate(self.cascades):
if idx != exclude_src_idx and idx != exclude_dest_idx and not cascade:
E += 1
return (F + 1) * (2 ** E)
@staticmethod
def get_bottom_sequence(cascade):
if not cascade:
return []
seq = [cascade[-1]]
for i in range(len(cascade) - 2, -1, -1):
card = cascade[i]
prev = seq[-1]
if card.rank == prev.rank + 1 and card.color != prev.color:
seq.append(card)
else:
break
seq.reverse()
return seq
def validate_and_move(self, src_type, src_idx, dest_type, dest_idx):
"""
Executes a move if valid.
src_type/dest_type can be 'cascade', 'freecell', or 'foundation'.
src_idx/dest_idx are 0-based integers.
Returns: (success_bool, message)
"""
# Validate indices
if src_type == 'cascade' and not (0 <= src_idx < 8):
return False, "Invalid source cascade index"
if src_type == 'freecell' and not (0 <= src_idx < 4):
return False, "Invalid source free cell index"
if src_type == 'foundation' and not (0 <= src_idx < 4):
return False, "Invalid source foundation index"
if dest_type == 'cascade' and not (0 <= dest_idx < 8):
return False, "Invalid destination cascade index"
if dest_type == 'freecell' and not (0 <= dest_idx < 4):
return False, "Invalid destination free cell index"
if dest_type == 'foundation' and not (0 <= dest_idx < 4):
return False, "Invalid destination foundation index"
# Disallow moving to the exact same pile
if src_type == dest_type and src_idx == dest_idx:
return False, "Cannot move to the same pile"
# Get source cards/card
if src_type == 'freecell':
src_card = self.free_cells[src_idx]
if src_card is None:
return False, "Source free cell is empty"
src_cards = [src_card]
elif src_type == 'foundation':
if not self.foundations[src_idx]:
return False, "Source foundation is empty"
src_cards = [self.foundations[src_idx][-1]]
elif src_type == 'cascade':
if not self.cascades[src_idx]:
return False, "Source cascade is empty"
# We will figure out how many cards to move based on the destination
src_cards = [] # Will populate below based on destination
else:
return False, "Invalid source type"
# Validate based on destination
if dest_type == 'freecell':
if self.free_cells[dest_idx] is not None:
return False, "Destination free cell is already occupied"
# If moving from cascade, we can only move the single bottom card
if src_type == 'cascade':
src_cards = [self.cascades[src_idx][-1]]
# Execute move
self.save_state()
card_to_move = src_cards[0]
# Remove from source
if src_type == 'freecell':
self.free_cells[src_idx] = None
elif src_type == 'foundation':
self.foundations[src_idx].pop()
elif src_type == 'cascade':
self.cascades[src_idx].pop()
# Place in destination
self.free_cells[dest_idx] = card_to_move
self.move_count += 1
self.auto_collect()
return True, "Moved card to free cell"
elif dest_type == 'foundation':
# Target suit for this foundation slot
target_suit = self.foundation_suits[dest_idx]
# If moving from cascade, we can only move the single bottom card
if src_type == 'cascade':
src_cards = [self.cascades[src_idx][-1]]
card_to_move = src_cards[0]
if card_to_move.suit != target_suit:
return False, f"Foundation is for {SUITS[target_suit]}, but card is {card_to_move}"
dest_pile = self.foundations[dest_idx]
if not dest_pile:
if card_to_move.rank != 1:
return False, "Only an Ace can be placed on an empty foundation"
else:
top_card = dest_pile[-1]
if card_to_move.rank != top_card.rank + 1:
return False, f"Cannot place {card_to_move} on {top_card} (must be consecutive rank)"
# Execute move
self.save_state()
# Remove from source
if src_type == 'freecell':
self.free_cells[src_idx] = None
elif src_type == 'foundation':
self.foundations[src_idx].pop()
elif src_type == 'cascade':
self.cascades[src_idx].pop()
# Place in destination
self.foundations[dest_idx].append(card_to_move)
self.move_count += 1
self.auto_collect()
return True, "Moved card to foundation"
elif dest_type == 'cascade':
dest_cascade = self.cascades[dest_idx]
if src_type == 'freecell' or src_type == 'foundation':
card_to_move = src_cards[0]
if dest_cascade:
top_card = dest_cascade[-1]
if card_to_move.rank != top_card.rank - 1 or card_to_move.color == top_card.color:
return False, f"Cannot place {card_to_move} on {top_card} (must be alternating color and rank - 1)"
# Execute move
self.save_state()
if src_type == 'freecell':
self.free_cells[src_idx] = None
elif src_type == 'foundation':
self.foundations[src_idx].pop()
dest_cascade.append(card_to_move)
self.move_count += 1
self.auto_collect()
return True, "Moved card to cascade"
elif src_type == 'cascade':
# Move from cascade to cascade (potential sequence move)
bottom_seq = self.get_bottom_sequence(self.cascades[src_idx])
if not dest_cascade:
# Destination is empty. Move largest allowed sequence.
max_allowed = self.get_max_move_size(src_idx, dest_idx)
num_to_move = min(len(bottom_seq), max_allowed)
if num_to_move == 0:
return False, "No cards to move"
self.save_state()
# Pop num_to_move cards from source, and append to dest
cards_to_move = self.cascades[src_idx][-num_to_move:]
self.cascades[src_idx] = self.cascades[src_idx][:-num_to_move]
self.cascades[dest_idx].extend(cards_to_move)
self.move_count += 1
self.auto_collect()
return True, f"Moved sequence of {num_to_move} cards to empty cascade"
else:
# Destination is not empty. We must match the destination's top card.
dest_top = dest_cascade[-1]
# We need a card in bottom_seq of rank dest_top.rank - 1 and opposite color
match_card_idx = -1
for i, card in enumerate(bottom_seq):
if card.rank == dest_top.rank - 1 and card.color != dest_top.color:
match_card_idx = i
break
if match_card_idx == -1:
return False, f"No valid card in sequence to place on {dest_top}"
# Sequence to move is bottom_seq[match_card_idx:]
seq_to_move = bottom_seq[match_card_idx:]
num_to_move = len(seq_to_move)
max_allowed = self.get_max_move_size(src_idx, dest_idx)
if num_to_move > max_allowed:
return False, f"Cannot move {num_to_move} cards. Max allowed is {max_allowed}."
self.save_state()
self.cascades[src_idx] = self.cascades[src_idx][:-num_to_move]
self.cascades[dest_idx].extend(seq_to_move)
self.move_count += 1
self.auto_collect()
return True, f"Moved sequence of {num_to_move} cards to cascade"
return False, "Unknown destination error"
def auto_collect(self):
"""
Scan all top cards (bottom of cascades and free cells) and move any safely collectible cards
to the foundation. Repeat until no more cards can be collected.
"""
while True:
collected_any = False
# Helper to check if card is safe to collect
def is_safe_to_collect(card):
if card.rank <= 2:
return True
# Opposite suit colors must be at least card.rank - 1
if card.color == 'red':
opposite_suits = ['S', 'C']
else:
opposite_suits = ['H', 'D']
opp_ranks = []
for opp_suit in opposite_suits:
# Find corresponding foundation slot rank
found_idx = self.foundation_suits.index(opp_suit)
found_pile = self.foundations[found_idx]
opp_rank = found_pile[-1].rank if found_pile else 0
opp_ranks.append(opp_rank)
return all(r >= card.rank - 1 for r in opp_ranks)
# 1. Check Free Cells
for idx, card in enumerate(self.free_cells):
if card is not None:
found_idx = self.foundation_suits.index(card.suit)
found_pile = self.foundations[found_idx]
next_rank = found_pile[-1].rank + 1 if found_pile else 1
if card.rank == next_rank and is_safe_to_collect(card):
# Move to foundation
self.foundations[found_idx].append(card)
self.free_cells[idx] = None
collected_any = True
break # Start outer loop over to respect state changes
if collected_any:
continue
# 2. Check Cascades
for idx, cascade in enumerate(self.cascades):
if cascade:
card = cascade[-1]
found_idx = self.foundation_suits.index(card.suit)
found_pile = self.foundations[found_idx]
next_rank = found_pile[-1].rank + 1 if found_pile else 1
if card.rank == next_rank and is_safe_to_collect(card):
# Move to foundation
self.foundations[found_idx].append(card)
cascade.pop()
collected_any = True
break # Start outer loop over
if not collected_any:
break

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card-game-app/main.py Normal file
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import argparse
import sys
import time
# Ensure engine can be imported from same directory
from engine import FreeCellGame, Card, SUITS, SUIT_COLORS, RANK_NAMES
def run_smoke_test():
"""
Non-interactive smoke test.
Loads a deterministic game (seed=42), performs a sequence of valid moves,
verifies logic, undoes, and verifies state correctness.
"""
print("Running non-interactive FreeCell smoke test...")
# 1. Initialize game with a seed
game = FreeCellGame(seed=42)
print(f"Game initialized with seed 42. Moves: {game.move_count}")
# Check initial counts
total_cards = sum(len(col) for col in game.cascades)
assert total_cards == 52, f"Expected 52 cards, got {total_cards}"
assert len(game.cascades[0]) == 7, "Cascade 0 should have 7 cards"
assert len(game.cascades[4]) == 6, "Cascade 4 should have 6 cards"
print("Initial card counts and distribution verified successfully.")
# 2. Perform a valid move (bottom card of Cascade 0 to Free Cell 0)
card_0_bottom = game.cascades[0][-1]
print(f"Moving bottom card of Cascade 0 ({card_0_bottom}) to Free Cell 0.")
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
assert success, f"Expected move to succeed, but failed: {msg}"
assert game.free_cells[0] == card_0_bottom, "Card was not placed in Free Cell 0"
assert len(game.cascades[0]) == 6, f"Expected Cascade 0 to have 6 cards, got {len(game.cascades[0])}"
assert game.move_count == 1, f"Expected move count to be 1, got {game.move_count}"
print("First move completed and verified successfully.")
# 3. Perform another valid move (bottom card of Cascade 1 to Free Cell 1)
card_1_bottom = game.cascades[1][-1]
print(f"Moving bottom card of Cascade 1 ({card_1_bottom}) to Free Cell 1.")
success, msg = game.validate_and_move('cascade', 1, 'freecell', 1)
assert success, f"Expected move to succeed, but failed: {msg}"
assert game.free_cells[1] == card_1_bottom, "Card was not placed in Free Cell 1"
assert len(game.cascades[1]) == 6, f"Expected Cascade 1 to have 6 cards, got {len(game.cascades[1])}"
assert game.move_count == 2, f"Expected move count to be 2, got {game.move_count}"
print("Second move completed and verified successfully.")
# 4. Perform an invalid move (moving to occupied free cell 0)
print("Testing invalid move: Cascade 2 bottom to occupied Free Cell 0.")
success, msg = game.validate_and_move('cascade', 2, 'freecell', 0)
assert not success, "Expected move to fail, but it succeeded!"
print(f"Invalid move correctly rejected. Error message: '{msg}'")
# 5. Verify Undo functionality
print("Undoing second move...")
undo_success = game.undo()
assert undo_success, "Undo failed"
assert game.free_cells[1] is None, "Expected Free Cell 1 to be empty after undo"
assert len(game.cascades[1]) == 7, "Expected Cascade 1 to restore its card"
assert game.cascades[1][-1] == card_1_bottom, "Expected original card to return to bottom of Cascade 1"
assert game.move_count == 1, f"Expected move count to revert to 1, got {game.move_count}"
print("Undo functionality verified successfully.")
# 6. Verify safe auto-collect (Aces are always auto-collected)
# We can programmatically deal a game, find where Ace of Spades is,
# and if it is at the bottom of a cascade, it should auto-collect immediately.
# Let's find a seed where an Ace is at the bottom of a cascade, or construct one.
# To keep it robust and independent of seeds, let's construct a small scenario.
print("Verifying auto-collect of Aces...")
game = FreeCellGame(seed=42)
# Clear out an Ace manually to the bottom of cascade 0
ace_spades = Card('S', 1)
game.cascades[0].append(ace_spades)
# Trigger auto-collect
game.auto_collect()
# Spades foundation is index 0. It should now contain the Ace of Spades.
assert len(game.foundations[0]) >= 1, "Expected Ace of Spades to be auto-collected to foundation 0"
assert game.foundations[0][0] == ace_spades, "Foundation 0's first card should be Ace of Spades"
print("Auto-collect logic verified successfully.")
print("\nSmoke test PASSED successfully!")
sys.exit(0)
def run_curses_ui():
"""
Launches the interactive curses terminal interface.
"""
try:
import curses
except ImportError:
print("Error: The standard-library 'curses' module is not available on this system.")
sys.exit(1)
def draw_card(stdscr, y, x, card, selected=False):
if card is None:
stdscr.addstr(y, x, "[ ]", curses.color_pair(5))
return
# Select color pair based on card color
if card.color == 'red':
color_pair = curses.color_pair(1) # Red text
else:
color_pair = curses.color_pair(2) # White/Black text
if selected:
color_pair = color_pair | curses.A_REVERSE
rank_str = RANK_NAMES[card.rank]
suit_sym = SUITS[card.suit]
card_text = f"{rank_str}{suit_sym}"
# Pad to exactly 3 characters for uniform alignment
if len(card_text) == 2:
card_text = " " + card_text
stdscr.addstr(y, x, "[", curses.color_pair(5))
stdscr.addstr(y, x + 1, card_text, color_pair)
stdscr.addstr(y, x + 4, "]", curses.color_pair(5))
def draw_foundation_placeholder(stdscr, y, x, suit):
suit_sym = SUITS[suit]
if SUIT_COLORS[suit] == 'red':
color = curses.color_pair(1)
else:
color = curses.color_pair(2)
stdscr.addstr(y, x, "[", curses.color_pair(5))
stdscr.addstr(y, x + 1, f" {suit_sym} ", color | curses.A_DIM)
stdscr.addstr(y, x + 4, "]", curses.color_pair(5))
def curses_main(stdscr):
# Configure curses environment
curses.curs_set(0) # Hide blinking text cursor
stdscr.timeout(500) # Update elapsed time every 500ms
# Color setup
curses.use_default_colors()
curses.init_pair(1, curses.COLOR_RED, -1) # Red suits
curses.init_pair(2, curses.COLOR_WHITE, -1) # Black/white suits
curses.init_pair(3, curses.COLOR_GREEN, -1) # Green labels
curses.init_pair(4, curses.COLOR_YELLOW, -1) # Highlight / Warning
curses.init_pair(5, curses.COLOR_CYAN, -1) # Brackets/borders
# Initialize a random game
current_seed = random_seed()
game = FreeCellGame(seed=current_seed)
start_time = time.time()
# Selection states
src_type = None
src_idx = None
status_msg = "Game started! Enter Source key..."
status_color_pair = curses.color_pair(3)
# Key mappings
key_to_pile = {
'q': ('freecell', 0), 'w': ('freecell', 1), 'e': ('freecell', 2), 'r': ('freecell', 3),
'a': ('foundation', 0), 's': ('foundation', 1), 'd': ('foundation', 2), 'f': ('foundation', 3),
'1': ('cascade', 0), '2': ('cascade', 1), '3': ('cascade', 2), '4': ('cascade', 3),
'5': ('cascade', 4), '6': ('cascade', 5), '7': ('cascade', 6), '8': ('cascade', 7)
}
while True:
# Check terminal size
height, width = stdscr.getmaxyx()
if width < 80 or height < 24:
stdscr.clear()
stdscr.addstr(0, 0, "Terminal must be at least 80x24.", curses.color_pair(4))
stdscr.addstr(1, 0, f"Current size: {width}x{height}", curses.color_pair(2))
stdscr.addstr(3, 0, "Please resize your terminal window to continue.", curses.color_pair(2))
stdscr.refresh()
# Wait for resize
ch = stdscr.getch()
if ch in [ord('q'), ord('Q'), 27]: # ESC or Q
break
continue
stdscr.clear()
# --- RENDER HEADER ---
stdscr.addstr(0, 0, "┌" + "─" * 78 + "┐", curses.color_pair(5))
# Formulate header statistics
elapsed_sec = int(time.time() - start_time)
min_part = elapsed_sec // 60
sec_part = elapsed_sec % 60
time_str = f"{min_part:02d}:{sec_part:02d}"
stats_line = f" FREECELL SOLITAIRE | Moves: {game.move_count:<3} | Time: {time_str} | Seed: {current_seed:<10}"
stdscr.addstr(1, 0, "│" + stats_line.ljust(78) + "│", curses.color_pair(3) | curses.A_BOLD)
stdscr.addstr(2, 0, "└" + "─" * 78 + "┘", curses.color_pair(5))
# --- RENDER TOP SECTION (Free Cells & Foundations) ---
stdscr.addstr(4, 2, "FREE CELLS (Q-R)", curses.color_pair(3))
stdscr.addstr(4, 40, "FOUNDATIONS (A-F)", curses.color_pair(3))
# Render Labels for Free Cells
labels_fc = ['Q', 'W', 'E', 'R']
for i, label in enumerate(labels_fc):
is_selected = (src_type == 'freecell' and src_idx == i)
color = curses.color_pair(4) if is_selected else curses.color_pair(3)
stdscr.addstr(5, 4 + i * 8, label, color | (curses.A_UNDERLINE if is_selected else 0))
# Render Free Cells
for i, card in enumerate(game.free_cells):
is_selected = (src_type == 'freecell' and src_idx == i)
draw_card(stdscr, 6, 2 + i * 8, card, selected=is_selected)
# Render Labels for Foundations
labels_fnd = ['A (♠)', 'S (♥)', 'D (♦)', 'F (♣)']
for i, label in enumerate(labels_fnd):
is_selected = (src_type == 'foundation' and src_idx == i)
color = curses.color_pair(4) if is_selected else curses.color_pair(3)
stdscr.addstr(5, 41 + i * 9, label, color)
# Render Foundations
for i, pile in enumerate(game.foundations):
is_selected = (src_type == 'foundation' and src_idx == i)
if not pile:
draw_foundation_placeholder(stdscr, 6, 40 + i * 9, game.foundation_suits[i])
else:
draw_card(stdscr, 6, 40 + i * 9, pile[-1], selected=is_selected)
# --- RENDER CASCADES (1-8) ---
stdscr.addstr(9, 2, "CASCADES (1-8)", curses.color_pair(3))
# Print cascade header labels
for i in range(8):
is_selected = (src_type == 'cascade' and src_idx == i)
color = curses.color_pair(4) if is_selected else curses.color_pair(3)
label_text = f"({i+1})"
stdscr.addstr(10, 4 + i * 9, label_text, color | (curses.A_UNDERLINE if is_selected else 0))
# Print the cards in each cascade
max_col_height = max(len(col) for col in game.cascades)
# Render up to the height of the terminal dynamically
visible_rows = height - 16 # Reserve rows for headers/footers
for row_idx in range(max_col_height):
if row_idx >= visible_rows:
# Render indicators that more cards are hidden
stdscr.addstr(11 + visible_rows, 2, "... and more cards below ...", curses.color_pair(4))
break
for col_idx in range(8):
cascade = game.cascades[col_idx]
if row_idx < len(cascade):
card = cascade[row_idx]
# A card is selected if it is the source and we are highlighting it.
# Note: for cascades, we highlight the source column's bottom cards/sequence if selected.
is_selected = False
if src_type == 'cascade' and src_idx == col_idx:
# Highlight the bottom sequence or bottom card
seq = game.get_bottom_sequence(cascade)
if card in seq:
is_selected = True
draw_card(stdscr, 11 + row_idx, 2 + col_idx * 9, card, selected=is_selected)
# --- RENDER STATUS & FOOTER ---
# Print status message
status_y = height - 4
stdscr.addstr(status_y, 2, "Status: ", curses.color_pair(3))
stdscr.addstr(status_y, 10, status_msg.ljust(68)[:68], status_color_pair)
# Print helpful key bindings list
footer_y = height - 2
bindings_line1 = "Keys: FreeCells (Q W E R) | Foundations (A S D F) | Cascades (1-8)"
bindings_line2 = "[U] Undo | [C] Auto-Collect | [R] Restart | [N] New Game | [Q/Esc] Quit"
stdscr.addstr(footer_y - 1, 2, bindings_line1, curses.color_pair(3) | curses.A_DIM)
stdscr.addstr(footer_y, 2, bindings_line2, curses.color_pair(3) | curses.A_DIM)
# Check if won
if game.check_win():
# Game is won! Show overlay
stdscr.clear()
win_msg = "★ CONGRATULATIONS! YOU WON! ★"
stdscr.addstr(height // 2 - 2, (width - len(win_msg)) // 2, win_msg, curses.color_pair(3) | curses.A_BOLD | curses.A_BLINK)
sub_msg = f"Completed in {game.move_count} moves and {time_str}!"
stdscr.addstr(height // 2, (width - len(sub_msg)) // 2, sub_msg, curses.color_pair(2))
prompt_msg = "Press [N] for a New Game, or [Q] to Quit."
stdscr.addstr(height // 2 + 2, (width - len(prompt_msg)) // 2, prompt_msg, curses.color_pair(4))
stdscr.refresh()
# Victory loop
while True:
ch = stdscr.getch()
if ch in [ord('q'), ord('Q'), 27]: # Q or ESC
return
elif ch in [ord('n'), ord('N')]:
current_seed = random_seed()
game = FreeCellGame(seed=current_seed)
start_time = time.time()
src_type = None
src_idx = None
status_msg = "New game started! Enter Source key..."
status_color_pair = curses.color_pair(3)
break
continue
stdscr.refresh()
# Get user input
try:
ch = stdscr.getch()
except KeyboardInterrupt:
break
if ch == -1:
# Timeout, loop to update timer
continue
key = chr(ch).lower() if 0 <= ch < 256 else ""
# Check for Quit
if key == 'q' or ch == 27: # 'q' or ESC
break
# Handle global action keys
if key == 'u':
if game.undo():
status_msg = "Undo executed."
status_color_pair = curses.color_pair(3)
else:
status_msg = "Nothing to undo."
status_color_pair = curses.color_pair(4)
src_type, src_idx = None, None
continue
elif key == 'c' or ch == ord(' '):
prev_moves = game.move_count
game.auto_collect()
collected = game.move_count - prev_moves # Wait, auto_collect doesn't increment move_count currently, or does it?
# Actually, our auto_collect in engine.py does not increment move_count. Let's report simply
status_msg = "Auto-collected safe cards to foundations."
status_color_pair = curses.color_pair(3)
src_type, src_idx = None, None
continue
elif key == 'r':
game = FreeCellGame(seed=current_seed)
start_time = time.time()
status_msg = "Game restarted with same layout."
status_color_pair = curses.color_pair(3)
src_type, src_idx = None, None
continue
elif key == 'n':
current_seed = random_seed()
game = FreeCellGame(seed=current_seed)
start_time = time.time()
status_msg = f"New game started with seed {current_seed}."
status_color_pair = curses.color_pair(3)
src_type, src_idx = None, None
continue
# Process selection keys
if key in key_to_pile:
pile_type, pile_idx = key_to_pile[key]
if src_type is None:
# Selecting source
# Verify source has a card
has_card = False
if pile_type == 'freecell' and game.free_cells[pile_idx] is not None:
has_card = True
elif pile_type == 'foundation' and game.foundations[pile_idx]:
has_card = True
elif pile_type == 'cascade' and game.cascades[pile_idx]:
has_card = True
if has_card:
src_type = pile_type
src_idx = pile_idx
status_msg = f"Selected {pile_type.upper()} {pile_idx + 1 if pile_type == 'cascade' else labels_fc[pile_idx] if pile_type == 'freecell' else labels_fnd[pile_idx][0]}. Choose destination..."
status_color_pair = curses.color_pair(3)
else:
status_msg = f"Selected source {pile_type.upper()} is empty!"
status_color_pair = curses.color_pair(4)
else:
# Selecting destination
if pile_type == src_type and pile_idx == src_idx:
# Cancel selection
src_type, src_idx = None, None
status_msg = "Selection cancelled."
status_color_pair = curses.color_pair(3)
else:
success, msg = game.validate_and_move(src_type, src_idx, pile_type, pile_idx)
if success:
status_msg = msg
status_color_pair = curses.color_pair(3)
else:
status_msg = f"Invalid move: {msg}"
status_color_pair = curses.color_pair(4)
src_type, src_idx = None, None
else:
if ch != -1:
status_msg = f"Unknown key pressed: {key if key.printable() else ch}. Press bindings shown below."
status_color_pair = curses.color_pair(4)
curses.wrapper(curses_main)
def random_seed():
"""Generates a random 5-digit seed."""
import random
return random.randint(10000, 99999)
if __name__ == '__main__':
parser = argparse.ArgumentParser(description="Terminal-based FreeCell solitaire game in Python.")
parser.add_argument('--smoke', action='store_true', help="Run non-interactive smoke test.")
args = parser.parse_args()
if args.smoke:
run_smoke_test()
else:
run_curses_ui()

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import unittest
from engine import Card, FreeCellGame
class TestFreeCellEngine(unittest.TestCase):
def test_card_creation(self):
card = Card('H', 1)
self.assertEqual(card.suit, 'H')
self.assertEqual(card.rank, 1)
self.assertEqual(card.color, 'red')
self.assertEqual(str(card), "A♥")
def test_deal(self):
game = FreeCellGame(seed=42)
# Check that 52 cards were dealt correctly
total_cards = sum(len(c) for c in game.cascades)
self.assertEqual(total_cards, 52)
self.assertEqual(len(game.cascades[0]), 7)
self.assertEqual(len(game.cascades[4]), 6)
def test_get_bottom_sequence(self):
# Create custom cascades to test sequence identification
c1 = [
Card('H', 13), # K♥
Card('S', 12), # Q♠
Card('H', 11), # J♥
Card('C', 10), # 10♣
]
seq = FreeCellGame.get_bottom_sequence(c1)
self.assertEqual(len(seq), 4)
self.assertEqual(seq[0].rank, 13)
# Break sequence in middle
c2 = [
Card('H', 13), # K♥
Card('H', 12), # Q♥ (same color, breaks sequence)
Card('S', 11), # J♠
Card('H', 10), # 10♥
]
seq = FreeCellGame.get_bottom_sequence(c2)
self.assertEqual(len(seq), 3)
self.assertEqual(seq[0].rank, 12)
def test_validate_and_move_to_free_cell(self):
game = FreeCellGame(seed=42)
# Try moving bottom card of first cascade to first free cell
bottom_card = game.cascades[0][-1]
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
self.assertTrue(success)
self.assertEqual(game.free_cells[0], bottom_card)
self.assertEqual(len(game.cascades[0]), 6)
def test_undo(self):
game = FreeCellGame(seed=42)
original_cascade_len = len(game.cascades[0])
success, msg = game.validate_and_move('cascade', 0, 'freecell', 0)
self.assertTrue(success)
self.assertEqual(len(game.cascades[0]), original_cascade_len - 1)
self.assertIsNotNone(game.free_cells[0])
undo_success = game.undo()
self.assertTrue(undo_success)
self.assertEqual(len(game.cascades[0]), original_cascade_len)
self.assertIsNone(game.free_cells[0])
if __name__ == '__main__':
unittest.main()

3
status.json Normal file
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{
"outcome": "succeeded"
}