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97
.ai/card-game-fast-plan.md
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97
.ai/card-game-fast-plan.md
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# Implementation Plan - Terminal FreeCell Solitaire in Python
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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.
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## 1. Game Rules & Data Structures
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### Card Model
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- **Suit**: Spades (♠), Hearts (♥), Diamonds (♦), Clubs (♣).
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- **Rank**: Ace (1) to King (13).
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- **Color**: Red (Hearts, Diamonds) or Black (Spades, Clubs).
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- **Representation**: Displayed as `[A♠]`, `[10♦]`, `[K♣]`, etc. (with red color highlighting for Heart/Diamond suits).
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### Board State
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- **Cascades (Tableau)**: 8 columns of cards.
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- Initially, 52 cards are dealt face-up: 7 cards in the first 4 columns, 6 cards in the remaining 4.
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- **Free Cells**: 4 slots, each holding at most 1 card.
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- **Foundations**: 4 piles, one for each suit, built up from Ace to King.
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- **Move History**: A stack of previous board states to support full **Undo** (`U`).
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### Move Validation Rules
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1. **To Free Cell**: Any single card can be moved to an empty Free Cell.
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2. **To Foundation**:
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- An Ace can be moved to an empty Foundation pile.
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- A card of rank $R$ and suit $S$ can be moved to Foundation pile of suit $S$ if the top card is of rank $R-1$.
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3. **To Cascade**:
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- A card of rank $R$ and color $C$ can be placed on a cascade's bottom card of rank $R+1$ and opposite color.
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- Any card can be placed on an empty cascade.
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4. **Sequence Moves**:
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- 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:
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$$M = (F + 1) \times 2^E$$
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where $F$ is the number of empty Free Cells, and $E$ is the number of empty Cascades (excluding source and destination).
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---
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## 2. Terminal Rendering & Curses
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The UI is built using Python's standard `curses` library.
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### Layout (Minimum 80x24 characters)
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- **Header**: Game title, Moves counter, Time elapsed, and Status line.
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- **Top Panel**:
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- **Free Cells**: Labelled `Q`, `W`, `E`, `R`.
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- **Foundations**: Labelled `A`, `S`, `D`, `F`.
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- **Main Panel**:
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- **Cascades**: 8 columns labelled `1` to `8` below them. Cards are stacked vertically with overlapping cards.
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- **Footer**: Instructions & legend:
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- `Src Key` + `Dest Key` to move.
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- `U`: Undo, `C`: Auto-collect, `R`: Restart, `N`: New Game, `Q`/`Esc`: Quit.
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### Color Coding
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- **Red cards** (Hearts, Diamonds): Rendered using a red-on-black or red-on-default color pair.
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- **Black cards** (Spades, Clubs): Rendered using default/white-on-black text.
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- **Selected Card**: Highlighted with reverse video or a distinct color pair.
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---
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## 3. Input Handling & Interactive Loop
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The main loop:
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1. Render current state.
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2. If first key is pressed (Source):
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- Highlight selection.
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- Wait for second key (Destination).
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3. If both keys are valid, validate the move:
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- If valid, execute the move, record state to undo history, and trigger an auto-collect check.
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- If invalid, show an error status.
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4. If special key is pressed:
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- `U`: Pop from undo history.
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- `C`: Scan cascades/free cells for any cards that can safely be moved to foundations.
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- `R`: Reset current game to starting layout.
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- `N`: Deal a completely new random game.
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- `Q` / `Esc`: Exit game.
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---
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## 4. Non-Interactive Demo (`--smoke` Mode)
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To support automated validation and CI:
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- Running `python3 main.py --smoke` executes a non-interactive smoke test.
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- It will:
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1. Initialize a deterministic deck (seeded RNG or fixed sequence).
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2. Perform a series of valid moves.
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3. Validate move logic and status updates.
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4. Ensure no exceptions are thrown.
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5. Print a success message and exit with code `0`.
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---
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## 5. Test Strategy
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1. **Unit Tests**:
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- Card representation & colors.
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- Board state initialization (correct count of cards in cascades, free cells, foundations).
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- Move validation logic (valid/invalid cascade-to-cascade, freecell-to-cascade, cascade-to-foundation).
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- Multi-card sequence move calculation.
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2. **Integration Tests**:
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- Smoke test running end-to-end moves without starting curses.
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373
card-game-app/engine.py
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373
card-game-app/engine.py
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import random
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import copy
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SUITS = {
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'S': '♠', # Spades
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'H': '♥', # Hearts
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'D': '♦', # Diamonds
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'C': '♣' # Clubs
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}
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SUIT_COLORS = {
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'S': 'black',
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'H': 'red',
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'D': 'red',
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'C': 'black'
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}
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RANK_NAMES = {
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1: 'A',
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2: '2',
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3: '3',
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4: '4',
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5: '5',
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6: '6',
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7: '7',
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8: '8',
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9: '9',
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10: '10',
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11: 'J',
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12: 'Q',
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13: 'K'
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}
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class Card:
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def __init__(self, suit, rank):
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if suit not in SUITS:
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raise ValueError(f"Invalid suit: {suit}")
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if rank not in RANK_NAMES:
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raise ValueError(f"Invalid rank: {rank}")
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self.suit = suit
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self.rank = rank
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self.color = SUIT_COLORS[suit]
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def __repr__(self):
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return f"{RANK_NAMES[self.rank]}{SUITS[self.suit]}"
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def __eq__(self, other):
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if not isinstance(other, Card):
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return False
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return self.suit == other.suit and self.rank == other.rank
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def to_dict(self):
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return {'suit': self.suit, 'rank': self.rank}
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@staticmethod
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def from_dict(d):
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if d is None:
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return None
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return Card(d['suit'], d['rank'])
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class FreeCellGame:
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def __init__(self, seed=None):
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self.seed = seed
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self.cascades = [[] for _ in range(8)]
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self.free_cells = [None] * 4
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# Foundations: 0=Spades, 1=Hearts, 2=Diamonds, 3=Clubs
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self.foundations = [[] for _ in range(4)]
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self.foundation_suits = ['S', 'H', 'D', 'C']
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self.history = []
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self.move_count = 0
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self.deal()
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def deal(self):
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# Create deck of 52 cards
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deck = [Card(suit, rank) for suit in SUITS for rank in RANK_NAMES]
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# Shuffle
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rng = random.Random(self.seed)
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rng.shuffle(deck)
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# Reset state
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self.cascades = [[] for _ in range(8)]
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self.free_cells = [None] * 4
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self.foundations = [[] for _ in range(4)]
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self.history = []
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self.move_count = 0
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# Deal to cascades
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for i, card in enumerate(deck):
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col = i % 8
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self.cascades[col].append(card)
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def save_state(self):
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# Save deep copy of the state to history stack
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state = {
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'cascades': [[c.to_dict() for c in col] for col in self.cascades],
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'free_cells': [c.to_dict() if c else None for c in self.free_cells],
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'foundations': [[c.to_dict() for c in col] for col in self.foundations],
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'move_count': self.move_count
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}
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self.history.append(state)
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def undo(self):
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if not self.history:
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return False
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state = self.history.pop()
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self.cascades = [[Card.from_dict(c) for c in col] for col in state['cascades']]
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self.free_cells = [Card.from_dict(c) if c else None for c in state['free_cells']]
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self.foundations = [[Card.from_dict(c) for c in col] for col in state['foundations']]
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self.move_count = state['move_count']
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return True
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def check_win(self):
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# Won if all foundations have 13 cards
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return all(len(f) == 13 for f in self.foundations)
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def get_max_move_size(self, exclude_src_idx=None, exclude_dest_idx=None):
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F = sum(1 for cell in self.free_cells if cell is None)
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E = 0
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for idx, cascade in enumerate(self.cascades):
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if idx != exclude_src_idx and idx != exclude_dest_idx and not cascade:
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E += 1
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return (F + 1) * (2 ** E)
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@staticmethod
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def get_bottom_sequence(cascade):
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if not cascade:
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return []
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seq = [cascade[-1]]
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for i in range(len(cascade) - 2, -1, -1):
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card = cascade[i]
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prev = seq[-1]
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if card.rank == prev.rank + 1 and card.color != prev.color:
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seq.append(card)
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else:
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break
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seq.reverse()
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return seq
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def validate_and_move(self, src_type, src_idx, dest_type, dest_idx):
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"""
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Executes a move if valid.
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src_type/dest_type can be 'cascade', 'freecell', or 'foundation'.
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src_idx/dest_idx are 0-based integers.
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Returns: (success_bool, message)
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"""
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# Validate indices
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if src_type == 'cascade' and not (0 <= src_idx < 8):
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return False, "Invalid source cascade index"
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if src_type == 'freecell' and not (0 <= src_idx < 4):
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return False, "Invalid source free cell index"
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if src_type == 'foundation' and not (0 <= src_idx < 4):
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return False, "Invalid source foundation index"
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if dest_type == 'cascade' and not (0 <= dest_idx < 8):
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return False, "Invalid destination cascade index"
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if dest_type == 'freecell' and not (0 <= dest_idx < 4):
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return False, "Invalid destination free cell index"
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if dest_type == 'foundation' and not (0 <= dest_idx < 4):
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return False, "Invalid destination foundation index"
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# Disallow moving to the exact same pile
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if src_type == dest_type and src_idx == dest_idx:
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return False, "Cannot move to the same pile"
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# Get source cards/card
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if src_type == 'freecell':
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src_card = self.free_cells[src_idx]
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if src_card is None:
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return False, "Source free cell is empty"
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src_cards = [src_card]
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elif src_type == 'foundation':
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if not self.foundations[src_idx]:
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return False, "Source foundation is empty"
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src_cards = [self.foundations[src_idx][-1]]
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elif src_type == 'cascade':
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if not self.cascades[src_idx]:
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return False, "Source cascade is empty"
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# We will figure out how many cards to move based on the destination
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src_cards = [] # Will populate below based on destination
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else:
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return False, "Invalid source type"
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# Validate based on destination
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if dest_type == 'freecell':
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if self.free_cells[dest_idx] is not None:
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return False, "Destination free cell is already occupied"
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# If moving from cascade, we can only move the single bottom card
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if src_type == 'cascade':
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src_cards = [self.cascades[src_idx][-1]]
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# Execute move
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self.save_state()
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card_to_move = src_cards[0]
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# Remove from source
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if src_type == 'freecell':
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self.free_cells[src_idx] = None
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elif src_type == 'foundation':
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self.foundations[src_idx].pop()
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elif src_type == 'cascade':
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self.cascades[src_idx].pop()
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# Place in destination
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self.free_cells[dest_idx] = card_to_move
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self.move_count += 1
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self.auto_collect()
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return True, "Moved card to free cell"
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elif dest_type == 'foundation':
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# Target suit for this foundation slot
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target_suit = self.foundation_suits[dest_idx]
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# If moving from cascade, we can only move the single bottom card
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if src_type == 'cascade':
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src_cards = [self.cascades[src_idx][-1]]
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card_to_move = src_cards[0]
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if card_to_move.suit != target_suit:
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return False, f"Foundation is for {SUITS[target_suit]}, but card is {card_to_move}"
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dest_pile = self.foundations[dest_idx]
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if not dest_pile:
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if card_to_move.rank != 1:
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return False, "Only an Ace can be placed on an empty foundation"
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else:
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top_card = dest_pile[-1]
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if card_to_move.rank != top_card.rank + 1:
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return False, f"Cannot place {card_to_move} on {top_card} (must be consecutive rank)"
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# Execute move
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self.save_state()
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# Remove from source
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if src_type == 'freecell':
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self.free_cells[src_idx] = None
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elif src_type == 'foundation':
|
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self.foundations[src_idx].pop()
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elif src_type == 'cascade':
|
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self.cascades[src_idx].pop()
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# Place in destination
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self.foundations[dest_idx].append(card_to_move)
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self.move_count += 1
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self.auto_collect()
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return True, "Moved card to foundation"
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|
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elif dest_type == 'cascade':
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dest_cascade = self.cascades[dest_idx]
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|
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if src_type == 'freecell' or src_type == 'foundation':
|
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card_to_move = src_cards[0]
|
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if dest_cascade:
|
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top_card = dest_cascade[-1]
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if card_to_move.rank != top_card.rank - 1 or card_to_move.color == top_card.color:
|
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return False, f"Cannot place {card_to_move} on {top_card} (must be alternating color and rank - 1)"
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# Execute move
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self.save_state()
|
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if src_type == 'freecell':
|
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self.free_cells[src_idx] = None
|
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elif src_type == 'foundation':
|
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self.foundations[src_idx].pop()
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dest_cascade.append(card_to_move)
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self.move_count += 1
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self.auto_collect()
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return True, "Moved card to cascade"
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||||
|
||||
elif src_type == 'cascade':
|
||||
# Move from cascade to cascade (potential sequence move)
|
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bottom_seq = self.get_bottom_sequence(self.cascades[src_idx])
|
||||
|
||||
if not dest_cascade:
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# Destination is empty. Move largest allowed sequence.
|
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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)
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self.move_count += 1
|
||||
self.auto_collect()
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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
|
||||
413
card-game-app/main.py
Normal file
413
card-game-app/main.py
Normal file
|
|
@ -0,0 +1,413 @@
|
|||
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()
|
||||
67
card-game-app/test_engine.py
Normal file
67
card-game-app/test_engine.py
Normal file
|
|
@ -0,0 +1,67 @@
|
|||
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
3
status.json
Normal file
|
|
@ -0,0 +1,3 @@
|
|||
{
|
||||
"outcome": "succeeded"
|
||||
}
|
||||
Loading…
Add table
Reference in a new issue