SoliCards-iOS-iPadOS-MacOS/SoliCards/GameEngine/KlondikeRules.swift
idev2025 de0da01f25 feat: SoliCards v1.2.0 — native SwiftUI solitaire for iOS, iPadOS, macOS
Complete native rewrite of the web-based SoliCards game as a SwiftUI
multiplatform app targeting iOS 17+, iPadOS 17+, and macOS 14+.

Three solitaire variants (Klondike, Spider, FreeCell) with full game
rules, drag & drop, smart zoom layout, 6 themes, 4 difficulty levels,
SwiftData persistence, VoiceOver accessibility, and 57 unit tests.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 08:26:14 -04:00

201 lines
7.9 KiB
Swift

import Foundation
struct KlondikeRules: GameRules {
let variant: GameVariant = .klondike
func deal(deck: [Card]) -> GameSnapshot {
var remaining = deck
var tableaus: [[Card]] = []
// Deal 7 tableaus: column i gets i+1 cards, top card face-up
for i in 0..<7 {
var column: [Card] = []
for j in 0...i {
var card = remaining.removeFirst()
card.isFaceUp = (j == i)
column.append(card)
}
tableaus.append(column)
}
return GameSnapshot(
tableaus: tableaus,
foundations: [[], [], [], []],
stock: remaining,
waste: [],
freeCells: [],
moves: 0,
score: 0
)
}
func canMove(cards: [Card], from: CardLocation, to: CardLocation, state: GameSnapshot) -> Bool {
guard let firstCard = cards.first else { return false }
switch to {
case .foundation(let index):
guard cards.count == 1 else { return false }
guard index >= 0, index < state.foundations.count else { return false }
let foundation = state.foundations[index]
return MoveValidator.canPlaceOnFoundation(firstCard, topCard: foundation.last)
case .tableau(let index):
guard index >= 0, index < state.tableaus.count else { return false }
let tableau = state.tableaus[index]
if tableau.isEmpty {
return MoveValidator.isKing(firstCard)
}
guard let topCard = tableau.last, topCard.isFaceUp else { return false }
return MoveValidator.isAlternatingColor(firstCard, with: topCard)
&& MoveValidator.isDescending(firstCard, onto: topCard)
case .waste, .stock, .freeCell:
return false
}
}
func drawFromStock(state: inout GameSnapshot, drawCount: Int) -> MoveAction? {
if state.stock.isEmpty {
guard !state.waste.isEmpty else { return nil }
// Reset: move waste back to stock, reversed
state.stock = state.waste.reversed().map { card in
var c = card
c.isFaceUp = false
return c
}
state.waste = []
return MoveAction(cards: [], from: .waste, to: .stock, didFlipCard: false, scoreChange: 0)
}
var drawn: [Card] = []
for _ in 0..<min(drawCount, state.stock.count) {
var card = state.stock.removeLast()
card.isFaceUp = true
drawn.append(card)
}
state.waste.append(contentsOf: drawn)
return MoveAction(cards: drawn, from: .stock, to: .waste, didFlipCard: true, scoreChange: 0)
}
func scoreForMove(from: CardLocation, to: CardLocation) -> Int {
switch (from, to) {
case (.waste, .foundation): return 10
case (.tableau, .foundation): return 10
case (.waste, .tableau): return 5
case (.foundation, .tableau): return -15
default: return 0
}
}
func isWon(state: GameSnapshot) -> Bool {
state.foundations.allSatisfy { $0.count == 13 }
}
func canAutoComplete(state: GameSnapshot) -> Bool {
guard state.stock.isEmpty, state.waste.isEmpty else { return false }
// All tableau cards must be face-up
return state.tableaus.allSatisfy { column in
column.allSatisfy { $0.isFaceUp }
}
}
func findHints(state: GameSnapshot, settings: DifficultySettings) -> [HintResult] {
guard settings.hintsEnabled else { return [] }
var hints: [HintResult] = []
// Priority 1: Aces to foundation
for (tabIndex, tableau) in state.tableaus.enumerated() {
guard let topCard = tableau.last, topCard.isFaceUp, MoveValidator.isAce(topCard) else { continue }
for (fIndex, foundation) in state.foundations.enumerated() {
if MoveValidator.canPlaceOnFoundation(topCard, topCard: foundation.last) {
hints.append(HintResult(cards: [topCard], from: .tableau(tabIndex), to: .foundation(fIndex), priority: 1))
}
}
}
// Priority 1: Ace from waste
if let wasteTop = state.waste.last, MoveValidator.isAce(wasteTop) {
for (fIndex, foundation) in state.foundations.enumerated() {
if MoveValidator.canPlaceOnFoundation(wasteTop, topCard: foundation.last) {
hints.append(HintResult(cards: [wasteTop], from: .waste, to: .foundation(fIndex), priority: 1))
}
}
}
// Priority 2: Other foundation moves
for (tabIndex, tableau) in state.tableaus.enumerated() {
guard let topCard = tableau.last, topCard.isFaceUp, !MoveValidator.isAce(topCard) else { continue }
for (fIndex, foundation) in state.foundations.enumerated() {
if MoveValidator.canPlaceOnFoundation(topCard, topCard: foundation.last) {
hints.append(HintResult(cards: [topCard], from: .tableau(tabIndex), to: .foundation(fIndex), priority: 2))
}
}
}
// Priority 3: Tableau moves that reveal face-down cards
for (tabIndex, tableau) in state.tableaus.enumerated() {
let faceUpCards = tableau.trailingSuffix(while: { $0.isFaceUp })
guard !faceUpCards.isEmpty else { continue }
let hasFaceDown = tableau.count > faceUpCards.count
guard hasFaceDown else { continue }
for (destIndex, _) in state.tableaus.enumerated() {
guard destIndex != tabIndex else { continue }
let cardsToMove = Array(faceUpCards)
if canMove(cards: cardsToMove, from: .tableau(tabIndex), to: .tableau(destIndex), state: state) {
hints.append(HintResult(cards: cardsToMove, from: .tableau(tabIndex), to: .tableau(destIndex), priority: 3))
}
}
}
// Priority 4: Waste to tableau
if let wasteTop = state.waste.last {
for (tabIndex, _) in state.tableaus.enumerated() {
if canMove(cards: [wasteTop], from: .waste, to: .tableau(tabIndex), state: state) {
hints.append(HintResult(cards: [wasteTop], from: .waste, to: .tableau(tabIndex), priority: 4))
}
}
}
// Priority 5: Draw from stock
if !state.stock.isEmpty {
hints.append(HintResult(cards: [], from: .stock, to: .waste, priority: 5))
}
return hints.sorted { $0.priority < $1.priority }
}
func canStackOnTableau(card: Card, onto target: Card) -> Bool {
MoveValidator.isAlternatingColor(card, with: target)
&& MoveValidator.isDescending(card, onto: target)
}
func canPickUp(cards: [Card], from: CardLocation, state: GameSnapshot) -> Bool {
guard !cards.isEmpty else { return false }
switch from {
case .waste:
return cards.count == 1 && cards[0] == state.waste.last
case .tableau(let index):
guard index >= 0, index < state.tableaus.count else { return false }
let tableau = state.tableaus[index]
guard cards.allSatisfy({ $0.isFaceUp }) else { return false }
// Cards must be a valid sequence from the bottom of the face-up portion
let faceUpCards = tableau.trailingSuffix(while: { $0.isFaceUp })
guard cards.count <= faceUpCards.count else { return false }
let startIdx = faceUpCards.count - cards.count
let expectedCards = Array(faceUpCards.dropFirst(startIdx))
return cards == expectedCards
case .foundation(let index):
guard cards.count == 1, index >= 0, index < state.foundations.count else { return false }
return cards[0] == state.foundations[index].last
default:
return false
}
}
}