XCode-Claude-Workflow/SoliCards/GameEngine/GameRules.swift
idev2025 0f989f5c86 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.

Key features:
- MVVM + Protocol-Oriented Strategy architecture
- DragGesture with coordinate-space hit-testing (long press + drag)
- Smart zoom: cards auto-size to fit screen based on deepest column
- Landscape: 30% bigger cards with scrollable overflow (iOS)
- macOS: 120pt card cap, 92% height buffer for window resizing
- Auto-save, game resume, statistics tracking via SwiftData
- Privacy manifest, app icon, String Catalog, zero dependencies

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 07:33:52 -04:00

62 lines
2.3 KiB
Swift

import Foundation
protocol GameRules: Sendable {
var variant: GameVariant { get }
/// Deal cards from a shuffled deck into the initial board layout.
func deal(deck: [Card]) -> GameSnapshot
/// Check if moving the given cards from source to destination is valid.
func canMove(cards: [Card], from: CardLocation, to: CardLocation, state: GameSnapshot) -> Bool
/// Return all valid destinations for the given cards from a source location.
func validDestinations(for cards: [Card], from: CardLocation, state: GameSnapshot) -> [CardLocation]
/// Draw card(s) from the stock pile.
func drawFromStock(state: inout GameSnapshot, drawCount: Int) -> MoveAction?
/// Calculate the score change for a given move.
func scoreForMove(from: CardLocation, to: CardLocation) -> Int
/// Check if the game is won.
func isWon(state: GameSnapshot) -> Bool
/// Check if auto-complete is possible (all remaining cards are face-up and ordered).
func canAutoComplete(state: GameSnapshot) -> Bool
/// Find available hints, ordered by priority (1 = highest).
func findHints(state: GameSnapshot, settings: DifficultySettings) -> [HintResult]
/// Check if a card can be stacked onto another card on a tableau.
func canStackOnTableau(card: Card, onto target: Card) -> Bool
/// Check if a group of cards can be picked up from a location.
func canPickUp(cards: [Card], from: CardLocation, state: GameSnapshot) -> Bool
}
extension GameRules {
func validDestinations(for cards: [Card], from: CardLocation, state: GameSnapshot) -> [CardLocation] {
var destinations: [CardLocation] = []
for i in 0..<state.foundations.count {
if canMove(cards: cards, from: from, to: .foundation(i), state: state) {
destinations.append(.foundation(i))
}
}
for i in 0..<state.tableaus.count {
if canMove(cards: cards, from: from, to: .tableau(i), state: state) {
destinations.append(.tableau(i))
}
}
for i in 0..<state.freeCells.count {
if canMove(cards: cards, from: from, to: .freeCell(i), state: state) {
destinations.append(.freeCell(i))
}
}
return destinations
}
}