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Game objects and rules for the solitaire card game FreeCell, written in Rust

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ArmanMielke/freecell-rs

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FreeCell

crates.io docs.rs


Game objects and rules for the solitaire card game FreeCell, written in Rust. The goal of this crate is to aid in the implementation of both a FreeCell game and solvers for FreeCell.

THIS PROJECT IS A WORK IN PROGRESS. While the basic features are mostly implemented, most of the optimisations useful for efficient solvers are still missing.

Table of Contents

FreeCell Rules

This library uses the following rules of FreeCell:

  • Construction and layout
    • One standard 52-card deck is used.
    • There are four open freecells and four open foundations.
    • Cards are dealt face-up into eight cascades, four of which comprise seven cards each and four of which comprise six cards each.
  • Building during play
    • The top card of each cascade begins a tableau.
    • Tableaus must be built down by alternating colors.
    • Foundations are built up by suit.
  • Moves
    • Any freecell card or top card of any cascade may be moved to build on a tableau, or moved to an empty cell, an empty cascade, or its foundation.
    • Complete or partial tableaus may be moved to build on existing tableaus, or moved to empty cascades, by recursively placing and removing cards through intermediate locations.
  • The game is won after all cards are moved to their foundation piles.

All cards are face-up at all times. Not all deals are solvable, but the probability of an unsolvable deal is very low. It is estimated that 99.999% of possible deals are solvable.

Source: Wikipedia

Usage

The central struct of this crate is GameState, which represents the state of the board (i.e. the positions of all cards) at one point during the course of a game. It can be used to check whether a given move is allowed in this state...

// TODO add example

...or to generate all moves that the player can make in this game state, each of them paired with the game state they would result in.

// TODO add example

On top of these, GameState provides numerous other methods useful for dealing with board states.

Parsing

Almost all structs provided by this crate implement FromStr. Parsing is case-insensitive for each of them. The format for parsing any of those structs is the same as the format used by their Debug and Display implementations. This means that the output of Display and Debug can be converted back to the original object:

// TODO add example (cascade)

In the following the formats for each of the structs will be explained in detail.

Parsing Cards

Cards can be represented using a short or a long format.

The short format consists of two or three characters where the first one or two characters denote the card's rank and the last character denotes the suit. The character(s) denoting the rank must either be a number between 1 and 13 or one of "A" for Ace, "T" for 10, "J" for Jack, "Q" for Queen or "K" for King. The character denoting the suit must be one of "C" for Club, "S" for Spade, "H" for Heart or "D" for Diamond.

assert_eq!(Ok(Card { suit: Diamond, rank: ACE }), "AD".parse());
assert_eq!(Ok(Card { suit: Club, rank: 4 }), "4C".parse());
assert_eq!(Ok(Card { suit: Heart, rank: 10 }), "th".parse());

The long format is of the form <rank> of <suit>, optionally with an s at the end. The rank can either be the rank's number (in digits) or its name.

assert_eq!(Ok(Card { suit: Diamond, rank: JACK }), "Jack of Diamonds".parse());
assert_eq!(Ok(Card { suit: Club, rank: 3 }), "3 of club".parse());

These three structs can be represented as sequences of cards, optionally separeted by spaces, commas or both.

All four foundations are represented by one sequence of up to four cards, where each of the provided cards indicates the highest card on that foundation. Therefore, at most one card of each suit should be provided. The order of the cards does not matter here, as foundations are always stored in the same order internally.

Freecells can be parsed from a sequence of at most four cards. Each of the cards can be replaced with empty, to indicate that the corresponding freecell is empty. The order of the cards does matter for freecells.

// TODO add examples (one for each of the 3 structs)

Parsing GameStates

TODO explain the format for GameState

GameState::from_file(path) can be used if the game state's description is stored in a file.

Serialization

If the "serialization" feature is enabled, the Serialize and Deserialize traits from serde are implemented for all types exported by this crate.

Roadmap

Before a feature is ticked off as completed, it must be thoroughly tested, well-documented and released on crates.io.

  • Release 1.0.0
    • Provide structs for implementing a FreeCell game
    • Allow parsing those structs from strings
  • Allow generating a random starting board
  • Provide additional, optimised structs for implementing a FreeCell solver

The optimisations mentioned in the last bullet point primarily aim at reducing the branching factor, for example

  • If multiple moves result in equivalent game states, legal_moves() only returns one of those moves (e.g. moving a card to freecell 1 vs. moving it to freecell 2)
  • Eq treats equivalent game states as equal
  • legal_moves() only returns one move if there is an obvious safe move (like moving an ace to a foundation)

The goal is to make searching for a solution significantly faster.

Contributing

Feedback, suggestions and other contributions are always welcome!

If you notice a bug, please open an issue.

For pull requests, we ask that all contributed code follows Rust's style guidelines (within reason).

License

Licensed under either of Apache License, Version 2.0 or MIT license at your option.