Add basic hint system

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markmental 2026-03-18 19:03:02 -04:00
commit 08292b2aea

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@ -10,6 +10,7 @@ Arrow keys / h j k l : Move cursor
v : Enter / exit tableau visual selection v : Enter / exit tableau visual selection
y : Pick up selected card / stack y : Pick up selected card / stack
p : Drop held card / stack p : Drop held card / stack
? : Show a suggested move
Space or Enter : Pick up / drop a card or stack Space or Enter : Pick up / drop a card or stack
f : Quick move selected card to a free cell f : Quick move selected card to a free cell
d : Quick move selected card to foundation d : Quick move selected card to foundation
@ -96,6 +97,18 @@ class HeldCards:
source_index: int source_index: int
@dataclass(frozen=True)
class HintMove:
"""Describes one suggested legal move for the current board."""
source_type: str
source_index: int
dest_type: str
dest_index: int
cards: Tuple[Card, ...]
score: int
class FreeCellGame: class FreeCellGame:
"""Holds the state and rules for a small FreeCell prototype.""" """Holds the state and rules for a small FreeCell prototype."""
@ -104,6 +117,7 @@ class FreeCellGame:
self.freecells: List[Optional[Card]] = [None] * 4 self.freecells: List[Optional[Card]] = [None] * 4
self.foundations: List[List[Card]] = [[] for _ in range(4)] self.foundations: List[List[Card]] = [[] for _ in range(4)]
self.held: Optional[HeldCards] = None self.held: Optional[HeldCards] = None
self.hint_move: Optional[HintMove] = None
self.visual_mode = False self.visual_mode = False
self.visual_row = 0 self.visual_row = 0
@ -113,9 +127,13 @@ class FreeCellGame:
self.cursor_zone = "bottom" self.cursor_zone = "bottom"
self.cursor_index = 0 self.cursor_index = 0
self.status = "Arrow keys move, v selects a stack, Enter picks up/drops." self.status = "Arrow keys move, v selects a stack, ? shows a hint."
self._deal_new_game() self._deal_new_game()
def clear_hint(self) -> None:
"""Drop the currently remembered hint highlight."""
self.hint_move = None
def _deal_new_game(self) -> None: def _deal_new_game(self) -> None:
"""Build and shuffle a standard 52-card deck, then deal to 8 columns.""" """Build and shuffle a standard 52-card deck, then deal to 8 columns."""
deck: List[Card] = [Card(rank, suit) for suit in SUITS for rank in RANKS] deck: List[Card] = [Card(rank, suit) for suit in SUITS for rank in RANKS]
@ -269,6 +287,256 @@ class FreeCellGame:
return i return i
return None return None
def count_hidden_low_cards(self) -> int:
"""Count aces and twos that are not currently exposed."""
count = 0
for column in self.columns:
for card in column[:-1]:
if card.value <= 2:
count += 1
return count
def card_can_help_foundation(self, card: Card) -> bool:
"""Return True for low cards that usually unlock early progress."""
return card.value <= 3
def describe_hint_move(self, move: HintMove) -> str:
"""Return a compact human-readable hint description."""
if move.source_type == "col":
source_name = f"column {move.source_index + 1}"
else:
source_name = f"free cell {move.source_index + 1}"
if move.dest_type == "col":
dest_name = f"column {move.dest_index + 1}"
elif move.dest_type == "free":
dest_name = f"free cell {move.dest_index + 1}"
else:
dest_name = f"{SUITS[move.dest_index].name} foundation"
if len(move.cards) == 1:
return (
f"move {move.cards[0].short_name()} from {source_name} to {dest_name}"
)
return (
f"move {len(move.cards)} cards {move.cards[0].short_name()}..{move.cards[-1].short_name()} "
f"from {source_name} to {dest_name}"
)
def score_hint_move(
self,
source_type: str,
source_index: int,
dest_type: str,
dest_index: int,
cards: List[Card],
) -> int:
"""Assign a cheap deterministic score to a legal move."""
score = 0
moving_top = cards[0]
source_column = self.columns[source_index] if source_type == "col" else None
source_exposes = None
hidden_low_before = self.count_hidden_low_cards()
if source_type == "col":
assert source_column is not None
remaining = source_column[: -len(cards)]
source_exposes = remaining[-1] if remaining else None
if not remaining:
score += 250
if source_exposes and self.card_can_help_foundation(source_exposes):
score += 320
if dest_type == "foundation":
score += 1000 + moving_top.value * 5
elif dest_type == "col":
destination = self.columns[dest_index]
if destination:
score += 220 + len(cards) * 25
if len(cards) > 1:
score += 120
else:
score += 60 if len(cards) > 1 else -120
elif dest_type == "free":
score -= 80
if moving_top.value <= 3:
score += 140
if source_exposes and self.can_move_to_foundation(source_exposes):
score += 180
if moving_top.value <= 3:
score += 80
hidden_low_after = hidden_low_before
if source_type == "col" and source_exposes and source_exposes.value <= 2:
hidden_low_after -= 1
score += (hidden_low_before - hidden_low_after) * 120
if source_type == "free" and dest_type == "col":
score += 200
return score
def enumerate_hint_moves(self) -> List[HintMove]:
"""Enumerate cheap one-ply legal moves for hinting."""
moves: List[HintMove] = []
for col_index, column in enumerate(self.columns):
if not column:
continue
top_card = column[-1]
if self.can_move_to_foundation(top_card):
cards = (top_card,)
moves.append(
HintMove(
source_type="col",
source_index=col_index,
dest_type="foundation",
dest_index=SUITS.index(top_card.suit),
cards=cards,
score=self.score_hint_move(
"col",
col_index,
"foundation",
SUITS.index(top_card.suit),
[top_card],
),
)
)
free_idx = self.first_empty_freecell()
if free_idx is not None:
cards = (top_card,)
moves.append(
HintMove(
source_type="col",
source_index=col_index,
dest_type="free",
dest_index=free_idx,
cards=cards,
score=self.score_hint_move(
"col", col_index, "free", free_idx, [top_card]
),
)
)
tail_start = self.valid_tail_start_index(col_index)
if tail_start is None:
continue
for start_index in range(len(column) - 1, tail_start - 1, -1):
cards_list = column[start_index:]
if len(cards_list) > self.max_movable_cards(col_index, len(cards_list)):
continue
for dest_index in range(8):
if dest_index == col_index:
continue
if self.can_place_stack_on_column(cards_list, dest_index):
moves.append(
HintMove(
source_type="col",
source_index=col_index,
dest_type="col",
dest_index=dest_index,
cards=tuple(cards_list),
score=self.score_hint_move(
"col", col_index, "col", dest_index, cards_list
),
)
)
for free_index, card in enumerate(self.freecells):
if card is None:
continue
if self.can_move_to_foundation(card):
moves.append(
HintMove(
source_type="free",
source_index=free_index,
dest_type="foundation",
dest_index=SUITS.index(card.suit),
cards=(card,),
score=self.score_hint_move(
"free",
free_index,
"foundation",
SUITS.index(card.suit),
[card],
),
)
)
for dest_index in range(8):
if self.can_place_stack_on_column([card], dest_index):
moves.append(
HintMove(
source_type="free",
source_index=free_index,
dest_type="col",
dest_index=dest_index,
cards=(card,),
score=self.score_hint_move(
"free", free_index, "col", dest_index, [card]
),
)
)
moves.sort(key=lambda move: (-move.score, self.describe_hint_move(move)))
return moves
def show_hint(self) -> None:
"""Pick the best cheap legal move and remember it for highlighting."""
if self.held is not None:
self.status = "Drop or cancel the held cards before asking for a hint."
return
moves = self.enumerate_hint_moves()
if not moves:
self.hint_move = None
self.status = "Hint: no obvious legal move found."
return
self.hint_move = moves[0]
self.status = f"Hint: {self.describe_hint_move(self.hint_move)}."
def hinted_freecell(self, index: int) -> bool:
"""Return True when a freecell is part of the current hint."""
if self.hint_move is None:
return False
return (
self.hint_move.source_type == "free"
and self.hint_move.source_index == index
) or (self.hint_move.dest_type == "free" and self.hint_move.dest_index == index)
def hinted_foundation(self, index: int) -> bool:
"""Return True when a foundation is the current hint destination."""
return (
self.hint_move is not None
and self.hint_move.dest_type == "foundation"
and self.hint_move.dest_index == index
)
def hinted_column_source_start(self, index: int) -> Optional[int]:
"""Return the start row for a hinted tableau source stack."""
if self.hint_move is None:
return None
if self.hint_move.source_type != "col" or self.hint_move.source_index != index:
return None
return len(self.columns[index]) - len(self.hint_move.cards)
def hinted_column_destination(self, index: int) -> bool:
"""Return True when a tableau column is the hinted destination."""
return (
self.hint_move is not None
and self.hint_move.dest_type == "col"
and self.hint_move.dest_index == index
)
def enter_visual_mode(self) -> None: def enter_visual_mode(self) -> None:
"""Enter tableau visual selection mode on the current column.""" """Enter tableau visual selection mode on the current column."""
if self.held is not None: if self.held is not None:
@ -352,6 +620,7 @@ class FreeCellGame:
return return
moving_count = len(cards) moving_count = len(cards)
self.clear_hint()
del self.columns[self.cursor_index][-moving_count:] del self.columns[self.cursor_index][-moving_count:]
self.held = HeldCards( self.held = HeldCards(
cards=cards, source_type="col", source_index=self.cursor_index cards=cards, source_type="col", source_index=self.cursor_index
@ -369,6 +638,7 @@ class FreeCellGame:
if card is None: if card is None:
self.status = "That free cell is empty." self.status = "That free cell is empty."
return return
self.clear_hint()
self.freecells[self.cursor_index] = None self.freecells[self.cursor_index] = None
self.held = HeldCards( self.held = HeldCards(
cards=[card], source_type="free", source_index=self.cursor_index cards=[card], source_type="free", source_index=self.cursor_index
@ -392,6 +662,7 @@ class FreeCellGame:
self.freecells[self.held.source_index] = cards[0] self.freecells[self.held.source_index] = cards[0]
self.held = None self.held = None
self.clear_hint()
def drop(self) -> None: def drop(self) -> None:
""" """
@ -411,6 +682,7 @@ class FreeCellGame:
if self.cursor_zone == "bottom": if self.cursor_zone == "bottom":
if self.can_place_stack_on_column(cards, self.cursor_index): if self.can_place_stack_on_column(cards, self.cursor_index):
self.clear_hint()
self.columns[self.cursor_index].extend(cards) self.columns[self.cursor_index].extend(cards)
if moving_count == 1: if moving_count == 1:
self.status = f"Placed {moving_top.short_name()} on column {self.cursor_index + 1}." self.status = f"Placed {moving_top.short_name()} on column {self.cursor_index + 1}."
@ -428,6 +700,7 @@ class FreeCellGame:
self.status = "Free cells accept only one card." self.status = "Free cells accept only one card."
return return
if self.freecells[self.cursor_index] is None: if self.freecells[self.cursor_index] is None:
self.clear_hint()
self.freecells[self.cursor_index] = moving_top self.freecells[self.cursor_index] = moving_top
self.status = f"Placed {moving_top.short_name()} in free cell {self.cursor_index + 1}." self.status = f"Placed {moving_top.short_name()} in free cell {self.cursor_index + 1}."
self.held = None self.held = None
@ -441,6 +714,7 @@ class FreeCellGame:
return return
if self.can_move_to_foundation(moving_top): if self.can_move_to_foundation(moving_top):
self.clear_hint()
foundation = self.foundation_for_suit(moving_top.suit.name) foundation = self.foundation_for_suit(moving_top.suit.name)
foundation.append(moving_top) foundation.append(moving_top)
self.status = f"Moved {moving_top.short_name()} to foundation." self.status = f"Moved {moving_top.short_name()} to foundation."
@ -470,6 +744,7 @@ class FreeCellGame:
if self.visual_mode: if self.visual_mode:
self.status = "Quick freecell move uses only the bottom card." self.status = "Quick freecell move uses only the bottom card."
return return
self.clear_hint()
self.freecells[free_idx] = col.pop() self.freecells[free_idx] = col.pop()
self.status = f"Moved card to free cell {free_idx + 1}." self.status = f"Moved card to free cell {free_idx + 1}."
return return
@ -518,6 +793,7 @@ class FreeCellGame:
return return
foundation = self.foundation_for_suit(card.suit.name) foundation = self.foundation_for_suit(card.suit.name)
self.clear_hint()
foundation.append(card) foundation.append(card)
if source[0] == "col": if source[0] == "col":
@ -561,6 +837,9 @@ def init_colors() -> None:
# Pair 5: held card # Pair 5: held card
curses.init_pair(5, curses.COLOR_BLACK, curses.COLOR_GREEN) curses.init_pair(5, curses.COLOR_BLACK, curses.COLOR_GREEN)
# Pair 6: hint highlight
curses.init_pair(6, curses.COLOR_BLACK, curses.COLOR_CYAN)
def card_color_pair(card: Card) -> int: def card_color_pair(card: Card) -> int:
"""Choose a color pair for a card.""" """Choose a color pair for a card."""
@ -589,7 +868,14 @@ def draw_top_row(stdscr, game: FreeCellGame) -> None:
for i in range(4): for i in range(4):
x = 2 + i * (CARD_W + 1) x = 2 + i * (CARD_W + 1)
selected = game.cursor_zone == "top" and game.cursor_index == i selected = game.cursor_zone == "top" and game.cursor_index == i
attr = curses.color_pair(4) if selected else curses.color_pair(1) hinted = game.hinted_freecell(i)
attr = (
curses.color_pair(4)
if selected
else curses.color_pair(6)
if hinted
else curses.color_pair(1)
)
card = game.freecells[i] card = game.freecells[i]
draw_box(stdscr, TOP_Y, x, CARD_W, draw_card_label(card), attr) draw_box(stdscr, TOP_Y, x, CARD_W, draw_card_label(card), attr)
@ -607,7 +893,14 @@ def draw_top_row(stdscr, game: FreeCellGame) -> None:
for i in range(4): for i in range(4):
x = 40 + i * (CARD_W + 1) x = 40 + i * (CARD_W + 1)
selected = game.cursor_zone == "top" and game.cursor_index == i + 4 selected = game.cursor_zone == "top" and game.cursor_index == i + 4
attr = curses.color_pair(4) if selected else curses.color_pair(1) hinted = game.hinted_foundation(i)
attr = (
curses.color_pair(4)
if selected
else curses.color_pair(6)
if hinted
else curses.color_pair(1)
)
foundation = game.foundations[i] foundation = game.foundations[i]
top_card = foundation[-1] if foundation else None top_card = foundation[-1] if foundation else None
@ -639,7 +932,14 @@ def draw_columns(stdscr, game: FreeCellGame) -> None:
for col_idx in range(8): for col_idx in range(8):
x = 2 + col_idx * 9 x = 2 + col_idx * 9
selected = game.cursor_zone == "bottom" and game.cursor_index == col_idx selected = game.cursor_zone == "bottom" and game.cursor_index == col_idx
header_attr = curses.color_pair(4) if selected else curses.color_pair(1) hinted_dest = game.hinted_column_destination(col_idx)
header_attr = (
curses.color_pair(4)
if selected
else curses.color_pair(6)
if hinted_dest
else curses.color_pair(1)
)
draw_box(stdscr, COL_Y, x, CARD_W, str(col_idx + 1), header_attr) draw_box(stdscr, COL_Y, x, CARD_W, str(col_idx + 1), header_attr)
@ -653,6 +953,7 @@ def draw_columns(stdscr, game: FreeCellGame) -> None:
valid_tail_start = game.valid_tail_start_index(col_idx) valid_tail_start = game.valid_tail_start_index(col_idx)
if valid_tail_start is None: if valid_tail_start is None:
valid_tail_start = len(column) valid_tail_start = len(column)
hint_source_start = game.hinted_column_source_start(col_idx)
if selected and game.visual_mode: if selected and game.visual_mode:
selected_cards, selection_reason = game.selected_stack_from_column(col_idx) selected_cards, selection_reason = game.selected_stack_from_column(col_idx)
@ -670,12 +971,17 @@ def draw_columns(stdscr, game: FreeCellGame) -> None:
in_selected_stack = ( in_selected_stack = (
selected and game.visual_mode and row_idx >= selected_start selected and game.visual_mode and row_idx >= selected_start
) )
in_hint_source = (
hint_source_start is not None and row_idx >= hint_source_start
)
if in_selected_stack: if in_selected_stack:
attr = curses.color_pair(4) attr = curses.color_pair(4)
if selection_reason: if selection_reason:
attr |= curses.A_DIM attr |= curses.A_DIM
else: else:
attr |= curses.A_BOLD attr |= curses.A_BOLD
elif in_hint_source:
attr = curses.color_pair(6) | curses.A_BOLD
elif in_valid_tail: elif in_valid_tail:
attr = curses.color_pair(card_color_pair(card)) | curses.A_DIM attr = curses.color_pair(card_color_pair(card)) | curses.A_DIM
elif selected and row_idx == len(column) - 1: elif selected and row_idx == len(column) - 1:
@ -728,7 +1034,7 @@ def draw_help(stdscr, max_y: int) -> None:
y = max_y - 1 y = max_y - 1
stdscr.move(y, 0) stdscr.move(y, 0)
stdscr.clrtoeol() stdscr.clrtoeol()
help_text = "Move: arrows/hjkl v: visual y/p: pick/drop Enter/Space: pick/drop f: freecell d: foundation Esc: cancel q: quit" help_text = "Move: arrows/hjkl v: visual y/p: pick/drop ?: hint Enter/Space: pick/drop f: freecell d: foundation Esc: cancel q: quit"
stdscr.addnstr(y, 2, help_text, max(0, curses.COLS - 4), curses.color_pair(1)) stdscr.addnstr(y, 2, help_text, max(0, curses.COLS - 4), curses.color_pair(1))
@ -845,6 +1151,10 @@ def handle_key(game: FreeCellGame, ch: int) -> bool:
game.drop() game.drop()
return True return True
if ch == ord("?"):
game.show_hint()
return True
# Quick helpers # Quick helpers
if ch in (ord("f"), ord("F")): if ch in (ord("f"), ord("F")):
game.quick_to_freecell() game.quick_to_freecell()