Merge pull request #23: promote to main

Seven new games, single-player support and a menu tree. Verified on dev by
ci.yml through run 109 and published as v1.2.112-dev from this tree.
This commit is contained in:
adrianoftyriel
2026-08-08 11:54:19 -06:00
committed by GitHub
38 changed files with 6916 additions and 98 deletions
@@ -1,22 +1,39 @@
package org.prolibertate.games.game package org.prolibertate.games.game
/** /**
* The catalogue the main menu is built from. * The menus the main screen is built from.
* *
* Every game the app intends to ship appears here, whether or not its rules * A tree rather than a list, because "trick-taking" is a kind of card game
* engine exists yet. [GameDescriptor.available] is what the menu keys off to * rather than a rival to it. [parent] is read from a `when` rather than passed
* decide between "play" and "coming soon", so adding a game is a matter of * to the constructor: an enum entry cannot refer to another entry while the
* flipping that flag once its engine and screen land. * class is still initialising, and a lookup afterwards is free.
*/ */
enum class GameCategory(val label: String) { enum class GameMenu(val label: String, val blurb: String) {
CARD("Playing Card Games"), SOLITAIRE("Solitaire", "Played alone, against the deal or the board."),
BOARD("Board Games"), CARDS("Card Games", "Anything played with a pack."),
TRICK_TAKING("Trick-taking", "Lead, follow, and count what you took."),
BOARD("Board Games", "Boards, pieces and dice."),
;
val parent: GameMenu? get() = when (this) {
TRICK_TAKING -> CARDS
else -> null
}
val children: List<GameMenu> get() = entries.filter { it.parent == this }
val isTopLevel: Boolean get() = parent == null
} }
data class GameDescriptor( data class GameDescriptor(
val id: String, val id: String,
val title: String, val title: String,
val category: GameCategory, /**
* Every menu this game appears under. A patience is both solitaire and a
* card game, and Euchre is both a card game and a trick-taking one — so
* this is a set, and the same game is listed in each place it belongs.
*/
val menus: Set<GameMenu>,
val minPlayers: Int, val minPlayers: Int,
val maxPlayers: Int, val maxPlayers: Int,
/** True when players are grouped into partnerships rather than playing solo. */ /** True when players are grouped into partnerships rather than playing solo. */
@@ -25,6 +42,14 @@ data class GameDescriptor(
val available: Boolean, val available: Boolean,
) )
/**
* The catalogue the menus are built from.
*
* Every game the app intends to ship appears here, whether or not its rules
* engine exists yet. [GameDescriptor.available] is what the menu keys off to
* decide between "play" and "coming soon", so adding a game is a matter of
* flipping that flag once its engine and screen land.
*/
object GameCatalog { object GameCatalog {
const val EUCHRE = "euchre" const val EUCHRE = "euchre"
@@ -34,6 +59,15 @@ object GameCatalog {
const val WIZARD = "wizard" const val WIZARD = "wizard"
const val CRAZY_EIGHTS = "crazy8s" const val CRAZY_EIGHTS = "crazy8s"
const val CRIBBAGE = "cribbage" const val CRIBBAGE = "cribbage"
const val HEARTS = "hearts"
const val PEG_SOLITAIRE = "pegsolitaire"
const val YAHTZEE = "yahtzee"
const val KLONDIKE = "klondike"
const val FREECELL = "freecell"
const val SPIDER = "spider"
const val PYRAMID = "pyramid"
const val SEQUENCE = "sequence" const val SEQUENCE = "sequence"
const val MASTERMIND = "mastermind" const val MASTERMIND = "mastermind"
const val BACKGAMMON = "backgammon" const val BACKGAMMON = "backgammon"
@@ -47,7 +81,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = EUCHRE, id = EUCHRE,
title = "Euchre", title = "Euchre",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS, GameMenu.TRICK_TAKING),
minPlayers = 4, minPlayers = 4,
maxPlayers = 4, maxPlayers = 4,
teamBased = true, teamBased = true,
@@ -57,7 +91,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = KAISER, id = KAISER,
title = "Kaiser", title = "Kaiser",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS, GameMenu.TRICK_TAKING),
minPlayers = 4, minPlayers = 4,
maxPlayers = 4, maxPlayers = 4,
teamBased = true, teamBased = true,
@@ -67,7 +101,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = PRESIDENT, id = PRESIDENT,
title = "President", title = "President",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS),
minPlayers = 3, minPlayers = 3,
maxPlayers = 7, maxPlayers = 7,
teamBased = false, teamBased = false,
@@ -77,7 +111,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = GOLF, id = GOLF,
title = "Golf", title = "Golf",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS),
minPlayers = 2, minPlayers = 2,
maxPlayers = 6, maxPlayers = 6,
teamBased = false, teamBased = false,
@@ -87,7 +121,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = WIZARD, id = WIZARD,
title = "Wizard", title = "Wizard",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS, GameMenu.TRICK_TAKING),
minPlayers = 3, minPlayers = 3,
maxPlayers = 6, maxPlayers = 6,
teamBased = false, teamBased = false,
@@ -97,7 +131,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = CRAZY_EIGHTS, id = CRAZY_EIGHTS,
title = "Crazy 8s", title = "Crazy 8s",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS),
minPlayers = 2, minPlayers = 2,
maxPlayers = 6, maxPlayers = 6,
teamBased = false, teamBased = false,
@@ -107,7 +141,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = CRIBBAGE, id = CRIBBAGE,
title = "Cribbage", title = "Cribbage",
category = GameCategory.CARD, menus = setOf(GameMenu.CARDS),
minPlayers = 2, minPlayers = 2,
maxPlayers = 4, maxPlayers = 4,
// Only at four, where the two pairs share a board between them. // Only at four, where the two pairs share a board between them.
@@ -116,10 +150,65 @@ object GameCatalog {
"twice round the board to 121.", "twice round the board to 121.",
available = true, available = true,
), ),
GameDescriptor(
id = HEARTS,
title = "Hearts",
menus = setOf(GameMenu.CARDS, GameMenu.TRICK_TAKING),
minPlayers = 4,
maxPlayers = 4,
teamBased = false,
blurb = "Take no trick worth taking. Every heart costs a point, the queen " +
"of spades costs thirteen, and taking all of them costs everybody else.",
available = true,
),
GameDescriptor(
id = KLONDIKE,
title = "Klondike",
menus = setOf(GameMenu.SOLITAIRE, GameMenu.CARDS),
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Patience, as everyone means it. Seven columns down to the aces, " +
"and a pack that decides most of it before you start.",
available = true,
),
GameDescriptor(
id = FREECELL,
title = "FreeCell",
menus = setOf(GameMenu.SOLITAIRE, GameMenu.CARDS),
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Every card face up from the start, and four cells to park what is " +
"in the way. Nearly every deal can be won by someone good enough.",
available = true,
),
GameDescriptor(
id = SPIDER,
title = "Spider",
menus = setOf(GameMenu.SOLITAIRE, GameMenu.CARDS),
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Two packs, ten columns, eight runs to build from king to ace. " +
"One suit is a pastime; four is a fight.",
available = true,
),
GameDescriptor(
id = PYRAMID,
title = "Pyramid",
menus = setOf(GameMenu.SOLITAIRE, GameMenu.CARDS),
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Take cards away in pairs that make thirteen, kings alone. " +
"Nothing is built and nothing goes home — the pyramid just has to go.",
available = true,
),
GameDescriptor( GameDescriptor(
id = SEQUENCE, id = SEQUENCE,
title = "Sequence", title = "Sequence",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD, GameMenu.CARDS),
minPlayers = 2, minPlayers = 2,
maxPlayers = 12, maxPlayers = 12,
teamBased = true, teamBased = true,
@@ -129,7 +218,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = MASTERMIND, id = MASTERMIND,
title = "Mastermind", title = "Mastermind",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 2, maxPlayers = 2,
teamBased = false, teamBased = false,
@@ -140,7 +229,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = BACKGAMMON, id = BACKGAMMON,
title = "Backgammon", title = "Backgammon",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 2, maxPlayers = 2,
teamBased = false, teamBased = false,
@@ -150,7 +239,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = CHESS, id = CHESS,
title = "Chess", title = "Chess",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 2, maxPlayers = 2,
teamBased = false, teamBased = false,
@@ -160,7 +249,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = CHECKERS, id = CHECKERS,
title = "Checkers", title = "Checkers",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 2, maxPlayers = 2,
teamBased = false, teamBased = false,
@@ -170,17 +259,41 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = MORRIS, id = MORRIS,
title = "Nine Men's Morris", title = "Nine Men's Morris",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 2, maxPlayers = 2,
teamBased = false, teamBased = false,
blurb = "Three in a row takes a piece. Reduce them to two and the game is yours.", blurb = "Three in a row takes a piece. Reduce them to two and the game is yours.",
available = true, available = true,
), ),
GameDescriptor(
id = PEG_SOLITAIRE,
title = "Peg Solitaire",
menus = setOf(GameMenu.SOLITAIRE, GameMenu.BOARD),
// The first game here played alone. Everything downstream reads the
// seat count from these two numbers, so one seat is all it takes.
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "The tee game from the table, and four larger boards. Jump a peg, " +
"take the one you passed, and try to finish with one standing.",
available = true,
),
GameDescriptor(
id = YAHTZEE,
title = "Yahtzee",
menus = setOf(GameMenu.BOARD),
minPlayers = 1,
maxPlayers = 6,
teamBased = false,
blurb = "Five dice, three throws, thirteen boxes to fill. Every box can be " +
"written in once, so the hard part is what to give up on.",
available = true,
),
GameDescriptor( GameDescriptor(
id = PIRATES, id = PIRATES,
title = "Pirates and Bulgars", title = "Pirates and Bulgars",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 2, maxPlayers = 2,
teamBased = false, teamBased = false,
@@ -191,7 +304,7 @@ object GameCatalog {
GameDescriptor( GameDescriptor(
id = TAYU, id = TAYU,
title = "Ta Yü", title = "Ta Yü",
category = GameCategory.BOARD, menus = setOf(GameMenu.BOARD),
minPlayers = 2, minPlayers = 2,
maxPlayers = 4, maxPlayers = 4,
// Two play solo, four play in partnerships across the two axes. // Two play solo, four play in partnerships across the two axes.
@@ -213,13 +326,24 @@ object GameCatalog {
* production build lists only what can actually be played, so nobody * production build lists only what can actually be played, so nobody
* downloads a release and taps into a dead end. * downloads a release and taps into a dead end.
*/ */
fun byCategory( fun inMenu(
category: GameCategory, menu: GameMenu,
includeComingSoon: Boolean = true, includeComingSoon: Boolean = true,
): List<GameDescriptor> = all.filter { ): List<GameDescriptor> = all.filter {
it.category == category && (includeComingSoon || it.available) it.menus.contains(menu) && (includeComingSoon || it.available)
} }
/** Everything currently playable, regardless of category. */ /**
* Whether a menu is worth showing at all.
*
* A section with nothing in it and no populated child under it is a heading
* over an empty room, which is what a production build would get if every
* game in a menu were still unfinished.
*/
fun hasAnything(menu: GameMenu, includeComingSoon: Boolean = true): Boolean =
inMenu(menu, includeComingSoon).isNotEmpty() ||
menu.children.any { inMenu(it, includeComingSoon).isNotEmpty() }
/** Everything currently playable, whatever menu it is under. */
val playable: List<GameDescriptor> get() = all.filter { it.available } val playable: List<GameDescriptor> get() = all.filter { it.available }
} }
@@ -0,0 +1,81 @@
package org.prolibertate.games.game.freecell
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
const val COLUMNS: Int = 8
const val FOUNDATIONS: Int = 4
@Serializable
enum class CellKind { CELL, TABLEAU, FOUNDATION }
@Serializable
data class Place(val kind: CellKind, val index: Int) {
companion object {
fun cell(index: Int) = Place(CellKind.CELL, index)
fun column(index: Int) = Place(CellKind.TABLEAU, index)
fun foundation(index: Int) = Place(CellKind.FOUNDATION, index)
}
}
@Serializable
data class FreeCellOptions(
/**
* Four cells is the game as everyone knows it. Fewer is the same game made
* hard, since the cells are the only place a card can wait.
*/
val freeCells: Int = 4,
/**
* Move a run in one gesture rather than a card at a time. The rules do not
* actually allow it — a run is moved by shuffling cards through the cells —
* but every computer version does it for you, because doing it by hand is
* bookkeeping rather than a decision.
*/
val allowSupermoves: Boolean = true,
) {
init {
require(freeCells in 1..6) { "One to six cells" }
}
}
@Serializable
data class FreeCellState(
val options: FreeCellOptions,
val seed: Long,
/** Null where a cell is empty. */
val cells: List<Card?>,
val foundations: List<List<Card>>,
/** Every card is face up in FreeCell; there is nothing buried to turn. */
val tableau: List<List<Card>>,
val moves: Int,
val log: List<String>,
) {
val freeCellCount: Int get() = cells.count { it == null }
val emptyColumns: Int get() = tableau.count { it.isEmpty() }
val isWon: Boolean get() = foundations.all { it.size == 13 }
}
@Serializable
sealed interface FreeCellMove
@Serializable
@SerialName("move")
data class MoveTo(val from: Place, val to: Place, val count: Int = 1) : FreeCellMove
/**
* How many cards can travel together.
*
* A run is really moved one card at a time through the free cells and the empty
* columns, so what can be shifted is what those could have held: one per free
* cell plus the card itself, doubled for every empty column that could be used
* as a staging pile. Moving *into* an empty column cannot also use it, which is
* the fiddly part and the reason [intoEmptyColumn] exists.
*/
fun maxRunLength(freeCells: Int, emptyColumns: Int, intoEmptyColumn: Boolean): Int {
val usable = if (intoEmptyColumn) emptyColumns - 1 else emptyColumns
if (usable < 0) return 1
var limit = freeCells + 1
repeat(usable) { limit *= 2 }
return limit
}
@@ -0,0 +1,193 @@
package org.prolibertate.games.game.freecell
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.solitaire.acceptsOnFoundation
import org.prolibertate.games.game.solitaire.buildsDownAlternating
import org.prolibertate.games.game.solitaire.isRun
import kotlin.random.Random
/**
* FreeCell as a pure state machine. See RULES-freecell.md.
*
* The whole pack is face up from the first move, so unlike Klondike there is
* nothing hidden and nothing to be lucky about — very nearly every deal can be
* won by someone who plays it well enough.
*/
object FreeCellRules : GameRules<FreeCellState, FreeCellMove> {
override val gameId: String = GameCatalog.FREECELL
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): FreeCellState {
val options = json.decodeFromString<FreeCellOptions>(config.optionsJson)
require(config.seats.size == 1) { "FreeCell seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: FreeCellOptions, seed: Long): FreeCellState {
val deck = Decks.standard52().shuffledWith(Random(seed))
// Fifty-two into eight leaves four columns of seven and four of six.
val columns = mutableListOf<List<Card>>()
var at = 0
repeat(COLUMNS) { index ->
val size = if (index < 4) 7 else 6
columns += deck.subList(at, at + size).toList()
at += size
}
return FreeCellState(
options = options,
seed = seed,
cells = List(options.freeCells) { null },
foundations = List(FOUNDATIONS) { emptyList() },
tableau = columns,
moves = 0,
log = listOf("Dealt, with ${options.freeCells} cells."),
)
}
override fun currentSeat(state: FreeCellState): Int? =
if (isFinished(state)) null else SOLO_SEAT
/** The longest run sitting on the end of a column, by the build rule. */
fun movableTail(column: List<Card>): List<Card> {
if (column.isEmpty()) return emptyList()
var take = 1
while (take < column.size) {
val candidate = column.takeLast(take + 1)
if (!isRun(candidate, ::buildsDownAlternating)) break
take++
}
return column.takeLast(take)
}
override fun legalMoves(state: FreeCellState, seat: Int): List<FreeCellMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<FreeCellMove>()
fun offer(from: Place, cards: List<Card>) {
val head = cards.first()
if (cards.size == 1) {
val foundation = head.suit.ordinal
if (acceptsOnFoundation(state.foundations[foundation], head)) {
moves += MoveTo(from, Place.foundation(foundation), 1)
}
state.cells.indices.forEach { cell ->
if (state.cells[cell] == null && from.kind != CellKind.CELL) {
moves += MoveTo(from, Place.cell(cell), 1)
}
}
}
state.tableau.indices.forEach { column ->
if (from.kind == CellKind.TABLEAU && from.index == column) return@forEach
val target = state.tableau[column]
val fits = target.lastOrNull()?.let { buildsDownAlternating(head, it) } ?: true
if (!fits) return@forEach
// Moving a whole column into an empty one is a no-op that would
// let a game shuffle for ever.
if (target.isEmpty() && from.kind == CellKind.TABLEAU &&
cards.size == state.tableau[from.index].size
) {
return@forEach
}
val allowed = maxRunLength(
freeCells = state.freeCellCount,
emptyColumns = state.emptyColumns,
intoEmptyColumn = target.isEmpty(),
).let { if (state.options.allowSupermoves) it else 1 }
if (cards.size <= allowed) moves += MoveTo(from, Place.column(column), cards.size)
}
}
state.cells.forEachIndexed { index, card ->
card?.let { offer(Place.cell(index), listOf(it)) }
}
state.tableau.forEachIndexed { index, column ->
val tail = movableTail(column)
// Every length of the tail run can travel, not just the whole of it.
for (count in 1..tail.size) {
offer(Place.column(index), tail.takeLast(count))
}
}
return moves
}
override fun applyMove(state: FreeCellState, seat: Int, move: FreeCellMove): FreeCellState {
require(seat == SOLO_SEAT) { "FreeCell has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
move as MoveTo
val cards = when (move.from.kind) {
CellKind.CELL -> listOfNotNull(state.cells[move.from.index])
CellKind.TABLEAU -> state.tableau[move.from.index].takeLast(move.count)
CellKind.FOUNDATION -> state.foundations[move.from.index].takeLast(move.count)
}
var next = when (move.from.kind) {
CellKind.CELL -> state.copy(cells = state.cells.replacing(move.from.index, null))
CellKind.TABLEAU -> state.copy(
tableau = state.tableau.replacing(
move.from.index,
state.tableau[move.from.index].dropLast(move.count),
),
)
CellKind.FOUNDATION -> state.copy(
foundations = state.foundations.replacing(
move.from.index,
state.foundations[move.from.index].dropLast(move.count),
),
)
}
next = when (move.to.kind) {
CellKind.CELL -> next.copy(cells = next.cells.replacing(move.to.index, cards.single()))
CellKind.TABLEAU -> next.copy(
tableau = next.tableau.replacing(
move.to.index,
next.tableau[move.to.index] + cards,
),
)
CellKind.FOUNDATION -> next.copy(
foundations = next.foundations.replacing(
move.to.index,
next.foundations[move.to.index] + cards,
),
)
}
return next.copy(
moves = state.moves + 1,
log = if (next.isWon) next.log + "Out, in ${state.moves + 1} moves." else next.log,
)
}
private fun <T> List<T>.replacing(index: Int, value: T): List<T> =
toMutableList().also { it[index] = value }
override fun isFinished(state: FreeCellState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: FreeCellState): String = when {
state.isWon -> "Out in ${state.moves} moves"
isFinished(state) -> "Blocked, ${state.foundations.sumOf { it.size }} cards home"
else -> "${state.foundations.sumOf { it.size }} of 52 home"
}
override fun viewFor(state: FreeCellState, seat: Int): FreeCellState = state
override fun encodeState(state: FreeCellState): String = json.encodeToString(state)
override fun decodeState(json: String): FreeCellState = this.json.decodeFromString(json)
override fun encodeMove(move: FreeCellMove): String = json.encodeToString(move)
override fun decodeMove(json: String): FreeCellMove = this.json.decodeFromString(json)
fun restart(state: FreeCellState): FreeCellState = deal(state.options, state.seed)
}
@@ -0,0 +1,108 @@
package org.prolibertate.games.game.hearts
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.GameAi
/**
* A cautious Hearts player.
*
* It plays to avoid points rather than to shoot the moon: it sheds the queen of
* spades and the guards above her at the first opportunity, ducks under whoever
* is winning a trick when it can, and takes a trick as cheaply as possible when
* it cannot get out of the way. That is enough to make it an opponent worth
* beating without pretending to read the table.
*/
object HeartsAi : GameAi<HeartsState, HeartsMove> {
override fun chooseMove(state: HeartsState, seat: Int, legal: List<HeartsMove>): HeartsMove {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
return when (state.phase) {
HeartsPhase.PASSING -> choosePass(state, seat, legal)
else -> choosePlay(state, seat, legal)
}
}
private fun choosePass(state: HeartsState, seat: Int, legal: List<HeartsMove>): HeartsMove {
val hand = state.hands[seat]
val wanted = hand.sortedByDescending { passDanger(it, hand) }.take(PASS_SIZE).toSet()
// Prefer the exact bundle the heuristic asked for, but fall back rather
// than fail: the caller's list is what the host will validate against.
return legal.firstOrNull { it is PassCards && it.cards.toSet() == wanted } ?: legal.first()
}
/**
* How much a card wants to be somebody else's problem.
*
* The queen is the whole game, and the ace and king of spades are only
* dangerous because they can be forced to capture her — so a long spade
* holding, which gives room to duck, makes all three far less urgent.
*/
private fun passDanger(card: Card, hand: List<Card>): Int {
val spades = hand.count { it.suit == Suit.SPADES }
val guarded = spades >= 5
return when {
card == QUEEN_OF_SPADES -> if (guarded) 45 else 100
card.suit == Suit.SPADES && card.rank.order > Rank.QUEEN.order ->
if (guarded) 30 else 90
card.suit == Suit.HEARTS -> 40 + card.rank.order
else -> card.rank.order
}
}
private fun choosePlay(state: HeartsState, seat: Int, legal: List<HeartsMove>): HeartsMove {
val cards = legal.filterIsInstance<PlayCard>().map { it.card }
if (cards.isEmpty()) return legal.first()
val chosen = when {
state.trick.isEmpty() -> lead(cards)
else -> follow(state, cards)
}
return PlayCard(chosen)
}
/**
* Leads low, and keeps off spades while the queen is still unaccounted for —
* leading a spade under her is how a seat ends up holding her.
*/
private fun lead(cards: List<Card>): Card {
val offSpades = cards.filter { it.suit != Suit.SPADES }
val pool = if (offSpades.isNotEmpty()) offSpades else cards
return pool.minBy { it.rank.order }
}
private fun follow(state: HeartsState, cards: List<Card>): Card {
val led = state.trick.first().card.suit
val best = state.trick.maxOf { trickStrength(it.card, led) }
val pot = pointsIn(state.trick.map { it.card })
val last = state.trick.size == state.options.playerCount - 1
val ducking = cards.filter { trickStrength(it, led) < best }
if (ducking.isNotEmpty()) {
// Safe under the current winner, so shed the most expensive card
// that still loses.
return ducking.maxBy { it.rank.order + pointsOf(it) * 2 }
}
val void = cards.none { it.suit == led }
if (void) return discard(cards)
// Every card left would take the trick. Playing last with nothing in the
// pot means it costs nothing, so there is no reason to waste a high card
// on it; otherwise take it as cheaply as possible.
return if (last && pot == 0) cards.maxBy { it.rank.order } else cards.minBy { it.rank.order }
}
/** Void in the led suit and free to throw anything, so throw the worst of it. */
private fun discard(cards: List<Card>): Card {
cards.firstOrNull { it == QUEEN_OF_SPADES }?.let { return it }
cards.filter { it.suit == Suit.SPADES && it.rank.order > Rank.QUEEN.order }
.maxByOrNull { it.rank.order }
?.let { return it }
cards.filter { it.suit == Suit.HEARTS }
.maxByOrNull { it.rank.order }
?.let { return it }
return cards.maxBy { it.rank.order }
}
}
@@ -0,0 +1,164 @@
package org.prolibertate.games.game.hearts
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
@Serializable
data class HeartsOptions(
/**
* Four hands of thirteen, which is the game as it is normally played. Three
* and five handed Hearts exist, but they need cards struck from the deck to
* divide evenly, and a seat that holds a different number of cards from its
* neighbours changes which discards are safe — a different game to bid and
* play, not a seat count.
*/
val playerCount: Int = 4,
/** The round in which somebody crosses this ends the game. */
val targetScore: Int = 100,
/**
* Taking all twenty-six points scores nothing and gives everyone else the
* lot. Switching this off scores a moon like any other hand, which is to say
* it becomes the worst result on the table rather than the best.
*/
val allowShootTheMoon: Boolean = true,
) {
init {
require(playerCount == 4) { "Hearts is dealt four handed" }
require(targetScore > 0) { "targetScore must be positive" }
}
}
/**
* Where the three passed cards go. The cycle repeats every fourth round, and
* the hold round is what stops a seat from planning around a known direction
* forever.
*/
@Serializable
enum class PassDirection(val label: String) {
LEFT("left"),
RIGHT("right"),
ACROSS("across"),
HOLD("nobody"),
;
companion object {
/** Rounds run left, right, across, hold, and back to left. */
fun forRound(round: Int): PassDirection = entries[round % entries.size]
}
}
@Serializable
enum class HeartsPhase { PASSING, PLAYING, ROUND_OVER, GAME_OVER }
@Serializable
data class PlayedCard(val seat: Int, val card: Card)
@Serializable
data class HeartsState(
val options: HeartsOptions,
val seed: Long,
/** Zero-based. Only used to pick the pass direction and to number the log. */
val round: Int,
val phase: HeartsPhase,
val hands: List<List<Card>>,
/** Survives redaction so a client can draw the backs of other hands. */
val handCounts: List<Int>,
/** What each seat has chosen to pass, before the swap happens. */
val passSelections: List<List<Card>>,
val turn: Int,
val leader: Int,
/**
* Which trick of the round is being played, counting from zero. Carried
* rather than derived because the first trick is the one that bans point
* cards, and a rule that important should not depend on reading it back out
* of how many cards happen to have been taken.
*/
val trickNumber: Int,
val trick: List<PlayedCard>,
/** Held on the table so a finished trick can be read before it is swept. */
val completedTrick: List<PlayedCard> = emptyList(),
/**
* Every card each seat has taken in tricks this round. Kept whole rather
* than as a running count because shooting the moon is decided on the
* twenty-six penalty cards together, not on a total that cannot tell an
* unbroken moon from thirteen hearts and a lucky queen elsewhere.
*/
val taken: List<List<Card>>,
val heartsBroken: Boolean,
val scores: List<Int>,
val roundScores: List<Int>,
val log: List<String>,
) {
val passDirection: PassDirection get() = PassDirection.forRound(round)
/** Thirteen, four handed: every card dealt is a card played. */
val tricksPerRound: Int get() = DECK_SIZE / options.playerCount
}
/** An ordinary pack, which Hearts uses whole. */
const val DECK_SIZE: Int = 52
@Serializable
sealed interface HeartsMove
/** The three cards this seat is giving away. Order does not matter. */
@Serializable
@SerialName("pass")
data class PassCards(val cards: List<Card>) : HeartsMove
@Serializable
@SerialName("play")
data class PlayCard(val card: Card) : HeartsMove
/** How many cards change hands in a pass. */
const val PASS_SIZE: Int = 3
val QUEEN_OF_SPADES: Card = Card(Rank.QUEEN, Suit.SPADES)
/** The two of clubs always leads the first trick of a round. */
val TWO_OF_CLUBS: Card = Card(Rank.TWO, Suit.CLUBS)
/** Every heart costs a point; the queen of spades costs thirteen. */
fun pointsOf(card: Card): Int = when {
card == QUEEN_OF_SPADES -> 13
card.suit == Suit.HEARTS -> 1
else -> 0
}
/** The whole twenty-six, which is what a moon has to consist of. */
const val ALL_POINTS: Int = 26
fun pointsIn(cards: List<Card>): Int = cards.sumOf { pointsOf(it) }
/** Which seat receives what [from] passes, given the round's direction. */
fun passTarget(from: Int, playerCount: Int, direction: PassDirection): Int = when (direction) {
PassDirection.LEFT -> (from + 1) % playerCount
PassDirection.RIGHT -> (from + playerCount - 1) % playerCount
PassDirection.ACROSS -> (from + playerCount / 2) % playerCount
PassDirection.HOLD -> from
}
/**
* Ranks a card within a trick. Nothing trumps in Hearts, so a card that did not
* follow the led suit cannot win however high it is.
*/
fun trickStrength(card: Card, ledSuit: Suit): Int =
if (card.suit == ledSuit) card.rank.order else -1
/**
* Turns a round's takings into the points each seat adds to its score.
*
* A seat that took all twenty-six has shot the moon: it scores nothing and
* every other seat takes the lot. That is the one case where a round's scores
* do not sum to twenty-six.
*/
fun scoreRound(taken: List<List<Card>>, allowShootTheMoon: Boolean): List<Int> {
val raw = taken.map { pointsIn(it) }
if (!allowShootTheMoon) return raw
val shooter = raw.indexOfFirst { it == ALL_POINTS }
if (shooter < 0) return raw
return raw.indices.map { if (it == shooter) 0 else ALL_POINTS }
}
@@ -0,0 +1,294 @@
package org.prolibertate.games.game.hearts
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Hearts as a pure state machine. See RULES-hearts.md.
*/
object HeartsRules : GameRules<HeartsState, HeartsMove> {
override val gameId: String = GameCatalog.HEARTS
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): HeartsState {
val options = json.decodeFromString<HeartsOptions>(config.optionsJson)
require(config.seats.size == options.playerCount) {
"Seat count ${config.seats.size} does not match ${options.playerCount} players"
}
return deal(options, config.seed, 0, List(options.playerCount) { 0 }, listOf("Round 1."))
}
private fun deal(
options: HeartsOptions,
seed: Long,
round: Int,
scores: List<Int>,
log: List<String>,
): HeartsState {
// A fresh generator per round, keyed on the round, so the whole game is
// reproducible from the one seed the host shipped with the table.
val random = Random(seed + round)
val deck = Decks.standard52().shuffledWith(random)
val perHand = deck.size / options.playerCount
val hands = (0 until options.playerCount).map { seat ->
deck.subList(seat * perHand, (seat + 1) * perHand).sortedWith(handOrder)
}
val direction = PassDirection.forRound(round)
val passing = direction != PassDirection.HOLD
// A hold round has nothing to swap, so it opens straight onto the lead.
val opener = if (passing) 0 else holderOfTwoOfClubs(hands)
return HeartsState(
options = options,
seed = seed,
round = round,
phase = if (passing) HeartsPhase.PASSING else HeartsPhase.PLAYING,
hands = hands,
handCounts = hands.map { it.size },
passSelections = List(options.playerCount) { emptyList() },
turn = opener,
leader = opener,
trickNumber = 0,
trick = emptyList(),
completedTrick = emptyList(),
taken = List(options.playerCount) { emptyList() },
heartsBroken = false,
scores = scores,
roundScores = List(options.playerCount) { 0 },
log = log + if (passing) "Passing ${direction.label}." else "No passing this round.",
)
}
/** Sorted by suit then rank, which is how a hand is held rather than dealt. */
private val handOrder = compareBy<Card>({ it.suit.ordinal }, { it.rank.order })
private fun holderOfTwoOfClubs(hands: List<List<Card>>): Int =
hands.indexOfFirst { it.contains(TWO_OF_CLUBS) }
override fun currentSeat(state: HeartsState): Int? = when (state.phase) {
// Passing is simultaneous at the table, but the engine hands out one
// seat at a time. The lowest seat that has not chosen goes next, and
// the swap happens once the last one has.
HeartsPhase.PASSING -> state.passSelections.indexOfFirst { it.isEmpty() }.takeIf { it >= 0 }
HeartsPhase.PLAYING -> state.turn
HeartsPhase.ROUND_OVER, HeartsPhase.GAME_OVER -> null
}
override fun legalMoves(state: HeartsState, seat: Int): List<HeartsMove> =
when (state.phase) {
HeartsPhase.PASSING ->
if (state.passSelections[seat].isNotEmpty()) {
emptyList()
} else {
combinations(state.hands[seat], PASS_SIZE).map { PassCards(it) }
}
HeartsPhase.PLAYING ->
if (state.turn != seat) emptyList() else playableCards(state, seat).map { PlayCard(it) }
HeartsPhase.ROUND_OVER, HeartsPhase.GAME_OVER -> emptyList()
}
/**
* The cards [seat] may legally play into the trick as it stands.
*
* Four restrictions, in the order they bite: the two of clubs opens the
* round, a seat that can follow the led suit must, no point card may be
* discarded on the first trick, and hearts cannot be led until one has been
* played. Each of the last three lifts when a seat holds nothing else.
*/
fun playableCards(state: HeartsState, seat: Int): List<Card> {
val hand = state.hands[seat]
if (hand.isEmpty()) return emptyList()
val firstTrick = state.trickNumber == 0
if (state.trick.isEmpty()) {
if (firstTrick) return listOf(TWO_OF_CLUBS).filter { hand.contains(it) }
val offHearts = hand.filter { it.suit != Suit.HEARTS }
// Hearts may only be led once broken — unless that is all there is
// left to lead, in which case the restriction cannot be honoured.
return if (state.heartsBroken || offHearts.isEmpty()) hand else offHearts
}
val led = state.trick.first().card.suit
val following = hand.filter { it.suit == led }
if (following.isNotEmpty()) return following
// Void in the led suit, so anything goes — except that the first trick
// takes no points while the seat has a card that costs none.
if (firstTrick) {
val harmless = hand.filter { pointsOf(it) == 0 }
if (harmless.isNotEmpty()) return harmless
}
return hand
}
override fun applyMove(state: HeartsState, seat: Int, move: HeartsMove): HeartsState =
when (move) {
is PassCards -> applyPass(state, seat, move)
is PlayCard -> applyPlay(state, seat, move)
}
private fun applyPass(state: HeartsState, seat: Int, move: PassCards): HeartsState {
require(state.phase == HeartsPhase.PASSING) { "Not passing" }
require(state.passSelections[seat].isEmpty()) { "Seat $seat has already passed" }
require(move.cards.size == PASS_SIZE) { "A pass is $PASS_SIZE cards" }
require(move.cards.distinct().size == PASS_SIZE) { "Cannot pass the same card twice" }
val hand = state.hands[seat]
require(move.cards.all { hand.contains(it) }) { "Cannot pass a card not held" }
val selections = state.passSelections.toMutableList()
selections[seat] = move.cards
if (selections.any { it.isEmpty() }) {
return state.copy(passSelections = selections)
}
return completePass(state.copy(passSelections = selections))
}
/** Everyone has chosen, so the three-card bundles change hands at once. */
private fun completePass(state: HeartsState): HeartsState {
val direction = state.passDirection
val count = state.options.playerCount
val incoming = MutableList(count) { emptyList<Card>() }
for (from in 0 until count) {
incoming[passTarget(from, count, direction)] = state.passSelections[from]
}
val hands = state.hands.mapIndexed { seat, hand ->
(hand - state.passSelections[seat].toSet() + incoming[seat]).sortedWith(handOrder)
}
val opener = holderOfTwoOfClubs(hands)
return state.copy(
phase = HeartsPhase.PLAYING,
hands = hands,
handCounts = hands.map { it.size },
turn = opener,
leader = opener,
log = state.log + "Cards passed ${direction.label}.",
)
}
private fun applyPlay(state: HeartsState, seat: Int, move: PlayCard): HeartsState {
require(state.phase == HeartsPhase.PLAYING) { "Not playing" }
require(state.turn == seat) { "Seat $seat is not on the clock" }
require(playableCards(state, seat).contains(move.card)) { "${move.card} is not playable" }
val hands = state.hands.toMutableList()
hands[seat] = hands[seat] - move.card
val trick = state.trick + PlayedCard(seat, move.card)
val broken = state.heartsBroken || move.card.suit == Suit.HEARTS
if (trick.size < state.options.playerCount) {
return state.copy(
hands = hands,
handCounts = hands.map { it.size },
trick = trick,
completedTrick = emptyList(),
turn = (seat + 1) % state.options.playerCount,
heartsBroken = broken,
)
}
val led = trick.first().card.suit
val winner = trick.maxBy { trickStrength(it.card, led) }.seat
val taken = state.taken.toMutableList()
taken[winner] = taken[winner] + trick.map { it.card }
val swept = state.copy(
hands = hands,
handCounts = hands.map { it.size },
trick = emptyList(),
completedTrick = trick,
taken = taken,
heartsBroken = broken,
turn = winner,
leader = winner,
trickNumber = state.trickNumber + 1,
)
return if (hands.all { it.isEmpty() }) finishRound(swept) else swept
}
private fun finishRound(state: HeartsState): HeartsState {
val gained = scoreRound(state.taken, state.options.allowShootTheMoon)
val scores = state.scores.mapIndexed { seat, score -> score + gained[seat] }
val moon = state.taken.indexOfFirst { pointsIn(it) == ALL_POINTS }
val over = scores.any { it >= state.options.targetScore }
val notes = buildList {
if (moon >= 0 && state.options.allowShootTheMoon) add("Seat $moon shot the moon.")
add("Round ${state.round + 1} scored.")
if (over) add("Game over — lowest score wins.")
}
return state.copy(
phase = if (over) HeartsPhase.GAME_OVER else HeartsPhase.ROUND_OVER,
scores = scores,
roundScores = gained,
log = state.log + notes,
)
}
/** Advances from [HeartsPhase.ROUND_OVER] into the next deal. */
fun startNextRound(state: HeartsState): HeartsState {
check(state.phase == HeartsPhase.ROUND_OVER) { "Round is not over" }
val next = state.round + 1
return deal(state.options, state.seed, next, state.scores, state.log + "Round ${next + 1}.")
}
override fun isFinished(state: HeartsState): Boolean = state.phase == HeartsPhase.GAME_OVER
override fun summary(state: HeartsState): String = when (state.phase) {
HeartsPhase.PASSING -> "Passing ${state.passDirection.label}"
HeartsPhase.PLAYING -> "Trick ${state.trickNumber + 1} of ${state.tricksPerRound}"
HeartsPhase.ROUND_OVER -> "Round ${state.round + 1}: " + state.roundScores.joinToString(", ")
HeartsPhase.GAME_OVER -> {
val best = state.scores.min()
"Winner: seat ${state.scores.indexOf(best)} on $best"
}
}
/**
* Other hands go, and so do the cards they have chosen to pass — a pass is
* secret until it lands, and a client that could read the selections would
* know exactly what is coming.
*/
override fun viewFor(state: HeartsState, seat: Int): HeartsState = state.copy(
hands = state.hands.mapIndexed { index, hand -> if (index == seat) hand else emptyList() },
handCounts = state.handCounts,
passSelections = state.passSelections.mapIndexed { index, cards ->
if (index == seat) cards else emptyList()
},
)
override fun encodeState(state: HeartsState): String = json.encodeToString(state)
override fun decodeState(json: String): HeartsState = this.json.decodeFromString(json)
override fun encodeMove(move: HeartsMove): String = json.encodeToString(move)
override fun decodeMove(json: String): HeartsMove = this.json.decodeFromString(json)
/** Every distinct [size]-card selection from [cards], order ignored. */
private fun combinations(cards: List<Card>, size: Int): List<List<Card>> {
if (size == 0) return listOf(emptyList())
if (cards.size < size) return emptyList()
val result = mutableListOf<List<Card>>()
fun walk(start: Int, chosen: List<Card>) {
if (chosen.size == size) {
result.add(chosen)
return
}
// Stop early once too few cards remain to finish the selection.
for (i in start..cards.size - (size - chosen.size)) {
walk(i + 1, chosen + cards[i])
}
}
walk(0, emptyList())
return result
}
}
@@ -0,0 +1,50 @@
package org.prolibertate.games.game.klondike
import org.prolibertate.games.game.engine.GameAi
/**
* Plays the deal the way a person does when they are not thinking hard.
*
* Nothing asks it to during an ordinary game — the only seat belongs to the
* player — but a seat has to be playable by something, and this is what a
* "suggest a move" button would offer.
*
* The order matters more than the numbers. Sending a card home always wins,
* turning one up comes next, and aimless shuffling between columns scores below
* drawing so it is only reached when there is nothing else at all. That last
* ordering is what stops it walking a run back and forth between two columns for
* ever.
*/
object KlondikeAi : GameAi<KlondikeState, KlondikeMove> {
override fun chooseMove(state: KlondikeState, seat: Int, legal: List<KlondikeMove>): KlondikeMove {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
return legal.maxBy { worth(state, it) }
}
private fun worth(state: KlondikeState, move: KlondikeMove): Int = when (move) {
Draw -> 30
Redeal -> 20
is MoveCards -> when {
move.to.kind == SpotKind.FOUNDATION -> 100
// Taking a card back off a foundation is occasionally right and
// usually not, so it sits below doing nothing much at all.
move.from.kind == SpotKind.FOUNDATION -> -50
move.from.kind == SpotKind.TABLEAU && turnsACardUp(state, move) -> 80
move.from.kind == SpotKind.TABLEAU && emptiesAColumn(state, move) -> 60
move.from.kind == SpotKind.WASTE -> 40
else -> 15
}
}
/** True when the move strips a column back to its buried cards. */
private fun turnsACardUp(state: KlondikeState, move: MoveCards): Boolean {
val pile = state.tableau[move.from.index]
return move.count == pile.faceUp.size && pile.faceDown.isNotEmpty()
}
private fun emptiesAColumn(state: KlondikeState, move: MoveCards): Boolean {
val pile = state.tableau[move.from.index]
return move.count == pile.faceUp.size && pile.faceDown.isEmpty()
}
}
@@ -0,0 +1,145 @@
package org.prolibertate.games.game.klondike
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.solitaire.buildsDownAlternating
const val TABLEAU_PILES: Int = 7
const val FOUNDATIONS: Int = 4
/**
* Where a card can be, and which one of them.
*
* A kind and an index rather than a sealed hierarchy: every spot in this game is
* one of four things and at most one number identifies it, so a pair says
* everything a subclass per kind would, and serialises as two plain fields.
*/
@Serializable
enum class SpotKind { STOCK, WASTE, TABLEAU, FOUNDATION }
@Serializable
data class Spot(val kind: SpotKind, val index: Int = 0) {
companion object {
val stock = Spot(SpotKind.STOCK)
val waste = Spot(SpotKind.WASTE)
fun tableau(index: Int) = Spot(SpotKind.TABLEAU, index)
fun foundation(index: Int) = Spot(SpotKind.FOUNDATION, index)
}
}
/**
* A tableau pile: what is still turned down, and the run turned up on top of it.
*
* Kept as two lists because the split is the whole tension of the game. A pile
* is only worth what has been turned up, and the buried part is the thing being
* played for.
*/
@Serializable
data class TableauPile(
val faceDown: List<Card> = emptyList(),
val faceUp: List<Card> = emptyList(),
) {
val isEmpty: Boolean get() = faceDown.isEmpty() && faceUp.isEmpty()
val top: Card? get() = faceUp.lastOrNull()
}
@Serializable
data class KlondikeOptions(
/**
* One card off the stock at a time, or three. Three is the harder game and
* the older one; one is what most people mean by patience now.
*/
val drawCount: Int = 1,
/**
* How many times the waste may be turned back into the stock. Null is as
* often as you like; zero is a single pass through the pack, which is the
* gambling version.
*/
val redealLimit: Int? = null,
/**
* Only a king may be moved into an empty column. Turning this off is a
* common kindness that makes far more deals winnable.
*/
val kingsOnlyInSpaces: Boolean = true,
) {
init {
require(drawCount in 1..3) { "Draw one to three" }
require(redealLimit == null || redealLimit >= 0) { "redealLimit cannot be negative" }
}
}
@Serializable
data class KlondikeState(
val options: KlondikeOptions,
val seed: Long,
/** Face down, dealt from the end. */
val stock: List<Card>,
/** Face up; the last card is the one in play. */
val waste: List<Card>,
/** One per suit, in [Suit] order, each running ace upwards. */
val foundations: List<List<Card>>,
val tableau: List<TableauPile>,
val redealsUsed: Int,
val moves: Int,
val log: List<String>,
) {
/** Every foundation full is the game won. */
val isWon: Boolean get() = foundations.all { it.size == Rank.standard.size }
val canRedeal: Boolean
get() = stock.isEmpty() &&
waste.isNotEmpty() &&
(options.redealLimit == null || redealsUsed < options.redealLimit)
}
@Serializable
sealed interface KlondikeMove
/** Turns the next card or three off the stock and onto the waste. */
@Serializable
@SerialName("draw")
data object Draw : KlondikeMove
/** Turns the waste back over to make a new stock, once the stock is out. */
@Serializable
@SerialName("redeal")
data object Redeal : KlondikeMove
/**
* Moves [count] cards from one spot to another.
*
* [count] is only ever more than one when moving between tableau columns, where
* a whole descending run travels together.
*/
@Serializable
@SerialName("move")
data class MoveCards(val from: Spot, val to: Spot, val count: Int = 1) : KlondikeMove
/** Foundations are indexed by suit, so a card always knows which one it wants. */
fun foundationFor(card: Card): Int = card.suit.ordinal
/**
* Down by one and in the other colour.
*
* Named here because it is what this game builds with, but the rule itself is
* shared: FreeCell builds the same way, Spider builds in suit, and all of them
* need the same ace-low ordering underneath.
*/
fun buildsDown(lower: Card, onto: Card): Boolean = buildsDownAlternating(lower, onto)
/**
* Whether [cards] is a run that can travel as one: each card a step below the
* one before it and in the opposite colour.
*/
fun isMovableRun(cards: List<Card>): Boolean =
cards.isNotEmpty() && cards.zipWithNext().all { (upper, lower) -> buildsDown(lower, upper) }
/** What an empty column will take. */
fun acceptsInSpace(card: Card, kingsOnly: Boolean): Boolean =
!kingsOnly || card.rank == Rank.KING
/** Suit order is the foundation order, so this names them for the screen. */
fun foundationSuit(index: Int): Suit = Suit.entries[index]
@@ -0,0 +1,250 @@
package org.prolibertate.games.game.klondike
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.solitaire.acceptsOnFoundation
import kotlin.random.Random
/**
* Klondike as a pure state machine. See RULES-klondike.md.
*
* One seat, like peg solitaire: the player is not playing against anybody, only
* against the deal.
*/
object KlondikeRules : GameRules<KlondikeState, KlondikeMove> {
override val gameId: String = GameCatalog.KLONDIKE
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): KlondikeState {
val options = json.decodeFromString<KlondikeOptions>(config.optionsJson)
require(config.seats.size == 1) { "Klondike seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: KlondikeOptions, seed: Long): KlondikeState {
val deck = Decks.standard52().shuffledWith(Random(seed)).toMutableList()
val piles = (0 until TABLEAU_PILES).map { index ->
// Column n gets n+1 cards, and only the last of them is turned up.
val taken = List(index + 1) { deck.removeAt(deck.size - 1) }
TableauPile(faceDown = taken.dropLast(1), faceUp = listOf(taken.last()))
}
return KlondikeState(
options = options,
seed = seed,
stock = deck.toList(),
waste = emptyList(),
foundations = List(FOUNDATIONS) { emptyList() },
tableau = piles,
redealsUsed = 0,
moves = 0,
log = listOf("Dealt. Drawing ${options.drawCount} at a time."),
)
}
override fun currentSeat(state: KlondikeState): Int? =
if (isFinished(state)) null else SOLO_SEAT
override fun legalMoves(state: KlondikeState, seat: Int): List<KlondikeMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<KlondikeMove>()
if (state.stock.isNotEmpty()) moves += Draw
if (state.canRedeal) moves += Redeal
state.waste.lastOrNull()?.let { card ->
val foundation = foundationFor(card)
if (acceptsOnFoundation(state.foundations[foundation], card)) {
moves += MoveCards(Spot.waste, Spot.foundation(foundation))
}
state.tableau.indices.forEach { pile ->
if (tableauAccepts(state, pile, card)) {
moves += MoveCards(Spot.waste, Spot.tableau(pile))
}
}
}
state.tableau.forEachIndexed { index, pile ->
pile.top?.let { card ->
val foundation = foundationFor(card)
if (acceptsOnFoundation(state.foundations[foundation], card)) {
moves += MoveCards(Spot.tableau(index), Spot.foundation(foundation))
}
}
for (count in 1..pile.faceUp.size) {
val run = pile.faceUp.takeLast(count)
if (!isMovableRun(run)) continue
val head = run.first()
state.tableau.indices.forEach { target ->
if (target == index || !tableauAccepts(state, target, head)) return@forEach
// Shifting a whole column into an empty one gains nothing and
// would let a game shuffle back and forth for ever, so it is
// not offered as a move at all.
val wholeColumn = pile.faceDown.isEmpty() && count == pile.faceUp.size
if (wholeColumn && state.tableau[target].isEmpty) return@forEach
moves += MoveCards(Spot.tableau(index), Spot.tableau(target), count)
}
}
}
state.foundations.forEachIndexed { index, foundation ->
foundation.lastOrNull()?.let { card ->
state.tableau.indices.forEach { pile ->
if (tableauAccepts(state, pile, card)) {
moves += MoveCards(Spot.foundation(index), Spot.tableau(pile))
}
}
}
}
return moves
}
/** Whether column [index] will take [card] on top of it. */
fun tableauAccepts(state: KlondikeState, index: Int, card: Card): Boolean {
val pile = state.tableau[index]
val top = pile.top ?: return acceptsInSpace(card, state.options.kingsOnlyInSpaces)
return buildsDown(card, top)
}
override fun applyMove(state: KlondikeState, seat: Int, move: KlondikeMove): KlondikeState {
require(seat == SOLO_SEAT) { "Klondike has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
val next = when (move) {
Draw -> draw(state)
Redeal -> redeal(state)
is MoveCards -> moveCards(state, move)
}
val won = next.isWon
return next.copy(
moves = state.moves + 1,
log = if (won) next.log + "Out, in ${next.moves + 1} moves." else next.log,
)
}
private fun draw(state: KlondikeState): KlondikeState {
val count = minOf(state.options.drawCount, state.stock.size)
val taken = state.stock.takeLast(count)
return state.copy(
stock = state.stock.dropLast(count),
// Turning a packet over reverses it, so the card that was deepest of
// the three is the one left showing.
waste = state.waste + taken.reversed(),
)
}
private fun redeal(state: KlondikeState): KlondikeState = state.copy(
// The waste is turned face down as one, so its top card ends up at the
// bottom of the new stock.
stock = state.waste.reversed(),
waste = emptyList(),
redealsUsed = state.redealsUsed + 1,
log = state.log + "Waste turned back over.",
)
private fun moveCards(state: KlondikeState, move: MoveCards): KlondikeState {
val cards = cardsAt(state, move.from, move.count)
val without = removeFrom(state, move.from, move.count)
return addTo(without, move.to, cards)
}
private fun cardsAt(state: KlondikeState, from: Spot, count: Int): List<Card> = when (from.kind) {
SpotKind.WASTE -> state.waste.takeLast(count)
SpotKind.TABLEAU -> state.tableau[from.index].faceUp.takeLast(count)
SpotKind.FOUNDATION -> state.foundations[from.index].takeLast(count)
SpotKind.STOCK -> throw IllegalArgumentException("Cards are not taken from the stock by hand")
}
private fun removeFrom(state: KlondikeState, from: Spot, count: Int): KlondikeState =
when (from.kind) {
SpotKind.WASTE -> state.copy(waste = state.waste.dropLast(count))
SpotKind.TABLEAU -> {
val pile = state.tableau[from.index]
val left = pile.faceUp.dropLast(count)
// Emptying the turned-up run exposes whatever was under it, and
// turning that card is the point of most of the game.
val flipped = if (left.isEmpty() && pile.faceDown.isNotEmpty()) {
TableauPile(
faceDown = pile.faceDown.dropLast(1),
faceUp = listOf(pile.faceDown.last()),
)
} else {
pile.copy(faceUp = left)
}
state.copy(tableau = state.tableau.replacing(from.index, flipped))
}
SpotKind.FOUNDATION -> state.copy(
foundations = state.foundations.replacing(
from.index,
state.foundations[from.index].dropLast(count),
),
)
SpotKind.STOCK -> throw IllegalArgumentException("Nothing is taken off the stock by hand")
}
private fun addTo(state: KlondikeState, to: Spot, cards: List<Card>): KlondikeState =
when (to.kind) {
SpotKind.TABLEAU -> {
val pile = state.tableau[to.index]
state.copy(
tableau = state.tableau.replacing(
to.index,
pile.copy(faceUp = pile.faceUp + cards),
),
)
}
SpotKind.FOUNDATION -> state.copy(
foundations = state.foundations.replacing(
to.index,
state.foundations[to.index] + cards,
),
)
SpotKind.WASTE, SpotKind.STOCK ->
throw IllegalArgumentException("Nothing is put back on the ${to.kind}")
}
private fun <T> List<T>.replacing(index: Int, value: T): List<T> =
toMutableList().also { it[index] = value }
/**
* Won, or with nothing left to try.
*
* A game can dry up entirely: no stock, no redeal left, and not a card that
* will go anywhere. That is a finish as much as winning is, and the screen
* needs to be able to say so rather than leaving the player hunting.
*/
override fun isFinished(state: KlondikeState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: KlondikeState): String = when {
state.isWon -> "Out in ${state.moves} moves"
isFinished(state) -> "Blocked, ${state.foundations.sumOf { it.size }} cards home"
else -> "${state.foundations.sumOf { it.size }} of 52 home"
}
/** One seat, and it is the player's, so there is nothing to strip. */
override fun viewFor(state: KlondikeState, seat: Int): KlondikeState = state
override fun encodeState(state: KlondikeState): String = json.encodeToString(state)
override fun decodeState(json: String): KlondikeState = this.json.decodeFromString(json)
override fun encodeMove(move: KlondikeMove): String = json.encodeToString(move)
override fun decodeMove(json: String): KlondikeMove = this.json.decodeFromString(json)
/** Deals the same pack again, so a lost game can be replayed from the start. */
fun restart(state: KlondikeState): KlondikeState = deal(state.options, state.seed)
}
@@ -0,0 +1,54 @@
package org.prolibertate.games.game.pegsolitaire
import org.prolibertate.games.game.engine.GameAi
/**
* Plays the board for the one seat.
*
* Nothing normally asks it to: the single seat belongs to the person holding the
* phone, so this never runs during an ordinary game. It exists because a seat
* that could be left empty has to be playable by something, and because a
* one-move-deep chooser is exactly what a "suggest a jump" button would want.
*
* The heuristic is the one every good peg player uses by hand: keep the pegs
* together. A jump that leaves more jumps behind it has not painted the board
* into a corner, and pulling toward the middle stops a stranded peg being left
* out on an arm where nothing can ever reach it.
*/
object PegSolitaireAi : GameAi<PegSolitaireState, PegSolitaireMove> {
override fun chooseMove(
state: PegSolitaireState,
seat: Int,
legal: List<PegSolitaireMove>,
): PegSolitaireMove {
require(legal.isNotEmpty()) { "No jump available" }
val jumps = legal.filterIsInstance<PegJump>()
if (jumps.isEmpty()) return legal.first()
return jumps.maxBy { score(state, it) }
}
private fun score(state: PegSolitaireState, jump: PegJump): Int {
val after = state.copy(pegs = state.pegs - jump.from - jump.over + jump.to)
// Solving outright beats every other consideration.
if (after.solved) return Int.MAX_VALUE
val followUps = PegSolitaireRules.legalJumps(after).size
return followUps * 10 - spread(after)
}
/**
* How far the pegs sit from their own centre, in whole holes.
*
* A smaller number is a tighter cluster. Manhattan distance is the right
* measure on both board shapes here, because a jump moves two steps along one
* of the grid's own directions either way.
*/
private fun spread(state: PegSolitaireState): Int {
if (state.pegs.isEmpty()) return 0
val meanRow = state.pegs.sumOf { it.row } / state.pegs.size
val meanCol = state.pegs.sumOf { it.col } / state.pegs.size
return state.pegs.sumOf {
kotlin.math.abs(it.row - meanRow) + kotlin.math.abs(it.col - meanCol)
}
}
}
@@ -0,0 +1,153 @@
package org.prolibertate.games.game.pegsolitaire
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
/**
* A hole in the board, by row and column.
*
* Both geometries the boards come in are indexed this way, which is what lets
* one jump rule serve them all: a triangular row is simply shorter than the one
* below it, and a cross is a square with pieces bitten out of the corners.
*/
@Serializable
data class Hole(val row: Int, val col: Int)
/**
* The boards this plays on.
*
* Two shapes of grid, and the difference between them is only how many
* directions a peg can jump in. On a triangle a hole has six neighbours, because
* the rows are staggered; on a square board it has four, because they are not.
* Everything else — the jump, the goal, the dead end — is the same game.
*/
@Serializable
enum class PegBoard(val label: String, val holeCount: Int) {
/** The tee game found on a restaurant table: five rows, fifteen holes. */
TRIANGLE_15("Triangle of 15", 15),
TRIANGLE_21("Triangle of 21", 21),
/** The classic cross: a seven by seven square with two-by-two corners cut. */
ENGLISH_CROSS("English cross", 33),
/** The continental board, with a shallower cut that leaves four more holes. */
FRENCH_CROSS("French cross", 37),
DIAMOND_41("Diamond of 41", 41),
;
val isTriangular: Boolean get() = this == TRIANGLE_15 || this == TRIANGLE_21
/** Every hole on this board. */
fun holes(): Set<Hole> = when (this) {
TRIANGLE_15 -> triangle(5)
TRIANGLE_21 -> triangle(6)
// 49 less the four two-by-two corners.
ENGLISH_CROSS -> square(7) { r, c -> r in 2..4 || c in 2..4 }
// 49 less a three-hole triangle at each corner.
FRENCH_CROSS -> square(7) { r, c ->
val fromEdgeRow = minOf(r, 6 - r)
val fromEdgeCol = minOf(c, 6 - c)
fromEdgeRow + fromEdgeCol >= 2
}
DIAMOND_41 -> square(9) { r, c -> kotlin.math.abs(r - 4) + kotlin.math.abs(c - 4) <= 4 }
}
/**
* The directions a jump may run in, as row and column steps.
*
* Diagonals are not among the four on a square board: a peg moves along a
* rank or a file and nowhere else, which is what makes the cross boards hard.
*/
fun directions(): List<Pair<Int, Int>> = if (isTriangular) {
listOf(0 to -1, 0 to 1, -1 to -1, -1 to 0, 1 to 0, 1 to 1)
} else {
listOf(0 to -1, 0 to 1, -1 to 0, 1 to 0)
}
/** Where the one empty hole sits when nothing else is chosen. */
fun defaultStart(): Hole = when {
// The apex, which is how the tee game is set out on the table.
isTriangular -> Hole(0, 0)
this == DIAMOND_41 -> Hole(4, 4)
else -> Hole(3, 3)
}
private fun triangle(rows: Int): Set<Hole> =
(0 until rows).flatMap { r -> (0..r).map { c -> Hole(r, c) } }.toSet()
private fun square(size: Int, keep: (Int, Int) -> Boolean): Set<Hole> =
(0 until size).flatMap { r ->
(0 until size).mapNotNull { c -> Hole(r, c).takeIf { keep(r, c) } }
}.toSet()
}
/**
* What counts as having won.
*
* Leaving one peg anywhere is the game as it is usually played. Leaving it in
* the hole the board started empty is the harder problem, and on the English
* cross it is the one the puzzle is famous for.
*/
@Serializable
enum class PegGoal(val label: String) {
ONE_PEG("Leave one peg"),
ONE_PEG_IN_START("Leave one peg, in the starting hole"),
}
@Serializable
data class PegSolitaireOptions(
val board: PegBoard = PegBoard.TRIANGLE_15,
val goal: PegGoal = PegGoal.ONE_PEG,
/**
* The hole left empty at the start. Null takes the board's own default,
* which keeps a saved table valid if the default ever moves.
*/
val startEmpty: Hole? = null,
) {
/** The empty hole this table actually opens with. */
fun start(): Hole = startEmpty ?: board.defaultStart()
init {
require(board.holes().contains(start())) {
"${start()} is not a hole on the ${board.label}"
}
}
}
@Serializable
data class PegSolitaireState(
val options: PegSolitaireOptions,
/** Which holes still hold a peg. Everything else on the board is empty. */
val pegs: Set<Hole>,
val jumps: Int,
/** Held so the screen can show what just happened. */
val lastJump: PegJump? = null,
val log: List<String>,
) {
val board: PegBoard get() = options.board
val remaining: Int get() = pegs.size
/** True once the board matches what the chosen goal asked for. */
val solved: Boolean
get() = remaining == 1 && when (options.goal) {
PegGoal.ONE_PEG -> true
PegGoal.ONE_PEG_IN_START -> pegs.first() == options.start()
}
}
@Serializable
sealed interface PegSolitaireMove
/**
* A peg jumps a neighbour and lands two holes away, and the peg it jumped is
* taken off. [over] is not carried because a jump is always exactly two steps in
* one direction, so the hole between the ends is the only one it can be —
* storing it would be a second copy of the same fact, free to disagree.
*/
@Serializable
@SerialName("jump")
data class PegJump(val from: Hole, val to: Hole) : PegSolitaireMove {
val over: Hole get() = Hole((from.row + to.row) / 2, (from.col + to.col) / 2)
}
@@ -0,0 +1,127 @@
package org.prolibertate.games.game.pegsolitaire
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
/**
* Peg solitaire as a pure state machine. See RULES-pegsolitaire.md.
*
* The first game here played by one person, which the engine takes in its
* stride: there is one seat, it is always on the clock until the board runs out
* of jumps, and [viewFor] has nothing to hide because there is nobody to hide it
* from.
*/
object PegSolitaireRules : GameRules<PegSolitaireState, PegSolitaireMove> {
override val gameId: String = GameCatalog.PEG_SOLITAIRE
/** The one seat. Named rather than written as a bare 0 at each use. */
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): PegSolitaireState {
val options = json.decodeFromString<PegSolitaireOptions>(config.optionsJson)
require(config.seats.size == 1) {
"Peg solitaire seats one, not ${config.seats.size}"
}
val start = options.start()
return PegSolitaireState(
options = options,
pegs = options.board.holes() - start,
jumps = 0,
lastJump = null,
log = listOf("${options.board.label}, opening at row ${start.row + 1}."),
)
}
/**
* Every jump available on the board as it stands.
*
* A jump needs three holes in a line: a peg to move, a peg beside it to take,
* and an empty hole beyond. Checking that the landing hole is on the board is
* what keeps a jump from running off a triangle's short row or out through a
* cross's missing corner.
*/
fun legalJumps(state: PegSolitaireState): List<PegJump> {
val holes = state.board.holes()
val directions = state.board.directions()
return state.pegs.flatMap { from ->
directions.mapNotNull { (dr, dc) ->
val over = Hole(from.row + dr, from.col + dc)
val to = Hole(from.row + 2 * dr, from.col + 2 * dc)
// `over` holding a peg already implies it is a hole, since a peg
// can only ever sit in one.
val ok = state.pegs.contains(over) &&
holes.contains(to) &&
!state.pegs.contains(to)
if (ok) PegJump(from, to) else null
}
}
}
override fun currentSeat(state: PegSolitaireState): Int? =
if (isFinished(state)) null else SOLO_SEAT
override fun legalMoves(state: PegSolitaireState, seat: Int): List<PegSolitaireMove> =
if (seat != SOLO_SEAT) emptyList() else legalJumps(state)
override fun applyMove(
state: PegSolitaireState,
seat: Int,
move: PegSolitaireMove,
): PegSolitaireState {
require(seat == SOLO_SEAT) { "Peg solitaire has one seat" }
val jump = move as PegJump
require(legalJumps(state).contains(jump)) { "$jump is not a legal jump" }
val pegs = state.pegs - jump.from - jump.over + jump.to
val next = state.copy(
pegs = pegs,
jumps = state.jumps + 1,
lastJump = jump,
)
val note = when {
next.solved -> "Solved in ${next.jumps} jumps."
legalJumps(next).isEmpty() -> "No jumps left, ${next.remaining} pegs standing."
else -> null
}
return if (note == null) next else next.copy(log = next.log + note)
}
/** The board is finished when nothing can jump, whether or not it was solved. */
override fun isFinished(state: PegSolitaireState): Boolean = legalJumps(state).isEmpty()
override fun summary(state: PegSolitaireState): String = when {
state.solved -> "Solved in ${state.jumps} jumps"
isFinished(state) -> "Stuck with ${state.remaining} pegs"
else -> "${state.remaining} pegs, ${legalJumps(state).size} jumps available"
}
/**
* Nothing to strip. One person plays, the whole board is face up in front of
* them, and there is no second seat that could be told less than the truth.
*/
override fun viewFor(state: PegSolitaireState, seat: Int): PegSolitaireState = state
override fun encodeState(state: PegSolitaireState): String = json.encodeToString(state)
override fun decodeState(json: String): PegSolitaireState = this.json.decodeFromString(json)
override fun encodeMove(move: PegSolitaireMove): String = json.encodeToString(move)
override fun decodeMove(json: String): PegSolitaireMove = this.json.decodeFromString(json)
/** Deals the same board again, so a lost game can be retried from the start. */
fun restart(state: PegSolitaireState): PegSolitaireState {
val start = state.options.start()
return state.copy(
pegs = state.options.board.holes() - start,
jumps = 0,
lastJump = null,
log = state.log + "Board reset.",
)
}
}
@@ -0,0 +1,98 @@
package org.prolibertate.games.game.pyramid
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.solitaire.patienceOrder
/** Seven rows of one to seven cards. */
const val ROWS: Int = 7
const val PYRAMID_SIZE: Int = ROWS * (ROWS + 1) / 2
/** A pair has to make this, and a king makes it alone. */
const val TARGET: Int = 13
@Serializable
enum class PyramidZone { PYRAMID, WASTE }
@Serializable
data class PyramidSpot(val zone: PyramidZone, val index: Int = 0)
@Serializable
data class PyramidOptions(
/** How many times the waste may be turned back over. */
val redeals: Int = 2,
) {
init {
require(redeals >= 0) { "redeals cannot be negative" }
}
}
@Serializable
data class PyramidState(
val options: PyramidOptions,
val seed: Long,
/** Twenty-eight places; null where the card has been taken. */
val pyramid: List<Card?>,
val stock: List<Card>,
val waste: List<Card>,
val redealsUsed: Int,
val moves: Int,
val log: List<String>,
) {
val isWon: Boolean get() = pyramid.all { it == null }
val canRedeal: Boolean
get() = stock.isEmpty() && waste.isNotEmpty() && redealsUsed < options.redeals
}
@Serializable
sealed interface PyramidMove
@Serializable
@SerialName("draw")
data object DrawCard : PyramidMove
@Serializable
@SerialName("redeal")
data object RecycleWaste : PyramidMove
/** A king is worth thirteen on its own, so it needs no partner. */
@Serializable
@SerialName("king")
data class TakeKing(val spot: PyramidSpot) : PyramidMove
@Serializable
@SerialName("pair")
data class TakePair(val first: PyramidSpot, val second: PyramidSpot) : PyramidMove
/** Ace one through king thirteen, which is what the pairing is counted in. */
fun valueOf(card: Card): Int = card.rank.patienceOrder
/** Where a row starts in the flattened pyramid. */
fun rowStart(row: Int): Int = row * (row + 1) / 2
/** Which row a place is in. */
fun rowOf(index: Int): Int {
var row = 0
while (rowStart(row + 1) <= index) row++
return row
}
/**
* The two places resting on [index], if any.
*
* A card is only in play once both of them are gone, which is the whole shape of
* the game: the pyramid has to be taken apart from the bottom.
*/
fun coveredBy(index: Int): List<Int> {
val row = rowOf(index)
if (row == ROWS - 1) return emptyList()
val offset = index - rowStart(row)
val below = rowStart(row + 1) + offset
return listOf(below, below + 1)
}
/** Whether the card at [index] has nothing left sitting on it. */
fun isExposed(pyramid: List<Card?>, index: Int): Boolean =
pyramid[index] != null && coveredBy(index).all { pyramid[it] == null }
@@ -0,0 +1,150 @@
package org.prolibertate.games.game.pyramid
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Pyramid as a pure state machine. See RULES-pyramid.md.
*
* The odd one out among the patiences here: nothing is built and nothing goes
* home in order. Cards are taken away in pairs that make thirteen, and the only
* structure is which of them are still buried.
*/
object PyramidRules : GameRules<PyramidState, PyramidMove> {
override val gameId: String = GameCatalog.PYRAMID
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): PyramidState {
val options = json.decodeFromString<PyramidOptions>(config.optionsJson)
require(config.seats.size == 1) { "Pyramid seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: PyramidOptions, seed: Long): PyramidState {
val deck = Decks.standard52().shuffledWith(Random(seed))
return PyramidState(
options = options,
seed = seed,
pyramid = deck.take(PYRAMID_SIZE),
stock = deck.drop(PYRAMID_SIZE),
waste = emptyList(),
redealsUsed = 0,
moves = 0,
log = listOf("Dealt."),
)
}
override fun currentSeat(state: PyramidState): Int? =
if (isFinished(state)) null else SOLO_SEAT
/** Every card that can be reached: the exposed pyramid, and the waste's top. */
fun available(state: PyramidState): List<Pair<PyramidSpot, Card>> {
val fromPyramid = state.pyramid.indices
.filter { isExposed(state.pyramid, it) }
.map { PyramidSpot(PyramidZone.PYRAMID, it) to state.pyramid[it]!! }
val fromWaste = state.waste.lastOrNull()
?.let { listOf(PyramidSpot(PyramidZone.WASTE) to it) }
.orEmpty()
return fromPyramid + fromWaste
}
override fun legalMoves(state: PyramidState, seat: Int): List<PyramidMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<PyramidMove>()
if (state.stock.isNotEmpty()) moves += DrawCard
if (state.canRedeal) moves += RecycleWaste
val reachable = available(state)
reachable.forEach { (spot, card) ->
if (valueOf(card) == TARGET) moves += TakeKing(spot)
}
// Each pair once: the second card is only ever looked for after the
// first, so a pair cannot be offered both ways round.
for (i in reachable.indices) {
for (j in i + 1 until reachable.size) {
val (spotA, cardA) = reachable[i]
val (spotB, cardB) = reachable[j]
if (valueOf(cardA) + valueOf(cardB) == TARGET) {
moves += TakePair(spotA, spotB)
}
}
}
return moves
}
override fun applyMove(state: PyramidState, seat: Int, move: PyramidMove): PyramidState {
require(seat == SOLO_SEAT) { "Pyramid has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
val next = when (move) {
DrawCard -> state.copy(
stock = state.stock.dropLast(1),
waste = state.waste + state.stock.last(),
)
RecycleWaste -> state.copy(
stock = state.waste.reversed(),
waste = emptyList(),
redealsUsed = state.redealsUsed + 1,
log = state.log + "Waste turned back over.",
)
is TakeKing -> remove(state, listOf(move.spot))
is TakePair -> remove(state, listOf(move.first, move.second))
}
return next.copy(
moves = state.moves + 1,
log = if (next.isWon) next.log + "Pyramid cleared, in ${state.moves + 1} moves." else next.log,
)
}
/**
* Takes cards off the table.
*
* The pyramid places are blanked rather than compacted, because a place is
* what tells the two cards above it that they are free — an index that
* shifted would uncover the wrong cards.
*/
private fun remove(state: PyramidState, spots: List<PyramidSpot>): PyramidState {
val pyramid = state.pyramid.toMutableList()
var waste = state.waste
spots.forEach { spot ->
when (spot.zone) {
PyramidZone.PYRAMID -> pyramid[spot.index] = null
// Only ever the top card, so dropping the last is enough.
PyramidZone.WASTE -> waste = waste.dropLast(1)
}
}
return state.copy(pyramid = pyramid.toList(), waste = waste)
}
override fun isFinished(state: PyramidState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: PyramidState): String = when {
state.isWon -> "Cleared in ${state.moves} moves"
isFinished(state) -> "Blocked, ${state.pyramid.count { it != null }} cards left"
else -> "${state.pyramid.count { it != null }} of $PYRAMID_SIZE left"
}
override fun viewFor(state: PyramidState, seat: Int): PyramidState = state
override fun encodeState(state: PyramidState): String = json.encodeToString(state)
override fun decodeState(json: String): PyramidState = this.json.decodeFromString(json)
override fun encodeMove(move: PyramidMove): String = json.encodeToString(move)
override fun decodeMove(json: String): PyramidMove = this.json.decodeFromString(json)
fun restart(state: PyramidState): PyramidState = deal(state.options, state.seed)
}
@@ -0,0 +1,24 @@
package org.prolibertate.games.game.solitaire
import org.prolibertate.games.game.engine.GameAi
/**
* Takes the first move on offer.
*
* Every patience here has one seat and it belongs to the person playing, so
* nothing asks this during an ordinary game. [MatchController] needs an AI to
* construct, though, and a seat that could be left empty has to be playable by
* something.
*
* It is deliberately not clever. A greedy patience player that looked good would
* be worse than this: it would be trusted as a hint, and a hint that walks a run
* back and forth is more annoying than no hint at all. Klondike has a real one
* because its move ordering is obvious; these three do not, and pretending
* otherwise would be the wrong kind of helpful.
*/
class FirstLegalAi<S : Any, M : Any> : GameAi<S, M> {
override fun chooseMove(state: S, seat: Int, legal: List<M>): M {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
return legal.first()
}
}
@@ -0,0 +1,41 @@
package org.prolibertate.games.game.solitaire
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
/**
* Where a rank sits when the ace is low.
*
* [Rank.order] puts the ace at fourteen, which is right for the games this deck
* was built for: in Euchre, Kaiser, Wizard and the rest it is the highest card
* there is. Every patience in this app counts it the other way — foundations run
* ace upwards, columns run down to an ace, and Pyramid needs it to be worth one
* when a pair has to make thirteen.
*
* It lives here rather than on [Rank] because ace high is correct everywhere
* outside these games, and it is shared rather than copied because four
* separate definitions of "the ace is low" would be four chances to disagree.
*/
val Rank.patienceOrder: Int get() = if (this == Rank.ACE) 1 else order
/** Down by one, and in the other colour: the ordinary tableau build. */
fun buildsDownAlternating(lower: Card, onto: Card): Boolean =
lower.rank.patienceOrder == onto.rank.patienceOrder - 1 &&
lower.suit.isRed != onto.suit.isRed
/** Down by one in the same suit, which is what Spider pays for. */
fun buildsDownInSuit(lower: Card, onto: Card): Boolean =
lower.rank.patienceOrder == onto.rank.patienceOrder - 1 && lower.suit == onto.suit
/** Ace first, then strictly upwards in the same suit. */
fun acceptsOnFoundation(foundation: List<Card>, card: Card): Boolean {
val top = foundation.lastOrNull() ?: return card.rank == Rank.ACE
return card.suit == top.suit && card.rank.patienceOrder == top.rank.patienceOrder + 1
}
/**
* Whether [cards] is a run that travels as one, by whatever rule the game
* builds with.
*/
fun isRun(cards: List<Card>, builds: (Card, Card) -> Boolean): Boolean =
cards.isNotEmpty() && cards.zipWithNext().all { (upper, lower) -> builds(lower, upper) }
@@ -0,0 +1,107 @@
package org.prolibertate.games.game.spider
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.solitaire.patienceOrder
const val COLUMNS: Int = 10
/** Eight complete runs, king down to ace, is the whole pack cleared. */
const val RUNS_TO_WIN: Int = 8
const val RUN_LENGTH: Int = 13
@Serializable
data class SpiderOptions(
/**
* How many suits the two packs are made of. One suit is the game people
* actually finish; four is the real thing and is brutal. Two sits between
* them. The pack is always a hundred and four cards either way — only how
* many different suits those cards are drawn from changes.
*/
val suits: Int = 1,
) {
init {
require(suits == 1 || suits == 2 || suits == 4) { "Spider is played with one, two or four suits" }
}
}
@Serializable
data class SpiderPile(
val faceDown: List<Card> = emptyList(),
val faceUp: List<Card> = emptyList(),
) {
val isEmpty: Boolean get() = faceDown.isEmpty() && faceUp.isEmpty()
val top: Card? get() = faceUp.lastOrNull()
}
@Serializable
data class SpiderState(
val options: SpiderOptions,
val seed: Long,
val stock: List<Card>,
val tableau: List<SpiderPile>,
/** Runs sent away complete. Eight of them wins. */
val completed: Int,
val moves: Int,
val log: List<String>,
) {
val isWon: Boolean get() = completed == RUNS_TO_WIN
/**
* A row cannot be dealt onto an empty column — the rule that stops a deal
* from being used to dodge a position with nowhere to put anything.
*/
val canDeal: Boolean get() = stock.isNotEmpty() && tableau.none { it.isEmpty }
}
@Serializable
sealed interface SpiderMove
/** One card face up onto every column at once. */
@Serializable
@SerialName("deal")
data object DealRow : SpiderMove
@Serializable
@SerialName("move")
data class MoveRun(val from: Int, val to: Int, val count: Int) : SpiderMove
/**
* Down by one in the same suit.
*
* Spider lets a card *land* on any suit a rank higher, but only a same-suit run
* may travel as a unit — which is the whole difficulty of the four-suit game.
*/
fun sameSuitRun(cards: List<Card>): Boolean =
cards.isNotEmpty() && cards.zipWithNext().all { (upper, lower) ->
lower.suit == upper.suit && lower.rank.patienceOrder == upper.rank.patienceOrder - 1
}
/** What a column will take on top: anything one rank higher, of any suit. */
fun landsOn(card: Card, onto: Card): Boolean =
card.rank.patienceOrder == onto.rank.patienceOrder - 1
/** King down to ace in one suit, which is a run ready to go away. */
fun isCompleteRun(cards: List<Card>): Boolean =
cards.size == RUN_LENGTH &&
cards.first().rank == Rank.KING &&
cards.last().rank == Rank.ACE &&
sameSuitRun(cards)
/**
* A hundred and four cards drawn from [suits] suits.
*
* One suit means eight identical spade packs; four means two of each ordinary
* suit. The count never changes, so the deal is the same shape whatever the
* table chose.
*/
fun spiderDeck(suits: Int): List<Card> {
val used = Suit.entries.take(suits)
val copies = 8 / suits
return used.flatMap { suit ->
List(copies) { Rank.standard.map { Card(it, suit) } }.flatten()
}
}
@@ -0,0 +1,177 @@
package org.prolibertate.games.game.spider
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Spider as a pure state machine. See RULES-spider.md.
*/
object SpiderRules : GameRules<SpiderState, SpiderMove> {
override val gameId: String = GameCatalog.SPIDER
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): SpiderState {
val options = json.decodeFromString<SpiderOptions>(config.optionsJson)
require(config.seats.size == 1) { "Spider seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: SpiderOptions, seed: Long): SpiderState {
val deck = spiderDeck(options.suits).shuffledWith(Random(seed)).toMutableList()
// Fifty-four cards go out: six to the first four columns, five to the
// rest. The remaining fifty are the five rows still to come.
val piles = (0 until COLUMNS).map { index ->
val size = if (index < 4) 6 else 5
val taken = List(size) { deck.removeAt(deck.size - 1) }
SpiderPile(faceDown = taken.dropLast(1), faceUp = listOf(taken.last()))
}
return SpiderState(
options = options,
seed = seed,
stock = deck.toList(),
tableau = piles,
completed = 0,
moves = 0,
log = listOf("Dealt, ${options.suits} suit${if (options.suits == 1) "" else "s"}."),
)
}
override fun currentSeat(state: SpiderState): Int? =
if (isFinished(state)) null else SOLO_SEAT
/** The longest same-suit descending run on the end of a column. */
fun movableTail(pile: SpiderPile): List<Card> {
if (pile.faceUp.isEmpty()) return emptyList()
var take = 1
while (take < pile.faceUp.size) {
if (!sameSuitRun(pile.faceUp.takeLast(take + 1))) break
take++
}
return pile.faceUp.takeLast(take)
}
override fun legalMoves(state: SpiderState, seat: Int): List<SpiderMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<SpiderMove>()
if (state.canDeal) moves += DealRow
state.tableau.forEachIndexed { from, pile ->
val tail = movableTail(pile)
for (count in 1..tail.size) {
val run = tail.takeLast(count)
val head = run.first()
state.tableau.indices.forEach { to ->
if (to == from) return@forEach
val target = state.tableau[to]
val fits = target.top?.let { landsOn(head, it) } ?: true
if (!fits) return@forEach
// Emptying one column only to fill another gains nothing.
if (target.isEmpty && pile.faceDown.isEmpty() && count == pile.faceUp.size) {
return@forEach
}
moves += MoveRun(from, to, count)
}
}
}
return moves
}
override fun applyMove(state: SpiderState, seat: Int, move: SpiderMove): SpiderState {
require(seat == SOLO_SEAT) { "Spider has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
val next = when (move) {
DealRow -> dealRow(state)
is MoveRun -> moveRun(state, move)
}
return next.copy(
moves = state.moves + 1,
log = if (next.isWon) next.log + "Out, in ${state.moves + 1} moves." else next.log,
)
}
private fun dealRow(state: SpiderState): SpiderState {
var stock = state.stock
val piles = state.tableau.map { pile ->
val card = stock.lastOrNull() ?: return@map pile
stock = stock.dropLast(1)
pile.copy(faceUp = pile.faceUp + card)
}
// A dealt row can complete a run in any column it landed on.
return sweep(state.copy(stock = stock, tableau = piles), piles.indices.toList())
}
private fun moveRun(state: SpiderState, move: MoveRun): SpiderState {
val source = state.tableau[move.from]
val run = source.faceUp.takeLast(move.count)
val left = source.faceUp.dropLast(move.count)
val stripped = if (left.isEmpty() && source.faceDown.isNotEmpty()) {
SpiderPile(source.faceDown.dropLast(1), listOf(source.faceDown.last()))
} else {
source.copy(faceUp = left)
}
val target = state.tableau[move.to]
val piles = state.tableau.toMutableList().also {
it[move.from] = stripped
it[move.to] = target.copy(faceUp = target.faceUp + run)
}
return sweep(state.copy(tableau = piles), listOf(move.to))
}
/**
* Sends away any king-to-ace run finished by the last move.
*
* Only the columns that changed are looked at, and only their ends: a
* complete run can only ever be sitting on the bottom of a pile, because
* anything laid on an ace would have to be lower than one.
*/
private fun sweep(state: SpiderState, touched: List<Int>): SpiderState {
var piles = state.tableau
var completed = state.completed
var notes = state.log
touched.forEach { index ->
val pile = piles[index]
if (pile.faceUp.size < RUN_LENGTH) return@forEach
if (!isCompleteRun(pile.faceUp.takeLast(RUN_LENGTH))) return@forEach
val left = pile.faceUp.dropLast(RUN_LENGTH)
val stripped = if (left.isEmpty() && pile.faceDown.isNotEmpty()) {
SpiderPile(pile.faceDown.dropLast(1), listOf(pile.faceDown.last()))
} else {
pile.copy(faceUp = left)
}
piles = piles.toMutableList().also { it[index] = stripped }
completed++
notes = notes + "A run went away — $completed of $RUNS_TO_WIN."
}
return state.copy(tableau = piles, completed = completed, log = notes)
}
override fun isFinished(state: SpiderState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: SpiderState): String = when {
state.isWon -> "All eight runs, in ${state.moves} moves"
isFinished(state) -> "Blocked with ${state.completed} runs away"
else -> "${state.completed} of $RUNS_TO_WIN runs away"
}
override fun viewFor(state: SpiderState, seat: Int): SpiderState = state
override fun encodeState(state: SpiderState): String = json.encodeToString(state)
override fun decodeState(json: String): SpiderState = this.json.decodeFromString(json)
override fun encodeMove(move: SpiderMove): String = json.encodeToString(move)
override fun decodeMove(json: String): SpiderMove = this.json.decodeFromString(json)
fun restart(state: SpiderState): SpiderState = deal(state.options, state.seed)
}
@@ -0,0 +1,86 @@
package org.prolibertate.games.game.yahtzee
import org.prolibertate.games.game.engine.GameAi
/**
* Plays the dice by eye rather than by arithmetic.
*
* It deliberately does not try each way of keeping and look at what came back.
* The throw is a pure function of the state and what is held, so an AI that
* enumerated the thirty-two subsets and applied them would be reading the roll
* before making it — beating the player by seeing the future rather than by
* playing well. Everything below decides from the dice already on the table.
*/
object YahtzeeAi : GameAi<YahtzeeState, YahtzeeMove> {
override fun chooseMove(state: YahtzeeState, seat: Int, legal: List<YahtzeeMove>): YahtzeeMove {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
val rolls = legal.filterIsInstance<RollDice>()
val writes = legal.filterIsInstance<ScoreIn>()
// Nothing on the table yet, so there is only one thing to do.
if (!state.hasRolled) return rolls.firstOrNull() ?: writes.first()
val best = writes.maxByOrNull { scoreOf(it.category, state.dice) }
val bestScore = best?.let { scoreOf(it.category, state.dice) } ?: 0
// A hand already worth taking, or no rolls left, ends the turn.
if (rolls.isEmpty()) return best ?: writes.first()
if (bestScore >= WORTH_KEEPING) return best!!
val keep = whatToKeep(state.dice)
return rolls.firstOrNull { it.keep.sorted() == keep.sorted() }
?: rolls.first()
}
/**
* Good enough to stop throwing. Set at a full house, which is the point
* where a hand is worth more than an average reroll of it.
*/
private const val WORTH_KEEPING = 25
/**
* What to hold on to: a run if one is nearly there, otherwise the face there
* is most of. Holding the biggest group is what turns three of a kind into
* four, and it is the whole of ordinary dice play.
*/
private fun whatToKeep(dice: List<Int>): List<Int> {
val run = runIndices(dice)
if (run.size >= 4) return run
val counts = countsOf(dice)
val most = counts.entries
.sortedWith(compareByDescending<Map.Entry<Int, Int>> { it.value }.thenByDescending { it.key })
.first()
if (most.value >= 2) {
return dice.indices.filter { dice[it] == most.key }
}
// Five different faces and no run worth keeping: hold the big ones and
// throw the rest.
return dice.indices.filter { dice[it] >= 5 }
}
/** Positions making up the longest run of consecutive faces, one die per face. */
private fun runIndices(dice: List<Int>): List<Int> {
val faces = dice.toSortedSet().toList()
var bestStart = 0
var bestLength = 0
var start = 0
for (i in faces.indices) {
if (i > 0 && faces[i] != faces[i - 1] + 1) start = i
val length = i - start + 1
if (length > bestLength) {
bestLength = length
bestStart = start
}
}
if (bestLength < 4) return emptyList()
val wanted = faces.subList(bestStart, bestStart + bestLength).toSet()
// One die per face: a second five adds nothing to a straight.
val taken = mutableSetOf<Int>()
return dice.indices.filter { index ->
val face = dice[index]
face in wanted && taken.add(face)
}
}
}
@@ -0,0 +1,192 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
/** Five dice, thirteen boxes, and thirteen turns to fill them. */
const val DICE_COUNT: Int = 5
const val ROLLS_PER_TURN: Int = 3
@Serializable
enum class YahtzeeSection { UPPER, LOWER }
/**
* The thirteen boxes on the card, in the order they are printed.
*
* The upper six score only the die they name, which is what the bonus is for:
* three of each is exactly sixty-three, so the bonus rewards a card that did not
* give up on any of them.
*/
@Serializable
enum class YahtzeeCategory(val label: String, val section: YahtzeeSection) {
ONES("Ones", YahtzeeSection.UPPER),
TWOS("Twos", YahtzeeSection.UPPER),
THREES("Threes", YahtzeeSection.UPPER),
FOURS("Fours", YahtzeeSection.UPPER),
FIVES("Fives", YahtzeeSection.UPPER),
SIXES("Sixes", YahtzeeSection.UPPER),
THREE_OF_A_KIND("Three of a kind", YahtzeeSection.LOWER),
FOUR_OF_A_KIND("Four of a kind", YahtzeeSection.LOWER),
FULL_HOUSE("Full house", YahtzeeSection.LOWER),
SMALL_STRAIGHT("Small straight", YahtzeeSection.LOWER),
LARGE_STRAIGHT("Large straight", YahtzeeSection.LOWER),
YAHTZEE("Yahtzee", YahtzeeSection.LOWER),
CHANCE("Chance", YahtzeeSection.LOWER),
;
/** The face this box counts, for the upper six. */
val face: Int? get() = if (section == YahtzeeSection.UPPER) ordinal + 1 else null
}
/** Three of each of the upper six, which is what the bonus asks for. */
const val UPPER_BONUS_AT: Int = 63
const val UPPER_BONUS: Int = 35
const val YAHTZEE_SCORE: Int = 50
const val YAHTZEE_BONUS: Int = 100
@Serializable
data class YahtzeeOptions(
/** One plays it as a puzzle against the card; up to six round a table. */
val playerCount: Int = 2,
/**
* A second Yahtzee is worth a hundred on top, once the Yahtzee box itself
* holds fifty. Switched off, extra Yahtzees are only worth whatever box they
* are written into.
*/
val yahtzeeBonus: Boolean = true,
) {
init {
require(playerCount in 1..6) { "Yahtzee seats one to six" }
}
}
/**
* One player's card.
*
* Boxes are held as a list indexed by [YahtzeeCategory.ordinal] rather than a
* map, so what crosses the wire is thirteen slots in a fixed order and a box
* that has never been filled is plainly null rather than absent.
*/
@Serializable
data class YahtzeeCard(
val boxes: List<Int?> = List(YahtzeeCategory.entries.size) { null },
) {
operator fun get(category: YahtzeeCategory): Int? = boxes[category.ordinal]
fun isFilled(category: YahtzeeCategory): Boolean = this[category] != null
val isComplete: Boolean get() = boxes.none { it == null }
fun with(category: YahtzeeCategory, score: Int): YahtzeeCard {
require(!isFilled(category)) { "${category.label} is already written in" }
return copy(boxes = boxes.toMutableList().also { it[category.ordinal] = score })
}
val upperSubtotal: Int
get() = YahtzeeCategory.entries
.filter { it.section == YahtzeeSection.UPPER }
.sumOf { this[it] ?: 0 }
val upperBonus: Int get() = if (upperSubtotal >= UPPER_BONUS_AT) UPPER_BONUS else 0
val lowerSubtotal: Int
get() = YahtzeeCategory.entries
.filter { it.section == YahtzeeSection.LOWER }
.sumOf { this[it] ?: 0 }
/** Does not include Yahtzee bonuses, which are held on the state. */
val total: Int get() = upperSubtotal + upperBonus + lowerSubtotal
}
@Serializable
data class YahtzeeState(
val options: YahtzeeOptions,
val seed: Long,
/** Zero-based. Thirteen rounds fill thirteen boxes. */
val round: Int,
val turn: Int,
/** Empty until the seat has rolled; five dice after that. */
val dice: List<Int>,
val rollsUsed: Int,
val cards: List<YahtzeeCard>,
/** Hundreds earned for extra Yahtzees, counted per seat. */
val yahtzeeBonuses: List<Int>,
val log: List<String>,
) {
val rollsLeft: Int get() = ROLLS_PER_TURN - rollsUsed
/** Nothing can be written in until the dice have been thrown at least once. */
val hasRolled: Boolean get() = rollsUsed > 0
fun totalFor(seat: Int): Int = cards[seat].total + yahtzeeBonuses[seat]
val isOver: Boolean get() = cards.all { it.isComplete }
}
@Serializable
sealed interface YahtzeeMove
/**
* Throws the dice, keeping the ones at [keep].
*
* Positions rather than faces: two fives are two different dice, and a player
* who keeps one of them and rerolls the other is doing something a set of faces
* could not express.
*/
@Serializable
@SerialName("roll")
data class RollDice(val keep: List<Int> = emptyList()) : YahtzeeMove
@Serializable
@SerialName("score")
data class ScoreIn(val category: YahtzeeCategory) : YahtzeeMove
/** How many of each face, indexed one to six. */
fun countsOf(dice: List<Int>): Map<Int, Int> = dice.groupingBy { it }.eachCount()
/** The longest run of consecutive faces present, however many of each. */
fun longestRun(dice: List<Int>): Int {
val present = dice.toSortedSet()
var best = 0
var run = 0
var previous: Int? = null
for (face in present) {
run = if (previous != null && face == previous + 1) run + 1 else 1
best = maxOf(best, run)
previous = face
}
return best
}
/**
* What [category] is worth for [dice].
*
* A full house is strictly three of one and two of another, so five of a kind
* does not pay for it — that is the printed rule, and the joker variations that
* change it are not played here.
*/
fun scoreOf(category: YahtzeeCategory, dice: List<Int>): Int {
val counts = countsOf(dice)
val sum = dice.sum()
return when (category) {
YahtzeeCategory.ONES, YahtzeeCategory.TWOS, YahtzeeCategory.THREES,
YahtzeeCategory.FOURS, YahtzeeCategory.FIVES, YahtzeeCategory.SIXES,
-> {
val face = category.face!!
face * (counts[face] ?: 0)
}
YahtzeeCategory.THREE_OF_A_KIND -> if (counts.values.any { it >= 3 }) sum else 0
YahtzeeCategory.FOUR_OF_A_KIND -> if (counts.values.any { it >= 4 }) sum else 0
YahtzeeCategory.FULL_HOUSE ->
if (counts.values.sorted() == listOf(2, 3)) 25 else 0
YahtzeeCategory.SMALL_STRAIGHT -> if (longestRun(dice) >= 4) 30 else 0
YahtzeeCategory.LARGE_STRAIGHT -> if (longestRun(dice) >= 5) 40 else 0
YahtzeeCategory.YAHTZEE -> if (counts.values.any { it == DICE_COUNT }) YAHTZEE_SCORE else 0
YahtzeeCategory.CHANCE -> sum
}
}
fun isYahtzee(dice: List<Int>): Boolean =
dice.size == DICE_COUNT && dice.toSet().size == 1
@@ -0,0 +1,175 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Yahtzee as a pure state machine. See RULES-yahtzee.md.
*
* The dice are thrown from the state rather than from a generator held on the
* side: [applyMove] has to return the same thing every time it is handed the
* same state and move, or the host and its clients would part company on the
* first reroll. Seeding on the round, the seat, the rolls used and what was kept
* gives a throw that is unpredictable to play against and identical to replay.
*/
object YahtzeeRules : GameRules<YahtzeeState, YahtzeeMove> {
override val gameId: String = GameCatalog.YAHTZEE
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): YahtzeeState {
val options = json.decodeFromString<YahtzeeOptions>(config.optionsJson)
require(config.seats.size == options.playerCount) {
"Seat count ${config.seats.size} does not match ${options.playerCount} players"
}
return YahtzeeState(
options = options,
seed = config.seed,
round = 0,
turn = 0,
dice = emptyList(),
rollsUsed = 0,
cards = List(options.playerCount) { YahtzeeCard() },
yahtzeeBonuses = List(options.playerCount) { 0 },
log = listOf("Round 1."),
)
}
override fun currentSeat(state: YahtzeeState): Int? =
if (state.isOver) null else state.turn
override fun legalMoves(state: YahtzeeState, seat: Int): List<YahtzeeMove> {
if (state.isOver || state.turn != seat) return emptyList()
val moves = mutableListOf<YahtzeeMove>()
if (state.rollsUsed < ROLLS_PER_TURN) {
// The first throw of a turn is all five dice: there is nothing on
// the table yet to keep.
moves += if (!state.hasRolled) {
listOf(RollDice(emptyList()))
} else {
keepSubsets().map { RollDice(it) }
}
}
if (state.hasRolled) {
moves += YahtzeeCategory.entries
.filterNot { state.cards[seat].isFilled(it) }
.map { ScoreIn(it) }
}
return moves
}
/** Every set of dice positions a player might hold back — thirty-two of them. */
private fun keepSubsets(): List<List<Int>> =
(0 until (1 shl DICE_COUNT)).map { mask ->
(0 until DICE_COUNT).filter { mask and (1 shl it) != 0 }
}
override fun applyMove(state: YahtzeeState, seat: Int, move: YahtzeeMove): YahtzeeState {
require(!state.isOver) { "The game is over" }
require(state.turn == seat) { "Seat $seat is not on the clock" }
return when (move) {
is RollDice -> applyRoll(state, move)
is ScoreIn -> applyScore(state, seat, move)
}
}
private fun applyRoll(state: YahtzeeState, move: RollDice): YahtzeeState {
require(state.rollsUsed < ROLLS_PER_TURN) { "No rolls left this turn" }
require(move.keep.distinct().size == move.keep.size) { "Cannot keep a die twice" }
require(move.keep.all { it in 0 until DICE_COUNT }) { "No such die" }
require(state.hasRolled || move.keep.isEmpty()) { "Nothing to keep before the first roll" }
return state.copy(
dice = throwDice(state, move.keep),
rollsUsed = state.rollsUsed + 1,
)
}
private fun throwDice(state: YahtzeeState, keep: List<Int>): List<Int> {
val random = Random(
state.seed +
state.round * 10_000L +
state.turn * 1_000L +
state.rollsUsed * 100L +
keep.sorted().hashCode(),
)
return (0 until DICE_COUNT).map { index ->
if (keep.contains(index) && index < state.dice.size) {
state.dice[index]
} else {
random.nextInt(1, 7)
}
}
}
private fun applyScore(state: YahtzeeState, seat: Int, move: ScoreIn): YahtzeeState {
require(state.hasRolled) { "Roll before writing anything in" }
val card = state.cards[seat]
require(!card.isFilled(move.category)) { "${move.category.label} is already written in" }
val written = scoreOf(move.category, state.dice)
// A second Yahtzee pays a hundred on top, but only once the box itself
// holds the fifty — a zero written there earlier forfeits the bonus, as
// the printed rule has it.
val earnsBonus = state.options.yahtzeeBonus &&
isYahtzee(state.dice) &&
card[YahtzeeCategory.YAHTZEE] == YAHTZEE_SCORE
val bonuses = if (!earnsBonus) {
state.yahtzeeBonuses
} else {
state.yahtzeeBonuses.toMutableList().also { it[seat] = it[seat] + YAHTZEE_BONUS }
}
val cards = state.cards.toMutableList().also { it[seat] = card.with(move.category, written) }
val nextTurn = (seat + 1) % state.options.playerCount
val wrapped = nextTurn == 0
val round = if (wrapped) state.round + 1 else state.round
val notes = buildList {
add("Seat $seat wrote $written in ${move.category.label}.")
if (earnsBonus) add("Seat $seat rolled another Yahtzee: $YAHTZEE_BONUS more.")
if (cards.all { it.isComplete }) add("Cards full.") else if (wrapped) add("Round ${round + 1}.")
}
return state.copy(
round = round,
turn = nextTurn,
// The dice go back in the cup for whoever is next.
dice = emptyList(),
rollsUsed = 0,
cards = cards,
yahtzeeBonuses = bonuses,
log = state.log + notes,
)
}
override fun isFinished(state: YahtzeeState): Boolean = state.isOver
override fun summary(state: YahtzeeState): String = when {
state.isOver -> {
val totals = state.cards.indices.map { state.totalFor(it) }
val best = totals.max()
"Winner: seat ${totals.indexOf(best)} on $best"
}
!state.hasRolled -> "Seat ${state.turn} to throw"
else -> "Seat ${state.turn}, ${state.rollsLeft} rolls left"
}
/**
* Nothing is hidden. The dice are on the table and every card is face up —
* Yahtzee is a game of what you do with a throw everyone watched, so there
* is no private state to strip.
*/
override fun viewFor(state: YahtzeeState, seat: Int): YahtzeeState = state
override fun encodeState(state: YahtzeeState): String = json.encodeToString(state)
override fun decodeState(json: String): YahtzeeState = this.json.decodeFromString(json)
override fun encodeMove(move: YahtzeeMove): String = json.encodeToString(move)
override fun decodeMove(json: String): YahtzeeMove = this.json.decodeFromString(json)
}
@@ -2,15 +2,17 @@ package org.prolibertate.games.ui
import androidx.activity.compose.BackHandler import androidx.activity.compose.BackHandler
import androidx.compose.foundation.background import androidx.compose.foundation.background
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.foundation.layout.Arrangement import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.fillMaxSize import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.widthIn
import androidx.compose.foundation.lazy.grid.GridCells import androidx.compose.foundation.lazy.grid.GridCells
import androidx.compose.foundation.lazy.grid.GridItemSpan
import androidx.compose.foundation.lazy.grid.LazyVerticalGrid import androidx.compose.foundation.lazy.grid.LazyVerticalGrid
import androidx.compose.foundation.lazy.grid.items import androidx.compose.foundation.lazy.grid.items
import androidx.compose.material3.Button import androidx.compose.material3.Button
@@ -36,7 +38,7 @@ import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp import androidx.compose.ui.unit.dp
import org.prolibertate.games.R import org.prolibertate.games.R
import org.prolibertate.games.game.GameCatalog import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.GameCategory import org.prolibertate.games.game.GameMenu
import org.prolibertate.games.game.GameDescriptor import org.prolibertate.games.game.GameDescriptor
import org.prolibertate.games.game.engine.TableConfig import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.net.LobbyController import org.prolibertate.games.net.LobbyController
@@ -64,6 +66,9 @@ class AppEnv(
*/ */
sealed interface Route { sealed interface Route {
data object Menu : Route data object Menu : Route
/** One section of the menu: its games, and any sub-section under it. */
data class Section(val menu: GameMenu) : Route
data object Settings : Route data object Settings : Route
data object Scorekeeper : Route data object Scorekeeper : Route
data class Setup(val gameId: String) : Route data class Setup(val gameId: String) : Route
@@ -152,12 +157,20 @@ private fun AppContent(
// Dev builds show the games that are not finished yet; production // Dev builds show the games that are not finished yet; production
// releases list only what can actually be played. // releases list only what can actually be played.
showComingSoon = showComingSoon, showComingSoon = showComingSoon,
onPickGame = { push(Route.Setup(it.id)) }, onPickSection = { push(Route.Section(it)) },
onJoinGame = { push(Route.Lobby(gameId = "", optionsJson = "{}", hosting = false)) }, onJoinGame = { push(Route.Lobby(gameId = "", optionsJson = "{}", hosting = false)) },
onScorekeeper = { push(Route.Scorekeeper) }, onScorekeeper = { push(Route.Scorekeeper) },
onSettings = { push(Route.Settings) }, onSettings = { push(Route.Settings) },
) )
is Route.Section -> SectionScreen(
menu = route.menu,
showComingSoon = showComingSoon,
onPickGame = { push(Route.Setup(it.id)) },
onPickSection = { push(Route.Section(it)) },
onBack = pop,
)
is Route.Settings -> SettingsScreen( is Route.Settings -> SettingsScreen(
env = env, env = env,
settings = settings, settings = settings,
@@ -202,11 +215,11 @@ private fun AppContent(
// Main menu // Main menu
// --------------------------------------------------------------------------- // ---------------------------------------------------------------------------
@OptIn(ExperimentalMaterial3Api::class, ExperimentalLayoutApi::class) @OptIn(ExperimentalMaterial3Api::class)
@Composable @Composable
fun MainMenuScreen( fun MainMenuScreen(
showComingSoon: Boolean, showComingSoon: Boolean,
onPickGame: (GameDescriptor) -> Unit, onPickSection: (GameMenu) -> Unit,
onJoinGame: () -> Unit, onJoinGame: () -> Unit,
onScorekeeper: () -> Unit, onScorekeeper: () -> Unit,
onSettings: () -> Unit, onSettings: () -> Unit,
@@ -221,52 +234,158 @@ fun MainMenuScreen(
) )
} }
) { padding -> ) { padding ->
Column( // Only the top of the tree. Trick-taking is reached through Card Games,
// which is where somebody looking for it would go.
val sections = GameMenu.entries.filter {
it.isTopLevel && GameCatalog.hasAnything(it, includeComingSoon = showComingSoon)
}
// One column, held in the middle. There are only ever a handful of
// entries here now that the games themselves live a level down, and a
// short list spread across a grid reads as a page half empty rather
// than as a menu. Capped in width so it does not become a row of very
// wide buttons on a tablet.
Box(
modifier = Modifier modifier = Modifier
.fillMaxSize() .fillMaxSize()
.padding(padding) .padding(padding)
.padding(horizontal = 12.dp), .padding(horizontal = 12.dp),
contentAlignment = Alignment.Center,
) { ) {
// Wraps rather than running off the edge: two buttons and a narrow Column(
// phone would otherwise push the second one past the screen. modifier = Modifier
FlowRow( .widthIn(max = 340.dp)
modifier = Modifier.fillMaxWidth().padding(vertical = 8.dp), .fillMaxWidth()
horizontalArrangement = Arrangement.spacedBy(8.dp), .verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(4.dp), verticalArrangement = Arrangement.spacedBy(8.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) { ) {
OutlinedButton(onClick = onJoinGame) { Text("Join a game nearby") } sections.forEach { section ->
// Not a game, and deliberately not in the catalogue: it keeps SectionTile(
// score for whatever is being played on the actual table. menu = section,
OutlinedButton(onClick = onScorekeeper) { Text("Scorekeeper") } count = countIn(section, showComingSoon),
onClick = { onPickSection(section) },
)
} }
// The column count follows the available width, so a phone in // Below the games, and full width like them, so the column
// portrait gets two and a tablet in landscape gets four or more. // stays one column all the way down.
OutlinedButton(
onClick = onJoinGame,
modifier = Modifier.fillMaxWidth().padding(top = 8.dp),
) { Text("Join a game nearby") }
// Not a game, and deliberately not in the catalogue: it keeps
// score for whatever is being played on the actual table.
OutlinedButton(
onClick = onScorekeeper,
modifier = Modifier.fillMaxWidth(),
) { Text("Scorekeeper") }
}
}
}
}
/**
* How many games a section offers, counting whatever is under it as well.
*
* A game in both a section and its sub-section is one game, not two, so this
* counts a set rather than adding the lists together.
*/
private fun countIn(menu: GameMenu, showComingSoon: Boolean): Int =
(GameCatalog.inMenu(menu, showComingSoon) +
menu.children.flatMap { GameCatalog.inMenu(it, showComingSoon) })
.toSet().size
/**
* One section of the menu.
*
* Sub-sections come first and its own games after, so Card Games opens on
* "Trick-taking" and then everything played with a pack — including the
* trick-taking games themselves, which belong in both places and are listed in
* both. A game reachable one way and not the other would just be a game
* somebody could not find.
*/
@OptIn(ExperimentalMaterial3Api::class)
@Composable
fun SectionScreen(
menu: GameMenu,
showComingSoon: Boolean,
onPickGame: (GameDescriptor) -> Unit,
onPickSection: (GameMenu) -> Unit,
onBack: () -> Unit,
) {
val children = menu.children.filter {
GameCatalog.hasAnything(it, includeComingSoon = showComingSoon)
}
val games = GameCatalog.inMenu(menu, includeComingSoon = showComingSoon)
ScreenScaffold(title = menu.label, onBack = onBack) { modifier ->
LazyVerticalGrid( LazyVerticalGrid(
columns = GridCells.Adaptive(minSize = 172.dp), columns = GridCells.Adaptive(minSize = 172.dp),
verticalArrangement = Arrangement.spacedBy(8.dp), verticalArrangement = Arrangement.spacedBy(8.dp),
horizontalArrangement = Arrangement.spacedBy(8.dp), horizontalArrangement = Arrangement.spacedBy(8.dp),
modifier = Modifier.fillMaxSize(), modifier = modifier.fillMaxSize(),
) { ) {
GameCategory.entries.forEach { category -> item(span = { GridItemSpan(maxLineSpan) }) {
val games = GameCatalog.byCategory(category, includeComingSoon = showComingSoon)
// Don't leave a heading stranded over nothing.
if (games.isEmpty()) return@forEach
item(span = { androidx.compose.foundation.lazy.grid.GridItemSpan(maxLineSpan) }) {
Text( Text(
text = category.label, text = menu.blurb,
style = MaterialTheme.typography.bodyMedium,
modifier = Modifier.padding(vertical = 8.dp),
)
}
items(children) { child ->
SectionTile(
menu = child,
count = countIn(child, showComingSoon),
onClick = { onPickSection(child) },
)
}
if (games.isNotEmpty() && children.isNotEmpty()) {
item(span = { GridItemSpan(maxLineSpan) }) {
Text(
text = "All ${menu.label.lowercase()}",
style = MaterialTheme.typography.titleMedium, style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.Bold, fontWeight = FontWeight.Bold,
modifier = Modifier.padding(top = 12.dp, bottom = 4.dp), modifier = Modifier.padding(top = 12.dp, bottom = 4.dp),
) )
} }
}
items(games) { game -> items(games) { game ->
GameTile(game = game, onClick = { onPickGame(game) }) GameTile(game = game, onClick = { onPickGame(game) })
} }
} }
} }
} }
/** A way into a section, rather than into a game. */
@OptIn(ExperimentalMaterial3Api::class)
@Composable
private fun SectionTile(menu: GameMenu, count: Int, onClick: () -> Unit) {
Card(
onClick = onClick,
colors = CardDefaults.cardColors(
containerColor = MaterialTheme.colorScheme.secondaryContainer,
),
modifier = Modifier.fillMaxWidth(),
) {
Column(modifier = Modifier.padding(12.dp)) {
Text(
text = menu.label,
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.Bold,
)
Text(
text = menu.blurb,
style = MaterialTheme.typography.bodySmall,
modifier = Modifier.padding(top = 4.dp),
)
Text(
text = if (count == 1) "1 game" else "$count games",
style = MaterialTheme.typography.labelSmall,
modifier = Modifier.padding(top = 8.dp),
)
}
} }
} }
@@ -297,14 +416,12 @@ private fun GameTile(game: GameDescriptor, onClick: () -> Unit) {
modifier = Modifier.padding(top = 4.dp), modifier = Modifier.padding(top = 4.dp),
) )
Text( Text(
text = if (game.available) { text = when {
if (game.minPlayers == game.maxPlayers) { !game.available -> "Coming soon"
"${game.minPlayers} players" // A puzzle for one, rather than "1 players".
} else { game.maxPlayers == 1 -> "On your own"
"${game.minPlayers}–${game.maxPlayers} players" game.minPlayers == game.maxPlayers -> "${game.minPlayers} players"
} else -> "${game.minPlayers}–${game.maxPlayers} players"
} else {
"Coming soon"
}, },
style = MaterialTheme.typography.labelSmall, style = MaterialTheme.typography.labelSmall,
modifier = Modifier.padding(top = 8.dp), modifier = Modifier.padding(top = 8.dp),
@@ -40,6 +40,15 @@ import org.prolibertate.games.game.crazyeights.CrazyEightsOptions
import org.prolibertate.games.game.cribbage.CribbageOptions import org.prolibertate.games.game.cribbage.CribbageOptions
import org.prolibertate.games.game.euchre.EuchreOptions import org.prolibertate.games.game.euchre.EuchreOptions
import org.prolibertate.games.game.golf.GolfOptions import org.prolibertate.games.game.golf.GolfOptions
import org.prolibertate.games.game.hearts.HeartsOptions
import org.prolibertate.games.game.klondike.KlondikeOptions
import org.prolibertate.games.game.freecell.FreeCellOptions
import org.prolibertate.games.game.pyramid.PyramidOptions
import org.prolibertate.games.game.spider.SpiderOptions
import org.prolibertate.games.game.yahtzee.YahtzeeOptions
import org.prolibertate.games.game.pegsolitaire.PegBoard
import org.prolibertate.games.game.pegsolitaire.PegGoal
import org.prolibertate.games.game.pegsolitaire.PegSolitaireOptions
import org.prolibertate.games.game.kaiser.KaiserOptions import org.prolibertate.games.game.kaiser.KaiserOptions
import org.prolibertate.games.game.mastermind.MastermindLevel import org.prolibertate.games.game.mastermind.MastermindLevel
import org.prolibertate.games.game.mastermind.MastermindOptions import org.prolibertate.games.game.mastermind.MastermindOptions
@@ -88,6 +97,13 @@ fun GameSetupScreen(
var backgammon by remember { mutableStateOf(BackgammonOptions()) } var backgammon by remember { mutableStateOf(BackgammonOptions()) }
var mastermind by remember { mutableStateOf(MastermindOptions()) } var mastermind by remember { mutableStateOf(MastermindOptions()) }
var pirates by remember { mutableStateOf(PiratesOptions()) } var pirates by remember { mutableStateOf(PiratesOptions()) }
var hearts by remember { mutableStateOf(HeartsOptions()) }
var pegs by remember { mutableStateOf(PegSolitaireOptions()) }
var yahtzee by remember { mutableStateOf(YahtzeeOptions()) }
var klondike by remember { mutableStateOf(KlondikeOptions()) }
var freecell by remember { mutableStateOf(FreeCellOptions()) }
var spider by remember { mutableStateOf(SpiderOptions()) }
var pyramid by remember { mutableStateOf(PyramidOptions()) }
// Not an engine option: which seat the local player takes. Seat 0 is // Not an engine option: which seat the local player takes. Seat 0 is
// always White, so choosing Black means sitting in seat 1. // always White, so choosing Black means sitting in seat 1.
var playWhite by remember { mutableStateOf(true) } var playWhite by remember { mutableStateOf(true) }
@@ -111,6 +127,13 @@ fun GameSetupScreen(
GameCatalog.BACKGAMMON -> setupJson.encodeToString(backgammon) GameCatalog.BACKGAMMON -> setupJson.encodeToString(backgammon)
GameCatalog.MASTERMIND -> setupJson.encodeToString(mastermind) GameCatalog.MASTERMIND -> setupJson.encodeToString(mastermind)
GameCatalog.PIRATES -> setupJson.encodeToString(pirates) GameCatalog.PIRATES -> setupJson.encodeToString(pirates)
GameCatalog.HEARTS -> setupJson.encodeToString(hearts)
GameCatalog.PEG_SOLITAIRE -> setupJson.encodeToString(pegs)
GameCatalog.YAHTZEE -> setupJson.encodeToString(yahtzee)
GameCatalog.KLONDIKE -> setupJson.encodeToString(klondike)
GameCatalog.FREECELL -> setupJson.encodeToString(freecell)
GameCatalog.SPIDER -> setupJson.encodeToString(spider)
GameCatalog.PYRAMID -> setupJson.encodeToString(pyramid)
else -> "{}" else -> "{}"
} }
val seatCount = seatCountFor(descriptor.id, optionsJson) val seatCount = seatCountFor(descriptor.id, optionsJson)
@@ -162,15 +185,37 @@ fun GameSetupScreen(
onSide = { playPirates = it }, onSide = { playPirates = it },
) )
GameCatalog.HEARTS -> HeartsOptionsEditor(hearts) { hearts = it }
GameCatalog.PEG_SOLITAIRE -> PegSolitaireOptionsEditor(pegs) { pegs = it }
GameCatalog.YAHTZEE -> YahtzeeOptionsEditor(yahtzee) { yahtzee = it }
GameCatalog.KLONDIKE -> KlondikeOptionsEditor(klondike) { klondike = it }
GameCatalog.FREECELL -> FreeCellOptionsEditor(freecell) { freecell = it }
GameCatalog.SPIDER -> SpiderOptionsEditor(spider) { spider = it }
GameCatalog.PYRAMID -> PyramidOptionsEditor(pyramid) { pyramid = it }
else -> Text("No options yet for this game.") else -> Text("No options yet for this game.")
} }
Divider() Divider()
Text("Opponents", fontWeight = FontWeight.Bold) // A one-seat game has nobody to play against and no seat anyone
// could join, so it is offered as itself rather than as a table
// with every other chair filled by the computer.
val solo = seatCount == 1
Text(if (solo) "On your own" else "Opponents", fontWeight = FontWeight.Bold)
Text( Text(
text = "Play now and every other seat is taken by the computer. Host a game " + text = if (solo) {
"A puzzle for one. There is nobody to wait for and nothing to host."
} else {
"Play now and every other seat is taken by the computer. Host a game " +
"instead and people can claim those seats as they join — whatever is " + "instead and people can claim those seats as they join — whatever is " +
"still empty when you start stays computer-controlled.", "still empty when you start stays computer-controlled."
},
style = MaterialTheme.typography.bodySmall, style = MaterialTheme.typography.bodySmall,
) )
@@ -182,18 +227,20 @@ fun GameSetupScreen(
descriptor.id == GameCatalog.PIRATES && playPirates -> 1 descriptor.id == GameCatalog.PIRATES && playPirates -> 1
else -> 0 else -> 0
} }
PrimaryAction(text = "Play against the computer") { PrimaryAction(text = if (solo) "Play" else "Play against the computer") {
onPlayOffline( onPlayOffline(
offlineConfig(descriptor.id, optionsJson, seatCount, playerName, localSeat), offlineConfig(descriptor.id, optionsJson, seatCount, playerName, localSeat),
localSeat, localSeat,
) )
} }
if (!solo) {
PrimaryAction(text = "Host a game for others to join") { PrimaryAction(text = "Host a game for others to join") {
onHostOnline(optionsJson) onHostOnline(optionsJson)
} }
} }
} }
} }
}
/** [localSeat] is the person at this device; every other seat starts as AI. */ /** [localSeat] is the person at this device; every other seat starts as AI. */
private fun offlineConfig( private fun offlineConfig(
@@ -250,6 +297,9 @@ fun seatCountFor(gameId: String, optionsJson: String): Int {
GameCatalog.CHESS, GameCatalog.MORRIS, GameCatalog.CHECKERS, GameCatalog.CHESS, GameCatalog.MORRIS, GameCatalog.CHECKERS,
GameCatalog.BACKGAMMON, GameCatalog.MASTERMIND, GameCatalog.PIRATES -> 2 GameCatalog.BACKGAMMON, GameCatalog.MASTERMIND, GameCatalog.PIRATES -> 2
GameCatalog.YAHTZEE ->
setupJson.decodeFromString<YahtzeeOptions>(optionsJson).playerCount
GameCatalog.TAYU -> GameCatalog.TAYU ->
setupJson.decodeFromString<TayuOptions>(optionsJson).playerCount setupJson.decodeFromString<TayuOptions>(optionsJson).playerCount
@@ -944,3 +994,150 @@ private fun ToggleRow(
Switch(checked = checked, onCheckedChange = onChange) Switch(checked = checked, onCheckedChange = onChange)
} }
} }
@Composable
private fun HeartsOptionsEditor(options: HeartsOptions, onChange: (HeartsOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Game ends at",
values = listOf(50, 100),
selected = options.targetScore,
display = { "$it points" },
onSelect = { onChange(options.copy(targetScore = it)) },
)
ToggleRow(
title = "Shooting the moon",
subtitle = "Take all twenty-six and score nothing, while everyone else takes " +
"the lot. Switched off, a moon is simply the worst hand at the table.",
checked = options.allowShootTheMoon,
onChange = { onChange(options.copy(allowShootTheMoon = it)) },
)
}
}
@Composable
private fun PegSolitaireOptionsEditor(
options: PegSolitaireOptions,
onChange: (PegSolitaireOptions) -> Unit,
) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Board",
values = PegBoard.entries.toList(),
selected = options.board,
display = { it.label },
// The opening hole is cleared as well: a hole that exists on the old
// board may be a missing corner on the new one, and the options
// refuse to be built that way.
onSelect = { onChange(options.copy(board = it, startEmpty = null)) },
)
ChipRow(
label = "Finish",
values = PegGoal.entries.toList(),
selected = options.goal,
display = { it.label },
onSelect = { onChange(options.copy(goal = it)) },
)
}
}
@Composable
private fun YahtzeeOptionsEditor(options: YahtzeeOptions, onChange: (YahtzeeOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Players",
values = (1..6).toList(),
selected = options.playerCount,
display = { if (it == 1) "On your own" else "$it" },
onSelect = { onChange(options.copy(playerCount = it)) },
)
ToggleRow(
title = "Second Yahtzee scores a hundred",
subtitle = "Only once the Yahtzee box holds the fifty. A zero written there " +
"earlier forfeits it, as the printed rule has it.",
checked = options.yahtzeeBonus,
onChange = { onChange(options.copy(yahtzeeBonus = it)) },
)
}
}
@Composable
private fun KlondikeOptionsEditor(options: KlondikeOptions, onChange: (KlondikeOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Turn from the stock",
values = listOf(1, 3),
selected = options.drawCount,
display = { "$it at a time" },
onSelect = { onChange(options.copy(drawCount = it)) },
)
ChipRow(
label = "Turning the waste back over",
values = listOf(null, 0, 1, 2),
selected = options.redealLimit,
display = {
when (it) {
null -> "As often as you like"
0 -> "Never — one pass"
else -> "$it times"
}
},
onSelect = { onChange(options.copy(redealLimit = it)) },
)
ToggleRow(
title = "Only a king fills a space",
subtitle = "Turning this off lets any card into an empty column, which makes " +
"far more deals winnable.",
checked = options.kingsOnlyInSpaces,
onChange = { onChange(options.copy(kingsOnlyInSpaces = it)) },
)
}
}
@Composable
private fun FreeCellOptionsEditor(options: FreeCellOptions, onChange: (FreeCellOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Free cells",
values = (1..6).toList(),
selected = options.freeCells,
display = { "$it" },
onSelect = { onChange(options.copy(freeCells = it)) },
)
ToggleRow(
title = "Move a run in one go",
subtitle = "The rules move a run one card at a time through the cells. This " +
"does the shuffling for you, which is bookkeeping rather than a decision.",
checked = options.allowSupermoves,
onChange = { onChange(options.copy(allowSupermoves = it)) },
)
}
}
@Composable
private fun SpiderOptionsEditor(options: SpiderOptions, onChange: (SpiderOptions) -> Unit) {
ChipRow(
label = "Suits",
values = listOf(1, 2, 4),
selected = options.suits,
display = {
when (it) {
1 -> "One — a pastime"
2 -> "Two"
else -> "Four — a fight"
}
},
onSelect = { onChange(options.copy(suits = it)) },
)
}
@Composable
private fun PyramidOptionsEditor(options: PyramidOptions, onChange: (PyramidOptions) -> Unit) {
ChipRow(
label = "Turns through the pack",
values = listOf(0, 1, 2, 3),
selected = options.redeals,
display = { if (it == 0) "One pass only" else "$it turns back" },
onSelect = { onChange(options.copy(redeals = it)) },
)
}
@@ -4,7 +4,10 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.remember import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.runtime.rememberCoroutineScope import androidx.compose.runtime.rememberCoroutineScope
import org.prolibertate.games.game.GameCatalog import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.chess.ChessAi import org.prolibertate.games.game.chess.ChessAi
@@ -26,6 +29,33 @@ import org.prolibertate.games.game.euchre.EuchreMove
import org.prolibertate.games.game.euchre.EuchrePhase import org.prolibertate.games.game.euchre.EuchrePhase
import org.prolibertate.games.game.euchre.EuchreRules import org.prolibertate.games.game.euchre.EuchreRules
import org.prolibertate.games.game.euchre.EuchreState import org.prolibertate.games.game.euchre.EuchreState
import org.prolibertate.games.game.freecell.FreeCellMove
import org.prolibertate.games.game.freecell.FreeCellRules
import org.prolibertate.games.game.freecell.FreeCellState
import org.prolibertate.games.game.pyramid.PyramidMove
import org.prolibertate.games.game.pyramid.PyramidRules
import org.prolibertate.games.game.pyramid.PyramidState
import org.prolibertate.games.game.solitaire.FirstLegalAi
import org.prolibertate.games.game.spider.SpiderMove
import org.prolibertate.games.game.spider.SpiderRules
import org.prolibertate.games.game.spider.SpiderState
import org.prolibertate.games.game.klondike.KlondikeAi
import org.prolibertate.games.game.klondike.KlondikeMove
import org.prolibertate.games.game.klondike.KlondikeRules
import org.prolibertate.games.game.klondike.KlondikeState
import org.prolibertate.games.game.yahtzee.YahtzeeAi
import org.prolibertate.games.game.yahtzee.YahtzeeMove
import org.prolibertate.games.game.yahtzee.YahtzeeRules
import org.prolibertate.games.game.yahtzee.YahtzeeState
import org.prolibertate.games.game.hearts.HeartsAi
import org.prolibertate.games.game.hearts.HeartsMove
import org.prolibertate.games.game.hearts.HeartsPhase
import org.prolibertate.games.game.hearts.HeartsRules
import org.prolibertate.games.game.hearts.HeartsState
import org.prolibertate.games.game.pegsolitaire.PegSolitaireAi
import org.prolibertate.games.game.pegsolitaire.PegSolitaireMove
import org.prolibertate.games.game.pegsolitaire.PegSolitaireRules
import org.prolibertate.games.game.pegsolitaire.PegSolitaireState
import org.prolibertate.games.game.golf.GolfAi import org.prolibertate.games.game.golf.GolfAi
import org.prolibertate.games.game.golf.GolfMove import org.prolibertate.games.game.golf.GolfMove
import org.prolibertate.games.game.golf.GolfPhase import org.prolibertate.games.game.golf.GolfPhase
@@ -81,11 +111,18 @@ import org.prolibertate.games.ui.game.CheckersScreen
import org.prolibertate.games.ui.game.ChessScreen import org.prolibertate.games.ui.game.ChessScreen
import org.prolibertate.games.ui.game.CrazyEightsScreen import org.prolibertate.games.ui.game.CrazyEightsScreen
import org.prolibertate.games.ui.game.CribbageScreen import org.prolibertate.games.ui.game.CribbageScreen
import org.prolibertate.games.ui.game.HeartsScreen
import org.prolibertate.games.ui.game.FreeCellScreen
import org.prolibertate.games.ui.game.KlondikeScreen
import org.prolibertate.games.ui.game.PyramidScreen
import org.prolibertate.games.ui.game.EuchreScreen import org.prolibertate.games.ui.game.EuchreScreen
import org.prolibertate.games.ui.game.GolfScreen import org.prolibertate.games.ui.game.GolfScreen
import org.prolibertate.games.ui.game.KaiserScreen import org.prolibertate.games.ui.game.KaiserScreen
import org.prolibertate.games.ui.game.MastermindScreen import org.prolibertate.games.ui.game.MastermindScreen
import org.prolibertate.games.ui.game.MorrisScreen import org.prolibertate.games.ui.game.MorrisScreen
import org.prolibertate.games.ui.game.PegSolitaireScreen
import org.prolibertate.games.ui.game.SpiderScreen
import org.prolibertate.games.ui.game.YahtzeeScreen
import org.prolibertate.games.ui.game.PiratesScreen import org.prolibertate.games.ui.game.PiratesScreen
import org.prolibertate.games.ui.game.PresidentScreen import org.prolibertate.games.ui.game.PresidentScreen
import org.prolibertate.games.ui.game.TRICK_HOLD_MILLIS import org.prolibertate.games.ui.game.TRICK_HOLD_MILLIS
@@ -430,6 +467,162 @@ fun PlayScreen(
PiratesScreen(controller = controller, localSeat = route.localSeat, onExit = onExit) PiratesScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
} }
GameCatalog.HEARTS -> {
val controller = remember(route) {
MatchController<HeartsState, HeartsMove>(
rules = HeartsRules,
ai = HeartsAi,
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
advanceIdle = { state ->
if (state.phase == HeartsPhase.ROUND_OVER) {
HeartsRules.startNextRound(state)
} else {
null
}
},
// What a round cost is read before the next deal.
awaitsConfirmation = { state -> state.phase == HeartsPhase.ROUND_OVER },
aiThinkingMillis = { settings.scaled(700L) },
holdBeforeNextMove = { state ->
if (state.completedTrick.isNotEmpty()) {
settings.scaled(TRICK_HOLD_MILLIS)
} else {
0L
}
},
)
}
StartMatch(env, controller, route)
HeartsScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
}
GameCatalog.PEG_SOLITAIRE -> {
// Playing again means a fresh board rather than a fresh round, and
// it cannot go through advanceIdle: driveIdleSeats returns as soon
// as rules.isFinished is true, and a peg board with no jumps left
// genuinely is finished. Rebuilding the controller is the honest
// way to deal again, and the board is deterministic, so the retry
// is the same puzzle.
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<PegSolitaireState, PegSolitaireMove>(
rules = PegSolitaireRules,
// Never consulted while a person holds the only seat.
ai = PegSolitaireAi,
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
PegSolitaireScreen(
controller = controller,
onRestart = { generation++ },
onExit = onExit,
)
}
GameCatalog.YAHTZEE -> {
val controller = remember(route) {
MatchController<YahtzeeState, YahtzeeMove>(
rules = YahtzeeRules,
ai = YahtzeeAi,
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
// Long enough to watch the dice land, short enough that a
// six-handed game is not an evening of waiting.
aiThinkingMillis = { settings.scaled(500L) },
)
}
StartMatch(env, controller, route)
YahtzeeScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
}
GameCatalog.KLONDIKE -> {
// Dealing again rebuilds the controller, for the same reason peg
// solitaire does: a blocked deal is genuinely finished, so
// driveIdleSeats has already stopped and advanceIdle never runs.
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<KlondikeState, KlondikeMove>(
rules = KlondikeRules,
// Only ever asked for a hint; the seat is the player's.
ai = KlondikeAi,
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
KlondikeScreen(
controller = controller,
onRestart = { generation++ },
onExit = onExit,
)
}
GameCatalog.FREECELL -> {
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<FreeCellState, FreeCellMove>(
rules = FreeCellRules,
ai = FirstLegalAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
FreeCellScreen(controller = controller, onRestart = { generation++ }, onExit = onExit)
}
GameCatalog.SPIDER -> {
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<SpiderState, SpiderMove>(
rules = SpiderRules,
ai = FirstLegalAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
SpiderScreen(controller = controller, onRestart = { generation++ }, onExit = onExit)
}
GameCatalog.PYRAMID -> {
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<PyramidState, PyramidMove>(
rules = PyramidRules,
ai = FirstLegalAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
PyramidScreen(controller = controller, onRestart = { generation++ }, onExit = onExit)
}
GameCatalog.MORRIS -> { GameCatalog.MORRIS -> {
val controller = remember(route) { val controller = remember(route) {
MatchController<MorrisState, MorrisMove>( MatchController<MorrisState, MorrisMove>(
@@ -0,0 +1,96 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.ui.common.CARD_ASPECT
import org.prolibertate.games.ui.theme.FeltGreenDark
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
/**
* The furniture every patience table needs.
*
* FreeCell, Spider and Pyramid lay their cards out quite differently but they
* are all made of the same three things: a place a card sits, an empty place
* that can still be tapped into, and the two dialogs for leaving. Klondike keeps
* its own copies — it was written first and its layout constants are tuned to
* seven columns — but nothing new needs to repeat them.
*/
val TABLE_CARD_WIDTH: Dp = 44.dp
val TABLE_CARD_HEIGHT: Dp = TABLE_CARD_WIDTH / CARD_ASPECT
/** Overlapped by a third, which hides as little as a stack can afford to. */
val TABLE_STACK_STEP: Dp = TABLE_CARD_HEIGHT * 2f / 3f
@Composable
fun TableSlot(
highlighted: Boolean,
onClick: () -> Unit,
modifier: Modifier = Modifier,
width: Dp = TABLE_CARD_WIDTH,
content: @Composable () -> Unit,
) {
Box(
modifier = modifier
.width(width)
.border(
border = BorderStroke(if (highlighted) 3.dp else 0.dp, WallaceGold),
shape = RoundedCornerShape(4.dp),
)
.clickable { onClick() },
) {
content()
}
}
/** A place with no card on it, drawn so it is still somewhere to aim at. */
@Composable
fun EmptySpace(label: String = "", width: Dp = TABLE_CARD_WIDTH) {
Box(
modifier = Modifier
.width(width)
.height(width / CARD_ASPECT)
.background(FeltGreenDark, RoundedCornerShape(4.dp)),
contentAlignment = Alignment.Center,
) {
if (label.isNotEmpty()) {
Text(label, color = Parchment.copy(alpha = 0.5f))
}
}
}
@Composable
fun PatienceEndDialog(what: String, onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text(what) },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
fun PatienceLeftDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the table") } },
)
}
@@ -0,0 +1,188 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.freecell.FreeCellMove
import org.prolibertate.games.game.freecell.FreeCellState
import org.prolibertate.games.game.freecell.MoveTo
import org.prolibertate.games.game.freecell.Place
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "FreeCell"
/**
* The FreeCell table.
*
* Cells on the left, homes on the right, eight columns below — the standard
* arrangement, and the one that makes the cells read as somewhere to put things
* rather than somewhere cards come from. Everything is face up from the first
* move, so the whole game is on the screen and the only thing hidden is what to
* do about it.
*/
@Composable
fun FreeCellScreen(
controller: MatchController<FreeCellState, FreeCellMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<Pair<Place, Int>?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
return
}
val moves = legal.filterIsInstance<MoveTo>()
val finished = legal.isEmpty()
val targets = held?.let { (from, count) ->
moves.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty()
val sources = moves.map { it.from to it.count }.toSet()
fun take(place: Place, count: Int) {
val inHand = held
held = when {
inHand != null && targets.contains(place) -> {
controller.submit(MoveTo(inHand.first, place, inHand.second))
null
}
inHand?.first == place -> null
sources.contains(place to count) -> place to count
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "Out, in ${current.moves} moves."
finished -> "Blocked — nothing left to try."
held != null -> "Tap where it goes."
else -> "${current.foundations.sumOf { it.size }} of 52 home, " +
"${current.freeCellCount} cells free."
},
fontWeight = FontWeight.Bold,
)
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
current.cells.forEachIndexed { index, card ->
TableSlot(
highlighted = held?.first == Place.cell(index) ||
targets.contains(Place.cell(index)),
onClick = { take(Place.cell(index), 1) },
) {
card?.let { PlayingCardView(card = it, width = TABLE_CARD_WIDTH) }
?: EmptySpace(label = "·")
}
}
current.foundations.forEachIndexed { index, pile ->
TableSlot(
highlighted = targets.contains(Place.foundation(index)),
onClick = { take(Place.foundation(index), 1) },
) {
pile.lastOrNull()?.let { PlayingCardView(card = it, width = TABLE_CARD_WIDTH) }
?: EmptySpace(label = Suit.entries[index].symbol)
}
}
}
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalAlignment = Alignment.Top,
) {
current.tableau.forEachIndexed { index, column ->
if (column.isEmpty()) {
TableSlot(
highlighted = targets.contains(Place.column(index)),
onClick = { take(Place.column(index), 1) },
) { EmptySpace() }
} else {
Box(
modifier = Modifier
.width(TABLE_CARD_WIDTH)
.height(TABLE_CARD_HEIGHT + TABLE_STACK_STEP * (column.size - 1)),
) {
column.forEachIndexed { depth, card ->
// Taking a card takes everything resting on it.
val count = column.size - depth
TableSlot(
modifier = Modifier.offset(y = TABLE_STACK_STEP * depth),
highlighted = held == (Place.column(index) to count) ||
(depth == column.lastIndex && targets.contains(Place.column(index))),
onClick = { take(Place.column(index), count) },
) { PlayingCardView(card = card, width = TABLE_CARD_WIDTH) }
}
}
}
}
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
}
@@ -0,0 +1,249 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.Divider
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.runtime.snapshots.SnapshotStateList
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.hearts.HeartsMove
import org.prolibertate.games.game.hearts.HeartsPhase
import org.prolibertate.games.game.hearts.HeartsState
import org.prolibertate.games.game.hearts.PASS_SIZE
import org.prolibertate.games.game.hearts.PassCards
import org.prolibertate.games.game.hearts.PlayCard
import org.prolibertate.games.game.hearts.pointsOf
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "Hearts"
/**
* The Hearts table.
*
* Two quite different things happen at this screen, so it reads the phase and
* shows one or the other: choosing three cards to give away, which is a
* multiple selection nothing else in the app does, and then playing one card at
* a time, which every trick-taking screen here does the same way.
*/
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun HeartsScreen(
controller: MatchController<HeartsState, HeartsMove>,
localSeat: Int,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
val awaiting by controller.awaitingConfirmation.collectAsState()
val chosen = remember { mutableStateListOf<Card>() }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { LeftHeartsDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndHeartsDialog(onExit) { confirmingEnd = false }
}
return
}
val hand = current.hands.getOrElse(localSeat) { emptyList() }
val passing = current.phase == HeartsPhase.PASSING
val alreadyPassed = current.passSelections.getOrElse(localSeat) { emptyList() }.isNotEmpty()
val playable = legal.filterIsInstance<PlayCard>().map { it.card }.toSet()
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.phase == HeartsPhase.GAME_OVER -> "Game over — lowest score wins."
current.phase == HeartsPhase.ROUND_OVER -> "Round scored."
passing && alreadyPassed -> "Waiting for the others to choose…"
passing -> "Choose three to pass ${current.passDirection.label}"
playable.isEmpty() -> "Waiting…"
else -> "Your turn"
},
fontWeight = FontWeight.Bold,
)
Text(
text = "Every heart costs a point and the queen of spades costs thirteen. " +
"Take none of them.",
style = MaterialTheme.typography.bodySmall,
)
TrickView(current)
ScoreRow(current, localSeat)
Divider()
Text(
text = if (passing && !alreadyPassed) {
"Passing ${current.passDirection.label} — ${chosen.size} of $PASS_SIZE chosen"
} else {
"Your hand"
},
style = MaterialTheme.typography.labelLarge,
)
FlowRow(horizontalArrangement = Arrangement.spacedBy(4.dp)) {
hand.forEach { card ->
val selectable = passing && !alreadyPassed
PlayingCardView(
card = card,
width = 52.dp,
selected = chosen.contains(card),
enabled = if (selectable) true else playable.contains(card),
caption = pointsOf(card).takeIf { it > 0 }?.let { "−$it" },
onClick = {
if (selectable) {
toggle(chosen, card)
} else if (playable.contains(card)) {
controller.submit(PlayCard(card))
}
},
)
}
}
if (passing && !alreadyPassed) {
Button(
enabled = chosen.size == PASS_SIZE,
onClick = {
controller.submit(PassCards(chosen.toList()))
chosen.clear()
},
) { Text("Pass these three") }
}
if (awaiting) {
Button(onClick = controller::confirmAdvance) { Text("Next round") }
}
current.log.takeLast(3).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftHeartsDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndHeartsDialog(onExit) { confirmingEnd = false }
}
}
/** Adds or removes [card], never letting the selection run past three. */
private fun toggle(chosen: SnapshotStateList<Card>, card: Card) {
if (chosen.contains(card)) {
chosen.remove(card)
} else if (chosen.size < PASS_SIZE) {
chosen.add(card)
}
}
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun TrickView(state: HeartsState) {
// The trick just swept is held on the table for a moment, so show that when
// there is nothing in front of the players yet.
val showing = state.trick.ifEmpty { state.completedTrick }
Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
Text(
text = if (state.trick.isEmpty() && showing.isNotEmpty()) {
"Last trick — taken by seat ${state.leader}"
} else {
"Trick ${state.trickNumber + 1} of ${state.tricksPerRound}"
},
style = MaterialTheme.typography.labelLarge,
)
if (showing.isEmpty()) {
Text("Nothing played yet.", style = MaterialTheme.typography.bodySmall)
} else {
FlowRow(horizontalArrangement = Arrangement.spacedBy(4.dp)) {
showing.forEach { played ->
PlayingCardView(
card = played.card,
width = 46.dp,
caption = "seat ${played.seat}",
)
}
}
}
}
}
@Composable
private fun ScoreRow(state: HeartsState, localSeat: Int) {
Row(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.SpaceBetween,
) {
state.scores.forEachIndexed { seat, score ->
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Text(
text = if (seat == localSeat) "You" else "Seat $seat",
style = MaterialTheme.typography.labelSmall,
fontWeight = if (seat == localSeat) FontWeight.Bold else FontWeight.Normal,
)
Text("$score", fontWeight = FontWeight.Bold)
// What this round has cost so far, which is the number anybody
// actually watches while a hand is being played.
Text(
text = "+${state.roundScores.getOrElse(seat) { 0 }}",
style = MaterialTheme.typography.labelSmall,
)
}
}
}
}
@Composable
private fun EndHeartsDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The game ends here. Anyone else at the table is told you have left.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftHeartsDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the table") } },
)
}
@@ -0,0 +1,359 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.klondike.Draw
import org.prolibertate.games.game.klondike.KlondikeMove
import org.prolibertate.games.game.klondike.KlondikeState
import org.prolibertate.games.game.klondike.MoveCards
import org.prolibertate.games.game.klondike.Redeal
import org.prolibertate.games.game.klondike.Spot
import org.prolibertate.games.game.klondike.TableauPile
import org.prolibertate.games.game.klondike.foundationSuit
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CARD_ASPECT
import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView
import org.prolibertate.games.ui.theme.FeltGreenDark
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
private const val TITLE = "Klondike"
private val CARD_WIDTH: Dp = 44.dp
private val CARD_HEIGHT: Dp = CARD_WIDTH / CARD_ASPECT
/**
* How far down each card in a column sits from the one above it.
*
* Two thirds of a card, so each is overlapped by a third. That is the most that
* can be hidden while every card still shows its rank and suit, and it is what
* keeps a column of thirteen on the screen instead of running off the bottom.
*/
private val STACK_STEP: Dp = CARD_HEIGHT * 2f / 3f
/** The same overlap sideways, for the three cards turned off the stock. */
private val FAN_STEP: Dp = CARD_WIDTH * 2f / 3f
/** At most three are ever turned at once, so at most three are ever fanned. */
private const val MAX_FANNED = 3
/**
* The patience table.
*
* Laid out the way a real one is: the homes along the top where cards are going,
* the columns filling the middle, and the pack in the bottom corner under your
* hand. Columns overlap by a third so a long one still fits, and the cards
* turned off the stock fan sideways by the same third so all three can be seen
* rather than only the one on top.
*
* Play is tap-to-take then tap-to-put rather than dragging: across seven columns
* of overlapping cards on a phone, a drag is mostly a test of aim. Tapping a
* face-up card takes it and everything resting on it, so a run travels the way
* it would on a table. Which taps do anything is read off the legal moves the
* rules offer, so the screen never has to know why a move is allowed.
*/
@Composable
fun KlondikeScreen(
controller: MatchController<KlondikeState, KlondikeMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<Pair<Spot, Int>?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { LeftTableDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndTableDialog(onExit) { confirmingEnd = false }
}
return
}
val moves = legal.filterIsInstance<MoveCards>()
val canDraw = legal.contains(Draw)
val canRedeal = legal.contains(Redeal)
val finished = legal.isEmpty()
val targets = held?.let { (from, count) ->
moves.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty()
val sources = moves.map { it.from to it.count }.toSet()
fun take(spot: Spot, count: Int) {
val inHand = held
held = when {
inHand != null && targets.contains(spot) -> {
controller.submit(MoveCards(inHand.first, spot, inHand.second))
null
}
inHand?.first == spot -> null
sources.contains(spot to count) -> spot to count
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "Out, in ${current.moves} moves."
finished -> "Blocked — nothing left to try."
held != null -> "Tap where it goes."
else -> "${current.foundations.sumOf { it.size }} of 52 home."
},
fontWeight = FontWeight.Bold,
)
// The homes, along the top where they are being filled towards.
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
current.foundations.forEachIndexed { index, pile ->
Slot(
highlighted = targets.contains(Spot.foundation(index)),
onClick = { take(Spot.foundation(index), 1) },
) {
pile.lastOrNull()
?.let { PlayingCardView(card = it, width = CARD_WIDTH) }
?: Empty(label = foundationSuit(index).symbol)
}
}
}
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalAlignment = Alignment.Top,
) {
current.tableau.forEachIndexed { index, pile ->
ColumnOfCards(
pile = pile,
held = held,
index = index,
isTarget = targets.contains(Spot.tableau(index)),
onTap = { count -> take(Spot.tableau(index), count) },
)
}
}
// The pack sits at the bottom left, under the hand that turns it.
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
Slot(
highlighted = false,
onClick = {
if (canDraw) {
controller.submit(Draw)
} else if (canRedeal) {
controller.submit(Redeal)
}
},
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = CARD_WIDTH)
} else {
Empty(label = if (canRedeal) "↻" else "")
}
}
WasteFan(
waste = current.waste,
fanned = minOf(current.options.drawCount, MAX_FANNED),
highlighted = held?.first == Spot.waste,
onTap = { take(Spot.waste, 1) },
)
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftTableDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndTableDialog(onExit) { confirmingEnd = false }
}
}
/**
* One column, overlapped by a third.
*
* Absolute offsets rather than negative spacing: the height has to be worked out
* anyway so the column reserves the right room, and once that is known placing
* each card is the simpler half.
*/
@Composable
private fun ColumnOfCards(
pile: TableauPile,
held: Pair<Spot, Int>?,
index: Int,
isTarget: Boolean,
onTap: (Int) -> Unit,
) {
val total = pile.faceDown.size + pile.faceUp.size
if (total == 0) {
Slot(highlighted = isTarget, onClick = { onTap(1) }) { Empty() }
return
}
Box(
modifier = Modifier
.width(CARD_WIDTH)
.height(CARD_HEIGHT + STACK_STEP * (total - 1)),
) {
pile.faceDown.forEachIndexed { depth, _ ->
CardBackView(
width = CARD_WIDTH,
modifier = Modifier.offset(y = STACK_STEP * depth),
)
}
pile.faceUp.forEachIndexed { depth, card ->
// Taking a card takes everything resting on it.
val count = pile.faceUp.size - depth
val row = pile.faceDown.size + depth
Slot(
modifier = Modifier.offset(y = STACK_STEP * row),
highlighted = held == (Spot.tableau(index) to count) ||
(depth == pile.faceUp.lastIndex && isTarget),
onClick = { onTap(count) },
) { PlayingCardView(card = card, width = CARD_WIDTH) }
}
}
}
/**
* The cards turned off the stock, fanned sideways.
*
* Drawing three and showing one would hide two cards the player is entitled to
* see — they are face up on the table. Only the last is playable, which the
* rules already enforce; the other two are there to be read.
*/
@Composable
private fun WasteFan(
waste: List<Card>,
fanned: Int,
highlighted: Boolean,
onTap: () -> Unit,
) {
val shown = waste.takeLast(fanned)
if (shown.isEmpty()) {
Slot(highlighted = false, onClick = onTap) { Empty() }
return
}
Box(modifier = Modifier.width(CARD_WIDTH + FAN_STEP * (shown.size - 1))) {
shown.forEachIndexed { position, card ->
val isTop = position == shown.lastIndex
Slot(
modifier = Modifier.offset(x = FAN_STEP * position),
highlighted = isTop && highlighted,
onClick = { if (isTop) onTap() },
) { PlayingCardView(card = card, width = CARD_WIDTH) }
}
}
}
@Composable
private fun Slot(
highlighted: Boolean,
onClick: () -> Unit,
modifier: Modifier = Modifier,
content: @Composable () -> Unit,
) {
Box(
modifier = modifier
.width(CARD_WIDTH)
.border(
border = BorderStroke(if (highlighted) 3.dp else 0.dp, WallaceGold),
shape = RoundedCornerShape(4.dp),
)
.clickable { onClick() },
) {
content()
}
}
/** An empty place on the table, drawn so it can still be tapped into. */
@Composable
private fun Empty(label: String = "") {
Box(
modifier = Modifier
.width(CARD_WIDTH)
.height(CARD_HEIGHT)
.background(FeltGreenDark, RoundedCornerShape(4.dp)),
contentAlignment = Alignment.Center,
) {
if (label.isNotEmpty()) {
Text(label, color = Parchment.copy(alpha = 0.5f))
}
}
}
@Composable
private fun EndTableDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The deal is left as it stands.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftTableDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the table") } },
)
}
@@ -0,0 +1,259 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.pegsolitaire.Hole
import org.prolibertate.games.game.pegsolitaire.PegBoard
import org.prolibertate.games.game.pegsolitaire.PegJump
import org.prolibertate.games.game.pegsolitaire.PegSolitaireMove
import org.prolibertate.games.game.pegsolitaire.PegSolitaireState
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.theme.FeltGreenDark
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
import org.prolibertate.games.ui.theme.WallaceRed
private const val TITLE = "Peg Solitaire"
/**
* The peg board.
*
* One layout serves both board shapes. Each hole is placed at a position in
* hole-widths rather than pixels, and a triangle simply offsets its rows by half
* a hole so they stagger — which is the same thing that gives a triangular hole
* six neighbours instead of four. Scaling that grid to whatever width the phone
* has is then the only sizing decision left.
*/
@Composable
fun PegSolitaireScreen(
controller: MatchController<PegSolitaireState, PegSolitaireMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var selected by remember { mutableStateOf<Hole?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Setting up…") }
abandoned?.let { LeftBoardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndBoardDialog(onExit) { confirmingEnd = false }
}
return
}
val jumps = legal.filterIsInstance<PegJump>()
val movable = jumps.map { it.from }.toSet()
val landings = selected?.let { from -> jumps.filter { it.from == from } }.orEmpty()
val destinations = landings.map { it.to }.toSet()
val finished = jumps.isEmpty()
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.solved -> "Solved, in ${current.jumps} jumps."
finished -> "Stuck with ${current.remaining} pegs."
selected != null -> "Tap a ringed hole to jump into it."
else -> "Tap a peg that can jump."
},
fontWeight = FontWeight.Bold,
)
Text(
text = "${current.board.label}. ${current.remaining} pegs left, " +
"${current.jumps} jumps made.",
style = MaterialTheme.typography.bodySmall,
)
Board(
state = current,
selected = selected,
movable = movable,
destinations = destinations,
onTap = { hole ->
selected = when {
// Completing a jump takes priority: the tapped hole is
// one the selected peg was offered.
selected != null && destinations.contains(hole) -> {
controller.submit(PegJump(from = selected!!, to = hole))
null
}
movable.contains(hole) -> hole
else -> null
}
},
)
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Play again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(3).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftBoardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndBoardDialog(onExit) { confirmingEnd = false }
}
}
@Composable
private fun Board(
state: PegSolitaireState,
selected: Hole?,
movable: Set<Hole>,
destinations: Set<Hole>,
onTap: (Hole) -> Unit,
) {
val board = state.board
val holes = remember(board) { board.holes().toList() }
val places = remember(board) { holes.associateWith { placeOf(board, it) } }
val xs = places.values.map { it.first }
val ys = places.values.map { it.second }
val minX = xs.min()
val minY = ys.min()
val spanX = xs.max() - minX
val spanY = ys.max() - minY
BoxWithConstraints(modifier = Modifier.fillMaxWidth()) {
// One extra hole-width so the last column has somewhere to sit.
val cell: Dp = maxWidth / (spanX + 1f)
Box(
modifier = Modifier
.fillMaxWidth()
.height(cell * (spanY + 1f))
.background(FeltGreenDark),
) {
holes.forEach { hole ->
val (x, y) = places.getValue(hole)
HoleView(
filled = state.pegs.contains(hole),
selected = hole == selected,
canMove = movable.contains(hole),
isDestination = destinations.contains(hole),
size = cell,
modifier = Modifier.offset(x = cell * (x - minX), y = cell * (y - minY)),
onTap = { onTap(hole) },
)
}
}
}
}
/**
* Where a hole sits, in hole-widths from the board's top left.
*
* The half-hole shift on a triangle is the whole difference between the two
* geometries as far as drawing is concerned.
*/
private fun placeOf(board: PegBoard, hole: Hole): Pair<Float, Float> =
if (board.isTriangular) {
(hole.col - hole.row / 2f) to hole.row.toFloat()
} else {
hole.col.toFloat() to hole.row.toFloat()
}
@Composable
private fun HoleView(
filled: Boolean,
selected: Boolean,
canMove: Boolean,
isDestination: Boolean,
size: Dp,
modifier: Modifier,
onTap: () -> Unit,
) {
Box(modifier = modifier.size(size), contentAlignment = Alignment.Center) {
val diameter = size * 0.72f
val ring = when {
selected -> WallaceGold
isDestination -> WallaceGold
else -> Parchment.copy(alpha = 0.35f)
}
Box(
modifier = Modifier
.size(diameter)
.background(
color = if (filled) WallaceRed else FeltGreenDark,
shape = CircleShape,
)
.border(
// A destination is drawn as an empty ring rather than filled,
// so it never reads as a peg already sitting there.
border = BorderStroke(if (selected || isDestination) 3.dp else 1.dp, ring),
shape = CircleShape,
)
.clickable(enabled = filled && canMove || isDestination) { onTap() },
)
}
}
@Composable
private fun EndBoardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The board is left as it stands.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftBoardDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the board") } },
)
}
@@ -0,0 +1,260 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.pyramid.DrawCard
import org.prolibertate.games.game.pyramid.PYRAMID_SIZE
import org.prolibertate.games.game.pyramid.PyramidMove
import org.prolibertate.games.game.pyramid.PyramidSpot
import org.prolibertate.games.game.pyramid.PyramidState
import org.prolibertate.games.game.pyramid.PyramidZone
import org.prolibertate.games.game.pyramid.RecycleWaste
import org.prolibertate.games.game.pyramid.ROWS
import org.prolibertate.games.game.pyramid.TakeKing
import org.prolibertate.games.game.pyramid.TakePair
import org.prolibertate.games.game.pyramid.rowStart
import org.prolibertate.games.game.pyramid.valueOf
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "Pyramid"
/** Cards are small here: the widest row is seven of them side by side. */
private val PYRAMID_CARD: Dp = 40.dp
private val PYRAMID_CARD_HEIGHT: Dp = PYRAMID_CARD * 7f / 5f
/** Rows overlap vertically so the whole pyramid fits above the pack. */
private val ROW_STEP: Dp = PYRAMID_CARD_HEIGHT * 2f / 3f
/**
* The pyramid.
*
* Drawn as it is dealt: seven rows, each one offset half a card so every card
* sits on the two below it, and rows overlapping by a third so all seven fit.
* The shape is the rules — a card is only in play once both the cards resting on
* it have gone, and being able to see that at a glance is most of playing it.
*
* Tapping a king takes it alone. Tapping any other card holds it, and tapping
* its partner takes the pair; the ones that would pair with what is held are the
* only cards that light up.
*/
@Composable
fun PyramidScreen(
controller: MatchController<PyramidState, PyramidMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<PyramidSpot?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The pyramid is left as it stands.", onExit) { confirmingEnd = false }
}
}
return
}
val kings = legal.filterIsInstance<TakeKing>().map { it.spot }.toSet()
val pairs = legal.filterIsInstance<TakePair>()
val canDraw = legal.contains(DrawCard)
val canRedeal = legal.contains(RecycleWaste)
val finished = legal.isEmpty()
// Everything that could pair with what is in hand.
val partners = held?.let { spot ->
pairs.mapNotNull {
when (spot) {
it.first -> it.second
it.second -> it.first
else -> null
}
}.toSet()
}.orEmpty()
val pairable = pairs.flatMap { listOf(it.first, it.second) }.toSet()
fun tap(spot: PyramidSpot) {
held = when {
kings.contains(spot) && held == null -> {
controller.submit(TakeKing(spot))
null
}
held != null && partners.contains(spot) -> {
controller.submit(TakePair(held!!, spot))
null
}
held == spot -> null
pairable.contains(spot) -> spot
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "Pyramid cleared, in ${current.moves} moves."
finished -> "Blocked — nothing pairs to thirteen."
held != null -> "Tap the card that makes it thirteen."
else -> "${current.pyramid.count { it != null }} of $PYRAMID_SIZE left."
},
fontWeight = FontWeight.Bold,
)
PyramidView(
state = current,
held = held,
kings = kings,
partners = partners,
pairable = pairable,
onTap = ::tap,
)
Row(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically,
) {
TableSlot(
highlighted = false,
width = PYRAMID_CARD,
onClick = {
if (canDraw) {
controller.submit(DrawCard)
} else if (canRedeal) {
controller.submit(RecycleWaste)
}
},
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = PYRAMID_CARD)
} else {
EmptySpace(label = if (canRedeal) "↻" else "", width = PYRAMID_CARD)
}
}
val wasteSpot = PyramidSpot(PyramidZone.WASTE)
TableSlot(
highlighted = held == wasteSpot ||
partners.contains(wasteSpot) ||
kings.contains(wasteSpot),
width = PYRAMID_CARD,
onClick = { tap(wasteSpot) },
) {
current.waste.lastOrNull()
?.let { PlayingCardView(card = it, width = PYRAMID_CARD) }
?: EmptySpace(width = PYRAMID_CARD)
}
Text(
text = "${current.stock.size} in hand, " +
"${current.options.redeals - current.redealsUsed} turns left",
style = MaterialTheme.typography.bodySmall,
)
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The pyramid is left as it stands.", onExit) { confirmingEnd = false }
}
}
}
@Composable
private fun PyramidView(
state: PyramidState,
held: PyramidSpot?,
kings: Set<PyramidSpot>,
partners: Set<PyramidSpot>,
pairable: Set<PyramidSpot>,
onTap: (PyramidSpot) -> Unit,
) {
Box(
modifier = Modifier
.fillMaxWidth()
.height(PYRAMID_CARD_HEIGHT + ROW_STEP * (ROWS - 1)),
) {
// Each row is half a card narrower on each side than the one below, so
// every card sits in the notch between the two under it.
for (row in 0 until ROWS) {
val cardsInRow = row + 1
for (column in 0 until cardsInRow) {
val index = rowStart(row) + column
val card = state.pyramid[index] ?: continue
val spot = PyramidSpot(PyramidZone.PYRAMID, index)
val playable = pairable.contains(spot) || kings.contains(spot)
Box(
modifier = Modifier.offset(
// Centred on the widest row, which is seven wide.
x = PYRAMID_CARD * (ROWS - cardsInRow) / 2f + PYRAMID_CARD * column,
y = ROW_STEP * row,
),
) {
TableSlot(
highlighted = held == spot || partners.contains(spot),
width = PYRAMID_CARD,
onClick = { if (playable) onTap(spot) },
) {
PlayingCardView(
card = card,
width = PYRAMID_CARD,
enabled = playable,
caption = valueOf(card).toString(),
)
}
}
}
}
}
}
@@ -0,0 +1,191 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.spider.DealRow
import org.prolibertate.games.game.spider.MoveRun
import org.prolibertate.games.game.spider.RUNS_TO_WIN
import org.prolibertate.games.game.spider.SpiderMove
import org.prolibertate.games.game.spider.SpiderState
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "Spider"
/**
* The Spider table.
*
* Ten columns of a hundred and four cards, so it scrolls sideways and the cards
* are the same third-overlapped stacks as everywhere else. What is worth showing
* above them is the two numbers that decide the game: how many runs have gone
* away, and how many rows are still in the stock waiting to bury everything.
*/
@Composable
fun SpiderScreen(
controller: MatchController<SpiderState, SpiderMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<Pair<Int, Int>?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
return
}
val runs = legal.filterIsInstance<MoveRun>()
val canDeal = legal.contains(DealRow)
val finished = legal.isEmpty()
val targets = held?.let { (from, count) ->
runs.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty()
val sources = runs.map { it.from to it.count }.toSet()
fun take(column: Int, count: Int) {
val inHand = held
held = when {
inHand != null && targets.contains(column) -> {
controller.submit(MoveRun(inHand.first, column, inHand.second))
null
}
inHand?.first == column && inHand.second == count -> null
sources.contains(column to count) -> column to count
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "All eight runs, in ${current.moves} moves."
finished -> "Blocked — nothing left to try."
held != null -> "Tap the column it goes to."
else -> "${current.completed} of $RUNS_TO_WIN runs away."
},
fontWeight = FontWeight.Bold,
)
Row(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically,
) {
TableSlot(
highlighted = false,
onClick = { if (canDeal) controller.submit(DealRow) },
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = TABLE_CARD_WIDTH)
} else {
EmptySpace()
}
}
Text(
text = "${current.stock.size / 10} rows left" +
if (!canDeal && current.stock.isNotEmpty()) " — fill every column first" else "",
style = MaterialTheme.typography.bodySmall,
)
}
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(4.dp),
verticalAlignment = Alignment.Top,
) {
current.tableau.forEachIndexed { index, pile ->
val total = pile.faceDown.size + pile.faceUp.size
if (total == 0) {
TableSlot(
highlighted = targets.contains(index),
onClick = { take(index, 1) },
) { EmptySpace() }
} else {
Box(
modifier = Modifier
.width(TABLE_CARD_WIDTH)
.height(TABLE_CARD_HEIGHT + TABLE_STACK_STEP * (total - 1)),
) {
pile.faceDown.forEachIndexed { depth, _ ->
CardBackView(
width = TABLE_CARD_WIDTH,
modifier = Modifier.offset(y = TABLE_STACK_STEP * depth),
)
}
pile.faceUp.forEachIndexed { depth, card ->
val count = pile.faceUp.size - depth
val row = pile.faceDown.size + depth
TableSlot(
modifier = Modifier.offset(y = TABLE_STACK_STEP * row),
highlighted = held == (index to count) ||
(depth == pile.faceUp.lastIndex && targets.contains(index)),
onClick = { take(index, count) },
) { PlayingCardView(card = card, width = TABLE_CARD_WIDTH) }
}
}
}
}
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
}
@@ -0,0 +1,304 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.Divider
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.yahtzee.DICE_COUNT
import org.prolibertate.games.game.yahtzee.RollDice
import org.prolibertate.games.game.yahtzee.ScoreIn
import org.prolibertate.games.game.yahtzee.YahtzeeCategory
import org.prolibertate.games.game.yahtzee.YahtzeeMove
import org.prolibertate.games.game.yahtzee.YahtzeeSection
import org.prolibertate.games.game.yahtzee.YahtzeeState
import org.prolibertate.games.game.yahtzee.scoreOf
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
import org.prolibertate.games.ui.theme.WallaceRed
private const val TITLE = "Yahtzee"
/**
* The Yahtzee card.
*
* A turn is two decisions and the screen shows them together: which dice to keep
* before throwing again, and which box to write in when the throwing stops. Each
* open box shows what the dice on the table would score in it, because that
* comparison is the whole of the choice — and doing the arithmetic by eye is not
* what anyone wants from a phone.
*/
@Composable
fun YahtzeeScreen(
controller: MatchController<YahtzeeState, YahtzeeMove>,
localSeat: Int,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
val kept = remember { mutableStateListOf<Int>() }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Setting up…") }
abandoned?.let { LeftCardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndCardDialog(onExit) { confirmingEnd = false }
}
return
}
val yours = current.turn == localSeat && !current.isOver
val canRoll = legal.any { it is RollDice }
val writable = legal.filterIsInstance<ScoreIn>().map { it.category }.toSet()
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isOver -> "Cards full."
!yours -> "Seat ${current.turn} is throwing…"
!current.hasRolled -> "Your turn — throw the dice."
else -> "${current.rollsLeft} throws left, or write it down."
},
fontWeight = FontWeight.Bold,
)
DiceRow(
dice = current.dice,
kept = kept,
enabled = yours && current.hasRolled && canRoll,
onToggle = { index ->
if (kept.contains(index)) kept.remove(index) else kept.add(index)
},
)
if (yours && canRoll) {
Button(
onClick = {
controller.submit(RollDice(kept.toList()))
// What was kept applied to the throw just made; the next
// one starts from whatever is on the table now.
kept.clear()
},
) {
Text(if (current.hasRolled) "Throw the rest" else "Throw")
}
}
Divider()
ScoreCard(
state = current,
localSeat = localSeat,
writable = if (yours) writable else emptySet(),
onWrite = {
controller.submit(ScoreIn(it))
kept.clear()
},
)
current.log.takeLast(3).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftCardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndCardDialog(onExit) { confirmingEnd = false }
}
}
@Composable
private fun DiceRow(
dice: List<Int>,
kept: List<Int>,
enabled: Boolean,
onToggle: (Int) -> Unit,
) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
if (dice.isEmpty()) {
repeat(DICE_COUNT) { Die(face = null, held = false, enabled = false) {} }
} else {
dice.forEachIndexed { index, face ->
Die(
face = face,
held = kept.contains(index),
enabled = enabled,
onClick = { onToggle(index) },
)
}
}
}
}
@Composable
private fun Die(face: Int?, held: Boolean, enabled: Boolean, onClick: () -> Unit) {
Box(
modifier = Modifier
.size(48.dp)
.background(if (face == null) Parchment.copy(alpha = 0.3f) else Parchment, RoundedCornerShape(8.dp))
.border(
width = if (held) 3.dp else 1.dp,
color = if (held) WallaceGold else WallaceRed.copy(alpha = 0.4f),
shape = RoundedCornerShape(8.dp),
)
.clickable(enabled = enabled) { onClick() },
contentAlignment = Alignment.Center,
) {
Text(
text = face?.toString() ?: "·",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = WallaceRed,
)
}
}
@Composable
private fun ScoreCard(
state: YahtzeeState,
localSeat: Int,
writable: Set<YahtzeeCategory>,
onWrite: (YahtzeeCategory) -> Unit,
) {
Column(modifier = Modifier.fillMaxWidth()) {
Row(modifier = Modifier.fillMaxWidth()) {
Text("", modifier = Modifier.weight(2f), style = MaterialTheme.typography.labelSmall)
state.cards.indices.forEach { seat ->
Text(
text = if (seat == localSeat) "You" else "S$seat",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.labelSmall,
fontWeight = FontWeight.Bold,
)
}
}
YahtzeeSection.entries.forEach { section ->
YahtzeeCategory.entries.filter { it.section == section }.forEach { category ->
CardRow(state, localSeat, category, writable, onWrite)
}
if (section == YahtzeeSection.UPPER) {
TotalRow("Bonus at 63", state.cards.map { it.upperBonus })
}
}
Divider()
TotalRow("Total", state.cards.indices.map { state.totalFor(it) }, bold = true)
}
}
@Composable
private fun CardRow(
state: YahtzeeState,
localSeat: Int,
category: YahtzeeCategory,
writable: Set<YahtzeeCategory>,
onWrite: (YahtzeeCategory) -> Unit,
) {
val open = writable.contains(category)
Row(
modifier = Modifier
.fillMaxWidth()
.clickable(enabled = open) { onWrite(category) }
.padding(vertical = 2.dp),
) {
Text(
text = category.label,
modifier = Modifier.weight(2f),
style = MaterialTheme.typography.bodySmall,
fontWeight = if (open) FontWeight.Bold else FontWeight.Normal,
)
state.cards.forEachIndexed { seat, card ->
val written = card[category]
Text(
text = when {
written != null -> "$written"
// What this throw would be worth here, which is the only
// number the decision actually turns on.
seat == localSeat && open -> "(${scoreOf(category, state.dice)})"
else -> "—"
},
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.bodySmall,
color = if (written == null && open) WallaceRed else MaterialTheme.colorScheme.onSurface,
)
}
}
}
@Composable
private fun TotalRow(label: String, values: List<Int>, bold: Boolean = false) {
Row(modifier = Modifier.fillMaxWidth().padding(vertical = 2.dp)) {
Text(
text = label,
modifier = Modifier.weight(2f),
style = MaterialTheme.typography.bodySmall,
fontWeight = if (bold) FontWeight.Bold else FontWeight.Normal,
)
values.forEach {
Text(
text = "$it",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.bodySmall,
fontWeight = if (bold) FontWeight.Bold else FontWeight.Normal,
)
}
}
}
@Composable
private fun EndCardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The game ends here. Anyone else at the table is told you have left.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftCardDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the card") } },
)
}
@@ -16,21 +16,54 @@ class CatalogTest {
@Test @Test
fun `a production build lists only games that can be played`() { fun `a production build lists only games that can be played`() {
GameCategory.entries.forEach { category -> GameMenu.entries.forEach { menu ->
val shown = GameCatalog.byCategory(category, includeComingSoon = false) val shown = GameCatalog.inMenu(menu, includeComingSoon = false)
assertTrue( assertTrue(
"$category offers an unfinished game in a release build", "$menu offers an unfinished game in a release build",
shown.all { it.available }, shown.all { it.available },
) )
} }
} }
@Test @Test
fun `a dev build lists the whole catalogue`() { fun `every game is reachable from at least one menu`() {
val shown = GameCategory.entries.flatMap { // Counting is no good now that a game can be in several menus: the
GameCatalog.byCategory(it, includeComingSoon = true) // union is what matters, and a game in none of them would be in the
// catalogue but on no screen.
val reachable = GameMenu.entries.flatMap {
GameCatalog.inMenu(it, includeComingSoon = true)
}.toSet()
assertEquals(GameCatalog.all.toSet(), reachable)
GameCatalog.all.forEach {
assertTrue("${it.id} is in no menu", it.menus.isNotEmpty())
} }
assertEquals(GameCatalog.all.size, shown.size) }
@Test
fun `a game can be in more than one menu`() {
// The whole point of the set. A patience is solitaire and a card game;
// Euchre is a card game and a trick-taking one.
val klondike = GameCatalog.byId(GameCatalog.KLONDIKE)!!
assertTrue(klondike.menus.containsAll(setOf(GameMenu.SOLITAIRE, GameMenu.CARDS)))
assertTrue(GameCatalog.inMenu(GameMenu.SOLITAIRE).contains(klondike))
assertTrue(GameCatalog.inMenu(GameMenu.CARDS).contains(klondike))
}
@Test
fun `trick-taking sits under cards, and its games are card games too`() {
assertEquals(GameMenu.CARDS, GameMenu.TRICK_TAKING.parent)
assertEquals(listOf(GameMenu.TRICK_TAKING), GameMenu.CARDS.children)
assertTrue(GameMenu.TRICK_TAKING.isTopLevel.not())
assertTrue(GameMenu.SOLITAIRE.isTopLevel)
val tricks = GameCatalog.inMenu(GameMenu.TRICK_TAKING)
assertTrue("there should be some", tricks.isNotEmpty())
// A sub-menu that listed something its parent did not would be a game
// you could reach one way and not the other.
assertTrue(
"every trick-taking game is also a card game",
tricks.all { it.menus.contains(GameMenu.CARDS) },
)
} }
@Test @Test
@@ -42,19 +75,19 @@ class CatalogTest {
// engine is written. // engine is written.
assertTrue(GameCatalog.all.all { it.available }) assertTrue(GameCatalog.all.all { it.available })
assertEquals( assertEquals(
GameCatalog.byCategory(GameCategory.BOARD, includeComingSoon = false), GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false),
GameCatalog.byCategory(GameCategory.BOARD, includeComingSoon = true), GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true),
) )
} }
@Test @Test
fun `hiding unfinished games still leaves something to play in each category`() { fun `hiding unfinished games still leaves something to play in every menu`() {
// A category filtered down to nothing would leave a stranded heading, // A menu filtered down to nothing would leave a stranded heading, and a
// and a menu with no playable game at all would be a broken release. // release where a whole section was empty would be a broken one.
GameCategory.entries.forEach { category -> GameMenu.entries.forEach { menu ->
assertFalse( assertTrue(
"$category has nothing playable in a release build", "$menu has nothing playable in a release build",
GameCatalog.byCategory(category, includeComingSoon = false).isEmpty(), GameCatalog.hasAnything(menu, includeComingSoon = false),
) )
} }
assertTrue(GameCatalog.playable.isNotEmpty()) assertTrue(GameCatalog.playable.isNotEmpty())
@@ -71,6 +104,13 @@ class CatalogTest {
GameCatalog.KAISER, GameCatalog.KAISER,
GameCatalog.CRAZY_EIGHTS, GameCatalog.CRAZY_EIGHTS,
GameCatalog.CRIBBAGE, GameCatalog.CRIBBAGE,
GameCatalog.HEARTS,
GameCatalog.PEG_SOLITAIRE,
GameCatalog.YAHTZEE,
GameCatalog.KLONDIKE,
GameCatalog.FREECELL,
GameCatalog.SPIDER,
GameCatalog.PYRAMID,
GameCatalog.WIZARD, GameCatalog.WIZARD,
GameCatalog.CHESS, GameCatalog.CHESS,
GameCatalog.TAYU, GameCatalog.TAYU,
@@ -87,7 +127,11 @@ class CatalogTest {
@Test @Test
fun `player counts are sane`() { fun `player counts are sane`() {
GameCatalog.all.forEach { game -> GameCatalog.all.forEach { game ->
assertTrue("${game.id} min players", game.minPlayers >= 2) // One, not two. Peg solitaire is played alone, and the engine took
// that without changes — one seat, always on the clock, nothing to
// redact. Everything downstream reads the seat count from here, so
// this is the only place that had to allow it.
assertTrue("${game.id} min players", game.minPlayers >= 1)
assertTrue("${game.id} max >= min", game.maxPlayers >= game.minPlayers) assertTrue("${game.id} max >= min", game.maxPlayers >= game.minPlayers)
} }
} }
@@ -0,0 +1,332 @@
package org.prolibertate.games.game.hearts
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
class HeartsRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: HeartsOptions = HeartsOptions(), seed: Long = 7L) = TableConfig(
gameId = "hearts",
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(options),
seed = seed,
)
private fun c(rank: Rank, suit: Suit) = Card(rank, suit)
/** A state part way through a round, with passing already done. */
private fun playing(
hands: List<List<Card>>,
turn: Int = 0,
leader: Int = 0,
trick: List<PlayedCard> = emptyList(),
trickNumber: Int = 1,
heartsBroken: Boolean = false,
taken: List<List<Card>> = List(hands.size) { emptyList() },
options: HeartsOptions = HeartsOptions(),
) = HeartsState(
options = options,
seed = 1L,
round = 0,
phase = HeartsPhase.PLAYING,
hands = hands,
handCounts = hands.map { it.size },
passSelections = List(hands.size) { emptyList() },
turn = turn,
leader = leader,
trickNumber = trickNumber,
trick = trick,
taken = taken,
heartsBroken = heartsBroken,
scores = List(hands.size) { 0 },
roundScores = List(hands.size) { 0 },
log = emptyList(),
)
@Test
fun `a deal gives four hands of thirteen from one pack`() {
val state = HeartsRules.initialState(config())
assertEquals(4, state.hands.size)
state.hands.forEach { assertEquals(13, it.size) }
val all = state.hands.flatten()
assertEquals(52, all.size)
assertEquals("no card is dealt twice", 52, all.distinct().size)
}
@Test
fun `the pass direction cycles and the fourth round holds`() {
assertEquals(PassDirection.LEFT, PassDirection.forRound(0))
assertEquals(PassDirection.RIGHT, PassDirection.forRound(1))
assertEquals(PassDirection.ACROSS, PassDirection.forRound(2))
assertEquals(PassDirection.HOLD, PassDirection.forRound(3))
assertEquals(PassDirection.LEFT, PassDirection.forRound(4))
}
@Test
fun `a hold round opens straight onto the lead`() {
// Round three holds, so there is nothing to swap and play begins at once
// with whoever holds the two of clubs.
var state = HeartsRules.initialState(config())
// Walk to round three through the public entry point rather than
// reaching into the private deal.
repeat(3) {
state = HeartsRules.startNextRound(state.copy(phase = HeartsPhase.ROUND_OVER))
}
assertEquals(3, state.round)
assertEquals(PassDirection.HOLD, state.passDirection)
assertEquals(HeartsPhase.PLAYING, state.phase)
assertTrue(state.hands[state.turn].contains(TWO_OF_CLUBS))
}
@Test
fun `passing left moves three cards to the next seat`() {
var state = HeartsRules.initialState(config())
assertEquals(HeartsPhase.PASSING, state.phase)
val given = (0 until 4).map { state.hands[it].take(PASS_SIZE) }
for (seat in 0 until 4) {
assertEquals(seat, HeartsRules.currentSeat(state))
state = HeartsRules.applyMove(state, seat, PassCards(given[seat]))
}
assertEquals(HeartsPhase.PLAYING, state.phase)
for (seat in 0 until 4) {
val receiver = (seat + 1) % 4
assertTrue(
"seat $receiver should hold what seat $seat passed",
state.hands[receiver].containsAll(given[seat]),
)
assertFalse(
"seat $seat should not still hold what it passed",
state.hands[seat].any { given[seat].contains(it) },
)
}
state.hands.forEach { assertEquals(13, it.size) }
}
@Test
fun `a pass must be three distinct cards from the hand`() {
val state = HeartsRules.initialState(config())
val hand = state.hands[0]
assertThrows { HeartsRules.applyMove(state, 0, PassCards(hand.take(2))) }
assertThrows { HeartsRules.applyMove(state, 0, PassCards(listOf(hand[0], hand[0], hand[1]))) }
// A card this seat does not hold — it is in somebody else's thirteen.
val notHeld = state.hands[1].first()
assertThrows { HeartsRules.applyMove(state, 0, PassCards(listOf(notHeld) + hand.take(2))) }
}
@Test
fun `the two of clubs opens the round`() {
val hands = listOf(
listOf(c(Rank.TWO, Suit.CLUBS), c(Rank.KING, Suit.SPADES)),
listOf(c(Rank.THREE, Suit.CLUBS), c(Rank.FOUR, Suit.HEARTS)),
listOf(c(Rank.FIVE, Suit.CLUBS), c(Rank.SIX, Suit.DIAMONDS)),
listOf(c(Rank.SEVEN, Suit.CLUBS), c(Rank.EIGHT, Suit.DIAMONDS)),
)
val state = playing(hands, trickNumber = 0)
assertEquals(listOf(TWO_OF_CLUBS), HeartsRules.playableCards(state, 0))
assertThrows { HeartsRules.applyMove(state, 0, PlayCard(c(Rank.KING, Suit.SPADES))) }
}
@Test
fun `a seat holding the led suit must follow it`() {
val hands = listOf(
listOf(c(Rank.TWO, Suit.CLUBS)),
listOf(c(Rank.THREE, Suit.CLUBS), c(Rank.ACE, Suit.HEARTS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
listOf(c(Rank.SEVEN, Suit.CLUBS)),
)
val state = playing(
hands,
turn = 1,
trick = listOf(PlayedCard(0, c(Rank.TWO, Suit.CLUBS))),
)
assertEquals(listOf(c(Rank.THREE, Suit.CLUBS)), HeartsRules.playableCards(state, 1))
}
@Test
fun `no point card may be discarded on the first trick`() {
val hands = listOf(
listOf(c(Rank.TWO, Suit.CLUBS)),
// Void in clubs, holding the queen, a heart, and one harmless card.
listOf(QUEEN_OF_SPADES, c(Rank.ACE, Suit.HEARTS), c(Rank.NINE, Suit.DIAMONDS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
listOf(c(Rank.SEVEN, Suit.CLUBS)),
)
val state = playing(
hands,
turn = 1,
trickNumber = 0,
trick = listOf(PlayedCard(0, c(Rank.TWO, Suit.CLUBS))),
)
assertEquals(listOf(c(Rank.NINE, Suit.DIAMONDS)), HeartsRules.playableCards(state, 1))
}
@Test
fun `the first trick ban lifts when a seat holds nothing but points`() {
val hands = listOf(
listOf(c(Rank.TWO, Suit.CLUBS)),
listOf(QUEEN_OF_SPADES, c(Rank.ACE, Suit.HEARTS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
listOf(c(Rank.SEVEN, Suit.CLUBS)),
)
val state = playing(
hands,
turn = 1,
trickNumber = 0,
trick = listOf(PlayedCard(0, c(Rank.TWO, Suit.CLUBS))),
)
assertEquals(
setOf(QUEEN_OF_SPADES, c(Rank.ACE, Suit.HEARTS)),
HeartsRules.playableCards(state, 1).toSet(),
)
}
@Test
fun `hearts cannot be led until one has been played`() {
val hands = listOf(
listOf(c(Rank.ACE, Suit.HEARTS), c(Rank.THREE, Suit.CLUBS)),
listOf(c(Rank.FOUR, Suit.CLUBS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
listOf(c(Rank.SIX, Suit.CLUBS)),
)
val unbroken = playing(hands, heartsBroken = false)
assertEquals(listOf(c(Rank.THREE, Suit.CLUBS)), HeartsRules.playableCards(unbroken, 0))
val broken = playing(hands, heartsBroken = true)
assertEquals(2, HeartsRules.playableCards(broken, 0).size)
}
@Test
fun `hearts may be led when they are all that is left`() {
val hands = listOf(
listOf(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.HEARTS)),
listOf(c(Rank.FOUR, Suit.CLUBS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
listOf(c(Rank.SIX, Suit.CLUBS)),
)
val state = playing(hands, heartsBroken = false)
assertEquals(2, HeartsRules.playableCards(state, 0).size)
}
@Test
fun `the highest card of the led suit takes the trick`() {
val hands = listOf(
listOf(c(Rank.TWO, Suit.CLUBS)),
listOf(c(Rank.KING, Suit.CLUBS)),
// An ace off suit cannot win, however high.
listOf(c(Rank.ACE, Suit.DIAMONDS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
)
var state = playing(hands)
state = HeartsRules.applyMove(state, 0, PlayCard(c(Rank.TWO, Suit.CLUBS)))
state = HeartsRules.applyMove(state, 1, PlayCard(c(Rank.KING, Suit.CLUBS)))
state = HeartsRules.applyMove(state, 2, PlayCard(c(Rank.ACE, Suit.DIAMONDS)))
state = HeartsRules.applyMove(state, 3, PlayCard(c(Rank.FIVE, Suit.CLUBS)))
assertEquals("king of clubs takes it", 1, state.leader)
assertEquals(4, state.taken[1].size)
}
@Test
fun `playing a heart breaks them`() {
val hands = listOf(
listOf(c(Rank.TWO, Suit.CLUBS)),
listOf(c(Rank.ACE, Suit.HEARTS)),
listOf(c(Rank.FIVE, Suit.CLUBS)),
listOf(c(Rank.SEVEN, Suit.CLUBS)),
)
var state = playing(hands)
assertFalse(state.heartsBroken)
state = HeartsRules.applyMove(state, 0, PlayCard(c(Rank.TWO, Suit.CLUBS)))
state = HeartsRules.applyMove(state, 1, PlayCard(c(Rank.ACE, Suit.HEARTS)))
assertTrue(state.heartsBroken)
}
@Test
fun `hearts cost a point each and the queen costs thirteen`() {
assertEquals(1, pointsOf(c(Rank.TWO, Suit.HEARTS)))
assertEquals(1, pointsOf(c(Rank.ACE, Suit.HEARTS)))
assertEquals(13, pointsOf(QUEEN_OF_SPADES))
assertEquals(0, pointsOf(c(Rank.KING, Suit.SPADES)))
assertEquals(0, pointsOf(c(Rank.ACE, Suit.DIAMONDS)))
// The whole pack is worth twenty-six and nothing more.
assertEquals(ALL_POINTS, org.prolibertate.games.game.cards.Decks.standard52().sumOf { pointsOf(it) })
}
@Test
fun `an ordinary round shares out twenty-six points`() {
val hearts = Rank.standard.map { Card(it, Suit.HEARTS) }
val taken = listOf(
hearts.take(6),
hearts.drop(6) + QUEEN_OF_SPADES,
emptyList(),
emptyList(),
)
val scored = scoreRound(taken, allowShootTheMoon = true)
assertEquals(listOf(6, 20, 0, 0), scored)
assertEquals(ALL_POINTS, scored.sum())
}
@Test
fun `shooting the moon scores everyone else instead`() {
val everything = Rank.standard.map { Card(it, Suit.HEARTS) } + QUEEN_OF_SPADES
val taken = listOf(emptyList(), everything, emptyList<Card>(), emptyList())
assertEquals(listOf(26, 0, 26, 26), scoreRound(taken, allowShootTheMoon = true))
// Switched off, a moon is simply the worst hand at the table.
assertEquals(listOf(0, 26, 0, 0), scoreRound(taken, allowShootTheMoon = false))
}
@Test
fun `a client sees neither other hands nor what they are passing`() {
var state = HeartsRules.initialState(config())
state = HeartsRules.applyMove(state, 0, PassCards(state.hands[0].take(PASS_SIZE)))
val view = HeartsRules.viewFor(state, 0)
assertEquals(state.hands[0], view.hands[0])
assertTrue("other hands are stripped", view.hands.drop(1).all { it.isEmpty() })
assertEquals("counts survive so backs can be drawn", state.handCounts, view.handCounts)
assertEquals(state.passSelections[0], view.passSelections[0])
assertTrue(view.passSelections.drop(1).all { it.isEmpty() })
}
@Test
fun `state and moves survive a round trip`() {
val state = HeartsRules.initialState(config())
val decoded = HeartsRules.decodeState(HeartsRules.encodeState(state))
assertEquals(state, decoded)
val pass: HeartsMove = PassCards(state.hands[0].take(PASS_SIZE))
assertEquals(pass, HeartsRules.decodeMove(HeartsRules.encodeMove(pass)))
val play: HeartsMove = PlayCard(TWO_OF_CLUBS)
assertEquals(play, HeartsRules.decodeMove(HeartsRules.encodeMove(play)))
}
@Test
fun `nobody is on the clock once the game is over`() {
val state = HeartsRules.initialState(config()).copy(phase = HeartsPhase.GAME_OVER)
assertNull(HeartsRules.currentSeat(state))
assertTrue(HeartsRules.legalMoves(state, 0).isEmpty())
assertTrue(HeartsRules.isFinished(state))
}
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the move to be rejected")
} catch (expected: IllegalArgumentException) {
// The rules rejected it, which is the point.
}
}
}
@@ -0,0 +1,334 @@
package org.prolibertate.games.game.klondike
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.solitaire.acceptsOnFoundation
import org.prolibertate.games.game.solitaire.patienceOrder
class KlondikeRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: KlondikeOptions = KlondikeOptions(), seed: Long = 5L) = TableConfig(
gameId = "klondike",
seats = listOf(PlayerSlot(seat = 0, name = "P0", kind = PlayerKind.HUMAN_LOCAL, team = 0)),
optionsJson = json.encodeToString(options),
seed = seed,
)
private fun c(rank: Rank, suit: Suit) = Card(rank, suit)
// ---- the deal ----------------------------------------------------------
@Test
fun `the deal is seven columns and a stock of twenty-four`() {
val state = KlondikeRules.initialState(config())
assertEquals(TABLEAU_PILES, state.tableau.size)
state.tableau.forEachIndexed { index, pile ->
assertEquals("column ${index + 1}", index + 1, pile.faceDown.size + pile.faceUp.size)
assertEquals("only the last card is turned up", 1, pile.faceUp.size)
}
assertEquals(24, state.stock.size)
assertTrue(state.waste.isEmpty())
assertTrue(state.foundations.all { it.isEmpty() })
}
@Test
fun `the pack is dealt whole and no card is dealt twice`() {
val state = KlondikeRules.initialState(config())
val all = state.stock + state.waste + state.tableau.flatMap { it.faceDown + it.faceUp }
assertEquals(52, all.size)
assertEquals(52, all.distinct().size)
}
@Test
fun `a table for more than one seat is refused`() {
val two = TableConfig(
gameId = "klondike",
seats = (0..1).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(KlondikeOptions()),
seed = 1L,
)
assertThrows { KlondikeRules.initialState(two) }
}
// ---- stock and waste ---------------------------------------------------
@Test
fun `drawing one turns one card up`() {
val state = KlondikeRules.initialState(config(KlondikeOptions(drawCount = 1)))
val drawn = KlondikeRules.applyMove(state, 0, Draw)
assertEquals(23, drawn.stock.size)
assertEquals(1, drawn.waste.size)
assertEquals("the top of the stock is the card turned", state.stock.last(), drawn.waste.last())
}
@Test
fun `drawing three leaves the deepest of them showing`() {
// Turning a packet of three over reverses it, so the card that was
// furthest down is the one in play.
val state = KlondikeRules.initialState(config(KlondikeOptions(drawCount = 3)))
val drawn = KlondikeRules.applyMove(state, 0, Draw)
assertEquals(21, drawn.stock.size)
assertEquals(3, drawn.waste.size)
val top3 = state.stock.takeLast(3)
assertEquals(top3.reversed(), drawn.waste)
assertEquals(top3.first(), drawn.waste.last())
}
@Test
fun `the waste turns back over into a new stock`() {
var state = KlondikeRules.initialState(config(KlondikeOptions(drawCount = 3)))
repeat(8) { state = KlondikeRules.applyMove(state, 0, Draw) }
assertTrue(state.stock.isEmpty())
assertEquals(24, state.waste.size)
assertTrue(state.canRedeal)
val wasteBefore = state.waste
val turned = KlondikeRules.applyMove(state, 0, Redeal)
assertEquals(wasteBefore.reversed(), turned.stock)
assertTrue(turned.waste.isEmpty())
assertEquals(1, turned.redealsUsed)
}
@Test
fun `a redeal limit of zero means one pass through the pack`() {
var state = KlondikeRules.initialState(
config(KlondikeOptions(drawCount = 3, redealLimit = 0)),
)
repeat(8) { state = KlondikeRules.applyMove(state, 0, Draw) }
assertFalse("no turning it back over", state.canRedeal)
assertFalse(KlondikeRules.legalMoves(state, 0).contains(Redeal))
}
// ---- building ----------------------------------------------------------
@Test
fun `the ace is low here, whatever the rest of the deck thinks`() {
// Rank.order puts the ace at fourteen, because the deck was built for
// trick-taking games where it is the highest card there is. Patience
// counts it as one, and every comparison in this game has to agree —
// otherwise a two can never follow an ace home and the game is
// unwinnable in a way nothing else would show.
assertEquals(14, Rank.ACE.order)
assertEquals(1, Rank.ACE.patienceOrder)
assertEquals(13, Rank.KING.patienceOrder)
var foundation = emptyList<Card>()
Rank.standard.sortedBy { it.patienceOrder }.forEach { rank ->
val card = c(rank, Suit.SPADES)
assertTrue("$rank should go home next", acceptsOnFoundation(foundation, card))
foundation = foundation + card
}
assertEquals(13, foundation.size)
// And a column runs the other way, down to an ace.
assertTrue(buildsDown(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.SPADES)))
assertTrue(buildsDown(c(Rank.QUEEN, Suit.HEARTS), c(Rank.KING, Suit.SPADES)))
}
@Test
fun `foundations run ace upwards in one suit`() {
assertTrue(acceptsOnFoundation(emptyList(), c(Rank.ACE, Suit.SPADES)))
assertFalse(acceptsOnFoundation(emptyList(), c(Rank.TWO, Suit.SPADES)))
val ace = listOf(c(Rank.ACE, Suit.SPADES))
assertTrue(acceptsOnFoundation(ace, c(Rank.TWO, Suit.SPADES)))
assertFalse("wrong suit", acceptsOnFoundation(ace, c(Rank.TWO, Suit.HEARTS)))
assertFalse("skips a rank", acceptsOnFoundation(ace, c(Rank.THREE, Suit.SPADES)))
}
@Test
fun `columns build down and in the other colour`() {
assertTrue(buildsDown(c(Rank.NINE, Suit.HEARTS), c(Rank.TEN, Suit.SPADES)))
assertTrue(buildsDown(c(Rank.NINE, Suit.DIAMONDS), c(Rank.TEN, Suit.CLUBS)))
assertFalse("same colour", buildsDown(c(Rank.NINE, Suit.HEARTS), c(Rank.TEN, Suit.DIAMONDS)))
assertFalse("wrong way up", buildsDown(c(Rank.JACK, Suit.HEARTS), c(Rank.TEN, Suit.SPADES)))
}
@Test
fun `a run travels only if it is a run`() {
assertTrue(
isMovableRun(
listOf(
c(Rank.TEN, Suit.SPADES),
c(Rank.NINE, Suit.HEARTS),
c(Rank.EIGHT, Suit.CLUBS),
),
),
)
assertFalse(
"colours repeat",
isMovableRun(listOf(c(Rank.TEN, Suit.SPADES), c(Rank.NINE, Suit.CLUBS))),
)
assertTrue("one card is a run", isMovableRun(listOf(c(Rank.TEN, Suit.SPADES))))
assertFalse(isMovableRun(emptyList()))
}
@Test
fun `an empty column takes a king, or anything if the table says so`() {
assertTrue(acceptsInSpace(c(Rank.KING, Suit.SPADES), kingsOnly = true))
assertFalse(acceptsInSpace(c(Rank.QUEEN, Suit.SPADES), kingsOnly = true))
assertTrue(acceptsInSpace(c(Rank.TWO, Suit.SPADES), kingsOnly = false))
}
// ---- moving ------------------------------------------------------------
@Test
fun `emptying a column turns the card underneath up`() {
val base = KlondikeRules.initialState(config())
// Column 1 holds one buried card and a red six; column 2's black seven
// will take it.
val state = base.copy(
tableau = base.tableau.toMutableList().also {
it[1] = TableauPile(
faceDown = listOf(c(Rank.ACE, Suit.CLUBS)),
faceUp = listOf(c(Rank.SIX, Suit.HEARTS)),
)
it[2] = TableauPile(faceUp = listOf(c(Rank.SEVEN, Suit.SPADES)))
},
)
val move = MoveCards(Spot.tableau(1), Spot.tableau(2))
assertTrue(KlondikeRules.legalMoves(state, 0).contains(move))
val after = KlondikeRules.applyMove(state, 0, move)
assertEquals(listOf(c(Rank.ACE, Suit.CLUBS)), after.tableau[1].faceUp)
assertTrue("nothing left buried", after.tableau[1].faceDown.isEmpty())
assertEquals(
listOf(c(Rank.SEVEN, Suit.SPADES), c(Rank.SIX, Suit.HEARTS)),
after.tableau[2].faceUp,
)
}
@Test
fun `shifting a whole column into an empty one is not offered`() {
// It gains nothing and would let a game shuffle back and forth for ever.
val base = KlondikeRules.initialState(config())
val state = base.copy(
tableau = base.tableau.toMutableList().also {
it[0] = TableauPile(faceUp = listOf(c(Rank.KING, Suit.SPADES)))
it[1] = TableauPile()
},
)
assertFalse(
KlondikeRules.legalMoves(state, 0)
.contains(MoveCards(Spot.tableau(0), Spot.tableau(1))),
)
}
@Test
fun `an illegal move is refused rather than applied`() {
val state = KlondikeRules.initialState(config())
// Nothing is ever taken off the stock by hand, and an empty foundation
// has nothing to give — neither depends on how the pack fell.
assertThrows {
KlondikeRules.applyMove(state, 0, MoveCards(Spot.stock, Spot.tableau(0)))
}
assertThrows {
KlondikeRules.applyMove(state, 0, MoveCards(Spot.foundation(0), Spot.tableau(0)))
}
assertThrows { KlondikeRules.applyMove(state, 1, Draw) }
}
// ---- finishing ---------------------------------------------------------
@Test
fun `four full foundations is out`() {
val base = KlondikeRules.initialState(config())
val full = Suit.entries.map { suit -> Rank.standard.map { Card(it, suit) } }
val won = base.copy(foundations = full, tableau = List(TABLEAU_PILES) { TableauPile() })
assertTrue(won.isWon)
assertTrue(KlondikeRules.isFinished(won))
assertNull(KlondikeRules.currentSeat(won))
assertTrue(KlondikeRules.summary(won).contains("Out"))
}
@Test
fun `a deal with nothing left to try is finished too`() {
val base = KlondikeRules.initialState(config())
// No stock, no waste, and two columns that cannot touch each other.
val stuck = base.copy(
stock = emptyList(),
waste = emptyList(),
tableau = List(TABLEAU_PILES) { index ->
when (index) {
0 -> TableauPile(faceUp = listOf(c(Rank.FIVE, Suit.SPADES)))
1 -> TableauPile(faceUp = listOf(c(Rank.NINE, Suit.CLUBS)))
else -> TableauPile(faceUp = listOf(c(Rank.SEVEN, Suit.CLUBS)))
}
},
)
assertFalse(stuck.isWon)
assertTrue(KlondikeRules.isFinished(stuck))
assertTrue(KlondikeRules.summary(stuck).contains("Blocked"))
}
@Test
fun `a deal can be played a long way without the rules complaining`() {
var state = KlondikeRules.initialState(config())
var guard = 400
while (!KlondikeRules.isFinished(state) && guard-- > 0) {
val legal = KlondikeRules.legalMoves(state, 0)
state = KlondikeRules.applyMove(state, 0, KlondikeAi.chooseMove(state, 0, legal))
// Every card is somewhere, and only ever in one place.
val all = state.stock + state.waste +
state.foundations.flatten() +
state.tableau.flatMap { it.faceDown + it.faceUp }
assertEquals("no card lost or copied", 52, all.size)
assertEquals(52, all.distinct().size)
}
}
// ---- housekeeping ------------------------------------------------------
@Test
fun `restart deals the same pack again`() {
val state = KlondikeRules.initialState(config())
val played = KlondikeRules.applyMove(state, 0, Draw)
val again = KlondikeRules.restart(played)
assertEquals(state.tableau, again.tableau)
assertEquals(state.stock, again.stock)
assertEquals(0, again.moves)
}
@Test
fun `nothing is hidden from the only player`() {
val state = KlondikeRules.initialState(config())
assertEquals(state, KlondikeRules.viewFor(state, 0))
}
@Test
fun `state and moves survive a round trip`() {
val state = KlondikeRules.applyMove(KlondikeRules.initialState(config()), 0, Draw)
assertEquals(state, KlondikeRules.decodeState(KlondikeRules.encodeState(state)))
listOf<KlondikeMove>(
Draw,
Redeal,
MoveCards(Spot.waste, Spot.foundation(2)),
MoveCards(Spot.tableau(3), Spot.tableau(5), 4),
).forEach {
assertEquals(it, KlondikeRules.decodeMove(KlondikeRules.encodeMove(it)))
}
}
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}
@@ -0,0 +1,240 @@
package org.prolibertate.games.game.pegsolitaire
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
class PegSolitaireRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: PegSolitaireOptions = PegSolitaireOptions()) = TableConfig(
gameId = "pegsolitaire",
seats = listOf(PlayerSlot(seat = 0, name = "P0", kind = PlayerKind.HUMAN_LOCAL, team = 0)),
optionsJson = json.encodeToString(options),
seed = 1L,
)
@Test
fun `every board has the number of holes it claims`() {
PegBoard.entries.forEach { board ->
assertEquals(board.label, board.holeCount, board.holes().size)
}
}
@Test
fun `a triangle staggers its rows and a cross does not`() {
// Six ways off a hole on a triangle, four on a square grid. This is the
// only thing that differs between the two shapes.
assertEquals(6, PegBoard.TRIANGLE_15.directions().size)
assertEquals(6, PegBoard.TRIANGLE_21.directions().size)
assertEquals(4, PegBoard.ENGLISH_CROSS.directions().size)
assertEquals(4, PegBoard.FRENCH_CROSS.directions().size)
assertEquals(4, PegBoard.DIAMOND_41.directions().size)
// No diagonal creeps into a cross board.
assertTrue(PegBoard.ENGLISH_CROSS.directions().all { (dr, dc) -> dr == 0 || dc == 0 })
}
@Test
fun `the cross boards are cut where they should be`() {
val english = PegBoard.ENGLISH_CROSS.holes()
assertFalse("a two-by-two corner is gone", english.contains(Hole(0, 0)))
assertFalse(english.contains(Hole(1, 1)))
assertTrue(english.contains(Hole(0, 3)))
assertTrue(english.contains(Hole(3, 3)))
val french = PegBoard.FRENCH_CROSS.holes()
// The shallower cut takes three holes per corner, so (1,1) survives.
assertFalse(french.contains(Hole(0, 0)))
assertFalse(french.contains(Hole(0, 1)))
assertFalse(french.contains(Hole(1, 0)))
assertTrue("the French cut leaves this one", french.contains(Hole(1, 1)))
val diamond = PegBoard.DIAMOND_41.holes()
assertTrue(diamond.contains(Hole(0, 4)))
assertTrue(diamond.contains(Hole(4, 0)))
assertFalse(diamond.contains(Hole(0, 0)))
}
@Test
fun `a board opens one peg short`() {
val state = PegSolitaireRules.initialState(config())
assertEquals(PegBoard.TRIANGLE_15.holeCount - 1, state.remaining)
assertFalse("the opening hole is empty", state.pegs.contains(Hole(0, 0)))
assertEquals(0, state.jumps)
assertNull(state.lastJump)
}
@Test
fun `the tee game opens with exactly two jumps, both into the apex`() {
val state = PegSolitaireRules.initialState(config())
val jumps = PegSolitaireRules.legalJumps(state)
assertEquals(2, jumps.size)
assertTrue("every opening jump lands in the empty hole", jumps.all { it.to == Hole(0, 0) })
assertEquals(setOf(Hole(2, 0), Hole(2, 2)), jumps.map { it.from }.toSet())
// The jumped peg is the one between the ends, and it is never invented.
assertEquals(setOf(Hole(1, 0), Hole(1, 1)), jumps.map { it.over }.toSet())
}
@Test
fun `a jump moves one peg and takes the one it passed`() {
val state = PegSolitaireRules.initialState(config())
val jump = PegJump(from = Hole(2, 0), to = Hole(0, 0))
val after = PegSolitaireRules.applyMove(state, 0, jump)
assertFalse("the mover left", after.pegs.contains(Hole(2, 0)))
assertFalse("the jumped peg was taken", after.pegs.contains(Hole(1, 0)))
assertTrue("the mover arrived", after.pegs.contains(Hole(0, 0)))
assertEquals(state.remaining - 1, after.remaining)
assertEquals(1, after.jumps)
assertEquals(jump, after.lastJump)
}
@Test
fun `a jump needs a peg to pass and an empty hole to land in`() {
val state = PegSolitaireRules.initialState(config())
// Landing hole already occupied.
assertThrows { PegSolitaireRules.applyMove(state, 0, PegJump(Hole(4, 0), Hole(2, 0))) }
// Nothing to jump over: (1,0) is empty only after a jump, but (0,0) is
// the opening hole, so a jump starting there has no peg to move.
assertThrows { PegSolitaireRules.applyMove(state, 0, PegJump(Hole(0, 0), Hole(2, 0))) }
// Straight off the board.
assertThrows { PegSolitaireRules.applyMove(state, 0, PegJump(Hole(2, 0), Hole(2, 4))) }
}
@Test
fun `only the one seat may play`() {
val state = PegSolitaireRules.initialState(config())
assertEquals(0, PegSolitaireRules.currentSeat(state))
assertTrue(PegSolitaireRules.legalMoves(state, 1).isEmpty())
assertThrows { PegSolitaireRules.applyMove(state, 1, PegJump(Hole(2, 0), Hole(0, 0))) }
}
@Test
fun `a table for anything but one seat is refused`() {
val twoSeats = TableConfig(
gameId = "pegsolitaire",
seats = (0..1).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(PegSolitaireOptions()),
seed = 1L,
)
assertThrows { PegSolitaireRules.initialState(twoSeats) }
}
@Test
fun `one peg left is solved, and the stricter goal asks where`() {
val loose = PegSolitaireOptions(goal = PegGoal.ONE_PEG)
val strict = PegSolitaireOptions(goal = PegGoal.ONE_PEG_IN_START)
val base = PegSolitaireRules.initialState(config(loose))
val elsewhere = base.copy(pegs = setOf(Hole(4, 2)))
assertTrue(elsewhere.solved)
assertFalse("the strict goal wants it back where it started", elsewhere.copy(options = strict).solved)
val atStart = base.copy(options = strict, pegs = setOf(Hole(0, 0)))
assertTrue("the survivor is in the opening hole", atStart.solved)
}
@Test
fun `a board with no jumps left is finished, solved or not`() {
val state = PegSolitaireRules.initialState(config())
// Two pegs far apart cannot reach each other, so nothing can jump.
val stuck = state.copy(pegs = setOf(Hole(4, 0), Hole(4, 4)))
assertTrue(PegSolitaireRules.isFinished(stuck))
assertFalse(stuck.solved)
assertNull(PegSolitaireRules.currentSeat(stuck))
assertTrue(PegSolitaireRules.summary(stuck).contains("Stuck"))
val won = state.copy(pegs = setOf(Hole(2, 1)))
assertTrue(PegSolitaireRules.isFinished(won))
assertTrue(won.solved)
}
@Test
fun `an opening hole has to be a hole on the board`() {
assertThrows { PegSolitaireOptions(board = PegBoard.TRIANGLE_15, startEmpty = Hole(9, 9)) }
// A hole that exists on one board but not another.
assertThrows {
PegSolitaireOptions(board = PegBoard.ENGLISH_CROSS, startEmpty = Hole(0, 0))
}
}
@Test
fun `every board can be opened and played`() {
// Each board deals, offers jumps, and runs to a finish without the rules
// throwing. This is what catches a geometry that produces a board nobody
// can move on at all.
PegBoard.entries.forEach { board ->
val state = PegSolitaireRules.initialState(
config(PegSolitaireOptions(board = board)),
)
assertEquals(board.holeCount - 1, state.remaining)
assertTrue(
"${board.label} should have an opening jump",
PegSolitaireRules.legalJumps(state).isNotEmpty(),
)
val end = playOut(state)
assertTrue(PegSolitaireRules.isFinished(end))
assertTrue("${board.label} should take pegs off", end.remaining < state.remaining)
}
}
@Test
fun `restart puts every peg back`() {
val state = PegSolitaireRules.initialState(config())
val played = PegSolitaireRules.applyMove(state, 0, PegJump(Hole(2, 0), Hole(0, 0)))
val again = PegSolitaireRules.restart(played)
assertEquals(state.pegs, again.pegs)
assertEquals(0, again.jumps)
assertNull(again.lastJump)
}
@Test
fun `nothing is hidden from the only player`() {
val state = PegSolitaireRules.initialState(config())
assertEquals(state, PegSolitaireRules.viewFor(state, 0))
}
@Test
fun `state and moves survive a round trip`() {
PegBoard.entries.forEach { board ->
val state = PegSolitaireRules.initialState(
config(PegSolitaireOptions(board = board, goal = PegGoal.ONE_PEG_IN_START)),
)
assertEquals(state, PegSolitaireRules.decodeState(PegSolitaireRules.encodeState(state)))
}
val move: PegSolitaireMove = PegJump(Hole(2, 0), Hole(0, 0))
assertEquals(move, PegSolitaireRules.decodeMove(PegSolitaireRules.encodeMove(move)))
}
/** Runs a board to a standstill using the AI, which never has to guess. */
private fun playOut(from: PegSolitaireState): PegSolitaireState {
var state = from
// Each jump takes exactly one peg off, so the board cannot outlast its
// own peg count — a loop that did would be a bug in applyMove.
var guard = from.remaining + 1
while (!PegSolitaireRules.isFinished(state) && guard-- > 0) {
val legal = PegSolitaireRules.legalMoves(state, 0)
state = PegSolitaireRules.applyMove(state, 0, PegSolitaireAi.chooseMove(state, 0, legal))
}
assertTrue("playing out should terminate", guard > 0)
return state
}
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}
@@ -0,0 +1,368 @@
package org.prolibertate.games.game.solitaire
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.freecell.COLUMNS as FREECELL_COLUMNS
import org.prolibertate.games.game.freecell.FreeCellOptions
import org.prolibertate.games.game.freecell.FreeCellRules
import org.prolibertate.games.game.freecell.MoveTo
import org.prolibertate.games.game.freecell.Place
import org.prolibertate.games.game.freecell.maxRunLength
import org.prolibertate.games.game.pyramid.PYRAMID_SIZE
import org.prolibertate.games.game.pyramid.PyramidOptions
import org.prolibertate.games.game.pyramid.PyramidRules
import org.prolibertate.games.game.pyramid.PyramidZone
import org.prolibertate.games.game.pyramid.TARGET
import org.prolibertate.games.game.pyramid.coveredBy
import org.prolibertate.games.game.pyramid.isExposed
import org.prolibertate.games.game.pyramid.rowOf
import org.prolibertate.games.game.pyramid.valueOf
import org.prolibertate.games.game.spider.COLUMNS as SPIDER_COLUMNS
import org.prolibertate.games.game.spider.DealRow
import org.prolibertate.games.game.spider.RUN_LENGTH
import org.prolibertate.games.game.spider.SpiderOptions
import org.prolibertate.games.game.spider.SpiderRules
import org.prolibertate.games.game.spider.isCompleteRun
import org.prolibertate.games.game.spider.landsOn
import org.prolibertate.games.game.spider.sameSuitRun
import org.prolibertate.games.game.spider.spiderDeck
/**
* The three patiences added together, tested together.
*
* They share the ace-low ordering and little else, so what is worth pinning is
* each one's own shape: how many cards it deals, what it will let travel, and
* what counts as finished.
*/
class SolitaireRulesTest {
private val json = Json { encodeDefaults = true }
private fun soloConfig(gameId: String, optionsJson: String, seed: Long = 3L) = TableConfig(
gameId = gameId,
seats = listOf(PlayerSlot(seat = 0, name = "P0", kind = PlayerKind.HUMAN_LOCAL, team = 0)),
optionsJson = optionsJson,
seed = seed,
)
private fun c(rank: Rank, suit: Suit) = Card(rank, suit)
// ---- shared ------------------------------------------------------------
@Test
fun `the ace is low for all of them`() {
assertEquals(1, Rank.ACE.patienceOrder)
assertEquals(11, Rank.JACK.patienceOrder)
assertEquals(13, Rank.KING.patienceOrder)
assertTrue(buildsDownAlternating(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.SPADES)))
assertTrue(buildsDownInSuit(c(Rank.ACE, Suit.SPADES), c(Rank.TWO, Suit.SPADES)))
assertFalse(buildsDownInSuit(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.SPADES)))
}
// ---- FreeCell ----------------------------------------------------------
@Test
fun `FreeCell deals the whole pack face up`() {
val state = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
assertEquals(FREECELL_COLUMNS, state.tableau.size)
// Fifty-two into eight is four sevens and four sixes.
assertEquals(listOf(7, 7, 7, 7, 6, 6, 6, 6), state.tableau.map { it.size })
val all = state.tableau.flatten()
assertEquals(52, all.size)
assertEquals(52, all.distinct().size)
assertEquals(4, state.freeCellCount)
assertEquals(0, state.emptyColumns)
}
@Test
fun `how much can travel depends on cells and spaces`() {
// One card per free cell plus the card itself, doubled for each empty
// column that can be borrowed as a staging pile.
assertEquals(5, maxRunLength(freeCells = 4, emptyColumns = 0, intoEmptyColumn = false))
assertEquals(10, maxRunLength(freeCells = 4, emptyColumns = 1, intoEmptyColumn = false))
assertEquals(20, maxRunLength(freeCells = 4, emptyColumns = 2, intoEmptyColumn = false))
// Moving into an empty column cannot also stage through it.
assertEquals(5, maxRunLength(freeCells = 4, emptyColumns = 1, intoEmptyColumn = true))
assertEquals(1, maxRunLength(freeCells = 0, emptyColumns = 0, intoEmptyColumn = false))
}
@Test
fun `FreeCell refuses a table for more than one`() {
val two = TableConfig(
gameId = "freecell",
seats = (0..1).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(FreeCellOptions()),
seed = 1L,
)
assertThrows { FreeCellRules.initialState(two) }
}
@Test
fun `FreeCell keeps every card wherever it is put`() {
var state = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
val ai = FirstLegalAi<org.prolibertate.games.game.freecell.FreeCellState,
org.prolibertate.games.game.freecell.FreeCellMove>()
var guard = 120
while (!FreeCellRules.isFinished(state) && guard-- > 0) {
val legal = FreeCellRules.legalMoves(state, 0)
state = FreeCellRules.applyMove(state, 0, ai.chooseMove(state, 0, legal))
val all = state.tableau.flatten() + state.foundations.flatten() + state.cells.filterNotNull()
assertEquals("no card lost or copied", 52, all.size)
assertEquals(52, all.distinct().size)
}
}
@Test
fun `parking a card takes it off the column and into the cell`() {
val state = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
val toCell = FreeCellRules.legalMoves(state, 0)
.filterIsInstance<MoveTo>()
.first { it.to.kind == org.prolibertate.games.game.freecell.CellKind.CELL }
val column = toCell.from.index
val card = state.tableau[column].last()
val parked = FreeCellRules.applyMove(state, 0, toCell)
assertEquals(3, parked.freeCellCount)
assertEquals(card, parked.cells[toCell.to.index])
assertEquals(state.tableau[column].size - 1, parked.tableau[column].size)
// Deliberately not asserting the card can come back out. A parked card
// that nothing will take is stranded, and that is the whole danger of
// the cells rather than a fault in them.
}
@Test
fun `an ace in a cell can always go home`() {
val base = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
val ace = c(Rank.ACE, Suit.SPADES)
val held = base.copy(cells = listOf(ace, null, null, null))
assertTrue(
"an ace is the one card a cell can never strand",
FreeCellRules.legalMoves(held, 0).contains(
MoveTo(Place.cell(0), Place.foundation(Suit.SPADES.ordinal), 1),
),
)
}
// ---- Spider ------------------------------------------------------------
@Test
fun `a Spider pack is always a hundred and four`() {
listOf(1, 2, 4).forEach { suits ->
val deck = spiderDeck(suits)
assertEquals("$suits suits", 104, deck.size)
assertEquals("$suits suits", suits, deck.map { it.suit }.distinct().size)
// Eight of every rank, however the suits were shared out.
assertEquals(8, deck.count { it.rank == Rank.KING })
}
}
@Test
fun `Spider deals fifty-four and keeps fifty back`() {
val state = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions())),
)
assertEquals(SPIDER_COLUMNS, state.tableau.size)
assertEquals(listOf(6, 6, 6, 6, 5, 5, 5, 5, 5, 5), state.tableau.map { it.faceDown.size + it.faceUp.size })
state.tableau.forEach { assertEquals("only the last is turned up", 1, it.faceUp.size) }
assertEquals(50, state.stock.size)
assertEquals(0, state.completed)
}
@Test
fun `only a same-suit run travels, but anything lands on a higher card`() {
val spades = listOf(c(Rank.TEN, Suit.SPADES), c(Rank.NINE, Suit.SPADES))
val mixed = listOf(c(Rank.TEN, Suit.SPADES), c(Rank.NINE, Suit.HEARTS))
assertTrue(sameSuitRun(spades))
assertFalse("a mixed run cannot travel as one", sameSuitRun(mixed))
// Landing is looser than travelling: any suit, one rank higher.
assertTrue(landsOn(c(Rank.NINE, Suit.HEARTS), c(Rank.TEN, Suit.SPADES)))
assertFalse(landsOn(c(Rank.NINE, Suit.HEARTS), c(Rank.JACK, Suit.SPADES)))
}
@Test
fun `a complete run is king down to ace in one suit`() {
val run = Rank.standard.sortedByDescending { it.patienceOrder }.map { c(it, Suit.SPADES) }
assertEquals(RUN_LENGTH, run.size)
assertTrue(isCompleteRun(run))
// One card of the wrong suit and it is not going anywhere.
val broken = run.toMutableList().also { it[5] = c(it[5].rank, Suit.HEARTS) }
assertFalse(isCompleteRun(broken))
assertFalse(isCompleteRun(run.drop(1)))
}
@Test
fun `a row cannot be dealt onto an empty column`() {
val state = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions())),
)
assertTrue(state.canDeal)
assertTrue(SpiderRules.legalMoves(state, 0).contains(DealRow))
val emptied = state.copy(
tableau = state.tableau.toMutableList().also {
it[0] = org.prolibertate.games.game.spider.SpiderPile()
},
)
assertFalse(emptied.canDeal)
assertFalse(SpiderRules.legalMoves(emptied, 0).contains(DealRow))
}
@Test
fun `dealing a row puts one card on every column`() {
val state = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions())),
)
val before = state.tableau.map { it.faceUp.size }
val dealt = SpiderRules.applyMove(state, 0, DealRow)
assertEquals(40, dealt.stock.size)
dealt.tableau.forEachIndexed { index, pile ->
assertEquals(before[index] + 1, pile.faceUp.size)
}
}
// ---- Pyramid -----------------------------------------------------------
@Test
fun `the pyramid is twenty-eight cards in seven rows`() {
assertEquals(28, PYRAMID_SIZE)
assertEquals(0, rowOf(0))
assertEquals(1, rowOf(1))
assertEquals(1, rowOf(2))
assertEquals(2, rowOf(3))
assertEquals(6, rowOf(27))
val state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
assertEquals(PYRAMID_SIZE, state.pyramid.size)
assertEquals(24, state.stock.size)
assertTrue(state.pyramid.all { it != null })
}
@Test
fun `a card is buried until both the cards on it are gone`() {
// The apex rests on the two cards of the second row.
assertEquals(listOf(1, 2), coveredBy(0))
// The bottom row rests on nothing.
assertTrue(coveredBy(27).isEmpty())
val pyramid = MutableList<Card?>(PYRAMID_SIZE) { c(Rank.FIVE, Suit.SPADES) }
assertFalse("the apex starts buried", isExposed(pyramid, 0))
pyramid[1] = null
assertFalse("one of the two is not enough", isExposed(pyramid, 0))
pyramid[2] = null
assertTrue(isExposed(pyramid, 0))
// A place already taken is not exposed, it is gone.
pyramid[0] = null
assertFalse(isExposed(pyramid, 0))
}
@Test
fun `pairs make thirteen, and a king makes it alone`() {
assertEquals(1, valueOf(c(Rank.ACE, Suit.SPADES)))
assertEquals(11, valueOf(c(Rank.JACK, Suit.SPADES)))
assertEquals(TARGET, valueOf(c(Rank.KING, Suit.SPADES)))
assertEquals(TARGET, valueOf(c(Rank.ACE, Suit.SPADES)) + valueOf(c(Rank.QUEEN, Suit.HEARTS)))
assertEquals(TARGET, valueOf(c(Rank.SIX, Suit.CLUBS)) + valueOf(c(Rank.SEVEN, Suit.DIAMONDS)))
}
@Test
fun `only the bottom row is in play at the start`() {
val state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
val reachable = PyramidRules.available(state)
val fromPyramid = reachable.filter { it.first.zone == PyramidZone.PYRAMID }
assertEquals("the seven of the bottom row", 7, fromPyramid.size)
assertTrue(fromPyramid.all { rowOf(it.first.index) == 6 })
// Nothing has been turned yet, so the waste offers nothing.
assertTrue(reachable.none { it.first.zone == PyramidZone.WASTE })
}
@Test
fun `drawing turns a card and the waste can be turned back`() {
var state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions(redeals = 1))),
)
val stock = state.stock.size
state = PyramidRules.applyMove(state, 0, org.prolibertate.games.game.pyramid.DrawCard)
assertEquals(stock - 1, state.stock.size)
assertEquals(1, state.waste.size)
var guard = 40
while (state.stock.isNotEmpty() && guard-- > 0) {
state = PyramidRules.applyMove(state, 0, org.prolibertate.games.game.pyramid.DrawCard)
}
assertTrue(state.canRedeal)
val turned = PyramidRules.applyMove(state, 0, org.prolibertate.games.game.pyramid.RecycleWaste)
assertTrue(turned.waste.isEmpty())
assertEquals(1, turned.redealsUsed)
assertFalse("only the one redeal was allowed", turned.canRedeal)
}
@Test
fun `a cleared pyramid is won`() {
val state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
val cleared = state.copy(pyramid = List(PYRAMID_SIZE) { null })
assertTrue(cleared.isWon)
assertTrue(PyramidRules.isFinished(cleared))
assertNull(PyramidRules.currentSeat(cleared))
assertTrue(PyramidRules.summary(cleared).contains("Cleared"))
}
// ---- codecs ------------------------------------------------------------
@Test
fun `each of them survives a round trip`() {
val freecell = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
assertEquals(freecell, FreeCellRules.decodeState(FreeCellRules.encodeState(freecell)))
val spider = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions(suits = 4))),
)
assertEquals(spider, SpiderRules.decodeState(SpiderRules.encodeState(spider)))
assertEquals(DealRow, SpiderRules.decodeMove(SpiderRules.encodeMove(DealRow)))
val pyramid = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
assertEquals(pyramid, PyramidRules.decodeState(PyramidRules.encodeState(pyramid)))
val king = org.prolibertate.games.game.pyramid.TakeKing(PyramidSpotAt(3))
assertEquals(king, PyramidRules.decodeMove(PyramidRules.encodeMove(king)))
}
private fun PyramidSpotAt(index: Int) =
org.prolibertate.games.game.pyramid.PyramidSpot(PyramidZone.PYRAMID, index)
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}
@@ -0,0 +1,294 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
class YahtzeeRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: YahtzeeOptions = YahtzeeOptions(), seed: Long = 11L) = TableConfig(
gameId = "yahtzee",
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(options),
seed = seed,
)
// ---- scoring -----------------------------------------------------------
@Test
fun `the upper six count only the die they name`() {
val dice = listOf(3, 3, 5, 1, 3)
assertEquals(1, scoreOf(YahtzeeCategory.ONES, dice))
assertEquals(0, scoreOf(YahtzeeCategory.TWOS, dice))
assertEquals(9, scoreOf(YahtzeeCategory.THREES, dice))
assertEquals(5, scoreOf(YahtzeeCategory.FIVES, dice))
assertEquals(0, scoreOf(YahtzeeCategory.SIXES, dice))
}
@Test
fun `three and four of a kind pay the whole throw`() {
val three = listOf(4, 4, 4, 2, 6)
assertEquals(20, scoreOf(YahtzeeCategory.THREE_OF_A_KIND, three))
assertEquals(0, scoreOf(YahtzeeCategory.FOUR_OF_A_KIND, three))
val four = listOf(4, 4, 4, 4, 6)
assertEquals(22, scoreOf(YahtzeeCategory.THREE_OF_A_KIND, four))
assertEquals(22, scoreOf(YahtzeeCategory.FOUR_OF_A_KIND, four))
assertEquals(0, scoreOf(YahtzeeCategory.THREE_OF_A_KIND, listOf(1, 2, 3, 4, 5)))
}
@Test
fun `a full house is three of one and two of another, and nothing else`() {
assertEquals(25, scoreOf(YahtzeeCategory.FULL_HOUSE, listOf(2, 2, 5, 5, 5)))
assertEquals(0, scoreOf(YahtzeeCategory.FULL_HOUSE, listOf(2, 2, 2, 5, 6)))
// Five of a kind is not a full house on the printed card, whatever the
// joker variations do with it.
assertEquals(0, scoreOf(YahtzeeCategory.FULL_HOUSE, listOf(4, 4, 4, 4, 4)))
}
@Test
fun `straights want consecutive faces, and a repeat does not break them`() {
assertEquals(4, longestRun(listOf(1, 2, 3, 4, 4)))
assertEquals(5, longestRun(listOf(2, 3, 4, 5, 6)))
assertEquals(1, longestRun(listOf(3, 3, 3, 3, 3)))
assertEquals(30, scoreOf(YahtzeeCategory.SMALL_STRAIGHT, listOf(1, 2, 3, 4, 4)))
assertEquals(0, scoreOf(YahtzeeCategory.LARGE_STRAIGHT, listOf(1, 2, 3, 4, 4)))
assertEquals(40, scoreOf(YahtzeeCategory.LARGE_STRAIGHT, listOf(3, 4, 5, 6, 2)))
// A large straight is a small one as well.
assertEquals(30, scoreOf(YahtzeeCategory.SMALL_STRAIGHT, listOf(3, 4, 5, 6, 2)))
}
@Test
fun `five of a kind is fifty, and chance is whatever is showing`() {
assertEquals(50, scoreOf(YahtzeeCategory.YAHTZEE, listOf(6, 6, 6, 6, 6)))
assertEquals(0, scoreOf(YahtzeeCategory.YAHTZEE, listOf(6, 6, 6, 6, 1)))
assertEquals(19, scoreOf(YahtzeeCategory.CHANCE, listOf(6, 6, 4, 2, 1)))
assertTrue(isYahtzee(listOf(2, 2, 2, 2, 2)))
assertFalse(isYahtzee(listOf(2, 2, 2, 2, 3)))
}
@Test
fun `the upper bonus arrives at sixty-three`() {
var card = YahtzeeCard()
// Exactly three of each is sixty-three, which is what the bonus is for.
YahtzeeCategory.entries.filter { it.section == YahtzeeSection.UPPER }.forEach {
card = card.with(it, it.face!! * 3)
}
assertEquals(63, card.upperSubtotal)
assertEquals(35, card.upperBonus)
var short = YahtzeeCard()
YahtzeeCategory.entries.filter { it.section == YahtzeeSection.UPPER }.forEach {
short = short.with(it, it.face!! * 2)
}
assertEquals(42, short.upperSubtotal)
assertEquals(0, short.upperBonus)
}
@Test
fun `a box can only be written in once`() {
val card = YahtzeeCard().with(YahtzeeCategory.CHANCE, 20)
assertTrue(card.isFilled(YahtzeeCategory.CHANCE))
assertFalse(card.isFilled(YahtzeeCategory.ONES))
try {
card.with(YahtzeeCategory.CHANCE, 5)
throw AssertionError("expected a rejection")
} catch (expected: IllegalArgumentException) {
// As intended.
}
}
// ---- the state machine -------------------------------------------------
@Test
fun `a turn opens with one thing to do, and it is throwing`() {
val state = YahtzeeRules.initialState(config())
assertEquals(0, YahtzeeRules.currentSeat(state))
val legal = YahtzeeRules.legalMoves(state, 0)
assertEquals(listOf(RollDice(emptyList())), legal)
// Nothing may be written in before the dice have been thrown.
assertThrows { YahtzeeRules.applyMove(state, 0, ScoreIn(YahtzeeCategory.CHANCE)) }
}
@Test
fun `a throw puts five dice on the table`() {
val state = YahtzeeRules.initialState(config())
val rolled = YahtzeeRules.applyMove(state, 0, RollDice())
assertEquals(DICE_COUNT, rolled.dice.size)
assertTrue(rolled.dice.all { it in 1..6 })
assertEquals(1, rolled.rollsUsed)
assertEquals(2, rolled.rollsLeft)
}
@Test
fun `the same state and move always throw the same dice`() {
// The host and every client run applyMove separately; a throw that
// differed between them would split the game in two.
val state = YahtzeeRules.initialState(config())
val once = YahtzeeRules.applyMove(state, 0, RollDice())
val again = YahtzeeRules.applyMove(state, 0, RollDice())
assertEquals(once.dice, again.dice)
val keptOnce = YahtzeeRules.applyMove(once, 0, RollDice(listOf(0, 1)))
val keptAgain = YahtzeeRules.applyMove(once, 0, RollDice(listOf(0, 1)))
assertEquals(keptOnce.dice, keptAgain.dice)
}
@Test
fun `kept dice stay put and the rest are thrown again`() {
val state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
val kept = YahtzeeRules.applyMove(state, 0, RollDice(listOf(0, 2, 4)))
assertEquals(state.dice[0], kept.dice[0])
assertEquals(state.dice[2], kept.dice[2])
assertEquals(state.dice[4], kept.dice[4])
assertEquals(2, kept.rollsUsed)
}
@Test
fun `there are three throws in a turn and no more`() {
var state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
state = YahtzeeRules.applyMove(state, 0, RollDice())
state = YahtzeeRules.applyMove(state, 0, RollDice())
assertEquals(ROLLS_PER_TURN, state.rollsUsed)
assertEquals(0, state.rollsLeft)
assertThrows { YahtzeeRules.applyMove(state, 0, RollDice()) }
// Only writing it down is left.
assertTrue(YahtzeeRules.legalMoves(state, 0).all { it is ScoreIn })
}
@Test
fun `nothing may be kept before the first throw`() {
val state = YahtzeeRules.initialState(config())
assertThrows { YahtzeeRules.applyMove(state, 0, RollDice(listOf(0))) }
}
@Test
fun `writing a box passes the dice on and the round turns over`() {
val state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
val written = YahtzeeRules.applyMove(state, 0, ScoreIn(YahtzeeCategory.CHANCE))
assertEquals("the dice go back in the cup", emptyList<Int>(), written.dice)
assertEquals(0, written.rollsUsed)
assertEquals(1, written.turn)
assertEquals("still the first round", 0, written.round)
assertEquals(state.dice.sum(), written.cards[0][YahtzeeCategory.CHANCE])
val second = YahtzeeRules.applyMove(written, 1, RollDice())
val wrapped = YahtzeeRules.applyMove(second, 1, ScoreIn(YahtzeeCategory.CHANCE))
assertEquals(0, wrapped.turn)
assertEquals("round turns over once everyone has written", 1, wrapped.round)
}
@Test
fun `a seat that is not on the clock cannot move`() {
val state = YahtzeeRules.initialState(config())
assertTrue(YahtzeeRules.legalMoves(state, 1).isEmpty())
assertThrows { YahtzeeRules.applyMove(state, 1, RollDice()) }
}
@Test
fun `a second Yahtzee pays a hundred, but only over a fifty`() {
val base = YahtzeeRules.initialState(config())
val fives = listOf(5, 5, 5, 5, 5)
// The box already holds the fifty, so the bonus is earned.
val earned = base.copy(
dice = fives,
rollsUsed = 1,
cards = listOf(
YahtzeeCard().with(YahtzeeCategory.YAHTZEE, YAHTZEE_SCORE),
YahtzeeCard(),
),
)
val after = YahtzeeRules.applyMove(earned, 0, ScoreIn(YahtzeeCategory.FIVES))
assertEquals(YAHTZEE_BONUS, after.yahtzeeBonuses[0])
assertEquals(25, after.cards[0][YahtzeeCategory.FIVES])
// A zero written there earlier forfeits it.
val forfeited = base.copy(
dice = fives,
rollsUsed = 1,
cards = listOf(YahtzeeCard().with(YahtzeeCategory.YAHTZEE, 0), YahtzeeCard()),
)
assertEquals(
0,
YahtzeeRules.applyMove(forfeited, 0, ScoreIn(YahtzeeCategory.FIVES)).yahtzeeBonuses[0],
)
// And it can be switched off at the table.
val off = earned.copy(options = YahtzeeOptions(playerCount = 2, yahtzeeBonus = false))
assertEquals(
0,
YahtzeeRules.applyMove(off, 0, ScoreIn(YahtzeeCategory.FIVES)).yahtzeeBonuses[0],
)
}
@Test
fun `a full card ends the game`() {
var state = YahtzeeRules.initialState(config(YahtzeeOptions(playerCount = 1)))
// Thirteen turns, each filling one box.
var guard = 200
while (!YahtzeeRules.isFinished(state) && guard-- > 0) {
val legal = YahtzeeRules.legalMoves(state, state.turn)
state = YahtzeeRules.applyMove(state, state.turn, YahtzeeAi.chooseMove(state, state.turn, legal))
}
assertTrue("the game should end on its own", guard > 0)
assertTrue(YahtzeeRules.isFinished(state))
assertTrue(state.cards[0].isComplete)
assertEquals(YahtzeeCategory.entries.size, state.round)
assertNull(YahtzeeRules.currentSeat(state))
assertTrue(YahtzeeRules.summary(state).contains("Winner"))
}
@Test
fun `two can play it through as well`() {
var state = YahtzeeRules.initialState(config(YahtzeeOptions(playerCount = 2)))
var guard = 400
while (!YahtzeeRules.isFinished(state) && guard-- > 0) {
val legal = YahtzeeRules.legalMoves(state, state.turn)
state = YahtzeeRules.applyMove(state, state.turn, YahtzeeAi.chooseMove(state, state.turn, legal))
}
assertTrue(guard > 0)
assertTrue(state.cards.all { it.isComplete })
state.cards.indices.forEach { assertTrue(state.totalFor(it) >= 0) }
}
@Test
fun `nothing is hidden from anyone`() {
val state = YahtzeeRules.initialState(config())
assertEquals(state, YahtzeeRules.viewFor(state, 0))
assertEquals(state, YahtzeeRules.viewFor(state, 1))
}
@Test
fun `state and moves survive a round trip`() {
val state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
assertEquals(state, YahtzeeRules.decodeState(YahtzeeRules.encodeState(state)))
val roll: YahtzeeMove = RollDice(listOf(0, 3))
assertEquals(roll, YahtzeeRules.decodeMove(YahtzeeRules.encodeMove(roll)))
val write: YahtzeeMove = ScoreIn(YahtzeeCategory.LARGE_STRAIGHT)
assertEquals(write, YahtzeeRules.decodeMove(YahtzeeRules.encodeMove(write)))
}
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}