Merge pull request #18: Hearts, peg solitaire, and a seat for one

Two new games and the first single-player one. GameRules needed no change
for a one-seat table; CatalogTest's floor of two players is the only
invariant that moved.

Verified by ci.yml run 86 on 480f0ba: build, unit tests and lint all green.
This commit is contained in:
adrianoftyriel
2026-08-08 08:30:08 -06:00
committed by GitHub
15 changed files with 2175 additions and 16 deletions
@@ -34,6 +34,14 @@ object GameCatalog {
const val WIZARD = "wizard"
const val CRAZY_EIGHTS = "crazy8s"
const val CRIBBAGE = "cribbage"
/**
* Hearts has a rules engine and an AI but no screen yet, so it is an id
* without a [GameDescriptor]: nothing to tap, and nothing to crash. It joins
* [all] when its screen lands.
*/
const val HEARTS = "hearts"
const val PEG_SOLITAIRE = "pegsolitaire"
const val SEQUENCE = "sequence"
const val MASTERMIND = "mastermind"
const val BACKGAMMON = "backgammon"
@@ -116,6 +124,17 @@ object GameCatalog {
"twice round the board to 121.",
available = true,
),
GameDescriptor(
id = HEARTS,
title = "Hearts",
category = GameCategory.CARD,
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 = SEQUENCE,
title = "Sequence",
@@ -177,6 +196,19 @@ object GameCatalog {
blurb = "Three in a row takes a piece. Reduce them to two and the game is yours.",
available = true,
),
GameDescriptor(
id = PEG_SOLITAIRE,
title = "Peg Solitaire",
category = GameCategory.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 = PIRATES,
title = "Pirates and Bulgars",
@@ -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 +1,54 @@
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, ${legalJumps(state).size} jumps available"
}
/**
* Nothing to strip. One person plays, the whole board is face up in front of
* them, and there is no second seat that could be told less than the truth.
*/
override fun viewFor(state: PegSolitaireState, seat: Int): PegSolitaireState = state
override fun encodeState(state: PegSolitaireState): String = json.encodeToString(state)
override fun decodeState(json: String): PegSolitaireState = this.json.decodeFromString(json)
override fun encodeMove(move: PegSolitaireMove): String = json.encodeToString(move)
override fun decodeMove(json: String): PegSolitaireMove = this.json.decodeFromString(json)
/** Deals the same board again, so a lost game can be retried from the start. */
fun restart(state: PegSolitaireState): PegSolitaireState {
val start = state.options.start()
return state.copy(
pegs = state.options.board.holes() - start,
jumps = 0,
lastJump = null,
log = state.log + "Board reset.",
)
}
}
@@ -297,14 +297,12 @@ private fun GameTile(game: GameDescriptor, onClick: () -> Unit) {
modifier = Modifier.padding(top = 4.dp),
)
Text(
text = if (game.available) {
if (game.minPlayers == game.maxPlayers) {
"${game.minPlayers} players"
} else {
"${game.minPlayers}–${game.maxPlayers} players"
}
} else {
"Coming soon"
text = when {
!game.available -> "Coming soon"
// A puzzle for one, rather than "1 players".
game.maxPlayers == 1 -> "On your own"
game.minPlayers == game.maxPlayers -> "${game.minPlayers} players"
else -> "${game.minPlayers}–${game.maxPlayers} players"
},
style = MaterialTheme.typography.labelSmall,
modifier = Modifier.padding(top = 8.dp),
@@ -40,6 +40,10 @@ import org.prolibertate.games.game.crazyeights.CrazyEightsOptions
import org.prolibertate.games.game.cribbage.CribbageOptions
import org.prolibertate.games.game.euchre.EuchreOptions
import org.prolibertate.games.game.golf.GolfOptions
import org.prolibertate.games.game.hearts.HeartsOptions
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.mastermind.MastermindLevel
import org.prolibertate.games.game.mastermind.MastermindOptions
@@ -88,6 +92,8 @@ fun GameSetupScreen(
var backgammon by remember { mutableStateOf(BackgammonOptions()) }
var mastermind by remember { mutableStateOf(MastermindOptions()) }
var pirates by remember { mutableStateOf(PiratesOptions()) }
var hearts by remember { mutableStateOf(HeartsOptions()) }
var pegs by remember { mutableStateOf(PegSolitaireOptions()) }
// Not an engine option: which seat the local player takes. Seat 0 is
// always White, so choosing Black means sitting in seat 1.
var playWhite by remember { mutableStateOf(true) }
@@ -111,6 +117,8 @@ fun GameSetupScreen(
GameCatalog.BACKGAMMON -> setupJson.encodeToString(backgammon)
GameCatalog.MASTERMIND -> setupJson.encodeToString(mastermind)
GameCatalog.PIRATES -> setupJson.encodeToString(pirates)
GameCatalog.HEARTS -> setupJson.encodeToString(hearts)
GameCatalog.PEG_SOLITAIRE -> setupJson.encodeToString(pegs)
else -> "{}"
}
val seatCount = seatCountFor(descriptor.id, optionsJson)
@@ -162,15 +170,27 @@ fun GameSetupScreen(
onSide = { playPirates = it },
)
GameCatalog.HEARTS -> HeartsOptionsEditor(hearts) { hearts = it }
GameCatalog.PEG_SOLITAIRE -> PegSolitaireOptionsEditor(pegs) { pegs = it }
else -> Text("No options yet for this game.")
}
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 = "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 " +
"still empty when you start stays computer-controlled.",
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 " +
"still empty when you start stays computer-controlled."
},
style = MaterialTheme.typography.bodySmall,
)
@@ -182,14 +202,16 @@ fun GameSetupScreen(
descriptor.id == GameCatalog.PIRATES && playPirates -> 1
else -> 0
}
PrimaryAction(text = "Play against the computer") {
PrimaryAction(text = if (solo) "Play" else "Play against the computer") {
onPlayOffline(
offlineConfig(descriptor.id, optionsJson, seatCount, playerName, localSeat),
localSeat,
)
}
PrimaryAction(text = "Host a game for others to join") {
onHostOnline(optionsJson)
if (!solo) {
PrimaryAction(text = "Host a game for others to join") {
onHostOnline(optionsJson)
}
}
}
}
@@ -944,3 +966,49 @@ private fun ToggleRow(
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)) },
)
}
}
@@ -4,7 +4,10 @@ import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.runtime.rememberCoroutineScope
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.chess.ChessAi
@@ -26,6 +29,15 @@ import org.prolibertate.games.game.euchre.EuchreMove
import org.prolibertate.games.game.euchre.EuchrePhase
import org.prolibertate.games.game.euchre.EuchreRules
import org.prolibertate.games.game.euchre.EuchreState
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.GolfMove
import org.prolibertate.games.game.golf.GolfPhase
@@ -81,11 +93,13 @@ import org.prolibertate.games.ui.game.CheckersScreen
import org.prolibertate.games.ui.game.ChessScreen
import org.prolibertate.games.ui.game.CrazyEightsScreen
import org.prolibertate.games.ui.game.CribbageScreen
import org.prolibertate.games.ui.game.HeartsScreen
import org.prolibertate.games.ui.game.EuchreScreen
import org.prolibertate.games.ui.game.GolfScreen
import org.prolibertate.games.ui.game.KaiserScreen
import org.prolibertate.games.ui.game.MastermindScreen
import org.prolibertate.games.ui.game.MorrisScreen
import org.prolibertate.games.ui.game.PegSolitaireScreen
import org.prolibertate.games.ui.game.PiratesScreen
import org.prolibertate.games.ui.game.PresidentScreen
import org.prolibertate.games.ui.game.TRICK_HOLD_MILLIS
@@ -430,6 +444,67 @@ fun PlayScreen(
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.MORRIS -> {
val controller = remember(route) {
MatchController<MorrisState, MorrisMove>(
@@ -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 +1,259 @@
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") } },
)
}
@@ -71,6 +71,8 @@ class CatalogTest {
GameCatalog.KAISER,
GameCatalog.CRAZY_EIGHTS,
GameCatalog.CRIBBAGE,
GameCatalog.HEARTS,
GameCatalog.PEG_SOLITAIRE,
GameCatalog.WIZARD,
GameCatalog.CHESS,
GameCatalog.TAYU,
@@ -87,7 +89,11 @@ class CatalogTest {
@Test
fun `player counts are sane`() {
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("${game.id} max >= min", game.maxPlayers >= game.minPlayers)
}
}
@@ -0,0 +1,332 @@
package org.prolibertate.games.game.hearts
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
class HeartsRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: HeartsOptions = HeartsOptions(), seed: Long = 7L) = TableConfig(
gameId = "hearts",
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$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 +1,240 @@
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.
}
}
}