Merge feature/catan-engine into dev
Brings in the Katan rules engine, board, model and AI (WALA-119), its 51 unit tests and docs/RULES-catan.md. Only conflict was docs/README.md, which the GitHub-lineage migration had dropped: kept the engine branch's index and pointed the CI link (docs/CI.md no longer exists) at the root README. Co-Authored-By: Claude Sonnet 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
This commit is contained in:
@@ -0,0 +1,47 @@
|
||||
# docs/
|
||||
|
||||
Conventions for this repo's documentation. Seeded at bootstrap (WALA-118).
|
||||
|
||||
## Per-game rules: `RULES-<game>.md`
|
||||
|
||||
Every game in `GameCatalog` gets one file describing how *this app* implements
|
||||
it — not a generic rule dump. The rules code
|
||||
(`app/src/main/java/org/prolibertate/games/game/<game>/`) is the source of
|
||||
truth; the doc exists so a human or an agent can check intent against
|
||||
behaviour without reading Kotlin first.
|
||||
|
||||
Naming: the catalogue id, lowercase, e.g. `crazy8s` → `RULES-crazy8s.md`.
|
||||
|
||||
| Game (catalogue id) | Rules doc |
|
||||
| --- | --- |
|
||||
| Backgammon | [RULES-backgammon.md](RULES-backgammon.md) |
|
||||
| Checkers | [RULES-checkers.md](RULES-checkers.md) |
|
||||
| Chess | [RULES-chess.md](RULES-chess.md) |
|
||||
| Crazy 8s | [RULES-crazy8s.md](RULES-crazy8s.md) |
|
||||
| Cribbage | [RULES-cribbage.md](RULES-cribbage.md) |
|
||||
| Euchre | [RULES-euchre.md](RULES-euchre.md) |
|
||||
| FreeCell | — (TODO) |
|
||||
| Golf | [RULES-golf.md](RULES-golf.md) |
|
||||
| Hearts | — (TODO) |
|
||||
| Kaiser | [RULES-kaiser.md](RULES-kaiser.md) |
|
||||
| Katan (catalogue id `catan`) | [RULES-catan.md](RULES-catan.md) |
|
||||
| Klondike | — (TODO) |
|
||||
| Mastermind | [RULES-mastermind.md](RULES-mastermind.md) |
|
||||
| Morris | [RULES-morris.md](RULES-morris.md) |
|
||||
| Peg solitaire | — (TODO) |
|
||||
| Pirates | [RULES-pirates.md](RULES-pirates.md) |
|
||||
| President | [RULES-president.md](RULES-president.md) |
|
||||
| Pyramid | — (TODO) |
|
||||
| Sequence | [RULES-sequence.md](RULES-sequence.md) |
|
||||
| Spider | — (TODO) |
|
||||
| Ta Yü | [RULES-tayu.md](RULES-tayu.md) |
|
||||
| Wizard | [RULES-wizard.md](RULES-wizard.md) |
|
||||
| Yahtzee | — (TODO) |
|
||||
|
||||
## Other docs
|
||||
|
||||
- Build, CI, releases and OTA are described in the CI section of the root
|
||||
[README](../README.md).
|
||||
- `licenses/` — third-party licences that must travel with the app
|
||||
(Uncial Antiqua under the SIL OFL; the app itself is GPL-3.0, see `/LICENSE`).
|
||||
- Repo-level agent notes live in [`CLAUDE.md`](../CLAUDE.md) at the root.
|
||||
@@ -0,0 +1,304 @@
|
||||
# Katan — implemented rules
|
||||
|
||||
This is the ruleset the engine enforces. Anything marked **toggle** is exposed
|
||||
in the game setup screen.
|
||||
|
||||
Katan is this app's name for the island game the collection is built around.
|
||||
The catalogue id is `catan` (so this file is `RULES-catan.md` and the code lives
|
||||
in `game/catan/`), but the printed name is trademarked, so the game is listed
|
||||
and titled **Katan**. The rules themselves are the base game for three to four
|
||||
players, as published.
|
||||
|
||||
The engine is a pure state machine (`CatanRules`) with no Android types, and its
|
||||
behaviour is pinned by `CatanBoardTest`, `CatanRulesTest` and `CatanAiTest`.
|
||||
|
||||
## Table
|
||||
|
||||
- **Players — *toggle*.** Three or four. `CatanOptions.playerCount`; the engine
|
||||
refuses anything else.
|
||||
- **Points to win — *toggle*.** Defaults to 10. `CatanOptions.pointsToWin`, at
|
||||
least 2. A lower target makes a test game short.
|
||||
|
||||
The setup screen that exposes these lands with the screen task; the engine reads
|
||||
them from the table configuration today.
|
||||
|
||||
## Board
|
||||
|
||||
The island is the standard layout, derived once from axial hex coordinates in
|
||||
`CatanBoard` and checked at class-init:
|
||||
|
||||
- **19 hexes**, the hexes within distance 2 of the centre.
|
||||
- **54 vertices** and **72 edges**, shared between neighbouring hexes by exact
|
||||
integer position, not floating point. `HEX_CORNERS`, `EDGE_VERTICES`,
|
||||
`VERTEX_EDGES`, `VERTEX_HEXES` and `EDGE_HEXES` are the shared graph.
|
||||
- **30 coastal edges**, one closed ring.
|
||||
- **9 harbours**, on fixed positions around the coast.
|
||||
|
||||
Terrain is dealt from the physical mix and shuffled: **4 forest, 4 pasture,
|
||||
4 fields, 3 hills, 3 mountains, 1 desert**.
|
||||
|
||||
Number tokens are the 18 the game ships, shuffled over the land hexes: four red
|
||||
tokens (**6, 6, 8, 8**) and fourteen others
|
||||
(**2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12**). Seven never appears. The
|
||||
desert bears no token and the robber starts on it.
|
||||
|
||||
### Keeping 6s and 8s apart
|
||||
|
||||
The published game asks that the two red numbers not sit on adjacent hexes, and
|
||||
`generate` guarantees it rather than hoping for it:
|
||||
|
||||
1. Shuffle the land and take four hexes; accept the draw if none of the four
|
||||
touch each other. Retry up to 60 times.
|
||||
2. If no draw separates them, fall back to four of the six board-corner hexes,
|
||||
which are pairwise non-adjacent by construction and at most one of which can
|
||||
be the desert.
|
||||
|
||||
`no seed puts two red tokens on adjacent hexes` runs the whole thing over seeds
|
||||
1..500.
|
||||
|
||||
Harbours: the nine **positions** are fixed (the physical frame is not shuffled),
|
||||
but the nine **types** are shuffled onto them — **five 2:1 resource harbours**
|
||||
(one per resource) and **four generic 3:1 harbours**. The frame positions are
|
||||
chosen so no two harbours sit closer than three coastal edges apart.
|
||||
|
||||
## Setup
|
||||
|
||||
Placement runs in snake order: seats `0, 1, …, n-1` then `n-1, …, 1, 0`, each
|
||||
placing one settlement and one road. During setup the distance rule still holds
|
||||
(a settlement may not sit one edge from any other building) but the road need
|
||||
not connect to anything already placed.
|
||||
|
||||
A player's **second** settlement earns one resource card for each adjacent
|
||||
producing hex, supply permitting — duplicates counted, so a second settlement on
|
||||
two forests earns two lumber. The first pass earns nothing.
|
||||
|
||||
After the last placement, seat 0 leads and the first real turn begins.
|
||||
|
||||
## Turn
|
||||
|
||||
A turn runs through the phases in `CatanPhase`:
|
||||
|
||||
1. **AWAIT_ROLL** — the player on the clock rolls.
|
||||
2. A seven goes to **DISCARDING** and then **ROBBER**; anything else produces and
|
||||
goes straight to **PLAYING**.
|
||||
3. **PLAYING** — build, trade, buy and play development cards, then end the turn.
|
||||
4. **FREE_ROADS** is a detour inside PLAYING while a Road Building card is being
|
||||
spent.
|
||||
|
||||
### Rolling
|
||||
|
||||
The dice are derived from the game seed and a monotonic counter (`rngStep`), not
|
||||
from a random generator stored in the state: the same seed and the same moves
|
||||
replay identically. `RollDice(forced = …)` exists so tests can stage a number;
|
||||
it is deliberately **not** a member of the enumerated move list, so a client
|
||||
cannot send one over the network — only code holding the state directly can use
|
||||
it.
|
||||
|
||||
### Production
|
||||
|
||||
For a non-seven total, each hex whose number matches pays its producing terrain:
|
||||
a settlement takes **1**, a city takes **2**. The robber's hex pays nothing.
|
||||
|
||||
**When the bank cannot meet the demand for a resource, nobody receives that
|
||||
resource this roll.** This is the official ruling, implemented per-resource:
|
||||
demand is totalled first and, if it exceeds the bank's supply, every gain of
|
||||
that resource is dropped.
|
||||
|
||||
## The robber
|
||||
|
||||
A **seven** sends the robber: first every player holding **more than seven**
|
||||
resource cards discards half their hand (rounded down, so nine cards means four
|
||||
gone), in seat order starting from the lowest overfull seat; then the roller
|
||||
moves the robber and may steal.
|
||||
|
||||
The robber **must move to a different hex**. Moving onto a hex lets the roller
|
||||
steal one card from one opponent who has a building on that hex and at least one
|
||||
card in hand. The card stolen is chosen at random, derived like the dice. A
|
||||
hex with no opponent holding cards offers only the move, no steal.
|
||||
|
||||
A played Knight enters the same ROBBER phase, so the robber move after a Knight
|
||||
is the same code path.
|
||||
|
||||
## Trading
|
||||
|
||||
### Domestic
|
||||
|
||||
An offer names **one** addressee and two card multisets: what the offerer gives,
|
||||
what they want. There are no counter-offers and no open auctions in v1.
|
||||
|
||||
An offer is legal only when the offerer's turn is in PLAYING, the addressee is
|
||||
another seat, both legs are non-empty, the two legs are not the same multiset
|
||||
(`countOf(give) != countOf(get)` — like-for-like is not a trade), and the
|
||||
offerer actually holds the cards being offered.
|
||||
|
||||
The addressee may **accept** only if they hold what was asked and the offerer
|
||||
still holds what was promised; otherwise only **decline** is offered. A decline
|
||||
clears the table and leaves every card where it was.
|
||||
|
||||
Offers are free-form intents rather than enumerated moves (the space of card
|
||||
multisets is combinatorial), so they are validated structurally by
|
||||
`CatanRules.isLegalMove` and checked by the network driver's gate like any other
|
||||
move.
|
||||
|
||||
### Maritime
|
||||
|
||||
Bank trade gives `ratio` of one resource for one of another, where the ratio is
|
||||
the best the seat can get: **4:1** through the bank, **3:1** through a generic
|
||||
harbour, **2:1** through a harbour matching the resource being given. A harbour
|
||||
counts when the seat owns a settlement or city on **either** endpoint vertex of
|
||||
its edge.
|
||||
|
||||
## Building and development cards
|
||||
|
||||
| Build | Cost |
|
||||
| --- | --- |
|
||||
| Road | 1 lumber + 1 brick |
|
||||
| Settlement | 1 lumber + 1 brick + 1 wool + 1 grain |
|
||||
| City | 2 grain + 3 ore |
|
||||
| Development card | 1 wool + 1 grain + 1 ore |
|
||||
|
||||
A settlement goes on an **empty vertex** at least two edges from every standing
|
||||
building and connected to the seat's own road network. A city upgrades one of
|
||||
the seat's own settlements. A road goes on an empty edge that connects to the
|
||||
seat's network (a road or a building at one of its ends).
|
||||
|
||||
The development deck is the published 25 cards: **14 Knights, 2 Road Building,
|
||||
2 Monopoly, 2 Year of Plenty, 5 Victory Point**. Cards are bought blind from the
|
||||
top of the deck.
|
||||
|
||||
Timing rules the engine enforces:
|
||||
|
||||
- **One development card per turn.** `devCardPlayedThisTurn` gates every play.
|
||||
- **A card cannot be played the turn it was bought.** Each card records
|
||||
`boughtTurn` and is skipped while that equals the current turn.
|
||||
- **Victory Point cards are never played.** They are counted straight from the
|
||||
hand by `victoryPoints`, and are only revealed by winning.
|
||||
- **Knight** → the robber phase, and counts toward Largest Army.
|
||||
- **Road Building** → two free road placements (FREE_ROADS); the player may
|
||||
forfeit any that remain.
|
||||
- **Monopoly** → seizes every card of the named resource from the other seats.
|
||||
- **Year of Plenty** → takes up to two cards from the bank; taking two of a kind
|
||||
requires the bank to hold both.
|
||||
|
||||
## Scoring and winning
|
||||
|
||||
Victory points are:
|
||||
|
||||
- **Settlement 1, city 2.**
|
||||
- **Longest Road 5** — the longest single road of **five or more** segments.
|
||||
- **Largest Army 5** — first to **three** played knights.
|
||||
- **Victory Point cards**, one each.
|
||||
|
||||
A seat wins on reaching **points to win** (default 10). The win is checked after
|
||||
every build, when a turn ends, and when a seat's turn arrives — the last covers
|
||||
points that changed on someone else's turn, such as a broken Longest Road being
|
||||
re-awarded. A seat already at the target therefore wins at the start of its own
|
||||
turn rather than having to act.
|
||||
|
||||
### Longest Road
|
||||
|
||||
The award goes to the longest **simple path** over a seat's own roads. The path
|
||||
never passes *through* an opponent's building (it may run up to one) and never
|
||||
revisits a vertex — so a figure of two loops sharing an intersection counts as
|
||||
one road of five, not two roads, because the intersection is a branch.
|
||||
|
||||
Once held, the award is kept until another seat builds a **strictly longer**
|
||||
road; an equal length leaves it where it is. If the holder's road falls below
|
||||
five segments the award reopens to the longest road of five or more, lowest seat
|
||||
first on a tie. A settlement placed across an opponent's road breaks it, and the
|
||||
award is recomputed for everyone after any settlement.
|
||||
|
||||
### Largest Army
|
||||
|
||||
First to three knights takes it. It is stolen only by a **strictly larger** army:
|
||||
a tie leaves the incumbent ahead, exactly as Longest Road does.
|
||||
|
||||
## The computer opponent
|
||||
|
||||
`CatanAi` plays a legal, mildly strategic game so a solo player can host against
|
||||
computers, with the lobby filling empty seats.
|
||||
|
||||
It reads **only public information** — terrain, numbers, buildings, roads,
|
||||
resource counts, development-card counts and knights played — plus its own hand.
|
||||
It never looks into the deck, another seat's development cards, or the seed
|
||||
beyond the roll the rules derive from it. That is a design constraint, not an
|
||||
accident: it runs on the host, where the authoritative state is fully visible.
|
||||
|
||||
What it does:
|
||||
|
||||
- **Setup.** Rates a settlement by the production its three hexes give (weighted
|
||||
by the token odds and by how much it wants each resource), plus a bonus for
|
||||
resource variety and for sitting on a harbour, plus a small term for where the
|
||||
accompanying road points.
|
||||
- **Main phase**, in priority order: raise a city, build a settlement, play a
|
||||
knight, play Year of Plenty or Monopoly when it closes a gap, play Road
|
||||
Building when two segments are useful, buy a development card, build a road
|
||||
that reaches a spot worth settling, trade at the bank only when the trade
|
||||
completes a build this turn, make one domestic offer that closes a build, else
|
||||
end the turn.
|
||||
- **The robber.** Moves onto the hex where it blocks the most opposing
|
||||
production (weighted by token odds), preferring to rob whoever is holding the
|
||||
most cards and the most points.
|
||||
- **Trades.** Accepts an offer when what arrives is worth more than what leaves
|
||||
by its own resource valuations; a mild table, not a shark.
|
||||
- **Discards.** Throws away what it values least (wool, then brick, then lumber,
|
||||
before grain and ore).
|
||||
|
||||
It makes **at most one domestic offer a turn**. A declined offer changes nothing,
|
||||
so re-offering the same thing would only bounce between two seats forever; the
|
||||
engine allows more offers, the AI chooses not to.
|
||||
|
||||
`CatanAiTest` plays three- and four-seat tables of engines out to a result from
|
||||
several seeds, refusing any illegal move the AI chooses, and checks the winner
|
||||
reached the target.
|
||||
|
||||
## Provenance and rule choices
|
||||
|
||||
The rules are the published base game. Where the published rules leave room, the
|
||||
engine picks one reading and records it here.
|
||||
|
||||
**Followed from the published rules:** the board and its component mix; the
|
||||
number tokens; 6s and 8s not adjacent; snake-order setup and second-settlement
|
||||
income; production weighting; the robber on a seven; discard half over seven;
|
||||
domestic and maritime trade; build costs; the 25-card development deck and its
|
||||
timing rules; Longest Road and Largest Army worth five; victory at ten.
|
||||
|
||||
**Choices made here, and why:**
|
||||
|
||||
- **A bank short of a resource pays nobody that roll.** This is the official
|
||||
ruling, and it is implemented per-resource rather than per-player.
|
||||
- **Longest Road and Largest Army are kept on a tie**, and stolen only by a
|
||||
strictly longer road or a strictly larger army. The alternative reading lets a
|
||||
tie steal the award; "strictly better" is the common tournament reading and
|
||||
keeps the award from flickering.
|
||||
- **A ring road counts as a simple path.** No vertex is revisited, so six
|
||||
segments around one hex are worth five, not six.
|
||||
- **The win is checked when a seat's turn arrives**, not only on that seat's own
|
||||
action, so points that move on another player's turn still win.
|
||||
- **A bought Victory Point card does not win immediately.** It is counted when
|
||||
the win is next checked (a build or the end of the turn), which is when the
|
||||
holder would reveal it.
|
||||
- **Year of Plenty two-of-a-kind needs the bank to hold both cards**, not one.
|
||||
- **The robber must move.** Some printings allow staying put; this engine always
|
||||
requires a different hex.
|
||||
- **Offers are one-to-one, no auctions or counter-offers** in v1.
|
||||
|
||||
## Known gaps
|
||||
|
||||
- **No domestic auction or counter-offer.** An offer is addressed to a single
|
||||
seat. Open trading to the whole table, and counter-offers, are the obvious next
|
||||
step and are not implemented.
|
||||
- **No player-to-player trade over the wire beyond accept/decline.** The engine
|
||||
supports it; whether the UI surfaces it is the screen task's concern.
|
||||
- **No trading away a development card.** Not part of the base game.
|
||||
- **The setup screen is not part of this task.** `CatanOptions` (players, target
|
||||
points) is read from the table configuration; the screen that sets it, and the
|
||||
catalogue descriptor's `available` flag, land with the screen and verification
|
||||
tasks.
|
||||
- **The AI does not look ahead.** It scores one move deep with a fixed resource
|
||||
valuation. It plays legally and plausibly; it is not a strong opponent, and no
|
||||
strength claim is made.
|
||||
- **The board is the standard published layout, generated.** Unlike the Sequence
|
||||
board there is no unverified substitute here — the geometry is the real one —
|
||||
but the *island* (terrain and token placement) is freshly generated each game,
|
||||
so it will not match any particular physical set-up. That is the intent.
|
||||
Reference in New Issue
Block a user