Katan: Cities & Knights engine, AI and rules tests
A second rule set chosen at setup (CatanRuleSet): commodities, knights, walls, barbarians and the event die, city improvements and metropolises, and the 54 progress cards. Everything lives behind CatanState.ck, so the base game's state and rules are untouched. Multi-seat decisions run through one chore queue. Also wraps three multi-part log lines so each event is one entry. Co-Authored-By: Claude Sonnet 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_016eTor2tpxKb4dXbd8RqnvZ
This commit is contained in:
@@ -20,10 +20,14 @@ import org.prolibertate.games.game.engine.GameAi
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*/
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class CatanAi : GameAi<CatanState, CatanMove> {
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/** Plays the Cities & Knights tables; this class keeps the base game. */
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private val ck = CatanCkAi(this)
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override fun chooseMove(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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require(legal.isNotEmpty() || state.phase == CatanPhase.PLAYING) {
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"No legal move for seat $seat"
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}
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if (state.isCk) return ck.choose(state, seat, legal)
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return when (state.phase) {
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CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND ->
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chooseSetup(state, seat, legal.filterIsInstance<SetupPlace>())
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@@ -40,8 +44,8 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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CatanPhase.PLAYING -> choosePlaying(state, seat, legal)
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CatanPhase.GAME_OVER -> legal.firstOrNull()
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?: error("The game is over; nobody chooses a move")
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CatanPhase.CHORE, CatanPhase.GAME_OVER -> legal.firstOrNull()
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?: error("Nothing to choose in phase ${state.phase}")
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}
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}
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@@ -49,7 +53,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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// Setup
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// -----------------------------------------------------------------------
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private fun chooseSetup(state: CatanState, seat: Int, places: List<SetupPlace>): SetupPlace {
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internal fun chooseSetup(state: CatanState, seat: Int, places: List<SetupPlace>): SetupPlace {
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require(places.isNotEmpty()) { "No legal settlement placement" }
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return places.maxByOrNull { place ->
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spotValue(state, place.vertex) +
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@@ -276,7 +280,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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// -----------------------------------------------------------------------
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/** What a seat would think of building on [vertex]: production and ports. */
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private fun spotValue(state: CatanState, vertex: Int): Double {
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internal fun spotValue(state: CatanState, vertex: Int): Double {
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if (state.buildings[vertex] != null) return -1.0
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var value = 0.0
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val kinds = mutableSetOf<Resource>()
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@@ -297,7 +301,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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* What a road on this edge leads to: the best settlement spot it brings
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* within reach, discounted for being one step further out.
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*/
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private fun roadValue(state: CatanState, move: BuildRoad): Double {
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internal fun roadValue(state: CatanState, move: BuildRoad): Double {
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var best = 0.0
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val (from, to) = CatanBoard.EDGE_VERTICES[move.edge]
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for (endpoint in listOf(from, to)) {
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@@ -309,7 +313,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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}
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/** How much the AI wants to hold one card of [resource]. */
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private fun want(resource: Resource): Double = when (resource) {
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internal fun want(resource: Resource): Double = when (resource) {
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Resource.ORE -> 1.20 // the city
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Resource.GRAIN -> 1.15 // the city and the dev cards
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Resource.LUMBER -> 1.0 // every road and settlement
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,339 @@
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package org.prolibertate.games.game.catan
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/**
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* The computer opponent for Cities & Knights, reached through [CatanAi].
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*
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* It plays the same cautious game as the base AI — settle well, raise cities —
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* and adds the three things this rule set asks of a player: keep enough active
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* knights standing when the barbarians land, spend commodities on improvements
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* as soon as it can, and answer every chore the table raises with the card it
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* values least. It reads only what a player at the table could see, plus its
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* own hand.
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*
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* It is not a strong player. It never moves knights about (they stay where
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* hired, and are activated when the barbarians draw near), never plays the
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* progress cards whose value depends on a plan (Inventor, Alchemist, Diplomat,
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* Deserter, Intrigue), and makes no domestic offers, though it answers them.
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*/
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internal class CatanCkAi(private val ai: CatanAi) {
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fun choose(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove = when (state.phase) {
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CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND ->
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ai.chooseSetup(state, seat, legal.filterIsInstance<SetupPlace>())
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CatanPhase.AWAIT_ROLL -> legal.first { it is RollDice }
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CatanPhase.CHORE -> chooseChore(state, seat, legal)
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CatanPhase.ROBBER -> chooseRobber(state, seat, legal.filterIsInstance<MoveRobber>())
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CatanPhase.FREE_ROADS -> chooseFreeRoad(state, seat, legal)
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CatanPhase.TRADE_PENDING -> chooseResponse(state, seat, legal)
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CatanPhase.PLAYING -> choosePlaying(state, seat, legal)
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CatanPhase.DISCARDING, CatanPhase.GAME_OVER -> legal.firstOrNull()
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?: error("Nothing to choose in phase ${state.phase}")
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}
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// -----------------------------------------------------------------------
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// Chores
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// -----------------------------------------------------------------------
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private fun chooseChore(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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val ck = state.ck!!
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return when (val chore = ck.chores.first()) {
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is DiscardChore -> {
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val n = minOf(chore.count, CatanCk.goodsCount(state, seat))
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DiscardGoods(CatanCk.goodsList(state, seat).sortedBy { worth(state, seat, it) }.take(n))
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}
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is GiveChore -> {
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val pool = CatanCk.goodsList(state, seat)
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.filter { !chore.commoditiesOnly || it.isCommodity }
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.sortedBy { worth(state, seat, it) }
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GiveGoods(pool.take(minOf(chore.count, pool.size)))
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}
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is PillageChore ->
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legal.filterIsInstance<PillageCity>().minByOrNull { production(state, it.vertex) } ?: legal.first()
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is PickDeckChore -> {
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val picks = legal.filterIsInstance<PickDeck>()
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picks.maxByOrNull { CatanCk.improvement(state, seat, it.track) } ?: legal.first()
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}
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is DropProgressChore ->
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legal.filterIsInstance<DropProgress>().minByOrNull { drop ->
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ck.progressHands[seat].first { it.id == drop.card }.kind.let(::cardWorth)
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} ?: legal.first()
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is MetropolisChore ->
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legal.filterIsInstance<PlaceMetropolis>().maxByOrNull { production(state, it.vertex) }
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?: legal.first()
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is AqueductChore ->
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legal.filterIsInstance<TakeAqueduct>().maxByOrNull { ai.want(it.resource) } ?: legal.first()
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is RelocateChore -> legal.first()
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is RemoveKnightChore ->
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legal.filterIsInstance<RemoveKnight>().minByOrNull {
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CatanCk.knightAt(state, it.vertex)?.level ?: 0
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} ?: legal.first()
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is PlaceKnightChore -> legal.first()
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is SpyChore -> legal.first()
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is SmithChore ->
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legal.filterIsInstance<PromoteKnight>().firstOrNull() ?: legal.first { it is EndSmith }
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}
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}
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// -----------------------------------------------------------------------
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// The robber
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// -----------------------------------------------------------------------
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private fun chooseRobber(state: CatanState, seat: Int, moves: List<MoveRobber>): MoveRobber {
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require(moves.isNotEmpty()) { "No legal robber move" }
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val points = CatanRules.publicVictoryPoints(state)
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return moves.maxByOrNull { move ->
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val hex = CatanBoard.hexIndex.getValue(move.hex)
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var score = 0.0
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for (v in CatanBoard.HEX_CORNERS[hex]) {
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val building = state.buildings[v] ?: continue
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val worth = if (building.type == BuildingType.CITY) 2 else 1
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val odds = CatanBoard.numberOdds(state.numbers[hex]) / 36.0
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score += if (building.owner == seat) -worth * odds else worth * odds
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}
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if (move.victim != null) {
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score += 0.15 * CatanCk.goodsCount(state, move.victim) + 0.3 * points[move.victim]
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}
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score
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} ?: moves.first()
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}
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// -----------------------------------------------------------------------
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// The main phase
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// -----------------------------------------------------------------------
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private fun choosePlaying(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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val ck = state.ck!!
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val soon = ck.barbarians <= 3
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// Chase the robber off a hex it is squatting on.
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if (ck.attacked) {
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val onMine = legal.filterIsInstance<ChaseRobber>().firstOrNull()
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val robberHurtsMe = CatanBoard.HEX_CORNERS[state.robber].any { state.buildings[it]?.owner == seat }
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if (onMine != null && robberHurtsMe) return onMine
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}
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// The cheap upgrade first, then the full-price one.
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legal.filterIsInstance<PlayProgress>()
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.filter { kindOf(state, seat, it) == ProgressType.MEDICINE }
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.maxByOrNull { production(state, it.vertex!!) }
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?.let { return it }
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legal.filterIsInstance<BuildCity>().maxByOrNull { production(state, it.vertex) }
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?.let { return it }
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legal.filterIsInstance<BuildSettlement>().maxByOrNull { ai.spotValue(state, it.vertex) }
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?.let { return it }
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// Improvements spend cards nothing else needs. Favour the track furthest along.
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legal.filterIsInstance<BuyImprovement>()
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.maxByOrNull { CatanCk.improvement(state, seat, it.track) * 10 + trackLean(it.track) }
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?.let { return it }
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// Knights: stand ready by the time the barbarians land.
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defence(state, seat, legal, soon)?.let { return it }
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progress(state, seat, legal)?.let { return it }
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legal.filterIsInstance<BuildWall>().firstOrNull()?.let {
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if (CatanCk.goodsCount(state, seat) >= 7) return it
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}
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legal.filterIsInstance<BuildRoad>()
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.filter { ai.roadValue(state, it) > 0.1 }
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.maxByOrNull { ai.roadValue(state, it) }
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?.let { return it }
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legal.filterIsInstance<GoodsBankTrade>()
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.filter { completes(state, seat, it) }
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.minByOrNull { CatanCk.bankRatio(state, seat, it.give) }
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?.let { return it }
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return legal.lastOrNull { it is EndTurn } ?: legal.first()
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}
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/** Hire, promote and activate so the knights are standing when the barbarians land. */
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private fun defence(state: CatanState, seat: Int, legal: List<CatanMove>, soon: Boolean): CatanMove? {
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val mine = CatanCk.knightsOf(state, seat)
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val grainLeft = state.resources[seat][Resource.GRAIN] ?: 0
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if (soon) {
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legal.filterIsInstance<ActivateKnight>().firstOrNull()?.let { return it }
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}
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val want = if (soon) 4 else 2
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if (mine.size < want) {
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legal.filterIsInstance<HireKnight>().maxByOrNull { ai.spotValue(state, it.vertex) }?.let { hire ->
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// Keep a grain back for waking it, once the ship is close.
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if (!soon || grainLeft >= 1) return hire
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}
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}
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if (soon || mine.size >= 2) {
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legal.filterIsInstance<PromoteKnight>().firstOrNull()?.let { return it }
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}
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if (soon) {
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legal.filterIsInstance<ActivateKnight>().firstOrNull()?.let { return it }
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}
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return null
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}
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/** Progress cards worth playing without a plan. */
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private fun progress(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove? {
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val ck = state.ck!!
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val soon = ck.barbarians <= 4
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val plays = legal.filterIsInstance<PlayProgress>()
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fun kindOf(play: PlayProgress) = ck.progressHands[seat].first { it.id == play.card }.kind
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fun first(kind: ProgressType) = plays.firstOrNull { kindOf(it) == kind }
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first(ProgressType.IRRIGATION)?.let { return it }
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first(ProgressType.MINING)?.let { return it }
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first(ProgressType.ENGINEER)?.let { return it }
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first(ProgressType.SMITH)?.let { return it }
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first(ProgressType.WEDDING)?.let { return it }
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if (soon) first(ProgressType.WARLORD)?.let { return it }
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plays.filter { kindOf(it) == ProgressType.MASTER_MERCHANT }
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.maxByOrNull { play -> play.goods.orEmpty().sumOf { worth(state, seat, it) } }
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?.let { return it }
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first(ProgressType.SPY)?.let { return it }
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first(ProgressType.BISHOP)?.let { return it }
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if (legal.filterIsInstance<BuildRoad>().size >= 2) first(ProgressType.ROAD_BUILDING)?.let { return it }
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// Crane: only when it makes the difference to an improvement.
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first(ProgressType.CRANE)?.let { crane ->
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val helps = Track.entries.any { track ->
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val level = CatanCk.improvement(state, seat, track)
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val have = ck.commodities[seat][track.commodity] ?: 0
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level < IMPROVEMENT_MAX && have == level // one short of the next level's price
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}
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if (helps) return crane
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}
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// Saboteur: when someone level or ahead is sitting on a pile.
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first(ProgressType.SABOTEUR)?.let { saboteur ->
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val vp = CatanRules.publicVictoryPoints(state)
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val pile = (0 until state.playerCount).filter { it != seat && vp[it] >= vp[seat] }
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.sumOf { CatanCk.goodsCount(state, it) / 2 }
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if (pile >= 4) return saboteur
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}
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// Monopolies: only when the table is holding a pile of it.
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plays.filter { kindOf(it) == ProgressType.RESOURCE_MONOPOLY || kindOf(it) == ProgressType.TRADE_MONOPOLY }
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.maxByOrNull { held(state, seat, it.good!!) }
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?.let { best ->
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val each = if (kindOf(best) == ProgressType.RESOURCE_MONOPOLY) 2 else 1
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val take = (0 until state.playerCount).filter { it != seat }
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.sumOf { minOf(each, CatanCk.goodsOf(state, it)[best.good!!] ?: 0) }
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if (take >= 3) return best
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}
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// The merchant, on the best hex beside a building of ours.
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plays.filter { kindOf(it) == ProgressType.MERCHANT }
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.maxByOrNull { play ->
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val hex = play.hexA!!
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CatanBoard.numberOdds(state.numbers[hex]).toDouble()
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}?.let { return it }
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// A commercial harbour turns spare resources into commodities.
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plays.filter { kindOf(it) == ProgressType.COMMERCIAL_HARBOR }
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.maxByOrNull { held(state, seat, it.good!!) }
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?.let { if (held(state, seat, it.good!!) >= 2) return it }
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return null
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}
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private fun kindOf(state: CatanState, seat: Int, play: PlayProgress): ProgressType =
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state.ck!!.progressHands[seat].first { it.id == play.card }.kind
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/** What a building on [vertex] would draw, by the odds of its hexes and what the seat wants. */
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private fun production(state: CatanState, vertex: Int): Double =
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CatanBoard.VERTEX_HEXES[vertex].sumOf { h ->
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val want = state.terrains[h].produces?.let { ai.want(it) } ?: 0.0
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want * CatanBoard.numberOdds(state.numbers[h]) / 36.0
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}
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private fun held(state: CatanState, seat: Int, good: Good): Int = CatanCk.goodsOf(state, seat)[good] ?: 0
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/** Whether the trade leaves a hand that can pay for a city, a settlement or an improvement. */
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private fun completes(state: CatanState, seat: Int, trade: GoodsBankTrade): Boolean {
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val hand = CatanCk.goodsOf(state, seat).toMutableMap()
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hand[trade.give] = (hand[trade.give] ?: 0) - CatanCk.bankRatio(state, seat, trade.give)
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hand[trade.get] = (hand[trade.get] ?: 0) + 1
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fun covers(cost: Map<Resource, Int>) = cost.all { (r, n) -> (hand[Good.of(r)] ?: 0) >= n }
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if (covers(CatanRules.CITY_COST) || covers(CatanRules.SETTLEMENT_COST)) return true
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return Track.entries.any { track ->
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val level = CatanCk.improvement(state, seat, track)
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level < IMPROVEMENT_MAX &&
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(hand[Good.of(track.commodity)] ?: 0) >= level + 1 &&
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(state.ck!!.commodities[seat][track.commodity] ?: 0) < level + 1
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}
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}
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private fun chooseFreeRoad(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove =
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legal.filterIsInstance<BuildRoad>()
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.filter { ai.roadValue(state, it) > 0.05 }
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.maxByOrNull { ai.roadValue(state, it) }
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?: legal.firstOrNull { it is EndFreeRoads }
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?: legal.first()
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private fun chooseResponse(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
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val decline = legal.first { it is DeclineTrade }
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val accept = legal.firstOrNull { it is AcceptTrade } ?: return decline
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val offer = state.ck?.goodsOffer
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if (offer != null) {
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val incoming = offer.give.sumOf { worth(state, seat, it) }
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val outgoing = offer.get.sumOf { worth(state, seat, it) }
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return if (incoming > outgoing) accept else decline
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}
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val plain = state.pendingTrade ?: return decline
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val incoming = plain.give.sumOf { ai.want(it) }
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val outgoing = plain.get.sumOf { ai.want(it) }
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return if (incoming > outgoing) accept else decline
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}
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// -----------------------------------------------------------------------
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// Valuations
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// -----------------------------------------------------------------------
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/** What a card is worth to this seat: resources as the base AI sees them, commodities by what they buy. */
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private fun worth(state: CatanState, seat: Int, good: Good): Double =
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good.resource?.let { ai.want(it) } ?: when (good) {
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Good.PAPER -> 0.95
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Good.COIN -> 0.9
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else -> 0.85
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}
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/** Which track to lean toward when two are level: politics for the knights, then science. */
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private fun trackLean(track: Track): Int = when (track) {
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Track.POLITICS -> 2
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Track.SCIENCE -> 1
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Track.TRADE -> 0
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}
|
||||
|
||||
private fun cardWorth(kind: ProgressType): Double = when (kind) {
|
||||
ProgressType.INVENTOR, ProgressType.ALCHEMIST, ProgressType.DIPLOMAT,
|
||||
ProgressType.DESERTER, ProgressType.INTRIGUE, ProgressType.MERCHANT_FLEET,
|
||||
-> 0.0
|
||||
|
||||
ProgressType.MERCHANT, ProgressType.COMMERCIAL_HARBOR, ProgressType.CRANE -> 0.5
|
||||
else -> 1.0
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,460 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
import kotlinx.serialization.SerialName
|
||||
import kotlinx.serialization.Serializable
|
||||
|
||||
/*
|
||||
* The data of the Cities & Knights rule set. The rules themselves live in
|
||||
* [CatanCk]; docs/RULES-catan-ck.md describes them and the choices made.
|
||||
*
|
||||
* Everything here is reached through [CatanState.ck], which is null for the
|
||||
* base game, so a base game never sees any of it.
|
||||
*/
|
||||
|
||||
/** Steps the barbarian ship must make before it lands. */
|
||||
const val BARBARIAN_STEPS = 7
|
||||
|
||||
/** Commodity cards of each type the bank starts with (resources have 19). */
|
||||
const val BANK_PER_COMMODITY = 12
|
||||
|
||||
/** Knights of each strength one player owns. */
|
||||
const val KNIGHTS_PER_LEVEL = 2
|
||||
|
||||
/** City walls one player owns. */
|
||||
const val MAX_WALLS = 3
|
||||
|
||||
/** Levels of city improvement in each track. */
|
||||
const val IMPROVEMENT_MAX = 5
|
||||
|
||||
/** Progress cards a player may keep in hand. */
|
||||
const val PROGRESS_HAND_MAX = 4
|
||||
|
||||
/** Cards a player may hold through a seven, before walls. */
|
||||
const val BASE_HAND_LIMIT = 7
|
||||
|
||||
/** Longest Road is worth two points here; there is no Largest Army. */
|
||||
const val CK_LONGEST_ROAD_VP = 2
|
||||
|
||||
/** Improvement level that unlocks the track's special power. */
|
||||
const val IMPROVEMENT_POWER_LEVEL = 3
|
||||
|
||||
/** Level at which a track can claim its metropolis, and the level that can steal one. */
|
||||
const val METROPOLIS_LEVEL = 4
|
||||
|
||||
/**
|
||||
* What the three cities-of-industry give in place of a second resource:
|
||||
* forest gives paper, pasture cloth and mountains coin.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Commodity { CLOTH, COIN, PAPER }
|
||||
|
||||
/**
|
||||
* Any card a player can hold in hand and trade: a resource or a commodity.
|
||||
* Progress cards are not goods.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Good {
|
||||
LUMBER, BRICK, WOOL, GRAIN, ORE, CLOTH, COIN, PAPER;
|
||||
|
||||
val resource: Resource?
|
||||
get() = when (this) {
|
||||
LUMBER -> Resource.LUMBER
|
||||
BRICK -> Resource.BRICK
|
||||
WOOL -> Resource.WOOL
|
||||
GRAIN -> Resource.GRAIN
|
||||
ORE -> Resource.ORE
|
||||
else -> null
|
||||
}
|
||||
|
||||
val commodity: Commodity?
|
||||
get() = when (this) {
|
||||
CLOTH -> Commodity.CLOTH
|
||||
COIN -> Commodity.COIN
|
||||
PAPER -> Commodity.PAPER
|
||||
else -> null
|
||||
}
|
||||
|
||||
val isCommodity: Boolean get() = commodity != null
|
||||
|
||||
companion object {
|
||||
fun of(resource: Resource): Good = when (resource) {
|
||||
Resource.LUMBER -> LUMBER
|
||||
Resource.BRICK -> BRICK
|
||||
Resource.WOOL -> WOOL
|
||||
Resource.GRAIN -> GRAIN
|
||||
Resource.ORE -> ORE
|
||||
}
|
||||
|
||||
fun of(commodity: Commodity): Good = when (commodity) {
|
||||
Commodity.CLOTH -> CLOTH
|
||||
Commodity.COIN -> COIN
|
||||
Commodity.PAPER -> PAPER
|
||||
}
|
||||
|
||||
val RESOURCES: List<Good> = Resource.entries.map { of(it) }
|
||||
val COMMODITIES: List<Good> = Commodity.entries.map { of(it) }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The three tracks of city improvement. Each is bought with one commodity, has
|
||||
* a colour of progress-card deck and a power that unlocks at level three.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Track(val commodity: Commodity) {
|
||||
/** Yellow, bought with cloth: trade commodities two for one. */
|
||||
TRADE(Commodity.CLOTH),
|
||||
|
||||
/** Blue, bought with coin: knights may become mighty. */
|
||||
POLITICS(Commodity.COIN),
|
||||
|
||||
/** Green, bought with paper: the aqueduct. */
|
||||
SCIENCE(Commodity.PAPER),
|
||||
}
|
||||
|
||||
/**
|
||||
* One face of the event die: a ship, or a city gate of a track's colour.
|
||||
* Three faces are ships.
|
||||
*/
|
||||
@Serializable
|
||||
enum class EventFace { SHIP, TRADE, POLITICS, SCIENCE }
|
||||
|
||||
/** The progress cards: [copies] of each in the deck of its [track]. */
|
||||
@Serializable
|
||||
enum class ProgressType(val track: Track, val copies: Int, val scoresAtOnce: Boolean = false) {
|
||||
// Science (green)
|
||||
ALCHEMIST(Track.SCIENCE, 2),
|
||||
CRANE(Track.SCIENCE, 2),
|
||||
ENGINEER(Track.SCIENCE, 1),
|
||||
INVENTOR(Track.SCIENCE, 2),
|
||||
IRRIGATION(Track.SCIENCE, 2),
|
||||
MEDICINE(Track.SCIENCE, 2),
|
||||
MINING(Track.SCIENCE, 2),
|
||||
PRINTER(Track.SCIENCE, 1, scoresAtOnce = true),
|
||||
ROAD_BUILDING(Track.SCIENCE, 2),
|
||||
SMITH(Track.SCIENCE, 2),
|
||||
|
||||
// Politics (blue)
|
||||
BISHOP(Track.POLITICS, 2),
|
||||
CONSTITUTION(Track.POLITICS, 1, scoresAtOnce = true),
|
||||
DESERTER(Track.POLITICS, 2),
|
||||
DIPLOMAT(Track.POLITICS, 2),
|
||||
INTRIGUE(Track.POLITICS, 2),
|
||||
SABOTEUR(Track.POLITICS, 2),
|
||||
SPY(Track.POLITICS, 3),
|
||||
WARLORD(Track.POLITICS, 2),
|
||||
WEDDING(Track.POLITICS, 2),
|
||||
|
||||
// Trade (yellow)
|
||||
COMMERCIAL_HARBOR(Track.TRADE, 2),
|
||||
MASTER_MERCHANT(Track.TRADE, 2),
|
||||
MERCHANT(Track.TRADE, 6),
|
||||
MERCHANT_FLEET(Track.TRADE, 2),
|
||||
RESOURCE_MONOPOLY(Track.TRADE, 4),
|
||||
TRADE_MONOPOLY(Track.TRADE, 2),
|
||||
}
|
||||
|
||||
/** One progress card; [id] is stable for the life of the game. */
|
||||
@Serializable
|
||||
data class ProgressCard(val id: Int, val kind: ProgressType)
|
||||
|
||||
/**
|
||||
* A knight on the board. [level] is its strength: 1 basic, 2 strong, 3 mighty.
|
||||
*
|
||||
* [activatedTurn] and [promotedTurn] record the turn number each happened on:
|
||||
* a knight cannot act on the turn it was activated, and cannot be promoted twice
|
||||
* in one turn.
|
||||
*/
|
||||
@Serializable
|
||||
data class Knight(
|
||||
val vertex: Int,
|
||||
val owner: Int,
|
||||
val level: Int,
|
||||
val active: Boolean = false,
|
||||
val activatedTurn: Int = 0,
|
||||
val promotedTurn: Int = 0,
|
||||
)
|
||||
|
||||
/** A metropolis stands on one city: [vertex] of seat [seat]. */
|
||||
@Serializable
|
||||
data class MetropolisAt(val seat: Int, val vertex: Int)
|
||||
|
||||
/** The merchant sits on a hex, controlled by [seat] (who holds its point). */
|
||||
@Serializable
|
||||
data class MerchantAt(val seat: Int, val hex: Int)
|
||||
|
||||
/** A domestic trade offer in goods, which may include commodities. */
|
||||
@Serializable
|
||||
data class GoodsOffer(val by: Int, val to: Int, val give: List<Good>, val get: List<Good>)
|
||||
|
||||
/** Where play goes when the queue of [Chore]s runs out. */
|
||||
@Serializable
|
||||
enum class Back { PLAYING, AWAIT_ROLL, AFTER_EVENT, AFTER_DISCARDS, AFTER_PRODUCTION }
|
||||
|
||||
/**
|
||||
* Something one seat must decide before the game can go on. A chore is queued
|
||||
* when a roll, an attack or a card needs an answer from somebody (possibly not
|
||||
* the player whose turn it is); the first in [CkState.chores] is the one being
|
||||
* asked.
|
||||
*/
|
||||
@Serializable
|
||||
sealed interface Chore {
|
||||
val seat: Int
|
||||
}
|
||||
|
||||
/** Give [count] cards to the bank, of the seat's choosing (a seven, a saboteur). */
|
||||
@Serializable
|
||||
@SerialName("c_discard")
|
||||
data class DiscardChore(override val seat: Int, val count: Int) : Chore
|
||||
|
||||
/**
|
||||
* Hand [count] cards of the seat's choosing to seat [to] (a wedding, a
|
||||
* commercial harbour). [commoditiesOnly] restricts them to commodities, and
|
||||
* [reward] is the resource [to] gives back for each.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("c_give")
|
||||
data class GiveChore(
|
||||
override val seat: Int,
|
||||
val count: Int,
|
||||
val to: Int,
|
||||
val commoditiesOnly: Boolean = false,
|
||||
val reward: Good? = null,
|
||||
) : Chore
|
||||
|
||||
/** The barbarians won and this seat lost the contest: pick a city to fall. */
|
||||
@Serializable
|
||||
@SerialName("c_pillage")
|
||||
data class PillageChore(override val seat: Int) : Chore
|
||||
|
||||
/** Choose a colour of progress deck to draw from. */
|
||||
@Serializable
|
||||
@SerialName("c_pickDeck")
|
||||
data class PickDeckChore(override val seat: Int) : Chore
|
||||
|
||||
/** More progress cards than the hand holds: give one back. */
|
||||
@Serializable
|
||||
@SerialName("c_dropProgress")
|
||||
data class DropProgressChore(override val seat: Int) : Chore
|
||||
|
||||
/** Choose the city that will bear the [track] metropolis. */
|
||||
@Serializable
|
||||
@SerialName("c_metropolis")
|
||||
data class MetropolisChore(override val seat: Int, val track: Track) : Chore
|
||||
|
||||
/** The aqueduct pays out: take any one resource. */
|
||||
@Serializable
|
||||
@SerialName("c_aqueduct")
|
||||
data class AqueductChore(override val seat: Int) : Chore
|
||||
|
||||
/** A knight was driven from its place; move it, or lose it. [knight] stood on [Knight.vertex]. */
|
||||
@Serializable
|
||||
@SerialName("c_relocate")
|
||||
data class RelocateChore(override val seat: Int, val knight: Knight) : Chore
|
||||
|
||||
/** A deserter was played against this seat: remove one of your knights. */
|
||||
@Serializable
|
||||
@SerialName("c_removeKnight")
|
||||
data class RemoveKnightChore(override val seat: Int, val by: Int) : Chore
|
||||
|
||||
/** Place a knight of [level] on the board for free, active or not as given. */
|
||||
@Serializable
|
||||
@SerialName("c_placeKnight")
|
||||
data class PlaceKnightChore(override val seat: Int, val level: Int, val active: Boolean) : Chore
|
||||
|
||||
/** Choose one of [target]'s progress cards to take. */
|
||||
@Serializable
|
||||
@SerialName("c_spy")
|
||||
data class SpyChore(override val seat: Int, val target: Int) : Chore
|
||||
|
||||
/** Promote up to [left] more knights for free. */
|
||||
@Serializable
|
||||
@SerialName("c_smith")
|
||||
data class SmithChore(override val seat: Int, val left: Int) : Chore
|
||||
|
||||
/**
|
||||
* Everything Cities & Knights adds to the table.
|
||||
*
|
||||
* Counts that are public ([progressCounts], the knights, the improvement
|
||||
* levels) are stored directly; the decks and the other seats' progress hands are
|
||||
* here in full because the host owns the truth, and [CatanRules.viewFor] keeps
|
||||
* them off the wire.
|
||||
*/
|
||||
@Serializable
|
||||
data class CkState(
|
||||
/** Commodity cards per seat. */
|
||||
val commodities: List<Map<Commodity, Int>>,
|
||||
/** Improvement level (0..5) per seat and track. */
|
||||
val improvements: List<Map<Track, Int>>,
|
||||
/** The metropolis of each track that has one. */
|
||||
val metropolises: Map<Track, MetropolisAt> = emptyMap(),
|
||||
val knights: List<Knight> = emptyList(),
|
||||
/** Vertices whose city has a wall. */
|
||||
val walls: List<Int> = emptyList(),
|
||||
/** Steps left before the barbarians land, [BARBARIAN_STEPS] at the start. */
|
||||
val barbarians: Int = BARBARIAN_STEPS,
|
||||
/** Whether the barbarians have landed once: until then the robber sleeps. */
|
||||
val attacked: Boolean = false,
|
||||
val eventDie: EventFace? = null,
|
||||
/** Progress decks, top first. Order is hidden. */
|
||||
val decks: Map<Track, List<ProgressCard>>,
|
||||
val progressHands: List<List<ProgressCard>>,
|
||||
/** Public mirror of the progress-hand sizes. */
|
||||
val progressCounts: List<Int>,
|
||||
/** Victory points from Constitution and Printer, played face up at once. */
|
||||
val progressVp: List<Int>,
|
||||
/** Defender of Catan cards won, one point each. */
|
||||
val defenderVp: List<Int>,
|
||||
val merchant: MerchantAt? = null,
|
||||
/** A crane was played this turn and its discount is unspent. */
|
||||
val crane: Boolean = false,
|
||||
/** A merchant fleet was played this turn for this good. */
|
||||
val fleet: Good? = null,
|
||||
/** Dice named by an alchemist, used by the next roll. */
|
||||
val alchemist: List<Int>? = null,
|
||||
/** The robber is being moved by a bishop, which robs everyone nearby. */
|
||||
val bishop: Boolean = false,
|
||||
val chores: List<Chore> = emptyList(),
|
||||
val back: Back = Back.PLAYING,
|
||||
val goodsOffer: GoodsOffer? = null,
|
||||
/** Seats that have already drawn a defender or winners' card this attack, for the log only. */
|
||||
val lastAttack: String? = null,
|
||||
)
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Moves
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Buy the next level of improvement in [track]. */
|
||||
@Serializable
|
||||
@SerialName("buyImprovement")
|
||||
data class BuyImprovement(val track: Track) : CatanMove
|
||||
|
||||
/** Hire a basic knight onto [vertex], an empty crossing at the end of one of your roads. */
|
||||
@Serializable
|
||||
@SerialName("hireKnight")
|
||||
data class HireKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Pay a grain to activate the knight on [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("activateKnight")
|
||||
data class ActivateKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Promote the knight on [vertex] one level (paid, or free under a Smith). */
|
||||
@Serializable
|
||||
@SerialName("promoteKnight")
|
||||
data class PromoteKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Move the active knight on [from] along your roads to [to], driving off a weaker knight there. */
|
||||
@Serializable
|
||||
@SerialName("moveKnight")
|
||||
data class MoveKnight(val from: Int, val to: Int) : CatanMove
|
||||
|
||||
/** The active knight on [vertex] chases the robber; the robber move follows. */
|
||||
@Serializable
|
||||
@SerialName("chaseRobber")
|
||||
data class ChaseRobber(val vertex: Int) : CatanMove
|
||||
|
||||
/** Raise a wall around the city on [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("buildWall")
|
||||
data class BuildWall(val vertex: Int) : CatanMove
|
||||
|
||||
/**
|
||||
* Play a progress card. Which of the optional arguments are used depends on
|
||||
* the card (see [CatanCk]); the engine's legal list names every combination it
|
||||
* accepts, so a client only ever chooses among them.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("progress")
|
||||
data class PlayProgress(
|
||||
val card: Int,
|
||||
val target: Int? = null,
|
||||
val vertex: Int? = null,
|
||||
val edge: Int? = null,
|
||||
val hexA: Int? = null,
|
||||
val hexB: Int? = null,
|
||||
val good: Good? = null,
|
||||
val dice: List<Int>? = null,
|
||||
val goods: List<Good>? = null,
|
||||
) : CatanMove
|
||||
|
||||
/**
|
||||
* Trade [give] to the bank for [get], at the best ratio this seat has for the
|
||||
* card it gives. Replaces [MaritimeTrade] in Cities & Knights, where
|
||||
* commodities trade too.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("goodsBank")
|
||||
data class GoodsBankTrade(val give: Good, val get: Good) : CatanMove
|
||||
|
||||
/**
|
||||
* Offer a trade in goods to seat [to]. Free-form like [OfferTrade], so it is
|
||||
* checked structurally and is not in the enumerated move list.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("offerGoods")
|
||||
data class OfferGoods(val to: Int, val give: List<Good>, val get: List<Good>) : CatanMove
|
||||
|
||||
/**
|
||||
* Give up exactly the cards named, to a [DiscardChore]. Structural, not
|
||||
* enumerated; the legal list carries one example so a seat is never without a move.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("discardGoods")
|
||||
data class DiscardGoods(val cards: List<Good>) : CatanMove
|
||||
|
||||
/** Hand over the cards named to a [GiveChore]. Structural, like [DiscardGoods]. */
|
||||
@Serializable
|
||||
@SerialName("giveGoods")
|
||||
data class GiveGoods(val cards: List<Good>) : CatanMove
|
||||
|
||||
/** Let the city on [vertex] fall to the barbarians. */
|
||||
@Serializable
|
||||
@SerialName("pillageCity")
|
||||
data class PillageCity(val vertex: Int) : CatanMove
|
||||
|
||||
/** Draw from the deck of this track's colour. */
|
||||
@Serializable
|
||||
@SerialName("pickDeck")
|
||||
data class PickDeck(val track: Track) : CatanMove
|
||||
|
||||
/** Give up one progress card from a hand that is over the limit. */
|
||||
@Serializable
|
||||
@SerialName("dropProgress")
|
||||
data class DropProgress(val card: Int) : CatanMove
|
||||
|
||||
/** Put the metropolis on the city at [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("placeMetropolis")
|
||||
data class PlaceMetropolis(val vertex: Int) : CatanMove
|
||||
|
||||
/** Take one [resource] from the bank for an aqueduct. */
|
||||
@Serializable
|
||||
@SerialName("aqueduct")
|
||||
data class TakeAqueduct(val resource: Resource) : CatanMove
|
||||
|
||||
/** Move the knight that was driven off to [to]. */
|
||||
@Serializable
|
||||
@SerialName("relocateKnight")
|
||||
data class RelocateKnight(val to: Int) : CatanMove
|
||||
|
||||
/** Take the knight on [vertex] off the board, for a deserter. */
|
||||
@Serializable
|
||||
@SerialName("removeKnight")
|
||||
data class RemoveKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Place the free knight from a deserter on [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("placeKnight")
|
||||
data class PlaceKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Take the spied progress card with this id. */
|
||||
@Serializable
|
||||
@SerialName("spyTake")
|
||||
data class SpyTake(val card: Int) : CatanMove
|
||||
|
||||
/** Stop promoting knights under a Smith. */
|
||||
@Serializable
|
||||
@SerialName("endSmith")
|
||||
data object EndSmith : CatanMove
|
||||
@@ -113,12 +113,30 @@ enum class CatanPhase {
|
||||
TRADE_PENDING,
|
||||
|
||||
GAME_OVER,
|
||||
|
||||
/**
|
||||
* Cities & Knights only: the first seat in [CkState.chores] has something
|
||||
* to decide (a discard, a city to give up, a card to draw…) and the game
|
||||
* waits on it. Play resumes where [CkState.back] says.
|
||||
*/
|
||||
CHORE,
|
||||
}
|
||||
|
||||
/** Which rules a table plays. The expansion is a whole rule set, not a toggle. */
|
||||
@Serializable
|
||||
enum class CatanRuleSet {
|
||||
/** The base game: development cards, Largest Army, a robber from the start. */
|
||||
BASE,
|
||||
|
||||
/** Cities & Knights: commodities, knights, barbarians, city improvements. */
|
||||
CITIES_AND_KNIGHTS,
|
||||
}
|
||||
|
||||
@Serializable
|
||||
data class CatanOptions(
|
||||
val playerCount: Int = 3,
|
||||
val pointsToWin: Int = 10,
|
||||
val ruleSet: CatanRuleSet = CatanRuleSet.BASE,
|
||||
) {
|
||||
init {
|
||||
require(playerCount in 3..4) { "The island seats three or four players" }
|
||||
@@ -190,9 +208,14 @@ data class CatanState(
|
||||
val rngStep: Int,
|
||||
val winner: Int?,
|
||||
val log: List<String>,
|
||||
/** Everything Cities & Knights adds; null in the base game. */
|
||||
val ck: CkState? = null,
|
||||
) {
|
||||
val playerCount: Int get() = options.playerCount
|
||||
|
||||
/** Whether this table plays Cities & Knights. */
|
||||
val isCk: Boolean get() = ck != null
|
||||
|
||||
/** Total resource cards held by [seat]. */
|
||||
fun resourceCount(seat: Int): Int = resources[seat].values.sum()
|
||||
|
||||
@@ -227,7 +250,11 @@ data class SetupPlace(val vertex: Int, val edge: Int) : CatanMove
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("roll")
|
||||
data class RollDice(val forced: List<Int>? = null) : CatanMove
|
||||
data class RollDice(
|
||||
val forced: List<Int>? = null,
|
||||
/** Test-only, like [forced]: the event die of a Cities & Knights roll. */
|
||||
val event: EventFace? = null,
|
||||
) : CatanMove
|
||||
|
||||
/** Discard exactly these cards. */
|
||||
@Serializable
|
||||
|
||||
@@ -57,9 +57,16 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val board = CatanBoard.generate(config.seed)
|
||||
// A different random stream than the island, so the same seed still
|
||||
// produces both a fixed island and a fixed deck.
|
||||
val devDeck = DEV_DECK
|
||||
.mapIndexed { id, type -> DevCard(id, type) }
|
||||
.shuffled(Random(config.seed + 1))
|
||||
val ck = options.ruleSet == CatanRuleSet.CITIES_AND_KNIGHTS
|
||||
// Cities & Knights has no development cards: knights and progress
|
||||
// cards take their place.
|
||||
val devDeck = if (ck) {
|
||||
emptyList()
|
||||
} else {
|
||||
DEV_DECK
|
||||
.mapIndexed { id, type -> DevCard(id, type) }
|
||||
.shuffled(Random(config.seed + 1))
|
||||
}
|
||||
|
||||
return CatanState(
|
||||
options = options,
|
||||
@@ -91,8 +98,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
rngStep = 0,
|
||||
winner = null,
|
||||
log = listOf(
|
||||
"Catan — ${options.playerCount} players, first to ${options.pointsToWin} victory points.",
|
||||
"Catan${if (ck) " — Cities & Knights" else ""} — ${options.playerCount} players, " +
|
||||
"first to ${options.pointsToWin} victory points.",
|
||||
),
|
||||
ck = if (ck) CatanCk.initial(options, config.seed) else null,
|
||||
)
|
||||
}
|
||||
|
||||
@@ -101,7 +110,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
CatanPhase.SETUP_FIRST -> state.setupIndex
|
||||
CatanPhase.SETUP_SECOND -> 2 * state.playerCount - 1 - state.setupIndex
|
||||
CatanPhase.DISCARDING -> state.discardSeat
|
||||
CatanPhase.TRADE_PENDING -> state.pendingTrade?.to
|
||||
CatanPhase.TRADE_PENDING -> state.pendingTrade?.to ?: state.ck?.goodsOffer?.to
|
||||
CatanPhase.CHORE -> state.ck?.chores?.firstOrNull()?.seat
|
||||
CatanPhase.AWAIT_ROLL, CatanPhase.ROBBER,
|
||||
CatanPhase.PLAYING, CatanPhase.FREE_ROADS,
|
||||
-> state.turn
|
||||
@@ -130,12 +140,17 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
is OfferTrade -> offerLegal(state, seat, move)
|
||||
|
||||
else -> move in legalMoves(state, seat)
|
||||
else -> if (state.isCk) {
|
||||
CatanCk.structurallyLegal(state, seat, move) ?: (move in legalMoves(state, seat))
|
||||
} else {
|
||||
move in legalMoves(state, seat)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
override fun legalMoves(state: CatanState, seat: Int): List<CatanMove> {
|
||||
if (currentSeat(state) != seat) return emptyList()
|
||||
if (state.isCk) return CatanCk.legalMoves(state, seat)
|
||||
return when (state.phase) {
|
||||
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> setupMoves(state)
|
||||
|
||||
@@ -152,11 +167,11 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
CatanPhase.TRADE_PENDING -> tradeResponses(state, seat)
|
||||
|
||||
CatanPhase.GAME_OVER -> emptyList()
|
||||
CatanPhase.CHORE, CatanPhase.GAME_OVER -> emptyList()
|
||||
}
|
||||
}
|
||||
|
||||
private fun setupMoves(state: CatanState): List<SetupPlace> {
|
||||
internal fun setupMoves(state: CatanState): List<SetupPlace> {
|
||||
val moves = mutableListOf<SetupPlace>()
|
||||
for (v in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (!vertexOpenForSettlement(state, v)) continue
|
||||
@@ -276,7 +291,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* Road placements that connect to [seat]'s network, cost aside. A player
|
||||
* with all fifteen roads laid has none.
|
||||
*/
|
||||
private fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
|
||||
internal fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
|
||||
if (state.roads.count { it == seat } >= MAX_ROADS) {
|
||||
emptyList()
|
||||
} else {
|
||||
@@ -291,7 +306,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* connection requirement does not apply — that is why setup uses its
|
||||
* own move.)
|
||||
*/
|
||||
private fun settlementVertices(state: CatanState, seat: Int): List<Int> =
|
||||
internal fun settlementVertices(state: CatanState, seat: Int): List<Int> =
|
||||
if (piecesOf(state, seat, BuildingType.SETTLEMENT) >= MAX_SETTLEMENTS) {
|
||||
emptyList()
|
||||
} else {
|
||||
@@ -301,7 +316,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
}
|
||||
|
||||
private fun cityVertices(state: CatanState, seat: Int): List<Int> =
|
||||
internal fun cityVertices(state: CatanState, seat: Int): List<Int> =
|
||||
if (piecesOf(state, seat, BuildingType.CITY) >= MAX_CITIES) {
|
||||
emptyList()
|
||||
} else {
|
||||
@@ -310,11 +325,14 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
}
|
||||
|
||||
private fun hasKnight(state: CatanState, vertex: Int): Boolean =
|
||||
state.ck?.knights?.any { it.vertex == vertex } == true
|
||||
|
||||
/** How many settlements or cities [seat] currently has standing. */
|
||||
private fun piecesOf(state: CatanState, seat: Int, type: BuildingType): Int =
|
||||
state.buildings.count { it?.owner == seat && it.type == type }
|
||||
|
||||
private fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
|
||||
internal fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
|
||||
val offer = state.pendingTrade ?: return emptyList()
|
||||
val responses = mutableListOf<CatanMove>()
|
||||
if (state.holdsAll(seat, offer.get) && state.holdsAll(offer.by, offer.give)) {
|
||||
@@ -325,8 +343,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
|
||||
/** An empty vertex with no building on it or one edge away. */
|
||||
private fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean =
|
||||
state.buildings[v] == null &&
|
||||
internal fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean =
|
||||
state.buildings[v] == null && !hasKnight(state, v) &&
|
||||
CatanBoard.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
|
||||
|
||||
/**
|
||||
@@ -345,6 +363,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
/** Whether [seat]'s roads and buildings reach [vertex] so a road may start there. */
|
||||
private fun networkReaches(state: CatanState, seat: Int, vertex: Int): Boolean {
|
||||
val building = state.buildings[vertex]
|
||||
// A knight is a wall to everyone but its owner, like a building.
|
||||
val knight = state.ck?.knights?.firstOrNull { it.vertex == vertex }
|
||||
if (knight != null && knight.owner != seat) return false
|
||||
// Your own building is always a way in; anyone else's is a wall.
|
||||
if (building != null) return building.owner == seat
|
||||
return CatanBoard.VERTEX_EDGES[vertex].any { state.roads[it] == seat }
|
||||
@@ -387,18 +408,22 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
is MaritimeTrade -> applyMaritimeTrade(state, seat, move)
|
||||
EndTurn -> applyEndTurn(state, seat)
|
||||
EndFreeRoads -> applyEndFreeRoads(state, seat)
|
||||
}
|
||||
else -> CatanCk.apply(state, seat, move)
|
||||
}.let { if (it.isCk) CatanCk.settle(it) else it }
|
||||
}
|
||||
|
||||
private fun applySetup(state: CatanState, seat: Int, move: SetupPlace): CatanState {
|
||||
val n = state.playerCount
|
||||
val second = state.phase == CatanPhase.SETUP_SECOND
|
||||
// In Cities & Knights the second placement is a city.
|
||||
val first = if (state.isCk && second) BuildingType.CITY else BuildingType.SETTLEMENT
|
||||
var s = state.copy(
|
||||
buildings = state.buildings.toMutableList().also {
|
||||
it[move.vertex] = CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
it[move.vertex] = CatanBuilding(first, seat)
|
||||
},
|
||||
roads = state.roads.toMutableList().also { it[move.edge] = seat },
|
||||
log = state.log + "Seat $seat settles at ${move.vertex} and lays a road on ${move.edge}.",
|
||||
log = state.log + ("Seat $seat ${if (first == BuildingType.CITY) "raises a city" else "settles"} " +
|
||||
"at ${move.vertex} and lays a road on ${move.edge}."),
|
||||
)
|
||||
|
||||
if (second) {
|
||||
@@ -432,6 +457,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
|
||||
private fun applyRoll(state: CatanState, seat: Int, move: RollDice): CatanState {
|
||||
if (state.isCk) return CatanCk.applyRoll(state, seat, move)
|
||||
val dice = move.forced ?: derivedDice(state)
|
||||
val total = dice[0] + dice[1]
|
||||
val s = state.copy(lastDice = dice, rngStep = state.rngStep + 1)
|
||||
@@ -506,6 +532,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
((after + 1) until state.playerCount).firstOrNull { state.resourceCount(it) > 7 }
|
||||
|
||||
private fun applyRobber(state: CatanState, seat: Int, move: MoveRobber): CatanState {
|
||||
if (state.isCk) return CatanCk.applyRobber(state, seat, move)
|
||||
val hex = CatanBoard.hexIndex[move.hex]
|
||||
?: throw IllegalArgumentException("No hex at ${move.hex}")
|
||||
var s = state.copy(robber = hex, rngStep = state.rngStep + 1)
|
||||
@@ -522,8 +549,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
return s.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
log = s.log + "Seat $seat moves the robber to the ${terrainName(state.terrains[hex])}" +
|
||||
" (${move.hex.q},${move.hex.r})$stolen.",
|
||||
log = s.log + ("Seat $seat moves the robber to the ${terrainName(state.terrains[hex])}" +
|
||||
" (${move.hex.q},${move.hex.r})$stolen."),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -535,7 +562,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (free) {
|
||||
val left = s.pendingFreeRoads - 1
|
||||
s = s.copy(pendingFreeRoads = left)
|
||||
if (left == 0) s = s.copy(phase = CatanPhase.PLAYING)
|
||||
if (left == 0) s = s.copy(phase = phaseAfterRoads(s))
|
||||
}
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}."))
|
||||
}
|
||||
@@ -560,7 +587,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
},
|
||||
)
|
||||
s = payCost(s, seat, CITY_COST)
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat raises a city at ${move.vertex}."))
|
||||
s = s.copy(log = s.log + "Seat $seat raises a city at ${move.vertex}.")
|
||||
// A city can be what a waiting metropolis needed.
|
||||
if (s.isCk) s = CatanCk.afterCityBuilt(s, seat)
|
||||
return checkWin(s)
|
||||
}
|
||||
|
||||
private fun applyBuyDevCard(state: CatanState, seat: Int): CatanState {
|
||||
@@ -637,11 +667,12 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
state.copy(
|
||||
phase = CatanPhase.TRADE_PENDING,
|
||||
pendingTrade = TradeOffer(by = seat, to = move.to, give = move.give, get = move.get),
|
||||
log = state.log + "Seat $seat offers ${describe(countOf(move.give))} for " +
|
||||
"${describe(countOf(move.get))} to seat ${move.to}.",
|
||||
log = state.log + ("Seat $seat offers ${describe(countOf(move.give))} for " +
|
||||
"${describe(countOf(move.get))} to seat ${move.to}."),
|
||||
)
|
||||
|
||||
private fun applyAcceptTrade(state: CatanState, seat: Int): CatanState {
|
||||
if (state.ck?.goodsOffer != null) return CatanCk.answerOffer(state, seat, accept = true)
|
||||
val offer = state.pendingTrade!!
|
||||
var resources = withCards(state.resources, offer.to, offer.get, -1)
|
||||
resources = withCards(resources, offer.by, offer.give, -1)
|
||||
@@ -656,7 +687,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
|
||||
private fun applyDeclineTrade(state: CatanState, seat: Int): CatanState =
|
||||
state.copy(
|
||||
if (state.ck?.goodsOffer != null) CatanCk.answerOffer(state, seat, accept = false) else state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
log = state.log + "Seat $seat declines the offer.",
|
||||
@@ -668,8 +699,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val s = state.copy(resources = withCards(paid, seat, listOf(move.get), 1))
|
||||
val via = if (ratio == 4) "the bank" else "a $ratio:1 harbour"
|
||||
return s.copy(
|
||||
log = s.log + "Seat $seat trades $ratio ${move.give.name.lowercase()} for a " +
|
||||
"${move.get.name.lowercase()} via $via.",
|
||||
log = s.log + ("Seat $seat trades $ratio ${move.give.name.lowercase()} for a " +
|
||||
"${move.get.name.lowercase()} via $via."),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -679,7 +710,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (settled.phase == CatanPhase.GAME_OVER) return settled
|
||||
|
||||
val next = (state.turn + 1) % state.playerCount
|
||||
val s = state.copy(
|
||||
val s = (if (state.isCk) CatanCk.endTurn(state) else state).copy(
|
||||
turn = next,
|
||||
turnNumber = state.turnNumber + 1,
|
||||
phase = CatanPhase.AWAIT_ROLL,
|
||||
@@ -692,9 +723,13 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return checkWin(s)
|
||||
}
|
||||
|
||||
/** Where play goes after free roads: a card played before the roll returns to the roll. */
|
||||
private fun phaseAfterRoads(state: CatanState): CatanPhase =
|
||||
if (state.ck?.back == Back.AWAIT_ROLL) CatanPhase.AWAIT_ROLL else CatanPhase.PLAYING
|
||||
|
||||
private fun applyEndFreeRoads(state: CatanState, seat: Int): CatanState =
|
||||
state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
phase = phaseAfterRoads(state),
|
||||
pendingFreeRoads = 0,
|
||||
log = state.log + "Seat $seat forfeits the remaining free road.",
|
||||
)
|
||||
@@ -710,6 +745,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* view or the host's copy.
|
||||
*/
|
||||
fun publicVictoryPoints(state: CatanState): List<Int> {
|
||||
if (state.isCk) return CatanCk.publicVictoryPoints(state)
|
||||
val points = IntArray(state.playerCount)
|
||||
state.buildings.forEach { building ->
|
||||
if (building != null) {
|
||||
@@ -725,7 +761,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
publicVictoryPoints(state)[seat] +
|
||||
state.devHands[seat].count { it.type == DevCardType.VICTORY_POINT }
|
||||
|
||||
private fun checkWin(state: CatanState): CatanState {
|
||||
internal fun checkWin(state: CatanState): CatanState {
|
||||
if (state.phase == CatanPhase.GAME_OVER) return state
|
||||
val seat = state.turn
|
||||
val points = victoryPoints(state, seat)
|
||||
@@ -746,7 +782,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* road falls below five segments the award reopens to the longest road
|
||||
* of five or more, lowest seat first on a tie.
|
||||
*/
|
||||
private fun refreshLongestRoad(state: CatanState): CatanState {
|
||||
internal fun refreshLongestRoad(state: CatanState): CatanState {
|
||||
val lengths = (0 until state.playerCount).map { longestRoadFor(state, it) }
|
||||
val holder = state.longestRoadOwner
|
||||
val best = lengths
|
||||
@@ -782,6 +818,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val building = state.buildings[v]
|
||||
if (building != null && building.owner != seat) blocked[v] = true
|
||||
}
|
||||
state.ck?.knights?.forEach { if (it.owner != seat) blocked[it.vertex] = true }
|
||||
for (start in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (CatanBoard.VERTEX_EDGES[start].none { state.roads[it] == seat }) continue
|
||||
val visited = BooleanArray(CatanBoard.VERTEX_COUNT)
|
||||
@@ -843,7 +880,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
fun bankSupply(state: CatanState, resource: Resource): Int =
|
||||
BANK_PER_RESOURCE - state.resources.sumOf { it[resource] ?: 0 }
|
||||
|
||||
private fun affordable(state: CatanState, seat: Int, cost: Map<Resource, Int>): Boolean =
|
||||
internal fun affordable(state: CatanState, seat: Int, cost: Map<Resource, Int>): Boolean =
|
||||
cost.all { (resource, need) -> (state.resources[seat][resource] ?: 0) >= need }
|
||||
|
||||
private fun payCost(state: CatanState, seat: Int, cost: Map<Resource, Int>): CatanState =
|
||||
@@ -894,6 +931,16 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return best
|
||||
}
|
||||
|
||||
/** 3 if [seat] has a settlement on a generic harbour, else the bank's 4. */
|
||||
fun genericPortRatio(state: CatanState, seat: Int): Int {
|
||||
for (port in state.ports) {
|
||||
if (port.resource != null) continue
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[port.edge]
|
||||
if (state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat) return port.ratio
|
||||
}
|
||||
return 4
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Results, redaction and wire format
|
||||
// -----------------------------------------------------------------------
|
||||
@@ -908,12 +955,15 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
else -> "Seat $winner wins"
|
||||
}
|
||||
|
||||
override fun viewFor(state: CatanState, seat: Int): CatanState = state.copy(
|
||||
// Hidden information stays with the holder and the host.
|
||||
devDeck = emptyList(),
|
||||
devHands = state.devHands.mapIndexed { index, hand ->
|
||||
if (index == seat) hand else emptyList()
|
||||
},
|
||||
override fun viewFor(state: CatanState, seat: Int): CatanState = CatanCk.viewFor(
|
||||
state.copy(
|
||||
// Hidden information stays with the holder and the host.
|
||||
devDeck = emptyList(),
|
||||
devHands = state.devHands.mapIndexed { index, hand ->
|
||||
if (index == seat) hand else emptyList()
|
||||
},
|
||||
),
|
||||
seat,
|
||||
)
|
||||
|
||||
override fun encodeState(state: CatanState): String = json.encodeToString(state)
|
||||
|
||||
@@ -190,6 +190,8 @@ object CatanText {
|
||||
"$turn is placing free roads…"
|
||||
}
|
||||
|
||||
CatanPhase.CHORE -> "Waiting for ${seats.label(onClock ?: state.turn)}…"
|
||||
|
||||
CatanPhase.TRADE_PENDING -> {
|
||||
val offer = state.pendingTrade
|
||||
when {
|
||||
|
||||
Reference in New Issue
Block a user