The bootstrap rebranded the app to Pilgrims of Katan (WALA-118 review);
the decision is to keep the upstream's own identity instead.
- Title and splash: the upstream originals restored exactly — the Wallace
tartan splash under the "Pro Libertate Games" uncial wordmark
(SplashScreen.kt, Tartan.kt), the tartan launcher icon, and the
Theme.ProLibertateGames window theme. The game screens go back to the
upstream WallaceGold/WallaceRed accents the tartan is woven from.
- Names and colours: launcher names back to "Pro Libertate Games" /
"Pro Libertate Games DEV"; the channel colours back to the clan red /
hunting green setts (resValue tartan_field and friends). The installed
identity stays ca.wallacenet.pilgrimsofkatan (+ .dev) — that is the
package, not the brand.
- Catalogue: Katan is listed under Board Games (3-4 players, original
blurb, no third-party marks) with available = false, so dev builds show
it as "Coming soon" and a production build hides it until its engine
and screen land.
- Docs: README/CLAUDE.md/docs/CI.md updated to the restored identity;
CatalogTest's invariant now names Katan as the one deliberate exception
rather than asserting nothing is unfinished.
Structural bootstrap untouched: applicationId, OTA repointed at the Gitea
releases, CI workflows, version stamping.
Verified: ./gradlew assembleDebug and testDebugUnitTest green — 628 tests,
0 failures.
Co-Authored-By: Paperclip <[email protected]>
Import of ProLibertateGames (upstream main, GPL-3.0) rebranded for
Wallacenet and repointed at git.wallacenet.ca.
- Identity: applicationId ca.wallacenet.pilgrimsofkatan (+ .dev for the dev
channel), launcher names "Pilgrims of Katan" / "Pilgrims of Katan DEV",
neutral hexagon branding replacing the Wallace tartan. Uncial Antiqua keeps
its OFL licence, and the GPL-3.0 LICENSE plus upstream attribution stay.
- OTA: Updater.kt now reads this repo's own Gitea releases
(/api/v1/repos/devadmin/PilgrimsOfKatan/releases...) and BuildConfig.
OTA_ENABLED is on; Gitea answers the same JSON shape the code already parsed.
- Build numbers: versionCode = CI run number + plgVersionRunOffset (1000),
with the tag and versionName derived from the same figure. The offset is
permanent, because Gitea Actions restarts run numbers at 1 and a reset would
otherwise make Android reject the next build as a downgrade.
- CI: ci.yml publishes a dev prerelease from dev, release.yml a production
release from main, both through scripts/publish-release.sh (Gitea REST API,
runnable by hand until an Actions runner is registered).
- Docs: docs/CI.md records the channel, numbering and runner decisions;
docs/README.md seeds the per-game RULES-* conventions; CLAUDE.md carries the
agent ground rules.
Verified: ./gradlew assembleDebug and testDebugUnitTest green on JDK 17 /
compileSdk 34, both variants stamped, installing side by side under the new
identity.
Co-Authored-By: Paperclip <[email protected]>
- The launcher icon is a single square of the tartan, drawn as a vector
so it stays sharp at any density and ships no PNGs. The adaptive
icon's foreground is deliberately empty: the cloth is the icon.
- Tartan.kt draws the sett as warp, then as weft at half opacity. That
overlap is what gives the blended squares and reads as woven cloth
rather than a printed grid, and it is reused by both the icon and the
splash.
- The app opens on the tartan under "Pro Libertate Games" in Uncial
Antiqua, holds two seconds, then fades. It is an overlay rather than a
destination, so the menu is already composed behind it and the fade
reveals a live screen. The window background is set to a dark red so
launch does not flash white before Compose draws.
Two things to be aware of:
- WallaceSett is an approximation. It reads as Wallace — bold red and
black check with a narrow gold overstripe — but the registered
threadcount could not be verified here, so the counts were chosen to
look right. They are plain data and can be swapped for the registered
ones without touching anything else.
- Uncial Antiqua is bundled under the SIL Open Font License 1.1, with
the full licence at docs/licenses/UncialAntiqua-OFL.txt. The OFL
requires that to be distributed with the font, so it must not be
separated from it.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
First vertical slice: the whole shell plus two games playable end to end,
so every layer is exercised before the other nine games are built on it.
Games
- Euchre: bowers, ordering up, dealer discard, going alone, stick the
dealer, and full scoring. Rule variants (deck size, points to win,
stick the dealer, going alone) are toggles in game setup.
- Sequence: two-eyed and one-eyed jacks, free corners, locked sequences,
the shared-chip limit, and dead-card exchange. Teams, players per team
and the sequence target are toggles.
- The board layout in SequenceBoard is generated, not the commercial
board — it holds every structural property the rules need, but does not
match a physical board. Documented in docs/RULES-sequence.md.
Multiplayer
- One transport abstraction over newline-delimited JSON, implemented
twice: LAN via NSD discovery and TCP, Bluetooth via Classic RFCOMM.
A lobby advertises on both at once, so a table can mix them.
- Host-authoritative: clients send move intents, the host re-validates
every one against the rules, and each client receives a state redacted
for its own seat so hidden information never crosses the wire.
- Seats start as AI and are handed to people as they join, which is what
makes any mix of humans and AI work without a separate code path.
Shell
- Main menu lists all eleven games; the nine without engines are marked
coming soon and are driven entirely by GameCatalog.
- Settings: sound, animation speed (one multiplier drives card movement
and AI thinking time), and OTA updates from the latest GitHub release.
- Layouts measure available space rather than assuming an orientation.
The game package is free of Android types, so the rules engines and AI
run under plain JUnit; 43 tests cover ranking, following suit, scoring,
sequence detection, redaction, wire round-trips and full random and AI
playthroughs.
Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN