Author SHA1 Message Date
Claude d7d3c8a3ed Katan: open trade offers and counter-offers
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- Offers can go to the whole table (asked in seat order, empty hands skipped) or one seat.
- The asked seat may accept (trade happens at once), decline, or counter with new terms.
- If nobody accepts and there are counters, the offerer takes one or turns them all down (new TRADE_COUNTERS phase).
- AI: fixes an inverted accept test (it weighed what it gives against what it gets backwards), picks the best counter.
- UI: Everyone option in the offer dialog, Counter… in the reply dialog, a counter-choice dialog.
- Tests and docs updated.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018njn2eMPAYqAoE49hGRg2X
2026-10-15 20:24:45 +00:00
devadmin 12fec14034 Merge pull request 'Katan: rolled-hex highlight, compact Build menu, clearer harbours' (#5) from feature/catan-roll-highlight-build-menu-ports into dev
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2026-10-15 12:19:08 -06:00
Claude 5e84119670 Katan: mark build-menu label lambda @Composable
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018njn2eMPAYqAoE49hGRg2X
2026-10-15 18:11:16 +00:00
Claude b90058afda Katan: highlight rolled hexes, one-button Build menu on small screens, clearer harbours
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- Hexes that paid out for the turn's roll are lit (not on a 7, not the robber's hex, not before the roll).
- Compact layouts fold Road/Settlement/City into one Build button with a menu.
- Harbour markers are drawn with a resource pictogram (? for 3:1), larger, and sit a full hex radius off the coast so the piers show which vertices they serve.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_018njn2eMPAYqAoE49hGRg2X
2026-10-15 17:40:48 +00:00
devadminandClaude Sonnet 5.5 ef69704e00 Merge pull request 'Katan: no roads past an opponent's settlement, piece limits, stable layout' (#4) from fix/catan-road-rule-and-ui-stability into dev
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Katan: no roads past an opponent's settlement, piece limits, stable layout

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-15 08:03:25 -06:00
Claude 3b0b307997 Katan: no roads past an opponent's settlement, piece limits, stable layout
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Rules
- A road may only start from a crossing where the player has a building, or
  where one of their roads ends AND no opponent's settlement or city stands.
  roadConnects ignored opponents' buildings, so a road (the computer's included)
  could be laid straight past a settlement. Also applies to Road Building.
- Enforce the piece supply: 15 roads, 5 settlements, 4 cities. It was
  unlimited.
- Tests: building past a settlement and a city, free roads, own settlement not
  blocking, and running out of each piece.

UI
- The layout rescaled the board whenever it became the player's turn, because
  the action buttons only existed then. Everything outside the board now has a
  fixed height: the action bar always shows every button (disabled, not absent),
  the prompt is pinned to two lines, player cards always draw every line, and
  the dice total is always present. Rule recorded in docs/UI-catan.md.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-15 13:55:03 +00:00
devadminandClaude Sonnet 5.5 87b00ad84f Merge pull request 'Katan: playable screen, setup options, dev-preview gate' (#3) from feature/catan-ui into dev
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Katan: playable screen, setup options, dev-preview gate

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-14 20:52:24 -06:00
Claude 30dcf026bd Katan: playable screen, setup options, dev-preview catalogue gate
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Adds the Katan screen on top of the WALA-119 engine, built in separable layers
so the look, wording, layout and interaction can each be changed alone:

- CatanStyle: every colour and proportion (light/dark), via LocalCatanStyle
- CatanText: every word on screen (pure functions of state)
- CatanGeometry: lattice -> pixels and tap hit-testing (pure, unit-tested)
- CatanInteraction: what is tappable and what a tap means, derived only from the
  engine's legal-move list (pure, unit-tested)
- CatanBoardView / CatanPanels / CatanDialogs: stateless composables
- CatanScreen: wiring to MatchController, portrait and landscape layouts
- CatanPreviews: Android Studio previews of real positions
- docs/UI-catan.md: how to adapt each layer, rules of the road, known gaps

Wiring: PlayScreen branch, GameSetupScreen options (3-4 players, game to
5/8/10/12), and a GameDescriptor.devPreview flag so dev builds can open Katan
while production still hides it until two-device play is verified.

Tests: CatanGeometryTest, CatanInteractionTest, CatanTextTest, CatalogTest.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-14 22:24:45 +00:00
devadmin a778e4732f Merge pull request 'Merge feature/catan-engine into dev (Katan rules engine + AI, WALA-119)' (#2) from catan-into-dev into dev
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Reviewed-on: #2
2026-10-14 15:57:04 -06:00
Claude fb59372802 Restore the Katan catalogue entry the engine depends on
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The Option 2 migration dropped Gitea's 5c797c8, which added GameCatalog.CATAN
and a Katan entry (available = false: Coming soon on dev, hidden from
production). CatanRules.kt references GameCatalog.CATAN, so the merge did not
compile without it. Taken verbatim from feature/catan-engine, with the
matching CatalogTest assertions.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-14 20:55:38 +00:00
Claude 653e7a17a3 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
2026-10-14 20:50:28 +00:00
rootandClaude Sonnet 5.5 33a253d80c CI: keep JVM crash logs and try C1-only JIT on the runner
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Runs on the Gitea runner crash intermittently on three JDK vendors. Upload
hs_err/replay logs on failure so the failing frame survives the job
container, and drop C2 (TieredStopAtLevel=1) for the Gradle and Kotlin
daemons to test whether the optimising JIT is the trigger.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01YGRgChhwbwWr5yYrHTd9pL
2026-10-14 14:34:10 -06:00
Claude 4ffe817d5f Stage script: use node instead of jq
CI / Build and check (push) Failing after 8m40s
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The Gitea runner's container image has node but no jq, so the first dev deploy
died with exit 127 in stage-pages-site.sh. Same behaviour, tested against mock
servers for: other channel published, 200-with-HTML, 404, and unreachable.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-14 20:13:21 +00:00
Claude fd352b4d14 Back to Temurin JDK 17 now that api.adoptium.net is reachable from the runner
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
2026-10-14 19:43:13 +00:00
adrianoftyrielandPaperclip 3a930f5423 Katan rules engine + AI (WALA-119)
CI / Build and check (pull_request) Failing after 8s
The island game as a pure-Kotlin state machine under game/catan/, wired to
the upstream GameRules / GameAi contract and fully unit-tested on the JVM.

- game/catan/: CatanModel (state, moves, phases), CatanBoard (19-hex
  geometry, seeded island generation with the 6/8 separation rule, shared
  vertex/edge graph), CatanRules (setup, production, the seven and the
  robber, domestic and maritime trade, building, development cards,
  Longest Road, Largest Army, win detection), CatanAi (a heuristic opponent
  that reads only public information).
- GameRules.isLegalMove: a defaulted structural legality check so a game
  with a combinatorial move space (Catan's trade offers) is gated the same
  way as one with an enumerated move list; MatchController uses it.
- GameCatalog.CATAN: the catalogue entry, listed but not yet available
  (descriptor and screen land with the screen task).
- Tests: 51 across CatanBoardTest, CatanRulesTest and CatanAiTest —
  geometry invariants, generation balance, setup, production, the
  seven/robber, both trade types, development-card timing, Longest Road
  edge cases, Largest Army, win detection, and AI games played to a result.
- docs/RULES-catan.md, in the per-game style, with the rule choices and
  the known gaps called out.

Two real engine bugs found and fixed while getting the suite green:
VERTEX_EDGES counted each shared edge once per adjacent hex, so an
interior vertex looked like it had six edges (which also double-counted
segments in the Longest Road search and duplicated setup moves); and the
applyRoll seven-transition was a discarded expression, so a seven never
left AWAIT_ROLL. Three test fixtures rolled from the PLAYING phase and two
assumed a two-seat rotation; corrected to the phases and seat order the
engine actually uses.

Verified: ./gradlew :app:testDebugUnitTest --offline — 679 tests, 0 failures.

Co-Authored-By: Paperclip <[email protected]>
2026-10-14 15:13:36 +00:00
35 changed files with 7718 additions and 27 deletions
+4 -4
View File
@@ -22,8 +22,9 @@ cp site/index.html site/404.html site/_headers "$out/"
name="$(basename "$apk")" name="$(basename "$apk")"
cp "$apk" "$out/$channel/$name" cp "$apk" "$out/$channel/$name"
cp "$apk" "$out/$channel/ProLibertateGames.apk" cp "$apk" "$out/$channel/ProLibertateGames.apk"
jq -n --arg tag "$tag" --arg name "$name" --arg ch "$channel" --arg url "$base/$channel/$name" \ # node rather than jq: the Gitea runner's image has node but not jq.
'{tag: $tag, apkName: $name, apkUrl: $url, channel: $ch}' > "$out/$channel/latest.json" node -e 'console.log(JSON.stringify({tag: process.argv[1], apkName: process.argv[2], apkUrl: process.argv[3], channel: process.argv[4]}, null, 2))' \
"$tag" "$name" "$base/$channel/$name" "$channel" > "$out/$channel/latest.json"
# PLG_SKIP_OTHER=1 is for the very first deploy, when the site does not exist # PLG_SKIP_OTHER=1 is for the very first deploy, when the site does not exist
# yet and the domain answers 403 (Cloudflare error 1014) instead of 404. # yet and the domain answers 403 (Cloudflare error 1014) instead of 404.
@@ -47,13 +48,12 @@ fi
if [ "$code" = 404 ]; then if [ "$code" = 404 ]; then
echo "No $other channel published yet; skipping." echo "No $other channel published yet; skipping."
rm -rf "$out/$other" rm -rf "$out/$other"
elif [ "$code" = 200 ] && ! jq -e .apkName "$out/$other/latest.json" >/dev/null 2>&1; then elif [ "$code" = 200 ] && ! other_name="$(node -p 'const j = JSON.parse(require("fs").readFileSync(process.argv[1], "utf8")); if (!j.apkName) process.exit(1); j.apkName' "$out/$other/latest.json" 2>/dev/null)"; then
# A 200 that is not our JSON: Pages without a 404.html answers unknown paths # A 200 that is not our JSON: Pages without a 404.html answers unknown paths
# with index.html. Nothing is published on that channel. # with index.html. Nothing is published on that channel.
echo "No $other channel published yet (200 but no latest.json); skipping." echo "No $other channel published yet (200 but no latest.json); skipping."
rm -rf "$out/$other" rm -rf "$out/$other"
elif [ "$code" = 200 ]; then elif [ "$code" = 200 ]; then
other_name="$(jq -er .apkName "$out/$other/latest.json")"
curl -fsS -o "$out/$other/$other_name" "$base/$other/$other_name" curl -fsS -o "$out/$other/$other_name" "$base/$other/$other_name"
cp "$out/$other/$other_name" "$out/$other/ProLibertateGames.apk" cp "$out/$other/$other_name" "$out/$other/ProLibertateGames.apk"
else else
+14 -1
View File
@@ -56,7 +56,7 @@ jobs:
- name: Set up JDK 17 - name: Set up JDK 17
uses: actions/setup-java@v4 uses: actions/setup-java@v4
with: with:
distribution: zulu distribution: temurin
java-version: '17' java-version: '17'
cache: gradle cache: gradle
@@ -80,6 +80,19 @@ jobs:
if-no-files-found: error if-no-files-found: error
retention-days: 14 retention-days: 14
- name: Upload JVM crash logs
# A JVM crash writes hs_err_pid*.log into the workspace, which dies
# with the job container; keep it so the failing frame can be read.
if: failure()
uses: actions/upload-artifact@v4
with:
name: ProLibertateGames-jvm-crash
path: |
hs_err_pid*.log
replay_pid*.log
if-no-files-found: ignore
retention-days: 14
- name: Upload lint and test reports - name: Upload lint and test reports
# Reports are most useful precisely when a step above failed. # Reports are most useful precisely when a step above failed.
if: always() if: always()
+1 -1
View File
@@ -42,7 +42,7 @@ jobs:
- name: Set up JDK 17 - name: Set up JDK 17
uses: actions/setup-java@v4 uses: actions/setup-java@v4
with: with:
distribution: zulu distribution: temurin
java-version: '17' java-version: '17'
cache: gradle cache: gradle
+3
View File
@@ -372,6 +372,8 @@ game:
- [Ta Yü](docs/RULES-tayu.md) — **note the caveats about the reconstruction**: - [Ta Yü](docs/RULES-tayu.md) — **note the caveats about the reconstruction**:
the game is out of print and the rulebook could not be obtained, so the the game is out of print and the rulebook could not be obtained, so the
document says which parts are attested and which were derived document says which parts are attested and which were derived
- [Katan](docs/RULES-catan.md) — the island game (catalogue id `catan`); the
rules engine and AI are in place, the screen lands with its own task
## Layout ## Layout
@@ -394,6 +396,7 @@ game/ rules engines and AI — pure Kotlin, no Android, unit-tested
mastermind/ Mastermind codes, scoring, and a code breaker mastermind/ Mastermind codes, scoring, and a code breaker
pirates/ Pirates and Bulgars — the cross board, the hunt, search pirates/ Pirates and Bulgars — the cross board, the hunt, search
tayu/ Ta Yü tile geometry, river rules, scoring, AI tayu/ Ta Yü tile geometry, river rules, scoring, AI
catan/ Katan island geometry, production, trade, dev cards, heuristic AI
net/ wire protocol, LAN transport, lobby, match driver net/ wire protocol, LAN transport, lobby, match driver
score/ scorekeeper sheet — pure Kotlin, unit-tested — and its store score/ scorekeeper sheet — pure Kotlin, unit-tested — and its store
settings/ DataStore-backed preferences settings/ DataStore-backed preferences
@@ -42,7 +42,20 @@ data class GameDescriptor(
val teamBased: Boolean, val teamBased: Boolean,
val blurb: String, val blurb: String,
val available: Boolean, val available: Boolean,
/**
* Playable on a dev build while still hidden from production.
*
* [available] is the release gate: it is what a production build lists and
* lets people open. A game that has an engine and a screen but has not yet
* been verified on real devices sets this instead, so it can be played and
* tested from the dev channel without being offered to everyone. Flip
* [available] on (and this off) once it has been verified.
*/
val devPreview: Boolean = false,
) { ) {
/** Whether the menu should let this game be opened in the given kind of build. */
fun playableIn(devBuild: Boolean): Boolean = available || (devBuild && devPreview)
/** /**
* The one menu this game is listed under. * The one menu this game is listed under.
* *
@@ -94,6 +107,13 @@ object GameCatalog {
const val MORRIS = "morris" const val MORRIS = "morris"
const val PIRATES = "pirates" const val PIRATES = "pirates"
/**
* The island game the collection is named for. Listed under Board Games
* and marked *Coming soon*; the engine and its screen land with the game
* task, and `available` flips on once two-device play is verified.
*/
const val CATAN = "catan"
val all: List<GameDescriptor> = listOf( val all: List<GameDescriptor> = listOf(
GameDescriptor( GameDescriptor(
id = EUCHRE, id = EUCHRE,
@@ -333,6 +353,21 @@ object GameCatalog {
"because your score multiplies them.", "because your score multiplies them.",
available = true, available = true,
), ),
GameDescriptor(
id = CATAN,
title = "Katan",
menus = setOf(GameMenu.BOARD),
minPlayers = 3,
maxPlayers = 4,
teamBased = false,
blurb = "Trade, build, and settle the island.",
// Engine and screen exist but have not been verified on two real
// devices yet. Dev builds can open it as a *Preview*; a production
// build does not list it. Flip `available` on, and `devPreview`
// off, once two-device play has been verified.
available = false,
devPreview = true,
),
) )
fun byId(id: String): GameDescriptor? = all.firstOrNull { it.id == id } fun byId(id: String): GameDescriptor? = all.firstOrNull { it.id == id }
@@ -0,0 +1,336 @@
package org.prolibertate.games.game.catan
import org.prolibertate.games.game.engine.GameAi
/**
* A heuristic Catan opponent.
*
* It plays a legal, mildly strategic game: it settles on the best-producing
* intersections it can reach, raises cities, chases Largest Army with its
* knights, spends its progress cards when they complete something, trades
* its surplus to the bank or the table to close a one-card gap, and robs
* whoever is winning.
*
* Honesty is a design constraint, not an accident: this runs on the host,
* where the authoritative state is fully visible. It reads only public
* information — terrain, numbers, buildings, roads, resource counts,
* dev-card counts, knights played — plus its own hand, and never looks
* into the deck, another seat's development cards, or the seed beyond the
* roll the rules derive from it.
*/
class CatanAi : GameAi<CatanState, CatanMove> {
override fun chooseMove(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
require(legal.isNotEmpty() || state.phase == CatanPhase.PLAYING) {
"No legal move for seat $seat"
}
return when (state.phase) {
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND ->
chooseSetup(state, seat, legal.filterIsInstance<SetupPlace>())
CatanPhase.AWAIT_ROLL -> legal.first { it is RollDice }
CatanPhase.DISCARDING -> chooseDiscard(state, seat, legal.filterIsInstance<Discard>())
CatanPhase.ROBBER -> chooseRobber(state, seat, legal.filterIsInstance<MoveRobber>())
CatanPhase.FREE_ROADS -> chooseFreeRoad(state, seat, legal)
CatanPhase.TRADE_PENDING -> chooseResponse(state, seat, legal)
CatanPhase.TRADE_COUNTERS -> chooseCounter(state, legal)
CatanPhase.PLAYING -> choosePlaying(state, seat, legal)
CatanPhase.GAME_OVER -> legal.firstOrNull()
?: error("The game is over; nobody chooses a move")
}
}
// -----------------------------------------------------------------------
// Setup
// -----------------------------------------------------------------------
private fun chooseSetup(state: CatanState, seat: Int, places: List<SetupPlace>): SetupPlace {
require(places.isNotEmpty()) { "No legal settlement placement" }
return places.maxByOrNull { place ->
spotValue(state, place.vertex) +
0.25 * placeDirection(state, place)
} ?: places.first()
}
/**
* Where the setup road points: the best settlement spot two edges out
* through the far end of the road. The vertex next to the new
* settlement can never hold one (the distance rule), so what a road is
* worth is what it reaches past it.
*/
private fun placeDirection(state: CatanState, place: SetupPlace): Double {
val far = CatanBoard.otherEnd(place.edge, place.vertex)
return CatanBoard.VERTEX_NEIGHBORS[far]
.filter { it != place.vertex && it !in CatanBoard.VERTEX_NEIGHBORS[place.vertex] }
.maxOfOrNull { spotValue(state, it) }
?: 0.0
}
// -----------------------------------------------------------------------
// Dice, discards and the robber
// -----------------------------------------------------------------------
private fun chooseDiscard(state: CatanState, seat: Int, discards: List<Discard>): Discard {
require(discards.isNotEmpty()) { "No legal discard" }
// Throw away what it wants least; grain and ore are the city, wool
// is mostly a dev-card tax.
return discards.minByOrNull { discard ->
discard.cards.sumOf { want(it) }
} ?: discards.first()
}
private fun chooseRobber(state: CatanState, seat: Int, moves: List<MoveRobber>): MoveRobber {
require(moves.isNotEmpty()) { "No legal robber move" }
val points = CatanRules.publicVictoryPoints(state)
return moves.maxByOrNull { move ->
val hex = CatanBoard.hexIndex.getValue(move.hex)
var score = 0.0
for (v in CatanBoard.HEX_CORNERS[hex]) {
val building = state.buildings[v] ?: continue
if (building.owner == seat) continue
val worth = if (building.type == BuildingType.CITY) 2 else 1
score += worth * CatanBoard.numberOdds(state.numbers[hex]) / 36.0
}
if (move.victim != null) {
score += 0.15 * state.resourceCount(move.victim) +
0.3 * points[move.victim]
}
score
} ?: moves.first()
}
// -----------------------------------------------------------------------
// The main phase
// -----------------------------------------------------------------------
private fun choosePlaying(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
// A city doubles the best production the seat already owns.
legal.filterIsInstance<BuildCity>().maxByOrNull {
spotValue(state, it.vertex)
}?.let { return it }
legal.filterIsInstance<BuildSettlement>().maxByOrNull {
spotValue(state, it.vertex)
}?.let { return it }
// A knight is worth playing whenever one is playable: it blocks an
// opponent's best hex and marches toward Largest Army.
legal.filterIsInstance<PlayKnight>().firstOrNull()?.let { return it }
yearOfPlenty(state, legal)?.let { return it }
monopoly(state, legal)?.let { return it }
// Road Building is worth two free segments whenever there is
// somewhere to put them.
if (legal.filterIsInstance<PlayRoadBuilding>().isNotEmpty() &&
legal.filterIsInstance<BuildRoad>().size >= 2
) {
return legal.filterIsInstance<PlayRoadBuilding>().first()
}
legal.filterIsInstance<BuyDevCard>().firstOrNull()?.let { return it }
// A paid road only when it reaches toward a spot worth settling.
legal.filterIsInstance<BuildRoad>()
.filter { roadValue(state, it) > 0.1 }
.maxByOrNull { roadValue(state, it) }
?.let { return it }
// A bank trade only when it completes a build this turn; trading
// four for one on spec is how hands evaporate.
legal.filterIsInstance<MaritimeTrade>()
.filter { completesBuild(state, seat, it) }
.maxByOrNull { CatanRules.bestPortRatio(state, seat, it.give) * -1.0 }
?.let { return it }
offer(state, seat)?.let { return it }
return legal.lastOrNull { it is EndTurn } ?: legal.first()
}
/** Year of Plenty: two of whatever the nearest build is shortest of. */
private fun yearOfPlenty(state: CatanState, legal: List<CatanMove>): PlayYearOfPlenty? {
val takes = legal.filterIsInstance<PlayYearOfPlenty>()
if (takes.isEmpty()) return null
val shortage = shortage(state) ?: return null
return takes.maxByOrNull { take ->
take.take.count { it == shortage } * 2 + take.take.size
}
}
/** Monopoly: declare the resource everyone else is hoarding, of the ones wanted. */
private fun monopoly(state: CatanState, legal: List<CatanMove>): PlayMonopoly? {
val plays = legal.filterIsInstance<PlayMonopoly>()
if (plays.isEmpty()) return null
val best = plays.maxByOrNull {
19 - CatanRules.bankSupply(state, it.resource) + want(it.resource)
} ?: return null
// Only worth the card when the table is actually holding a pile.
return if (19 - CatanRules.bankSupply(state, best.resource) >= 10) best else null
}
/** What the seat is shortest of for its next city, else its next settlement. */
private fun shortage(state: CatanState): Resource? {
val seat = state.turn
val targets = listOf(CatanRules.CITY_COST, CatanRules.SETTLEMENT_COST)
for (cost in targets) {
val missing = cost.entries.filter { (res, need) ->
(state.resources[seat][res] ?: 0) < need
}
if (missing.isNotEmpty()) {
return missing.maxByOrNull { (res, need) -> need - (state.resources[seat][res] ?: 0) }?.key
}
}
return null
}
private fun completesBuild(state: CatanState, seat: Int, move: MaritimeTrade): Boolean {
val hand = state.resources[seat].toMutableMap()
val ratio = CatanRules.bestPortRatio(state, seat, move.give)
hand[move.give] = (hand[move.give] ?: 0) - ratio
hand[move.get] = (hand[move.get] ?: 0) + 1
return covers(hand, CatanRules.CITY_COST) || covers(hand, CatanRules.SETTLEMENT_COST)
}
private fun covers(hand: Map<Resource, Int>, cost: Map<Resource, Int>): Boolean =
cost.all { (res, need) -> (hand[res] ?: 0) >= need }
/**
* A domestic offer for exactly the card that closes a build, paid for
* with two of the surplus — offered to whoever visibly holds the most
* of what is missing. Constructed rather than enumerated (see
* [OfferTrade]), so it is checked against the rules before it is spoken.
*
* At most one offer a turn: a declined offer changes nothing, so
* re-offering it would only bounce between the same two seats forever.
*/
private fun offer(state: CatanState, seat: Int): OfferTrade? {
if (offeredThisTurn(state, seat)) return null
val seatHand = state.resources[seat]
val builds = listOf(CatanRules.CITY_COST, CatanRules.SETTLEMENT_COST)
for (cost in builds) {
val missing = cost.entries.filter { (res, need) -> (seatHand[res] ?: 0) < need }
if (missing.size != 1) continue
val need = missing.first().key
val surplus = Resource.entries
.filter { it != need }
.filter { (seatHand[it] ?: 0) > (cost[it] ?: 0) }
.sortedByDescending { seatHand[it] ?: 0 }
if (surplus.isEmpty()) continue
val target = (0 until state.playerCount)
.filter { it != seat }
.filter { (state.resources[it][need] ?: 0) > 0 }
.maxByOrNull { state.resources[it][need] ?: 0 }
?: continue
val give = listOf(surplus.first(), surplus.first())
val trade = OfferTrade(to = target, give = give, get = listOf(need))
if (CatanRules.isLegalMove(state, seat, trade)) return trade
}
return null
}
/**
* Whether [seat] has already put an offer on the table this turn, read
* from the public log: the lines after this seat's last roll are this
* turn's, and an offer can only be spoken on the offerer's own turn.
*/
private fun offeredThisTurn(state: CatanState, seat: Int): Boolean {
val sinceRoll = state.log
.drop(state.log.indexOfLast { it.startsWith("Seat $seat rolls") } + 1)
return sinceRoll.any { it.startsWith("Seat $seat offers") }
}
// -----------------------------------------------------------------------
// Free roads and trade responses
// -----------------------------------------------------------------------
private fun chooseFreeRoad(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
val roads = legal.filterIsInstance<BuildRoad>()
.filter { roadValue(state, it) > 0.05 }
.maxByOrNull { roadValue(state, it) }
return roads ?: legal.firstOrNull { it is EndFreeRoads }
?: legal.filterIsInstance<BuildRoad>().firstOrNull()
?: legal.first()
}
private fun chooseResponse(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
val accept = legal.filterIsInstance<AcceptTrade>().firstOrNull()
val offer = state.pendingTrade
if (accept == null || offer == null) return legal.first { it is DeclineTrade }
// Accept when what arrives (the offerer's give) is worth more than what
// leaves (the offerer's get): a mild table, not a shark.
val incoming = offer.give.sumOf { want(it) }
val outgoing = offer.get.sumOf { want(it) }
return if (incoming > outgoing) accept else legal.first { it is DeclineTrade }
}
/**
* Picks the counter-offer that gains the most by the same valuation, or
* turns them all down. The AI never counters itself: it only answers.
*/
private fun chooseCounter(state: CatanState, legal: List<CatanMove>): CatanMove {
val offer = state.pendingTrade ?: return legal.first()
val best = legal.filterIsInstance<AcceptCounter>()
.map { choice -> choice to offer.counters.first { it.by == choice.seat } }
.maxByOrNull { (_, c) -> c.give.sumOf { want(it) } - c.get.sumOf { want(it) } }
if (best != null) {
val (choice, c) = best
if (c.give.sumOf { want(it) } > c.get.sumOf { want(it) }) return choice
}
return legal.first { it is DismissCounters }
}
// -----------------------------------------------------------------------
// Valuations
// -----------------------------------------------------------------------
/** What a seat would think of building on [vertex]: production and ports. */
private fun spotValue(state: CatanState, vertex: Int): Double {
if (state.buildings[vertex] != null) return -1.0
var value = 0.0
val kinds = mutableSetOf<Resource>()
for (h in CatanBoard.VERTEX_HEXES[vertex]) {
val resource = state.terrains[h].produces ?: continue
value += CatanBoard.numberOdds(state.numbers[h]) / 36.0 * want(resource)
kinds += resource
}
value += 0.12 * kinds.size // variety keeps a build plan alive
for (e in CatanBoard.VERTEX_EDGES[vertex]) {
val port = state.ports.firstOrNull { it.edge == e } ?: continue
value += if (port.resource == null) 0.1 else 0.2
}
return value
}
/**
* What a road on this edge leads to: the best settlement spot it brings
* within reach, discounted for being one step further out.
*/
private fun roadValue(state: CatanState, move: BuildRoad): Double {
var best = 0.0
val (from, to) = CatanBoard.EDGE_VERTICES[move.edge]
for (endpoint in listOf(from, to)) {
for (near in CatanBoard.VERTEX_NEIGHBORS[endpoint]) {
best = maxOf(best, spotValue(state, near) * 0.8)
}
}
return best
}
/** How much the AI wants to hold one card of [resource]. */
private fun want(resource: Resource): Double = when (resource) {
Resource.ORE -> 1.20 // the city
Resource.GRAIN -> 1.15 // the city and the dev cards
Resource.LUMBER -> 1.0 // every road and settlement
Resource.BRICK -> 0.95
Resource.WOOL -> 0.85 // abundant and only half of a dev card
}
}
@@ -0,0 +1,322 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.Serializable
import kotlin.math.atan2
import kotlin.random.Random
/**
* The island as geometry: the 19 hexes, the 54 shared vertices, the 72
* shared edges, the coast and the nine harbour positions.
*
* Everything is derived once, deterministically, from axial coordinates —
* there is no randomness and no state here; the layout of a particular
* game (which terrain and number sits on which hex) is [generate], and the
* live state lives in [CatanState].
*
* Coordinates: hexes are addressed axially ((q, r), pointy-top). Every
* position is kept on an exact integer lattice so vertices shared by
* neighbouring hexes are recognised by position instead of by floating
* point: the centre of hex (q, r) is at lattice point (2q + r, 3r), and its
* six corners follow the offsets in [CORNER_OFFSETS]. Vertex positions are
* in half-units of the hex grid; rendering scales and flips them (lattice
* +Y is toward the top of the board).
*/
object CatanBoard {
/** The 19 hexes: every (q, r) within distance 2 of the centre. */
val HEXES: List<HexCoord> = buildList {
for (r in -2..2) {
for (q in -2..2) {
if (hexDistance(q, r, 0, 0) <= 2) add(HexCoord(q, r))
}
}
}
val HEX_COUNT: Int = HEXES.size
val hexIndex: Map<HexCoord, Int> = HEXES.withIndex().associate { (i, hex) -> hex to i }
/**
* Corner k of a hex, as a lattice offset from its centre. Pointy-top:
* corner 0 is the top corner, then clockwise.
*/
private val CORNER_OFFSETS = listOf(
0 to 2, 1 to 1, 1 to -1, 0 to -2, -1 to -1, -1 to 1,
)
/** Unit steps to a hex's six neighbours, matching the corner order. */
private val NEIGHBOR_STEPS = listOf(
0 to 1, 1 to 0, 1 to -1, 0 to -1, -1 to 0, -1 to 1,
)
/** The six board-corner hexes: pairwise non-adjacent by construction. */
private val CORNER_HEXES = listOf(
HexCoord(2, 0), HexCoord(0, 2), HexCoord(-2, 2),
HexCoord(-2, 0), HexCoord(0, -2), HexCoord(2, -2),
)
// -----------------------------------------------------------------------
// Vertices and edges
// -----------------------------------------------------------------------
/** Lattice position of each vertex, by vertex id. */
val VERTEX_POS: List<Pair<Int, Int>>
val VERTEX_COUNT: Int
/** Vertex ids of hex h's six corners, corner 0 first (see [CORNER_OFFSETS]). */
val HEX_CORNERS: List<List<Int>>
/** Both endpoints of each edge, as vertex ids, low id first. */
val EDGE_VERTICES: List<Pair<Int, Int>>
val EDGE_COUNT: Int
/** Edges touching each vertex. */
val VERTEX_EDGES: List<List<Int>>
/** Vertices one edge away from each vertex: the distance rule's horizon. */
val VERTEX_NEIGHBORS: List<List<Int>>
/** Hexes touching each vertex. */
val VERTEX_HEXES: List<List<Int>>
/** Hexes touching each edge: two for interior edges, one on the coast. */
val EDGE_HEXES: List<List<Int>>
/** Edges adjacent to each edge (sharing a vertex). */
val EDGE_NEIGHBORS: List<List<Int>>
/** Hexes adjacent to each hex, in [NEIGHBOR_STEPS] order. */
val HEX_NEIGHBORS: List<List<Int>>
/** The coastal edges (those with only one hex) in ring order. */
val COASTAL: List<Int>
/** The nine fixed harbour positions, spread around the coast. */
val PORT_POSITIONS: List<Int>
init {
// Vertices: assign ids in first-seen order over hexes then corners.
val vertexIds = mutableMapOf<Pair<Int, Int>, Int>()
val vertexPos = mutableListOf<Pair<Int, Int>>()
val hexCorners = HEXES.map { hex ->
val cx = 2 * hex.q + hex.r
val cy = 3 * hex.r
CORNER_OFFSETS.map { (dx, dy) ->
val pos = (cx + dx) to (cy + dy)
vertexIds.getOrPut(pos) {
vertexPos += pos
vertexPos.size - 1
}
}
}
VERTEX_POS = vertexPos
VERTEX_COUNT = vertexPos.size
HEX_CORNERS = hexCorners
// Edges between a hex's consecutive corners, deduplicated by the
// pair of vertex ids.
val edgeIds = mutableMapOf<Pair<Int, Int>, Int>()
val edgeVertices = mutableListOf<Pair<Int, Int>>()
hexCorners.forEach { corners ->
for (k in 0..5) {
val a = corners[k]
val b = corners[(k + 1) % 6]
val key = minOf(a, b) to maxOf(a, b)
edgeIds.getOrPut(key) {
edgeVertices += key
edgeVertices.size - 1
}
}
}
EDGE_VERTICES = edgeVertices
EDGE_COUNT = edgeVertices.size
val vertexEdges = List(VERTEX_COUNT) { mutableListOf<Int>() }
val vertexHexes = List(VERTEX_COUNT) { mutableSetOf<Int>() }
val edgeHexes = List(EDGE_COUNT) { mutableSetOf<Int>() }
hexCorners.forEachIndexed { h, corners ->
corners.forEach { v -> vertexHexes[v] += h }
for (k in 0..5) {
val a = corners[k]
val b = corners[(k + 1) % 6]
val key = minOf(a, b) to maxOf(a, b)
val e = edgeIds.getValue(key)
edgeHexes[e] += h
vertexEdges[a] += e
vertexEdges[b] += e
}
}
// Distinct: an interior edge is walked once from each of the two hexes
// it separates, so without this every shared edge would be counted
// twice and an interior vertex would appear to have six edges.
VERTEX_EDGES = vertexEdges.map { it.distinct() }
VERTEX_HEXES = vertexHexes.map { it.sorted() }
EDGE_HEXES = edgeHexes.map { it.sorted() }
VERTEX_NEIGHBORS = List(VERTEX_COUNT) { v ->
VERTEX_EDGES[v].map { otherEnd(it, v) }.distinct().sorted()
}
EDGE_NEIGHBORS = List(EDGE_COUNT) { e ->
val (a, b) = EDGE_VERTICES[e]
(VERTEX_EDGES[a] + VERTEX_EDGES[b]).distinct().filter { it != e }.sorted()
}
HEX_NEIGHBORS = HEXES.map { hex ->
NEIGHBOR_STEPS.mapNotNull { (dq, dr) ->
hexIndex[HexCoord(hex.q + dq, hex.r + dr)]
}
}
// The coast in walking order: sort the coastal edges by the angle of
// their midpoint around the board centre, which is the lattice
// origin. The board is a hexagon, so this yields one closed ring.
COASTAL = EDGE_HEXES.withIndex()
.filter { it.value.size == 1 }
.map { (e, _) -> e }
.sortedBy { e -> angleOf(midpoint(e)) }
// Harbours sit roughly every third or fourth coastal edge, like the
// physical frame: nine positions, steps summing to the whole ring.
PORT_POSITIONS = buildList {
var at = 0
for (step in listOf(3, 4, 3, 3, 4, 3, 3, 4, 3)) {
add(COASTAL[at % COASTAL.size])
at += step
}
}.distinct()
check(HEX_COUNT == 19) { "A Catan island has 19 hexes, found $HEX_COUNT" }
check(VERTEX_COUNT == 54) { "A Catan island has 54 vertices, found $VERTEX_COUNT" }
check(EDGE_COUNT == 72) { "A Catan island has 72 edges, found $EDGE_COUNT" }
check(COASTAL.size == 30) { "The coast has 30 edges, found ${COASTAL.size}" }
check(PORT_POSITIONS.size == 9) { "Nine harbours, found ${PORT_POSITIONS.size}" }
check(PORT_POSITIONS.all { EDGE_HEXES[it].size == 1 }) { "Harbours must be coastal" }
}
/** The other endpoint of [edge], given one [vertex] on it. */
fun otherEnd(edge: Int, vertex: Int): Int {
val (a, b) = EDGE_VERTICES[edge]
return if (vertex == a) b else a
}
/** Lattice position of hex h's centre. */
fun hexCenter(h: Int): Pair<Int, Int> {
val hex = HEXES[h]
return (2 * hex.q + hex.r) to (3 * hex.r)
}
/** Whether two hexes share an edge. */
fun hexesAdjacent(a: Int, b: Int): Boolean = b in HEX_NEIGHBORS[a]
/** Hex-grid distance between two axial positions. */
fun hexDistance(q1: Int, r1: Int, q2: Int, r2: Int): Int {
val dq = q1 - q2
val dr = r1 - r2
return maxOf(kotlin.math.abs(dq), kotlin.math.abs(dr), kotlin.math.abs(dq + dr))
}
/**
* How often a number is expected to come up, in thirty-sixths. A 6 or an
* 8 comes up five times in thirty-six, a 2 or a 12 once.
*/
fun numberOdds(number: Int): Int = 6 - kotlin.math.abs(7 - number)
private fun midpoint(edge: Int): Pair<Double, Double> {
val (a, b) = EDGE_VERTICES[edge]
val pa = VERTEX_POS[a]
val pb = VERTEX_POS[b]
return ((pa.first + pb.first) / 2.0) to ((pa.second + pb.second) / 2.0)
}
private fun angleOf(point: Pair<Double, Double>): Double =
atan2(point.second, point.first)
// -----------------------------------------------------------------------
// Island generation
// -----------------------------------------------------------------------
/**
* The island layout for one game: terrain and number per hex, the robber
* on the desert, and the nine harbours.
*/
@Serializable
data class Generated(
val terrains: List<Terrain>,
/** 0 where there is no token (the desert). */
val numbers: List<Int>,
val robber: Int,
val ports: List<Port>,
)
/** The terrain tile mix: four forests, four pastures, four fields, three hills, three mountains, one desert. */
private val TERRAIN_TILES: List<Terrain> = listOf(
Terrain.FOREST, Terrain.FOREST, Terrain.FOREST, Terrain.FOREST,
Terrain.PASTURE, Terrain.PASTURE, Terrain.PASTURE, Terrain.PASTURE,
Terrain.FIELDS, Terrain.FIELDS, Terrain.FIELDS, Terrain.FIELDS,
Terrain.HILLS, Terrain.HILLS, Terrain.HILLS,
Terrain.MOUNTAINS, Terrain.MOUNTAINS, Terrain.MOUNTAINS,
Terrain.DESERT,
)
/** The 18 number tokens, the two hardest numbers withheld: 7 never appears. */
private val RED_TOKENS = listOf(6, 6, 8, 8)
private val OTHER_TOKENS = listOf(2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12)
/** Shuffle attempts before falling back to the corner placement for 6s and 8s. */
private const val RED_ATTEMPTS = 60
/**
* Generates the island from [seed].
*
* Terrain is shuffled over the hexes, exactly as shuffling the land
* tiles face down does. Number tokens are shuffled over the land hexes
* with one repair rule: no two of the red tokens (6 and 8) may sit on
* adjacent hexes, the balance convention the published game asks for.
* The robber starts on the desert. Harbour *positions* are fixed (the
* physical frame is not shuffled); the nine harbour *types* — five
* 2:1 resource ports and four 3:1 ports — are shuffled onto them.
*
* The 6/8 separation is guaranteed, not merely probable: if no shuffled
* placement separates them (about one shuffle in five does), the red
* tokens go to four of the six board-corner hexes, which are pairwise
* non-adjacent, and at most one corner can be desert.
*/
fun generate(seed: Long): Generated {
val random = Random(seed)
val terrains = TERRAIN_TILES.shuffled(random)
val desert = terrains.indexOf(Terrain.DESERT)
val land = terrains.indices.filter { it != desert }
var redHexes: List<Int>? = null
var attempt = 0
while (redHexes == null && attempt < RED_ATTEMPTS) {
val candidate = land.shuffled(random).take(4)
val separated = candidate.withIndex().all { (i, a) ->
candidate.drop(i + 1).none { hexesAdjacent(a, it) }
}
if (separated) redHexes = candidate
attempt++
}
val reds = redHexes ?: CORNER_HEXES
.mapNotNull { hexIndex[it] }
.filter { it != desert }
.shuffled(random)
.take(4)
val numbers = IntArray(HEX_COUNT)
RED_TOKENS.forEachIndexed { i, token -> numbers[reds[i]] = token }
val rest = land.filter { it !in reds }.shuffled(random)
OTHER_TOKENS.forEachIndexed { i, token -> numbers[rest[i]] = token }
val portTypes = (
listOf(
Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN, Resource.ORE,
) + List(4) { null }
).shuffled(random)
val ports = PORT_POSITIONS.mapIndexed { i, edge ->
val resource = portTypes[i]
if (resource == null) Port(edge, null, 3) else Port(edge, resource, 2)
}
return Generated(terrains, numbers.toList(), desert, ports)
}
}
@@ -0,0 +1,352 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
/** Sentinel stored in [CatanState.roads] for an unclaimed road position. */
const val NO_PLAYER = -1
/** Road segments required to hold Longest Road. */
const val LONGEST_ROAD_MIN = 5
/** Knights required to take Largest Army. */
const val LARGEST_ARMY_MIN = 3
/** Pieces each player has: a player who has laid them all cannot build another. */
const val MAX_ROADS = 15
const val MAX_SETTLEMENTS = 5
const val MAX_CITIES = 4
/** Resource cards of each type the bank starts with. */
const val BANK_PER_RESOURCE = 19
/**
* The five resources the island produces.
*
* Catan names two of them after the terrain rather than the commodity
* (wood becomes lumber, sheep become wool); those names travel with the
* trademark, so the engine speaks in resources only.
*/
@Serializable
enum class Resource { LUMBER, BRICK, WOOL, GRAIN, ORE }
/** One terrain type per hex; the desert produces nothing. */
@Serializable
enum class Terrain(val produces: Resource?) {
FOREST(Resource.LUMBER),
PASTURE(Resource.WOOL),
FIELDS(Resource.GRAIN),
HILLS(Resource.BRICK),
MOUNTAINS(Resource.ORE),
DESERT(null),
}
/** Axial coordinate of one hex on the board. See [CatanBoard]. */
@Serializable
data class HexCoord(val q: Int, val r: Int)
@Serializable
enum class BuildingType { SETTLEMENT, CITY }
/** What stands on one vertex: a settlement or city owned by one seat. */
@Serializable
data class CatanBuilding(val type: BuildingType, val owner: Int)
/**
* One harbour. A port sits on a coastal edge: a player who owns a
* settlement or city on *either* endpoint vertex of [edge] may trade at
* [ratio] (2 or 3) instead of the bank's 4:1. A resource port trades at 2:1
* for its own resource only; [resource] is null for a generic 3:1 harbour.
*/
@Serializable
data class Port(val edge: Int, val resource: Resource?, val ratio: Int)
@Serializable
enum class DevCardType { KNIGHT, ROAD_BUILDING, MONOPOLY, YEAR_OF_PLENTY, VICTORY_POINT }
/**
* One development card. [id] is stable for the life of the game (the deck
* is built once from the seed), so moves can name a card by id even after
* it moves from the deck into a hand. [boughtTurn] records when it was
* drawn: a card cannot be played on the turn it was bought.
*/
@Serializable
data class DevCard(val id: Int, val type: DevCardType, val boughtTurn: Int = 0)
/**
* A counter-proposal to a [TradeOffer]: seat [by] would [give] these cards to
* the offerer if the offerer would hand over [get].
*/
@Serializable
data class TradeCounter(val by: Int, val give: List<Resource>, val get: List<Resource>)
/**
* A domestic trade offer on the table. [by] is the offering seat. [to] is the
* one seat it is addressed to, or null for an open offer to the whole table.
* Seats are asked one at a time, in seat order after the offerer; [asking] is
* the seat that may answer now. Each may accept (the trade happens at once),
* decline, or counter; counters are kept in [counters] and, if nobody accepts,
* the offerer chooses among them in [CatanPhase.TRADE_COUNTERS].
*/
@Serializable
data class TradeOffer(
val by: Int,
val to: Int?,
val give: List<Resource>,
val get: List<Resource>,
val asking: Int = to ?: -1,
val counters: List<TradeCounter> = emptyList(),
)
/**
* Where the game stands. The phases that involve more than the player
* whose turn it is carry their own bookkeeping: [discardSeat] during
* [CatanPhase.DISCARDING], [pendingTrade] during [CatanPhase.TRADE_PENDING] and [CatanPhase.TRADE_COUNTERS].
*/
@Serializable
enum class CatanPhase {
/** Snake order forward: settlement + road each, seats 0..n-1. */
SETUP_FIRST,
/** Snake order back: settlement + road each, seats n-1..0, plus income. */
SETUP_SECOND,
/** The player whose turn it is must roll the dice. */
AWAIT_ROLL,
/** Players holding more than 7 resource cards discard half. */
DISCARDING,
/** The roller must move the robber and steal. */
ROBBER,
/** Build, trade, buy and play development cards, or end the turn. */
PLAYING,
/** A played Road Building card: up to two roads remain to be placed. */
FREE_ROADS,
/** The [TradeOffer.asking] seat must accept, decline or counter. */
TRADE_PENDING,
/** Nobody accepted but some seats countered: the offerer picks one or none. */
TRADE_COUNTERS,
GAME_OVER,
}
@Serializable
data class CatanOptions(
val playerCount: Int = 3,
val pointsToWin: Int = 10,
) {
init {
require(playerCount in 3..4) { "The island seats three or four players" }
require(pointsToWin >= 2) { "pointsToWin must be at least 2" }
}
}
/**
* The whole game as one immutable value.
*
* Public information (terrain, numbers, ports, buildings, roads, resource
* counts, dev-card counts, knights played) is stored directly. Hidden
* information — the deck's order and every hand's development cards — is
* here in full because the host owns the truth; [CatanRules.viewFor] is
* what keeps it off the wire.
*/
@Serializable
data class CatanState(
val options: CatanOptions,
val seed: Long,
val phase: CatanPhase,
/**
* The seat whose turn it is — not always the seat expected to move:
* during [CatanPhase.DISCARDING] and [CatanPhase.TRADE_PENDING] another
* seat acts on the turn owner's behalf.
*/
val turn: Int,
/** How many setup placements are done, 0 until 2 * playerCount. */
val setupIndex: Int,
/** Monotonic turn counter, 0 during setup, 1 from the first real turn. */
val turnNumber: Int,
/** Terrain per hex, indexed like [CatanBoard.HEXES]. */
val terrains: List<Terrain>,
/** Number token per hex, 0 where there is none (the desert). */
val numbers: List<Int>,
/** Hex the robber currently occupies. */
val robber: Int,
val ports: List<Port>,
/** What stands on each vertex, or null. */
val buildings: List<CatanBuilding?>,
/** Owning seat per edge, or [NO_PLAYER]. */
val roads: List<Int>,
/** Resource cards per seat. Card counts are public in Catan. */
val resources: List<Map<Resource, Int>>,
/** The bank's development cards, top first. Order is hidden. */
val devDeck: List<DevCard>,
/** Development cards per seat. Hidden from everyone but the holder. */
val devHands: List<List<DevCard>>,
/** Public mirror of the dev-hand sizes, for views and scoreboards. */
val devHandCounts: List<Int>,
/** Knights played (not merely held) per seat. */
val knightsPlayed: List<Int>,
/** Whether the turn owner has already played a development card. */
val devCardPlayedThisTurn: Boolean,
val pendingTrade: TradeOffer?,
/** Roads still owed on a played Road Building card. */
val pendingFreeRoads: Int,
/** Seat due to discard during [CatanPhase.DISCARDING]. */
val discardSeat: Int?,
val longestRoadOwner: Int?,
val largestArmyOwner: Int?,
/** The dice as last rolled, for the table display. */
val lastDice: List<Int>,
/**
* How many dice rolls and steals have happened so far. Random events are
* derived from the seed and this counter, so the same game replays
* identically without storing a random generator in the state.
*/
val rngStep: Int,
val winner: Int?,
val log: List<String>,
) {
val playerCount: Int get() = options.playerCount
/** Total resource cards held by [seat]. */
fun resourceCount(seat: Int): Int = resources[seat].values.sum()
/** [seat]'s resource cards as a flat list, one entry per card. */
fun handOf(seat: Int): List<Resource> =
Resource.entries.flatMap { res -> List(resources[seat][res] ?: 0) { res } }
/** Whether [seat] holds every card in [cards], counting duplicates. */
fun holdsAll(seat: Int, cards: List<Resource>): Boolean {
val need = cards.groupingBy { it }.eachCount()
return need.all { (res, n) -> (resources[seat][res] ?: 0) >= n }
}
}
@Serializable
sealed interface CatanMove
/** Setup placement: a settlement on [vertex] plus a road on [edge]. */
@Serializable
@SerialName("setup")
data class SetupPlace(val vertex: Int, val edge: Int) : CatanMove
/**
* Roll the dice.
*
* With [forced] null the roll is derived from the game seed, which is what
* the AI, the UI and the network always send. [forced] exists so tests and
* offline reviews can stage a specific number; it is not part of the
* enumerated move list, so the network driver's "is this move in the legal
* list" check rejects any forced roll a client tries to sneak through —
* only code holding the state directly (the host's own tests) can use it.
*/
@Serializable
@SerialName("roll")
data class RollDice(val forced: List<Int>? = null) : CatanMove
/** Discard exactly these cards. */
@Serializable
@SerialName("discard")
data class Discard(val cards: List<Resource>) : CatanMove
/** Move the robber to [hex] and steal from [victim], if anyone can be robbed. */
@Serializable
@SerialName("robber")
data class MoveRobber(val hex: HexCoord, val victim: Int? = null) : CatanMove
/** Build a road on [edge] — paid normally, or free during FREE_ROADS. */
@Serializable
@SerialName("road")
data class BuildRoad(val edge: Int) : CatanMove
@Serializable
@SerialName("settlement")
data class BuildSettlement(val vertex: Int) : CatanMove
@Serializable
@SerialName("city")
data class BuildCity(val vertex: Int) : CatanMove
@Serializable
@SerialName("buyCard")
data object BuyDevCard : CatanMove
/**
* Play a knight. The card is named by [card] id; the robber move follows as
* its own move once the phase has advanced.
*/
@Serializable
@SerialName("knight")
data class PlayKnight(val card: Int) : CatanMove
@Serializable
@SerialName("roadBuilding")
data class PlayRoadBuilding(val card: Int) : CatanMove
@Serializable
@SerialName("monopoly")
data class PlayMonopoly(val card: Int, val resource: Resource) : CatanMove
/** Take [take] (up to two cards) from the bank. */
@Serializable
@SerialName("plenty")
data class PlayYearOfPlenty(val card: Int, val take: List<Resource>) : CatanMove
/**
* Offer a domestic trade to [to] (null: everyone, asked in turn): [give] of
* ours for [get] of theirs.
*
* Like a forced dice roll this is a free-form intent rather than an
* enumerated move — the space of two card multisets is combinatorial — so
* it is validated structurally by [CatanRules.isLegalMove] instead of
* appearing in [CatanRules.legalMoves].
*/
@Serializable
@SerialName("offer")
data class OfferTrade(val to: Int?, val give: List<Resource>, val get: List<Resource>) : CatanMove
@Serializable
@SerialName("accept")
data object AcceptTrade : CatanMove
@Serializable
@SerialName("decline")
data object DeclineTrade : CatanMove
/**
* Answer the offer on the table with different terms: we would [give] these
* cards if the offerer handed over [get]. Free-form like [OfferTrade], so
* validated by [CatanRules.isLegalMove] rather than listed.
*/
@Serializable
@SerialName("counter")
data class CounterTrade(val give: List<Resource>, val get: List<Resource>) : CatanMove
/** The offerer takes the counter-proposal made by [seat]. */
@Serializable
@SerialName("acceptCounter")
data class AcceptCounter(val seat: Int) : CatanMove
/** The offerer takes none of the counter-proposals. */
@Serializable
@SerialName("dismissCounters")
data object DismissCounters : CatanMove
/** Bank trade: [give] at the best ratio this seat can trade at for [get]. */
@Serializable
@SerialName("bank")
data class MaritimeTrade(val give: Resource, val get: Resource) : CatanMove
@Serializable
@SerialName("endTurn")
data object EndTurn : CatanMove
/** Forfeit any remaining free roads from a played Road Building card. */
@Serializable
@SerialName("endFreeRoads")
data object EndFreeRoads : CatanMove
File diff suppressed because it is too large Load Diff
@@ -64,6 +64,21 @@ interface GameRules<S : Any, M : Any> {
fun legalMoves(state: S, seat: Int): List<M> fun legalMoves(state: S, seat: Int): List<M>
/**
* Whether [move] is currently legal for [seat].
*
* Defaults to membership in [legalMoves], which is everything a game
* with a small, enumerable move set needs. A game whose move space is
* combinatorial — Catan's trade offers name any two multisets of cards —
* overrides this and validates structurally instead, because enumerating
* every intent would explode the list the UI and the network driver work
* from. Gates that check a specific move should call this method rather
* than testing list membership directly, so both kinds of game behave the
* same way.
*/
fun isLegalMove(state: S, seat: Int, move: M): Boolean =
move in legalMoves(state, seat)
/** /**
* Applies [move] on behalf of [seat]. * Applies [move] on behalf of [seat].
* *
@@ -349,7 +349,7 @@ class MatchController<S : Any, M : Any>(
seatPeers[seat]?.let { peers[it]?.send(Rejected("It is not your turn.")) } seatPeers[seat]?.let { peers[it]?.send(Rejected("It is not your turn.")) }
return return
} }
if (move !in rules.legalMoves(current, seat)) { if (!rules.isLegalMove(current, seat, move)) {
seatPeers[seat]?.let { peers[it]?.send(Rejected("That move is not legal.")) } seatPeers[seat]?.let { peers[it]?.send(Rejected("That move is not legal.")) }
return return
} }
@@ -424,7 +424,7 @@ class MatchController<S : Any, M : Any>(
// throws on a move that is no longer legal, and there is nothing // throws on a move that is no longer legal, and there is nothing
// above this to catch it. // above this to catch it.
if (rules.currentSeat(live) != seat) return@withLock false if (rules.currentSeat(live) != seat) return@withLock false
if (move !in rules.legalMoves(live, seat)) return@withLock false if (!rules.isLegalMove(live, seat, move)) return@withLock false
authoritative = rules.applyMove(live, seat, move) authoritative = rules.applyMove(live, seat, move)
publish() publish()
true true
@@ -364,7 +364,11 @@ fun SectionScreen(
} }
} }
items(games) { game -> items(games) { game ->
GameTile(game = game, onClick = { onPickGame(game) }) GameTile(
game = game,
playable = game.playableIn(devBuild = showComingSoon),
onClick = { onPickGame(game) },
)
} }
} }
} }
@@ -403,12 +407,12 @@ private fun SectionTile(menu: GameMenu, count: Int, onClick: () -> Unit) {
@OptIn(ExperimentalMaterial3Api::class) @OptIn(ExperimentalMaterial3Api::class)
@Composable @Composable
private fun GameTile(game: GameDescriptor, onClick: () -> Unit) { private fun GameTile(game: GameDescriptor, playable: Boolean, onClick: () -> Unit) {
Card( Card(
onClick = onClick, onClick = onClick,
enabled = game.available, enabled = playable,
colors = CardDefaults.cardColors( colors = CardDefaults.cardColors(
containerColor = if (game.available) { containerColor = if (playable) {
MaterialTheme.colorScheme.surfaceVariant MaterialTheme.colorScheme.surfaceVariant
} else { } else {
MaterialTheme.colorScheme.surface MaterialTheme.colorScheme.surface
@@ -427,13 +431,18 @@ private fun GameTile(game: GameDescriptor, onClick: () -> Unit) {
style = MaterialTheme.typography.bodySmall, style = MaterialTheme.typography.bodySmall,
modifier = Modifier.padding(top = 4.dp), modifier = Modifier.padding(top = 4.dp),
) )
Text( val players = when {
text = when {
!game.available -> "Coming soon"
// A puzzle for one, rather than "1 players". // A puzzle for one, rather than "1 players".
game.maxPlayers == 1 -> "On your own" game.maxPlayers == 1 -> "On your own"
game.minPlayers == game.maxPlayers -> "${game.minPlayers} players" game.minPlayers == game.maxPlayers -> "${game.minPlayers} players"
else -> "${game.minPlayers}–${game.maxPlayers} players" else -> "${game.minPlayers}–${game.maxPlayers} players"
}
Text(
text = when {
!playable -> "Coming soon"
// Playable on this dev build only; production hides it.
!game.available -> "Preview · $players"
else -> players
}, },
style = MaterialTheme.typography.labelSmall, style = MaterialTheme.typography.labelSmall,
modifier = Modifier.padding(top = 8.dp), modifier = Modifier.padding(top = 8.dp),
@@ -57,6 +57,7 @@ import org.prolibertate.games.game.morris.MorrisOptions
import org.prolibertate.games.game.pirates.PiratesLevel import org.prolibertate.games.game.pirates.PiratesLevel
import org.prolibertate.games.game.pirates.PiratesOptions import org.prolibertate.games.game.pirates.PiratesOptions
import org.prolibertate.games.game.president.PresidentOptions import org.prolibertate.games.game.president.PresidentOptions
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.sequence.SequenceOptions import org.prolibertate.games.game.sequence.SequenceOptions
import org.prolibertate.games.game.tayu.TayuLevel import org.prolibertate.games.game.tayu.TayuLevel
import org.prolibertate.games.game.tayu.TayuOptions import org.prolibertate.games.game.tayu.TayuOptions
@@ -104,6 +105,7 @@ fun GameSetupScreen(
var freecell by remember { mutableStateOf(FreeCellOptions()) } var freecell by remember { mutableStateOf(FreeCellOptions()) }
var spider by remember { mutableStateOf(SpiderOptions()) } var spider by remember { mutableStateOf(SpiderOptions()) }
var pyramid by remember { mutableStateOf(PyramidOptions()) } var pyramid by remember { mutableStateOf(PyramidOptions()) }
var catan by remember { mutableStateOf(CatanOptions()) }
// Not an engine option: which seat the local player takes. Seat 0 is // Not an engine option: which seat the local player takes. Seat 0 is
// always White, so choosing Black means sitting in seat 1. // always White, so choosing Black means sitting in seat 1.
var playWhite by remember { mutableStateOf(true) } var playWhite by remember { mutableStateOf(true) }
@@ -134,6 +136,7 @@ fun GameSetupScreen(
GameCatalog.FREECELL -> setupJson.encodeToString(freecell) GameCatalog.FREECELL -> setupJson.encodeToString(freecell)
GameCatalog.SPIDER -> setupJson.encodeToString(spider) GameCatalog.SPIDER -> setupJson.encodeToString(spider)
GameCatalog.PYRAMID -> setupJson.encodeToString(pyramid) GameCatalog.PYRAMID -> setupJson.encodeToString(pyramid)
GameCatalog.CATAN -> setupJson.encodeToString(catan)
else -> "{}" else -> "{}"
} }
val seatCount = seatCountFor(descriptor.id, optionsJson) val seatCount = seatCountFor(descriptor.id, optionsJson)
@@ -199,6 +202,8 @@ fun GameSetupScreen(
GameCatalog.PYRAMID -> PyramidOptionsEditor(pyramid) { pyramid = it } GameCatalog.PYRAMID -> PyramidOptionsEditor(pyramid) { pyramid = it }
GameCatalog.CATAN -> CatanOptionsEditor(catan) { catan = it }
else -> Text("No options yet for this game.") else -> Text("No options yet for this game.")
} }
@@ -303,6 +308,9 @@ fun seatCountFor(gameId: String, optionsJson: String): Int {
GameCatalog.TAYU -> GameCatalog.TAYU ->
setupJson.decodeFromString<TayuOptions>(optionsJson).playerCount setupJson.decodeFromString<TayuOptions>(optionsJson).playerCount
GameCatalog.CATAN ->
setupJson.decodeFromString<CatanOptions>(optionsJson).playerCount
else -> fallback else -> fallback
} }
}.getOrDefault(fallback) }.getOrDefault(fallback)
@@ -326,6 +334,27 @@ fun teamForSeat(gameId: String, seat: Int, seatCount: Int): Int = when (gameId)
else -> seat else -> seat
} }
@Composable
private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Players",
values = listOf(3, 4),
selected = options.playerCount,
display = { "$it players" },
onSelect = { onChange(options.copy(playerCount = it)) },
)
ChipRow(
label = "Game to",
// Five is a short game for trying things out; ten is the published target.
values = listOf(5, 8, 10, 12),
selected = options.pointsToWin,
display = { "$it points" },
onSelect = { onChange(options.copy(pointsToWin = it)) },
)
}
}
@Composable @Composable
private fun EuchreOptionsEditor(options: EuchreOptions, onChange: (EuchreOptions) -> Unit) { private fun EuchreOptionsEditor(options: EuchreOptions, onChange: (EuchreOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) { Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
@@ -13,6 +13,10 @@ import androidx.compose.ui.platform.LocalLifecycleOwner
import androidx.lifecycle.Lifecycle import androidx.lifecycle.Lifecycle
import androidx.lifecycle.LifecycleEventObserver import androidx.lifecycle.LifecycleEventObserver
import org.prolibertate.games.game.GameCatalog import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.catan.CatanAi
import org.prolibertate.games.game.catan.CatanMove
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.chess.ChessAi import org.prolibertate.games.game.chess.ChessAi
import org.prolibertate.games.game.chess.ChessMove import org.prolibertate.games.game.chess.ChessMove
import org.prolibertate.games.game.chess.ChessRules import org.prolibertate.games.game.chess.ChessRules
@@ -110,6 +114,7 @@ import org.prolibertate.games.game.wizard.WizardState
import org.prolibertate.games.net.MatchController import org.prolibertate.games.net.MatchController
import org.prolibertate.games.settings.Settings import org.prolibertate.games.settings.Settings
import org.prolibertate.games.ui.game.BackgammonScreen import org.prolibertate.games.ui.game.BackgammonScreen
import org.prolibertate.games.ui.game.catan.CatanScreen
import org.prolibertate.games.ui.game.CheckersScreen import org.prolibertate.games.ui.game.CheckersScreen
import org.prolibertate.games.ui.game.ChessScreen import org.prolibertate.games.ui.game.ChessScreen
import org.prolibertate.games.ui.game.CrazyEightsScreen import org.prolibertate.games.ui.game.CrazyEightsScreen
@@ -668,6 +673,30 @@ fun PlayScreen(
ChessScreen(controller = controller, localSeat = route.localSeat, onExit = onExit) ChessScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
} }
GameCatalog.CATAN -> {
val controller = remember(route) {
MatchController<CatanState, CatanMove>(
rules = CatanRules,
ai = CatanAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
// A computer's turn is several small moves (roll, build,
// trade, end), so the pause is per move, not per turn.
aiThinkingMillis = { settings.scaled(450L) },
)
}
StartMatch(env, controller, route)
CatanScreen(
controller = controller,
localSeat = route.localSeat,
seatNames = route.config.seats.sortedBy { it.seat }.map { it.name },
onExit = onExit,
)
}
else -> Text("That game isn't playable yet.") else -> Text("That game isn't playable yet.")
} }
} }
@@ -0,0 +1,507 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.gestures.detectTapGestures
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.geometry.Size
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.Path
import androidx.compose.ui.graphics.StrokeCap
import androidx.compose.ui.graphics.drawscope.DrawScope
import androidx.compose.ui.graphics.drawscope.Stroke
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.layout.onSizeChanged
import androidx.compose.ui.semantics.contentDescription
import androidx.compose.ui.semantics.semantics
import androidx.compose.ui.text.TextMeasurer
import androidx.compose.ui.text.TextStyle
import androidx.compose.ui.text.drawText
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.rememberTextMeasurer
import androidx.compose.ui.unit.IntSize
import org.prolibertate.games.game.catan.BuildingType
import org.prolibertate.games.game.catan.CatanBoard
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.NO_PLAYER
import org.prolibertate.games.game.catan.Resource
/**
* The island, drawn and tappable.
*
* A stateless view: it is handed the state, the parts of the board that are
* currently tappable ([targets]) and the one setup settlement that is waiting
* for its road ([selectedVertex]), and it reports taps. It knows no rules; what
* a tap *means* is decided by [CatanInteraction]. Where things are is decided by
* [BoardLayout], and what they look like by [CatanStyle], so this file is only
* the glue between the three.
*
* To change how a piece is drawn, edit the matching `draw…` function below. To
* change a colour or a proportion, edit [CatanStyle] instead.
*/
@Composable
fun CatanBoardView(
state: CatanState,
targets: BoardTargets,
selectedVertex: Int?,
onVertexTap: (Int) -> Unit,
onEdgeTap: (Int) -> Unit,
onHexTap: (Int) -> Unit,
modifier: Modifier = Modifier,
style: CatanStyle = LocalCatanStyle.current,
/** Hexes to light up as having produced on the latest roll. */
rolledHexes: Set<Int> = emptySet(),
) {
val measurer = rememberTextMeasurer()
var size by remember { mutableStateOf(IntSize.Zero) }
val layout = remember(size) {
if (size.width > 0 && size.height > 0) {
CatanGeometry.fit(size.width.toFloat(), size.height.toFloat())
} else {
null
}
}
// Held in State so the gesture detector, which is only restarted when the
// layout or targets change, always calls the latest callbacks.
val vertexTap by rememberUpdatedState(onVertexTap)
val edgeTap by rememberUpdatedState(onEdgeTap)
val hexTap by rememberUpdatedState(onHexTap)
Canvas(
modifier = modifier
.aspectRatio(CatanGeometry.ASPECT)
.onSizeChanged { size = it }
.semantics { contentDescription = "Katan island board" }
.pointerInput(layout, targets, style) {
detectTapGestures { tap ->
val board = layout ?: return@detectTapGestures
val at = Pt(tap.x, tap.y)
val reach = board.radius * style.tapReach
when {
targets.vertices.isNotEmpty() ->
board.nearestVertex(at, reach, targets.vertices)?.let { vertexTap(it) }
targets.edges.isNotEmpty() ->
board.nearestEdge(at, reach, targets.edges)?.let { edgeTap(it) }
targets.hexes.isNotEmpty() ->
// A hex is big: accept a tap anywhere near its middle.
board.nearestHex(at, board.radius * 0.95f, targets.hexes)?.let { hexTap(it) }
}
}
},
) {
val board = layout ?: return@Canvas
drawRect(color = style.sea)
drawPorts(state, board, style, measurer)
drawHexes(state, board, style, measurer)
drawRolled(rolledHexes, board, style)
drawRobber(state, board, style)
drawRoads(state, board, style)
drawEdgeTargets(targets, board, style)
drawBuildings(state, board, style)
drawVertexTargets(targets, selectedVertex, board, style)
drawHexTargets(targets, board, style)
}
}
// ---------------------------------------------------------------------------
// Terrain and tokens
// ---------------------------------------------------------------------------
private fun DrawScope.drawHexes(
state: CatanState,
board: BoardLayout,
style: CatanStyle,
measurer: TextMeasurer,
) {
for (hex in 0 until CatanBoard.HEX_COUNT) {
val centre = board.hexCenter(hex)
val corners = board.hexCorners(hex).map { insetToward(it, centre, style.hexInset) }
val path = polygon(corners)
drawPath(path, color = style.terrain.getValue(state.terrains[hex]))
drawPath(path, color = style.hexEdge, style = Stroke(width = board.radius * 0.03f))
val number = state.numbers[hex]
if (number != 0) drawToken(number, centre, board, style, measurer)
}
}
/** A bright wash and rim on each hex that paid out, drawn over the terrain and under the pieces. */
private fun DrawScope.drawRolled(hexes: Set<Int>, board: BoardLayout, style: CatanStyle) {
for (hex in hexes) {
val centre = board.hexCenter(hex)
val path = polygon(board.hexCorners(hex).map { insetToward(it, centre, style.hexInset + 0.04f) })
drawPath(path, color = style.rolled.copy(alpha = 0.28f))
drawPath(path, color = style.pieceOutline, style = Stroke(width = board.radius * 0.13f))
drawPath(path, color = style.rolled, style = Stroke(width = board.radius * 0.075f))
}
}
private fun DrawScope.drawToken(
number: Int,
at: Pt,
board: BoardLayout,
style: CatanStyle,
measurer: TextMeasurer,
) {
val radius = board.radius * style.tokenRadius
drawCircle(color = style.token, radius = radius, center = at.offset())
drawCircle(
color = style.hexEdge,
radius = radius,
center = at.offset(),
style = Stroke(width = board.radius * 0.02f),
)
val hot = number == 6 || number == 8
drawCentered(
measurer = measurer,
text = number.toString(),
at = Pt(at.x, at.y - radius * 0.12f),
fontPx = board.radius * style.tokenText,
color = if (hot) style.tokenHotInk else style.tokenInk,
weight = if (hot) FontWeight.ExtraBold else FontWeight.Bold,
)
// One pip per thirty-sixth of the odds, so the likelier numbers read at a glance.
val pips = CatanBoard.numberOdds(number)
val pipRadius = radius * 0.075f
val gap = pipRadius * 2.6f
val startX = at.x - gap * (pips - 1) / 2f
for (i in 0 until pips) {
drawCircle(
color = if (hot) style.tokenHotInk else style.tokenInk,
radius = pipRadius,
center = Offset(startX + i * gap, at.y + radius * 0.52f),
)
}
}
private fun DrawScope.drawRobber(state: CatanState, board: BoardLayout, style: CatanStyle) {
val hex = board.hexCenter(state.robber)
// Beside the number token rather than on it, so the number stays readable.
val x = hex.x + board.radius * 0.5f
val y = hex.y + board.radius * 0.3f
val s = board.radius * style.robberSize
val pawn = Path().apply {
moveTo(x - s * 0.55f, y + s * 0.9f)
lineTo(x - s * 0.25f, y - s * 0.15f)
lineTo(x + s * 0.25f, y - s * 0.15f)
lineTo(x + s * 0.55f, y + s * 0.9f)
close()
}
drawPath(pawn, color = style.robber)
drawCircle(color = style.robber, radius = s * 0.38f, center = Offset(x, y - s * 0.42f))
drawPath(pawn, color = Color.White.copy(alpha = 0.7f), style = Stroke(width = s * 0.07f))
drawCircle(
color = Color.White.copy(alpha = 0.7f),
radius = s * 0.38f,
center = Offset(x, y - s * 0.42f),
style = Stroke(width = s * 0.07f),
)
}
// ---------------------------------------------------------------------------
// Harbours
// ---------------------------------------------------------------------------
private fun DrawScope.drawPorts(
state: CatanState,
board: BoardLayout,
style: CatanStyle,
measurer: TextMeasurer,
) {
for (port in state.ports) {
val anchor = board.portAnchor(port.edge)
val (a, b) = board.edgeEnds(port.edge)
val tint = port.resource?.let { style.resource.getValue(it) } ?: style.portInk
// Two piers from the marker to the vertices that can use the harbour.
for (end in listOf(a, b)) {
drawLine(
color = style.portMarker.copy(alpha = 0.9f),
start = anchor.offset(),
end = end.offset(),
strokeWidth = board.radius * 0.07f,
cap = StrokeCap.Round,
)
}
val radius = board.radius * style.portRadius
drawCircle(color = style.portMarker, radius = radius, center = anchor.offset())
drawCircle(
color = tint,
radius = radius,
center = anchor.offset(),
style = Stroke(width = board.radius * 0.07f),
)
// What the harbour trades: a picture of the resource, or "?" for any.
val iconAt = Pt(anchor.x, anchor.y - radius * 0.27f)
val iconSize = radius * 0.5f
val resource = port.resource
if (resource != null) {
drawResourceIcon(resource, iconAt, iconSize, tint, style.pieceOutline)
} else {
drawCentered(
measurer = measurer,
text = "?",
at = iconAt,
fontPx = board.radius * style.portText * 1.5f,
color = style.portInk,
weight = FontWeight.ExtraBold,
)
}
drawCentered(
measurer = measurer,
text = "${port.ratio}:1",
at = Pt(anchor.x, anchor.y + radius * 0.5f),
fontPx = board.radius * style.portText,
color = style.portInk,
weight = FontWeight.Bold,
)
}
}
/**
* A small pictogram of [resource] centred on [at], about 2·[s] across: a tree,
* bricks, a sheep, an ear of wheat or a rock. Drawn with paths so there are no
* image assets to ship or scale.
*/
private fun DrawScope.drawResourceIcon(resource: Resource, at: Pt, s: Float, fill: Color, line: Color) {
val outline = Stroke(width = s * 0.12f)
when (resource) {
Resource.LUMBER -> {
val crown = Path().apply {
moveTo(at.x, at.y - s)
lineTo(at.x + s * 0.8f, at.y + s * 0.3f)
lineTo(at.x - s * 0.8f, at.y + s * 0.3f)
close()
}
drawRect(color = line, topLeft = Offset(at.x - s * 0.14f, at.y + s * 0.3f), size = Size(s * 0.28f, s * 0.6f))
drawPath(crown, color = fill)
drawPath(crown, color = line, style = outline)
}
Resource.BRICK -> {
val w = s * 0.9f
val h = s * 0.42f
for ((row, shift) in listOf(0f to 0f, 1f to w * 0.5f)) {
val top = at.y - h + row * h
val left = at.x - w + shift - w * 0.25f
for (col in 0..1) {
val x = left + col * w
drawRect(color = fill, topLeft = Offset(x, top), size = Size(w, h))
drawRect(color = line, topLeft = Offset(x, top), size = Size(w, h), style = outline)
}
}
}
Resource.WOOL -> {
for ((dx, dy) in listOf(-0.45f to 0f, 0.1f to -0.25f, 0.5f to 0.05f, 0f to 0.2f)) {
drawCircle(color = fill, radius = s * 0.42f, center = Offset(at.x + dx * s, at.y + dy * s))
}
drawCircle(color = line, radius = s * 0.24f, center = Offset(at.x - s * 0.85f, at.y + s * 0.15f))
drawRect(color = line, topLeft = Offset(at.x - s * 0.5f, at.y + s * 0.5f), size = Size(s * 0.14f, s * 0.45f))
drawRect(color = line, topLeft = Offset(at.x + s * 0.3f, at.y + s * 0.5f), size = Size(s * 0.14f, s * 0.45f))
}
Resource.GRAIN -> {
drawLine(color = line, start = Offset(at.x, at.y + s), end = Offset(at.x, at.y - s * 0.7f), strokeWidth = s * 0.14f)
for (i in 0..2) {
val y = at.y - s * 0.7f + i * s * 0.5f
for (side in listOf(-1f, 1f)) {
val kernel = Path().apply {
moveTo(at.x, y + s * 0.3f)
lineTo(at.x + side * s * 0.6f, y - s * 0.05f)
lineTo(at.x + side * s * 0.15f, y - s * 0.2f)
close()
}
drawPath(kernel, color = fill)
drawPath(kernel, color = line, style = Stroke(width = s * 0.08f))
}
}
}
Resource.ORE -> {
val peak = Path().apply {
moveTo(at.x - s, at.y + s * 0.8f)
lineTo(at.x - s * 0.3f, at.y - s * 0.6f)
lineTo(at.x + s * 0.1f, at.y + s * 0.05f)
lineTo(at.x + s * 0.45f, at.y - s * 0.3f)
lineTo(at.x + s, at.y + s * 0.8f)
close()
}
drawPath(peak, color = fill)
drawPath(peak, color = line, style = outline)
}
}
}
// ---------------------------------------------------------------------------
// Pieces
// ---------------------------------------------------------------------------
private fun DrawScope.drawRoads(state: CatanState, board: BoardLayout, style: CatanStyle) {
for (edge in 0 until CatanBoard.EDGE_COUNT) {
val owner = state.roads[edge]
if (owner == NO_PLAYER) continue
val (a, b) = board.edgeEnds(edge)
// Pulled in from the ends so adjacent roads do not fuse into a blob.
val from = lerp(a, b, 0.12f)
val to = lerp(a, b, 0.88f)
val width = board.radius * style.roadWidth
drawLine(
color = style.pieceOutline,
start = from.offset(),
end = to.offset(),
strokeWidth = width * 1.45f,
cap = StrokeCap.Round,
)
drawLine(
color = style.seats[owner % style.seats.size],
start = from.offset(),
end = to.offset(),
strokeWidth = width,
cap = StrokeCap.Round,
)
}
}
private fun DrawScope.drawBuildings(state: CatanState, board: BoardLayout, style: CatanStyle) {
for (vertex in 0 until CatanBoard.VERTEX_COUNT) {
val building = state.buildings[vertex] ?: continue
val at = board.vertex(vertex)
val fill = style.seats[building.owner % style.seats.size]
val path = when (building.type) {
BuildingType.SETTLEMENT -> housePath(at, board.radius * style.settlementSize)
BuildingType.CITY -> cityPath(at, board.radius * style.citySize * 0.8f)
}
drawPath(path, color = fill)
drawPath(path, color = style.pieceOutline, style = Stroke(width = board.radius * 0.045f))
}
}
/** One gable: a settlement. [s] is its half-width. */
private fun housePath(at: Pt, s: Float): Path = Path().apply {
moveTo(at.x - s, at.y + s * 0.7f)
lineTo(at.x - s, at.y - s * 0.1f)
lineTo(at.x, at.y - s)
lineTo(at.x + s, at.y - s * 0.1f)
lineTo(at.x + s, at.y + s * 0.7f)
close()
}
/** Two gables, the taller on the left: a city. [s] is the unit its outline is scaled by. */
private fun cityPath(at: Pt, s: Float): Path = Path().apply {
moveTo(at.x - s, at.y + s * 0.7f)
lineTo(at.x - s, at.y - s * 0.5f)
lineTo(at.x - s * 0.45f, at.y - s * 1.1f)
lineTo(at.x + s * 0.1f, at.y - s * 0.5f)
lineTo(at.x + s * 0.1f, at.y - s * 0.1f)
lineTo(at.x + s * 0.55f, at.y - s * 0.55f)
lineTo(at.x + s * 1.1f, at.y - s * 0.1f)
lineTo(at.x + s * 1.1f, at.y + s * 0.7f)
close()
}
// ---------------------------------------------------------------------------
// Tap targets
// ---------------------------------------------------------------------------
private fun DrawScope.drawVertexTargets(
targets: BoardTargets,
selected: Int?,
board: BoardLayout,
style: CatanStyle,
) {
val radius = board.radius * style.targetRadius
for (vertex in targets.vertices) {
val at = board.vertex(vertex).offset()
drawCircle(color = style.target.copy(alpha = 0.85f), radius = radius, center = at)
drawCircle(
color = style.pieceOutline,
radius = radius,
center = at,
style = Stroke(width = board.radius * 0.04f),
)
}
if (selected != null) {
val at = board.vertex(selected).offset()
drawCircle(
color = style.targetSelected,
radius = radius * 1.6f,
center = at,
style = Stroke(width = board.radius * 0.09f),
)
}
}
private fun DrawScope.drawEdgeTargets(targets: BoardTargets, board: BoardLayout, style: CatanStyle) {
for (edge in targets.edges) {
val (a, b) = board.edgeEnds(edge)
val from = lerp(a, b, 0.15f)
val to = lerp(a, b, 0.85f)
drawLine(
color = style.pieceOutline,
start = from.offset(),
end = to.offset(),
strokeWidth = board.radius * style.roadWidth * 1.5f,
cap = StrokeCap.Round,
)
drawLine(
color = style.target.copy(alpha = 0.9f),
start = from.offset(),
end = to.offset(),
strokeWidth = board.radius * style.roadWidth,
cap = StrokeCap.Round,
)
}
}
private fun DrawScope.drawHexTargets(targets: BoardTargets, board: BoardLayout, style: CatanStyle) {
for (hex in targets.hexes) {
val centre = board.hexCenter(hex)
val path = polygon(board.hexCorners(hex).map { insetToward(it, centre, style.hexInset + 0.08f) })
drawPath(path, color = style.target.copy(alpha = 0.38f))
drawPath(path, color = style.target, style = Stroke(width = board.radius * 0.07f))
}
}
// ---------------------------------------------------------------------------
// Drawing helpers
// ---------------------------------------------------------------------------
private fun Pt.offset(): Offset = Offset(x, y)
private fun lerp(a: Pt, b: Pt, t: Float): Pt = Pt(a.x + (b.x - a.x) * t, a.y + (b.y - a.y) * t)
/** [p] moved [fraction] of the way toward [centre]. */
private fun insetToward(p: Pt, centre: Pt, fraction: Float): Pt = lerp(p, centre, fraction)
private fun polygon(points: List<Pt>): Path = Path().apply {
points.forEachIndexed { i, p -> if (i == 0) moveTo(p.x, p.y) else lineTo(p.x, p.y) }
close()
}
private fun DrawScope.drawCentered(
measurer: TextMeasurer,
text: String,
at: Pt,
fontPx: Float,
color: Color,
weight: FontWeight,
) {
val layout = measurer.measure(
text = text,
style = TextStyle(fontSize = fontPx.toSp(), fontWeight = weight, color = color),
)
drawText(
textLayoutResult = layout,
topLeft = Offset(at.x - layout.size.width / 2f, at.y - layout.size.height / 2f),
)
}
@@ -0,0 +1,620 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.PaddingValues
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.heightIn
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.FilledTonalButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedButton
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.catan.CatanMove
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.DevCardType
import org.prolibertate.games.game.catan.Discard
import org.prolibertate.games.game.catan.MaritimeTrade
import org.prolibertate.games.game.catan.OfferTrade
import org.prolibertate.games.game.catan.TradeCounter
import org.prolibertate.games.game.catan.CounterTrade
import org.prolibertate.games.game.catan.AcceptCounter
import org.prolibertate.games.game.catan.PlayKnight
import org.prolibertate.games.game.catan.PlayRoadBuilding
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.TradeOffer
/*
* Every Katan dialog. Each is a stateless composable apart from the selection it
* is helping the player make (cards picked, a partner chosen); the move it ends
* in is reported through a lambda and sent by the screen. What is *allowed* is
* always asked of [CatanInteraction], never decided here.
*/
// ---------------------------------------------------------------------------
// Shared pieces
// ---------------------------------------------------------------------------
/** A resource tile with a minus and a plus, for choosing how many cards. */
@Composable
private fun ResourceCounter(
resource: Resource,
count: Int,
max: Int,
onChange: (Int) -> Unit,
) {
Column(horizontalAlignment = Alignment.CenterHorizontally, verticalArrangement = Arrangement.spacedBy(4.dp)) {
ResourceTile(resource, count, enabled = max > 0 || count > 0)
Row(horizontalArrangement = Arrangement.spacedBy(4.dp)) {
OutlinedButton(
onClick = { onChange(count - 1) },
enabled = count > 0,
contentPadding = PaddingValues(0.dp),
modifier = Modifier.width(34.dp).height(32.dp),
) { Text("−") }
OutlinedButton(
onClick = { onChange(count + 1) },
enabled = count < max,
contentPadding = PaddingValues(0.dp),
modifier = Modifier.width(34.dp).height(32.dp),
) { Text("+") }
}
}
}
private fun Map<Resource, Int>.asCards(): List<Resource> =
Resource.entries.flatMap { r -> List(this[r] ?: 0) { r } }
// ---------------------------------------------------------------------------
// Discarding on a seven
// ---------------------------------------------------------------------------
/**
* A seven was rolled and this player holds more than seven cards: choose which
* half to give up. Not dismissable — the game is waiting on it.
*/
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun CatanDiscardDialog(
held: Map<Resource, Int>,
quota: Int,
legal: List<CatanMove>,
onSubmit: (Discard) -> Unit,
) {
var picked by remember { mutableStateOf(emptyMap<Resource, Int>()) }
val selection = picked.asCards()
val move = CatanInteraction.discardMove(legal, selection)
AlertDialog(
onDismissRequest = {},
title = { Text("Discard $quota cards") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
Text(
"A seven was rolled. Choose $quota cards to give up " +
"(${selection.size} of $quota chosen).",
)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
Resource.entries.forEach { resource ->
val have = held[resource] ?: 0
if (have > 0) {
ResourceCounter(
resource = resource,
count = picked[resource] ?: 0,
max = if (selection.size < quota) have else (picked[resource] ?: 0),
onChange = { n -> picked = picked + (resource to n.coerceIn(0, have)) },
)
}
}
}
}
},
confirmButton = {
Button(onClick = { move?.let(onSubmit) }, enabled = move != null) { Text("Discard") }
},
)
}
// ---------------------------------------------------------------------------
// The robber
// ---------------------------------------------------------------------------
/** More than one player can be robbed from this hex: choose whom. */
@Composable
fun CatanVictimDialog(
victims: List<Int>,
seats: CatanSeats,
onPick: (Int) -> Unit,
onCancel: () -> Unit,
) {
AlertDialog(
onDismissRequest = onCancel,
title = { Text("Steal from…") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
victims.forEach { seat ->
OutlinedButton(onClick = { onPick(seat) }, modifier = Modifier.fillMaxWidth()) {
Text(seats.label(seat))
}
}
}
},
confirmButton = {},
dismissButton = { TextButton(onClick = onCancel) { Text(CatanText.CANCEL) } },
)
}
// ---------------------------------------------------------------------------
// Development cards
// ---------------------------------------------------------------------------
/**
* The player's development cards. A Knight or Road Building plays at once; a
* Monopoly or Year of Plenty asks for its resource choice in a second step.
*/
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun CatanPlayCardDialog(
hand: List<DevCardInHand>,
onPlay: (CatanMove) -> Unit,
onCancel: () -> Unit,
) {
var chosen by remember { mutableStateOf<DevCardInHand?>(null) }
var picked by remember { mutableStateOf(emptyList<Resource>()) }
val card = chosen
AlertDialog(
onDismissRequest = onCancel,
title = { Text(card?.let { CatanText.devCard(it.card.type) } ?: "Development cards") },
text = {
Column(
modifier = Modifier.heightIn(max = 420.dp).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
when {
card == null -> {
if (hand.isEmpty()) Text("You have no development cards.")
hand.forEach { entry -> DevCardRow(entry, onPlay) { chosen = it } }
}
card.card.type == DevCardType.MONOPOLY -> {
Text("Name a resource. Every other player hands over all of it.")
val choices = CatanInteraction.monopolyChoices(card.plays)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
Resource.entries.forEach { resource ->
val move = choices[resource]
ResourceTile(
resource = resource,
count = 0,
enabled = move != null,
onClick = { move?.let(onPlay) },
)
}
}
}
card.card.type == DevCardType.YEAR_OF_PLENTY -> {
Text("Take two resource cards from the bank (${picked.size} of 2 chosen).")
val available = CatanInteraction.plentyAvailable(card.plays, picked)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
Resource.entries.forEach { resource ->
ResourceTile(
resource = resource,
count = picked.count { it == resource },
selected = resource in picked,
enabled = resource in available,
onClick = { picked = picked + resource },
)
}
}
if (picked.isNotEmpty()) {
TextButton(onClick = { picked = emptyList() }) { Text("Clear") }
}
}
}
}
},
confirmButton = {
if (card != null && card.card.type == DevCardType.YEAR_OF_PLENTY) {
val move = CatanInteraction.plentyMove(card.plays, picked)
Button(onClick = { move?.let(onPlay) }, enabled = move != null) { Text("Take") }
}
},
dismissButton = {
TextButton(
onClick = {
if (card == null) {
onCancel()
} else {
chosen = null
picked = emptyList()
}
},
) { Text(if (card == null) CatanText.CANCEL else "Back") }
},
)
}
@Composable
private fun DevCardRow(
entry: DevCardInHand,
onPlay: (CatanMove) -> Unit,
onChoose: (DevCardInHand) -> Unit,
) {
val type = entry.card.type
Row(
modifier = Modifier.fillMaxWidth(),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp),
) {
Column(modifier = Modifier.weight(1f)) {
Text(CatanText.devCard(type), fontWeight = FontWeight.Bold)
Text(CatanText.devCardHelp(type), style = MaterialTheme.typography.bodySmall)
}
when {
type == DevCardType.VICTORY_POINT -> Text("Hidden", style = MaterialTheme.typography.labelSmall)
!entry.playable -> Text("Not now", style = MaterialTheme.typography.labelSmall)
entry.plays.size == 1 && (entry.plays[0] is PlayKnight || entry.plays[0] is PlayRoadBuilding) ->
Button(onClick = { onPlay(entry.plays[0]) }) { Text("Play") }
else -> Button(onClick = { onChoose(entry) }) { Text("Play…") }
}
}
}
// ---------------------------------------------------------------------------
// Trading
// ---------------------------------------------------------------------------
private enum class TradeTab { BANK, PLAYER }
/**
* Trade with the bank at the best ratio the player has, or offer cards to one
* other player. Offers are free-form, so they are checked with the engine's
* structural rule ([CatanInteraction.offerAllowed]) rather than looked up in
* the legal list.
*/
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun CatanTradeDialog(
state: CatanState,
seat: Int,
seats: CatanSeats,
legal: List<CatanMove>,
onBank: (MaritimeTrade) -> Unit,
onOffer: (OfferTrade) -> Unit,
onCancel: () -> Unit,
) {
var tab by remember { mutableStateOf(TradeTab.BANK) }
var bankGive by remember { mutableStateOf<Resource?>(null) }
var everyone by remember { mutableStateOf(true) }
var partner by remember { mutableStateOf<Int?>(null) }
var give by remember { mutableStateOf(emptyMap<Resource, Int>()) }
var get by remember { mutableStateOf(emptyMap<Resource, Int>()) }
AlertDialog(
onDismissRequest = onCancel,
title = { Text(CatanText.TRADE) },
text = {
Column(
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(12.dp),
) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
TabButton(CatanText.TRADE_WITH_BANK, tab == TradeTab.BANK) { tab = TradeTab.BANK }
TabButton(CatanText.TRADE_WITH_PLAYER, tab == TradeTab.PLAYER) { tab = TradeTab.PLAYER }
}
if (tab == TradeTab.BANK) {
val trades = CatanInteraction.bankTrades(legal)
if (trades.isEmpty()) {
Text("You do not hold enough of any one resource to trade with the bank.")
} else {
Text("Give:", fontWeight = FontWeight.Bold)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
trades.keys.forEach { resource ->
val ratio = CatanInteraction.bankRatio(state, seat, resource)
Column(horizontalAlignment = Alignment.CenterHorizontally) {
ResourceTile(
resource = resource,
count = ratio,
selected = bankGive == resource,
onClick = { bankGive = resource },
)
Text("$ratio : 1", style = MaterialTheme.typography.labelSmall)
}
}
}
val chosen = bankGive
if (chosen != null && chosen in trades) {
Text("Get one:", fontWeight = FontWeight.Bold)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
trades.getValue(chosen).forEach { resource ->
ResourceTile(
resource = resource,
count = 1,
onClick = { onBank(MaritimeTrade(chosen, resource)) },
)
}
}
}
}
} else {
Text("Offer to:", fontWeight = FontWeight.Bold)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
TabButton(CatanText.EVERYONE, everyone) { everyone = true; partner = null }
(0 until state.playerCount).filter { it != seat }.forEach { other ->
TabButton(seats.label(other), !everyone && partner == other) {
everyone = false
partner = other
}
}
}
Text(CatanText.YOU_GIVE, fontWeight = FontWeight.Bold)
CounterRow(
counts = give,
limit = { state.resources[seat][it] ?: 0 },
onChange = { give = it },
)
Text(CatanText.YOU_GET, fontWeight = FontWeight.Bold)
CounterRow(counts = get, limit = { 9 }, onChange = { get = it })
}
}
},
confirmButton = {
if (tab == TradeTab.PLAYER) {
val to = if (everyone) null else partner
val giveCards = give.asCards()
val getCards = get.asCards()
val allowed = (everyone || partner != null) &&
CatanInteraction.offerAllowed(state, seat, to, giveCards, getCards)
Button(
onClick = { onOffer(OfferTrade(to, giveCards, getCards)) },
enabled = allowed,
) { Text(CatanText.SEND_OFFER) }
}
},
dismissButton = { TextButton(onClick = onCancel) { Text(CatanText.CANCEL) } },
)
}
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun CounterRow(
counts: Map<Resource, Int>,
limit: (Resource) -> Int,
onChange: (Map<Resource, Int>) -> Unit,
) {
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
Resource.entries.forEach { resource ->
ResourceCounter(
resource = resource,
count = counts[resource] ?: 0,
max = limit(resource),
onChange = { n -> onChange(counts + (resource to n.coerceIn(0, limit(resource)))) },
)
}
}
}
@Composable
private fun TabButton(label: String, selected: Boolean, onClick: () -> Unit) {
if (selected) {
FilledTonalButton(onClick = onClick) { Text(label) }
} else {
OutlinedButton(onClick = onClick) { Text(label) }
}
}
/**
* Another player has put an offer to the local player (alone, or as one of the
* table). Accept, decline, or — via a second step — answer with different terms.
*/
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun CatanTradeResponseDialog(
state: CatanState,
seat: Int,
offer: TradeOffer,
seats: CatanSeats,
canAccept: Boolean,
onAccept: () -> Unit,
onDecline: () -> Unit,
onCounter: (CounterTrade) -> Unit,
) {
var countering by remember(offer) { mutableStateOf(false) }
// What we would give the offerer, and what we would ask of them.
var give by remember(offer) { mutableStateOf(offer.get.groupingBy { it }.eachCount()) }
var get by remember(offer) { mutableStateOf(offer.give.groupingBy { it }.eachCount()) }
AlertDialog(
onDismissRequest = {},
title = { Text(if (countering) "Counter-offer" else "Trade offer") },
text = {
Column(
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
Text(
CatanText.tradeSummary(
by = seats.label(offer.by),
to = if (offer.to == null) "the table" else "you",
give = offer.give,
get = offer.get,
),
)
if (countering) {
Text(CatanText.YOU_GIVE, fontWeight = FontWeight.Bold)
CounterRow(
counts = give,
limit = { state.resources[seat][it] ?: 0 },
onChange = { give = it },
)
Text(CatanText.YOU_GET, fontWeight = FontWeight.Bold)
CounterRow(
counts = get,
limit = { state.resources[offer.by][it] ?: 0 },
onChange = { get = it },
)
} else if (!canAccept) {
Text(
"You cannot accept this: one side no longer holds the cards.",
style = MaterialTheme.typography.bodySmall,
)
}
}
},
confirmButton = {
if (countering) {
val move = CounterTrade(give.asCards(), get.asCards())
Button(
onClick = { onCounter(move) },
enabled = CatanInteraction.counterAllowed(state, seat, move.give, move.get),
) { Text(CatanText.SEND_COUNTER) }
} else {
Button(onClick = onAccept, enabled = canAccept) { Text(CatanText.ACCEPT) }
}
},
dismissButton = {
Row(horizontalArrangement = Arrangement.spacedBy(4.dp)) {
if (countering) {
TextButton(onClick = { countering = false }) { Text(CatanText.CANCEL) }
} else {
TextButton(onClick = { countering = true }) { Text(CatanText.COUNTER) }
}
TextButton(onClick = onDecline) { Text(CatanText.DECLINE) }
}
},
)
}
/** The offerer's choice once nobody accepted: take a counter-offer, or none. */
@Composable
fun CatanCounterChoiceDialog(
counters: List<TradeCounter>,
seats: CatanSeats,
onTake: (AcceptCounter) -> Unit,
onNoDeal: () -> Unit,
) {
AlertDialog(
onDismissRequest = {},
title = { Text("Counter-offers") },
text = {
Column(
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
if (counters.isEmpty()) {
Text("None of the counter-offers can be met any more.")
}
counters.forEach { counter ->
Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
Text(CatanText.counterSummary(seats.label(counter.by), counter.give, counter.get))
Button(onClick = { onTake(AcceptCounter(counter.by)) }) { Text(CatanText.ACCEPT) }
}
}
}
},
confirmButton = { TextButton(onClick = onNoDeal) { Text(CatanText.NO_DEAL) } },
)
}
// ---------------------------------------------------------------------------
// Ending
// ---------------------------------------------------------------------------
/** The game is over: who won, and what everyone finished with. */
@Composable
fun CatanGameOverDialog(
state: CatanState,
seats: CatanSeats,
onExit: () -> Unit,
onLook: () -> Unit,
) {
val points = (0 until state.playerCount).map { seat ->
// The winner's hidden victory-point cards are revealed by winning; the
// host's copy of the state has them, a client's has only its own.
seat to if (seat == seats.me) CatanRules.victoryPoints(state, seat)
else CatanRules.publicVictoryPoints(state)[seat]
}
AlertDialog(
onDismissRequest = onLook,
title = { Text(CatanText.winnerHeadline(state, seats)) },
text = {
Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
points.sortedByDescending { it.second }.forEach { (seat, vp) ->
Text("${seats.label(seat)}: $vp points")
}
}
},
confirmButton = { TextButton(onClick = onExit) { Text(CatanText.LEAVE_GAME) } },
dismissButton = { TextButton(onClick = onLook) { Text(CatanText.LOOK_AT_BOARD) } },
)
}
@Composable
fun CatanEndGameDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = {
Text(
"This game ends here and the position is not saved. Anyone else " +
"at the table is told you have left.",
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
fun CatanAbandonedDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text("$notice There are no more moves to play.") },
confirmButton = { TextButton(onClick = onExit) { Text(CatanText.LEAVE_GAME) } },
dismissButton = { TextButton(onClick = onStay) { Text(CatanText.LOOK_AT_BOARD) } },
)
}
@@ -0,0 +1,123 @@
package org.prolibertate.games.ui.game.catan
import org.prolibertate.games.game.catan.CatanBoard
import kotlin.math.sqrt
/** A point in board pixels. Plain floats, so this file needs no Compose types. */
data class Pt(val x: Float, val y: Float)
/**
* Where the island sits on screen: the one place the engine's integer lattice
* (see [CatanBoard]) becomes pixels, and pixels become "which vertex / edge /
* hex did the player tap".
*
* Pure and Android-free, so it is unit-tested (`CatanGeometryTest`). The drawing
* code ([CatanBoardView]) and the tap handling both go through this, which is
* what keeps what is drawn and what is tappable from ever disagreeing.
*
* Lattice to pixel: a hex of circumradius `R` is pointy-top, so one lattice x-unit
* is `R·√3/2` and one lattice y-unit is `R/2`, and lattice +Y points up the board
* while pixel +y points down.
*/
class BoardLayout(
val width: Float,
val height: Float,
/** Circumradius of one hex, in pixels. */
val radius: Float,
) {
private val centreX = width / 2f
private val centreY = height / 2f
private val unitX = radius * SQRT3 / 2f
private val unitY = radius / 2f
fun point(latticeX: Int, latticeY: Int): Pt =
Pt(centreX + latticeX * unitX, centreY - latticeY * unitY)
fun hexCenter(hex: Int): Pt {
val (lx, ly) = CatanBoard.hexCenter(hex)
return point(lx, ly)
}
fun vertex(vertex: Int): Pt {
val (lx, ly) = CatanBoard.VERTEX_POS[vertex]
return point(lx, ly)
}
fun hexCorners(hex: Int): List<Pt> = CatanBoard.HEX_CORNERS[hex].map { vertex(it) }
fun edgeEnds(edge: Int): Pair<Pt, Pt> {
val (a, b) = CatanBoard.EDGE_VERTICES[edge]
return vertex(a) to vertex(b)
}
fun edgeMidpoint(edge: Int): Pt {
val (a, b) = edgeEnds(edge)
return Pt((a.x + b.x) / 2f, (a.y + b.y) / 2f)
}
/**
* Where a harbour's marker is drawn: just off the coast, straight out from
* the middle of its edge. The marker is joined to the edge's two vertices by
* the board view, which is what shows which settlements can use it.
*/
fun portAnchor(edge: Int): Pt {
val mid = edgeMidpoint(edge)
val dx = mid.x - centreX
val dy = mid.y - centreY
val length = sqrt(dx * dx + dy * dy).coerceAtLeast(1f)
return Pt(mid.x + dx / length * radius * PORT_OFFSET, mid.y + dy / length * radius * PORT_OFFSET)
}
/** The nearest of [among] within [reach] pixels of [at], or null. */
fun nearestVertex(at: Pt, reach: Float, among: Collection<Int>): Int? =
nearest(at, reach, among) { vertex(it) }
fun nearestEdge(at: Pt, reach: Float, among: Collection<Int>): Int? =
nearest(at, reach, among) { edgeMidpoint(it) }
fun nearestHex(at: Pt, reach: Float, among: Collection<Int>): Int? =
nearest(at, reach, among) { hexCenter(it) }
private fun nearest(at: Pt, reach: Float, among: Collection<Int>, position: (Int) -> Pt): Int? {
var best: Int? = null
var bestDistance = reach * reach
for (candidate in among) {
val p = position(candidate)
val dx = p.x - at.x
val dy = p.y - at.y
val d = dx * dx + dy * dy
if (d <= bestDistance) {
best = candidate
bestDistance = d
}
}
return best
}
}
object CatanGeometry {
/** Lattice extents of the island: x spans -5..5, y spans -8..8. */
private const val LATTICE_X_UNITS = 10
private const val LATTICE_Y_UNITS = 16
/** Empty space round the island, in hex radii, for the sea and the harbours. */
const val MARGIN = 1.75f
private val boardWidthInRadii = LATTICE_X_UNITS * SQRT3 / 2f + 2 * MARGIN
private val boardHeightInRadii = LATTICE_Y_UNITS / 2f + 2 * MARGIN
/** Width ÷ height of the board including its margin, for sizing its box. */
val ASPECT: Float = boardWidthInRadii / boardHeightInRadii
/** The largest layout that fits [width] × [height] pixels. */
fun fit(width: Float, height: Float): BoardLayout {
val radius = minOf(width / boardWidthInRadii, height / boardHeightInRadii)
return BoardLayout(width, height, radius)
}
}
private const val SQRT3 = 1.7320508f
/** How far past the coast a harbour marker sits, in hex radii. Far enough that its piers are clearly visible. */
internal const val PORT_OFFSET = 1.0f
@@ -0,0 +1,306 @@
package org.prolibertate.games.ui.game.catan
import org.prolibertate.games.game.catan.AcceptCounter
import org.prolibertate.games.game.catan.AcceptTrade
import org.prolibertate.games.game.catan.BuildCity
import org.prolibertate.games.game.catan.BuildRoad
import org.prolibertate.games.game.catan.BuildSettlement
import org.prolibertate.games.game.catan.BuyDevCard
import org.prolibertate.games.game.catan.CatanBoard
import org.prolibertate.games.game.catan.CatanMove
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.CounterTrade
import org.prolibertate.games.game.catan.DeclineTrade
import org.prolibertate.games.game.catan.DevCard
import org.prolibertate.games.game.catan.DevCardType
import org.prolibertate.games.game.catan.Discard
import org.prolibertate.games.game.catan.EndFreeRoads
import org.prolibertate.games.game.catan.EndTurn
import org.prolibertate.games.game.catan.HexCoord
import org.prolibertate.games.game.catan.MaritimeTrade
import org.prolibertate.games.game.catan.MoveRobber
import org.prolibertate.games.game.catan.OfferTrade
import org.prolibertate.games.game.catan.TradeCounter
import org.prolibertate.games.game.catan.PlayKnight
import org.prolibertate.games.game.catan.PlayMonopoly
import org.prolibertate.games.game.catan.PlayRoadBuilding
import org.prolibertate.games.game.catan.PlayYearOfPlenty
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.RollDice
import org.prolibertate.games.game.catan.SetupPlace
/** What a player can ask to build by tapping the board. */
enum class BuildKind { ROAD, SETTLEMENT, CITY }
/** The parts of the board the player may tap right now. Everything else is inert. */
data class BoardTargets(
val vertices: Set<Int> = emptySet(),
val edges: Set<Int> = emptySet(),
val hexes: Set<Int> = emptySet(),
) {
val isEmpty: Boolean get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty()
}
/** What a tap on the board amounts to. */
sealed interface TapOutcome {
/** Nothing: the tap landed somewhere that is not a legal target. */
data object Ignored : TapOutcome
/** Send this move to the table. */
data class Submit(val move: CatanMove) : TapOutcome
/** Setup: remember this settlement; the road that goes with it is tapped next. */
data class PickSetupVertex(val vertex: Int) : TapOutcome
/** The robber's hex has more than one possible victim: ask which. */
data class PickRobberVictim(val hex: HexCoord, val victims: List<Int>) : TapOutcome
}
/**
* One development card in the local player's hand, and what can be done with it
* right now. [plays] is empty when it cannot be played this turn (bought this
* turn, a card has already been played, a victory-point card, or it is not the
* player's turn).
*/
data class DevCardInHand(val card: DevCard, val plays: List<CatanMove>) {
val playable: Boolean get() = plays.isNotEmpty()
}
/**
* The rules of *tapping*: given the game state, the moves the engine says are
* legal, and what the player has selected, what can be tapped and what a tap does.
*
* Pure functions with no Android and no Compose, so the whole interaction model is
* unit-tested (`CatanInteractionTest`). The screen holds the two bits of UI state
* ([BuildKind] and the chosen setup settlement) and passes them in; it contains no
* game rules of its own. **Anything that decides whether a tap is allowed belongs
* here, never in a composable** — the engine's [legal] list is the single source
* of truth, so the UI can never offer a move the rules would refuse.
*/
object CatanInteraction {
// --- Board ---------------------------------------------------------------
fun targets(
state: CatanState,
legal: List<CatanMove>,
building: BuildKind?,
setupVertex: Int?,
): BoardTargets {
val setup = legal.filterIsInstance<SetupPlace>()
if (setup.isNotEmpty()) {
return if (setupVertex == null) {
BoardTargets(vertices = setup.map { it.vertex }.toSet())
} else {
BoardTargets(edges = setup.filter { it.vertex == setupVertex }.map { it.edge }.toSet())
}
}
val robber = legal.filterIsInstance<MoveRobber>()
if (robber.isNotEmpty()) {
return BoardTargets(hexes = robber.mapNotNull { CatanBoard.hexIndex[it.hex] }.toSet())
}
val roads = legal.filterIsInstance<BuildRoad>().map { it.edge }.toSet()
if (state.phase == CatanPhase.FREE_ROADS) return BoardTargets(edges = roads)
return when (building) {
BuildKind.ROAD -> BoardTargets(edges = roads)
BuildKind.SETTLEMENT ->
BoardTargets(vertices = legal.filterIsInstance<BuildSettlement>().map { it.vertex }.toSet())
BuildKind.CITY ->
BoardTargets(vertices = legal.filterIsInstance<BuildCity>().map { it.vertex }.toSet())
null -> BoardTargets()
}
}
fun onVertexTap(
vertex: Int,
legal: List<CatanMove>,
building: BuildKind?,
setupVertex: Int?,
): TapOutcome {
val setup = legal.filterIsInstance<SetupPlace>()
if (setup.isNotEmpty()) {
// Re-picking is allowed until the road is chosen, so a misplaced
// tap does not commit the settlement.
return if (setup.any { it.vertex == vertex }) {
TapOutcome.PickSetupVertex(vertex)
} else {
TapOutcome.Ignored
}
}
val move: CatanMove = when (building) {
BuildKind.SETTLEMENT -> BuildSettlement(vertex)
BuildKind.CITY -> BuildCity(vertex)
else -> return TapOutcome.Ignored
}
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
}
fun onEdgeTap(
edge: Int,
legal: List<CatanMove>,
building: BuildKind?,
setupVertex: Int?,
): TapOutcome {
if (legal.any { it is SetupPlace }) {
if (setupVertex == null) return TapOutcome.Ignored
val move = SetupPlace(setupVertex, edge)
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
}
// Free roads need no build mode; a paid road does.
val canBuild = building == BuildKind.ROAD || legal.any { it is EndFreeRoads }
if (!canBuild) return TapOutcome.Ignored
val move = BuildRoad(edge)
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
}
fun onHexTap(hex: Int, legal: List<CatanMove>): TapOutcome {
val coord = CatanBoard.HEXES.getOrNull(hex) ?: return TapOutcome.Ignored
val moves = legal.filterIsInstance<MoveRobber>().filter { it.hex == coord }
return when {
moves.isEmpty() -> TapOutcome.Ignored
moves.size == 1 -> TapOutcome.Submit(moves.first())
else -> TapOutcome.PickRobberVictim(coord, moves.mapNotNull { it.victim })
}
}
// --- Action bar ------------------------------------------------------------
fun canRoll(legal: List<CatanMove>): Boolean = legal.any { it is RollDice }
/**
* The hexes that paid out for this turn's roll, so the board can light them.
* Empty until the turn's roll has happened (the dice left over from the last
* turn are not this turn's), on a seven, and for the hex the robber sits on.
*/
fun rolledHexes(state: CatanState): Set<Int> {
if (state.lastDice.size != 2) return emptySet()
if (state.phase == CatanPhase.AWAIT_ROLL || state.phase == CatanPhase.SETUP_FIRST ||
state.phase == CatanPhase.SETUP_SECOND
) {
return emptySet()
}
val total = state.lastDice.sum()
if (total == 7) return emptySet()
return (0 until CatanBoard.HEX_COUNT)
.filter { state.numbers[it] == total && it != state.robber }
.toSet()
}
fun canEndTurn(legal: List<CatanMove>): Boolean = legal.any { it is EndTurn }
fun canEndFreeRoads(legal: List<CatanMove>): Boolean = legal.any { it is EndFreeRoads }
fun canBuyDevCard(legal: List<CatanMove>): Boolean = legal.any { it is BuyDevCard }
fun canBuild(legal: List<CatanMove>): Set<BuildKind> = buildSet {
if (legal.any { it is BuildRoad }) add(BuildKind.ROAD)
if (legal.any { it is BuildSettlement }) add(BuildKind.SETTLEMENT)
if (legal.any { it is BuildCity }) add(BuildKind.CITY)
}
fun tradeResponses(legal: List<CatanMove>): Pair<Boolean, Boolean> =
legal.any { it is AcceptTrade } to legal.any { it is DeclineTrade }
// --- Development cards -----------------------------------------------------
/** [seat]'s development cards, each with the plays the engine currently allows. */
fun devHand(state: CatanState, seat: Int, legal: List<CatanMove>): List<DevCardInHand> =
state.devHands.getOrNull(seat).orEmpty().map { card ->
DevCardInHand(card, legal.filter { playOf(it) == card.id })
}.sortedWith(compareBy({ it.card.type.ordinal }, { it.card.id }))
private fun playOf(move: CatanMove): Int? = when (move) {
is PlayKnight -> move.card
is PlayRoadBuilding -> move.card
is PlayMonopoly -> move.card
is PlayYearOfPlenty -> move.card
else -> null
}
/** The Monopoly moves for one card, by the resource each would name. */
fun monopolyChoices(plays: List<CatanMove>): Map<Resource, PlayMonopoly> =
plays.filterIsInstance<PlayMonopoly>().associateBy { it.resource }
/** The Year of Plenty move that takes exactly [take], if the engine allows it. */
fun plentyMove(plays: List<CatanMove>, take: List<Resource>): PlayYearOfPlenty? {
val want = take.groupingBy { it }.eachCount()
return plays.filterIsInstance<PlayYearOfPlenty>().firstOrNull {
it.take.groupingBy { r -> r }.eachCount() == want
}
}
/**
* Resources a Year of Plenty can still be asked for, given what is already
* [picked]: those that complete some take the engine allows. Empty once the
* two cards are chosen.
*/
fun plentyAvailable(plays: List<CatanMove>, picked: List<Resource>): Set<Resource> {
val chosen = picked.groupingBy { it }.eachCount()
val available = mutableSetOf<Resource>()
for (play in plays.filterIsInstance<PlayYearOfPlenty>()) {
if (!chosen.all { (resource, n) -> play.take.count { it == resource } >= n }) continue
val remaining = play.take.toMutableList()
picked.forEach { remaining.remove(it) }
available += remaining
}
return available
}
// --- Discarding -----------------------------------------------------------
/** How many cards a player holding [held] must discard on a seven. */
fun discardQuota(held: Int): Int = held / 2
/** The discard move that gives up exactly [selection], if the engine allows it. */
fun discardMove(legal: List<CatanMove>, selection: List<Resource>): Discard? {
val want = selection.groupingBy { it }.eachCount()
return legal.filterIsInstance<Discard>().firstOrNull {
it.cards.groupingBy { r -> r }.eachCount() == want
}
}
// --- Trading ---------------------------------------------------------------
/** Bank trades on offer: what can be given, and for what. */
fun bankTrades(legal: List<CatanMove>): Map<Resource, List<Resource>> =
legal.filterIsInstance<MaritimeTrade>()
.groupBy({ it.give }, { it.get })
.mapValues { (_, gets) -> gets.sortedBy { it.ordinal } }
.toSortedMap(compareBy<Resource> { it.ordinal })
/** What it costs [seat] to give one [resource] to the bank: 4, 3 or 2 cards. */
fun bankRatio(state: CatanState, seat: Int, resource: Resource): Int =
CatanRules.bestPortRatio(state, seat, resource)
/**
* Whether [seat] can offer [give] for [get] to [to] right now. Uses the
* engine's own structural check, since offers are not in the enumerated
* move list.
*/
fun offerAllowed(
state: CatanState,
seat: Int,
to: Int?,
give: List<Resource>,
get: List<Resource>,
): Boolean = give.isNotEmpty() && get.isNotEmpty() &&
CatanRules.isLegalMove(state, seat, OfferTrade(to, give, get))
/** Whether [seat] may answer the offer on the table with [give] for [get]. */
fun counterAllowed(state: CatanState, seat: Int, give: List<Resource>, get: List<Resource>): Boolean =
give.isNotEmpty() && get.isNotEmpty() &&
CatanRules.isLegalMove(state, seat, CounterTrade(give, get))
/** The counter-offers the offerer may take right now, in the order they came in. */
fun counterChoices(state: CatanState, legal: List<CatanMove>): List<TradeCounter> {
val takeable = legal.filterIsInstance<AcceptCounter>().map { it.seat }.toSet()
return state.pendingTrade?.counters.orEmpty().filter { it.by in takeable }
}
}
@@ -0,0 +1,437 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ExperimentalLayoutApi
import androidx.compose.foundation.layout.FlowRow
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.defaultMinSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.DropdownMenu
import androidx.compose.material3.DropdownMenuItem
import androidx.compose.material3.FilledTonalButton
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.OutlinedButton
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.TextStyle
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.Resource
/*
* Stateless building blocks for the Katan screen.
*
* Every composable here takes plain values and reports events through lambdas;
* none of them holds game state or touches the controller, so each can be
* restyled, re-laid-out or replaced on its own. Colours and proportions come
* from [CatanStyle] and wording from [CatanText].
*/
// ---------------------------------------------------------------------------
// Resource tile
// ---------------------------------------------------------------------------
/**
* One resource as a coloured tile with its count. The hand, the discard picker
* and the trade pickers all use this, so a resource looks the same everywhere.
*/
@Composable
fun ResourceTile(
resource: Resource,
count: Int,
modifier: Modifier = Modifier,
selected: Boolean = false,
enabled: Boolean = true,
style: CatanStyle = LocalCatanStyle.current,
onClick: (() -> Unit)? = null,
) {
val shape = RoundedCornerShape(10.dp)
Column(
modifier = modifier
.defaultMinSize(minWidth = 56.dp)
.clip(shape)
.background(style.resource.getValue(resource).copy(alpha = if (enabled) 1f else 0.4f))
.border(
width = if (selected) 3.dp else 1.dp,
color = if (selected) Color.White else Color(0x33000000),
shape = shape,
)
.then(if (onClick != null && enabled) Modifier.clickable { onClick() } else Modifier)
.padding(horizontal = 6.dp, vertical = 6.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) {
Text(
text = count.toString(),
color = style.resourceInk,
fontWeight = FontWeight.Bold,
fontSize = 20.sp,
)
Text(
text = CatanText.resource(resource),
color = style.resourceInk,
fontSize = 11.sp,
maxLines = 1,
)
}
}
/** The local player's cards: one tile per resource, in a row that wraps. */
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun CatanHand(
state: CatanState,
seat: Int,
modifier: Modifier = Modifier,
) {
FlowRow(
modifier = modifier,
horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
Resource.entries.forEach { resource ->
ResourceTile(resource, state.resources[seat][resource] ?: 0)
}
}
}
// ---------------------------------------------------------------------------
// Players
// ---------------------------------------------------------------------------
/**
* One player's public standing: colour, name, points, how many cards they hold
* (not which), and — in the roomier layout — development cards, knights and
* their longest road.
*
* **Fixed height.** Every line is always present (blank when there is nothing to
* say) and never wraps, so the card is the same height whatever the game is
* doing. The board is given whatever room is left, so anything that made this
* card taller or shorter would rescale the island under the player's thumb.
*
* [points] is passed in rather than computed here because the local player's
* own count includes hidden victory-point cards and everyone else's does not;
* the screen decides which. [compact] is the narrow portrait strip (four cards
* across a phone); the default has room for the detail lines.
*/
@Composable
fun CatanPlayerCard(
state: CatanState,
seat: Int,
seats: CatanSeats,
points: Int,
modifier: Modifier = Modifier,
style: CatanStyle = LocalCatanStyle.current,
compact: Boolean = false,
) {
val onTurn = state.turn == seat && state.phase != CatanPhase.GAME_OVER
val shape = RoundedCornerShape(12.dp)
Column(
modifier = modifier
.clip(shape)
.background(MaterialTheme.colorScheme.surfaceVariant)
.border(
width = if (onTurn) 3.dp else 1.dp,
color = if (onTurn) MaterialTheme.colorScheme.primary else Color(0x22000000),
shape = shape,
)
.padding(8.dp),
verticalArrangement = Arrangement.spacedBy(2.dp),
) {
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(6.dp)) {
Box(
modifier = Modifier
.size(14.dp)
.clip(CircleShape)
.background(style.seats[seat % style.seats.size])
.border(1.dp, style.pieceOutline, CircleShape),
)
CardLine(seats.label(seat), MaterialTheme.typography.labelLarge, FontWeight.Bold)
}
CardLine("$points VP", MaterialTheme.typography.titleMedium, FontWeight.Bold)
if (compact) {
CardLine("${state.resourceCount(seat)} cards", MaterialTheme.typography.bodySmall)
} else {
CardLine(
"${state.resourceCount(seat)} cards · ${state.devHandCounts[seat]} dev",
MaterialTheme.typography.bodySmall,
)
CardLine(
"Knights ${state.knightsPlayed[seat]} · Road ${CatanRules.longestRoadFor(state, seat)}",
MaterialTheme.typography.bodySmall,
)
}
val awards = buildList {
if (state.longestRoadOwner == seat) add(if (compact) "Road" else "Longest road")
if (state.largestArmyOwner == seat) add(if (compact) "Army" else "Largest army")
}
// Always drawn, so the card does not grow when somebody takes an award.
CardLine(
text = awards.joinToString(" · ").ifEmpty { BLANK },
style = MaterialTheme.typography.labelSmall,
weight = FontWeight.Bold,
color = MaterialTheme.colorScheme.primary,
)
}
}
/** A non-breaking space: a line of text with nothing in it, still one line tall. */
private const val BLANK = "\u00A0"
/** One line of a player card: never wraps, so the card's height cannot change. */
@Composable
private fun CardLine(
text: String,
style: TextStyle,
weight: FontWeight? = null,
color: Color = Color.Unspecified,
) {
Text(
text = text,
style = style,
fontWeight = weight,
color = color,
maxLines = 1,
overflow = TextOverflow.Ellipsis,
)
}
// ---------------------------------------------------------------------------
// Dice
// ---------------------------------------------------------------------------
/** The two dice as last rolled, with their total. Blank until the first roll. */
@Composable
fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
Row(
modifier = modifier,
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
val shown = if (dice.size == 2) dice else listOf(null, null)
shown.forEach { value ->
Box(
modifier = Modifier
.size(36.dp)
.clip(RoundedCornerShape(8.dp))
.background(Color.White)
.border(1.dp, Color(0x55000000), RoundedCornerShape(8.dp)),
contentAlignment = Alignment.Center,
) {
Text(
text = value?.toString() ?: "–",
color = Color(0xFF1C1B1F),
fontWeight = FontWeight.Bold,
fontSize = 20.sp,
textAlign = TextAlign.Center,
)
}
}
// Always drawn ("= –" before the first roll) so the row never changes width.
Text(
text = if (dice.size == 2) "= ${dice.sum()}" else "= –",
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.Bold,
)
}
}
// ---------------------------------------------------------------------------
// Actions
// ---------------------------------------------------------------------------
/** What the action bar offers right now. Built by the screen from [CatanInteraction]. */
data class CatanActions(
val canRoll: Boolean = false,
val canBuild: Set<BuildKind> = emptySet(),
val building: BuildKind? = null,
val canBuyCard: Boolean = false,
val canPlayCard: Boolean = false,
val canTrade: Boolean = false,
val canEndTurn: Boolean = false,
val canEndFreeRoads: Boolean = false,
/** A setup settlement is chosen and a different one may still be picked. */
val canRepickSetup: Boolean = false,
)
/**
* The buttons for whatever the player can do now. Pure display: every press is a lambda.
*
* **The bar never changes size.** The top row holds the one "primary" action
* (roll, end turn, done with roads, cancel) and keeps its height when it is
* empty; the second row is always all six buttons, greyed out when they do not
* apply. Buttons appearing and disappearing used to resize this area and, with
* it, the board above — so nothing here may be conditionally *present*, only
* conditionally *enabled*.
*/
@OptIn(ExperimentalLayoutApi::class)
@Composable
fun CatanActionBar(
actions: CatanActions,
onRoll: () -> Unit,
onBuild: (BuildKind?) -> Unit,
onBuyCard: () -> Unit,
onPlayCard: () -> Unit,
onTrade: () -> Unit,
onEndTurn: () -> Unit,
onEndFreeRoads: () -> Unit,
onRepickSetup: () -> Unit,
modifier: Modifier = Modifier,
/** Small screens: fold Road / Settlement / City into one "Build" button with a menu. */
compact: Boolean = false,
) {
Column(modifier = modifier.fillMaxWidth(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
Row(
modifier = Modifier.fillMaxWidth().height(PRIMARY_ROW_HEIGHT),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp),
) {
if (actions.canRoll) Button(onClick = onRoll) { Text(CatanText.ROLL) }
if (actions.canRepickSetup) OutlinedButton(onClick = onRepickSetup) { Text(CatanText.CANCEL) }
if (actions.canEndFreeRoads) Button(onClick = onEndFreeRoads) { Text(CatanText.STOP_ROADS) }
if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
}
FlowRow(
modifier = Modifier.fillMaxWidth(),
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
if (compact) {
BuildMenuButton(actions, onBuild)
} else {
BuildButton(BuildKind.ROAD, CatanText.ROAD, CatanText.ROAD_COST, actions, onBuild)
BuildButton(BuildKind.SETTLEMENT, CatanText.SETTLEMENT, CatanText.SETTLEMENT_COST, actions, onBuild)
BuildButton(BuildKind.CITY, CatanText.CITY, CatanText.CITY_COST, actions, onBuild)
}
OutlinedButton(onClick = onBuyCard, enabled = actions.canBuyCard) {
LabelWithCost(CatanText.BUY_CARD, CatanText.DEV_COST)
}
OutlinedButton(onClick = onPlayCard, enabled = actions.canPlayCard) {
LabelWithCost(CatanText.PLAY_CARD, CatanText.NO_COST)
}
OutlinedButton(onClick = onTrade, enabled = actions.canTrade) {
LabelWithCost(CatanText.TRADE, CatanText.NO_COST)
}
}
}
}
/** Room for one button, held whether or not there is one to show. */
private val PRIMARY_ROW_HEIGHT = 48.dp
@Composable
private fun BuildButton(
kind: BuildKind,
label: String,
cost: String,
actions: CatanActions,
onBuild: (BuildKind?) -> Unit,
) {
val enabled = kind in actions.canBuild
val active = actions.building == kind
val onClick = { onBuild(if (active) null else kind) }
if (active) {
FilledTonalButton(onClick = onClick, enabled = enabled) { LabelWithCost(label, cost) }
} else {
OutlinedButton(onClick = onClick, enabled = enabled) { LabelWithCost(label, cost) }
}
}
/**
* The small-screen stand-in for the three build buttons: one "Build" button
* whose menu lists Road, Settlement and City with their costs. While a build
* mode is armed the button shows which, and choosing that entry again cancels it.
*/
@Composable
private fun BuildMenuButton(actions: CatanActions, onBuild: (BuildKind?) -> Unit) {
var open by remember { mutableStateOf(false) }
val armed = actions.building
val anyEnabled = actions.canBuild.isNotEmpty() || armed != null
val label: @Composable () -> Unit = {
LabelWithCost(CatanText.BUILD, armed?.let { buildLabel(it) } ?: CatanText.NO_COST)
}
Box {
if (armed != null) {
FilledTonalButton(onClick = { open = true }, enabled = anyEnabled) { label() }
} else {
OutlinedButton(onClick = { open = true }, enabled = anyEnabled) { label() }
}
DropdownMenu(expanded = open, onDismissRequest = { open = false }) {
for (kind in BuildKind.entries) {
DropdownMenuItem(
text = { LabelWithCost(buildLabel(kind), buildCost(kind)) },
enabled = kind in actions.canBuild,
onClick = {
open = false
onBuild(if (armed == kind) null else kind)
},
)
}
}
}
}
private fun buildLabel(kind: BuildKind): String = when (kind) {
BuildKind.ROAD -> CatanText.ROAD
BuildKind.SETTLEMENT -> CatanText.SETTLEMENT
BuildKind.CITY -> CatanText.CITY
}
private fun buildCost(kind: BuildKind): String = when (kind) {
BuildKind.ROAD -> CatanText.ROAD_COST
BuildKind.SETTLEMENT -> CatanText.SETTLEMENT_COST
BuildKind.CITY -> CatanText.CITY_COST
}
@Composable
private fun LabelWithCost(label: String, cost: String) {
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Text(label)
Text(cost, fontSize = 9.sp, maxLines = 1)
}
}
// ---------------------------------------------------------------------------
// Log
// ---------------------------------------------------------------------------
/** The most recent happenings, newest last. Scrolls. */
@Composable
fun CatanLog(state: CatanState, modifier: Modifier = Modifier) {
if (state.log.isEmpty()) {
Text(CatanText.NO_LOG, style = MaterialTheme.typography.bodySmall, modifier = modifier)
return
}
Column(modifier = modifier.verticalScroll(rememberScrollState())) {
state.log.takeLast(40).forEach {
Text(text = it, style = MaterialTheme.typography.bodySmall)
}
}
}
@@ -0,0 +1,132 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.remember
import androidx.compose.ui.Modifier
import androidx.compose.ui.tooling.preview.Preview
import androidx.compose.ui.unit.dp
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.catan.CatanAi
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
/*
* Android Studio previews for the Katan UI. They exist so the look can be
* iterated on without starting a match: open this file, open the Preview pane,
* and edit CatanStyle / CatanText / the panels. Each preview draws a real
* position (the computer plays itself for a while), not a mock.
*
* Nothing here ships in a behaviour sense: previews are only compiled for tooling.
*/
private val previewJson = Json { encodeDefaults = true }
/** A real game, played forward by the computer for [moves] moves, for previewing. */
private fun sampleState(players: Int = 4, moves: Int = 90, seed: Long = 11L): CatanState {
val config = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until players).map { PlayerSlot(it, "P$it", PlayerKind.AI, it) },
optionsJson = previewJson.encodeToString(CatanOptions(playerCount = players)),
seed = seed,
)
val ai = CatanAi()
var state = CatanRules.initialState(config)
repeat(moves) {
if (state.phase == CatanPhase.GAME_OVER) return state
val seat = CatanRules.currentSeat(state) ?: return state
val legal = CatanRules.legalMoves(state, seat)
if (legal.isEmpty()) return state
state = CatanRules.applyMove(state, seat, ai.chooseMove(state, seat, legal))
}
return state
}
@Preview(showBackground = true, widthDp = 360, heightDp = 360)
@Composable
private fun BoardPreview() {
val state = remember { sampleState() }
CompositionLocalProvider(LocalCatanStyle provides catanStyle(dark = false)) {
CatanBoardView(
state = state,
targets = BoardTargets(),
selectedVertex = null,
onVertexTap = {},
onEdgeTap = {},
onHexTap = {},
)
}
}
@Preview(showBackground = true, widthDp = 360, heightDp = 360)
@Composable
private fun BoardDarkPreview() {
val state = remember { sampleState() }
CompositionLocalProvider(LocalCatanStyle provides catanStyle(dark = true)) {
CatanBoardView(
state = state,
targets = BoardTargets(),
selectedVertex = null,
onVertexTap = {},
onEdgeTap = {},
onHexTap = {},
)
}
}
@Preview(showBackground = true, widthDp = 360, heightDp = 360)
@Composable
private fun BoardWithTargetsPreview() {
val state = remember { sampleState(moves = 6) }
val legal = remember(state) { CatanRules.currentSeat(state)?.let { CatanRules.legalMoves(state, it) }.orEmpty() }
CompositionLocalProvider(LocalCatanStyle provides catanStyle(dark = false)) {
CatanBoardView(
state = state,
targets = CatanInteraction.targets(state, legal, building = null, setupVertex = null),
selectedVertex = null,
onVertexTap = {},
onEdgeTap = {},
onHexTap = {},
)
}
}
@Preview(showBackground = true, widthDp = 360, heightDp = 560)
@Composable
private fun PanelsPreview() {
val state = remember { sampleState() }
val seats = CatanSeats(me = 0, names = listOf("You", "Ann", "Bo", "Cy"))
val points = remember(state) { CatanRules.publicVictoryPoints(state) }
Column(Modifier.padding(8.dp), verticalArrangement = Arrangement.spacedBy(8.dp)) {
Row(Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.spacedBy(6.dp)) {
(0 until state.playerCount).forEach { seat ->
CatanPlayerCard(state, seat, seats, points[seat], Modifier.weight(1f), compact = true)
}
}
CatanHand(state, seat = 0)
CatanDice(state.lastDice)
CatanActionBar(
actions = CatanActions(
canBuild = setOf(BuildKind.ROAD, BuildKind.CITY),
building = BuildKind.ROAD,
canBuyCard = true,
canTrade = true,
canEndTurn = true,
),
onRoll = {}, onBuild = {}, onBuyCard = {}, onPlayCard = {}, onTrade = {},
onEndTurn = {}, onEndFreeRoads = {}, onRepickSetup = {},
)
}
}
@@ -0,0 +1,408 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.isSystemInDarkTheme
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.catan.AcceptTrade
import org.prolibertate.games.game.catan.BuyDevCard
import org.prolibertate.games.game.catan.CatanMove
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.DeclineTrade
import org.prolibertate.games.game.catan.DismissCounters
import org.prolibertate.games.game.catan.EndFreeRoads
import org.prolibertate.games.game.catan.EndTurn
import org.prolibertate.games.game.catan.MoveRobber
import org.prolibertate.games.game.catan.RollDice
import org.prolibertate.games.game.catan.SetupPlace
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
/**
* Katan, on the island.
*
* This composable is only wiring. It reads the match from the controller, holds
* the handful of purely visual choices (which build mode is armed, which setup
* settlement is waiting for its road, which dialog is open), and hands
* everything else to single-purpose pieces:
*
* | Concern | Where it lives |
* | ------------------------------ | -------------------------- |
* | Colours, sizes, shapes | [CatanStyle] |
* | Every word on screen | [CatanText] |
* | Island → pixels, taps → hexes | [CatanGeometry] |
* | What is tappable, what a tap does | [CatanInteraction] |
* | Drawing the island | [CatanBoardView] |
* | Cards, players, dice, buttons | `CatanPanels.kt` |
* | Every dialog | `CatanDialogs.kt` |
*
* There are no game rules here: the engine's legal-move list is the only source
* of what the player may do, so the screen cannot offer a move the rules refuse.
* See `docs/UI-catan.md` for how to adapt the look and feel.
*/
@Composable
fun CatanScreen(
controller: MatchController<CatanState, CatanMove>,
localSeat: Int,
onExit: () -> Unit,
seatNames: List<String> = emptyList(),
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
val notice by controller.notice.collectAsState()
// Purely visual state. Anything that affects the game goes through submit().
var building by remember { mutableStateOf<BuildKind?>(null) }
var setupVertex by remember { mutableStateOf<Int?>(null) }
var victimChoice by remember { mutableStateOf<TapOutcome.PickRobberVictim?>(null) }
var showCards by remember { mutableStateOf(false) }
var showTrade by remember { mutableStateOf(false) }
var confirmingEnd by remember { mutableStateOf(false) }
var resultDismissed by remember { mutableStateOf(false) }
val dark = isSystemInDarkTheme()
val style = remember(dark) { catanStyle(dark) }
val seats = remember(localSeat, seatNames) { CatanSeats(localSeat, seatNames) }
// The engine's list changes after every move; drop any selection it no
// longer supports (a build mode the player can no longer afford, a setup
// settlement that is no longer pending).
LaunchedEffect(legal) {
if (building != null && building !in CatanInteraction.canBuild(legal)) building = null
if (setupVertex != null && legal.none { it is SetupPlace && it.vertex == setupVertex }) {
setupVertex = null
}
if (legal.isEmpty()) {
showCards = false
showTrade = false
victimChoice = null
}
}
val submit: (CatanMove) -> Unit = { move ->
controller.submit(move)
building = null
setupVertex = null
victimChoice = null
showCards = false
showTrade = false
}
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text(CatanText.END_GAME) }
}
val current = state
if (current == null) {
ScreenScaffold(title = CatanText.TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Setting up…") }
abandoned?.let { CatanAbandonedDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) CatanEndGameDialog(onExit) { confirmingEnd = false }
}
return
}
val targets = CatanInteraction.targets(current, legal, building, setupVertex)
val devHand = CatanInteraction.devHand(current, localSeat, legal)
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
val actions = CatanActions(
canRoll = CatanInteraction.canRoll(legal),
canBuild = CatanInteraction.canBuild(legal),
building = building,
canBuyCard = CatanInteraction.canBuyDevCard(legal),
canPlayCard = devHand.any { it.playable },
canTrade = playing,
canEndTurn = CatanInteraction.canEndTurn(legal),
canEndFreeRoads = CatanInteraction.canEndFreeRoads(legal),
canRepickSetup = setupVertex != null,
)
val rolledHexes = CatanInteraction.rolledHexes(current)
val prompt = CatanText.prompt(current, seats, setupVertexChosen = setupVertex != null, building = building)
val handle: (TapOutcome) -> Unit = { outcome ->
when (outcome) {
TapOutcome.Ignored -> Unit
is TapOutcome.Submit -> submit(outcome.move)
is TapOutcome.PickSetupVertex -> setupVertex = outcome.vertex
is TapOutcome.PickRobberVictim -> victimChoice = outcome
}
}
val publicPoints = CatanRules.publicVictoryPoints(current)
val pointsOf: (Int) -> Int = { seat ->
if (seat == localSeat) CatanRules.victoryPoints(current, seat) else publicPoints[seat]
}
CompositionLocalProvider(LocalCatanStyle provides style) {
ScreenScaffold(title = CatanText.TITLE, onBack = onExit, actions = endGameAction) { modifier ->
BoxWithConstraints(modifier = modifier) {
val wide = maxWidth > maxHeight * 1.1f
// Phones (either way up) get the one-button build menu.
val compactBuild = !wide || maxWidth < 600.dp
val board: @Composable (Modifier) -> Unit = { boardModifier ->
CatanBoardView(
state = current,
targets = targets,
selectedVertex = setupVertex,
onVertexTap = { handle(CatanInteraction.onVertexTap(it, legal, building, setupVertex)) },
onEdgeTap = { handle(CatanInteraction.onEdgeTap(it, legal, building, setupVertex)) },
onHexTap = { handle(CatanInteraction.onHexTap(it, legal)) },
modifier = boardModifier,
style = style,
rolledHexes = rolledHexes,
)
}
val players: @Composable (Boolean) -> Unit = { grid ->
PlayerCards(current, seats, pointsOf, style, twoPerRow = grid)
}
val promptRow: @Composable () -> Unit = {
PromptRow(prompt, notice, current)
}
val handAndActions: @Composable () -> Unit = {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
CatanHand(current, localSeat)
CatanActionBar(
actions = actions,
onRoll = { submit(RollDice()) },
onBuild = { building = it },
onBuyCard = { legal.firstOrNull { m -> m is BuyDevCard }?.let(submit) },
onPlayCard = { showCards = true },
onTrade = { showTrade = true },
onEndTurn = { legal.firstOrNull { m -> m is EndTurn }?.let(submit) },
onEndFreeRoads = {
legal.firstOrNull { m -> m is EndFreeRoads }?.let(submit)
},
onRepickSetup = { setupVertex = null },
compact = compactBuild,
)
}
}
if (wide) {
Row(Modifier.fillMaxSize(), horizontalArrangement = Arrangement.spacedBy(12.dp)) {
Box(Modifier.weight(1.5f).fillMaxSize(), contentAlignment = Alignment.Center) {
board(Modifier)
}
Column(
modifier = Modifier.weight(1f).fillMaxSize().verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
players(true)
promptRow()
handAndActions()
CatanLog(current, Modifier.fillMaxWidth().height(120.dp))
}
}
} else {
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
players(false)
promptRow()
Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
board(Modifier)
}
handAndActions()
}
}
}
CatanDialogHost(
state = current,
seats = seats,
localSeat = localSeat,
legal = legal,
abandoned = abandoned,
confirmingEnd = confirmingEnd,
resultDismissed = resultDismissed,
victimChoice = victimChoice,
showCards = showCards,
showTrade = showTrade,
devHand = devHand,
onExit = onExit,
onSubmit = submit,
onStay = controller::dismissAbandoned,
onKeepPlaying = { confirmingEnd = false },
onDismissResult = { resultDismissed = true },
onCancelVictim = { victimChoice = null },
onCancelCards = { showCards = false },
onCancelTrade = { showTrade = false },
)
}
}
}
// ---------------------------------------------------------------------------
// Layout pieces
// ---------------------------------------------------------------------------
@Composable
private fun PlayerCards(
state: CatanState,
seats: CatanSeats,
pointsOf: (Int) -> Int,
style: CatanStyle,
twoPerRow: Boolean,
) {
val order = (0 until state.playerCount).toList()
val rows = if (twoPerRow) order.chunked(2) else listOf(order)
Column(verticalArrangement = Arrangement.spacedBy(6.dp)) {
rows.forEach { row ->
Row(Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.spacedBy(6.dp)) {
row.forEach { seat ->
CatanPlayerCard(
state = state,
seat = seat,
seats = seats,
points = pointsOf(seat),
modifier = Modifier.weight(1f),
style = style,
compact = !twoPerRow,
)
}
// Keep an odd last row's card the same width as the others.
if (twoPerRow && row.size == 1) Box(Modifier.weight(1f))
}
}
}
}
/**
* The one line telling the player what is going on, and the dice.
*
* **Fixed height.** The text always occupies exactly two lines (padded when it is
* shorter, clipped when it is longer) and a refused move replaces the prompt
* rather than adding to it, so this row is the same height whatever is said and
* the board below it never moves.
*/
@Composable
private fun PromptRow(prompt: String, notice: String?, state: CatanState) {
Row(
modifier = Modifier.fillMaxWidth(),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp),
) {
Text(
text = notice ?: prompt,
style = MaterialTheme.typography.bodyMedium,
color = if (notice != null) MaterialTheme.colorScheme.error else Color.Unspecified,
minLines = 2,
maxLines = 2,
overflow = TextOverflow.Ellipsis,
modifier = Modifier.weight(1f),
)
CatanDice(state.lastDice)
}
}
/**
* Chooses which dialog, if any, is showing. Pulled out of [CatanScreen] so the
* priority order — an ended table beats a result beats a forced discard beats
* an optional picker — is in one readable place.
*/
@Composable
private fun CatanDialogHost(
state: CatanState,
seats: CatanSeats,
localSeat: Int,
legal: List<CatanMove>,
abandoned: String?,
confirmingEnd: Boolean,
resultDismissed: Boolean,
victimChoice: TapOutcome.PickRobberVictim?,
showCards: Boolean,
showTrade: Boolean,
devHand: List<DevCardInHand>,
onExit: () -> Unit,
onSubmit: (CatanMove) -> Unit,
onStay: () -> Unit,
onKeepPlaying: () -> Unit,
onDismissResult: () -> Unit,
onCancelVictim: () -> Unit,
onCancelCards: () -> Unit,
onCancelTrade: () -> Unit,
) {
val offer = state.pendingTrade
when {
abandoned != null -> CatanAbandonedDialog(abandoned, onExit, onStay)
confirmingEnd -> CatanEndGameDialog(onEnd = onExit, onKeepPlaying = onKeepPlaying)
state.phase == CatanPhase.GAME_OVER ->
if (!resultDismissed) CatanGameOverDialog(state, seats, onExit, onDismissResult)
state.phase == CatanPhase.DISCARDING && state.discardSeat == localSeat ->
CatanDiscardDialog(
held = state.resources[localSeat],
quota = CatanInteraction.discardQuota(state.resourceCount(localSeat)),
legal = legal,
onSubmit = onSubmit,
)
state.phase == CatanPhase.TRADE_PENDING && offer != null && offer.asking == localSeat ->
CatanTradeResponseDialog(
state = state,
seat = localSeat,
offer = offer,
seats = seats,
canAccept = CatanInteraction.tradeResponses(legal).first,
onAccept = { onSubmit(AcceptTrade) },
onDecline = { onSubmit(DeclineTrade) },
onCounter = onSubmit,
)
state.phase == CatanPhase.TRADE_COUNTERS && state.turn == localSeat && legal.isNotEmpty() ->
CatanCounterChoiceDialog(
counters = CatanInteraction.counterChoices(state, legal),
seats = seats,
onTake = onSubmit,
onNoDeal = { onSubmit(DismissCounters) },
)
victimChoice != null ->
CatanVictimDialog(
victims = victimChoice.victims,
seats = seats,
onPick = { victim -> onSubmit(MoveRobber(victimChoice.hex, victim)) },
onCancel = onCancelVictim,
)
showCards -> CatanPlayCardDialog(devHand, onPlay = onSubmit, onCancel = onCancelCards)
showTrade ->
CatanTradeDialog(
state = state,
seat = localSeat,
seats = seats,
legal = legal,
onBank = onSubmit,
onOffer = onSubmit,
onCancel = onCancelTrade,
)
}
}
@@ -0,0 +1,133 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.runtime.Immutable
import androidx.compose.runtime.staticCompositionLocalOf
import androidx.compose.ui.graphics.Color
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.Terrain
/**
* Every visual decision for the Katan screen, in one place.
*
* **To restyle Katan, edit this file.** Nothing else in `ui/game/catan/` hard-
* codes a colour or a proportion: the board, the hand, the player strip and the
* dialogs all read a [CatanStyle] from [LocalCatanStyle]. A different art
* direction is a different [CatanStyle] value (see [catanStyle]); a new theme
* can be supplied at the screen's root with
* `CompositionLocalProvider(LocalCatanStyle provides myStyle)`.
*
* Wording is the same story in [CatanText]; geometry is in [CatanGeometry].
*
* Proportions are fractions of the *hex radius* (centre of a hex to one of its
* corners), so they scale with the board whatever the screen size.
*/
@Immutable
data class CatanStyle(
// --- Board surfaces -----------------------------------------------------
/** The water around the island. */
val sea: Color,
/** Fill of each hex by terrain. */
val terrain: Map<Terrain, Color>,
/** Outline between hexes. */
val hexEdge: Color,
/** The number-token disc, and the ink for ordinary and hot (6 / 8) numbers. */
val token: Color,
val tokenInk: Color,
val tokenHotInk: Color,
/** The robber's pawn. */
val robber: Color,
/** Outline and wash on hexes that produced for the latest dice roll. */
val rolled: Color,
/** Harbour marker disc and its ink. */
val portMarker: Color,
val portInk: Color,
// --- Resources (hand tiles, trade pickers, harbour markers) -------------
val resource: Map<Resource, Color>,
val resourceInk: Color,
// --- Players ------------------------------------------------------------
/** One colour per seat, in seat order. Roads, settlements, cities, player strip. */
val seats: List<Color>,
/** Outline drawn round every piece so any seat colour reads on any terrain. */
val pieceOutline: Color,
// --- Interaction feedback ----------------------------------------------
/** Marks where the player may build or move right now. */
val target: Color,
/** The setup settlement that has been chosen and is waiting for its road. */
val targetSelected: Color,
// --- Metrics (fractions of the hex radius) ------------------------------
/** How far each tile polygon is pulled in from its corners, leaving a gap. */
val hexInset: Float = 0.04f,
val roadWidth: Float = 0.20f,
val settlementSize: Float = 0.30f,
val citySize: Float = 0.42f,
val tokenRadius: Float = 0.36f,
val robberSize: Float = 0.34f,
val portRadius: Float = 0.46f,
val targetRadius: Float = 0.20f,
/** How close a tap must land to a vertex / edge / hex centre to count. */
val tapReach: Float = 0.55f,
val tokenText: Float = 0.34f,
val portText: Float = 0.27f,
)
/** The light palette, which is also the reference for the dark one. */
private val LightStyle = CatanStyle(
sea = Color(0xFF3A7CA5),
terrain = mapOf(
Terrain.FOREST to Color(0xFF2F6B3A),
Terrain.PASTURE to Color(0xFF9CCC65),
Terrain.FIELDS to Color(0xFFE8C84A),
Terrain.HILLS to Color(0xFFB4532F),
Terrain.MOUNTAINS to Color(0xFF7C8794),
Terrain.DESERT to Color(0xFFE6D3A0),
),
hexEdge = Color(0x55000000),
token = Color(0xFFF7EFD9),
tokenInk = Color(0xFF2B2B2B),
tokenHotInk = Color(0xFFC62828),
robber = Color(0xFF263238),
rolled = Color(0xFFFFFFFF),
portMarker = Color(0xFFFFF8E1),
portInk = Color(0xFF2B2B2B),
resource = mapOf(
Resource.LUMBER to Color(0xFF2F6B3A),
Resource.BRICK to Color(0xFFB4532F),
Resource.WOOL to Color(0xFF8BC34A),
Resource.GRAIN to Color(0xFFE0B020),
Resource.ORE to Color(0xFF6B7684),
),
resourceInk = Color(0xFFFFFFFF),
seats = listOf(
Color(0xFF1565C0), // blue
Color(0xFFEF6C00), // orange
Color(0xFFF5F5F5), // white
Color(0xFF8E24AA), // purple
),
pieceOutline = Color(0xFF1B1B1B),
target = Color(0xFFFFEB3B),
targetSelected = Color(0xFF00E5FF),
)
/** Deeper sea and slightly dimmer land so the board is not a glare at night. */
private val DarkStyle = LightStyle.copy(
sea = Color(0xFF14354D),
terrain = LightStyle.terrain.mapValues { (_, c) -> c.dim(0.82f) },
token = Color(0xFFE9DFC4),
)
/** The style for the current light / dark setting. */
fun catanStyle(dark: Boolean): CatanStyle = if (dark) DarkStyle else LightStyle
/**
* What the Katan composables read their look from. Defaults to the light style
* so a preview or a test with no provider still draws something sensible;
* [CatanScreen] provides the right one for the current theme.
*/
val LocalCatanStyle = staticCompositionLocalOf { LightStyle }
private fun Color.dim(factor: Float): Color =
Color(red * factor, green * factor, blue * factor, alpha)
@@ -0,0 +1,239 @@
package org.prolibertate.games.ui.game.catan
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.DevCardType
import org.prolibertate.games.game.catan.Port
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.Terrain
/**
* Who is who at the table, for wording. [names] may be empty or short — a
* client device does not always know everyone's name — and the rest fall back
* to "Seat N".
*/
class CatanSeats(val me: Int, private val names: List<String> = emptyList()) {
fun label(seat: Int): String = when {
seat == me -> "You"
else -> names.getOrNull(seat)?.takeIf { it.isNotBlank() } ?: "Seat ${seat + 1}"
}
/** For mid-sentence use: "you" rather than "You". */
fun lower(seat: Int): String = if (seat == me) "you" else label(seat)
}
/**
* Every word the Katan screen shows, in one place.
*
* **To change copy, or to localise, edit this file.** The composables never
* build a sentence themselves; they ask for it here. Keeping the sentences as
* plain functions of state also means they are unit-tested (`CatanTextTest`)
* without a device.
*
* "Katan" is this app's name for the game (see `docs/RULES-catan.md`); the
* resources are lumber, brick, wool, grain and ore.
*/
object CatanText {
const val TITLE = "Katan"
// --- Names ---------------------------------------------------------------
fun resource(resource: Resource): String = when (resource) {
Resource.LUMBER -> "Lumber"
Resource.BRICK -> "Brick"
Resource.WOOL -> "Wool"
Resource.GRAIN -> "Grain"
Resource.ORE -> "Ore"
}
fun terrain(terrain: Terrain): String = when (terrain) {
Terrain.FOREST -> "Forest"
Terrain.PASTURE -> "Pasture"
Terrain.FIELDS -> "Fields"
Terrain.HILLS -> "Hills"
Terrain.MOUNTAINS -> "Mountains"
Terrain.DESERT -> "Desert"
}
fun devCard(type: DevCardType): String = when (type) {
DevCardType.KNIGHT -> "Knight"
DevCardType.ROAD_BUILDING -> "Road building"
DevCardType.MONOPOLY -> "Monopoly"
DevCardType.YEAR_OF_PLENTY -> "Year of plenty"
DevCardType.VICTORY_POINT -> "Victory point"
}
fun devCardHelp(type: DevCardType): String = when (type) {
DevCardType.KNIGHT -> "Move the robber and steal a card. Three played knights take Largest Army."
DevCardType.ROAD_BUILDING -> "Build two roads for free."
DevCardType.MONOPOLY -> "Name a resource and take every card of it from the other players."
DevCardType.YEAR_OF_PLENTY -> "Take any two resource cards from the bank."
DevCardType.VICTORY_POINT -> "One victory point. Kept hidden until you win."
}
/** "3:1" for a generic harbour, "2:1" for a resource one. */
fun portRatio(port: Port): String = "${port.ratio}:1"
fun portName(port: Port): String =
port.resource?.let { "${portRatio(port)} ${resource(it).lowercase()}" } ?: "3:1 any"
// --- Costs ---------------------------------------------------------------
fun cost(cost: Map<Resource, Int>): String =
cost.entries.joinToString(" + ") { (r, n) -> "$n ${resource(r).lowercase()}" }
val ROAD_COST: String get() = cost(CatanRules.ROAD_COST)
val SETTLEMENT_COST: String get() = cost(CatanRules.SETTLEMENT_COST)
val CITY_COST: String get() = cost(CatanRules.CITY_COST)
val DEV_COST: String get() = cost(CatanRules.DEV_COST)
// --- Buttons and headings --------------------------------------------------
const val ROLL = "Roll dice"
const val END_TURN = "End turn"
const val ROAD = "Road"
const val SETTLEMENT = "Settlement"
const val CITY = "City"
const val BUY_CARD = "Buy card"
const val PLAY_CARD = "Play card"
const val TRADE = "Trade"
const val CANCEL = "Cancel"
const val CONFIRM = "Confirm"
const val STOP_ROADS = "Done with roads"
const val BUILD = "Build"
const val COUNTER = "Counter…"
const val SEND_COUNTER = "Send counter"
const val EVERYONE = "Everyone"
const val NO_DEAL = "No deal"
/**
* The empty second line of a button that has no cost, so every button in the
* action bar is the same height. A non-breaking space: blank, but a line.
*/
const val NO_COST = "\u00A0"
const val YOUR_HAND = "Your hand"
const val CARDS = "cards"
const val ACCEPT = "Accept"
const val DECLINE = "Decline"
const val TRADE_WITH_PLAYER = "Offer to a player"
const val TRADE_WITH_BANK = "Trade with the bank"
const val YOU_GIVE = "You give"
const val YOU_GET = "You get"
const val SEND_OFFER = "Send offer"
const val NO_LOG = "Nothing has happened yet."
const val END_GAME = "End game"
const val LOOK_AT_BOARD = "Look at the board"
const val LEAVE_GAME = "Leave the game"
// --- The prompt line ------------------------------------------------------
/**
* The one line that tells the player what is going on and what to do.
*
* [setupVertexChosen] is the setup settlement already picked and waiting
* for its road; [building] is the build mode the player has entered, if any.
*/
fun prompt(
state: CatanState,
seats: CatanSeats,
setupVertexChosen: Boolean,
building: BuildKind?,
): String {
val me = seats.me
val onClock = CatanRules.currentSeat(state)
val mine = onClock == me
val turn = seats.label(state.turn)
return when (state.phase) {
CatanPhase.GAME_OVER -> {
val winner = state.winner
if (winner == null) "The game is over." else "${seats.label(winner)} won the game."
}
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> when {
!mine -> "${seats.label(onClock ?: state.turn)} is placing a settlement and a road…"
setupVertexChosen -> "Now tap the road to place beside that settlement."
state.phase == CatanPhase.SETUP_SECOND ->
"Place your second settlement. It earns resources from the hexes around it."
else -> "Place a settlement, then a road."
}
CatanPhase.AWAIT_ROLL ->
if (mine) "Your turn. Roll the dice." else "$turn is rolling…"
CatanPhase.DISCARDING -> {
val discarder = state.discardSeat
when {
discarder == me -> "A seven! You hold ${state.resourceCount(me)} cards; " +
"discard ${state.resourceCount(me) / 2}."
discarder != null -> "A seven! ${seats.label(discarder)} must discard half."
else -> "A seven! Discarding…"
}
}
CatanPhase.ROBBER ->
if (mine) "Move the robber. Tap a hex." else "$turn is moving the robber…"
CatanPhase.PLAYING -> when {
!mine -> "$turn is playing…"
building == BuildKind.ROAD -> "Tap an edge to build a road."
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
else -> "Your turn. Build, trade, or end the turn."
}
CatanPhase.FREE_ROADS ->
if (mine) {
"Road building: place ${state.pendingFreeRoads} more " +
if (state.pendingFreeRoads == 1) "road." else "roads."
} else {
"$turn is placing free roads…"
}
CatanPhase.TRADE_PENDING -> {
val offer = state.pendingTrade
when {
offer == null -> "Waiting for a reply…"
offer.asking == me -> if (offer.to == null) {
"${seats.label(offer.by)} offers the table a trade. Accept, decline or counter."
} else {
"${seats.label(offer.by)} offers you a trade. Accept, decline or counter."
}
offer.by == me -> "Waiting for ${seats.label(offer.asking)} to answer your offer…"
else -> "${seats.label(offer.by)}'s offer is with ${seats.label(offer.asking)}."
}
}
CatanPhase.TRADE_COUNTERS ->
if (mine) {
"Nobody accepted, but there are counter-offers. Take one or turn them down."
} else {
"$turn is weighing counter-offers…"
}
}
}
/** "3 Lumber + 1 Brick" for a flat list of cards. */
fun cards(cards: List<Resource>): String =
cards.groupingBy { it }.eachCount().entries
.sortedBy { it.key.ordinal }
.joinToString(" + ") { (r, n) -> "$n ${resource(r)}" }
.ifEmpty { "nothing" }
fun tradeSummary(by: String, to: String, give: List<Resource>, get: List<Resource>): String =
"$by offers ${cards(give)} to $to for ${cards(get)}"
/** One counter-offer as the offerer sees it: what that seat gives and wants. */
fun counterSummary(by: String, give: List<Resource>, get: List<Resource>): String =
"$by gives ${cards(give)} for your ${cards(get)}"
fun winnerHeadline(state: CatanState, seats: CatanSeats): String {
val winner = state.winner ?: return "Game over"
return if (winner == seats.me) "You won!" else "${seats.label(winner)} won"
}
}
@@ -106,17 +106,33 @@ class CatalogTest {
} }
@Test @Test
fun `every game in the catalogue can be played`() { fun `every reference game in the catalogue can be played`() {
// There is nothing left marked "coming soon". The machinery that hides // Every game the app ships is playable. The one exception is Katan,
// unfinished games from a production build is still there and still // listed so the slot exists and marked *Coming soon* until its engine
// tested above — it simply has nothing to hide at the moment, and this // and screen land — `available = false` is what keeps an unfinished
// is what will fail the day something is added to the list before its // game out of a production build while leaving it visible on a dev one.
// engine is written.
assertTrue(GameCatalog.all.all { it.available })
assertEquals( assertEquals(
GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false), listOf(GameCatalog.CATAN),
GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true), GameCatalog.all.filterNot { it.available }.map { it.id },
) )
// It is also the only difference the two channels see in a menu.
val hiddenFromProduction = GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true) -
GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false)
assertEquals(listOf(GameCatalog.byId(GameCatalog.CATAN)!!), hiddenFromProduction)
}
@Test
fun `a preview game opens on a dev build and nowhere else`() {
val preview = GameCatalog.all.filter { it.devPreview }
assertTrue("Katan is the preview game", preview.map { it.id } == listOf(GameCatalog.CATAN))
preview.forEach { game ->
assertFalse("${game.id}: preview is for games that are not yet available", game.available)
assertTrue("${game.id} should open on a dev build", game.playableIn(devBuild = true))
assertFalse("${game.id} must not open in production", game.playableIn(devBuild = false))
}
// An ordinary finished game opens everywhere.
val chess = GameCatalog.byId(GameCatalog.CHESS)!!
assertTrue(chess.playableIn(devBuild = true) && chess.playableIn(devBuild = false))
} }
@Test @Test
@@ -0,0 +1,191 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
class CatanAiTest {
private val json = Json { encodeDefaults = true }
private fun config(options: CatanOptions, seed: Long) = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(options),
seed = seed,
)
/** Plays one table of engines out to a result, refusing every illegal move. */
private fun playOut(options: CatanOptions, seed: Long, cap: Int = 4_000): CatanState {
val ai = CatanAi()
var state = CatanRules.initialState(config(options, seed))
var moves = 0
while (!CatanRules.isFinished(state)) {
assertTrue("seed $seed ran past $cap moves", moves++ < cap)
val seat = CatanRules.currentSeat(state) ?: break
val move = ai.chooseMove(state, seat, CatanRules.legalMoves(state, seat))
assertTrue(
"seed $seed: seat $seat chose the illegal move $move",
CatanRules.isLegalMove(state, seat, move),
)
state = CatanRules.applyMove(state, seat, move)
}
return state
}
@Test
fun `three engines finish a game at ten points`() {
listOf(11L, 22L, 33L).forEach { seed ->
val state = playOut(CatanOptions(), seed)
assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase)
val winner = state.winner
assertTrue("seed $seed finished without a winner", winner != null)
assertTrue(
"seed $seed: the winner fell short of the target",
CatanRules.victoryPoints(state, winner!!) >= state.options.pointsToWin,
)
}
}
@Test
fun `four engines finish a game at ten points`() {
listOf(44L, 55L).forEach { seed ->
val state = playOut(CatanOptions(playerCount = 4), seed)
assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase)
val winner = state.winner
assertTrue("seed $seed finished without a winner", winner != null)
assertTrue(
"seed $seed: the winner fell short of the target",
CatanRules.victoryPoints(state, winner!!) >= state.options.pointsToWin,
)
}
}
/** A mid-game state on seat 0's turn, one card short of a settlement. */
private fun offeringState(): CatanState =
CatanRules.initialState(config(CatanOptions(), seed = 7L))
.copy(
phase = CatanPhase.PLAYING,
turn = 0,
turnNumber = 1,
// Lumber to spare, brick missing, and a neighbour visibly
// holding brick. No roads or buildings, so no build is legal
// and no port is open — the offer is the only move forward.
resources = listOf(
hand(Resource.LUMBER to 4, Resource.WOOL to 1, Resource.GRAIN to 1),
hand(Resource.BRICK to 2),
hand(),
),
)
private fun hand(vararg cards: Pair<Resource, Int>): Map<Resource, Int> =
Resource.entries.associateWith { cards.toMap()[it] ?: 0 }
@Test
fun `the AI offers the trade that closes its build`() {
val state = offeringState()
val move = CatanAi().chooseMove(state, 0, CatanRules.legalMoves(state, 0))
assertEquals(
OfferTrade(to = 1, give = listOf(Resource.LUMBER, Resource.LUMBER), get = listOf(Resource.BRICK)),
move,
)
}
@Test
fun `the AI offers at most one trade a turn`() {
// The same table, but the offer was already made and refused once.
val state = offeringState().copy(
log = listOf(
"Seat 0 rolls 3 + 2.",
"Seat 0 offers 2 lumber for a brick to seat 1.",
"Seat 1 declines the offer.",
),
)
val move = CatanAi().chooseMove(state, 0, CatanRules.legalMoves(state, 0))
assertTrue("the AI re-offered within one turn: $move", move !is OfferTrade)
assertEquals(EndTurn, move)
}
@Test
fun `the AI answers a pending offer with accept or decline`() {
val state = CatanRules.initialState(config(CatanOptions(), seed = 7L))
.copy(
phase = CatanPhase.TRADE_PENDING,
turn = 0,
turnNumber = 1,
pendingTrade = TradeOffer(
by = 0, to = 1,
give = listOf(Resource.LUMBER, Resource.LUMBER),
get = listOf(Resource.BRICK),
),
resources = listOf(
hand(Resource.LUMBER to 3),
hand(Resource.BRICK to 2, Resource.WOOL to 1),
hand(),
),
)
val legal = CatanRules.legalMoves(state, 1)
val move = CatanAi().chooseMove(state, 1, legal)
assertTrue("neither accept nor decline: $move", move == AcceptTrade || move == DeclineTrade)
assertTrue(move in legal)
val after = CatanRules.applyMove(state, 1, move)
assertEquals(CatanPhase.PLAYING, after.phase)
assertNull(after.pendingTrade)
}
private fun tradeTable(offer: TradeOffer, vararg hands: Map<Resource, Int>): CatanState =
CatanRules.initialState(config(CatanOptions(), seed = 7L)).copy(
phase = CatanPhase.TRADE_PENDING,
turn = 0,
turnNumber = 1,
pendingTrade = offer,
resources = hands.toList(),
)
@Test
fun `the AI accepts an offer that gives it more than it costs, and declines the reverse`() {
val generous = tradeTable(
TradeOffer(by = 0, to = null, give = listOf(Resource.ORE, Resource.ORE), get = listOf(Resource.WOOL), asking = 1),
hand(Resource.ORE to 2), hand(Resource.WOOL to 2), hand(),
)
assertEquals(AcceptTrade, CatanAi().chooseMove(generous, 1, CatanRules.legalMoves(generous, 1)))
val stingy = tradeTable(
TradeOffer(by = 0, to = null, give = listOf(Resource.WOOL), get = listOf(Resource.ORE), asking = 1),
hand(Resource.WOOL to 1), hand(Resource.ORE to 2), hand(),
)
assertEquals(DeclineTrade, CatanAi().chooseMove(stingy, 1, CatanRules.legalMoves(stingy, 1)))
}
@Test
fun `an AI offerer takes the best counter and refuses a losing one`() {
val counters = listOf(
TradeCounter(by = 1, give = listOf(Resource.ORE), get = listOf(Resource.LUMBER)),
TradeCounter(by = 2, give = listOf(Resource.ORE, Resource.GRAIN), get = listOf(Resource.WOOL)),
)
val state = tradeTable(
TradeOffer(by = 0, to = null, give = listOf(Resource.WOOL), get = listOf(Resource.ORE), asking = -1, counters = counters),
hand(Resource.LUMBER to 1, Resource.WOOL to 1), hand(Resource.ORE to 1), hand(Resource.ORE to 1, Resource.GRAIN to 1),
).copy(phase = CatanPhase.TRADE_COUNTERS)
val legal = CatanRules.legalMoves(state, 0)
assertEquals(AcceptCounter(2), CatanAi().chooseMove(state, 0, legal))
val bad = state.copy(
pendingTrade = state.pendingTrade!!.copy(
counters = listOf(TradeCounter(by = 1, give = listOf(Resource.WOOL), get = listOf(Resource.LUMBER))),
),
resources = listOf(hand(Resource.LUMBER to 1), hand(Resource.WOOL to 1), hand()),
)
assertEquals(DismissCounters, CatanAi().chooseMove(bad, 0, CatanRules.legalMoves(bad, 0)))
}
}
@@ -0,0 +1,192 @@
package org.prolibertate.games.game.catan
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
class CatanBoardTest {
// -- Geometry -----------------------------------------------------------
@Test
fun `the island has 19 hexes, 54 vertices, 72 edges and 30 coastal edges`() {
assertEquals(19, CatanBoard.HEX_COUNT)
assertEquals(54, CatanBoard.VERTEX_COUNT)
assertEquals(72, CatanBoard.EDGE_COUNT)
assertEquals("the coast is one ring of 30 edges", 30, CatanBoard.COASTAL.size)
assertEquals("nine harbour positions", 9, CatanBoard.PORT_POSITIONS.size)
}
@Test
fun `every hex has six distinct corners and every edge two distinct ends`() {
for (h in 0 until CatanBoard.HEX_COUNT) {
assertEquals("hex $h", 6, CatanBoard.HEX_CORNERS[h].size)
assertEquals("hex $h repeats a corner", 6, CatanBoard.HEX_CORNERS[h].distinct().size)
}
CatanBoard.EDGE_VERTICES.forEach { (a, b) -> assertTrue("edge loops on itself", a != b) }
}
@Test
fun `two vertices never share a lattice position`() {
assertEquals(CatanBoard.VERTEX_COUNT, CatanBoard.VERTEX_POS.distinct().size)
assertEquals(CatanBoard.HEX_COUNT, (0 until CatanBoard.HEX_COUNT)
.map { CatanBoard.hexCenter(it) }
.distinct().size)
}
@Test
fun `adjacent hexes share exactly two vertices and one edge`() {
for (h in 0 until CatanBoard.HEX_COUNT) {
for (n in CatanBoard.HEX_NEIGHBORS[h]) {
val shared = CatanBoard.HEX_CORNERS[h].toSet()
.intersect(CatanBoard.HEX_CORNERS[n].toSet())
assertEquals("hexes $h and $n", 2, shared.size)
val sharedEdge = CatanBoard.EDGE_HEXES.indices.count { e ->
CatanBoard.EDGE_HEXES[e].containsAll(listOf(h, n))
}
assertEquals("hexes $h and $n", 1, sharedEdge)
}
}
}
@Test
fun `vertices have two or three edges, each to a distinct neighbour`() {
for (v in 0 until CatanBoard.VERTEX_COUNT) {
assertTrue("vertex $v", CatanBoard.VERTEX_EDGES[v].size in 2..3)
assertEquals("vertex $v", CatanBoard.VERTEX_EDGES[v].size, CatanBoard.VERTEX_NEIGHBORS[v].size)
CatanBoard.VERTEX_NEIGHBORS[v].forEach { n ->
assertTrue(
"vertices $v and $n are not joined by an edge",
CatanBoard.VERTEX_EDGES[v].any { CatanBoard.otherEnd(it, v) == n },
)
}
}
}
@Test
fun `interior edges touch two hexes and coastal edges one`() {
CatanBoard.EDGE_HEXES.forEach { hexes -> assertTrue(hexes.size in 1..2) }
// Nineteen hexes times six edges each, counted per side: 114.
assertEquals(114, CatanBoard.EDGE_HEXES.sumOf { it.size })
val coastal = CatanBoard.EDGE_HEXES.indices.filter { CatanBoard.EDGE_HEXES[it].size == 1 }
assertEquals(CatanBoard.COASTAL.toSet(), coastal.toSet())
}
@Test
fun `the coast is one closed ring and the harbours are spread along it`() {
CatanBoard.COASTAL.forEachIndexed { i, e ->
val next = CatanBoard.COASTAL[(i + 1) % CatanBoard.COASTAL.size]
val shared = ends(e).intersect(ends(next))
assertTrue("coastal edges $e and $next are not consecutive", shared.isNotEmpty())
}
assertEquals(9, CatanBoard.PORT_POSITIONS.distinct().size)
assertTrue(CatanBoard.PORT_POSITIONS.all { it in CatanBoard.COASTAL })
val ringSpots = CatanBoard.PORT_POSITIONS.map { CatanBoard.COASTAL.indexOf(it) }.sorted()
val gaps = ringSpots.zipWithNext { a, b -> b - a } +
(CatanBoard.COASTAL.size - ringSpots.last() + ringSpots.first())
assertTrue("harbours sit closer than three edges apart: $gaps", gaps.all { it >= 3 })
}
@Test
fun `token odds follow the dice`() {
assertEquals(5, CatanBoard.numberOdds(6))
assertEquals(5, CatanBoard.numberOdds(8))
assertEquals(1, CatanBoard.numberOdds(2))
assertEquals(1, CatanBoard.numberOdds(12))
assertEquals(36, (2..12).sumOf { CatanBoard.numberOdds(it) })
}
// -- Island generation --------------------------------------------------
private val terrainCounts = mapOf(
Terrain.FOREST to 4,
Terrain.PASTURE to 4,
Terrain.FIELDS to 4,
Terrain.HILLS to 3,
Terrain.MOUNTAINS to 3,
Terrain.DESERT to 1,
)
/** The 18 number tokens dealt to the land, the seven withheld. */
private val tokens = listOf(6, 6, 8, 8, 2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12)
@Test
fun `every seed deals the fixed terrain mix`() {
for (seed in 1L..500L) {
val island = CatanBoard.generate(seed)
assertEquals("seed $seed", 19, island.terrains.size)
terrainCounts.forEach { (terrain, n) ->
assertEquals("seed $seed $terrain", n, island.terrains.count { it == terrain })
}
}
}
@Test
fun `every seed deals the full token set and the desert stays bare`() {
for (seed in 1L..500L) {
val island = CatanBoard.generate(seed)
val dealt = island.numbers.filter { it > 0 }
assertEquals("seed $seed", 18, dealt.size)
assertEquals("seed $seed", tokens.sorted(), dealt.sorted())
assertEquals("seed $seed: the desert bears no token", 0, island.numbers[island.robber])
assertEquals(
"seed $seed: the robber does not start on the desert",
island.terrains.indexOf(Terrain.DESERT),
island.robber,
)
}
}
@Test
fun `no seed puts two red tokens on adjacent hexes`() {
for (seed in 1L..500L) {
val island = CatanBoard.generate(seed)
val red = island.numbers.withIndex()
.filter { it.value == 6 || it.value == 8 }
.map { it.index }
assertEquals("seed $seed", 4, red.size)
for (i in red.indices) {
for (j in i + 1 until red.size) {
assertTrue(
"seed $seed: red hexes ${red[i]} and ${red[j]} touch",
!CatanBoard.hexesAdjacent(red[i], red[j]),
)
}
}
}
}
@Test
fun `every seed spreads nine harbours, five special and four generic`() {
for (seed in 1L..500L) {
val island = CatanBoard.generate(seed)
assertEquals("seed $seed", 9, island.ports.size)
assertEquals("seed $seed", 5, island.ports.count { it.resource != null })
assertEquals("seed $seed", 4, island.ports.count { it.resource == null })
assertTrue("seed $seed", island.ports.all { port ->
port.ratio == if (port.resource == null) 3 else 2
})
assertEquals(
"seed $seed: every resource has its own harbour",
Resource.entries,
island.ports.mapNotNull { it.resource }.sorted(),
)
assertEquals("seed $seed", 9, island.ports.map { it.edge }.distinct().size)
assertTrue("seed $seed", island.ports.all { it.edge in CatanBoard.COASTAL })
}
}
@Test
fun `the same seed builds the same island`() {
for (seed in listOf(0L, 7L, 42L, 99L, -1L)) {
assertEquals("seed $seed", CatanBoard.generate(seed), CatanBoard.generate(seed))
}
}
/** The two vertices of [edge], as a set. */
private fun ends(edge: Int): Set<Int> {
val (a, b) = CatanBoard.EDGE_VERTICES[edge]
return setOf(a, b)
}
}
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@@ -0,0 +1,53 @@
package org.prolibertate.games.ui.game.catan
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.catan.BuildingType
import org.prolibertate.games.game.catan.CatanBuilding
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
/** Shared fixtures for the Katan UI-logic tests: real islands, bent to taste. */
internal object CatanFixtures {
private val json = Json { encodeDefaults = true }
fun config(players: Int = 3, seed: Long = 7L) = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until players).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(CatanOptions(playerCount = players)),
seed = seed,
)
/** A fresh table, on the first setup placement. */
fun start(players: Int = 3, seed: Long = 7L): CatanState =
CatanRules.initialState(config(players, seed))
/** A mid-game state on [turn]'s turn, then adjusted by [adjust]. */
fun playing(
turn: Int = 0,
players: Int = 3,
adjust: CatanState.() -> CatanState = { this },
): CatanState = start(players)
.copy(phase = CatanPhase.PLAYING, turn = turn, turnNumber = 1)
.adjust()
fun hand(vararg cards: Pair<Resource, Int>): Map<Resource, Int> =
Resource.entries.associateWith { cards.toMap()[it] ?: 0 }
fun CatanState.withHand(seat: Int, hand: Map<Resource, Int>): CatanState =
copy(resources = resources.toMutableList().also { it[seat] = hand })
fun CatanState.withBuilding(vertex: Int, type: BuildingType, owner: Int): CatanState =
copy(buildings = buildings.toMutableList().also { it[vertex] = CatanBuilding(type, owner) })
fun CatanState.withRoad(edge: Int, owner: Int): CatanState =
copy(roads = roads.toMutableList().also { it[edge] = owner })
}
@@ -0,0 +1,117 @@
package org.prolibertate.games.ui.game.catan
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.catan.CatanBoard
import kotlin.math.abs
import kotlin.math.sqrt
class CatanGeometryTest {
private val sizes = listOf(360f to 800f, 800f to 360f, 500f to 500f, 1000f to 1000f / CatanGeometry.ASPECT)
private fun dist(a: Pt, b: Pt): Float = sqrt((a.x - b.x) * (a.x - b.x) + (a.y - b.y) * (a.y - b.y))
@Test
fun `the whole island fits inside the box at every shape`() {
for ((w, h) in sizes) {
val layout = CatanGeometry.fit(w, h)
for (v in 0 until CatanBoard.VERTEX_COUNT) {
val p = layout.vertex(v)
assertTrue("vertex $v x=${p.x} outside 0..$w", p.x in 0f..w)
assertTrue("vertex $v y=${p.y} outside 0..$h", p.y in 0f..h)
}
for (e in CatanBoard.PORT_POSITIONS) {
val p = layout.portAnchor(e)
assertTrue("harbour marker x=${p.x} outside 0..$w at ${w}x$h", p.x in 0f..w)
assertTrue("harbour marker y=${p.y} outside 0..$h at ${w}x$h", p.y in 0f..h)
}
}
}
@Test
fun `the layout is as large as the box allows`() {
// Tall and narrow is limited by width, short and wide by height; either
// way the island should use most of the limiting side.
val tall = CatanGeometry.fit(360f, 800f)
val wide = CatanGeometry.fit(800f, 360f)
assertTrue(tall.radius > 20f)
assertTrue(wide.radius > 20f)
val xs = (0 until CatanBoard.VERTEX_COUNT).map { tall.vertex(it).x }
assertTrue("island should span most of the width", xs.max() - xs.min() > 360f * 0.7f)
}
@Test
fun `every edge is one hex radius long and every hex corner is one radius from its centre`() {
val layout = CatanGeometry.fit(500f, 500f)
for (e in 0 until CatanBoard.EDGE_COUNT) {
val (a, b) = layout.edgeEnds(e)
assertEquals("edge $e length", layout.radius, dist(a, b), layout.radius * 0.01f)
}
for (h in 0 until CatanBoard.HEX_COUNT) {
val centre = layout.hexCenter(h)
for (corner in layout.hexCorners(h)) {
assertEquals("hex $h corner", layout.radius, dist(centre, corner), layout.radius * 0.01f)
}
}
}
@Test
fun `all fifty-four vertices sit at distinct places`() {
val layout = CatanGeometry.fit(500f, 500f)
val places = (0 until CatanBoard.VERTEX_COUNT).map {
val p = layout.vertex(it)
Math.round(p.x) to Math.round(p.y)
}.toSet()
assertEquals(CatanBoard.VERTEX_COUNT, places.size)
}
@Test
fun `a tap on a vertex finds that vertex, and a tap far away finds nothing`() {
val layout = CatanGeometry.fit(500f, 500f)
val all = (0 until CatanBoard.VERTEX_COUNT).toList()
for (v in all) {
val p = layout.vertex(v)
assertEquals(v, layout.nearestVertex(p, layout.radius * 0.5f, all))
// A slightly clumsy tap still lands on it.
assertEquals(v, layout.nearestVertex(Pt(p.x + layout.radius * 0.2f, p.y - layout.radius * 0.15f), layout.radius * 0.55f, all))
}
assertNull(layout.nearestVertex(Pt(-100f, -100f), layout.radius * 0.5f, all))
}
@Test
fun `hit testing only considers the candidates it is given`() {
val layout = CatanGeometry.fit(500f, 500f)
val at = layout.vertex(5)
assertNull(layout.nearestVertex(at, layout.radius * 0.3f, listOf(6)))
assertEquals(6, layout.nearestVertex(layout.vertex(6), layout.radius * 0.3f, listOf(6)))
assertEquals(3, layout.nearestEdge(layout.edgeMidpoint(3), 5f, listOf(3, 4)))
assertEquals(7, layout.nearestHex(layout.hexCenter(7), 5f, listOf(7, 8)))
}
@Test
fun `the nearest candidate wins when several are in reach`() {
val layout = CatanGeometry.fit(500f, 500f)
val a = 10
val b = CatanBoard.VERTEX_NEIGHBORS[a].first()
val pa = layout.vertex(a)
val pb = layout.vertex(b)
// A point two-thirds of the way toward b is nearer b, though both are in reach.
val at = Pt(pa.x + (pb.x - pa.x) * 0.66f, pa.y + (pb.y - pa.y) * 0.66f)
assertEquals(b, layout.nearestVertex(at, layout.radius * 2f, listOf(a, b)))
}
@Test
fun `harbour markers sit outside the coast`() {
val layout = CatanGeometry.fit(500f, 500f)
val centre = Pt(500f / 2f, 500f / 2f)
for (e in CatanBoard.PORT_POSITIONS) {
val anchor = layout.portAnchor(e)
val mid = layout.edgeMidpoint(e)
assertTrue("harbour on edge $e should be past the coast", dist(anchor, centre) > dist(mid, centre))
assertTrue("and not floating far from it", abs(dist(anchor, mid) - layout.radius * PORT_OFFSET) < 1f)
}
}
}
@@ -0,0 +1,348 @@
package org.prolibertate.games.ui.game.catan
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.catan.BuildCity
import org.prolibertate.games.game.catan.BuildRoad
import org.prolibertate.games.game.catan.BuildSettlement
import org.prolibertate.games.game.catan.BuildingType
import org.prolibertate.games.game.catan.CatanBoard
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.DevCard
import org.prolibertate.games.game.catan.DevCardType
import org.prolibertate.games.game.catan.Discard
import org.prolibertate.games.game.catan.MaritimeTrade
import org.prolibertate.games.game.catan.MoveRobber
import org.prolibertate.games.game.catan.PlayKnight
import org.prolibertate.games.game.catan.PlayMonopoly
import org.prolibertate.games.game.catan.PlayYearOfPlenty
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.SetupPlace
import org.prolibertate.games.ui.game.catan.CatanFixtures.hand
import org.prolibertate.games.ui.game.catan.CatanFixtures.playing
import org.prolibertate.games.ui.game.catan.CatanFixtures.start
import org.prolibertate.games.ui.game.catan.CatanFixtures.withBuilding
import org.prolibertate.games.ui.game.catan.CatanFixtures.withHand
import org.prolibertate.games.ui.game.catan.CatanFixtures.withRoad
class CatanInteractionTest {
private val rich = hand(
Resource.LUMBER to 5, Resource.BRICK to 5, Resource.WOOL to 5,
Resource.GRAIN to 5, Resource.ORE to 5,
)
// --- Setup ---------------------------------------------------------------
@Test
fun `setup first offers every settlement spot, then only the roads beside the chosen one`() {
val state = start()
val legal = CatanRules.legalMoves(state, 0)
val setup = legal.filterIsInstance<SetupPlace>()
val first = CatanInteraction.targets(state, legal, null, null)
assertEquals(setup.map { it.vertex }.toSet(), first.vertices)
assertTrue(first.edges.isEmpty() && first.hexes.isEmpty())
val vertex = first.vertices.first()
val second = CatanInteraction.targets(state, legal, null, vertex)
assertTrue(second.vertices.isEmpty())
assertEquals(setup.filter { it.vertex == vertex }.map { it.edge }.toSet(), second.edges)
}
@Test
fun `a setup placement is two taps - the settlement, then its road`() {
val state = start()
val legal = CatanRules.legalMoves(state, 0)
val vertex = CatanInteraction.targets(state, legal, null, null).vertices.first()
val edge = CatanInteraction.targets(state, legal, null, vertex).edges.first()
assertEquals(TapOutcome.PickSetupVertex(vertex), CatanInteraction.onVertexTap(vertex, legal, null, null))
assertEquals(TapOutcome.Submit(SetupPlace(vertex, edge)), CatanInteraction.onEdgeTap(edge, legal, null, vertex))
// A road tapped before any settlement is chosen means nothing.
assertEquals(TapOutcome.Ignored, CatanInteraction.onEdgeTap(edge, legal, null, null))
}
@Test
fun `a road that does not touch the chosen settlement is refused`() {
val state = start()
val legal = CatanRules.legalMoves(state, 0)
val vertex = CatanInteraction.targets(state, legal, null, null).vertices.first()
val beside = CatanBoard.VERTEX_EDGES[vertex].toSet()
val far = (0 until CatanBoard.EDGE_COUNT).first { it !in beside }
assertEquals(TapOutcome.Ignored, CatanInteraction.onEdgeTap(far, legal, null, vertex))
}
// --- Building -------------------------------------------------------------
/** Seat 0 owns a settlement at vertex 0 and a road two edges long leading away from it. */
private fun established(): Triple<org.prolibertate.games.game.catan.CatanState, Int, Int> {
val e1 = CatanBoard.VERTEX_EDGES[0][0]
val w = CatanBoard.otherEnd(e1, 0)
val e2 = CatanBoard.VERTEX_EDGES[w].first { it != e1 }
val x = CatanBoard.otherEnd(e2, w)
val state = playing {
withHand(0, rich).withBuilding(0, BuildingType.SETTLEMENT, 0).withRoad(e1, 0).withRoad(e2, 0)
}
return Triple(state, x, e2)
}
@Test
fun `nothing on the board is tappable until a build mode is chosen`() {
val (state, _, _) = established()
val legal = CatanRules.legalMoves(state, 0)
assertTrue(CatanInteraction.targets(state, legal, null, null).isEmpty)
}
@Test
fun `build modes target exactly what the engine allows`() {
val (state, x, _) = established()
val legal = CatanRules.legalMoves(state, 0)
assertEquals(
legal.filterIsInstance<BuildRoad>().map { it.edge }.toSet(),
CatanInteraction.targets(state, legal, BuildKind.ROAD, null).edges,
)
assertTrue(x in CatanInteraction.targets(state, legal, BuildKind.SETTLEMENT, null).vertices)
assertEquals(setOf(0), CatanInteraction.targets(state, legal, BuildKind.CITY, null).vertices)
assertEquals(setOf(BuildKind.ROAD, BuildKind.SETTLEMENT, BuildKind.CITY), CatanInteraction.canBuild(legal))
}
@Test
fun `a tap builds only when the matching mode is armed and the spot is legal`() {
val (state, x, _) = established()
val legal = CatanRules.legalMoves(state, 0)
val road = legal.filterIsInstance<BuildRoad>().first().edge
assertEquals(TapOutcome.Submit(BuildSettlement(x)), CatanInteraction.onVertexTap(x, legal, BuildKind.SETTLEMENT, null))
assertEquals(TapOutcome.Submit(BuildCity(0)), CatanInteraction.onVertexTap(0, legal, BuildKind.CITY, null))
assertEquals(TapOutcome.Submit(BuildRoad(road)), CatanInteraction.onEdgeTap(road, legal, BuildKind.ROAD, null))
// No mode armed: nothing happens.
assertEquals(TapOutcome.Ignored, CatanInteraction.onVertexTap(x, legal, null, null))
assertEquals(TapOutcome.Ignored, CatanInteraction.onEdgeTap(road, legal, null, null))
// A settlement on an occupied crossing is not offered.
assertEquals(TapOutcome.Ignored, CatanInteraction.onVertexTap(0, legal, BuildKind.SETTLEMENT, null))
// The wrong mode for the spot.
assertEquals(TapOutcome.Ignored, CatanInteraction.onVertexTap(x, legal, BuildKind.CITY, null))
}
@Test
fun `without the cards, nothing can be built`() {
val (state, _, _) = established()
val broke = state.withHand(0, hand())
val legal = CatanRules.legalMoves(broke, 0)
assertTrue(CatanInteraction.canBuild(legal).isEmpty())
assertFalse(CatanInteraction.canBuyDevCard(legal))
assertTrue(CatanInteraction.canEndTurn(legal))
}
@Test
fun `free roads from a road building card need no build mode`() {
val (state, _, _) = established()
val free = state.copy(phase = CatanPhase.FREE_ROADS, pendingFreeRoads = 2)
val legal = CatanRules.legalMoves(free, 0)
val targets = CatanInteraction.targets(free, legal, null, null)
assertTrue(targets.edges.isNotEmpty())
val edge = targets.edges.first()
assertEquals(TapOutcome.Submit(BuildRoad(edge)), CatanInteraction.onEdgeTap(edge, legal, null, null))
assertTrue(CatanInteraction.canEndFreeRoads(legal))
}
// --- The robber ---------------------------------------------------------------
@Test
fun `the robber may go to any hex but the one it is on`() {
val state = playing { copy(phase = CatanPhase.ROBBER) }
val legal = CatanRules.legalMoves(state, 0)
val targets = CatanInteraction.targets(state, legal, null, null)
assertEquals((0 until CatanBoard.HEX_COUNT).filter { it != state.robber }.toSet(), targets.hexes)
val hex = targets.hexes.first()
// Nobody has built anything, so there is nobody to rob: the move goes straight through.
assertEquals(
TapOutcome.Submit(MoveRobber(CatanBoard.HEXES[hex], null)),
CatanInteraction.onHexTap(hex, legal),
)
assertEquals(TapOutcome.Ignored, CatanInteraction.onHexTap(state.robber, legal))
}
@Test
fun `a hex with two possible victims asks which`() {
val base = playing { copy(phase = CatanPhase.ROBBER) }
val hex = (0 until CatanBoard.HEX_COUNT).first { it != base.robber }
val corners = CatanBoard.HEX_CORNERS[hex]
val state = base
.withBuilding(corners[0], BuildingType.SETTLEMENT, 1)
.withBuilding(corners[3], BuildingType.SETTLEMENT, 2)
.withHand(1, hand(Resource.ORE to 1))
.withHand(2, hand(Resource.GRAIN to 1))
val legal = CatanRules.legalMoves(state, 0)
val outcome = CatanInteraction.onHexTap(hex, legal)
assertTrue(outcome is TapOutcome.PickRobberVictim)
outcome as TapOutcome.PickRobberVictim
assertEquals(CatanBoard.HEXES[hex], outcome.hex)
assertEquals(setOf(1, 2), outcome.victims.toSet())
}
// --- Discarding -----------------------------------------------------------------
@Test
fun `a seven costs half the hand, rounded down`() {
assertEquals(4, CatanInteraction.discardQuota(9))
assertEquals(4, CatanInteraction.discardQuota(8))
assertEquals(3, CatanInteraction.discardQuota(7))
}
@Test
fun `a discard is found only when it names exactly an allowed set of cards`() {
val state = playing {
copy(phase = CatanPhase.DISCARDING, discardSeat = 0)
.withHand(0, hand(Resource.LUMBER to 3, Resource.BRICK to 3, Resource.WOOL to 3))
}
val legal = CatanRules.legalMoves(state, 0)
assertTrue(legal.all { it is Discard })
val good = listOf(Resource.LUMBER, Resource.LUMBER, Resource.BRICK, Resource.WOOL)
assertNotNull(CatanInteraction.discardMove(legal, good))
// Order does not matter.
assertNotNull(CatanInteraction.discardMove(legal, good.reversed()))
// Too few, and more than are held.
assertNull(CatanInteraction.discardMove(legal, good.take(3)))
assertNull(CatanInteraction.discardMove(legal, List(4) { Resource.LUMBER }))
}
// --- Trading ---------------------------------------------------------------------
@Test
fun `bank trades list what can be given and what it can buy`() {
val state = playing { withHand(0, hand(Resource.GRAIN to 4)) }
val legal = CatanRules.legalMoves(state, 0)
assertTrue(legal.any { it is MaritimeTrade })
val trades = CatanInteraction.bankTrades(legal)
assertEquals(setOf(Resource.GRAIN), trades.keys)
assertEquals(Resource.entries.filter { it != Resource.GRAIN }, trades.getValue(Resource.GRAIN))
assertEquals(4, CatanInteraction.bankRatio(state, 0, Resource.GRAIN))
}
@Test
fun `an offer is allowed only to another player, for something different, from cards held`() {
val state = playing { withHand(0, hand(Resource.LUMBER to 2)) }
val lumber = listOf(Resource.LUMBER)
val grain = listOf(Resource.GRAIN)
assertTrue(CatanInteraction.offerAllowed(state, 0, 1, lumber, grain))
assertFalse("to oneself", CatanInteraction.offerAllowed(state, 0, 0, lumber, grain))
assertFalse("nothing offered", CatanInteraction.offerAllowed(state, 0, 1, emptyList(), grain))
assertFalse("nothing asked", CatanInteraction.offerAllowed(state, 0, 1, lumber, emptyList()))
assertFalse("like for like", CatanInteraction.offerAllowed(state, 0, 1, lumber, lumber))
assertFalse("more than held", CatanInteraction.offerAllowed(state, 0, 1, List(3) { Resource.LUMBER }, grain))
assertFalse("not their turn", CatanInteraction.offerAllowed(state, 1, 0, lumber, grain))
}
// --- Development cards -------------------------------------------------------------
@Test
fun `a development card is playable unless it was bought this turn or is a victory point`() {
val state = playing {
copy(
devHands = listOf(
listOf(
DevCard(1, DevCardType.KNIGHT, boughtTurn = 0),
DevCard(2, DevCardType.VICTORY_POINT, boughtTurn = 0),
DevCard(3, DevCardType.KNIGHT, boughtTurn = 1),
),
emptyList(),
emptyList(),
),
)
}
val legal = CatanRules.legalMoves(state, 0)
val hand = CatanInteraction.devHand(state, 0, legal)
// Sorted by type then id: the two knights, then the victory point.
assertEquals(listOf(1, 3, 2), hand.map { it.card.id })
assertEquals(listOf(true, false, false), hand.map { it.playable })
assertEquals(listOf<Any>(PlayKnight(1)), hand.first().plays)
}
@Test
fun `monopoly offers one play per resource`() {
val plays = Resource.entries.map { PlayMonopoly(9, it) }
val choices = CatanInteraction.monopolyChoices(plays)
assertEquals(Resource.entries.toSet(), choices.keys)
assertEquals(PlayMonopoly(9, Resource.ORE), choices.getValue(Resource.ORE))
}
@Test
fun `year of plenty narrows to the cards that still complete a take`() {
val plays = listOf(
PlayYearOfPlenty(4, listOf(Resource.LUMBER, Resource.BRICK)),
PlayYearOfPlenty(4, listOf(Resource.LUMBER, Resource.LUMBER)),
PlayYearOfPlenty(4, listOf(Resource.ORE)),
)
assertEquals(
setOf(Resource.LUMBER, Resource.BRICK, Resource.ORE),
CatanInteraction.plentyAvailable(plays, emptyList()),
)
assertEquals(
setOf(Resource.LUMBER, Resource.BRICK),
CatanInteraction.plentyAvailable(plays, listOf(Resource.LUMBER)),
)
assertEquals(setOf(Resource.LUMBER), CatanInteraction.plentyAvailable(plays, listOf(Resource.BRICK)))
assertTrue(CatanInteraction.plentyAvailable(plays, listOf(Resource.LUMBER, Resource.LUMBER)).isEmpty())
assertEquals(plays[0], CatanInteraction.plentyMove(plays, listOf(Resource.BRICK, Resource.LUMBER)))
assertEquals(plays[2], CatanInteraction.plentyMove(plays, listOf(Resource.ORE)))
assertNull(CatanInteraction.plentyMove(plays, listOf(Resource.GRAIN)))
}
// --- Trade replies ------------------------------------------------------------------
@Test
fun `the addressee of an offer is given accept and decline`() {
val base = playing {
withHand(0, hand(Resource.LUMBER to 1)).withHand(1, hand(Resource.GRAIN to 1))
}
val offer = org.prolibertate.games.game.catan.TradeOffer(
by = 0, to = 1, give = listOf(Resource.LUMBER), get = listOf(Resource.GRAIN),
)
val pending = base.copy(phase = CatanPhase.TRADE_PENDING, pendingTrade = offer)
val legal = CatanRules.legalMoves(pending, 1)
assertEquals(true to true, CatanInteraction.tradeResponses(legal))
// If the addressee no longer holds what was asked, only decline remains.
val short = pending.withHand(1, hand())
assertEquals(false to true, CatanInteraction.tradeResponses(CatanRules.legalMoves(short, 1)))
}
// --- Rolled-hex highlight --------------------------------------------------
@Test
fun `rolled hexes are those carrying the number, minus the robber's`() {
val base = playing(turn = 0)
val number = base.numbers.first { it != 0 && it != 7 }
val state = base.copy(lastDice = if (number <= 7) listOf(number - 1, 1) else listOf(6, number - 6))
val all = (0 until CatanBoard.HEX_COUNT).filter { state.numbers[it] == number }
assertTrue(all.isNotEmpty())
assertEquals(all.filter { it != state.robber }.toSet(), CatanInteraction.rolledHexes(state))
val blocked = state.copy(robber = all.first())
assertFalse(all.first() in CatanInteraction.rolledHexes(blocked))
}
@Test
fun `nothing is highlighted before this turn's roll, on a seven, or in setup`() {
val rolled = playing(turn = 0).copy(lastDice = listOf(3, 3))
assertTrue(CatanInteraction.rolledHexes(rolled.copy(phase = CatanPhase.AWAIT_ROLL)).isEmpty())
assertTrue(CatanInteraction.rolledHexes(rolled.copy(lastDice = listOf(3, 4))).isEmpty())
assertTrue(CatanInteraction.rolledHexes(rolled.copy(phase = CatanPhase.SETUP_FIRST)).isEmpty())
assertTrue(CatanInteraction.rolledHexes(rolled.copy(lastDice = emptyList())).isEmpty())
}
}
@@ -0,0 +1,101 @@
package org.prolibertate.games.ui.game.catan
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.Port
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.ui.game.catan.CatanFixtures.hand
import org.prolibertate.games.ui.game.catan.CatanFixtures.playing
import org.prolibertate.games.ui.game.catan.CatanFixtures.start
import org.prolibertate.games.ui.game.catan.CatanFixtures.withHand
class CatanTextTest {
private val names = listOf("Ann", "Bo", "Cy")
@Test
fun `seats are named, with You for the local player and a number when a name is unknown`() {
val seats = CatanSeats(me = 1, names = names)
assertEquals("You", seats.label(1))
assertEquals("Ann", seats.label(0))
assertEquals("you", seats.lower(1))
assertEquals("Seat 4", seats.label(3))
assertEquals("Seat 1", CatanSeats(me = 1).label(0))
assertEquals("Seat 1", CatanSeats(me = 1, names = listOf(" ")).label(0))
}
@Test
fun `setup prompts say what to place next`() {
val state = start()
val mine = CatanSeats(0, names)
assertTrue(CatanText.prompt(state, mine, setupVertexChosen = false, building = null).contains("Place a settlement"))
assertTrue(CatanText.prompt(state, mine, setupVertexChosen = true, building = null).contains("road"))
assertTrue(CatanText.prompt(state, CatanSeats(1, names), false, null).startsWith("Ann is placing"))
val second = state.copy(phase = CatanPhase.SETUP_SECOND, setupIndex = 3)
assertTrue(CatanText.prompt(second, CatanSeats(2, names), false, null).contains("second settlement"))
}
@Test
fun `the turn prompts follow the phase`() {
val roll = playing().copy(phase = CatanPhase.AWAIT_ROLL)
assertTrue(CatanText.prompt(roll, CatanSeats(0, names), false, null).contains("Roll the dice"))
assertEquals("Ann is rolling…", CatanText.prompt(roll, CatanSeats(1, names), false, null))
val turn = playing()
assertTrue(CatanText.prompt(turn, CatanSeats(0, names), false, null).contains("Your turn"))
assertEquals("Tap an edge to build a road.", CatanText.prompt(turn, CatanSeats(0, names), false, BuildKind.ROAD))
assertEquals("Bo is playing…", CatanText.prompt(playing(turn = 1), CatanSeats(0, names), false, null))
val robber = playing().copy(phase = CatanPhase.ROBBER)
assertTrue(CatanText.prompt(robber, CatanSeats(0, names), false, null).contains("robber"))
}
@Test
fun `the discard prompt names the quota`() {
val state = playing {
copy(phase = CatanPhase.DISCARDING, discardSeat = 0)
.withHand(0, hand(Resource.LUMBER to 9))
}
assertTrue(CatanText.prompt(state, CatanSeats(0, names), false, null).contains("discard 4"))
assertTrue(CatanText.prompt(state, CatanSeats(1, names), false, null).contains("Ann must discard half"))
}
@Test
fun `road building counts down in the singular and the plural`() {
val two = playing().copy(phase = CatanPhase.FREE_ROADS, pendingFreeRoads = 2)
val one = two.copy(pendingFreeRoads = 1)
assertTrue(CatanText.prompt(two, CatanSeats(0, names), false, null).endsWith("2 more roads."))
assertTrue(CatanText.prompt(one, CatanSeats(0, names), false, null).endsWith("1 more road."))
}
@Test
fun `the end of the game names the winner`() {
val over = playing().copy(phase = CatanPhase.GAME_OVER, winner = 1)
assertEquals("Bo won the game.", CatanText.prompt(over, CatanSeats(0, names), false, null))
assertEquals("You won!", CatanText.winnerHeadline(over, CatanSeats(1, names)))
assertEquals("Bo won", CatanText.winnerHeadline(over, CatanSeats(0, names)))
}
@Test
fun `cards read as a sorted tally`() {
assertEquals(
"2 Lumber + 1 Grain",
CatanText.cards(listOf(Resource.GRAIN, Resource.LUMBER, Resource.LUMBER)),
)
assertEquals("nothing", CatanText.cards(emptyList()))
assertEquals(
"Ann offers 1 Lumber to you for 2 Ore",
CatanText.tradeSummary("Ann", "you", listOf(Resource.LUMBER), listOf(Resource.ORE, Resource.ORE)),
)
}
@Test
fun `costs and harbours read as the rules state them`() {
assertEquals("1 lumber + 1 brick", CatanText.ROAD_COST)
assertEquals("2 grain + 3 ore", CatanText.CITY_COST)
assertEquals("2:1 ore", CatanText.portName(Port(edge = 0, resource = Resource.ORE, ratio = 2)))
assertEquals("3:1 any", CatanText.portName(Port(edge = 0, resource = null, ratio = 3)))
}
}
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# 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).
- [UI-catan.md](UI-catan.md) — how the Katan screen is layered, and how to restyle,
re-copy or re-lay-out it without touching the rules.
- `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.
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# 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 exposes both (players: 3 or 4; game to 5, 8, 10 or 12 points).
## 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 is addressed to **one** seat or, with `to = null`, to **everyone**, and
names two card multisets: what the offerer gives, what they want.
Seats are asked **one at a time**, in seat order after the offerer (seats holding
no cards are skipped; an addressed offer asks only its addressee). The seat being
asked may:
- **accept** — the trade happens at once and the offer closes (first accept wins);
- **decline** — the offer moves on to the next seat;
- **counter** (`CounterTrade`) — propose different terms: what they would give and
what they want from the offerer. A counter must differ from the offer as made
(that is an accept), and both sides must hold the cards. The offer moves on.
When every seat has answered and nobody accepted: with no counters the offer
simply lapses; with counters the phase becomes `TRADE_COUNTERS` and the offerer
either **takes one** (`AcceptCounter(seat)`, still checked for affordability) or
**turns them all down** (`DismissCounters`).
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.
A seat may **accept** only if it holds what was asked and the offerer still holds
what was promised; otherwise only decline (or counter) is offered. A refusal
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: it must start from a crossing where the seat has a building, or
where one of its roads ends.
**An opponent's settlement or city on a crossing breaks the network there.** A
road cannot be laid past it, even from a crossing where one of your own roads
ends — only a crossing you own a building on is a way through. The same rule
applies to the free roads of a Road Building card, and it is the same wall that
cuts Longest Road (below).
**Pieces are limited**: each player has **15 roads, 5 settlements and 4 cities**.
A player who has laid them all cannot build another of that kind. Raising a
settlement into a city returns the settlement to the supply, so the five
settlements remain available to be laid again.
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 may be open to the whole table** and can be countered; the first accept wins (see Trading).
## Known gaps
- **No timer or cancel on offers.** An offer waits for each asked seat in turn; the offerer cannot withdraw it mid-round, and a player who never answers stalls the table.
- **The AI never counters.** It accepts, declines, and picks among counters it is sent, but does not propose them.
- **No trading away a development card.** Not part of the base game.
- **The screen is built, not yet verified on two devices.** The Katan screen and
setup options exist (see [UI-catan.md](UI-catan.md)); the catalogue entry is a
dev-channel preview until two-device play has been verified.
- **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.
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# Katan UI — how it is built, and how to change it
The Katan screen (`app/src/main/java/org/prolibertate/games/ui/game/catan/`) is
built in layers so that **look, wording, layout and interaction can each be
changed on their own**. If you are an agent asked to restyle, retheme,
re-copy or re-lay-out Katan, start here and touch only the layer you were asked
about.
The rules live elsewhere and are not part of the UI: `game/catan/` is a pure
state machine (see [RULES-catan.md](RULES-catan.md)). **Nothing in `ui/game/catan/`
decides what is legal.** The engine's legal-move list is the single source of
truth, so the UI can only ever offer a move the rules would accept.
## The layers
| Layer | File | Owns | Change it to… |
| --- | --- | --- | --- |
| **Style** | `CatanStyle.kt` | Every colour, proportion and the light/dark palettes | Re-skin: new terrain colours, seat colours, piece sizes, token look |
| **Copy** | `CatanText.kt` | Every sentence, button label and name shown | Reword, localise, rename resources |
| **Geometry** | `CatanGeometry.kt` | Engine lattice → pixels, and pixel → nearest vertex/edge/hex | Change board scale, margin, harbour placement, tap reach (rarely) |
| **Interaction** | `CatanInteraction.kt` | What is tappable, what a tap means, which buttons are live | Change *how* something is selected (never *whether* it is legal) |
| **Board drawing** | `CatanBoardView.kt` | The `Canvas`: tiles, tokens, ports, robber, roads, pieces, highlights | Change how a piece is drawn (art, shapes, animation) |
| **Panels** | `CatanPanels.kt` | Resource tiles, hand, player cards, dice, action bar, log | Restyle or rearrange widgets |
| **Dialogs** | `CatanDialogs.kt` | Discard, robber victim, play card, trade, trade reply, game over | Change a dialog's flow or look |
| **Screen** | `CatanScreen.kt` | Wiring to `MatchController`, portrait/landscape layout, which dialog shows | Change the layout or add a new element |
| **Previews** | `CatanPreviews.kt` | Android Studio previews of real positions | Iterate on the look without a match |
Everything outside this folder that mentions Katan is one-line wiring:
`PlayScreen.kt` (builds the `MatchController`), `GameSetupScreen.kt` (players and
points-to-win options), `Catalog.kt` (the catalogue entry).
## Recipes
**Change colours or sizes.** Edit `CatanStyle.kt`. `LightStyle` is the reference
palette; `DarkStyle` is derived from it. Metrics (`roadWidth`, `settlementSize`,
`tokenRadius`, …) are fractions of the hex radius, so they scale with the screen.
To try a whole new theme, provide it at the root:
`CompositionLocalProvider(LocalCatanStyle provides myStyle) { … }`.
**Change wording or translate.** Edit `CatanText.kt`. Composables never build a
sentence themselves. `prompt(...)` is the one-line "what is happening / what do I
do" text; it is a pure function of the state, with tests in `CatanTextTest`.
**Redraw a piece** (settlement, road, robber, port, token). Edit the matching
`draw…` function in `CatanBoardView.kt`. Positions come from `BoardLayout`, so you
only decide the shape. Keep the hit target generous (see Accessibility).
**Rearrange the screen.** Edit `CatanScreen.kt`. It builds four independent
pieces (`board`, `players`, `promptRow`, `handAndActions`) and arranges them
differently in portrait and landscape. Moving or dropping a piece does not affect
the others.
**Add a widget.** Make it a stateless composable in `CatanPanels.kt` (values in,
lambdas out). Do not give it the `MatchController`.
**Change how a selection works** (for example a one-tap build instead of a
build-mode toggle). Edit `CatanInteraction.kt` and its tests, then adjust the
screen's UI state. The legal-move list stays the gate.
## Rules of the road
1. **Never put a rule in a composable.** If a button's enabled state or a tap's
result depends on game logic, it goes in `CatanInteraction` (pure, tested) and
is derived from the engine's `legal` list or `CatanRules`.
2. **Never hard-code a colour or a string** outside `CatanStyle` / `CatanText`.
3. **Stateless by default.** Panels and dialogs take values and report events. The
only state they may own is the transient selection they are helping the player
make (cards picked in a trade, for example).
4. **Hidden information.** The local view comes from `CatanRules.viewFor`: other
players' development cards and the deck are empty on a client. Do not show the
size of the deck; it is not known to a client. Card *counts* (`resourceCount`,
`devHandCounts`) are public.
5. **The state is immutable.** Never mutate it; submit a move.
6. **The layout must not move.** Everything outside the board has a *fixed
height*, and the board takes whatever is left, so the island's scale is the
same all game. Concretely: a control is *enabled or disabled*, never
*present or absent* (the action bar always shows every button); text that can
vary in length is pinned to a fixed number of lines (`minLines = maxLines`);
a line that is sometimes empty is still drawn (a non-breaking space), as the
award line on a player card is. A change that makes any non-board element
taller or shorter at runtime will rescale the board under the player's thumb.
## Interaction model (what the player actually does)
| Phase | The player… |
| --- | --- |
| Setup | taps a highlighted crossing (settlement), then a highlighted edge beside it (road). *Cancel* re-picks the settlement |
| Roll | presses **Roll dice** |
| Seven | **Discard** dialog (forced); then taps a hex to move the robber; a victim dialog appears only if more than one player can be robbed |
| Main turn | arms **Road / Settlement / City** and taps a highlighted spot; **Buy card**; **Play card**; **Trade**; **End turn** |
| Road Building | taps highlighted edges, or **Done with roads** |
| Offered a trade | **Accept / Decline / Counter…** dialog (forced); *Counter…* opens a picker pre-filled with the mirror of the offer |
| Counter-offers received | **Counter-offers** dialog: *Accept* beside the one to take, or *No deal* |
| Game over | result dialog |
Trade offers are free-form (two card multisets), so they are validated with
`CatanRules.isLegalMove`, not looked up in the legal list.
## Testing
Gradle does not run in the agent sandbox; **CI is the compile and test check**
(dispatch `ci.yml` on your branch). What is covered:
- `CatanGeometryTest` — the island fits any box, edges and corners are one radius,
hit-testing finds the right vertex/edge/hex.
- `CatanInteractionTest` — targets and tap outcomes for setup, building, free
roads, the robber (including the victim choice), discards, bank trades, offers,
development cards and trade replies, all against real engine states.
- `CatanTextTest` — the prompts and tallies.
Drawing and dialogs are not unit-tested; use the previews in `CatanPreviews.kt`
and play a game on a dev build.
## Accessibility notes
- Tap targets: vertices and edges accept a tap within `tapReach` (0.7) hex radii,
about 23 dp on a phone. If you shrink the board, keep that physical size.
- Seat colours are blue, orange, white and purple, each outlined in near-black so
they read on any terrain. Colour is the only piece identity today; adding a
shape or letter per seat would help colour-blind players (a good first task).
- The board has a content description but no per-hex semantics; a screen-reader
mode would need one.
## Status and known gaps
The screen is **playable and feature-complete for the engine's rules**, but is
**unverified on two real devices**, so the catalogue entry is `devPreview`
(openable on a dev build, hidden from production). To release it: verify
two-device play, then in `Catalog.kt` set `available = true` and remove
`devPreview = true`, and update `CatalogTest`.
Not done yet, in rough priority order:
1. Two-device verification (host + guest over the LAN) and a full game on a phone
and a tablet.
2. Feedback on events: dice-roll animation, a highlight on hexes that produced,
resource-gain flourishes, haptics. The state carries the dice and a text log;
it does not say which hexes paid out, so that needs either a diff of two states
or an engine addition.
3. Art: terrain textures, resource and harbour icons, a real robber pawn.
4. A timer or cancel button on offers (the engine has neither).
5. A board that shows the *last* move (a faint highlight of what just changed).
6. Landscape polish on large tablets; the right-hand panel scrolls but is plain.
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# Project-wide Gradle settings. # Project-wide Gradle settings.
org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8 # C1-only JIT (-XX:TieredStopAtLevel=1): the Gitea runner's JVMs have been
# crashing intermittently (SIGSEGV in HotSpot's compiler, bad Kotlin compiler
# codegen) on Zulu, Corretto and Temurin alike. Dropping C2 is the test for
# whether the optimising JIT is the trigger; it costs some build speed. The
# Kotlin daemon needs its own copy: setting its options stops it inheriting
# org.gradle.jvmargs.
org.gradle.jvmargs=-Xmx2048m -Dfile.encoding=UTF-8 -XX:TieredStopAtLevel=1
kotlin.daemon.jvm.options=-Xmx2048m,-XX:TieredStopAtLevel=1
org.gradle.parallel=true org.gradle.parallel=true
org.gradle.caching=true org.gradle.caching=true