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@@ -1,78 +1,61 @@
|
||||
> **Moved to Gitea.** CI now runs on Gitea Actions at
|
||||
> `git.wallacenet.ca/devadmin/ProLibertateGames`, publishing to Cloudflare Pages
|
||||
> (`plg.wallacenet.ca`) only. The sandbox notes below describe the earlier GitHub
|
||||
> setup (no CI run from session pushes, `workflow_dispatch` as the workaround);
|
||||
> re-verify them against Gitea before relying on them.
|
||||
|
||||
# Working on this repo with Claude
|
||||
|
||||
## Nothing a session does triggers CI. Dispatch it explicitly.
|
||||
CI runs on **Gitea Actions** at `git.wallacenet.ca/devadmin/ProLibertateGames`
|
||||
(workflows in `.github/workflows/`), publishing to Cloudflare Pages
|
||||
(`plg.wallacenet.ca`). The workflow below was measured on the dev machine
|
||||
(`~/ProLibertateGames`); it replaces the earlier GitHub-sandbox notes, which no
|
||||
longer apply.
|
||||
|
||||
GitHub creates **no workflow run** for anything this sandbox does — pushing a
|
||||
branch, opening a pull request, or merging one. All of it goes through the same
|
||||
integration, and GitHub suppresses event-triggered runs from it. The pull
|
||||
request will say it was opened by the repo owner; that is only how the UI
|
||||
attributes it, and it does not change the suppression.
|
||||
## Build, test and lint locally
|
||||
|
||||
This was measured, not assumed:
|
||||
Gradle works on the dev machine. Two environment variables are required: the
|
||||
default JDK is 25, which Gradle 8.14 cannot use, and the Android SDK lives in the
|
||||
home directory.
|
||||
|
||||
| Action | Result |
|
||||
| --- | --- |
|
||||
| Human pushes a Claude-authored commit (`d165e5ef`, `469c900e`) | CI runs |
|
||||
| Session pushes `dev` / `main` (`43394b8`, `742add4`) | no run |
|
||||
| Session opens a PR against `dev` (#1) | no run |
|
||||
| Session calls `workflow_dispatch` | **runs** |
|
||||
```
|
||||
export JAVA_HOME=/usr/lib/jvm/java-17-openjdk-amd64
|
||||
export ANDROID_HOME=$HOME/android-sdk # platform 34, build-tools 34.0.0
|
||||
./gradlew testDebugUnitTest lintDebug assembleDebug
|
||||
```
|
||||
|
||||
`workflow_dispatch` works because it creates a run directly instead of relying
|
||||
on an event. It is the only mechanism available from a session, so every build
|
||||
has to be asked for by hand.
|
||||
The Katan tests run in seconds; a clean build takes a few minutes. Run the full
|
||||
suite, lint and `assembleDebug` before pushing: they are what CI runs. There is
|
||||
no KVM, so no emulator; the engine and the UI logic are covered by unit tests
|
||||
(see `docs/UI-catan.md`).
|
||||
|
||||
## Verify before merging, without publishing
|
||||
## Shipping: branch, PR, CI, merge
|
||||
|
||||
`ci.yml` builds, tests and lints on any ref, but its staging and publishing
|
||||
steps are gated on `github.ref == 'refs/heads/dev'`. Dispatching it on a
|
||||
**feature branch** therefore gives the full check — build, unit tests, Android
|
||||
lint — and publishes nothing.
|
||||
|
||||
So the working loop is:
|
||||
|
||||
1. Commit and push the feature branch.
|
||||
2. Dispatch `ci.yml` on that branch. Wait for green. This is the real review
|
||||
gate, and it is the only verification that exists (see below).
|
||||
3. Open the PR through the API and merge it there, so the change is reviewable
|
||||
and the merge commit is honest about what happened. Neither step builds
|
||||
anything.
|
||||
4. Dispatch the target branch's workflow to actually build and publish:
|
||||
`ci.yml` on `dev`, `release.yml` on `main`.
|
||||
|
||||
Skipping step 4 leaves a branch whose head was never built and no release.
|
||||
1. Branch from `dev`; before pushing, merge `origin/dev` in (it moves between
|
||||
sessions).
|
||||
2. Plain `git push` has no credentials. Use the Gitea token as a one-off header:
|
||||
`git -c "http.extraheader=Authorization: token $(cat ~/.config/gitea/token)" push -u origin <branch>`.
|
||||
3. Open the PR with `POST /api/v1/repos/devadmin/ProLibertateGames/pulls`
|
||||
(same token, `Authorization: token ...`). CI (`ci.yml`) runs on the PR: build,
|
||||
unit tests and Android lint; it publishes nothing. Poll
|
||||
`/actions/runs` until it completes (about 7 minutes).
|
||||
4. Merge with `POST .../pulls/N/merge {"Do":"merge"}`. The push to `dev` runs
|
||||
`ci.yml` again and publishes the build (about 9 minutes).
|
||||
|
||||
## Merging is a shipping action
|
||||
|
||||
Both long-lived branches publish, so a merge is a release, not just an
|
||||
integration:
|
||||
|
||||
- **`dev`** → `ci.yml` publishes a `v<series>.N-dev` **prerelease**, offered by the
|
||||
in-app updater to anyone on the Dev channel.
|
||||
- **`main`** → `release.yml` publishes a **production** release, which the
|
||||
updater installs for everyone on the Production channel.
|
||||
- **`dev`** publishes a `v<series>.N-dev` build to
|
||||
`https://plg.wallacenet.ca/dev/latest.json`, offered by the in-app updater to
|
||||
anyone on the Dev channel.
|
||||
- **`main`** runs `release.yml` and publishes a **production** release for
|
||||
everyone on the Production channel. Confirm before merging to `main`.
|
||||
`release.yml` runs `assembleDebug` only (no tests, no lint), so a `main`
|
||||
release is only as verified as the `dev` build it replays.
|
||||
|
||||
Confirm before shipping to `main`. Note that `release.yml` runs `assembleDebug`
|
||||
only — no tests, no lint — so a `main` release is only as verified as the `dev`
|
||||
build it replays.
|
||||
## Katan
|
||||
|
||||
## Gradle does not run in the sandbox
|
||||
|
||||
`./gradlew` cannot resolve the Android plugin here: the proxy blocks
|
||||
`dl.google.com` with a 403. No local build, no local test run, no local lint. A
|
||||
dispatched CI run is the only way to find out whether a change compiles.
|
||||
|
||||
## A permanent fix, if you want one
|
||||
|
||||
The suppression is a property of the sandbox's credential, so it cannot be
|
||||
fixed from inside a session. Giving the environment a personal access token to
|
||||
push with would make pushes and PRs behave normally for everyone. Until then,
|
||||
the dispatch step above is the workaround.
|
||||
The island game is catalogue id `catan`, shown as **Katan**. It has two rule
|
||||
sets chosen at setup: the base game (`docs/RULES-catan.md`) and Cities & Knights
|
||||
(`docs/RULES-catan-ck.md`, code in `game/catan/CatanCk*.kt`, state behind
|
||||
`CatanState.ck`, which is null in the base game). The screen is layered; see
|
||||
`docs/UI-catan.md` before changing it.
|
||||
|
||||
## Bash output is filtered before it reaches the model
|
||||
|
||||
|
||||
@@ -373,7 +373,9 @@ game:
|
||||
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
|
||||
- [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
|
||||
rules engine, AI and screen are in place
|
||||
- [Katan: Cities & Knights](docs/RULES-catan-ck.md) — the expansion rule set, chosen on
|
||||
the setup screen: commodities, knights, barbarians, city improvements and progress cards
|
||||
|
||||
## Layout
|
||||
|
||||
@@ -396,7 +398,7 @@ game/ rules engines and AI — pure Kotlin, no Android, unit-tested
|
||||
mastermind/ Mastermind codes, scoring, and a code breaker
|
||||
pirates/ Pirates and Bulgars — the cross board, the hunt, search
|
||||
tayu/ Ta Yü tile geometry, river rules, scoring, AI
|
||||
catan/ Katan island geometry, production, trade, dev cards, heuristic AI
|
||||
catan/ Katan island geometry, production, trade, dev cards, Cities & Knights, heuristic AI
|
||||
net/ wire protocol, LAN transport, lobby, match driver
|
||||
score/ scorekeeper sheet — pure Kotlin, unit-tested — and its store
|
||||
settings/ DataStore-backed preferences
|
||||
|
||||
@@ -360,7 +360,7 @@ object GameCatalog {
|
||||
minPlayers = 3,
|
||||
maxPlayers = 4,
|
||||
teamBased = false,
|
||||
blurb = "Trade, build, and settle the island.",
|
||||
blurb = "Trade, build, and settle the island, in the base game or Cities & Knights.",
|
||||
// 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`
|
||||
|
||||
@@ -20,10 +20,14 @@ import org.prolibertate.games.game.engine.GameAi
|
||||
*/
|
||||
class CatanAi : GameAi<CatanState, CatanMove> {
|
||||
|
||||
/** Plays the Cities & Knights tables; this class keeps the base game. */
|
||||
private val ck = CatanCkAi(this)
|
||||
|
||||
override fun chooseMove(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
|
||||
require(legal.isNotEmpty() || state.phase == CatanPhase.PLAYING) {
|
||||
"No legal move for seat $seat"
|
||||
}
|
||||
if (state.isCk) return ck.choose(state, seat, legal)
|
||||
return when (state.phase) {
|
||||
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND ->
|
||||
chooseSetup(state, seat, legal.filterIsInstance<SetupPlace>())
|
||||
@@ -38,10 +42,12 @@ class CatanAi : GameAi<CatanState, CatanMove> {
|
||||
|
||||
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")
|
||||
CatanPhase.CHORE, CatanPhase.GAME_OVER -> legal.firstOrNull()
|
||||
?: error("Nothing to choose in phase ${state.phase}")
|
||||
}
|
||||
}
|
||||
|
||||
@@ -49,7 +55,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
|
||||
// Setup
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
private fun chooseSetup(state: CatanState, seat: Int, places: List<SetupPlace>): SetupPlace {
|
||||
internal 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) +
|
||||
@@ -260,23 +266,38 @@ class CatanAi : GameAi<CatanState, CatanMove> {
|
||||
}
|
||||
|
||||
private fun chooseResponse(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
|
||||
val accept = legal.filterIsInstance<AcceptTrade>().firstOrNull() ?: run {
|
||||
return legal.first { it is DeclineTrade }
|
||||
}
|
||||
val offer = state.pendingTrade ?: return legal.first()
|
||||
// Accept when what arrives is worth more than what leaves: a mild
|
||||
// table, not a shark.
|
||||
val incoming = offer.get.sumOf { want(it) }
|
||||
val outgoing = offer.give.sumOf { want(it) }
|
||||
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 {
|
||||
internal fun spotValue(state: CatanState, vertex: Int): Double {
|
||||
if (state.buildings[vertex] != null) return -1.0
|
||||
var value = 0.0
|
||||
val kinds = mutableSetOf<Resource>()
|
||||
@@ -297,7 +318,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
|
||||
* 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 {
|
||||
internal 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)) {
|
||||
@@ -309,7 +330,7 @@ class CatanAi : GameAi<CatanState, CatanMove> {
|
||||
}
|
||||
|
||||
/** How much the AI wants to hold one card of [resource]. */
|
||||
private fun want(resource: Resource): Double = when (resource) {
|
||||
internal 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
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,345 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
/**
|
||||
* The computer opponent for Cities & Knights, reached through [CatanAi].
|
||||
*
|
||||
* It plays the same cautious game as the base AI — settle well, raise cities —
|
||||
* and adds the three things this rule set asks of a player: keep enough active
|
||||
* knights standing when the barbarians land, spend commodities on improvements
|
||||
* as soon as it can, and answer every chore the table raises with the card it
|
||||
* values least. It reads only what a player at the table could see, plus its
|
||||
* own hand.
|
||||
*
|
||||
* It is not a strong player. It never moves knights about (they stay where
|
||||
* hired, and are activated when the barbarians draw near), never plays the
|
||||
* progress cards whose value depends on a plan (Inventor, Alchemist, Diplomat,
|
||||
* Deserter, Intrigue), and makes no domestic offers, though it answers them.
|
||||
*/
|
||||
internal class CatanCkAi(private val ai: CatanAi) {
|
||||
|
||||
fun choose(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove = when (state.phase) {
|
||||
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND ->
|
||||
ai.chooseSetup(state, seat, legal.filterIsInstance<SetupPlace>())
|
||||
|
||||
CatanPhase.AWAIT_ROLL -> legal.first { it is RollDice }
|
||||
|
||||
CatanPhase.CHORE -> chooseChore(state, seat, legal)
|
||||
|
||||
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.DISCARDING, CatanPhase.GAME_OVER -> legal.firstOrNull()
|
||||
?: error("Nothing to choose in phase ${state.phase}")
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Chores
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
private fun chooseChore(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
|
||||
val ck = state.ck!!
|
||||
return when (val chore = ck.chores.first()) {
|
||||
is DiscardChore -> {
|
||||
val n = minOf(chore.count, CatanCk.goodsCount(state, seat))
|
||||
DiscardGoods(CatanCk.goodsList(state, seat).sortedBy { worth(state, seat, it) }.take(n))
|
||||
}
|
||||
|
||||
is GiveChore -> {
|
||||
val pool = CatanCk.goodsList(state, seat)
|
||||
.filter { !chore.commoditiesOnly || it.isCommodity }
|
||||
.sortedBy { worth(state, seat, it) }
|
||||
GiveGoods(pool.take(minOf(chore.count, pool.size)))
|
||||
}
|
||||
|
||||
is PillageChore ->
|
||||
legal.filterIsInstance<PillageCity>().minByOrNull { production(state, it.vertex) } ?: legal.first()
|
||||
|
||||
is PickDeckChore -> {
|
||||
val picks = legal.filterIsInstance<PickDeck>()
|
||||
picks.maxByOrNull { CatanCk.improvement(state, seat, it.track) } ?: legal.first()
|
||||
}
|
||||
|
||||
is DropProgressChore ->
|
||||
legal.filterIsInstance<DropProgress>().minByOrNull { drop ->
|
||||
ck.progressHands[seat].first { it.id == drop.card }.kind.let(::cardWorth)
|
||||
} ?: legal.first()
|
||||
|
||||
is MetropolisChore ->
|
||||
legal.filterIsInstance<PlaceMetropolis>().maxByOrNull { production(state, it.vertex) }
|
||||
?: legal.first()
|
||||
|
||||
is AqueductChore ->
|
||||
legal.filterIsInstance<TakeAqueduct>().maxByOrNull { ai.want(it.resource) } ?: legal.first()
|
||||
|
||||
is RelocateChore -> legal.first()
|
||||
|
||||
is RemoveKnightChore ->
|
||||
legal.filterIsInstance<RemoveKnight>().minByOrNull {
|
||||
CatanCk.knightAt(state, it.vertex)?.level ?: 0
|
||||
} ?: legal.first()
|
||||
|
||||
is PlaceKnightChore -> legal.first()
|
||||
|
||||
is SpyChore -> legal.first()
|
||||
|
||||
is SmithChore ->
|
||||
legal.filterIsInstance<PromoteKnight>().firstOrNull() ?: legal.first { it is EndSmith }
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// The robber
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
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
|
||||
val worth = if (building.type == BuildingType.CITY) 2 else 1
|
||||
val odds = CatanBoard.numberOdds(state.numbers[hex]) / 36.0
|
||||
score += if (building.owner == seat) -worth * odds else worth * odds
|
||||
}
|
||||
if (move.victim != null) {
|
||||
score += 0.15 * CatanCk.goodsCount(state, move.victim) + 0.3 * points[move.victim]
|
||||
}
|
||||
score
|
||||
} ?: moves.first()
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// The main phase
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
private fun choosePlaying(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
|
||||
val ck = state.ck!!
|
||||
val soon = ck.barbarians <= 3
|
||||
|
||||
// Chase the robber off a hex it is squatting on.
|
||||
if (ck.attacked) {
|
||||
val onMine = legal.filterIsInstance<ChaseRobber>().firstOrNull()
|
||||
val robberHurtsMe = CatanBoard.HEX_CORNERS[state.robber].any { state.buildings[it]?.owner == seat }
|
||||
if (onMine != null && robberHurtsMe) return onMine
|
||||
}
|
||||
|
||||
// The cheap upgrade first, then the full-price one.
|
||||
legal.filterIsInstance<PlayProgress>()
|
||||
.filter { kindOf(state, seat, it) == ProgressType.MEDICINE }
|
||||
.maxByOrNull { production(state, it.vertex!!) }
|
||||
?.let { return it }
|
||||
|
||||
legal.filterIsInstance<BuildCity>().maxByOrNull { production(state, it.vertex) }
|
||||
?.let { return it }
|
||||
|
||||
legal.filterIsInstance<BuildSettlement>().maxByOrNull { ai.spotValue(state, it.vertex) }
|
||||
?.let { return it }
|
||||
|
||||
// Improvements spend cards nothing else needs. Favour the track furthest along.
|
||||
legal.filterIsInstance<BuyImprovement>()
|
||||
.maxByOrNull { CatanCk.improvement(state, seat, it.track) * 10 + trackLean(it.track) }
|
||||
?.let { return it }
|
||||
|
||||
// Knights: stand ready by the time the barbarians land.
|
||||
defence(state, seat, legal, soon)?.let { return it }
|
||||
|
||||
progress(state, seat, legal)?.let { return it }
|
||||
|
||||
legal.filterIsInstance<BuildWall>().firstOrNull()?.let {
|
||||
if (CatanCk.goodsCount(state, seat) >= 7) return it
|
||||
}
|
||||
|
||||
legal.filterIsInstance<BuildRoad>()
|
||||
.filter { ai.roadValue(state, it) > 0.1 }
|
||||
.maxByOrNull { ai.roadValue(state, it) }
|
||||
?.let { return it }
|
||||
|
||||
legal.filterIsInstance<GoodsBankTrade>()
|
||||
.filter { completes(state, seat, it) }
|
||||
.minByOrNull { CatanCk.bankRatio(state, seat, it.give) }
|
||||
?.let { return it }
|
||||
|
||||
return legal.lastOrNull { it is EndTurn } ?: legal.first()
|
||||
}
|
||||
|
||||
/** Hire, promote and activate so the knights are standing when the barbarians land. */
|
||||
private fun defence(state: CatanState, seat: Int, legal: List<CatanMove>, soon: Boolean): CatanMove? {
|
||||
val mine = CatanCk.knightsOf(state, seat)
|
||||
val grainLeft = state.resources[seat][Resource.GRAIN] ?: 0
|
||||
|
||||
if (soon) {
|
||||
legal.filterIsInstance<ActivateKnight>().firstOrNull()?.let { return it }
|
||||
}
|
||||
val want = if (soon) 4 else 2
|
||||
if (mine.size < want) {
|
||||
legal.filterIsInstance<HireKnight>().maxByOrNull { ai.spotValue(state, it.vertex) }?.let { hire ->
|
||||
// Keep a grain back for waking it, once the ship is close.
|
||||
if (!soon || grainLeft >= 1) return hire
|
||||
}
|
||||
}
|
||||
if (soon || mine.size >= 2) {
|
||||
legal.filterIsInstance<PromoteKnight>().firstOrNull()?.let { return it }
|
||||
}
|
||||
if (soon) {
|
||||
legal.filterIsInstance<ActivateKnight>().firstOrNull()?.let { return it }
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
/** Progress cards worth playing without a plan. */
|
||||
private fun progress(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove? {
|
||||
val ck = state.ck!!
|
||||
val soon = ck.barbarians <= 4
|
||||
val plays = legal.filterIsInstance<PlayProgress>()
|
||||
fun kindOf(play: PlayProgress) = ck.progressHands[seat].first { it.id == play.card }.kind
|
||||
fun first(kind: ProgressType) = plays.firstOrNull { kindOf(it) == kind }
|
||||
|
||||
first(ProgressType.IRRIGATION)?.let { return it }
|
||||
first(ProgressType.MINING)?.let { return it }
|
||||
first(ProgressType.ENGINEER)?.let { return it }
|
||||
first(ProgressType.SMITH)?.let { return it }
|
||||
first(ProgressType.WEDDING)?.let { return it }
|
||||
if (soon) first(ProgressType.WARLORD)?.let { return it }
|
||||
|
||||
plays.filter { kindOf(it) == ProgressType.MASTER_MERCHANT }
|
||||
.maxByOrNull { play -> play.goods.orEmpty().sumOf { worth(state, seat, it) } }
|
||||
?.let { return it }
|
||||
|
||||
first(ProgressType.SPY)?.let { return it }
|
||||
first(ProgressType.BISHOP)?.let { return it }
|
||||
|
||||
if (legal.filterIsInstance<BuildRoad>().size >= 2) first(ProgressType.ROAD_BUILDING)?.let { return it }
|
||||
|
||||
// Crane: only when it makes the difference to an improvement.
|
||||
first(ProgressType.CRANE)?.let { crane ->
|
||||
val helps = Track.entries.any { track ->
|
||||
val level = CatanCk.improvement(state, seat, track)
|
||||
val have = ck.commodities[seat][track.commodity] ?: 0
|
||||
level < IMPROVEMENT_MAX && have == level // one short of the next level's price
|
||||
}
|
||||
if (helps) return crane
|
||||
}
|
||||
|
||||
// Saboteur: when someone level or ahead is sitting on a pile.
|
||||
first(ProgressType.SABOTEUR)?.let { saboteur ->
|
||||
val vp = CatanRules.publicVictoryPoints(state)
|
||||
val pile = (0 until state.playerCount).filter { it != seat && vp[it] >= vp[seat] }
|
||||
.sumOf { CatanCk.goodsCount(state, it) / 2 }
|
||||
if (pile >= 4) return saboteur
|
||||
}
|
||||
|
||||
// Monopolies: only when the table is holding a pile of it.
|
||||
plays.filter { kindOf(it) == ProgressType.RESOURCE_MONOPOLY || kindOf(it) == ProgressType.TRADE_MONOPOLY }
|
||||
.maxByOrNull { held(state, seat, it.good!!) }
|
||||
?.let { best ->
|
||||
val each = if (kindOf(best) == ProgressType.RESOURCE_MONOPOLY) 2 else 1
|
||||
val take = (0 until state.playerCount).filter { it != seat }
|
||||
.sumOf { minOf(each, CatanCk.goodsOf(state, it)[best.good!!] ?: 0) }
|
||||
if (take >= 3) return best
|
||||
}
|
||||
|
||||
// The merchant, on the best hex beside a building of ours.
|
||||
plays.filter { kindOf(it) == ProgressType.MERCHANT }
|
||||
.maxByOrNull { play ->
|
||||
val hex = play.hexA!!
|
||||
CatanBoard.numberOdds(state.numbers[hex]).toDouble()
|
||||
}?.let { return it }
|
||||
|
||||
// A commercial harbour turns spare resources into commodities.
|
||||
plays.filter { kindOf(it) == ProgressType.COMMERCIAL_HARBOR }
|
||||
.maxByOrNull { held(state, seat, it.good!!) }
|
||||
?.let { if (held(state, seat, it.good!!) >= 2) return it }
|
||||
|
||||
return null
|
||||
}
|
||||
|
||||
private fun kindOf(state: CatanState, seat: Int, play: PlayProgress): ProgressType =
|
||||
state.ck!!.progressHands[seat].first { it.id == play.card }.kind
|
||||
|
||||
/** What a building on [vertex] would draw, by the odds of its hexes and what the seat wants. */
|
||||
private fun production(state: CatanState, vertex: Int): Double =
|
||||
CatanBoard.VERTEX_HEXES[vertex].sumOf { h ->
|
||||
val want = state.terrains[h].produces?.let { ai.want(it) } ?: 0.0
|
||||
want * CatanBoard.numberOdds(state.numbers[h]) / 36.0
|
||||
}
|
||||
|
||||
private fun held(state: CatanState, seat: Int, good: Good): Int = CatanCk.goodsOf(state, seat)[good] ?: 0
|
||||
|
||||
/** Whether the trade leaves a hand that can pay for a city, a settlement or an improvement. */
|
||||
private fun completes(state: CatanState, seat: Int, trade: GoodsBankTrade): Boolean {
|
||||
val hand = CatanCk.goodsOf(state, seat).toMutableMap()
|
||||
hand[trade.give] = (hand[trade.give] ?: 0) - CatanCk.bankRatio(state, seat, trade.give)
|
||||
hand[trade.get] = (hand[trade.get] ?: 0) + 1
|
||||
fun covers(cost: Map<Resource, Int>) = cost.all { (r, n) -> (hand[Good.of(r)] ?: 0) >= n }
|
||||
if (covers(CatanRules.CITY_COST) || covers(CatanRules.SETTLEMENT_COST)) return true
|
||||
return Track.entries.any { track ->
|
||||
val level = CatanCk.improvement(state, seat, track)
|
||||
level < IMPROVEMENT_MAX &&
|
||||
(hand[Good.of(track.commodity)] ?: 0) >= level + 1 &&
|
||||
(state.ck!!.commodities[seat][track.commodity] ?: 0) < level + 1
|
||||
}
|
||||
}
|
||||
|
||||
private fun chooseFreeRoad(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove =
|
||||
legal.filterIsInstance<BuildRoad>()
|
||||
.filter { ai.roadValue(state, it) > 0.05 }
|
||||
.maxByOrNull { ai.roadValue(state, it) }
|
||||
?: legal.firstOrNull { it is EndFreeRoads }
|
||||
?: legal.first()
|
||||
|
||||
private fun chooseResponse(state: CatanState, seat: Int, legal: List<CatanMove>): CatanMove {
|
||||
val decline = legal.first { it is DeclineTrade }
|
||||
val accept = legal.firstOrNull { it is AcceptTrade } ?: return decline
|
||||
val offer = state.ck?.goodsOffer
|
||||
if (offer != null) {
|
||||
val incoming = offer.give.sumOf { worth(state, seat, it) }
|
||||
val outgoing = offer.get.sumOf { worth(state, seat, it) }
|
||||
return if (incoming > outgoing) accept else decline
|
||||
}
|
||||
val plain = state.pendingTrade ?: return decline
|
||||
val incoming = plain.give.sumOf { ai.want(it) }
|
||||
val outgoing = plain.get.sumOf { ai.want(it) }
|
||||
return if (incoming > outgoing) accept else decline
|
||||
}
|
||||
|
||||
/** Counters to a human's... the AI never makes an offer, so this only guards the phase: take none. */
|
||||
private fun chooseCounter(state: CatanState, legal: List<CatanMove>): CatanMove =
|
||||
legal.firstOrNull { it is DismissCounters } ?: legal.first()
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Valuations
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/** What a card is worth to this seat: resources as the base AI sees them, commodities by what they buy. */
|
||||
private fun worth(state: CatanState, seat: Int, good: Good): Double =
|
||||
good.resource?.let { ai.want(it) } ?: when (good) {
|
||||
Good.PAPER -> 0.95
|
||||
Good.COIN -> 0.9
|
||||
else -> 0.85
|
||||
}
|
||||
|
||||
/** Which track to lean toward when two are level: politics for the knights, then science. */
|
||||
private fun trackLean(track: Track): Int = when (track) {
|
||||
Track.POLITICS -> 2
|
||||
Track.SCIENCE -> 1
|
||||
Track.TRADE -> 0
|
||||
}
|
||||
|
||||
private fun cardWorth(kind: ProgressType): Double = when (kind) {
|
||||
ProgressType.INVENTOR, ProgressType.ALCHEMIST, ProgressType.DIPLOMAT,
|
||||
ProgressType.DESERTER, ProgressType.INTRIGUE, ProgressType.MERCHANT_FLEET,
|
||||
-> 0.0
|
||||
|
||||
ProgressType.MERCHANT, ProgressType.COMMERCIAL_HARBOR, ProgressType.CRANE -> 0.5
|
||||
else -> 1.0
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,486 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
import kotlinx.serialization.SerialName
|
||||
import kotlinx.serialization.Serializable
|
||||
|
||||
/*
|
||||
* The data of the Cities & Knights rule set. The rules themselves live in
|
||||
* [CatanCk]; docs/RULES-catan-ck.md describes them and the choices made.
|
||||
*
|
||||
* Everything here is reached through [CatanState.ck], which is null for the
|
||||
* base game, so a base game never sees any of it.
|
||||
*/
|
||||
|
||||
/** Steps the barbarian ship must make before it lands. */
|
||||
const val BARBARIAN_STEPS = 7
|
||||
|
||||
/** Commodity cards of each type the bank starts with (resources have 19). */
|
||||
const val BANK_PER_COMMODITY = 12
|
||||
|
||||
/** Knights of each strength one player owns. */
|
||||
const val KNIGHTS_PER_LEVEL = 2
|
||||
|
||||
/** City walls one player owns. */
|
||||
const val MAX_WALLS = 3
|
||||
|
||||
/** Levels of city improvement in each track. */
|
||||
const val IMPROVEMENT_MAX = 5
|
||||
|
||||
/** Progress cards a player may keep in hand. */
|
||||
const val PROGRESS_HAND_MAX = 4
|
||||
|
||||
/** Cards a player may hold through a seven, before walls. */
|
||||
const val BASE_HAND_LIMIT = 7
|
||||
|
||||
/** Longest Road is worth two points here; there is no Largest Army. */
|
||||
const val CK_LONGEST_ROAD_VP = 2
|
||||
|
||||
/** Improvement level that unlocks the track's special power. */
|
||||
const val IMPROVEMENT_POWER_LEVEL = 3
|
||||
|
||||
/** Level at which a track can claim its metropolis, and the level that can steal one. */
|
||||
const val METROPOLIS_LEVEL = 4
|
||||
|
||||
/**
|
||||
* What the three cities-of-industry give in place of a second resource:
|
||||
* forest gives paper, pasture cloth and mountains coin.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Commodity { CLOTH, COIN, PAPER }
|
||||
|
||||
/**
|
||||
* Any card a player can hold in hand and trade: a resource or a commodity.
|
||||
* Progress cards are not goods.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Good {
|
||||
LUMBER, BRICK, WOOL, GRAIN, ORE, CLOTH, COIN, PAPER;
|
||||
|
||||
val resource: Resource?
|
||||
get() = when (this) {
|
||||
LUMBER -> Resource.LUMBER
|
||||
BRICK -> Resource.BRICK
|
||||
WOOL -> Resource.WOOL
|
||||
GRAIN -> Resource.GRAIN
|
||||
ORE -> Resource.ORE
|
||||
else -> null
|
||||
}
|
||||
|
||||
val commodity: Commodity?
|
||||
get() = when (this) {
|
||||
CLOTH -> Commodity.CLOTH
|
||||
COIN -> Commodity.COIN
|
||||
PAPER -> Commodity.PAPER
|
||||
else -> null
|
||||
}
|
||||
|
||||
val isCommodity: Boolean get() = commodity != null
|
||||
|
||||
companion object {
|
||||
fun of(resource: Resource): Good = when (resource) {
|
||||
Resource.LUMBER -> LUMBER
|
||||
Resource.BRICK -> BRICK
|
||||
Resource.WOOL -> WOOL
|
||||
Resource.GRAIN -> GRAIN
|
||||
Resource.ORE -> ORE
|
||||
}
|
||||
|
||||
fun of(commodity: Commodity): Good = when (commodity) {
|
||||
Commodity.CLOTH -> CLOTH
|
||||
Commodity.COIN -> COIN
|
||||
Commodity.PAPER -> PAPER
|
||||
}
|
||||
|
||||
val RESOURCES: List<Good> = Resource.entries.map { of(it) }
|
||||
val COMMODITIES: List<Good> = Commodity.entries.map { of(it) }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The three tracks of city improvement. Each is bought with one commodity, has
|
||||
* a colour of progress-card deck and a power that unlocks at level three.
|
||||
*/
|
||||
@Serializable
|
||||
enum class Track(val commodity: Commodity) {
|
||||
/** Yellow, bought with cloth: trade commodities two for one. */
|
||||
TRADE(Commodity.CLOTH),
|
||||
|
||||
/** Blue, bought with coin: knights may become mighty. */
|
||||
POLITICS(Commodity.COIN),
|
||||
|
||||
/** Green, bought with paper: the aqueduct. */
|
||||
SCIENCE(Commodity.PAPER),
|
||||
}
|
||||
|
||||
/**
|
||||
* One face of the event die: a ship, or a city gate of a track's colour.
|
||||
* Three faces are ships.
|
||||
*/
|
||||
@Serializable
|
||||
enum class EventFace { SHIP, TRADE, POLITICS, SCIENCE }
|
||||
|
||||
/** The progress cards: [copies] of each in the deck of its [track]. */
|
||||
@Serializable
|
||||
enum class ProgressType(val track: Track, val copies: Int, val scoresAtOnce: Boolean = false) {
|
||||
// Science (green)
|
||||
ALCHEMIST(Track.SCIENCE, 2),
|
||||
CRANE(Track.SCIENCE, 2),
|
||||
ENGINEER(Track.SCIENCE, 1),
|
||||
INVENTOR(Track.SCIENCE, 2),
|
||||
IRRIGATION(Track.SCIENCE, 2),
|
||||
MEDICINE(Track.SCIENCE, 2),
|
||||
MINING(Track.SCIENCE, 2),
|
||||
PRINTER(Track.SCIENCE, 1, scoresAtOnce = true),
|
||||
ROAD_BUILDING(Track.SCIENCE, 2),
|
||||
SMITH(Track.SCIENCE, 2),
|
||||
|
||||
// Politics (blue)
|
||||
BISHOP(Track.POLITICS, 2),
|
||||
CONSTITUTION(Track.POLITICS, 1, scoresAtOnce = true),
|
||||
DESERTER(Track.POLITICS, 2),
|
||||
DIPLOMAT(Track.POLITICS, 2),
|
||||
INTRIGUE(Track.POLITICS, 2),
|
||||
SABOTEUR(Track.POLITICS, 2),
|
||||
SPY(Track.POLITICS, 3),
|
||||
WARLORD(Track.POLITICS, 2),
|
||||
WEDDING(Track.POLITICS, 2),
|
||||
|
||||
// Trade (yellow)
|
||||
COMMERCIAL_HARBOR(Track.TRADE, 2),
|
||||
MASTER_MERCHANT(Track.TRADE, 2),
|
||||
MERCHANT(Track.TRADE, 6),
|
||||
MERCHANT_FLEET(Track.TRADE, 2),
|
||||
RESOURCE_MONOPOLY(Track.TRADE, 4),
|
||||
TRADE_MONOPOLY(Track.TRADE, 2),
|
||||
}
|
||||
|
||||
/** One progress card; [id] is stable for the life of the game. */
|
||||
@Serializable
|
||||
data class ProgressCard(val id: Int, val kind: ProgressType)
|
||||
|
||||
/**
|
||||
* A knight on the board. [level] is its strength: 1 basic, 2 strong, 3 mighty.
|
||||
*
|
||||
* [activatedTurn] and [promotedTurn] record the turn number each happened on:
|
||||
* a knight cannot act on the turn it was activated, and cannot be promoted twice
|
||||
* in one turn.
|
||||
*/
|
||||
@Serializable
|
||||
data class Knight(
|
||||
val vertex: Int,
|
||||
val owner: Int,
|
||||
val level: Int,
|
||||
val active: Boolean = false,
|
||||
val activatedTurn: Int = 0,
|
||||
val promotedTurn: Int = 0,
|
||||
)
|
||||
|
||||
/** A metropolis stands on one city: [vertex] of seat [seat]. */
|
||||
@Serializable
|
||||
data class MetropolisAt(val seat: Int, val vertex: Int)
|
||||
|
||||
/** The merchant sits on a hex, controlled by [seat] (who holds its point). */
|
||||
@Serializable
|
||||
data class MerchantAt(val seat: Int, val hex: Int)
|
||||
|
||||
/** A counter-proposal to a [GoodsOffer]: seat [by] would [give] these if the offerer handed over [get]. */
|
||||
@Serializable
|
||||
data class GoodsCounter(val by: Int, val give: List<Good>, val get: List<Good>)
|
||||
|
||||
/**
|
||||
* A domestic trade offer in goods, which may include commodities. It is the
|
||||
* base game's [TradeOffer] in cards of any kind, and works the same way: [to] is
|
||||
* the one seat it is addressed to or null for the whole table, [asking] is the
|
||||
* seat that may answer now, and [counters] collect for the offerer to choose from.
|
||||
*/
|
||||
@Serializable
|
||||
data class GoodsOffer(
|
||||
val by: Int,
|
||||
val to: Int?,
|
||||
val give: List<Good>,
|
||||
val get: List<Good>,
|
||||
val asking: Int = to ?: -1,
|
||||
val counters: List<GoodsCounter> = emptyList(),
|
||||
)
|
||||
|
||||
/** Where play goes when the queue of [Chore]s runs out. */
|
||||
@Serializable
|
||||
enum class Back { PLAYING, AWAIT_ROLL, AFTER_EVENT, AFTER_DISCARDS, AFTER_PRODUCTION }
|
||||
|
||||
/**
|
||||
* Something one seat must decide before the game can go on. A chore is queued
|
||||
* when a roll, an attack or a card needs an answer from somebody (possibly not
|
||||
* the player whose turn it is); the first in [CkState.chores] is the one being
|
||||
* asked.
|
||||
*/
|
||||
@Serializable
|
||||
sealed interface Chore {
|
||||
val seat: Int
|
||||
}
|
||||
|
||||
/** Give [count] cards to the bank, of the seat's choosing (a seven, a saboteur). */
|
||||
@Serializable
|
||||
@SerialName("c_discard")
|
||||
data class DiscardChore(override val seat: Int, val count: Int) : Chore
|
||||
|
||||
/**
|
||||
* Hand [count] cards of the seat's choosing to seat [to] (a wedding, a
|
||||
* commercial harbour). [commoditiesOnly] restricts them to commodities, and
|
||||
* [reward] is the resource [to] gives back for each.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("c_give")
|
||||
data class GiveChore(
|
||||
override val seat: Int,
|
||||
val count: Int,
|
||||
val to: Int,
|
||||
val commoditiesOnly: Boolean = false,
|
||||
val reward: Good? = null,
|
||||
) : Chore
|
||||
|
||||
/** The barbarians won and this seat lost the contest: pick a city to fall. */
|
||||
@Serializable
|
||||
@SerialName("c_pillage")
|
||||
data class PillageChore(override val seat: Int) : Chore
|
||||
|
||||
/** Choose a colour of progress deck to draw from. */
|
||||
@Serializable
|
||||
@SerialName("c_pickDeck")
|
||||
data class PickDeckChore(override val seat: Int) : Chore
|
||||
|
||||
/** More progress cards than the hand holds: give one back. */
|
||||
@Serializable
|
||||
@SerialName("c_dropProgress")
|
||||
data class DropProgressChore(override val seat: Int) : Chore
|
||||
|
||||
/** Choose the city that will bear the [track] metropolis. */
|
||||
@Serializable
|
||||
@SerialName("c_metropolis")
|
||||
data class MetropolisChore(override val seat: Int, val track: Track) : Chore
|
||||
|
||||
/** The aqueduct pays out: take any one resource. */
|
||||
@Serializable
|
||||
@SerialName("c_aqueduct")
|
||||
data class AqueductChore(override val seat: Int) : Chore
|
||||
|
||||
/** A knight was driven from its place; move it, or lose it. [knight] stood on [Knight.vertex]. */
|
||||
@Serializable
|
||||
@SerialName("c_relocate")
|
||||
data class RelocateChore(override val seat: Int, val knight: Knight) : Chore
|
||||
|
||||
/** A deserter was played against this seat: remove one of your knights. */
|
||||
@Serializable
|
||||
@SerialName("c_removeKnight")
|
||||
data class RemoveKnightChore(override val seat: Int, val by: Int) : Chore
|
||||
|
||||
/** Place a knight of [level] on the board for free, active or not as given. */
|
||||
@Serializable
|
||||
@SerialName("c_placeKnight")
|
||||
data class PlaceKnightChore(override val seat: Int, val level: Int, val active: Boolean) : Chore
|
||||
|
||||
/** Choose one of [target]'s progress cards to take. */
|
||||
@Serializable
|
||||
@SerialName("c_spy")
|
||||
data class SpyChore(override val seat: Int, val target: Int) : Chore
|
||||
|
||||
/** Promote up to [left] more knights for free. */
|
||||
@Serializable
|
||||
@SerialName("c_smith")
|
||||
data class SmithChore(override val seat: Int, val left: Int) : Chore
|
||||
|
||||
/**
|
||||
* Everything Cities & Knights adds to the table.
|
||||
*
|
||||
* Counts that are public ([progressCounts], the knights, the improvement
|
||||
* levels) are stored directly; the decks and the other seats' progress hands are
|
||||
* here in full because the host owns the truth, and [CatanRules.viewFor] keeps
|
||||
* them off the wire.
|
||||
*/
|
||||
@Serializable
|
||||
data class CkState(
|
||||
/** Commodity cards per seat. */
|
||||
val commodities: List<Map<Commodity, Int>>,
|
||||
/** Improvement level (0..5) per seat and track. */
|
||||
val improvements: List<Map<Track, Int>>,
|
||||
/** The metropolis of each track that has one. */
|
||||
val metropolises: Map<Track, MetropolisAt> = emptyMap(),
|
||||
val knights: List<Knight> = emptyList(),
|
||||
/** Vertices whose city has a wall. */
|
||||
val walls: List<Int> = emptyList(),
|
||||
/** Steps left before the barbarians land, [BARBARIAN_STEPS] at the start. */
|
||||
val barbarians: Int = BARBARIAN_STEPS,
|
||||
/** Whether the barbarians have landed once: until then the robber sleeps. */
|
||||
val attacked: Boolean = false,
|
||||
val eventDie: EventFace? = null,
|
||||
/** Progress decks, top first. Order is hidden. */
|
||||
val decks: Map<Track, List<ProgressCard>>,
|
||||
val progressHands: List<List<ProgressCard>>,
|
||||
/** Public mirror of the progress-hand sizes. */
|
||||
val progressCounts: List<Int>,
|
||||
/** Victory points from Constitution and Printer, played face up at once. */
|
||||
val progressVp: List<Int>,
|
||||
/** Defender of Catan cards won, one point each. */
|
||||
val defenderVp: List<Int>,
|
||||
val merchant: MerchantAt? = null,
|
||||
/** A crane was played this turn and its discount is unspent. */
|
||||
val crane: Boolean = false,
|
||||
/** A merchant fleet was played this turn for this good. */
|
||||
val fleet: Good? = null,
|
||||
/** Dice named by an alchemist, used by the next roll. */
|
||||
val alchemist: List<Int>? = null,
|
||||
/** The robber is being moved by a bishop, which robs everyone nearby. */
|
||||
val bishop: Boolean = false,
|
||||
val chores: List<Chore> = emptyList(),
|
||||
val back: Back = Back.PLAYING,
|
||||
val goodsOffer: GoodsOffer? = null,
|
||||
/** Seats that have already drawn a defender or winners' card this attack, for the log only. */
|
||||
val lastAttack: String? = null,
|
||||
)
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Moves
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Buy the next level of improvement in [track]. */
|
||||
@Serializable
|
||||
@SerialName("buyImprovement")
|
||||
data class BuyImprovement(val track: Track) : CatanMove
|
||||
|
||||
/** Hire a basic knight onto [vertex], an empty crossing at the end of one of your roads. */
|
||||
@Serializable
|
||||
@SerialName("hireKnight")
|
||||
data class HireKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Pay a grain to activate the knight on [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("activateKnight")
|
||||
data class ActivateKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Promote the knight on [vertex] one level (paid, or free under a Smith). */
|
||||
@Serializable
|
||||
@SerialName("promoteKnight")
|
||||
data class PromoteKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Move the active knight on [from] along your roads to [to], driving off a weaker knight there. */
|
||||
@Serializable
|
||||
@SerialName("moveKnight")
|
||||
data class MoveKnight(val from: Int, val to: Int) : CatanMove
|
||||
|
||||
/** The active knight on [vertex] chases the robber; the robber move follows. */
|
||||
@Serializable
|
||||
@SerialName("chaseRobber")
|
||||
data class ChaseRobber(val vertex: Int) : CatanMove
|
||||
|
||||
/** Raise a wall around the city on [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("buildWall")
|
||||
data class BuildWall(val vertex: Int) : CatanMove
|
||||
|
||||
/**
|
||||
* Play a progress card. Which of the optional arguments are used depends on
|
||||
* the card (see [CatanCk]); the engine's legal list names every combination it
|
||||
* accepts, so a client only ever chooses among them.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("progress")
|
||||
data class PlayProgress(
|
||||
val card: Int,
|
||||
val target: Int? = null,
|
||||
val vertex: Int? = null,
|
||||
val edge: Int? = null,
|
||||
val hexA: Int? = null,
|
||||
val hexB: Int? = null,
|
||||
val good: Good? = null,
|
||||
val dice: List<Int>? = null,
|
||||
val goods: List<Good>? = null,
|
||||
) : CatanMove
|
||||
|
||||
/**
|
||||
* Trade [give] to the bank for [get], at the best ratio this seat has for the
|
||||
* card it gives. Replaces [MaritimeTrade] in Cities & Knights, where
|
||||
* commodities trade too.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("goodsBank")
|
||||
data class GoodsBankTrade(val give: Good, val get: Good) : CatanMove
|
||||
|
||||
/**
|
||||
* Offer a trade in goods to seat [to], or to the whole table when [to] is null.
|
||||
* Free-form like [OfferTrade], so it is checked structurally and is not in the
|
||||
* enumerated move list.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("offerGoods")
|
||||
data class OfferGoods(val to: Int?, val give: List<Good>, val get: List<Good>) : CatanMove
|
||||
|
||||
/**
|
||||
* Answer the goods offer on the table with different terms. Structural, like
|
||||
* [OfferGoods]; the answers to the counters are the shared [AcceptCounter] and
|
||||
* [DismissCounters].
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("counterGoods")
|
||||
data class CounterGoods(val give: List<Good>, val get: List<Good>) : CatanMove
|
||||
|
||||
/**
|
||||
* Give up exactly the cards named, to a [DiscardChore]. Structural, not
|
||||
* enumerated; the legal list carries one example so a seat is never without a move.
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("discardGoods")
|
||||
data class DiscardGoods(val cards: List<Good>) : CatanMove
|
||||
|
||||
/** Hand over the cards named to a [GiveChore]. Structural, like [DiscardGoods]. */
|
||||
@Serializable
|
||||
@SerialName("giveGoods")
|
||||
data class GiveGoods(val cards: List<Good>) : CatanMove
|
||||
|
||||
/** Let the city on [vertex] fall to the barbarians. */
|
||||
@Serializable
|
||||
@SerialName("pillageCity")
|
||||
data class PillageCity(val vertex: Int) : CatanMove
|
||||
|
||||
/** Draw from the deck of this track's colour. */
|
||||
@Serializable
|
||||
@SerialName("pickDeck")
|
||||
data class PickDeck(val track: Track) : CatanMove
|
||||
|
||||
/** Give up one progress card from a hand that is over the limit. */
|
||||
@Serializable
|
||||
@SerialName("dropProgress")
|
||||
data class DropProgress(val card: Int) : CatanMove
|
||||
|
||||
/** Put the metropolis on the city at [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("placeMetropolis")
|
||||
data class PlaceMetropolis(val vertex: Int) : CatanMove
|
||||
|
||||
/** Take one [resource] from the bank for an aqueduct. */
|
||||
@Serializable
|
||||
@SerialName("aqueduct")
|
||||
data class TakeAqueduct(val resource: Resource) : CatanMove
|
||||
|
||||
/** Move the knight that was driven off to [to]. */
|
||||
@Serializable
|
||||
@SerialName("relocateKnight")
|
||||
data class RelocateKnight(val to: Int) : CatanMove
|
||||
|
||||
/** Take the knight on [vertex] off the board, for a deserter. */
|
||||
@Serializable
|
||||
@SerialName("removeKnight")
|
||||
data class RemoveKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Place the free knight from a deserter on [vertex]. */
|
||||
@Serializable
|
||||
@SerialName("placeKnight")
|
||||
data class PlaceKnight(val vertex: Int) : CatanMove
|
||||
|
||||
/** Take the spied progress card with this id. */
|
||||
@Serializable
|
||||
@SerialName("spyTake")
|
||||
data class SpyTake(val card: Int) : CatanMove
|
||||
|
||||
/** Stop promoting knights under a Smith. */
|
||||
@Serializable
|
||||
@SerialName("endSmith")
|
||||
data object EndSmith : CatanMove
|
||||
@@ -12,6 +12,11 @@ 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
|
||||
|
||||
@@ -69,17 +74,34 @@ enum class DevCardType { KNIGHT, ROAD_BUILDING, MONOPOLY, YEAR_OF_PLENTY, VICTOR
|
||||
data class DevCard(val id: Int, val type: DevCardType, val boughtTurn: Int = 0)
|
||||
|
||||
/**
|
||||
* A domestic trade offer on the table. [by] is the offering seat and [to]
|
||||
* the only seat that may respond — v1 has no counter-offers and no open
|
||||
* auctions, so an offer is always addressed to one player.
|
||||
* 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 TradeOffer(val by: Int, val to: Int, val give: List<Resource>, val get: List<Resource>)
|
||||
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].
|
||||
* [CatanPhase.DISCARDING], [pendingTrade] during [CatanPhase.TRADE_PENDING] and [CatanPhase.TRADE_COUNTERS].
|
||||
*/
|
||||
@Serializable
|
||||
enum class CatanPhase {
|
||||
@@ -104,16 +126,37 @@ enum class CatanPhase {
|
||||
/** A played Road Building card: up to two roads remain to be placed. */
|
||||
FREE_ROADS,
|
||||
|
||||
/** The offered seat must accept or decline. */
|
||||
/** 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,
|
||||
|
||||
/**
|
||||
* Cities & Knights only: the first seat in [CkState.chores] has something
|
||||
* to decide (a discard, a city to give up, a card to draw…) and the game
|
||||
* waits on it. Play resumes where [CkState.back] says.
|
||||
*/
|
||||
CHORE,
|
||||
}
|
||||
|
||||
/** Which rules a table plays. The expansion is a whole rule set, not a toggle. */
|
||||
@Serializable
|
||||
enum class CatanRuleSet {
|
||||
/** The base game: development cards, Largest Army, a robber from the start. */
|
||||
BASE,
|
||||
|
||||
/** Cities & Knights: commodities, knights, barbarians, city improvements. */
|
||||
CITIES_AND_KNIGHTS,
|
||||
}
|
||||
|
||||
@Serializable
|
||||
data class CatanOptions(
|
||||
val playerCount: Int = 3,
|
||||
val pointsToWin: Int = 10,
|
||||
val ruleSet: CatanRuleSet = CatanRuleSet.BASE,
|
||||
) {
|
||||
init {
|
||||
require(playerCount in 3..4) { "The island seats three or four players" }
|
||||
@@ -185,9 +228,14 @@ data class CatanState(
|
||||
val rngStep: Int,
|
||||
val winner: Int?,
|
||||
val log: List<String>,
|
||||
/** Everything Cities & Knights adds; null in the base game. */
|
||||
val ck: CkState? = null,
|
||||
) {
|
||||
val playerCount: Int get() = options.playerCount
|
||||
|
||||
/** Whether this table plays Cities & Knights. */
|
||||
val isCk: Boolean get() = ck != null
|
||||
|
||||
/** Total resource cards held by [seat]. */
|
||||
fun resourceCount(seat: Int): Int = resources[seat].values.sum()
|
||||
|
||||
@@ -222,7 +270,11 @@ data class SetupPlace(val vertex: Int, val edge: Int) : CatanMove
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("roll")
|
||||
data class RollDice(val forced: List<Int>? = null) : CatanMove
|
||||
data class RollDice(
|
||||
val forced: List<Int>? = null,
|
||||
/** Test-only, like [forced]: the event die of a Cities & Knights roll. */
|
||||
val event: EventFace? = null,
|
||||
) : CatanMove
|
||||
|
||||
/** Discard exactly these cards. */
|
||||
@Serializable
|
||||
@@ -273,7 +325,8 @@ data class PlayMonopoly(val card: Int, val resource: Resource) : CatanMove
|
||||
data class PlayYearOfPlenty(val card: Int, val take: List<Resource>) : CatanMove
|
||||
|
||||
/**
|
||||
* Offer a domestic trade to [to]: [give] of ours for [get] of theirs.
|
||||
* 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
|
||||
@@ -282,7 +335,7 @@ data class PlayYearOfPlenty(val card: Int, val take: List<Resource>) : CatanMove
|
||||
*/
|
||||
@Serializable
|
||||
@SerialName("offer")
|
||||
data class OfferTrade(val to: Int, val give: List<Resource>, val get: List<Resource>) : CatanMove
|
||||
data class OfferTrade(val to: Int?, val give: List<Resource>, val get: List<Resource>) : CatanMove
|
||||
|
||||
@Serializable
|
||||
@SerialName("accept")
|
||||
@@ -292,6 +345,25 @@ data object AcceptTrade : CatanMove
|
||||
@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")
|
||||
|
||||
@@ -57,9 +57,16 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val board = CatanBoard.generate(config.seed)
|
||||
// A different random stream than the island, so the same seed still
|
||||
// produces both a fixed island and a fixed deck.
|
||||
val devDeck = DEV_DECK
|
||||
.mapIndexed { id, type -> DevCard(id, type) }
|
||||
.shuffled(Random(config.seed + 1))
|
||||
val ck = options.ruleSet == CatanRuleSet.CITIES_AND_KNIGHTS
|
||||
// Cities & Knights has no development cards: knights and progress
|
||||
// cards take their place.
|
||||
val devDeck = if (ck) {
|
||||
emptyList()
|
||||
} else {
|
||||
DEV_DECK
|
||||
.mapIndexed { id, type -> DevCard(id, type) }
|
||||
.shuffled(Random(config.seed + 1))
|
||||
}
|
||||
|
||||
return CatanState(
|
||||
options = options,
|
||||
@@ -91,8 +98,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
rngStep = 0,
|
||||
winner = null,
|
||||
log = listOf(
|
||||
"Catan — ${options.playerCount} players, first to ${options.pointsToWin} victory points.",
|
||||
"Catan${if (ck) " — Cities & Knights" else ""} — ${options.playerCount} players, " +
|
||||
"first to ${options.pointsToWin} victory points.",
|
||||
),
|
||||
ck = if (ck) CatanCk.initial(options, config.seed) else null,
|
||||
)
|
||||
}
|
||||
|
||||
@@ -101,7 +110,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
CatanPhase.SETUP_FIRST -> state.setupIndex
|
||||
CatanPhase.SETUP_SECOND -> 2 * state.playerCount - 1 - state.setupIndex
|
||||
CatanPhase.DISCARDING -> state.discardSeat
|
||||
CatanPhase.TRADE_PENDING -> state.pendingTrade?.to
|
||||
CatanPhase.TRADE_PENDING -> state.pendingTrade?.asking?.takeIf { it >= 0 }
|
||||
?: state.ck?.goodsOffer?.asking?.takeIf { it >= 0 }
|
||||
CatanPhase.TRADE_COUNTERS -> state.turn
|
||||
CatanPhase.CHORE -> state.ck?.chores?.firstOrNull()?.seat
|
||||
CatanPhase.AWAIT_ROLL, CatanPhase.ROBBER,
|
||||
CatanPhase.PLAYING, CatanPhase.FREE_ROADS,
|
||||
-> state.turn
|
||||
@@ -130,12 +142,19 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
is OfferTrade -> offerLegal(state, seat, move)
|
||||
|
||||
else -> move in legalMoves(state, seat)
|
||||
is CounterTrade -> counterLegal(state, seat, move)
|
||||
|
||||
else -> if (state.isCk) {
|
||||
CatanCk.structurallyLegal(state, seat, move) ?: (move in legalMoves(state, seat))
|
||||
} else {
|
||||
move in legalMoves(state, seat)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
override fun legalMoves(state: CatanState, seat: Int): List<CatanMove> {
|
||||
if (currentSeat(state) != seat) return emptyList()
|
||||
if (state.isCk) return CatanCk.legalMoves(state, seat)
|
||||
return when (state.phase) {
|
||||
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> setupMoves(state)
|
||||
|
||||
@@ -152,11 +171,13 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
CatanPhase.TRADE_PENDING -> tradeResponses(state, seat)
|
||||
|
||||
CatanPhase.GAME_OVER -> emptyList()
|
||||
CatanPhase.TRADE_COUNTERS -> counterChoices(state)
|
||||
|
||||
CatanPhase.CHORE, CatanPhase.GAME_OVER -> emptyList()
|
||||
}
|
||||
}
|
||||
|
||||
private fun setupMoves(state: CatanState): List<SetupPlace> {
|
||||
internal fun setupMoves(state: CatanState): List<SetupPlace> {
|
||||
val moves = mutableListOf<SetupPlace>()
|
||||
for (v in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (!vertexOpenForSettlement(state, v)) continue
|
||||
@@ -272,11 +293,18 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return takes
|
||||
}
|
||||
|
||||
/** Road placements that connect to [seat]'s network, cost aside. */
|
||||
private fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
|
||||
(0 until CatanBoard.EDGE_COUNT)
|
||||
.filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) }
|
||||
.map { BuildRoad(it) }
|
||||
/**
|
||||
* Road placements that connect to [seat]'s network, cost aside. A player
|
||||
* with all fifteen roads laid has none.
|
||||
*/
|
||||
internal fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
|
||||
if (state.roads.count { it == seat } >= MAX_ROADS) {
|
||||
emptyList()
|
||||
} else {
|
||||
(0 until CatanBoard.EDGE_COUNT)
|
||||
.filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) }
|
||||
.map { BuildRoad(it) }
|
||||
}
|
||||
|
||||
/**
|
||||
* Settlement placements: an open vertex at least two edges from every
|
||||
@@ -284,18 +312,33 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* connection requirement does not apply — that is why setup uses its
|
||||
* own move.)
|
||||
*/
|
||||
private fun settlementVertices(state: CatanState, seat: Int): List<Int> =
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
vertexOpenForSettlement(state, v) &&
|
||||
CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
|
||||
internal fun settlementVertices(state: CatanState, seat: Int): List<Int> =
|
||||
if (piecesOf(state, seat, BuildingType.SETTLEMENT) >= MAX_SETTLEMENTS) {
|
||||
emptyList()
|
||||
} else {
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
vertexOpenForSettlement(state, v) &&
|
||||
CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
|
||||
}
|
||||
}
|
||||
|
||||
private fun cityVertices(state: CatanState, seat: Int): List<Int> =
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
internal fun cityVertices(state: CatanState, seat: Int): List<Int> =
|
||||
if (piecesOf(state, seat, BuildingType.CITY) >= MAX_CITIES) {
|
||||
emptyList()
|
||||
} else {
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
}
|
||||
}
|
||||
|
||||
private fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
|
||||
private fun hasKnight(state: CatanState, vertex: Int): Boolean =
|
||||
state.ck?.knights?.any { it.vertex == vertex } == true
|
||||
|
||||
/** How many settlements or cities [seat] currently has standing. */
|
||||
private fun piecesOf(state: CatanState, seat: Int, type: BuildingType): Int =
|
||||
state.buildings.count { it?.owner == seat && it.type == type }
|
||||
|
||||
internal fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
|
||||
val offer = state.pendingTrade ?: return emptyList()
|
||||
val responses = mutableListOf<CatanMove>()
|
||||
if (state.holdsAll(seat, offer.get) && state.holdsAll(offer.by, offer.give)) {
|
||||
@@ -305,23 +348,61 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return responses
|
||||
}
|
||||
|
||||
/** What the offerer may do with the counters: take one that is still affordable, or none. */
|
||||
internal fun counterChoices(state: CatanState): List<CatanMove> {
|
||||
val offer = state.pendingTrade ?: return emptyList()
|
||||
val moves = mutableListOf<CatanMove>()
|
||||
for (counter in offer.counters) {
|
||||
if (state.holdsAll(counter.by, counter.give) && state.holdsAll(offer.by, counter.get)) {
|
||||
moves += AcceptCounter(counter.by)
|
||||
}
|
||||
}
|
||||
moves += DismissCounters
|
||||
return moves
|
||||
}
|
||||
|
||||
private fun counterLegal(state: CatanState, seat: Int, move: CounterTrade): Boolean {
|
||||
val offer = state.pendingTrade ?: return false
|
||||
if (state.phase != CatanPhase.TRADE_PENDING || offer.asking != seat) return false
|
||||
if (move.give.isEmpty() || move.get.isEmpty()) return false
|
||||
if (countOf(move.give) == countOf(move.get)) return false
|
||||
// Taking the offer as made is Accept, not a counter.
|
||||
if (countOf(move.give) == countOf(offer.get) && countOf(move.get) == countOf(offer.give)) return false
|
||||
return state.holdsAll(seat, move.give) && state.holdsAll(offer.by, move.get)
|
||||
}
|
||||
|
||||
/** An empty vertex with no building on it or one edge away. */
|
||||
private fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean =
|
||||
state.buildings[v] == null &&
|
||||
internal fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean =
|
||||
state.buildings[v] == null && !hasKnight(state, v) &&
|
||||
CatanBoard.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
|
||||
|
||||
/** A road on [edge] would join [seat]'s network of roads and buildings. */
|
||||
/**
|
||||
* A road on [edge] would join [seat]'s network of roads and buildings.
|
||||
*
|
||||
* It must start from a crossing the network actually reaches. An opponent's
|
||||
* settlement or city on a crossing breaks the network there: roads on either
|
||||
* side of it do not join, so a road cannot be laid *past* it, even with one
|
||||
* of your own roads ending at the same crossing.
|
||||
*/
|
||||
private fun roadConnects(state: CatanState, seat: Int, edge: Int): Boolean {
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[edge]
|
||||
return CatanBoard.VERTEX_EDGES[a].any { state.roads[it] == seat } ||
|
||||
CatanBoard.VERTEX_EDGES[b].any { state.roads[it] == seat } ||
|
||||
state.buildings[a]?.owner == seat ||
|
||||
state.buildings[b]?.owner == seat
|
||||
return networkReaches(state, seat, a) || networkReaches(state, seat, b)
|
||||
}
|
||||
|
||||
/** Whether [seat]'s roads and buildings reach [vertex] so a road may start there. */
|
||||
private fun networkReaches(state: CatanState, seat: Int, vertex: Int): Boolean {
|
||||
val building = state.buildings[vertex]
|
||||
// A knight is a wall to everyone but its owner, like a building.
|
||||
val knight = state.ck?.knights?.firstOrNull { it.vertex == vertex }
|
||||
if (knight != null && knight.owner != seat) return false
|
||||
// Your own building is always a way in; anyone else's is a wall.
|
||||
if (building != null) return building.owner == seat
|
||||
return CatanBoard.VERTEX_EDGES[vertex].any { state.roads[it] == seat }
|
||||
}
|
||||
|
||||
private fun offerLegal(state: CatanState, seat: Int, move: OfferTrade): Boolean {
|
||||
if (state.phase != CatanPhase.PLAYING || state.turn != seat) return false
|
||||
if (move.to !in 0 until state.playerCount || move.to == seat) return false
|
||||
if (move.to != null && (move.to !in 0 until state.playerCount || move.to == seat)) return false
|
||||
if (move.give.isEmpty() || move.get.isEmpty()) return false
|
||||
// Like-for-like is not a trade; the published game rejects it too.
|
||||
if (countOf(move.give) == countOf(move.get)) return false
|
||||
@@ -353,21 +434,28 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
is OfferTrade -> applyOfferTrade(state, seat, move)
|
||||
AcceptTrade -> applyAcceptTrade(state, seat)
|
||||
DeclineTrade -> applyDeclineTrade(state, seat)
|
||||
is CounterTrade -> applyCounterTrade(state, seat, move)
|
||||
is AcceptCounter -> applyAcceptCounter(state, move)
|
||||
DismissCounters -> applyDismissCounters(state)
|
||||
is MaritimeTrade -> applyMaritimeTrade(state, seat, move)
|
||||
EndTurn -> applyEndTurn(state, seat)
|
||||
EndFreeRoads -> applyEndFreeRoads(state, seat)
|
||||
}
|
||||
else -> CatanCk.apply(state, seat, move)
|
||||
}.let { if (it.isCk) CatanCk.settle(it) else it }
|
||||
}
|
||||
|
||||
private fun applySetup(state: CatanState, seat: Int, move: SetupPlace): CatanState {
|
||||
val n = state.playerCount
|
||||
val second = state.phase == CatanPhase.SETUP_SECOND
|
||||
// In Cities & Knights the second placement is a city.
|
||||
val first = if (state.isCk && second) BuildingType.CITY else BuildingType.SETTLEMENT
|
||||
var s = state.copy(
|
||||
buildings = state.buildings.toMutableList().also {
|
||||
it[move.vertex] = CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
it[move.vertex] = CatanBuilding(first, seat)
|
||||
},
|
||||
roads = state.roads.toMutableList().also { it[move.edge] = seat },
|
||||
log = state.log + "Seat $seat settles at ${move.vertex} and lays a road on ${move.edge}.",
|
||||
log = state.log + ("Seat $seat ${if (first == BuildingType.CITY) "raises a city" else "settles"} " +
|
||||
"at ${move.vertex} and lays a road on ${move.edge}."),
|
||||
)
|
||||
|
||||
if (second) {
|
||||
@@ -401,6 +489,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
|
||||
private fun applyRoll(state: CatanState, seat: Int, move: RollDice): CatanState {
|
||||
if (state.isCk) return CatanCk.applyRoll(state, seat, move)
|
||||
val dice = move.forced ?: derivedDice(state)
|
||||
val total = dice[0] + dice[1]
|
||||
val s = state.copy(lastDice = dice, rngStep = state.rngStep + 1)
|
||||
@@ -475,6 +564,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
((after + 1) until state.playerCount).firstOrNull { state.resourceCount(it) > 7 }
|
||||
|
||||
private fun applyRobber(state: CatanState, seat: Int, move: MoveRobber): CatanState {
|
||||
if (state.isCk) return CatanCk.applyRobber(state, seat, move)
|
||||
val hex = CatanBoard.hexIndex[move.hex]
|
||||
?: throw IllegalArgumentException("No hex at ${move.hex}")
|
||||
var s = state.copy(robber = hex, rngStep = state.rngStep + 1)
|
||||
@@ -491,8 +581,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
return s.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
log = s.log + "Seat $seat moves the robber to the ${terrainName(state.terrains[hex])}" +
|
||||
" (${move.hex.q},${move.hex.r})$stolen.",
|
||||
log = s.log + ("Seat $seat moves the robber to the ${terrainName(state.terrains[hex])}" +
|
||||
" (${move.hex.q},${move.hex.r})$stolen."),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -504,7 +594,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (free) {
|
||||
val left = s.pendingFreeRoads - 1
|
||||
s = s.copy(pendingFreeRoads = left)
|
||||
if (left == 0) s = s.copy(phase = CatanPhase.PLAYING)
|
||||
if (left == 0) s = s.copy(phase = phaseAfterRoads(s))
|
||||
}
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}."))
|
||||
}
|
||||
@@ -529,7 +619,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
},
|
||||
)
|
||||
s = payCost(s, seat, CITY_COST)
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat raises a city at ${move.vertex}."))
|
||||
s = s.copy(log = s.log + "Seat $seat raises a city at ${move.vertex}.")
|
||||
// A city can be what a waiting metropolis needed.
|
||||
if (s.isCk) s = CatanCk.afterCityBuilt(s, seat)
|
||||
return checkWin(s)
|
||||
}
|
||||
|
||||
private fun applyBuyDevCard(state: CatanState, seat: Int): CatanState {
|
||||
@@ -602,33 +695,117 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyOfferTrade(state: CatanState, seat: Int, move: OfferTrade): CatanState =
|
||||
state.copy(
|
||||
phase = CatanPhase.TRADE_PENDING,
|
||||
pendingTrade = TradeOffer(by = seat, to = move.to, give = move.give, get = move.get),
|
||||
private fun applyOfferTrade(state: CatanState, seat: Int, move: OfferTrade): CatanState {
|
||||
val audience = if (move.to == null) "the table" else "seat ${move.to}"
|
||||
val offered = state.copy(
|
||||
log = state.log + "Seat $seat offers ${describe(countOf(move.give))} for " +
|
||||
"${describe(countOf(move.get))} to seat ${move.to}.",
|
||||
"${describe(countOf(move.get))} to $audience.",
|
||||
)
|
||||
val offer = TradeOffer(by = seat, to = move.to, give = move.give, get = move.get)
|
||||
val first = nextAsker(offered, offer, seat)
|
||||
?: return offered.copy(log = offered.log + "Nobody has any cards to trade.")
|
||||
return offered.copy(
|
||||
phase = CatanPhase.TRADE_PENDING,
|
||||
pendingTrade = offer.copy(asking = first),
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyAcceptTrade(state: CatanState, seat: Int): CatanState {
|
||||
val offer = state.pendingTrade!!
|
||||
var resources = withCards(state.resources, offer.to, offer.get, -1)
|
||||
resources = withCards(resources, offer.by, offer.give, -1)
|
||||
resources = withCards(resources, offer.by, offer.get, 1)
|
||||
resources = withCards(resources, offer.to, offer.give, 1)
|
||||
/**
|
||||
* The next seat to ask after [after], or null when the round is over. An
|
||||
* addressed offer asks only its addressee; an open one walks the table in
|
||||
* seat order, skipping seats with no cards (they could neither pay nor counter).
|
||||
*/
|
||||
private fun nextAsker(state: CatanState, offer: TradeOffer, after: Int): Int? {
|
||||
if (offer.to != null) return if (after == offer.by) offer.to else null
|
||||
var s = (after + 1) % state.playerCount
|
||||
while (s != offer.by) {
|
||||
if (state.resourceCount(s) > 0) return s
|
||||
s = (s + 1) % state.playerCount
|
||||
}
|
||||
return null
|
||||
}
|
||||
|
||||
/** Moves the offer on to the next seat, or closes the round when everyone has answered. */
|
||||
private fun advanceTrade(state: CatanState, offer: TradeOffer, after: Int, said: String): CatanState {
|
||||
val next = nextAsker(state, offer, after)
|
||||
val log = state.log + said
|
||||
if (next != null) {
|
||||
return state.copy(pendingTrade = offer.copy(asking = next), log = log)
|
||||
}
|
||||
if (offer.counters.isNotEmpty()) {
|
||||
return state.copy(
|
||||
phase = CatanPhase.TRADE_COUNTERS,
|
||||
pendingTrade = offer.copy(asking = -1),
|
||||
log = log,
|
||||
)
|
||||
}
|
||||
return state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
resources = resources,
|
||||
log = log + "Nobody takes the offer.",
|
||||
)
|
||||
}
|
||||
|
||||
/** Seat [a] hands [aGives] to seat [b] and gets [bGives] back. */
|
||||
private fun swapCards(
|
||||
resources: List<Map<Resource, Int>>,
|
||||
a: Int,
|
||||
aGives: List<Resource>,
|
||||
b: Int,
|
||||
bGives: List<Resource>,
|
||||
): List<Map<Resource, Int>> {
|
||||
var r = withCards(resources, a, aGives, -1)
|
||||
r = withCards(r, b, bGives, -1)
|
||||
r = withCards(r, b, aGives, 1)
|
||||
return withCards(r, a, bGives, 1)
|
||||
}
|
||||
|
||||
private fun applyAcceptTrade(state: CatanState, seat: Int): CatanState {
|
||||
if (state.ck?.goodsOffer != null) return CatanCk.answerOffer(state, seat, accept = true)
|
||||
val offer = state.pendingTrade!!
|
||||
return state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
resources = swapCards(state.resources, offer.by, offer.give, seat, offer.get),
|
||||
log = state.log + "Seat $seat accepts — the cards cross the table.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyDeclineTrade(state: CatanState, seat: Int): CatanState =
|
||||
state.copy(
|
||||
if (state.ck?.goodsOffer != null) {
|
||||
CatanCk.answerOffer(state, seat, accept = false)
|
||||
} else {
|
||||
advanceTrade(state, state.pendingTrade!!, seat, "Seat $seat declines the offer.")
|
||||
}
|
||||
|
||||
private fun applyCounterTrade(state: CatanState, seat: Int, move: CounterTrade): CatanState {
|
||||
val offer = state.pendingTrade!!
|
||||
val counter = TradeCounter(by = seat, give = move.give, get = move.get)
|
||||
return advanceTrade(
|
||||
state,
|
||||
offer.copy(counters = offer.counters + counter),
|
||||
seat,
|
||||
"Seat $seat counters: ${describe(countOf(move.give))} for ${describe(countOf(move.get))}.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyAcceptCounter(state: CatanState, move: AcceptCounter): CatanState {
|
||||
if (state.ck?.goodsOffer != null) return CatanCk.acceptCounter(state, move)
|
||||
val offer = state.pendingTrade!!
|
||||
val counter = offer.counters.first { it.by == move.seat }
|
||||
return state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
log = state.log + "Seat $seat declines the offer.",
|
||||
resources = swapCards(state.resources, offer.by, counter.get, counter.by, counter.give),
|
||||
log = state.log + "Seat ${offer.by} takes seat ${counter.by}'s counter — the cards cross the table.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyDismissCounters(state: CatanState): CatanState =
|
||||
if (state.ck?.goodsOffer != null) CatanCk.dismissCounters(state) else state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
pendingTrade = null,
|
||||
log = state.log + "Seat ${state.turn} turns the counter-offers down.",
|
||||
)
|
||||
|
||||
private fun applyMaritimeTrade(state: CatanState, seat: Int, move: MaritimeTrade): CatanState {
|
||||
@@ -637,8 +814,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val s = state.copy(resources = withCards(paid, seat, listOf(move.get), 1))
|
||||
val via = if (ratio == 4) "the bank" else "a $ratio:1 harbour"
|
||||
return s.copy(
|
||||
log = s.log + "Seat $seat trades $ratio ${move.give.name.lowercase()} for a " +
|
||||
"${move.get.name.lowercase()} via $via.",
|
||||
log = s.log + ("Seat $seat trades $ratio ${move.give.name.lowercase()} for a " +
|
||||
"${move.get.name.lowercase()} via $via."),
|
||||
)
|
||||
}
|
||||
|
||||
@@ -648,7 +825,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (settled.phase == CatanPhase.GAME_OVER) return settled
|
||||
|
||||
val next = (state.turn + 1) % state.playerCount
|
||||
val s = state.copy(
|
||||
val s = (if (state.isCk) CatanCk.endTurn(state) else state).copy(
|
||||
turn = next,
|
||||
turnNumber = state.turnNumber + 1,
|
||||
phase = CatanPhase.AWAIT_ROLL,
|
||||
@@ -661,9 +838,13 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return checkWin(s)
|
||||
}
|
||||
|
||||
/** Where play goes after free roads: a card played before the roll returns to the roll. */
|
||||
private fun phaseAfterRoads(state: CatanState): CatanPhase =
|
||||
if (state.ck?.back == Back.AWAIT_ROLL) CatanPhase.AWAIT_ROLL else CatanPhase.PLAYING
|
||||
|
||||
private fun applyEndFreeRoads(state: CatanState, seat: Int): CatanState =
|
||||
state.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
phase = phaseAfterRoads(state),
|
||||
pendingFreeRoads = 0,
|
||||
log = state.log + "Seat $seat forfeits the remaining free road.",
|
||||
)
|
||||
@@ -679,6 +860,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* view or the host's copy.
|
||||
*/
|
||||
fun publicVictoryPoints(state: CatanState): List<Int> {
|
||||
if (state.isCk) return CatanCk.publicVictoryPoints(state)
|
||||
val points = IntArray(state.playerCount)
|
||||
state.buildings.forEach { building ->
|
||||
if (building != null) {
|
||||
@@ -694,7 +876,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
publicVictoryPoints(state)[seat] +
|
||||
state.devHands[seat].count { it.type == DevCardType.VICTORY_POINT }
|
||||
|
||||
private fun checkWin(state: CatanState): CatanState {
|
||||
internal fun checkWin(state: CatanState): CatanState {
|
||||
if (state.phase == CatanPhase.GAME_OVER) return state
|
||||
val seat = state.turn
|
||||
val points = victoryPoints(state, seat)
|
||||
@@ -715,7 +897,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* road falls below five segments the award reopens to the longest road
|
||||
* of five or more, lowest seat first on a tie.
|
||||
*/
|
||||
private fun refreshLongestRoad(state: CatanState): CatanState {
|
||||
internal fun refreshLongestRoad(state: CatanState): CatanState {
|
||||
val lengths = (0 until state.playerCount).map { longestRoadFor(state, it) }
|
||||
val holder = state.longestRoadOwner
|
||||
val best = lengths
|
||||
@@ -751,6 +933,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val building = state.buildings[v]
|
||||
if (building != null && building.owner != seat) blocked[v] = true
|
||||
}
|
||||
state.ck?.knights?.forEach { if (it.owner != seat) blocked[it.vertex] = true }
|
||||
for (start in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (CatanBoard.VERTEX_EDGES[start].none { state.roads[it] == seat }) continue
|
||||
val visited = BooleanArray(CatanBoard.VERTEX_COUNT)
|
||||
@@ -812,7 +995,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
fun bankSupply(state: CatanState, resource: Resource): Int =
|
||||
BANK_PER_RESOURCE - state.resources.sumOf { it[resource] ?: 0 }
|
||||
|
||||
private fun affordable(state: CatanState, seat: Int, cost: Map<Resource, Int>): Boolean =
|
||||
internal fun affordable(state: CatanState, seat: Int, cost: Map<Resource, Int>): Boolean =
|
||||
cost.all { (resource, need) -> (state.resources[seat][resource] ?: 0) >= need }
|
||||
|
||||
private fun payCost(state: CatanState, seat: Int, cost: Map<Resource, Int>): CatanState =
|
||||
@@ -863,6 +1046,16 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return best
|
||||
}
|
||||
|
||||
/** 3 if [seat] has a settlement on a generic harbour, else the bank's 4. */
|
||||
fun genericPortRatio(state: CatanState, seat: Int): Int {
|
||||
for (port in state.ports) {
|
||||
if (port.resource != null) continue
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[port.edge]
|
||||
if (state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat) return port.ratio
|
||||
}
|
||||
return 4
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Results, redaction and wire format
|
||||
// -----------------------------------------------------------------------
|
||||
@@ -877,12 +1070,15 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
else -> "Seat $winner wins"
|
||||
}
|
||||
|
||||
override fun viewFor(state: CatanState, seat: Int): CatanState = state.copy(
|
||||
// Hidden information stays with the holder and the host.
|
||||
devDeck = emptyList(),
|
||||
devHands = state.devHands.mapIndexed { index, hand ->
|
||||
if (index == seat) hand else emptyList()
|
||||
},
|
||||
override fun viewFor(state: CatanState, seat: Int): CatanState = CatanCk.viewFor(
|
||||
state.copy(
|
||||
// Hidden information stays with the holder and the host.
|
||||
devDeck = emptyList(),
|
||||
devHands = state.devHands.mapIndexed { index, hand ->
|
||||
if (index == seat) hand else emptyList()
|
||||
},
|
||||
),
|
||||
seat,
|
||||
)
|
||||
|
||||
override fun encodeState(state: CatanState): String = json.encodeToString(state)
|
||||
|
||||
@@ -58,6 +58,7 @@ import org.prolibertate.games.game.pirates.PiratesLevel
|
||||
import org.prolibertate.games.game.pirates.PiratesOptions
|
||||
import org.prolibertate.games.game.president.PresidentOptions
|
||||
import org.prolibertate.games.game.catan.CatanOptions
|
||||
import org.prolibertate.games.game.catan.CatanRuleSet
|
||||
import org.prolibertate.games.game.sequence.SequenceOptions
|
||||
import org.prolibertate.games.game.tayu.TayuLevel
|
||||
import org.prolibertate.games.game.tayu.TayuOptions
|
||||
@@ -334,9 +335,55 @@ fun teamForSeat(gameId: String, seat: Int, seatCount: Int): Int = when (gameId)
|
||||
else -> seat
|
||||
}
|
||||
|
||||
/** The targets the setup screen offers for a Katan rule set. */
|
||||
internal fun catanPointsChoices(ruleSet: CatanRuleSet): List<Int> = when (ruleSet) {
|
||||
// Five is a short game for trying things out; ten is the published target.
|
||||
CatanRuleSet.BASE -> listOf(5, 8, 10, 12)
|
||||
// Cities & Knights is played to thirteen, which is also why it runs longer.
|
||||
CatanRuleSet.CITIES_AND_KNIGHTS -> listOf(8, 10, 13, 15)
|
||||
}
|
||||
|
||||
/** The published target for a rule set. */
|
||||
internal fun catanDefaultPoints(ruleSet: CatanRuleSet): Int = when (ruleSet) {
|
||||
CatanRuleSet.BASE -> 10
|
||||
CatanRuleSet.CITIES_AND_KNIGHTS -> 13
|
||||
}
|
||||
|
||||
/**
|
||||
* [options] switched to [ruleSet]. The target moves to the new rule set's own
|
||||
* default unless the one already chosen is on its menu too.
|
||||
*/
|
||||
internal fun catanSwitchRules(options: CatanOptions, ruleSet: CatanRuleSet): CatanOptions =
|
||||
options.copy(
|
||||
ruleSet = ruleSet,
|
||||
pointsToWin = options.pointsToWin.takeIf { it in catanPointsChoices(ruleSet) && it != catanDefaultPoints(options.ruleSet) }
|
||||
?: catanDefaultPoints(ruleSet),
|
||||
)
|
||||
|
||||
private fun catanRuleSetName(ruleSet: CatanRuleSet): String = when (ruleSet) {
|
||||
CatanRuleSet.BASE -> "Base game"
|
||||
CatanRuleSet.CITIES_AND_KNIGHTS -> "Cities & Knights"
|
||||
}
|
||||
|
||||
private fun catanRuleSetBlurb(ruleSet: CatanRuleSet): String = when (ruleSet) {
|
||||
CatanRuleSet.BASE ->
|
||||
"Settle the island, trade, and play development cards. Longest Road and Largest Army score."
|
||||
CatanRuleSet.CITIES_AND_KNIGHTS ->
|
||||
"Cities make commodities, knights hold off the barbarians, and improvements earn progress " +
|
||||
"cards and metropolises. No development cards; the robber sleeps until the first attack."
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -> Unit) {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
ChipRow(
|
||||
label = "Rules",
|
||||
values = CatanRuleSet.entries,
|
||||
selected = options.ruleSet,
|
||||
display = ::catanRuleSetName,
|
||||
onSelect = { onChange(catanSwitchRules(options, it)) },
|
||||
)
|
||||
Text(catanRuleSetBlurb(options.ruleSet), style = MaterialTheme.typography.bodySmall)
|
||||
ChipRow(
|
||||
label = "Players",
|
||||
values = listOf(3, 4),
|
||||
@@ -346,8 +393,7 @@ private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -
|
||||
)
|
||||
ChipRow(
|
||||
label = "Game to",
|
||||
// Five is a short game for trying things out; ten is the published target.
|
||||
values = listOf(5, 8, 10, 12),
|
||||
values = catanPointsChoices(options.ruleSet),
|
||||
selected = options.pointsToWin,
|
||||
display = { "$it points" },
|
||||
onSelect = { onChange(options.copy(pointsToWin = it)) },
|
||||
|
||||
@@ -11,8 +11,10 @@ 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.PathEffect
|
||||
import androidx.compose.ui.graphics.StrokeCap
|
||||
import androidx.compose.ui.graphics.drawscope.DrawScope
|
||||
import androidx.compose.ui.graphics.drawscope.Stroke
|
||||
@@ -30,6 +32,7 @@ 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.
|
||||
@@ -54,6 +57,10 @@ fun CatanBoardView(
|
||||
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(),
|
||||
/** Cities & Knights: the knight whose menu is open or that is about to move. */
|
||||
selectedKnight: Int? = null,
|
||||
) {
|
||||
val measurer = rememberTextMeasurer()
|
||||
var size by remember { mutableStateOf(IntSize.Zero) }
|
||||
@@ -82,8 +89,8 @@ fun CatanBoardView(
|
||||
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.tappableVertices.isNotEmpty() ->
|
||||
board.nearestVertex(at, reach, targets.tappableVertices)?.let { vertexTap(it) }
|
||||
|
||||
targets.edges.isNotEmpty() ->
|
||||
board.nearestEdge(at, reach, targets.edges)?.let { edgeTap(it) }
|
||||
@@ -99,11 +106,17 @@ fun CatanBoardView(
|
||||
drawRect(color = style.sea)
|
||||
drawPorts(state, board, style, measurer)
|
||||
drawHexes(state, board, style, measurer)
|
||||
drawRolled(rolledHexes, board, style)
|
||||
drawRobber(state, board, style)
|
||||
drawMerchant(state, board, style, measurer)
|
||||
drawRoads(state, board, style)
|
||||
drawEdgeTargets(targets, board, style)
|
||||
drawBuildings(state, board, style)
|
||||
drawVertexTargets(targets, selectedVertex, board, style)
|
||||
drawWalls(state, board, style)
|
||||
drawMetropolises(state, board, style)
|
||||
drawKnights(state, board, style)
|
||||
drawKnightTargets(targets, board, style)
|
||||
drawVertexTargets(targets, selectedVertex ?: selectedKnight, board, style)
|
||||
drawHexTargets(targets, board, style)
|
||||
}
|
||||
}
|
||||
@@ -130,6 +143,17 @@ private fun DrawScope.drawHexes(
|
||||
}
|
||||
}
|
||||
|
||||
/** 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,
|
||||
@@ -169,6 +193,10 @@ private fun DrawScope.drawToken(
|
||||
}
|
||||
|
||||
private fun DrawScope.drawRobber(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
// In Cities & Knights the robber sleeps, drawn faintly, until the barbarians first land.
|
||||
val asleep = state.ck?.attacked == false
|
||||
val tint = if (asleep) style.robber.copy(alpha = 0.3f) else style.robber
|
||||
val rim = Color.White.copy(alpha = if (asleep) 0.25f else 0.7f)
|
||||
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
|
||||
@@ -181,11 +209,11 @@ private fun DrawScope.drawRobber(state: CatanState, board: BoardLayout, style: C
|
||||
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))
|
||||
drawPath(pawn, color = tint)
|
||||
drawCircle(color = tint, radius = s * 0.38f, center = Offset(x, y - s * 0.42f))
|
||||
drawPath(pawn, color = rim, style = Stroke(width = s * 0.07f))
|
||||
drawCircle(
|
||||
color = Color.White.copy(alpha = 0.7f),
|
||||
color = rim,
|
||||
radius = s * 0.38f,
|
||||
center = Offset(x, y - s * 0.42f),
|
||||
style = Stroke(width = s * 0.07f),
|
||||
@@ -206,7 +234,7 @@ private fun DrawScope.drawPorts(
|
||||
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 short piers from the marker to the vertices that can use the harbour.
|
||||
// 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),
|
||||
@@ -224,10 +252,26 @@ private fun DrawScope.drawPorts(
|
||||
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 = anchor,
|
||||
at = Pt(anchor.x, anchor.y + radius * 0.5f),
|
||||
fontPx = board.radius * style.portText,
|
||||
color = style.portInk,
|
||||
weight = FontWeight.Bold,
|
||||
@@ -235,6 +279,81 @@ private fun DrawScope.drawPorts(
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -302,6 +421,131 @@ private fun cityPath(at: Pt, s: Float): Path = Path().apply {
|
||||
close()
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Cities & Knights pieces
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** A dashed wall round each walled city, crenellated by the dashes. */
|
||||
private fun DrawScope.drawWalls(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
val walls = state.ck?.walls ?: return
|
||||
for (vertex in walls) {
|
||||
val at = board.vertex(vertex).offset()
|
||||
val radius = board.radius * style.citySize * 1.25f
|
||||
val dash = PathEffect.dashPathEffect(floatArrayOf(radius * 0.38f, radius * 0.22f))
|
||||
drawCircle(
|
||||
color = style.pieceOutline,
|
||||
radius = radius,
|
||||
center = at,
|
||||
style = Stroke(width = board.radius * 0.13f, pathEffect = dash),
|
||||
)
|
||||
drawCircle(
|
||||
color = style.wall,
|
||||
radius = radius,
|
||||
center = at,
|
||||
style = Stroke(width = board.radius * 0.09f, pathEffect = dash),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/** A pennant in the track's colour flying over a city that carries its metropolis. */
|
||||
private fun DrawScope.drawMetropolises(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
val metropolises = state.ck?.metropolises ?: return
|
||||
for ((track, at) in metropolises) {
|
||||
val base = board.vertex(at.vertex)
|
||||
val unit = board.radius * style.citySize
|
||||
val poleTop = Pt(base.x + unit * 0.9f, base.y - unit * 2.0f)
|
||||
val poleBottom = Pt(base.x + unit * 0.9f, base.y - unit * 0.4f)
|
||||
drawLine(
|
||||
color = style.pieceOutline,
|
||||
start = poleBottom.offset(),
|
||||
end = poleTop.offset(),
|
||||
strokeWidth = board.radius * 0.05f,
|
||||
)
|
||||
val flag = Path().apply {
|
||||
moveTo(poleTop.x, poleTop.y)
|
||||
lineTo(poleTop.x + unit * 1.1f, poleTop.y + unit * 0.35f)
|
||||
lineTo(poleTop.x, poleTop.y + unit * 0.7f)
|
||||
close()
|
||||
}
|
||||
drawPath(flag, color = style.track.getValue(track))
|
||||
drawPath(flag, color = style.pieceOutline, style = Stroke(width = board.radius * 0.035f))
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Each knight is a shield in its owner's colour, marked with one, two or three
|
||||
* dots for its strength. A sleeping knight is drawn faded; an awake one has a
|
||||
* bright rim.
|
||||
*/
|
||||
private fun DrawScope.drawKnights(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
val knights = state.ck?.knights ?: return
|
||||
for (knight in knights) {
|
||||
val at = board.vertex(knight.vertex)
|
||||
val s = board.radius * style.knightSize
|
||||
val seat = style.seats[knight.owner % style.seats.size]
|
||||
val path = shieldPath(at, s)
|
||||
if (knight.active) {
|
||||
drawPath(path, color = style.knightReady, style = Stroke(width = s * 0.55f))
|
||||
}
|
||||
drawPath(path, color = if (knight.active) seat else seat.copy(alpha = 0.55f))
|
||||
drawPath(path, color = style.pieceOutline, style = Stroke(width = s * 0.16f))
|
||||
val pip = s * 0.14f
|
||||
val gap = pip * 2.8f
|
||||
val startX = at.x - gap * (knight.level - 1) / 2f
|
||||
for (i in 0 until knight.level) {
|
||||
drawCircle(
|
||||
color = style.pieceOutline,
|
||||
radius = pip,
|
||||
center = Offset(startX + i * gap, at.y - s * 0.05f),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun shieldPath(at: Pt, s: Float): Path = Path().apply {
|
||||
moveTo(at.x - s * 0.8f, at.y - s)
|
||||
lineTo(at.x + s * 0.8f, at.y - s)
|
||||
lineTo(at.x + s * 0.8f, at.y + s * 0.1f)
|
||||
quadraticBezierTo(at.x + s * 0.8f, at.y + s * 0.9f, at.x, at.y + s * 1.25f)
|
||||
quadraticBezierTo(at.x - s * 0.8f, at.y + s * 0.9f, at.x - s * 0.8f, at.y + s * 0.1f)
|
||||
close()
|
||||
}
|
||||
|
||||
/** A ring round each of the player's knights that can do something now. */
|
||||
private fun DrawScope.drawKnightTargets(targets: BoardTargets, board: BoardLayout, style: CatanStyle) {
|
||||
for (vertex in targets.knights) {
|
||||
drawCircle(
|
||||
color = style.target,
|
||||
radius = board.radius * style.knightSize * 1.9f,
|
||||
center = board.vertex(vertex).offset(),
|
||||
style = Stroke(width = board.radius * 0.07f),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/** The merchant: a coin in its controller's colour, beside the hex it sits on. */
|
||||
private fun DrawScope.drawMerchant(
|
||||
state: CatanState,
|
||||
board: BoardLayout,
|
||||
style: CatanStyle,
|
||||
measurer: TextMeasurer,
|
||||
) {
|
||||
val merchant = state.ck?.merchant ?: return
|
||||
val hex = board.hexCenter(merchant.hex)
|
||||
val at = Pt(hex.x - board.radius * 0.5f, hex.y + board.radius * 0.3f)
|
||||
val r = board.radius * 0.2f
|
||||
drawCircle(color = style.seats[merchant.seat % style.seats.size], radius = r, center = at.offset())
|
||||
drawCircle(color = style.pieceOutline, radius = r, center = at.offset(), style = Stroke(width = r * 0.3f))
|
||||
drawCentered(
|
||||
measurer = measurer,
|
||||
text = "M",
|
||||
at = at,
|
||||
fontPx = r * 1.3f,
|
||||
color = style.pieceOutline,
|
||||
weight = FontWeight.ExtraBold,
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Tap targets
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -0,0 +1,813 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import androidx.compose.foundation.background
|
||||
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.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.size
|
||||
import androidx.compose.foundation.layout.width
|
||||
import androidx.compose.foundation.rememberScrollState
|
||||
import androidx.compose.foundation.shape.RoundedCornerShape
|
||||
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.draw.clip
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.text.font.FontWeight
|
||||
import androidx.compose.ui.unit.dp
|
||||
import org.prolibertate.games.game.catan.AcceptCounter
|
||||
import org.prolibertate.games.game.catan.ActivateKnight
|
||||
import org.prolibertate.games.game.catan.BuyImprovement
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
import org.prolibertate.games.game.catan.CatanMove
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.ChaseRobber
|
||||
import org.prolibertate.games.game.catan.CounterGoods
|
||||
import org.prolibertate.games.game.catan.DropProgress
|
||||
import org.prolibertate.games.game.catan.GoodsBankTrade
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.GoodsCounter
|
||||
import org.prolibertate.games.game.catan.GoodsOffer
|
||||
import org.prolibertate.games.game.catan.IMPROVEMENT_MAX
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.OfferGoods
|
||||
import org.prolibertate.games.game.catan.PickDeck
|
||||
import org.prolibertate.games.game.catan.PlayProgress
|
||||
import org.prolibertate.games.game.catan.ProgressCard
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.catan.PromoteKnight
|
||||
import org.prolibertate.games.game.catan.SpyTake
|
||||
import org.prolibertate.games.game.catan.TakeAqueduct
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/*
|
||||
* The Cities & Knights dialogs. Like the base game's, each is a stateless
|
||||
* composable apart from the choice it is helping the player make, and what is
|
||||
* allowed is always asked of the engine's legal list through CatanInteraction.
|
||||
*/
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Shared pieces
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** A card tile with a minus and a plus, for choosing how many of a good. */
|
||||
@Composable
|
||||
private fun GoodCounter(good: Good, count: Int, max: Int, onChange: (Int) -> Unit) {
|
||||
Column(horizontalAlignment = Alignment.CenterHorizontally, verticalArrangement = Arrangement.spacedBy(4.dp)) {
|
||||
GoodTile(good, 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<Good, Int>.asGoods(): List<Good> = Good.entries.flatMap { g -> List(this[g] ?: 0) { g } }
|
||||
|
||||
/** A row of the three track colours, used for decks and improvements. */
|
||||
@Composable
|
||||
private fun TrackChip(track: Track, style: CatanStyle = LocalCatanStyle.current) {
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.size(14.dp)
|
||||
.clip(RoundedCornerShape(3.dp))
|
||||
.background(style.track.getValue(track)),
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Choosing cards to give up
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Pick exactly [quota] cards out of [held] — to discard on a seven or a saboteur,
|
||||
* or to hand over for a wedding or a commercial harbour. Not dismissable: the
|
||||
* game is waiting on it. [allowed] is the engine's structural check, so the
|
||||
* confirm button only lights when the move would be accepted.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanGoodsPickDialog(
|
||||
title: String,
|
||||
intro: String,
|
||||
held: Map<Good, Int>,
|
||||
quota: Int,
|
||||
confirmLabel: String,
|
||||
selectable: (Good) -> Boolean,
|
||||
allowed: (List<Good>) -> Boolean,
|
||||
onConfirm: (List<Good>) -> Unit,
|
||||
) {
|
||||
var picked by remember { mutableStateOf(emptyMap<Good, Int>()) }
|
||||
val selection = picked.asGoods()
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text(title) },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Text("$intro (${selection.size} of $quota chosen).")
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Good.entries.forEach { good ->
|
||||
val have = held[good] ?: 0
|
||||
if (have > 0 && selectable(good)) {
|
||||
GoodCounter(
|
||||
good = good,
|
||||
count = picked[good] ?: 0,
|
||||
max = if (selection.size < quota) have else (picked[good] ?: 0),
|
||||
onChange = { n -> picked = picked + (good to n.coerceIn(0, have)) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
Button(onClick = { onConfirm(selection) }, enabled = allowed(selection)) { Text(confirmLabel) }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// City improvements
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** The three improvement tracks: where the player stands, what the next level costs, and what it earns. */
|
||||
@Composable
|
||||
fun CatanImproveDialog(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
legal: List<CatanMove>,
|
||||
onBuy: (BuyImprovement) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
val ck = state.ck ?: return
|
||||
val buyable = CatanInteraction.improvable(legal)
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(CatanText.IMPROVE) },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(14.dp),
|
||||
) {
|
||||
Track.entries.forEach { track ->
|
||||
val level = CatanCk.improvement(state, seat, track)
|
||||
val have = ck.commodities[seat][track.commodity] ?: 0
|
||||
Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
|
||||
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
TrackChip(track)
|
||||
Text(CatanText.track(track), fontWeight = FontWeight.Bold)
|
||||
Text("level $level of $IMPROVEMENT_MAX", style = MaterialTheme.typography.labelMedium)
|
||||
}
|
||||
Text(CatanText.trackPower(track), style = MaterialTheme.typography.bodySmall)
|
||||
if (level >= IMPROVEMENT_MAX) {
|
||||
Text("Fully built.", style = MaterialTheme.typography.bodySmall)
|
||||
} else {
|
||||
val cost = CatanCk.improvementCost(state, seat, track)
|
||||
Button(onClick = { onBuy(BuyImprovement(track)) }, enabled = track in buyable) {
|
||||
Text(
|
||||
"${CatanCk.improvementName(track, level + 1)}: $cost " +
|
||||
"${CatanText.good(Good.of(track.commodity))} (you hold $have)",
|
||||
)
|
||||
}
|
||||
if (level + 1 == org.prolibertate.games.game.catan.METROPOLIS_LEVEL ||
|
||||
level + 1 == IMPROVEMENT_MAX
|
||||
) {
|
||||
Text(
|
||||
if (level + 1 == IMPROVEMENT_MAX) {
|
||||
"Level five takes a metropolis from a seat still on four."
|
||||
} else {
|
||||
"Level four earns the first metropolis in this track: two more points."
|
||||
},
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
dismissButton = { TextButton(onClick = onCancel) { Text("Close") } },
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Progress cards
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The player's progress cards. A card with nothing to decide plays at once; one
|
||||
* that names a seat, a card or dice asks for it in a second step; one that
|
||||
* needs a tap on the board closes the dialog and arms the board (see [ArmedCard]).
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanProgressDialog(
|
||||
hand: List<ProgressInHand>,
|
||||
seats: CatanSeats,
|
||||
onPlay: (CatanMove) -> Unit,
|
||||
onArm: (ArmedCard) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
var chosen by remember { mutableStateOf<ProgressInHand?>(null) }
|
||||
var target by remember { mutableStateOf<Int?>(null) }
|
||||
var yellow by remember { mutableStateOf(1) }
|
||||
var red by remember { mutableStateOf(1) }
|
||||
val entry = chosen
|
||||
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(entry?.let { CatanText.progress(it.card.kind) } ?: "Progress cards") },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 440.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(10.dp),
|
||||
) {
|
||||
if (entry == null) {
|
||||
if (hand.isEmpty()) Text("You hold no progress cards.")
|
||||
hand.forEach { card ->
|
||||
ProgressRow(card) { picked ->
|
||||
val kind = picked.card.kind
|
||||
when {
|
||||
kind in CatanInteraction.BOARD_CARDS -> onArm(ArmedCard(kind, picked.plays))
|
||||
picked.plays.size == 1 && picked.plays[0].isBare() -> onPlay(picked.plays[0])
|
||||
else -> {
|
||||
chosen = picked
|
||||
target = null
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Text(CatanText.progressHelp(entry.card.kind), style = MaterialTheme.typography.bodySmall)
|
||||
val kind = entry.card.kind
|
||||
val plays = entry.plays
|
||||
when {
|
||||
kind == ProgressType.ALCHEMIST -> {
|
||||
Text("Production die (yellow)", fontWeight = FontWeight.Bold)
|
||||
DiePicker(yellow) { yellow = it }
|
||||
Text("Progress die (red)", fontWeight = FontWeight.Bold)
|
||||
DiePicker(red) { red = it }
|
||||
}
|
||||
|
||||
kind == ProgressType.DESERTER || kind == ProgressType.SPY -> {
|
||||
Text("Choose a player:", fontWeight = FontWeight.Bold)
|
||||
plays.mapNotNull { it.target }.distinct().forEach { seat ->
|
||||
OutlinedButton(
|
||||
onClick = { plays.firstOrNull { it.target == seat }?.let(onPlay) },
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) { Text(seats.label(seat)) }
|
||||
}
|
||||
}
|
||||
|
||||
kind == ProgressType.MASTER_MERCHANT -> {
|
||||
Text("Choose a player with more points:", fontWeight = FontWeight.Bold)
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
plays.mapNotNull { it.target }.distinct().forEach { seat ->
|
||||
if (target == seat) {
|
||||
FilledTonalButton(onClick = { target = seat }) { Text(seats.label(seat)) }
|
||||
} else {
|
||||
OutlinedButton(onClick = { target = seat }) { Text(seats.label(seat)) }
|
||||
}
|
||||
}
|
||||
}
|
||||
val seat = target
|
||||
if (seat != null) {
|
||||
Text("Take:", fontWeight = FontWeight.Bold)
|
||||
plays.filter { it.target == seat }.forEach { play ->
|
||||
OutlinedButton(
|
||||
onClick = { onPlay(play) },
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) { Text(CatanText.goods(play.goods.orEmpty())) }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else -> {
|
||||
val label = when (kind) {
|
||||
ProgressType.COMMERCIAL_HARBOR -> "Offer which resource?"
|
||||
ProgressType.MERCHANT_FLEET -> "Trade which card two for one?"
|
||||
ProgressType.RESOURCE_MONOPOLY -> "Name a resource:"
|
||||
else -> "Name a commodity:"
|
||||
}
|
||||
Text(label, fontWeight = FontWeight.Bold)
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
plays.mapNotNull { it.good }.distinct().forEach { good ->
|
||||
GoodTile(
|
||||
good = good,
|
||||
count = 0,
|
||||
onClick = { plays.firstOrNull { it.good == good }?.let(onPlay) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
if (entry != null && entry.card.kind == ProgressType.ALCHEMIST) {
|
||||
val play = entry.plays.firstOrNull { it.dice == listOf(yellow, red) }
|
||||
Button(onClick = { play?.let(onPlay) }, enabled = play != null) { Text("Play") }
|
||||
}
|
||||
},
|
||||
dismissButton = {
|
||||
TextButton(
|
||||
onClick = {
|
||||
if (entry == null) {
|
||||
onCancel()
|
||||
} else {
|
||||
chosen = null
|
||||
target = null
|
||||
}
|
||||
},
|
||||
) { Text(if (entry == null) CatanText.CANCEL else "Back") }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
private fun PlayProgress.isBare(): Boolean =
|
||||
target == null && vertex == null && edge == null && hexA == null && hexB == null &&
|
||||
good == null && dice == null && goods == null
|
||||
|
||||
@Composable
|
||||
private fun DiePicker(selected: Int, onPick: (Int) -> Unit) {
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
(1..6).forEach { n ->
|
||||
if (n == selected) {
|
||||
FilledTonalButton(
|
||||
onClick = { onPick(n) },
|
||||
contentPadding = PaddingValues(0.dp),
|
||||
modifier = Modifier.size(40.dp),
|
||||
) { Text("$n") }
|
||||
} else {
|
||||
OutlinedButton(
|
||||
onClick = { onPick(n) },
|
||||
contentPadding = PaddingValues(0.dp),
|
||||
modifier = Modifier.size(40.dp),
|
||||
) { Text("$n") }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun ProgressRow(entry: ProgressInHand, onChoose: (ProgressInHand) -> Unit) {
|
||||
val kind = entry.card.kind
|
||||
Row(
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
TrackChip(kind.track)
|
||||
Column(modifier = Modifier.weight(1f)) {
|
||||
Text(CatanText.progress(kind), fontWeight = FontWeight.Bold)
|
||||
Text(CatanText.progressHelp(kind), style = MaterialTheme.typography.bodySmall)
|
||||
}
|
||||
if (entry.playable) {
|
||||
Button(onClick = { onChoose(entry) }) { Text("Play") }
|
||||
} else {
|
||||
Text("Not now", style = MaterialTheme.typography.labelSmall)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Knights
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** What the knight on one crossing can do: wake, promote, move, chase the robber. */
|
||||
@Composable
|
||||
fun CatanKnightDialog(
|
||||
state: CatanState,
|
||||
vertex: Int,
|
||||
actions: List<CatanMove>,
|
||||
onDo: (CatanMove) -> Unit,
|
||||
onMove: (Int) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
val knight = state.ck?.knights?.firstOrNull { it.vertex == vertex }
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(knight?.let { CatanText.knightName(it.level) } ?: "Knight") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
if (knight != null) {
|
||||
val mood = when {
|
||||
!knight.active -> "Asleep. Waking it costs ${CatanText.ACTIVATE_COST}."
|
||||
knight.activatedTurn == state.turnNumber -> "Awake, but it woke this turn and cannot act yet."
|
||||
else -> "Awake and ready. It counts against the barbarians."
|
||||
}
|
||||
Text(mood, style = MaterialTheme.typography.bodySmall)
|
||||
}
|
||||
actions.forEach { move ->
|
||||
when (move) {
|
||||
is ActivateKnight ->
|
||||
Button(onClick = { onDo(move) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Wake (${CatanText.ACTIVATE_COST})")
|
||||
}
|
||||
|
||||
is PromoteKnight ->
|
||||
Button(onClick = { onDo(move) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Promote (${CatanText.KNIGHT_COST})")
|
||||
}
|
||||
|
||||
is MoveKnight ->
|
||||
OutlinedButton(onClick = { onMove(move.from) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Move along your roads")
|
||||
}
|
||||
|
||||
is ChaseRobber ->
|
||||
OutlinedButton(onClick = { onDo(move) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Chase away the robber")
|
||||
}
|
||||
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
if (actions.isEmpty()) Text("Nothing to do with it right now.")
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
dismissButton = { TextButton(onClick = onCancel) { Text("Close") } },
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Chores that are answered in a dialog
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Choose a colour of progress deck to draw from. */
|
||||
@Composable
|
||||
fun CatanPickDeckDialog(legal: List<CatanMove>, onPick: (PickDeck) -> Unit) {
|
||||
val open = legal.filterIsInstance<PickDeck>()
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Draw a progress card") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
Text("Catan held. You tied for the strongest defence, so choose any deck.")
|
||||
open.forEach { pick ->
|
||||
Button(onClick = { onPick(pick) }, modifier = Modifier.fillMaxWidth()) {
|
||||
TrackChip(pick.track)
|
||||
Text(" ${CatanText.track(pick.track)}")
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
/** The hand is over its limit: give one progress card back. */
|
||||
@Composable
|
||||
fun CatanDropProgressDialog(hand: List<ProgressCard>, onDrop: (DropProgress) -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Too many progress cards") },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 380.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Text("You may keep four. Choose one to give back.")
|
||||
hand.forEach { card ->
|
||||
OutlinedButton(onClick = { onDrop(DropProgress(card.id)) }, modifier = Modifier.fillMaxWidth()) {
|
||||
TrackChip(card.kind.track)
|
||||
Text(" ${CatanText.progress(card.kind)}")
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
/** The aqueduct pays: take any one resource. */
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanAqueductDialog(legal: List<CatanMove>, onTake: (TakeAqueduct) -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Aqueduct") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Text("The dice paid you nothing. Take any resource.")
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
legal.filterIsInstance<TakeAqueduct>().forEach { take ->
|
||||
ResourceTile(resource = take.resource, count = 1, onClick = { onTake(take) })
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
/** A spy: these are the progress cards the other player holds; take one. */
|
||||
@Composable
|
||||
fun CatanSpyDialog(cards: List<ProgressCard>, legal: List<CatanMove>, onTake: (SpyTake) -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Spy") },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 380.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Text("Choose a card to take.")
|
||||
cards.forEach { card ->
|
||||
val take = SpyTake(card.id)
|
||||
OutlinedButton(
|
||||
onClick = { onTake(take) },
|
||||
enabled = take in legal,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
TrackChip(card.kind.track)
|
||||
Text(" ${CatanText.progress(card.kind)}")
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Trading in goods
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
private enum class GoodsTab { BANK, PLAYER }
|
||||
|
||||
/**
|
||||
* Trade with the bank at the best ratio each card has, or offer cards —
|
||||
* commodities included — to one other player.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanGoodsTradeDialog(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
seats: CatanSeats,
|
||||
legal: List<CatanMove>,
|
||||
onBank: (GoodsBankTrade) -> Unit,
|
||||
onOffer: (OfferGoods) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
var tab by remember { mutableStateOf(GoodsTab.BANK) }
|
||||
var bankGive by remember { mutableStateOf<Good?>(null) }
|
||||
var everyone by remember { mutableStateOf(true) }
|
||||
var partner by remember { mutableStateOf<Int?>(null) }
|
||||
var give by remember { mutableStateOf(emptyMap<Good, Int>()) }
|
||||
var get by remember { mutableStateOf(emptyMap<Good, Int>()) }
|
||||
val held = CatanCk.goodsOf(state, seat)
|
||||
|
||||
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)) {
|
||||
GoodsTabButton(CatanText.TRADE_WITH_BANK, tab == GoodsTab.BANK) { tab = GoodsTab.BANK }
|
||||
GoodsTabButton(CatanText.TRADE_WITH_PLAYER, tab == GoodsTab.PLAYER) { tab = GoodsTab.PLAYER }
|
||||
}
|
||||
if (tab == GoodsTab.BANK) {
|
||||
val trades = CatanInteraction.goodsBankTrades(legal)
|
||||
if (trades.isEmpty()) {
|
||||
Text("You do not hold enough of any one card 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 { good ->
|
||||
val ratio = CatanCk.bankRatio(state, seat, good)
|
||||
Column(horizontalAlignment = Alignment.CenterHorizontally) {
|
||||
GoodTile(good, ratio, selected = bankGive == good, onClick = { bankGive = good })
|
||||
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 { good ->
|
||||
GoodTile(good, 1, onClick = { onBank(GoodsBankTrade(chosen, good)) })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Text("Offer to:", fontWeight = FontWeight.Bold)
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
GoodsTabButton(CatanText.EVERYONE, everyone) {
|
||||
everyone = true
|
||||
partner = null
|
||||
}
|
||||
(0 until state.playerCount).filter { it != seat }.forEach { other ->
|
||||
GoodsTabButton(seats.label(other), !everyone && partner == other) {
|
||||
everyone = false
|
||||
partner = other
|
||||
}
|
||||
}
|
||||
}
|
||||
Text(CatanText.YOU_GIVE, fontWeight = FontWeight.Bold)
|
||||
GoodCounters(give, { held[it] ?: 0 }) { give = it }
|
||||
Text(CatanText.YOU_GET, fontWeight = FontWeight.Bold)
|
||||
GoodCounters(get, { 9 }) { get = it }
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
if (tab == GoodsTab.PLAYER) {
|
||||
val to = if (everyone) null else partner
|
||||
val giveCards = give.asGoods()
|
||||
val getCards = get.asGoods()
|
||||
val allowed = (everyone || partner != null) &&
|
||||
CatanInteraction.goodsOfferAllowed(state, seat, to, giveCards, getCards)
|
||||
Button(
|
||||
onClick = { onOffer(OfferGoods(to, giveCards, getCards)) },
|
||||
enabled = allowed,
|
||||
) { Text(CatanText.SEND_OFFER) }
|
||||
}
|
||||
},
|
||||
dismissButton = { TextButton(onClick = onCancel) { Text(CatanText.CANCEL) } },
|
||||
)
|
||||
}
|
||||
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
private fun GoodCounters(counts: Map<Good, Int>, limit: (Good) -> Int, onChange: (Map<Good, Int>) -> Unit) {
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Good.entries.forEach { good ->
|
||||
GoodCounter(
|
||||
good = good,
|
||||
count = counts[good] ?: 0,
|
||||
max = limit(good),
|
||||
onChange = { n -> onChange(counts + (good to n.coerceIn(0, limit(good)))) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun GoodsTabButton(label: String, selected: Boolean, onClick: () -> Unit) {
|
||||
if (selected) {
|
||||
FilledTonalButton(onClick = onClick) { Text(label) }
|
||||
} else {
|
||||
OutlinedButton(onClick = onClick) { Text(label) }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* A goods offer has reached the local player: accept it, decline it, or answer
|
||||
* with different terms. The counter's two sides start as the offer turned around.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanGoodsTradeResponseDialog(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
offer: GoodsOffer,
|
||||
seats: CatanSeats,
|
||||
canAccept: Boolean,
|
||||
onAccept: () -> Unit,
|
||||
onDecline: () -> Unit,
|
||||
onCounter: (CounterGoods) -> Unit,
|
||||
) {
|
||||
var countering by remember(offer) { mutableStateOf(false) }
|
||||
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(
|
||||
"${seats.label(offer.by)} offers ${CatanText.goods(offer.give)} to " +
|
||||
"${if (offer.to == null) "the table" else "you"} for ${CatanText.goods(offer.get)}",
|
||||
)
|
||||
if (countering) {
|
||||
Text(CatanText.YOU_GIVE, fontWeight = FontWeight.Bold)
|
||||
GoodCounters(give, { CatanCk.goodsOf(state, seat)[it] ?: 0 }) { give = it }
|
||||
Text(CatanText.YOU_GET, fontWeight = FontWeight.Bold)
|
||||
GoodCounters(get, { CatanCk.goodsOf(state, offer.by)[it] ?: 0 }) { 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 = CounterGoods(give.asGoods(), get.asGoods())
|
||||
Button(
|
||||
onClick = { onCounter(move) },
|
||||
enabled = CatanInteraction.goodsCounterAllowed(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 a goods offer: take a counter-offer, or none. */
|
||||
@Composable
|
||||
fun CatanGoodsCounterChoiceDialog(
|
||||
counters: List<GoodsCounter>,
|
||||
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(
|
||||
"${seats.label(counter.by)} would give ${CatanText.goods(counter.give)} " +
|
||||
"for ${CatanText.goods(counter.get)}",
|
||||
)
|
||||
Button(onClick = { onTake(AcceptCounter(counter.by)) }) { Text(CatanText.ACCEPT) }
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = { TextButton(onClick = onNoDeal) { Text(CatanText.NO_DEAL) } },
|
||||
)
|
||||
}
|
||||
@@ -35,6 +35,9 @@ 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
|
||||
@@ -312,6 +315,7 @@ fun CatanTradeDialog(
|
||||
) {
|
||||
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>()) }
|
||||
@@ -371,9 +375,16 @@ fun CatanTradeDialog(
|
||||
}
|
||||
} else {
|
||||
Text("Offer to:", fontWeight = FontWeight.Bold)
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
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), partner == other) { partner = other }
|
||||
TabButton(seats.label(other), !everyone && partner == other) {
|
||||
everyone = false
|
||||
partner = other
|
||||
}
|
||||
}
|
||||
}
|
||||
Text(CatanText.YOU_GIVE, fontWeight = FontWeight.Bold)
|
||||
@@ -389,13 +400,13 @@ fun CatanTradeDialog(
|
||||
},
|
||||
confirmButton = {
|
||||
if (tab == TradeTab.PLAYER) {
|
||||
val to = partner
|
||||
val to = if (everyone) null else partner
|
||||
val giveCards = give.asCards()
|
||||
val getCards = get.asCards()
|
||||
val allowed = to != null &&
|
||||
val allowed = (everyone || partner != null) &&
|
||||
CatanInteraction.offerAllowed(state, seat, to, giveCards, getCards)
|
||||
Button(
|
||||
onClick = { if (to != null) onOffer(OfferTrade(to, giveCards, getCards)) },
|
||||
onClick = { onOffer(OfferTrade(to, giveCards, getCards)) },
|
||||
enabled = allowed,
|
||||
) { Text(CatanText.SEND_OFFER) }
|
||||
}
|
||||
@@ -435,29 +446,57 @@ private fun TabButton(label: String, selected: Boolean, onClick: () -> Unit) {
|
||||
}
|
||||
}
|
||||
|
||||
/** Another player has offered the local player a trade. */
|
||||
/**
|
||||
* 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("Trade offer") },
|
||||
title = { Text(if (countering) "Counter-offer" else "Trade offer") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Text(
|
||||
CatanText.tradeSummary(
|
||||
by = seats.label(offer.by),
|
||||
to = "you",
|
||||
to = if (offer.to == null) "the table" else "you",
|
||||
give = offer.give,
|
||||
get = offer.get,
|
||||
),
|
||||
)
|
||||
if (!canAccept) {
|
||||
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,
|
||||
@@ -465,8 +504,58 @@ fun CatanTradeResponseDialog(
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = { Button(onClick = onAccept, enabled = canAccept) { Text(CatanText.ACCEPT) } },
|
||||
dismissButton = { TextButton(onClick = onDecline) { Text(CatanText.DECLINE) } },
|
||||
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) } },
|
||||
)
|
||||
}
|
||||
|
||||
|
||||
@@ -102,7 +102,7 @@ object CatanGeometry {
|
||||
private const val LATTICE_Y_UNITS = 16
|
||||
|
||||
/** Empty space round the island, in hex radii, for the sea and the harbours. */
|
||||
const val MARGIN = 1.15f
|
||||
const val MARGIN = 1.75f
|
||||
|
||||
private val boardWidthInRadii = LATTICE_X_UNITS * SQRT3 / 2f + 2 * MARGIN
|
||||
private val boardHeightInRadii = LATTICE_Y_UNITS / 2f + 2 * MARGIN
|
||||
@@ -119,5 +119,5 @@ object CatanGeometry {
|
||||
|
||||
private const val SQRT3 = 1.7320508f
|
||||
|
||||
/** How far past the coast a harbour marker sits, in hex radii. */
|
||||
private const val PORT_OFFSET = 0.62f
|
||||
/** 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
|
||||
|
||||
@@ -1,43 +1,101 @@
|
||||
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.ActivateKnight
|
||||
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.BuildWall
|
||||
import org.prolibertate.games.game.catan.BuyDevCard
|
||||
import org.prolibertate.games.game.catan.BuyImprovement
|
||||
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.ChaseRobber
|
||||
import org.prolibertate.games.game.catan.Chore
|
||||
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.EndSmith
|
||||
import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.CounterGoods
|
||||
import org.prolibertate.games.game.catan.GoodsBankTrade
|
||||
import org.prolibertate.games.game.catan.GoodsCounter
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.HexCoord
|
||||
import org.prolibertate.games.game.catan.HireKnight
|
||||
import org.prolibertate.games.game.catan.MaritimeTrade
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.OfferGoods
|
||||
import org.prolibertate.games.game.catan.OfferTrade
|
||||
import org.prolibertate.games.game.catan.PillageCity
|
||||
import org.prolibertate.games.game.catan.PlaceKnight
|
||||
import org.prolibertate.games.game.catan.PlaceMetropolis
|
||||
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.PlayProgress
|
||||
import org.prolibertate.games.game.catan.PlayRoadBuilding
|
||||
import org.prolibertate.games.game.catan.PlayYearOfPlenty
|
||||
import org.prolibertate.games.game.catan.ProgressCard
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.catan.PromoteKnight
|
||||
import org.prolibertate.games.game.catan.RelocateKnight
|
||||
import org.prolibertate.games.game.catan.RemoveKnight
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
import org.prolibertate.games.game.catan.SetupPlace
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/** What a player can ask to build by tapping the board. */
|
||||
enum class BuildKind { ROAD, SETTLEMENT, CITY }
|
||||
/**
|
||||
* What a player can ask to build by tapping the board. Wall and Knight exist
|
||||
* only in Cities & Knights; the base game's build menu lists the first three.
|
||||
*/
|
||||
enum class BuildKind {
|
||||
ROAD, SETTLEMENT, CITY, WALL, KNIGHT;
|
||||
|
||||
/** The parts of the board the player may tap right now. Everything else is inert. */
|
||||
companion object {
|
||||
val BASE: List<BuildKind> = listOf(ROAD, SETTLEMENT, CITY)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The parts of the board the player may tap right now. Everything else is inert.
|
||||
* [knights] are crossings holding one of the player's own knights that can do
|
||||
* something this turn: tapping one opens its menu.
|
||||
*/
|
||||
data class BoardTargets(
|
||||
val vertices: Set<Int> = emptySet(),
|
||||
val edges: Set<Int> = emptySet(),
|
||||
val hexes: Set<Int> = emptySet(),
|
||||
val knights: Set<Int> = emptySet(),
|
||||
/** The player's other knights: tappable for their menu, but with nothing to do, so not ringed. */
|
||||
val idleKnights: Set<Int> = emptySet(),
|
||||
) {
|
||||
val isEmpty: Boolean get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty()
|
||||
val isEmpty: Boolean
|
||||
get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty() && knights.isEmpty() && idleKnights.isEmpty()
|
||||
|
||||
/** Every crossing a tap can land on. */
|
||||
val tappableVertices: Set<Int> get() = vertices + knights + idleKnights
|
||||
}
|
||||
|
||||
/**
|
||||
* A progress card that is waiting for a tap on the board: [plays] are every play
|
||||
* of it the engine accepts, and the player's tap picks one. [firstHex] is the
|
||||
* first of the two hexes an Inventor swaps, once tapped.
|
||||
*/
|
||||
data class ArmedCard(val kind: ProgressType, val plays: List<PlayProgress>, val firstHex: Int? = null)
|
||||
|
||||
/** One progress card in the local player's hand, and the plays the engine allows for it. */
|
||||
data class ProgressInHand(val card: ProgressCard, val plays: List<PlayProgress>) {
|
||||
val playable: Boolean get() = plays.isNotEmpty()
|
||||
}
|
||||
|
||||
/** What a tap on the board amounts to. */
|
||||
@@ -53,6 +111,12 @@ sealed interface 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 of the player's own knights was tapped: open its menu. */
|
||||
data class PickKnight(val vertex: Int) : TapOutcome
|
||||
|
||||
/** An Inventor's first hex was tapped; the second completes the swap. */
|
||||
data class PickFirstHex(val hex: Int) : TapOutcome
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -85,6 +149,10 @@ object CatanInteraction {
|
||||
legal: List<CatanMove>,
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
movingKnight: Int? = null,
|
||||
armed: ArmedCard? = null,
|
||||
/** The local seat, so its sleeping knights can be tapped for their menu too. */
|
||||
localSeat: Int? = null,
|
||||
): BoardTargets {
|
||||
val setup = legal.filterIsInstance<SetupPlace>()
|
||||
if (setup.isNotEmpty()) {
|
||||
@@ -100,9 +168,21 @@ object CatanInteraction {
|
||||
return BoardTargets(hexes = robber.mapNotNull { CatanBoard.hexIndex[it.hex] }.toSet())
|
||||
}
|
||||
|
||||
// Cities & Knights: answers to a queued chore are taps on the board.
|
||||
val chore = choreVertices(legal)
|
||||
if (chore.isNotEmpty()) return BoardTargets(vertices = chore)
|
||||
|
||||
val roads = legal.filterIsInstance<BuildRoad>().map { it.edge }.toSet()
|
||||
if (state.phase == CatanPhase.FREE_ROADS) return BoardTargets(edges = roads)
|
||||
|
||||
if (armed != null) return armedTargets(armed)
|
||||
|
||||
if (movingKnight != null) {
|
||||
return BoardTargets(
|
||||
vertices = legal.filterIsInstance<MoveKnight>().filter { it.from == movingKnight }.map { it.to }.toSet(),
|
||||
)
|
||||
}
|
||||
|
||||
return when (building) {
|
||||
BuildKind.ROAD -> BoardTargets(edges = roads)
|
||||
BuildKind.SETTLEMENT ->
|
||||
@@ -111,15 +191,169 @@ object CatanInteraction {
|
||||
BuildKind.CITY ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<BuildCity>().map { it.vertex }.toSet())
|
||||
|
||||
null -> BoardTargets()
|
||||
BuildKind.WALL ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<BuildWall>().map { it.vertex }.toSet())
|
||||
|
||||
BuildKind.KNIGHT ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<HireKnight>().map { it.vertex }.toSet())
|
||||
|
||||
null -> {
|
||||
val ready = knightsWithActions(legal)
|
||||
val mine = if (localSeat != null && legal.isNotEmpty()) {
|
||||
state.ck?.knights?.filter { it.owner == localSeat }?.map { it.vertex }?.toSet().orEmpty()
|
||||
} else {
|
||||
emptySet()
|
||||
}
|
||||
BoardTargets(knights = ready, idleKnights = mine - ready)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** The crossings a queued chore is asking the player to tap, from the legal list. */
|
||||
private fun choreVertices(legal: List<CatanMove>): Set<Int> = buildSet {
|
||||
legal.forEach { move ->
|
||||
when (move) {
|
||||
is PillageCity -> add(move.vertex)
|
||||
is PlaceMetropolis -> add(move.vertex)
|
||||
is RelocateKnight -> add(move.to)
|
||||
is RemoveKnight -> add(move.vertex)
|
||||
is PlaceKnight -> add(move.vertex)
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
// A Smith's promotions are knights to tap, while the chore is open.
|
||||
if (legal.any { it is EndSmith }) {
|
||||
legal.filterIsInstance<PromoteKnight>().forEach { add(it.vertex) }
|
||||
}
|
||||
}
|
||||
|
||||
private fun choreMove(legal: List<CatanMove>, vertex: Int): CatanMove? = legal.firstOrNull { move ->
|
||||
when (move) {
|
||||
is PillageCity -> move.vertex == vertex
|
||||
is PlaceMetropolis -> move.vertex == vertex
|
||||
is RelocateKnight -> move.to == vertex
|
||||
is RemoveKnight -> move.vertex == vertex
|
||||
is PlaceKnight -> move.vertex == vertex
|
||||
is PromoteKnight -> legal.any { it is EndSmith } && move.vertex == vertex
|
||||
else -> false
|
||||
}
|
||||
}
|
||||
|
||||
// --- Cities & Knights: knights ---------------------------------------------
|
||||
|
||||
/** Crossings of the player's knights that have an action available. */
|
||||
fun knightsWithActions(legal: List<CatanMove>): Set<Int> = buildSet {
|
||||
legal.forEach { move ->
|
||||
when (move) {
|
||||
is ActivateKnight -> add(move.vertex)
|
||||
is MoveKnight -> add(move.from)
|
||||
is ChaseRobber -> add(move.vertex)
|
||||
is PromoteKnight -> if (legal.none { it is EndSmith }) add(move.vertex)
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** What the knight on [vertex] can do right now, in the order its menu lists them. */
|
||||
fun knightActions(legal: List<CatanMove>, vertex: Int): List<CatanMove> =
|
||||
legal.filter { move ->
|
||||
when (move) {
|
||||
is ActivateKnight -> move.vertex == vertex
|
||||
is PromoteKnight -> move.vertex == vertex && legal.none { it is EndSmith }
|
||||
is ChaseRobber -> move.vertex == vertex
|
||||
else -> false
|
||||
}
|
||||
} + listOfNotNull(legal.firstOrNull { it is MoveKnight && it.from == vertex })
|
||||
|
||||
fun canEndSmith(legal: List<CatanMove>): Boolean = legal.any { it is EndSmith }
|
||||
|
||||
// --- Cities & Knights: progress cards --------------------------------------
|
||||
|
||||
/** [seat]'s progress cards, each with the plays the engine currently allows. */
|
||||
fun progressHand(state: CatanState, seat: Int, legal: List<CatanMove>): List<ProgressInHand> =
|
||||
state.ck?.progressHands?.getOrNull(seat).orEmpty().map { card ->
|
||||
ProgressInHand(card, legal.filterIsInstance<PlayProgress>().filter { it.card == card.id })
|
||||
}.sortedWith(compareBy({ it.card.kind.track.ordinal }, { it.card.kind.ordinal }, { it.card.id }))
|
||||
|
||||
/** The cards that are played by tapping the board, not by choosing in a dialog. */
|
||||
val BOARD_CARDS: Set<ProgressType> = setOf(
|
||||
ProgressType.ENGINEER, ProgressType.MEDICINE, ProgressType.MERCHANT,
|
||||
ProgressType.DIPLOMAT, ProgressType.INTRIGUE, ProgressType.INVENTOR,
|
||||
)
|
||||
|
||||
private fun armedTargets(armed: ArmedCard): BoardTargets = when (armed.kind) {
|
||||
ProgressType.ENGINEER, ProgressType.MEDICINE, ProgressType.INTRIGUE ->
|
||||
BoardTargets(vertices = armed.plays.mapNotNull { it.vertex }.toSet())
|
||||
|
||||
ProgressType.DIPLOMAT -> BoardTargets(edges = armed.plays.mapNotNull { it.edge }.toSet())
|
||||
|
||||
ProgressType.MERCHANT -> BoardTargets(hexes = armed.plays.mapNotNull { it.hexA }.toSet())
|
||||
|
||||
ProgressType.INVENTOR -> {
|
||||
val first = armed.firstHex
|
||||
val all = armed.plays.flatMap { listOfNotNull(it.hexA, it.hexB) }.toSet()
|
||||
if (first == null) {
|
||||
BoardTargets(hexes = all)
|
||||
} else {
|
||||
BoardTargets(
|
||||
hexes = armed.plays
|
||||
.filter { it.hexA == first || it.hexB == first }
|
||||
.flatMap { listOfNotNull(it.hexA, it.hexB) }
|
||||
.filter { it != first }
|
||||
.toSet(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
else -> BoardTargets()
|
||||
}
|
||||
|
||||
/** The improvement tracks the player can buy a level of right now. */
|
||||
fun improvable(legal: List<CatanMove>): Set<Track> =
|
||||
legal.filterIsInstance<BuyImprovement>().map { it.track }.toSet()
|
||||
|
||||
// --- Cities & Knights: goods ----------------------------------------------
|
||||
|
||||
/** Bank trades on offer in Cities & Knights: what can be given, and for what. */
|
||||
fun goodsBankTrades(legal: List<CatanMove>): Map<Good, List<Good>> =
|
||||
legal.filterIsInstance<GoodsBankTrade>()
|
||||
.groupBy({ it.give }, { it.get })
|
||||
.mapValues { (_, gets) -> gets.sortedBy { it.ordinal } }
|
||||
.toSortedMap(compareBy<Good> { it.ordinal })
|
||||
|
||||
fun goodsOfferAllowed(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
to: Int?,
|
||||
give: List<Good>,
|
||||
get: List<Good>,
|
||||
): Boolean = give.isNotEmpty() && get.isNotEmpty() &&
|
||||
CatanRules.isLegalMove(state, seat, OfferGoods(to, give, get))
|
||||
|
||||
/** Whether [seat] may answer the goods offer on the table with [give] for [get]. */
|
||||
fun goodsCounterAllowed(state: CatanState, seat: Int, give: List<Good>, get: List<Good>): Boolean =
|
||||
give.isNotEmpty() && get.isNotEmpty() &&
|
||||
CatanRules.isLegalMove(state, seat, CounterGoods(give, get))
|
||||
|
||||
/** The goods counter-offers the offerer may take right now, in the order they came in. */
|
||||
fun goodsCounterChoices(state: CatanState, legal: List<CatanMove>): List<GoodsCounter> {
|
||||
val takeable = legal.filterIsInstance<AcceptCounter>().map { it.seat }.toSet()
|
||||
return state.ck?.goodsOffer?.counters.orEmpty().filter { it.by in takeable }
|
||||
}
|
||||
|
||||
/** The chore at the front of the queue, if the table is waiting on one. */
|
||||
fun chore(state: CatanState): Chore? =
|
||||
if (state.phase == CatanPhase.CHORE) state.ck?.chores?.firstOrNull() else null
|
||||
|
||||
fun onVertexTap(
|
||||
vertex: Int,
|
||||
legal: List<CatanMove>,
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
movingKnight: Int? = null,
|
||||
armed: ArmedCard? = null,
|
||||
/** The local player's knights, which can be tapped for their menu even with nothing to do. */
|
||||
ownKnights: Set<Int> = emptySet(),
|
||||
): TapOutcome {
|
||||
val setup = legal.filterIsInstance<SetupPlace>()
|
||||
if (setup.isNotEmpty()) {
|
||||
@@ -131,10 +365,27 @@ object CatanInteraction {
|
||||
TapOutcome.Ignored
|
||||
}
|
||||
}
|
||||
choreMove(legal, vertex)?.let { return TapOutcome.Submit(it) }
|
||||
|
||||
if (armed != null) {
|
||||
val play = armed.plays.firstOrNull { it.vertex == vertex } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
if (movingKnight != null) {
|
||||
val move = MoveKnight(movingKnight, vertex)
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
val move: CatanMove = when (building) {
|
||||
BuildKind.SETTLEMENT -> BuildSettlement(vertex)
|
||||
BuildKind.CITY -> BuildCity(vertex)
|
||||
else -> return TapOutcome.Ignored
|
||||
BuildKind.WALL -> BuildWall(vertex)
|
||||
BuildKind.KNIGHT -> HireKnight(vertex)
|
||||
else -> return if (building == null && (vertex in knightsWithActions(legal) || vertex in ownKnights)) {
|
||||
TapOutcome.PickKnight(vertex)
|
||||
} else {
|
||||
TapOutcome.Ignored
|
||||
}
|
||||
}
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
@@ -144,12 +395,17 @@ object CatanInteraction {
|
||||
legal: List<CatanMove>,
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
armed: ArmedCard? = null,
|
||||
): 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
|
||||
}
|
||||
if (armed != null) {
|
||||
val play = armed.plays.firstOrNull { it.edge == edge } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) 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
|
||||
@@ -157,7 +413,8 @@ object CatanInteraction {
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
fun onHexTap(hex: Int, legal: List<CatanMove>): TapOutcome {
|
||||
fun onHexTap(hex: Int, legal: List<CatanMove>, armed: ArmedCard? = null): TapOutcome {
|
||||
if (armed != null) return onArmedHexTap(hex, legal, armed)
|
||||
val coord = CatanBoard.HEXES.getOrNull(hex) ?: return TapOutcome.Ignored
|
||||
val moves = legal.filterIsInstance<MoveRobber>().filter { it.hex == coord }
|
||||
return when {
|
||||
@@ -167,10 +424,45 @@ object CatanInteraction {
|
||||
}
|
||||
}
|
||||
|
||||
private fun onArmedHexTap(hex: Int, legal: List<CatanMove>, armed: ArmedCard): TapOutcome {
|
||||
if (armed.kind == ProgressType.INVENTOR) {
|
||||
val first = armed.firstHex ?: return if (hex in armedTargets(armed).hexes) {
|
||||
TapOutcome.PickFirstHex(hex)
|
||||
} else {
|
||||
TapOutcome.Ignored
|
||||
}
|
||||
val play = armed.plays.firstOrNull {
|
||||
(it.hexA == first && it.hexB == hex) || (it.hexA == hex && it.hexB == first)
|
||||
} ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
val play = armed.plays.firstOrNull { it.hexA == hex } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
// --- 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 }
|
||||
@@ -181,6 +473,8 @@ object CatanInteraction {
|
||||
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)
|
||||
if (legal.any { it is BuildWall }) add(BuildKind.WALL)
|
||||
if (legal.any { it is HireKnight }) add(BuildKind.KNIGHT)
|
||||
}
|
||||
|
||||
fun tradeResponses(legal: List<CatanMove>): Pair<Boolean, Boolean> =
|
||||
@@ -265,9 +559,20 @@ object CatanInteraction {
|
||||
fun offerAllowed(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
to: 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 }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,6 +11,7 @@ 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
|
||||
@@ -18,23 +19,36 @@ 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.BuildingType
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
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.EventFace
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/*
|
||||
* Stateless building blocks for the Katan screen.
|
||||
@@ -93,7 +107,52 @@ fun ResourceTile(
|
||||
}
|
||||
}
|
||||
|
||||
/** The local player's cards: one tile per resource, in a row that wraps. */
|
||||
/**
|
||||
* One card type — a resource or a commodity — as a coloured tile with its count.
|
||||
* Cities & Knights hands, discards and trades use this so commodities look the
|
||||
* same everywhere.
|
||||
*/
|
||||
@Composable
|
||||
fun GoodTile(
|
||||
good: Good,
|
||||
count: Int,
|
||||
modifier: Modifier = Modifier,
|
||||
selected: Boolean = false,
|
||||
enabled: Boolean = true,
|
||||
style: CatanStyle = LocalCatanStyle.current,
|
||||
onClick: (() -> Unit)? = null,
|
||||
) {
|
||||
val resource = good.resource
|
||||
if (resource != null) {
|
||||
ResourceTile(resource, count, modifier, selected, enabled, style, onClick)
|
||||
return
|
||||
}
|
||||
val commodity = good.commodity!!
|
||||
val shape = RoundedCornerShape(10.dp)
|
||||
val ink = style.commodityInk.getValue(commodity)
|
||||
Column(
|
||||
modifier = modifier
|
||||
.defaultMinSize(minWidth = 56.dp)
|
||||
.clip(shape)
|
||||
.background(style.commodity.getValue(commodity).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 = ink, fontWeight = FontWeight.Bold, fontSize = 20.sp)
|
||||
Text(text = CatanText.good(good), color = ink, fontSize = 11.sp, maxLines = 1)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The local player's cards: one tile per resource, and in Cities & Knights one
|
||||
* per commodity as well, in a row that wraps.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanHand(
|
||||
@@ -106,8 +165,13 @@ fun CatanHand(
|
||||
horizontalArrangement = Arrangement.spacedBy(6.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
Resource.entries.forEach { resource ->
|
||||
ResourceTile(resource, state.resources[seat][resource] ?: 0)
|
||||
if (state.isCk) {
|
||||
val held = CatanCk.goodsOf(state, seat)
|
||||
Good.entries.forEach { good -> GoodTile(good, held[good] ?: 0) }
|
||||
} else {
|
||||
Resource.entries.forEach { resource ->
|
||||
ResourceTile(resource, state.resources[seat][resource] ?: 0)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -118,11 +182,18 @@ fun CatanHand(
|
||||
|
||||
/**
|
||||
* One player's public standing: colour, name, points, how many cards they hold
|
||||
* (not which), development cards, knights and their longest road.
|
||||
* (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.
|
||||
* 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(
|
||||
@@ -132,6 +203,7 @@ fun CatanPlayerCard(
|
||||
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)
|
||||
@@ -155,60 +227,125 @@ fun CatanPlayerCard(
|
||||
.background(style.seats[seat % style.seats.size])
|
||||
.border(1.dp, style.pieceOutline, CircleShape),
|
||||
)
|
||||
Text(
|
||||
text = seats.label(seat),
|
||||
fontWeight = FontWeight.Bold,
|
||||
maxLines = 1,
|
||||
style = MaterialTheme.typography.labelLarge,
|
||||
CardLine(seats.label(seat), MaterialTheme.typography.labelLarge, FontWeight.Bold)
|
||||
}
|
||||
CardLine("$points VP", MaterialTheme.typography.titleMedium, FontWeight.Bold)
|
||||
val ck = state.ck
|
||||
if (ck != null) {
|
||||
val cards = CatanCk.goodsCount(state, seat)
|
||||
val strength = CatanCk.strength(state, seat)
|
||||
if (compact) {
|
||||
CardLine("$cards cards · ⚔$strength", MaterialTheme.typography.bodySmall)
|
||||
} else {
|
||||
CardLine("$cards cards · ${ck.progressCounts[seat]} progress", MaterialTheme.typography.bodySmall)
|
||||
CardLine(
|
||||
"⚔ ${CatanCk.knightsOf(state, seat).size} · str $strength · " +
|
||||
"Road ${CatanRules.longestRoadFor(state, seat)}",
|
||||
MaterialTheme.typography.bodySmall,
|
||||
)
|
||||
}
|
||||
// Trade, politics, science: the three improvement levels.
|
||||
CardLine(
|
||||
Track.entries.joinToString(" ") { "${it.name.first()}${CatanCk.improvement(state, seat, it)}" },
|
||||
MaterialTheme.typography.bodySmall,
|
||||
color = Color.Unspecified,
|
||||
)
|
||||
}
|
||||
Text(
|
||||
text = "$points VP",
|
||||
style = MaterialTheme.typography.titleMedium,
|
||||
fontWeight = FontWeight.Bold,
|
||||
)
|
||||
Text(
|
||||
text = "${state.resourceCount(seat)} cards · ${state.devHandCounts[seat]} dev",
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
)
|
||||
Text(
|
||||
text = "Knights ${state.knightsPlayed[seat]} · Road ${CatanRules.longestRoadFor(state, seat)}",
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
)
|
||||
val awards = buildList {
|
||||
if (state.longestRoadOwner == seat) add("Longest road")
|
||||
if (state.largestArmyOwner == seat) add("Largest army")
|
||||
}
|
||||
if (awards.isNotEmpty()) {
|
||||
Text(
|
||||
text = awards.joinToString(" · "),
|
||||
val ckAwards = buildList {
|
||||
if (state.longestRoadOwner == seat) add(if (compact) "Road" else "Longest road")
|
||||
ck.metropolises.forEach { (track, at) ->
|
||||
if (at.seat == seat) add(if (compact) track.name.first().toString() else "${CatanText.track(track)} metropolis")
|
||||
}
|
||||
if (ck.merchant?.seat == seat) add("Merchant")
|
||||
}
|
||||
CardLine(
|
||||
text = ckAwards.joinToString(" · ").ifEmpty { BLANK },
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
weight = FontWeight.Bold,
|
||||
color = MaterialTheme.colorScheme.primary,
|
||||
fontWeight = FontWeight.Bold,
|
||||
)
|
||||
return@Column
|
||||
}
|
||||
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. */
|
||||
/**
|
||||
* The two dice as last rolled, with their total. Blank until the first roll. In
|
||||
* Cities & Knights the dice are yellow and red (the red one decides progress
|
||||
* cards) and a third, the event die, shows a ship or a coloured city gate.
|
||||
*/
|
||||
@Composable
|
||||
fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
|
||||
fun CatanDice(
|
||||
dice: List<Int>,
|
||||
modifier: Modifier = Modifier,
|
||||
ck: Boolean = false,
|
||||
event: EventFace? = null,
|
||||
style: CatanStyle = LocalCatanStyle.current,
|
||||
) {
|
||||
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 ->
|
||||
shown.forEachIndexed { index, value ->
|
||||
val face = when {
|
||||
!ck -> Color.White
|
||||
index == 0 -> Color(0xFFFFF176)
|
||||
else -> Color(0xFFEF9A9A)
|
||||
}
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.size(36.dp)
|
||||
.clip(RoundedCornerShape(8.dp))
|
||||
.background(Color.White)
|
||||
.background(face)
|
||||
.border(1.dp, Color(0x55000000), RoundedCornerShape(8.dp)),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
@@ -221,16 +358,82 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
|
||||
)
|
||||
}
|
||||
}
|
||||
if (dice.size == 2) {
|
||||
Text(
|
||||
text = "= ${dice.sum()}",
|
||||
style = MaterialTheme.typography.titleMedium,
|
||||
fontWeight = FontWeight.Bold,
|
||||
)
|
||||
if (ck) {
|
||||
val gate = when (event) {
|
||||
EventFace.TRADE -> style.track.getValue(Track.TRADE)
|
||||
EventFace.POLITICS -> style.track.getValue(Track.POLITICS)
|
||||
EventFace.SCIENCE -> style.track.getValue(Track.SCIENCE)
|
||||
EventFace.SHIP -> style.barbarian
|
||||
null -> Color(0x33000000)
|
||||
}
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.size(width = 52.dp, height = 36.dp)
|
||||
.clip(RoundedCornerShape(8.dp))
|
||||
.background(gate)
|
||||
.border(1.dp, Color(0x55000000), RoundedCornerShape(8.dp)),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
Text(
|
||||
text = if (event == EventFace.SHIP) "⛵ Ship" else CatanText.event(event),
|
||||
color = if (event == EventFace.TRADE) Color(0xFF1C1B1F) else Color.White,
|
||||
fontWeight = FontWeight.Bold,
|
||||
fontSize = 11.sp,
|
||||
maxLines = 1,
|
||||
)
|
||||
}
|
||||
}
|
||||
// Always drawn ("= –" before the first roll) so the row never changes width.
|
||||
Text(
|
||||
text = if (dice.size == 2) "= ${dice.sum()}" else "= –",
|
||||
style = MaterialTheme.typography.titleMedium,
|
||||
fontWeight = FontWeight.Bold,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cities & Knights: how close the barbarians are, and how the cities on the
|
||||
* island compare with the knights standing ready. **Fixed height**, like every
|
||||
* other strip around the board.
|
||||
*/
|
||||
@Composable
|
||||
fun CatanBarbarians(state: CatanState, modifier: Modifier = Modifier, style: CatanStyle = LocalCatanStyle.current) {
|
||||
val ck = state.ck ?: return
|
||||
val cities = state.buildings.count { it?.type == BuildingType.CITY }
|
||||
val defence = (0 until state.playerCount).sumOf { CatanCk.strength(state, it) }
|
||||
Row(
|
||||
modifier = modifier.fillMaxWidth().height(24.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
Text("⛵", fontSize = 14.sp)
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(2.dp), modifier = Modifier.weight(1f)) {
|
||||
// The ship starts seven steps out and lands when the last box fills.
|
||||
val sailed = BARBARIAN_STEPS_DISPLAY - ck.barbarians
|
||||
for (i in 0 until BARBARIAN_STEPS_DISPLAY) {
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.weight(1f)
|
||||
.height(10.dp)
|
||||
.clip(RoundedCornerShape(3.dp))
|
||||
.background(if (i < sailed) style.barbarian else Color(0x33000000)),
|
||||
)
|
||||
}
|
||||
}
|
||||
val verdict = if (defence >= cities) "holds" else "falls"
|
||||
Text(
|
||||
text = "${CatanText.barbarianSteps(ck.barbarians)} · knights $defence v. $cities cities ($verdict)",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/** Steps shown on the barbarian strip: the engine's seven. */
|
||||
private const val BARBARIAN_STEPS_DISPLAY = org.prolibertate.games.game.catan.BARBARIAN_STEPS
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Actions
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -238,7 +441,6 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
|
||||
/** What the action bar offers right now. Built by the screen from [CatanInteraction]. */
|
||||
data class CatanActions(
|
||||
val canRoll: Boolean = false,
|
||||
val showTurnActions: Boolean = false,
|
||||
val canBuild: Set<BuildKind> = emptySet(),
|
||||
val building: BuildKind? = null,
|
||||
val canBuyCard: Boolean = false,
|
||||
@@ -248,9 +450,26 @@ data class CatanActions(
|
||||
val canEndFreeRoads: Boolean = false,
|
||||
/** A setup settlement is chosen and a different one may still be picked. */
|
||||
val canRepickSetup: Boolean = false,
|
||||
/** Which kinds the Build menu lists: three in the base game, five in Cities & Knights. */
|
||||
val buildKinds: List<BuildKind> = BuildKind.BASE,
|
||||
/** Cities & Knights: the table plays the expansion, so the bar shows its buttons instead. */
|
||||
val ck: Boolean = false,
|
||||
val canImprove: Boolean = false,
|
||||
val canPlayProgress: Boolean = false,
|
||||
val progressCount: Int = 0,
|
||||
val canEndSmith: Boolean = false,
|
||||
)
|
||||
|
||||
/** The buttons for whatever the player can do now. Pure display: every press is a lambda. */
|
||||
/**
|
||||
* 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(
|
||||
@@ -264,34 +483,62 @@ fun CatanActionBar(
|
||||
onEndFreeRoads: () -> Unit,
|
||||
onRepickSetup: () -> Unit,
|
||||
modifier: Modifier = Modifier,
|
||||
/** Small screens: fold Road / Settlement / City into one "Build" button with a menu. */
|
||||
compact: Boolean = false,
|
||||
onImprove: () -> Unit = {},
|
||||
onProgress: () -> Unit = {},
|
||||
onEndSmith: () -> Unit = {},
|
||||
) {
|
||||
FlowRow(
|
||||
modifier = modifier.fillMaxWidth(),
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
if (actions.canRoll) Button(onClick = onRoll) { Text(CatanText.ROLL) }
|
||||
|
||||
if (actions.canRepickSetup) {
|
||||
OutlinedButton(onClick = onRepickSetup) { Text(CatanText.CANCEL) }
|
||||
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.canEndSmith) Button(onClick = onEndSmith) { Text(CatanText.STOP_SMITH) }
|
||||
if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
|
||||
}
|
||||
|
||||
if (actions.showTurnActions) {
|
||||
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)
|
||||
FlowRow(
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
if (compact || actions.ck) {
|
||||
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)
|
||||
}
|
||||
if (actions.ck) {
|
||||
OutlinedButton(onClick = onImprove, enabled = actions.canImprove) {
|
||||
LabelWithCost(CatanText.IMPROVE, CatanText.NO_COST)
|
||||
}
|
||||
OutlinedButton(onClick = onProgress, enabled = actions.canPlayProgress) {
|
||||
LabelWithCost(CatanText.CARDS_BUTTON, "${actions.progressCount} held")
|
||||
}
|
||||
} else {
|
||||
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)
|
||||
}
|
||||
OutlinedButton(onClick = onPlayCard, enabled = actions.canPlayCard) { Text(CatanText.PLAY_CARD) }
|
||||
OutlinedButton(onClick = onTrade, enabled = actions.canTrade) { Text(CatanText.TRADE) }
|
||||
}
|
||||
|
||||
if (actions.canEndFreeRoads) Button(onClick = onEndFreeRoads) { Text(CatanText.STOP_ROADS) }
|
||||
if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
|
||||
}
|
||||
}
|
||||
|
||||
/** 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,
|
||||
@@ -310,6 +557,56 @@ private fun BuildButton(
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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 actions.buildKinds) {
|
||||
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
|
||||
BuildKind.WALL -> CatanText.WALL
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT
|
||||
}
|
||||
|
||||
private fun buildCost(kind: BuildKind): String = when (kind) {
|
||||
BuildKind.ROAD -> CatanText.ROAD_COST
|
||||
BuildKind.SETTLEMENT -> CatanText.SETTLEMENT_COST
|
||||
BuildKind.CITY -> CatanText.CITY_COST
|
||||
BuildKind.WALL -> CatanText.WALL_COST
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT_COST
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun LabelWithCost(label: String, cost: String) {
|
||||
Column(horizontalAlignment = Alignment.CenterHorizontally) {
|
||||
|
||||
@@ -112,14 +112,13 @@ private fun PanelsPreview() {
|
||||
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))
|
||||
CatanPlayerCard(state, seat, seats, points[seat], Modifier.weight(1f), compact = true)
|
||||
}
|
||||
}
|
||||
CatanHand(state, seat = 0)
|
||||
CatanDice(state.lastDice)
|
||||
CatanActionBar(
|
||||
actions = CatanActions(
|
||||
showTurnActions = true,
|
||||
canBuild = setOf(BuildKind.ROAD, BuildKind.CITY),
|
||||
building = BuildKind.ROAD,
|
||||
canBuyCard = true,
|
||||
|
||||
@@ -24,19 +24,34 @@ 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.AqueductChore
|
||||
import org.prolibertate.games.game.catan.BuyDevCard
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
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.DiscardChore
|
||||
import org.prolibertate.games.game.catan.DiscardGoods
|
||||
import org.prolibertate.games.game.catan.DropProgress
|
||||
import org.prolibertate.games.game.catan.DropProgressChore
|
||||
import org.prolibertate.games.game.catan.DismissCounters
|
||||
import org.prolibertate.games.game.catan.EndFreeRoads
|
||||
import org.prolibertate.games.game.catan.EndSmith
|
||||
import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.GiveChore
|
||||
import org.prolibertate.games.game.catan.GiveGoods
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.PickDeckChore
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
import org.prolibertate.games.game.catan.SetupPlace
|
||||
import org.prolibertate.games.game.catan.SpyChore
|
||||
import org.prolibertate.games.net.MatchController
|
||||
import org.prolibertate.games.ui.ScreenScaffold
|
||||
|
||||
@@ -82,6 +97,13 @@ fun CatanScreen(
|
||||
var showTrade by remember { mutableStateOf(false) }
|
||||
var confirmingEnd by remember { mutableStateOf(false) }
|
||||
var resultDismissed by remember { mutableStateOf(false) }
|
||||
// Cities & Knights: the knight whose menu is open, the one about to move,
|
||||
// a progress card waiting for a tap on the board, and the two list dialogs.
|
||||
var knightMenu by remember { mutableStateOf<Int?>(null) }
|
||||
var movingKnight by remember { mutableStateOf<Int?>(null) }
|
||||
var armed by remember { mutableStateOf<ArmedCard?>(null) }
|
||||
var showImprove by remember { mutableStateOf(false) }
|
||||
var showProgress by remember { mutableStateOf(false) }
|
||||
|
||||
val dark = isSystemInDarkTheme()
|
||||
val style = remember(dark) { catanStyle(dark) }
|
||||
@@ -95,10 +117,17 @@ fun CatanScreen(
|
||||
if (setupVertex != null && legal.none { it is SetupPlace && it.vertex == setupVertex }) {
|
||||
setupVertex = null
|
||||
}
|
||||
if (movingKnight != null && legal.none { it is MoveKnight && it.from == movingKnight }) movingKnight = null
|
||||
armed?.let { card -> if (card.plays.none { it in legal }) armed = null }
|
||||
if (legal.isEmpty()) {
|
||||
showCards = false
|
||||
showTrade = false
|
||||
victimChoice = null
|
||||
showImprove = false
|
||||
showProgress = false
|
||||
knightMenu = null
|
||||
movingKnight = null
|
||||
armed = null
|
||||
}
|
||||
}
|
||||
|
||||
@@ -109,6 +138,11 @@ fun CatanScreen(
|
||||
victimChoice = null
|
||||
showCards = false
|
||||
showTrade = false
|
||||
showImprove = false
|
||||
showProgress = false
|
||||
knightMenu = null
|
||||
movingKnight = null
|
||||
armed = null
|
||||
}
|
||||
|
||||
val endGameAction: @Composable () -> Unit = {
|
||||
@@ -125,12 +159,19 @@ fun CatanScreen(
|
||||
return
|
||||
}
|
||||
|
||||
val targets = CatanInteraction.targets(current, legal, building, setupVertex)
|
||||
val targets = CatanInteraction.targets(current, legal, building, setupVertex, movingKnight, armed, localSeat)
|
||||
val ownKnights = current.ck?.knights?.filter { it.owner == localSeat }?.map { it.vertex }?.toSet().orEmpty()
|
||||
val devHand = CatanInteraction.devHand(current, localSeat, legal)
|
||||
val progressHand = CatanInteraction.progressHand(current, localSeat, legal)
|
||||
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
|
||||
val actions = CatanActions(
|
||||
buildKinds = if (current.isCk) BuildKind.entries else BuildKind.BASE,
|
||||
ck = current.isCk,
|
||||
canImprove = CatanInteraction.improvable(legal).isNotEmpty(),
|
||||
canPlayProgress = progressHand.any { it.playable },
|
||||
progressCount = progressHand.size,
|
||||
canEndSmith = CatanInteraction.canEndSmith(legal),
|
||||
canRoll = CatanInteraction.canRoll(legal),
|
||||
showTurnActions = playing,
|
||||
canBuild = CatanInteraction.canBuild(legal),
|
||||
building = building,
|
||||
canBuyCard = CatanInteraction.canBuyDevCard(legal),
|
||||
@@ -140,7 +181,15 @@ fun CatanScreen(
|
||||
canEndFreeRoads = CatanInteraction.canEndFreeRoads(legal),
|
||||
canRepickSetup = setupVertex != null,
|
||||
)
|
||||
val prompt = CatanText.prompt(current, seats, setupVertexChosen = setupVertex != null, building = building)
|
||||
val rolledHexes = CatanInteraction.rolledHexes(current)
|
||||
val prompt = CatanText.prompt(
|
||||
current,
|
||||
seats,
|
||||
setupVertexChosen = setupVertex != null,
|
||||
building = building,
|
||||
movingKnight = movingKnight != null,
|
||||
armed = armed?.kind,
|
||||
)
|
||||
|
||||
val handle: (TapOutcome) -> Unit = { outcome ->
|
||||
when (outcome) {
|
||||
@@ -148,6 +197,8 @@ fun CatanScreen(
|
||||
is TapOutcome.Submit -> submit(outcome.move)
|
||||
is TapOutcome.PickSetupVertex -> setupVertex = outcome.vertex
|
||||
is TapOutcome.PickRobberVictim -> victimChoice = outcome
|
||||
is TapOutcome.PickKnight -> knightMenu = outcome.vertex
|
||||
is TapOutcome.PickFirstHex -> armed = armed?.copy(firstHex = outcome.hex)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -160,17 +211,28 @@ fun CatanScreen(
|
||||
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)) },
|
||||
onVertexTap = {
|
||||
handle(
|
||||
CatanInteraction.onVertexTap(
|
||||
it, legal, building, setupVertex, movingKnight, armed,
|
||||
ownKnights = if (legal.isNotEmpty()) ownKnights else emptySet(),
|
||||
),
|
||||
)
|
||||
},
|
||||
onEdgeTap = { handle(CatanInteraction.onEdgeTap(it, legal, building, setupVertex, armed)) },
|
||||
onHexTap = { handle(CatanInteraction.onHexTap(it, legal, armed)) },
|
||||
modifier = boardModifier,
|
||||
style = style,
|
||||
rolledHexes = rolledHexes,
|
||||
selectedKnight = movingKnight ?: knightMenu,
|
||||
)
|
||||
}
|
||||
val players: @Composable (Boolean) -> Unit = { grid ->
|
||||
@@ -194,6 +256,10 @@ fun CatanScreen(
|
||||
legal.firstOrNull { m -> m is EndFreeRoads }?.let(submit)
|
||||
},
|
||||
onRepickSetup = { setupVertex = null },
|
||||
compact = compactBuild,
|
||||
onImprove = { showImprove = true },
|
||||
onProgress = { showProgress = true },
|
||||
onEndSmith = { legal.firstOrNull { m -> m is EndSmith }?.let(submit) },
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -208,6 +274,7 @@ fun CatanScreen(
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
players(true)
|
||||
if (current.isCk) CatanBarbarians(current, style = style)
|
||||
promptRow()
|
||||
handAndActions()
|
||||
CatanLog(current, Modifier.fillMaxWidth().height(120.dp))
|
||||
@@ -216,6 +283,7 @@ fun CatanScreen(
|
||||
} else {
|
||||
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
players(false)
|
||||
if (current.isCk) CatanBarbarians(current, style = style)
|
||||
promptRow()
|
||||
Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
|
||||
board(Modifier)
|
||||
@@ -237,6 +305,21 @@ fun CatanScreen(
|
||||
showCards = showCards,
|
||||
showTrade = showTrade,
|
||||
devHand = devHand,
|
||||
knightMenu = knightMenu,
|
||||
showImprove = showImprove,
|
||||
showProgress = showProgress,
|
||||
progressHand = progressHand,
|
||||
onMoveKnight = { from ->
|
||||
knightMenu = null
|
||||
movingKnight = from
|
||||
},
|
||||
onArmCard = { card ->
|
||||
showProgress = false
|
||||
armed = card
|
||||
},
|
||||
onCancelKnight = { knightMenu = null },
|
||||
onCancelImprove = { showImprove = false },
|
||||
onCancelProgress = { showProgress = false },
|
||||
onExit = onExit,
|
||||
onSubmit = submit,
|
||||
onStay = controller::dismissAbandoned,
|
||||
@@ -275,6 +358,7 @@ private fun PlayerCards(
|
||||
points = pointsOf(seat),
|
||||
modifier = Modifier.weight(1f),
|
||||
style = style,
|
||||
compact = !twoPerRow,
|
||||
)
|
||||
}
|
||||
// Keep an odd last row's card the same width as the others.
|
||||
@@ -284,6 +368,14 @@ private fun PlayerCards(
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* 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(
|
||||
@@ -291,17 +383,16 @@ private fun PromptRow(prompt: String, notice: String?, state: CatanState) {
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Column(modifier = Modifier.weight(1f)) {
|
||||
Text(prompt, style = MaterialTheme.typography.bodyMedium)
|
||||
if (notice != null) {
|
||||
Text(
|
||||
notice,
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
color = MaterialTheme.colorScheme.error,
|
||||
)
|
||||
}
|
||||
}
|
||||
CatanDice(state.lastDice)
|
||||
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, ck = state.isCk, event = state.ck?.eventDie)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -323,6 +414,15 @@ private fun CatanDialogHost(
|
||||
showCards: Boolean,
|
||||
showTrade: Boolean,
|
||||
devHand: List<DevCardInHand>,
|
||||
knightMenu: Int?,
|
||||
showImprove: Boolean,
|
||||
showProgress: Boolean,
|
||||
progressHand: List<ProgressInHand>,
|
||||
onMoveKnight: (Int) -> Unit,
|
||||
onArmCard: (ArmedCard) -> Unit,
|
||||
onCancelKnight: () -> Unit,
|
||||
onCancelImprove: () -> Unit,
|
||||
onCancelProgress: () -> Unit,
|
||||
onExit: () -> Unit,
|
||||
onSubmit: (CatanMove) -> Unit,
|
||||
onStay: () -> Unit,
|
||||
@@ -333,6 +433,7 @@ private fun CatanDialogHost(
|
||||
onCancelTrade: () -> Unit,
|
||||
) {
|
||||
val offer = state.pendingTrade
|
||||
val goodsOffer = state.ck?.goodsOffer
|
||||
when {
|
||||
abandoned != null -> CatanAbandonedDialog(abandoned, onExit, onStay)
|
||||
|
||||
@@ -349,13 +450,47 @@ private fun CatanDialogHost(
|
||||
onSubmit = onSubmit,
|
||||
)
|
||||
|
||||
state.phase == CatanPhase.TRADE_PENDING && offer != null && offer.to == localSeat ->
|
||||
state.phase == CatanPhase.CHORE && CatanRules.currentSeat(state) == localSeat ->
|
||||
ChoreDialog(state, localSeat, legal, onSubmit)
|
||||
|
||||
state.phase == CatanPhase.TRADE_PENDING && goodsOffer != null && goodsOffer.asking == localSeat ->
|
||||
CatanGoodsTradeResponseDialog(
|
||||
state = state,
|
||||
seat = localSeat,
|
||||
offer = goodsOffer,
|
||||
seats = seats,
|
||||
canAccept = CatanInteraction.tradeResponses(legal).first,
|
||||
onAccept = { onSubmit(AcceptTrade) },
|
||||
onDecline = { onSubmit(DeclineTrade) },
|
||||
onCounter = onSubmit,
|
||||
)
|
||||
|
||||
state.phase == CatanPhase.TRADE_COUNTERS && goodsOffer != null && state.turn == localSeat && legal.isNotEmpty() ->
|
||||
CatanGoodsCounterChoiceDialog(
|
||||
counters = CatanInteraction.goodsCounterChoices(state, legal),
|
||||
seats = seats,
|
||||
onTake = onSubmit,
|
||||
onNoDeal = { onSubmit(DismissCounters) },
|
||||
)
|
||||
|
||||
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 ->
|
||||
@@ -366,8 +501,47 @@ private fun CatanDialogHost(
|
||||
onCancel = onCancelVictim,
|
||||
)
|
||||
|
||||
knightMenu != null ->
|
||||
CatanKnightDialog(
|
||||
state = state,
|
||||
vertex = knightMenu,
|
||||
actions = CatanInteraction.knightActions(legal, knightMenu),
|
||||
onDo = onSubmit,
|
||||
onMove = onMoveKnight,
|
||||
onCancel = onCancelKnight,
|
||||
)
|
||||
|
||||
showImprove ->
|
||||
CatanImproveDialog(
|
||||
state = state,
|
||||
seat = localSeat,
|
||||
legal = legal,
|
||||
onBuy = onSubmit,
|
||||
onCancel = onCancelImprove,
|
||||
)
|
||||
|
||||
showProgress ->
|
||||
CatanProgressDialog(
|
||||
hand = progressHand,
|
||||
seats = seats,
|
||||
onPlay = onSubmit,
|
||||
onArm = onArmCard,
|
||||
onCancel = onCancelProgress,
|
||||
)
|
||||
|
||||
showCards -> CatanPlayCardDialog(devHand, onPlay = onSubmit, onCancel = onCancelCards)
|
||||
|
||||
showTrade && state.isCk ->
|
||||
CatanGoodsTradeDialog(
|
||||
state = state,
|
||||
seat = localSeat,
|
||||
seats = seats,
|
||||
legal = legal,
|
||||
onBank = onSubmit,
|
||||
onOffer = onSubmit,
|
||||
onCancel = onCancelTrade,
|
||||
)
|
||||
|
||||
showTrade ->
|
||||
CatanTradeDialog(
|
||||
state = state,
|
||||
@@ -380,3 +554,61 @@ private fun CatanDialogHost(
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The dialog for the chore at the front of the queue, when it is the local
|
||||
* player's. Chores that are answered by tapping the board (a city to lose, a
|
||||
* metropolis site, a knight to place) have no dialog: the prompt line tells the
|
||||
* player what to tap.
|
||||
*/
|
||||
@Composable
|
||||
private fun ChoreDialog(
|
||||
state: CatanState,
|
||||
localSeat: Int,
|
||||
legal: List<CatanMove>,
|
||||
onSubmit: (CatanMove) -> Unit,
|
||||
) {
|
||||
val ck = state.ck ?: return
|
||||
val check: (List<org.prolibertate.games.game.catan.Good>, (List<org.prolibertate.games.game.catan.Good>) -> CatanMove) -> Boolean =
|
||||
{ cards, make -> CatanRules.isLegalMove(state, localSeat, make(cards)) }
|
||||
when (val chore = ck.chores.firstOrNull()) {
|
||||
is DiscardChore -> {
|
||||
val quota = minOf(chore.count, CatanCk.goodsCount(state, localSeat))
|
||||
CatanGoodsPickDialog(
|
||||
title = "Discard $quota cards",
|
||||
intro = "Choose $quota cards to give up",
|
||||
held = CatanCk.goodsOf(state, localSeat),
|
||||
quota = quota,
|
||||
confirmLabel = "Discard",
|
||||
selectable = { true },
|
||||
allowed = { check(it, ::DiscardGoods) },
|
||||
onConfirm = { onSubmit(DiscardGoods(it)) },
|
||||
)
|
||||
}
|
||||
|
||||
is GiveChore -> {
|
||||
val pool = CatanCk.goodsOf(state, localSeat).filterKeys { !chore.commoditiesOnly || it.isCommodity }
|
||||
val quota = minOf(chore.count, pool.values.sum())
|
||||
CatanGoodsPickDialog(
|
||||
title = "Hand over $quota ${if (quota == 1) "card" else "cards"}",
|
||||
intro = if (chore.commoditiesOnly) "Choose a commodity to give" else "Choose which cards to give",
|
||||
held = pool,
|
||||
quota = quota,
|
||||
confirmLabel = "Give",
|
||||
selectable = { !chore.commoditiesOnly || it.isCommodity },
|
||||
allowed = { check(it, ::GiveGoods) },
|
||||
onConfirm = { onSubmit(GiveGoods(it)) },
|
||||
)
|
||||
}
|
||||
|
||||
is PickDeckChore -> CatanPickDeckDialog(legal) { onSubmit(it) }
|
||||
|
||||
is DropProgressChore -> CatanDropProgressDialog(ck.progressHands[localSeat]) { onSubmit(it) }
|
||||
|
||||
is AqueductChore -> CatanAqueductDialog(legal) { onSubmit(it) }
|
||||
|
||||
is SpyChore -> CatanSpyDialog(ck.progressHands[chore.target], legal) { onSubmit(it) }
|
||||
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,8 +3,10 @@ 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.Commodity
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.Terrain
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/**
|
||||
* Every visual decision for the Katan screen, in one place.
|
||||
@@ -36,6 +38,8 @@ data class CatanStyle(
|
||||
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,
|
||||
@@ -44,6 +48,19 @@ data class CatanStyle(
|
||||
val resource: Map<Resource, Color>,
|
||||
val resourceInk: Color,
|
||||
|
||||
// --- Cities & Knights ---------------------------------------------------
|
||||
/** Commodity cards: cloth, coin and paper. */
|
||||
val commodity: Map<Commodity, Color> = LightCommodities,
|
||||
/** Ink on a commodity tile (paper is pale, so it is not white). */
|
||||
val commodityInk: Map<Commodity, Color> = LightCommodityInk,
|
||||
/** The colour of each improvement track, its city gate, its deck and its metropolis. */
|
||||
val track: Map<Track, Color> = LightTracks,
|
||||
/** Wall round a city, and the barbarian strip. */
|
||||
val wall: Color = Color(0xFF5D4037),
|
||||
val barbarian: Color = Color(0xFFB71C1C),
|
||||
/** The halo round a knight that is awake. White, so it is not mistaken for the yellow tap ring. */
|
||||
val knightReady: Color = Color(0xFFFFFFFF),
|
||||
|
||||
// --- Players ------------------------------------------------------------
|
||||
/** One colour per seat, in seat order. Roads, settlements, cities, player strip. */
|
||||
val seats: List<Color>,
|
||||
@@ -64,12 +81,31 @@ data class CatanStyle(
|
||||
val citySize: Float = 0.42f,
|
||||
val tokenRadius: Float = 0.36f,
|
||||
val robberSize: Float = 0.34f,
|
||||
val portRadius: 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 = 0.26f,
|
||||
val portText: Float = 0.27f,
|
||||
val knightSize: Float = 0.30f,
|
||||
)
|
||||
|
||||
private val LightCommodities = mapOf(
|
||||
Commodity.CLOTH to Color(0xFF7E57C2),
|
||||
Commodity.COIN to Color(0xFFF9A825),
|
||||
Commodity.PAPER to Color(0xFFECEFF1),
|
||||
)
|
||||
|
||||
private val LightCommodityInk = mapOf(
|
||||
Commodity.CLOTH to Color(0xFFFFFFFF),
|
||||
Commodity.COIN to Color(0xFF3E2723),
|
||||
Commodity.PAPER to Color(0xFF263238),
|
||||
)
|
||||
|
||||
private val LightTracks = mapOf(
|
||||
Track.TRADE to Color(0xFFF2C300),
|
||||
Track.POLITICS to Color(0xFF1E6FD9),
|
||||
Track.SCIENCE to Color(0xFF2E9E4F),
|
||||
)
|
||||
|
||||
/** The light palette, which is also the reference for the dark one. */
|
||||
@@ -88,6 +124,7 @@ private val LightStyle = CatanStyle(
|
||||
tokenInk = Color(0xFF2B2B2B),
|
||||
tokenHotInk = Color(0xFFC62828),
|
||||
robber = Color(0xFF263238),
|
||||
rolled = Color(0xFFFFFFFF),
|
||||
portMarker = Color(0xFFFFF8E1),
|
||||
portInk = Color(0xFF2B2B2B),
|
||||
resource = mapOf(
|
||||
|
||||
@@ -1,12 +1,29 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import org.prolibertate.games.game.catan.AqueductChore
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
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.DiscardChore
|
||||
import org.prolibertate.games.game.catan.DropProgressChore
|
||||
import org.prolibertate.games.game.catan.EventFace
|
||||
import org.prolibertate.games.game.catan.GiveChore
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.MetropolisChore
|
||||
import org.prolibertate.games.game.catan.PickDeckChore
|
||||
import org.prolibertate.games.game.catan.PillageChore
|
||||
import org.prolibertate.games.game.catan.PlaceKnightChore
|
||||
import org.prolibertate.games.game.catan.Port
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.catan.RelocateChore
|
||||
import org.prolibertate.games.game.catan.RemoveKnightChore
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.SmithChore
|
||||
import org.prolibertate.games.game.catan.SpyChore
|
||||
import org.prolibertate.games.game.catan.Terrain
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/**
|
||||
* Who is who at the table, for wording. [names] may be empty or short — a
|
||||
@@ -103,6 +120,16 @@ object CatanText {
|
||||
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"
|
||||
@@ -130,7 +157,12 @@ object CatanText {
|
||||
seats: CatanSeats,
|
||||
setupVertexChosen: Boolean,
|
||||
building: BuildKind?,
|
||||
/** Cities & Knights: a knight has been picked to move, and its destination is awaited. */
|
||||
movingKnight: Boolean = false,
|
||||
/** Cities & Knights: a progress card is waiting for a tap on the board. */
|
||||
armed: ProgressType? = null,
|
||||
): String {
|
||||
if (state.isCk) return ckPrompt(state, seats, setupVertexChosen, building, movingKnight, armed)
|
||||
val me = seats.me
|
||||
val onClock = CatanRules.currentSeat(state)
|
||||
val mine = onClock == me
|
||||
@@ -184,15 +216,29 @@ object CatanText {
|
||||
"$turn is placing free roads…"
|
||||
}
|
||||
|
||||
CatanPhase.CHORE -> "Waiting for ${seats.label(onClock ?: state.turn)}…"
|
||||
|
||||
CatanPhase.TRADE_PENDING -> {
|
||||
val offer = state.pendingTrade
|
||||
when {
|
||||
offer == null -> "Waiting for a reply…"
|
||||
offer.to == me -> "${seats.label(offer.by)} offers you a trade."
|
||||
offer.by == me -> "Waiting for ${seats.label(offer.to)} to answer your offer…"
|
||||
else -> "${seats.label(offer.by)} has offered ${seats.label(offer.to)} a trade."
|
||||
offer.asking == me -> if (offer.to == null) {
|
||||
"${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…"
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -206,8 +252,224 @@ object CatanText {
|
||||
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"
|
||||
}
|
||||
|
||||
// --- Cities & Knights ----------------------------------------------------
|
||||
|
||||
fun good(good: Good): String = when (good) {
|
||||
Good.LUMBER -> "Lumber"
|
||||
Good.BRICK -> "Brick"
|
||||
Good.WOOL -> "Wool"
|
||||
Good.GRAIN -> "Grain"
|
||||
Good.ORE -> "Ore"
|
||||
Good.CLOTH -> "Cloth"
|
||||
Good.COIN -> "Coin"
|
||||
Good.PAPER -> "Paper"
|
||||
}
|
||||
|
||||
/** "2 Lumber + 1 Cloth" for a flat list of goods. */
|
||||
fun goods(cards: List<Good>): String =
|
||||
cards.groupingBy { it }.eachCount().entries
|
||||
.sortedBy { it.key.ordinal }
|
||||
.joinToString(" + ") { (g, n) -> "$n ${good(g)}" }
|
||||
.ifEmpty { "nothing" }
|
||||
|
||||
fun track(track: Track): String = when (track) {
|
||||
Track.TRADE -> "Trade"
|
||||
Track.POLITICS -> "Politics"
|
||||
Track.SCIENCE -> "Science"
|
||||
}
|
||||
|
||||
/** What the third level of a track gives, for the improvement dialog. */
|
||||
fun trackPower(track: Track): String = when (track) {
|
||||
Track.TRADE -> "From level 3, trade commodities with the bank two for one."
|
||||
Track.POLITICS -> "From level 3, knights can be promoted to mighty."
|
||||
Track.SCIENCE -> "From level 3, when the dice pay you nothing, take any resource."
|
||||
}
|
||||
|
||||
fun knightName(level: Int): String = when (level) {
|
||||
1 -> "Basic knight"
|
||||
2 -> "Strong knight"
|
||||
else -> "Mighty knight"
|
||||
}
|
||||
|
||||
fun event(face: EventFace?): String = when (face) {
|
||||
null -> "–"
|
||||
EventFace.SHIP -> "Ship"
|
||||
EventFace.TRADE -> "Trade"
|
||||
EventFace.POLITICS -> "Politics"
|
||||
EventFace.SCIENCE -> "Science"
|
||||
}
|
||||
|
||||
fun progress(kind: ProgressType): String = CatanCk.progressName(kind)
|
||||
|
||||
fun progressHelp(kind: ProgressType): String = when (kind) {
|
||||
ProgressType.ALCHEMIST -> "Before rolling, choose what the two number dice show."
|
||||
ProgressType.CRANE -> "Your next city improvement costs one commodity less."
|
||||
ProgressType.ENGINEER -> "Raise a wall round one of your cities for free."
|
||||
ProgressType.INVENTOR -> "Swap two number tokens (not 2, 6, 8 or 12)."
|
||||
ProgressType.IRRIGATION -> "Take 2 grain for each fields hex beside your settlements and cities."
|
||||
ProgressType.MEDICINE -> "Upgrade a settlement to a city for 2 ore and 1 grain."
|
||||
ProgressType.MINING -> "Take 2 ore for each mountains hex beside your settlements and cities."
|
||||
ProgressType.PRINTER -> "One victory point."
|
||||
ProgressType.ROAD_BUILDING -> "Build two roads for free."
|
||||
ProgressType.SMITH -> "Promote up to two of your knights one level for free."
|
||||
ProgressType.BISHOP -> "Move the robber and take a card from every player beside its new hex."
|
||||
ProgressType.CONSTITUTION -> "One victory point."
|
||||
ProgressType.DESERTER -> "Another player removes a knight; you place a free one of the same strength."
|
||||
ProgressType.DIPLOMAT -> "Remove an open road. If it was yours, build it again anywhere for free."
|
||||
ProgressType.INTRIGUE -> "Drive an opponent's knight off a crossing beside one of your roads."
|
||||
ProgressType.SABOTEUR -> "Every player with as many points as you or more discards half their cards."
|
||||
ProgressType.SPY -> "Look at another player's progress cards and take one."
|
||||
ProgressType.WARLORD -> "Wake all your knights without paying grain."
|
||||
ProgressType.WEDDING -> "Every player with more points gives you 2 cards."
|
||||
ProgressType.COMMERCIAL_HARBOR -> "Offer a resource to each player; each swaps it for a commodity."
|
||||
ProgressType.MASTER_MERCHANT -> "Take 2 cards from a player with more points."
|
||||
ProgressType.MERCHANT -> "Put the merchant beside your settlement: trade that resource 2:1 and score a point."
|
||||
ProgressType.MERCHANT_FLEET -> "This turn, trade one chosen card type with the bank two for one."
|
||||
ProgressType.RESOURCE_MONOPOLY -> "Name a resource. Every other player gives you 2 of it."
|
||||
ProgressType.TRADE_MONOPOLY -> "Name a commodity. Every other player gives you 1 of it."
|
||||
}
|
||||
|
||||
const val IMPROVE = "Improve"
|
||||
const val KNIGHTS = "Knights"
|
||||
const val CARDS_BUTTON = "Progress"
|
||||
const val WALL = "Wall"
|
||||
const val KNIGHT = "Knight"
|
||||
const val STOP_SMITH = "Done promoting"
|
||||
|
||||
val KNIGHT_COST: String get() = cost(CatanCk.KNIGHT_COST)
|
||||
val ACTIVATE_COST: String get() = cost(CatanCk.ACTIVATE_COST)
|
||||
val WALL_COST: String get() = cost(CatanCk.WALL_COST)
|
||||
|
||||
private fun ckPrompt(
|
||||
state: CatanState,
|
||||
seats: CatanSeats,
|
||||
setupVertexChosen: Boolean,
|
||||
building: BuildKind?,
|
||||
movingKnight: Boolean,
|
||||
armed: ProgressType?,
|
||||
): String {
|
||||
val me = seats.me
|
||||
val onClock = CatanRules.currentSeat(state)
|
||||
val mine = onClock == me
|
||||
val turn = seats.label(state.turn)
|
||||
val ck = state.ck!!
|
||||
|
||||
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 -> "${seats.label(onClock ?: state.turn)} is placing a settlement and a road…"
|
||||
setupVertexChosen -> "Now tap the road to place beside that settlement."
|
||||
state.phase == CatanPhase.SETUP_SECOND ->
|
||||
"Place your second piece: it is a city, and earns resources from the hexes around it."
|
||||
|
||||
else -> "Place a settlement, then a road."
|
||||
}
|
||||
|
||||
CatanPhase.AWAIT_ROLL -> when {
|
||||
!mine -> "$turn is rolling…"
|
||||
armed != null -> armedPrompt(armed)
|
||||
movingKnight -> "Tap where the knight should go."
|
||||
else -> "Your turn. Roll the dice, or wake knights and play progress cards first."
|
||||
}
|
||||
|
||||
CatanPhase.ROBBER -> when {
|
||||
!mine -> "$turn is moving the robber…"
|
||||
ck.bishop -> "The bishop: tap a hex. Everyone beside it pays you a card."
|
||||
else -> "Move the robber. Tap a hex."
|
||||
}
|
||||
|
||||
CatanPhase.PLAYING -> when {
|
||||
!mine -> "$turn is playing…"
|
||||
armed != null -> armedPrompt(armed)
|
||||
movingKnight -> "Tap where the knight should go."
|
||||
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."
|
||||
building == BuildKind.WALL -> "Tap one of your cities to raise a wall."
|
||||
building == BuildKind.KNIGHT -> "Tap an empty crossing at the end of your road to hire a knight."
|
||||
else -> "Your turn. Build, improve, trade, or end the turn. Tap a knight to use it."
|
||||
}
|
||||
|
||||
CatanPhase.FREE_ROADS ->
|
||||
if (mine) {
|
||||
"Place ${state.pendingFreeRoads} free " +
|
||||
if (state.pendingFreeRoads == 1) "road." else "roads."
|
||||
} else {
|
||||
"$turn is placing free roads…"
|
||||
}
|
||||
|
||||
CatanPhase.TRADE_PENDING -> {
|
||||
val offer = ck.goodsOffer
|
||||
val asking = offer?.asking?.takeIf { it >= 0 }
|
||||
when {
|
||||
offer == null || asking == null -> "Waiting for a reply…"
|
||||
asking == me -> "${seats.label(offer.by)} offers you a trade."
|
||||
offer.by == me -> "Waiting for ${seats.label(asking)} to answer your offer…"
|
||||
else -> "${seats.label(offer.by)} has offered ${seats.label(asking)} a trade."
|
||||
}
|
||||
}
|
||||
|
||||
CatanPhase.TRADE_COUNTERS ->
|
||||
if (mine) {
|
||||
"Nobody accepted, but there are counter-offers. Take one or turn them down."
|
||||
} else {
|
||||
"$turn is weighing counter-offers…"
|
||||
}
|
||||
|
||||
CatanPhase.DISCARDING -> "Discarding…"
|
||||
|
||||
CatanPhase.CHORE -> {
|
||||
val chore = ck.chores.firstOrNull()
|
||||
val who = seats.label(chore?.seat ?: state.turn)
|
||||
if (chore == null || chore.seat != me) {
|
||||
when (chore) {
|
||||
is PillageChore -> "The barbarians have landed. $who must give up a city."
|
||||
is DiscardChore -> "$who must discard ${chore.count} cards."
|
||||
else -> "Waiting for $who…"
|
||||
}
|
||||
} else {
|
||||
when (chore) {
|
||||
is DiscardChore -> "Discard ${chore.count} cards."
|
||||
is GiveChore -> "Give ${chore.count} card${if (chore.count == 1) "" else "s"} to ${seats.lower(chore.to)}."
|
||||
is PillageChore -> "The barbarians won. Tap a city of yours to give up."
|
||||
is PickDeckChore -> "Choose a progress deck to draw from."
|
||||
is DropProgressChore -> "You hold too many progress cards. Give one back."
|
||||
is MetropolisChore -> "Tap the city that will bear the ${track(chore.track).lowercase()} metropolis."
|
||||
is AqueductChore -> "Your aqueduct pays. Take any resource."
|
||||
is RelocateChore -> "Your knight was driven off. Tap where it goes."
|
||||
is RemoveKnightChore -> "Tap one of your knights to remove."
|
||||
is PlaceKnightChore -> "Tap where your free ${knightName(chore.level).lowercase()} stands."
|
||||
is SpyChore -> "Choose a progress card to take."
|
||||
is SmithChore -> "Tap a knight to promote (${chore.left} left), or stop."
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun armedPrompt(kind: ProgressType): String = when (kind) {
|
||||
ProgressType.ENGINEER -> "Engineer: tap a city to wall."
|
||||
ProgressType.MEDICINE -> "Medicine: tap a settlement to upgrade."
|
||||
ProgressType.MERCHANT -> "Merchant: tap a hex beside one of your buildings."
|
||||
ProgressType.DIPLOMAT -> "Diplomat: tap an open road to remove."
|
||||
ProgressType.INTRIGUE -> "Intrigue: tap an enemy knight beside your road."
|
||||
ProgressType.INVENTOR -> "Inventor: tap two hexes to swap their tokens."
|
||||
else -> "Tap the board."
|
||||
}
|
||||
|
||||
/** "6 steps away", "1 step away" for the barbarian ship. */
|
||||
fun barbarianSteps(steps: Int): String = "$steps ${if (steps == 1) "step" else "steps"} away"
|
||||
}
|
||||
|
||||
@@ -142,4 +142,50 @@ class CatanAiTest {
|
||||
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)))
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,182 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.junit.Assert.assertEquals
|
||||
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
|
||||
|
||||
/**
|
||||
* Engines playing Cities & Knights against each other. These are the
|
||||
* playtests: every move is checked for legality, the state is round-tripped
|
||||
* through its wire format as it goes, nothing may leave a seat without a move,
|
||||
* and the game has to reach a result.
|
||||
*/
|
||||
class CatanCkSelfPlayTest {
|
||||
|
||||
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,
|
||||
)
|
||||
|
||||
/** What one game looked like, for the summary printed at the end. */
|
||||
private data class Report(
|
||||
val seed: Long,
|
||||
val moves: Int,
|
||||
val turns: Int,
|
||||
val attacks: Int,
|
||||
val progressPlayed: Int,
|
||||
val metropolises: Int,
|
||||
val winner: Int?,
|
||||
val points: List<Int>,
|
||||
)
|
||||
|
||||
private fun playOut(options: CatanOptions, seed: Long, cap: Int = 30_000): Pair<CatanState, Report> {
|
||||
val ai = CatanAi()
|
||||
var state = CatanRules.initialState(config(options, seed))
|
||||
var moves = 0
|
||||
var attacks = 0
|
||||
var progress = 0
|
||||
while (!CatanRules.isFinished(state)) {
|
||||
assertTrue("seed $seed ran past $cap moves; log tail: ${state.log.takeLast(8)}", moves++ < cap)
|
||||
val seat = CatanRules.currentSeat(state)
|
||||
?: error("seed $seed: nobody on the clock in ${state.phase}; log tail: ${state.log.takeLast(8)}")
|
||||
val legal = CatanRules.legalMoves(state, seat)
|
||||
assertTrue("seed $seed: seat $seat has no legal move in ${state.phase}", legal.isNotEmpty())
|
||||
val move = ai.chooseMove(state, seat, legal)
|
||||
assertTrue(
|
||||
"seed $seed: seat $seat chose the illegal move $move in ${state.phase}; " +
|
||||
"log tail: ${state.log.takeLast(5)}",
|
||||
CatanRules.isLegalMove(state, seat, move),
|
||||
)
|
||||
val before = state.ck!!.attacked
|
||||
val wasAttacks = state.log.count { it.contains("The barbarians land") }
|
||||
state = CatanRules.applyMove(state, seat, move)
|
||||
attacks += state.log.count { it.contains("The barbarians land") } - wasAttacks
|
||||
if (move is PlayProgress) progress++
|
||||
if (!before && state.ck!!.attacked) Unit
|
||||
|
||||
if (moves % 97 == 0) {
|
||||
val back = CatanRules.decodeState(CatanRules.encodeState(state))
|
||||
assertEquals("seed $seed: the state did not survive its wire format", state, back)
|
||||
// A seat's view never carries another seat's progress cards or the decks.
|
||||
for (viewer in 0 until options.playerCount) {
|
||||
val view = CatanRules.viewFor(state, viewer)
|
||||
assertTrue(view.ck!!.decks.values.all { it.isEmpty() })
|
||||
for (other in 0 until options.playerCount) {
|
||||
if (other != viewer) {
|
||||
val spied = (state.ck!!.chores.firstOrNull() as? SpyChore)
|
||||
val allowed = spied != null && spied.seat == viewer && spied.target == other
|
||||
if (!allowed) assertTrue(view.ck!!.progressHands[other].isEmpty())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
checkInvariants(state, seed)
|
||||
}
|
||||
val ck = state.ck!!
|
||||
return state to Report(
|
||||
seed = seed,
|
||||
moves = moves,
|
||||
turns = state.turnNumber,
|
||||
attacks = attacks,
|
||||
progressPlayed = progress,
|
||||
metropolises = ck.metropolises.size,
|
||||
winner = state.winner,
|
||||
points = CatanRules.publicVictoryPoints(state),
|
||||
)
|
||||
}
|
||||
|
||||
/** Things that must hold in every state of every game. */
|
||||
private fun checkInvariants(state: CatanState, seed: Long) {
|
||||
val ck = state.ck!!
|
||||
val tag = "seed $seed turn ${state.turnNumber}"
|
||||
// Cards are conserved: no good is held in more copies than the bank started with.
|
||||
for (good in Good.entries) {
|
||||
val held = (0 until state.playerCount).sumOf { CatanCk.goodsOf(state, it)[good] ?: 0 }
|
||||
val cap = if (good.isCommodity) BANK_PER_COMMODITY else BANK_PER_RESOURCE
|
||||
assertTrue("$tag: $held ${good} cards exist, the bank only had $cap", held in 0..cap)
|
||||
}
|
||||
for (seat in 0 until state.playerCount) {
|
||||
assertTrue(
|
||||
"$tag: seat $seat holds negative cards",
|
||||
CatanCk.goodsOf(state, seat).values.all { it >= 0 },
|
||||
)
|
||||
for (level in 1..3) {
|
||||
assertTrue(
|
||||
"$tag: seat $seat has more than two level-$level knights",
|
||||
ck.knights.count { it.owner == seat && it.level == level } <= KNIGHTS_PER_LEVEL,
|
||||
)
|
||||
}
|
||||
assertTrue("$tag: too many progress cards in seat $seat's hand", ck.progressHands[seat].size <= PROGRESS_HAND_MAX + 1)
|
||||
assertTrue("$tag: seat $seat has more than three walls", CatanCk.wallsOf(state, seat) <= MAX_WALLS)
|
||||
assertTrue(
|
||||
"$tag: seat $seat has more than five settlements",
|
||||
state.buildings.count { it == CatanBuilding(BuildingType.SETTLEMENT, seat) } <= MAX_SETTLEMENTS,
|
||||
)
|
||||
assertTrue(
|
||||
"$tag: seat $seat has more than four cities",
|
||||
state.buildings.count { it == CatanBuilding(BuildingType.CITY, seat) } <= MAX_CITIES,
|
||||
)
|
||||
}
|
||||
// A knight stands on a crossing nothing else stands on, and no two share one.
|
||||
assertEquals("$tag: two knights share a crossing", ck.knights.size, ck.knights.map { it.vertex }.toSet().size)
|
||||
for (k in ck.knights) {
|
||||
assertTrue("$tag: a knight stands on a building at ${k.vertex}", state.buildings[k.vertex] == null)
|
||||
}
|
||||
// Metropolises stand on cities of their owners.
|
||||
for ((_, m) in ck.metropolises) {
|
||||
assertEquals(
|
||||
"$tag: a metropolis is not on its owner's city",
|
||||
CatanBuilding(BuildingType.CITY, m.seat),
|
||||
state.buildings[m.vertex],
|
||||
)
|
||||
}
|
||||
// Every progress card exists exactly once, in a deck or a hand, or was played face up.
|
||||
val cards = ck.decks.values.sumOf { it.size } + ck.progressHands.sumOf { it.size } + ck.progressVp.sum()
|
||||
assertEquals("$tag: progress cards were lost or duplicated", 54, cards)
|
||||
assertTrue("$tag: barbarians out of range", ck.barbarians in 1..BARBARIAN_STEPS)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `three engines play Cities and Knights to a finish`() {
|
||||
val reports = (1L..12L).map { seed ->
|
||||
val (state, report) = playOut(
|
||||
CatanOptions(playerCount = 3, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
|
||||
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!!) >= 13,
|
||||
)
|
||||
report
|
||||
}
|
||||
reports.forEach { println("CK3 $it") }
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `four engines play Cities and Knights to a finish`() {
|
||||
val reports = (101L..108L).map { seed ->
|
||||
val (state, report) = playOut(
|
||||
CatanOptions(playerCount = 4, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
|
||||
seed,
|
||||
)
|
||||
assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase)
|
||||
report
|
||||
}
|
||||
reports.forEach { println("CK4 $it") }
|
||||
}
|
||||
}
|
||||
@@ -340,6 +340,89 @@ class CatanRulesTest {
|
||||
)
|
||||
}
|
||||
|
||||
/** Seat 0 owns a settlement at vertex 0 and a two-road chain v0 - w - x; `beyond` continues past x. */
|
||||
private data class Chain(val state: CatanState, val x: Int, val beyond: Int, val spur: Int?)
|
||||
|
||||
private fun chain(): Chain {
|
||||
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 beyond = CatanBoard.VERTEX_EDGES[x].first { it != e2 }
|
||||
val spur = CatanBoard.VERTEX_EDGES[w].firstOrNull { it != e1 && it != e2 }
|
||||
val state = craft()
|
||||
.copy(resources = hands(hand(Resource.LUMBER to 5, Resource.BRICK to 5)))
|
||||
.withBuilding(0, BuildingType.SETTLEMENT, 0)
|
||||
.withRoad(e1, 0)
|
||||
.withRoad(e2, 0)
|
||||
return Chain(state, x, beyond, spur)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a road cannot be built past an opponent's settlement`() {
|
||||
val (open, x, beyond, spur) = chain()
|
||||
assertTrue("open crossing: the road continues", BuildRoad(beyond) in CatanRules.legalMoves(open, 0))
|
||||
|
||||
val blocked = open.withBuilding(x, BuildingType.SETTLEMENT, 1)
|
||||
assertFalse(
|
||||
"an opponent's settlement on the crossing breaks the network",
|
||||
BuildRoad(beyond) in CatanRules.legalMoves(blocked, 0),
|
||||
)
|
||||
// The same through a city, and while laying free roads from Road Building.
|
||||
val city = open.withBuilding(x, BuildingType.CITY, 1)
|
||||
assertFalse(BuildRoad(beyond) in CatanRules.legalMoves(city, 0))
|
||||
val free = blocked.copy(phase = CatanPhase.FREE_ROADS, pendingFreeRoads = 2)
|
||||
assertFalse(BuildRoad(beyond) in CatanRules.legalMoves(free, 0))
|
||||
// The rest of the network is untouched: the spur at the other crossing still works.
|
||||
if (spur != null) assertTrue(BuildRoad(spur) in CatanRules.legalMoves(blocked, 0))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `your own settlement on the crossing does not block your road`() {
|
||||
val (open, x, beyond, _) = chain()
|
||||
val own = open.withBuilding(x, BuildingType.SETTLEMENT, 0)
|
||||
assertTrue(BuildRoad(beyond) in CatanRules.legalMoves(own, 0))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a player runs out of pieces`() {
|
||||
val rich = hands(
|
||||
hand(
|
||||
Resource.LUMBER to 9, Resource.BRICK to 9, Resource.WOOL to 9,
|
||||
Resource.GRAIN to 9, Resource.ORE to 9,
|
||||
),
|
||||
)
|
||||
|
||||
// Roads: fifteen, and no sixteenth - in the main phase or from Road Building.
|
||||
var roads = craft().copy(resources = rich).withBuilding(0, BuildingType.SETTLEMENT, 0)
|
||||
repeat(14) {
|
||||
roads = roads.withRoad(CatanRules.legalMoves(roads, 0).filterIsInstance<BuildRoad>().first().edge, 0)
|
||||
}
|
||||
assertTrue("fourteen laid: one more is allowed", CatanRules.legalMoves(roads, 0).any { it is BuildRoad })
|
||||
roads = roads.withRoad(CatanRules.legalMoves(roads, 0).filterIsInstance<BuildRoad>().first().edge, 0)
|
||||
assertEquals(15, roads.roads.count { it == 0 })
|
||||
assertTrue("fifteen laid: none left", CatanRules.legalMoves(roads, 0).none { it is BuildRoad })
|
||||
val free = roads.copy(phase = CatanPhase.FREE_ROADS, pendingFreeRoads = 2)
|
||||
assertEquals(listOf<CatanMove>(EndFreeRoads), CatanRules.legalMoves(free, 0))
|
||||
|
||||
// Settlements: five.
|
||||
val homes = scattered(7)
|
||||
var settled = craft().copy(resources = rich)
|
||||
for (i in 0 until 4) settled = settled.withBuilding(homes[i], BuildingType.SETTLEMENT, 0)
|
||||
settled = settled.withRoad(CatanBoard.VERTEX_EDGES[homes[5]][0], 0)
|
||||
assertTrue("four standing: a fifth is allowed", BuildSettlement(homes[5]) in CatanRules.legalMoves(settled, 0))
|
||||
settled = settled.withBuilding(homes[4], BuildingType.SETTLEMENT, 0)
|
||||
assertFalse("five standing: no sixth", BuildSettlement(homes[5]) in CatanRules.legalMoves(settled, 0))
|
||||
|
||||
// Cities: four. A raised settlement returns to the supply, so five settlements stays possible.
|
||||
var raised = craft().copy(resources = rich)
|
||||
for (i in 0 until 3) raised = raised.withBuilding(homes[i], BuildingType.CITY, 0)
|
||||
raised = raised.withBuilding(homes[3], BuildingType.SETTLEMENT, 0)
|
||||
assertTrue("three cities: a fourth is allowed", BuildCity(homes[3]) in CatanRules.legalMoves(raised, 0))
|
||||
raised = raised.withBuilding(homes[3], BuildingType.CITY, 0).withBuilding(homes[4], BuildingType.SETTLEMENT, 0)
|
||||
assertFalse("four cities: no fifth", BuildCity(homes[4]) in CatanRules.legalMoves(raised, 0))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a settlement needs an open vertex on the network, a city one of yours`() {
|
||||
val base = craft()
|
||||
@@ -437,6 +520,113 @@ class CatanRulesTest {
|
||||
assertEquals(listOf<CatanMove>(DeclineTrade), CatanRules.legalMoves(offered, 1))
|
||||
}
|
||||
|
||||
private val twoLumberForBrick =
|
||||
OfferTrade(to = null, give = listOf(Resource.LUMBER, Resource.LUMBER), get = listOf(Resource.BRICK))
|
||||
|
||||
private fun openTable() = craft().copy(
|
||||
resources = hands(
|
||||
hand(Resource.LUMBER to 3),
|
||||
hand(Resource.BRICK to 2),
|
||||
hand(Resource.BRICK to 1, Resource.WOOL to 1),
|
||||
),
|
||||
)
|
||||
|
||||
@Test
|
||||
fun `an open offer asks each other seat in turn until one accepts`() {
|
||||
val state = openTable()
|
||||
assertTrue(CatanRules.isLegalMove(state, 0, twoLumberForBrick))
|
||||
val asked1 = CatanRules.applyMove(state, 0, twoLumberForBrick)
|
||||
assertEquals(CatanPhase.TRADE_PENDING, asked1.phase)
|
||||
assertEquals(1, CatanRules.currentSeat(asked1))
|
||||
|
||||
val asked2 = CatanRules.applyMove(asked1, 1, DeclineTrade)
|
||||
assertEquals("a decline passes the offer on", 2, CatanRules.currentSeat(asked2))
|
||||
assertEquals(CatanPhase.TRADE_PENDING, asked2.phase)
|
||||
|
||||
val done = CatanRules.applyMove(asked2, 2, AcceptTrade)
|
||||
assertEquals(CatanPhase.PLAYING, done.phase)
|
||||
assertNull(done.pendingTrade)
|
||||
assertEquals(hand(Resource.LUMBER to 1, Resource.BRICK to 1), done.resources[0])
|
||||
assertEquals(hand(Resource.LUMBER to 2, Resource.WOOL to 1), done.resources[2])
|
||||
assertEquals("seat 1 never took part", state.resources[1], done.resources[1])
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `an open offer nobody wants lapses back to the offerer`() {
|
||||
var table = CatanRules.applyMove(openTable(), 0, twoLumberForBrick)
|
||||
table = CatanRules.applyMove(table, 1, DeclineTrade)
|
||||
table = CatanRules.applyMove(table, 2, DeclineTrade)
|
||||
assertEquals(CatanPhase.PLAYING, table.phase)
|
||||
assertNull(table.pendingTrade)
|
||||
assertEquals(0, CatanRules.currentSeat(table))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `seats with no cards are not asked`() {
|
||||
val state = openTable().copy(resources = hands(hand(Resource.LUMBER to 3), hand(), hand(Resource.BRICK to 1)))
|
||||
val table = CatanRules.applyMove(state, 0, twoLumberForBrick)
|
||||
assertEquals(2, CatanRules.currentSeat(table))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a counter is kept and the offerer chooses once everyone has answered`() {
|
||||
var table = CatanRules.applyMove(openTable(), 0, twoLumberForBrick)
|
||||
// Seat 1 will not give a brick for two lumber but would for three.
|
||||
val counter = CounterTrade(give = listOf(Resource.BRICK), get = listOf(Resource.LUMBER, Resource.LUMBER, Resource.LUMBER))
|
||||
assertTrue(CatanRules.isLegalMove(table, 1, counter))
|
||||
table = CatanRules.applyMove(table, 1, counter)
|
||||
assertEquals(2, CatanRules.currentSeat(table))
|
||||
table = CatanRules.applyMove(table, 2, DeclineTrade)
|
||||
|
||||
assertEquals(CatanPhase.TRADE_COUNTERS, table.phase)
|
||||
assertEquals("the offerer chooses", 0, CatanRules.currentSeat(table))
|
||||
assertEquals(
|
||||
listOf<CatanMove>(AcceptCounter(1), DismissCounters),
|
||||
CatanRules.legalMoves(table, 0),
|
||||
)
|
||||
|
||||
val taken = CatanRules.applyMove(table, 0, AcceptCounter(1))
|
||||
assertEquals(CatanPhase.PLAYING, taken.phase)
|
||||
assertNull(taken.pendingTrade)
|
||||
assertEquals(hand(Resource.BRICK to 1), taken.resources[0])
|
||||
assertEquals(hand(Resource.LUMBER to 3, Resource.BRICK to 1), taken.resources[1])
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `counters can all be turned down`() {
|
||||
var table = CatanRules.applyMove(openTable(), 0, twoLumberForBrick)
|
||||
table = CatanRules.applyMove(
|
||||
table, 1,
|
||||
CounterTrade(listOf(Resource.BRICK), listOf(Resource.LUMBER, Resource.LUMBER, Resource.LUMBER)),
|
||||
)
|
||||
table = CatanRules.applyMove(table, 2, DeclineTrade)
|
||||
val after = CatanRules.applyMove(table, 0, DismissCounters)
|
||||
assertEquals(CatanPhase.PLAYING, after.phase)
|
||||
assertNull(after.pendingTrade)
|
||||
assertEquals(openTable().resources, after.resources)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a counter must differ from the offer and be affordable`() {
|
||||
val table = CatanRules.applyMove(openTable(), 0, twoLumberForBrick)
|
||||
assertFalse(
|
||||
"the offer as made is an accept, not a counter",
|
||||
CatanRules.isLegalMove(table, 1, CounterTrade(listOf(Resource.BRICK), listOf(Resource.LUMBER, Resource.LUMBER))),
|
||||
)
|
||||
assertFalse(
|
||||
"cannot promise cards not held",
|
||||
CatanRules.isLegalMove(table, 1, CounterTrade(listOf(Resource.ORE), listOf(Resource.LUMBER))),
|
||||
)
|
||||
assertFalse(
|
||||
"cannot ask for cards the offerer lacks",
|
||||
CatanRules.isLegalMove(table, 1, CounterTrade(listOf(Resource.BRICK), listOf(Resource.ORE))),
|
||||
)
|
||||
assertFalse(
|
||||
"only the seat being asked may counter",
|
||||
CatanRules.isLegalMove(table, 2, CounterTrade(listOf(Resource.WOOL), listOf(Resource.LUMBER))),
|
||||
)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the bank trades four for one and harbours do better`() {
|
||||
val base = craft()
|
||||
@@ -829,6 +1019,10 @@ class CatanRulesTest {
|
||||
OfferTrade(1, listOf(Resource.LUMBER, Resource.LUMBER), listOf(Resource.ORE)),
|
||||
AcceptTrade,
|
||||
DeclineTrade,
|
||||
OfferTrade(null, listOf(Resource.LUMBER), listOf(Resource.ORE)),
|
||||
CounterTrade(listOf(Resource.WOOL), listOf(Resource.GRAIN, Resource.GRAIN)),
|
||||
AcceptCounter(2),
|
||||
DismissCounters,
|
||||
MaritimeTrade(Resource.WOOL, Resource.GRAIN),
|
||||
EndTurn,
|
||||
EndFreeRoads,
|
||||
|
||||
@@ -0,0 +1,291 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
import org.prolibertate.games.game.GameCatalog
|
||||
import org.prolibertate.games.game.catan.AcceptCounter
|
||||
import org.prolibertate.games.game.catan.AcceptTrade
|
||||
import org.prolibertate.games.game.catan.CounterGoods
|
||||
import org.prolibertate.games.game.catan.DismissCounters
|
||||
import org.prolibertate.games.game.catan.ActivateKnight
|
||||
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.BuildWall
|
||||
import org.prolibertate.games.game.catan.BuyImprovement
|
||||
import org.prolibertate.games.game.catan.CatanAi
|
||||
import org.prolibertate.games.game.catan.CatanBoard
|
||||
import org.prolibertate.games.game.catan.CatanMove
|
||||
import org.prolibertate.games.game.catan.CatanOptions
|
||||
import org.prolibertate.games.game.catan.CatanPhase
|
||||
import org.prolibertate.games.game.catan.CatanRuleSet
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.ChaseRobber
|
||||
import org.prolibertate.games.game.catan.DeclineTrade
|
||||
import org.prolibertate.games.game.catan.DiscardGoods
|
||||
import org.prolibertate.games.game.catan.DropProgress
|
||||
import org.prolibertate.games.game.catan.EndFreeRoads
|
||||
import org.prolibertate.games.game.catan.EndSmith
|
||||
import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.GiveGoods
|
||||
import org.prolibertate.games.game.catan.GoodsBankTrade
|
||||
import org.prolibertate.games.game.catan.HireKnight
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.OfferGoods
|
||||
import org.prolibertate.games.game.catan.PickDeck
|
||||
import org.prolibertate.games.game.catan.PillageCity
|
||||
import org.prolibertate.games.game.catan.PlaceKnight
|
||||
import org.prolibertate.games.game.catan.PlaceMetropolis
|
||||
import org.prolibertate.games.game.catan.PlayProgress
|
||||
import org.prolibertate.games.game.catan.PromoteKnight
|
||||
import org.prolibertate.games.game.catan.RelocateKnight
|
||||
import org.prolibertate.games.game.catan.RemoveKnight
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
import org.prolibertate.games.game.catan.SetupPlace
|
||||
import org.prolibertate.games.game.catan.SpyTake
|
||||
import org.prolibertate.games.game.catan.TakeAqueduct
|
||||
import org.prolibertate.games.game.engine.PlayerKind
|
||||
import org.prolibertate.games.game.engine.PlayerSlot
|
||||
import org.prolibertate.games.game.engine.TableConfig
|
||||
|
||||
/**
|
||||
* Cities & Knights has no device in this test suite, so the screen's logic is
|
||||
* checked another way: engines play whole games, and at every position the
|
||||
* player on the clock is treated as the local one. For every move the engine says
|
||||
* is legal, [CatanInteraction] (and the dialogs' own filters) must offer a way to
|
||||
* make it — a tap, a button or a dialog choice. A legal move that no control can
|
||||
* produce would be a stuck game on a real phone.
|
||||
*/
|
||||
class CatanCkInteractionTest {
|
||||
|
||||
private val json = Json { encodeDefaults = true }
|
||||
|
||||
private fun config(players: Int, seed: Long) = TableConfig(
|
||||
gameId = GameCatalog.CATAN,
|
||||
seats = (0 until players).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
|
||||
optionsJson = json.encodeToString(
|
||||
CatanOptions(players, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
|
||||
),
|
||||
seed = seed,
|
||||
)
|
||||
|
||||
/** How a move reaches the engine from the screen, or null if nothing can produce it. */
|
||||
private fun reachable(state: CatanState, legal: List<CatanMove>, move: CatanMove): String? {
|
||||
fun tapVertex(vertex: Int, building: BuildKind? = null, moving: Int? = null, armed: ArmedCard? = null): TapOutcome =
|
||||
CatanInteraction.onVertexTap(vertex, legal, building, null, moving, armed)
|
||||
|
||||
return when (move) {
|
||||
is SetupPlace -> {
|
||||
val vertex = CatanInteraction.targets(state, legal, null, null).vertices
|
||||
val edges = CatanInteraction.targets(state, legal, null, move.vertex).edges
|
||||
"setup".takeIf {
|
||||
move.vertex in vertex && move.edge in edges &&
|
||||
CatanInteraction.onVertexTap(move.vertex, legal, null, null) is TapOutcome.PickSetupVertex &&
|
||||
CatanInteraction.onEdgeTap(move.edge, legal, null, move.vertex) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
is BuildRoad -> {
|
||||
val targets = CatanInteraction.targets(state, legal, BuildKind.ROAD, null)
|
||||
"road".takeIf {
|
||||
move.edge in targets.edges &&
|
||||
CatanInteraction.onEdgeTap(move.edge, legal, BuildKind.ROAD, null) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
is BuildSettlement -> viaBuild(state, legal, BuildKind.SETTLEMENT, move.vertex, move)
|
||||
is BuildCity -> viaBuild(state, legal, BuildKind.CITY, move.vertex, move)
|
||||
is BuildWall -> viaBuild(state, legal, BuildKind.WALL, move.vertex, move)
|
||||
is HireKnight -> viaBuild(state, legal, BuildKind.KNIGHT, move.vertex, move)
|
||||
|
||||
is MoveRobber -> {
|
||||
val hex = CatanBoard.hexIndex.getValue(move.hex)
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
val tap = CatanInteraction.onHexTap(hex, legal)
|
||||
"robber".takeIf {
|
||||
hex in targets.hexes &&
|
||||
(tap == TapOutcome.Submit(move) || (tap is TapOutcome.PickRobberVictim && move.victim in tap.victims))
|
||||
}
|
||||
}
|
||||
|
||||
is MoveKnight -> {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null, movingKnight = move.from)
|
||||
"moveKnight".takeIf {
|
||||
move.to in targets.vertices && tapVertex(move.to, moving = move.from) == TapOutcome.Submit(move) &&
|
||||
move.from in CatanInteraction.targets(state, legal, null, null).knights &&
|
||||
CatanInteraction.knightActions(legal, move.from).any { it is MoveKnight }
|
||||
}
|
||||
}
|
||||
|
||||
is ActivateKnight, is ChaseRobber, is PromoteKnight -> {
|
||||
val vertex = when (move) {
|
||||
is ActivateKnight -> move.vertex
|
||||
is ChaseRobber -> move.vertex
|
||||
else -> (move as PromoteKnight).vertex
|
||||
}
|
||||
val smith = legal.any { it is EndSmith }
|
||||
if (move is PromoteKnight && smith) {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
"smith".takeIf {
|
||||
vertex in targets.vertices && tapVertex(vertex) == TapOutcome.Submit(move)
|
||||
}
|
||||
} else {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
"knightMenu".takeIf {
|
||||
vertex in targets.knights && tapVertex(vertex) == TapOutcome.PickKnight(vertex) &&
|
||||
move in CatanInteraction.knightActions(legal, vertex)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is PillageCity -> viaChore(state, legal, move.vertex, move)
|
||||
is PlaceMetropolis -> viaChore(state, legal, move.vertex, move)
|
||||
is RelocateKnight -> viaChore(state, legal, move.to, move)
|
||||
is RemoveKnight -> viaChore(state, legal, move.vertex, move)
|
||||
is PlaceKnight -> viaChore(state, legal, move.vertex, move)
|
||||
|
||||
is PlayProgress -> viaCard(state, legal, move)
|
||||
|
||||
is BuyImprovement -> "improve".takeIf { move.track in CatanInteraction.improvable(legal) }
|
||||
|
||||
is GoodsBankTrade ->
|
||||
"bankTrade".takeIf { move.get in CatanInteraction.goodsBankTrades(legal)[move.give].orEmpty() }
|
||||
|
||||
RollDice(), is RollDice -> "roll".takeIf { CatanInteraction.canRoll(legal) }
|
||||
EndTurn -> "endTurn".takeIf { CatanInteraction.canEndTurn(legal) }
|
||||
EndFreeRoads -> "endRoads".takeIf { CatanInteraction.canEndFreeRoads(legal) }
|
||||
EndSmith -> "endSmith".takeIf { CatanInteraction.canEndSmith(legal) }
|
||||
AcceptTrade, DeclineTrade -> "tradeReply".takeIf { CatanInteraction.tradeResponses(legal) != (false to false) }
|
||||
|
||||
// Answered in a dialog that offers exactly the moves in the legal list.
|
||||
is PickDeck, is DropProgress, is TakeAqueduct, is SpyTake -> "choreDialog"
|
||||
|
||||
// Structural: the discard and give dialogs build these and ask the engine.
|
||||
is DiscardGoods, is GiveGoods -> "goodsDialog"
|
||||
is OfferGoods, is CounterGoods -> "tradeDialog"
|
||||
is AcceptCounter, DismissCounters -> "counterDialog"
|
||||
|
||||
else -> null
|
||||
}
|
||||
}
|
||||
|
||||
private fun viaBuild(state: CatanState, legal: List<CatanMove>, kind: BuildKind, vertex: Int, move: CatanMove): String? {
|
||||
val targets = CatanInteraction.targets(state, legal, kind, null)
|
||||
return "build $kind".takeIf {
|
||||
vertex in targets.vertices &&
|
||||
CatanInteraction.onVertexTap(vertex, legal, kind, null) == TapOutcome.Submit(move) &&
|
||||
kind in CatanInteraction.canBuild(legal)
|
||||
}
|
||||
}
|
||||
|
||||
private fun viaChore(state: CatanState, legal: List<CatanMove>, vertex: Int, move: CatanMove): String? {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
return "chore".takeIf {
|
||||
vertex in targets.vertices &&
|
||||
CatanInteraction.onVertexTap(vertex, legal, null, null) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
private fun viaCard(state: CatanState, legal: List<CatanMove>, move: PlayProgress): String? {
|
||||
val seat = CatanRules.currentSeat(state) ?: return null
|
||||
val entry = CatanInteraction.progressHand(state, seat, legal).firstOrNull { it.card.id == move.card }
|
||||
?: return null
|
||||
val kind = entry.card.kind
|
||||
if (move !in entry.plays) return null
|
||||
if (kind !in CatanInteraction.BOARD_CARDS) return "cardDialog"
|
||||
|
||||
val armed = ArmedCard(kind, entry.plays)
|
||||
val targets = CatanInteraction.targets(state, legal, null, null, armed = armed)
|
||||
return when (kind) {
|
||||
org.prolibertate.games.game.catan.ProgressType.DIPLOMAT ->
|
||||
"armed".takeIf {
|
||||
move.edge in targets.edges &&
|
||||
CatanInteraction.onEdgeTap(move.edge!!, legal, null, null, armed) == TapOutcome.Submit(move)
|
||||
}
|
||||
|
||||
org.prolibertate.games.game.catan.ProgressType.MERCHANT ->
|
||||
"armed".takeIf {
|
||||
move.hexA in targets.hexes &&
|
||||
CatanInteraction.onHexTap(move.hexA!!, legal, armed) == TapOutcome.Submit(move)
|
||||
}
|
||||
|
||||
org.prolibertate.games.game.catan.ProgressType.INVENTOR -> {
|
||||
val first = CatanInteraction.onHexTap(move.hexA!!, legal, armed)
|
||||
if (first != TapOutcome.PickFirstHex(move.hexA!!)) return null
|
||||
val second = armed.copy(firstHex = move.hexA)
|
||||
val partners = CatanInteraction.targets(state, legal, null, null, armed = second).hexes
|
||||
"armed".takeIf {
|
||||
move.hexB in partners &&
|
||||
CatanInteraction.onHexTap(move.hexB!!, legal, second) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
else ->
|
||||
"armed".takeIf {
|
||||
move.vertex in targets.vertices &&
|
||||
CatanInteraction.onVertexTap(move.vertex!!, legal, null, null, null, armed) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun playAndCheck(players: Int, seed: Long): Map<String, Int> {
|
||||
val ai = CatanAi()
|
||||
var state = CatanRules.initialState(config(players, seed))
|
||||
val seen = mutableMapOf<String, Int>()
|
||||
var moves = 0
|
||||
while (!CatanRules.isFinished(state) && moves++ < 20_000) {
|
||||
val seat = CatanRules.currentSeat(state) ?: break
|
||||
val legal = CatanRules.legalMoves(state, seat)
|
||||
for (move in legal) {
|
||||
val how = reachable(state, legal, move)
|
||||
assertTrue(
|
||||
"seed $seed: no control produces $move in ${state.phase} " +
|
||||
"(chore ${state.ck?.chores?.firstOrNull()}); log tail: ${state.log.takeLast(3)}",
|
||||
how != null,
|
||||
)
|
||||
seen.merge(how!!, 1, Int::plus)
|
||||
}
|
||||
state = CatanRules.applyMove(state, seat, ai.chooseMove(state, seat, legal))
|
||||
}
|
||||
return seen
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `every legal move in a full game has a control that produces it`() {
|
||||
val total = mutableMapOf<String, Int>()
|
||||
listOf(3 to 21L, 4 to 22L, 3 to 23L, 4 to 24L).forEach { (players, seed) ->
|
||||
playAndCheck(players, seed).forEach { (k, v) -> total.merge(k, v, Int::plus) }
|
||||
}
|
||||
println("CK UI coverage: ${total.toSortedMap()}")
|
||||
// The ways the screen builds, moves and answers all got exercised.
|
||||
listOf("setup", "road", "build SETTLEMENT", "build CITY", "knightMenu", "improve", "bankTrade", "roll", "endTurn")
|
||||
.forEach { assertTrue("never exercised: $it in $total", (total[it] ?: 0) > 0) }
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a sleeping knight with nothing to do can still be tapped for its menu`() {
|
||||
val base = CatanRules.initialState(config(3, 5L))
|
||||
.copy(phase = CatanPhase.PLAYING, turn = 0, turnNumber = 1)
|
||||
val state = base.copy(
|
||||
ck = base.ck!!.copy(knights = listOf(org.prolibertate.games.game.catan.Knight(10, 0, 1))),
|
||||
)
|
||||
val legal = CatanRules.legalMoves(state, 0)
|
||||
assertTrue("no grain, so nothing to do", CatanInteraction.knightActions(legal, 10).isEmpty())
|
||||
|
||||
val targets = CatanInteraction.targets(state, legal, null, null, localSeat = 0)
|
||||
assertTrue(10 in targets.idleKnights)
|
||||
assertTrue("no tap ring for a knight with nothing to do", 10 !in targets.knights)
|
||||
assertTrue(10 in targets.tappableVertices)
|
||||
assertEquals(
|
||||
TapOutcome.PickKnight(10),
|
||||
CatanInteraction.onVertexTap(10, legal, null, null, ownKnights = setOf(10)),
|
||||
)
|
||||
// On somebody else's turn the legal list is empty and nothing is offered.
|
||||
assertTrue(CatanInteraction.targets(state, emptyList(), null, null, localSeat = 0).idleKnights.isEmpty())
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
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.CatanRuleSet
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.engine.PlayerKind
|
||||
import org.prolibertate.games.game.engine.PlayerSlot
|
||||
import org.prolibertate.games.game.engine.TableConfig
|
||||
import org.prolibertate.games.ui.catanDefaultPoints
|
||||
import org.prolibertate.games.ui.catanPointsChoices
|
||||
import org.prolibertate.games.ui.catanSwitchRules
|
||||
|
||||
class CatanCkTextTest {
|
||||
|
||||
private val json = Json { encodeDefaults = true }
|
||||
|
||||
@Test
|
||||
fun `every position of a Cities and Knights game has a prompt for every seat`() {
|
||||
val config = TableConfig(
|
||||
gameId = GameCatalog.CATAN,
|
||||
seats = (0 until 3).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
|
||||
optionsJson = json.encodeToString(
|
||||
CatanOptions(3, 13, CatanRuleSet.CITIES_AND_KNIGHTS),
|
||||
),
|
||||
seed = 31L,
|
||||
)
|
||||
var state = CatanRules.initialState(config)
|
||||
val ai = CatanAi()
|
||||
var moves = 0
|
||||
while (!CatanRules.isFinished(state) && moves++ < 20_000) {
|
||||
for (me in 0 until 3) {
|
||||
val seats = CatanSeats(me, listOf("A", "B", "C"))
|
||||
val text = CatanText.prompt(state, seats, setupVertexChosen = false, building = null)
|
||||
assertTrue("blank prompt in ${state.phase} for seat $me", text.isNotBlank())
|
||||
}
|
||||
val seat = CatanRules.currentSeat(state) ?: break
|
||||
state = CatanRules.applyMove(state, seat, ai.chooseMove(state, seat, CatanRules.legalMoves(state, seat)))
|
||||
}
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `every progress card has a name and a description`() {
|
||||
ProgressType.entries.forEach {
|
||||
assertTrue(CatanText.progress(it).isNotBlank())
|
||||
assertTrue("no help for $it", CatanText.progressHelp(it).length > 10)
|
||||
}
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the setup screen offers each rule set its own targets and switches sensibly`() {
|
||||
assertEquals(listOf(5, 8, 10, 12), catanPointsChoices(CatanRuleSet.BASE))
|
||||
assertEquals(listOf(8, 10, 13, 15), catanPointsChoices(CatanRuleSet.CITIES_AND_KNIGHTS))
|
||||
assertEquals(10, catanDefaultPoints(CatanRuleSet.BASE))
|
||||
assertEquals(13, catanDefaultPoints(CatanRuleSet.CITIES_AND_KNIGHTS))
|
||||
|
||||
val base = CatanOptions()
|
||||
val ck = catanSwitchRules(base, CatanRuleSet.CITIES_AND_KNIGHTS)
|
||||
assertEquals(CatanRuleSet.CITIES_AND_KNIGHTS, ck.ruleSet)
|
||||
assertEquals("the published target for the new rules", 13, ck.pointsToWin)
|
||||
assertEquals(10, catanSwitchRules(ck, CatanRuleSet.BASE).pointsToWin)
|
||||
|
||||
// A short game picked on purpose is kept when both menus have it.
|
||||
val short = catanSwitchRules(base.copy(pointsToWin = 8), CatanRuleSet.CITIES_AND_KNIGHTS)
|
||||
assertEquals(8, short.pointsToWin)
|
||||
assertEquals(3, ck.playerCount)
|
||||
}
|
||||
}
|
||||
@@ -111,7 +111,7 @@ class CatanGeometryTest {
|
||||
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 * 0.62f) < 1f)
|
||||
assertTrue("and not floating far from it", abs(dist(anchor, mid) - layout.radius * PORT_OFFSET) < 1f)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -322,4 +322,27 @@ class CatanInteractionTest {
|
||||
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())
|
||||
}
|
||||
}
|
||||
|
||||
+1
-1
@@ -24,7 +24,7 @@ Naming: the catalogue id, lowercase, e.g. `crazy8s` → `RULES-crazy8s.md`.
|
||||
| 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) |
|
||||
| Katan (catalogue id `catan`) | [RULES-catan.md](RULES-catan.md) — and its expansion rule set, [RULES-catan-ck.md](RULES-catan-ck.md) |
|
||||
| Klondike | — (TODO) |
|
||||
| Mastermind | [RULES-mastermind.md](RULES-mastermind.md) |
|
||||
| Morris | [RULES-morris.md](RULES-morris.md) |
|
||||
|
||||
@@ -0,0 +1,222 @@
|
||||
# Katan: Cities & Knights — implemented rules
|
||||
|
||||
This is the second rule set of Katan (see [RULES-catan.md](RULES-catan.md) for the
|
||||
base game). It is chosen on the setup screen — **Rules: Base game / Cities &
|
||||
Knights** — and stored as `CatanOptions.ruleSet` (`CatanRuleSet.CITIES_AND_KNIGHTS`).
|
||||
A table plays one or the other; the choice reaches guests with the rest of the
|
||||
options.
|
||||
|
||||
The expansion is a whole rule set rather than a toggle, because it replaces rules
|
||||
(no development cards, no Largest Army, a different seven) as well as adding them.
|
||||
Everything it needs lives behind `CatanState.ck`, which is `null` in the base game,
|
||||
so a base game's state and rules are untouched. The code is:
|
||||
|
||||
| File | Holds |
|
||||
| --- | --- |
|
||||
| `CatanCkModel.kt` | the data: commodities, improvement tracks, progress cards, knights, the chore queue, every new move |
|
||||
| `CatanCk.kt` | the rules: legal moves, applying them, the roll, the barbarians, scoring |
|
||||
| `CatanCkAi.kt` | the computer opponent for this rule set |
|
||||
| `CatanRules.kt` | the single entry point; calls into `CatanCk` whenever `state.ck != null` |
|
||||
|
||||
Behaviour is pinned by `CatanCkRulesTest` (each rule on a crafted position) and
|
||||
`CatanCkSelfPlayTest` (whole games, engine against engine). Three or four players,
|
||||
as in the base game.
|
||||
|
||||
## Verification
|
||||
|
||||
The rules were checked against the in-game almanac of Catan Universe (rules text
|
||||
only: costs, card wordings, the barbarian and improvement rules). Where the almanac
|
||||
is silent or ambiguous the reading chosen is listed under *Choices made here* below.
|
||||
|
||||
## What changes from the base game
|
||||
|
||||
| | Base game | Cities & Knights |
|
||||
| --- | --- | --- |
|
||||
| Points to win | 10 | **13** (setup offers 8 / 10 / 13 / 15) |
|
||||
| Development cards | 25-card deck | **none** — knights and progress cards replace them |
|
||||
| Largest Army | 5 *(see RULES-catan.md)* | **none** |
|
||||
| Longest Road | 5 *(see RULES-catan.md)* | **2** |
|
||||
| Second setup piece | settlement | **city** (resources only, no commodities) |
|
||||
| Dice | two | **two number dice + the event die** |
|
||||
| A seven | discard half over 7; robber moves | discard half over **7 + 2 per wall**; the robber **only moves after the first barbarian attack** |
|
||||
| Cities | 2 of a resource | forest: 1 lumber + **1 paper**; pasture: 1 wool + **1 cloth**; mountains: 1 ore + **1 coin**; hills / fields: 2 of the resource |
|
||||
|
||||
## The dice
|
||||
|
||||
The yellow die and the red die are added for production, as in the base game. The
|
||||
**event die** has three ships and one gate each of yellow (trade), blue (politics)
|
||||
and green (science). It is resolved **before** production:
|
||||
|
||||
- **Ship** — the barbarians come one step nearer (they start 7 steps out).
|
||||
- **Gate** — every player with at least one level of improvement in that colour,
|
||||
**in turn order from the roller**, whose **red die is no higher than their level**
|
||||
in that track, draws a progress card of that colour.
|
||||
|
||||
`RollDice(forced, event)` stages both for tests, like the base game's forced roll.
|
||||
An **Alchemist** played before the roll sets the two number dice (the event die is
|
||||
still rolled).
|
||||
|
||||
## Commodities
|
||||
|
||||
Three commodities — **cloth, coin, paper** — join the five resources. The bank holds
|
||||
12 of each (19 of each resource). Hands, discards, thefts and trades all treat them as
|
||||
cards; progress cards are not cards for any of these purposes.
|
||||
|
||||
When the bank cannot meet the demand for a card type: with **one** seat owed it,
|
||||
that seat takes what is left; with **two or more** owed, nobody receives it.
|
||||
|
||||
## The barbarians
|
||||
|
||||
The strip shows how many steps away the ship is. On the seventh ship it **lands**:
|
||||
|
||||
- Barbarian strength is the **number of cities on the board** (a metropolis is a city).
|
||||
- Catan's strength is the sum of the strengths of every **active** knight (basic 1,
|
||||
strong 2, mighty 3).
|
||||
- If Catan's strength is **at least** the barbarians', Catan holds: the player with
|
||||
the strictly highest contribution takes a **Defender of Catan** card (one point);
|
||||
if several tie for highest, **each draws a progress card from a deck of their
|
||||
choice** instead.
|
||||
- Otherwise Catan falls: among the players who own a city that is not a metropolis,
|
||||
those who contributed **least** each lose one city, **to their own choice**. A lost
|
||||
city becomes a settlement (or, if the seat has no settlement piece left, is removed),
|
||||
and its wall goes. **A metropolis can never be pillaged.**
|
||||
- Either way every knight stands down, the ship returns to seven steps, and the
|
||||
**robber wakes** — until now it has not been on the board.
|
||||
|
||||
## Knights
|
||||
|
||||
Each seat has **two knights of each strength** (six in all).
|
||||
|
||||
| Action | Cost | Rule |
|
||||
| --- | --- | --- |
|
||||
| Hire | 1 ore + 1 wool | a **basic** knight on an empty crossing at the end of one of your roads; only if one of your two basic knights is free |
|
||||
| Activate | 1 grain | a sleeping knight wakes; only active knights count against the barbarians |
|
||||
| Promote | 1 ore + 1 wool | one level, once per knight per turn; a **mighty** knight needs **level three of politics** (the fortress); the next level's pieces must be free |
|
||||
| Move | — | an active knight moves along **its own roads** to an empty crossing, or onto a **strictly weaker** foreign knight, driving it off; it then rests |
|
||||
| Chase the robber | — | an active knight on a crossing of the robber's hex sends the robber off (only once the robber is awake); it then rests, and the robber move follows |
|
||||
|
||||
- **A knight cannot act on the turn it woke.** It can be woken again after it acts.
|
||||
- A driven-off knight is moved by **its owner** along its own roads to any empty
|
||||
crossing it can reach; if there is none, it is lost.
|
||||
- A knight is a wall, like an opposing building: roads cannot be laid past an enemy
|
||||
knight, a settlement cannot be built on a knight, and the knight cuts **Longest Road**.
|
||||
- Knights can act (wake, move, chase) **before the roll** as well as after.
|
||||
|
||||
## City walls
|
||||
|
||||
2 brick, on a city without a wall, **three per player**. Each wall raises the hand
|
||||
limit on a seven by two (so a seven discards when you hold more than `7 + 2 × walls`).
|
||||
|
||||
## City improvements
|
||||
|
||||
Three tracks, five levels each, bought with the track's commodity: **trade (cloth,
|
||||
yellow), politics (coin, blue), science (paper, green)**. Level *n* costs *n* of the
|
||||
commodity. You must own a city to improve.
|
||||
|
||||
| Track | Level 3 gives |
|
||||
| --- | --- |
|
||||
| Trade | commodities trade with the bank **2:1** |
|
||||
| Politics | knights may be promoted to **mighty** |
|
||||
| Science | the **aqueduct**: when the dice pay you nothing, take any resource |
|
||||
|
||||
The level names (Trading Post … Grand Bazaar, Town Hall … Palace, Abbey … University)
|
||||
are this app's own.
|
||||
|
||||
### Metropolises
|
||||
|
||||
The first player to reach **level four** in a track takes that track's **metropolis**
|
||||
(a marker on one of their cities: +2 points; a city carries at most one). Reaching
|
||||
**level five** takes it from a holder who is still on four. A player with several
|
||||
cities chooses which; with one it is placed at once; a player with no free city
|
||||
**waits**, and claims it when a city is built.
|
||||
|
||||
## Progress cards
|
||||
|
||||
54 cards: 18 in each of three decks. A card played returns to the **bottom** of its
|
||||
deck. A hand holds **four**; a fifth must be given back at once. They can be played at
|
||||
any point of your own turn (before or after the roll), except where noted.
|
||||
|
||||
**Science (green)** — Alchemist ×2 *(before the roll only)*, Crane ×2, Engineer, Inventor ×2,
|
||||
Irrigation ×2, Medicine ×2, Mining ×2, Printer, Road Building ×2, Smith ×2.
|
||||
|
||||
**Politics (blue)** — Bishop ×2 *(after the first attack)*, Constitution, Deserter ×2,
|
||||
Diplomat ×2, Intrigue ×2, Saboteur ×2, Spy ×3, Warlord ×2, Wedding ×2.
|
||||
|
||||
**Trade (yellow)** — Commercial Harbor ×2, Master Merchant ×2, Merchant ×6,
|
||||
Merchant Fleet ×2, Resource Monopoly ×4, Trade Monopoly ×2.
|
||||
|
||||
**Printer** and **Constitution** are one point each and are **laid face up the moment
|
||||
they are drawn**; they never sit in a hand.
|
||||
|
||||
How each plays is shown on the card in the app (`CatanText.progressHelp`); the engine's
|
||||
behaviour is in `CatanCk.applyProgress`. Points worth knowing:
|
||||
|
||||
- **Saboteur** hits every other player with **as many points as you or more**, who each
|
||||
discard half their cards (rounded down). **Wedding** takes two cards (or what they
|
||||
have) from each player with **more** points. **Master Merchant** needs a victim with
|
||||
more points, and takes two cards you choose.
|
||||
- **Spy**: you see the target's progress cards and take one; nobody else sees them.
|
||||
- **Merchant**: placed beside one of your buildings; you trade that hex's resource 2:1
|
||||
and hold a victory point until someone else plays a Merchant.
|
||||
- **Deserter**: the victim removes a knight of *their* choice; you place a free one of the
|
||||
same strength (or a basic if yours is not free), awake or asleep as theirs was.
|
||||
- **Diplomat**: removes a road with a loose end (an end touching no other road, building
|
||||
or knight); if it was yours you may rebuild it anywhere for free.
|
||||
- **Inventor** swaps two tokens, never a 2, 6, 8 or 12.
|
||||
|
||||
## The chore queue
|
||||
|
||||
Anything that needs an answer from somebody — a discard, a city to lose, a progress card
|
||||
to hand over, a metropolis site, a knight to place — is queued as a **chore**
|
||||
(`CatanPhase.CHORE`, `CkState.chores`). The game waits on the seat the first chore names
|
||||
(not always the player whose turn it is), then resumes where `CkState.back` says. This is
|
||||
how a seven, a barbarian landing, a wedding or a spy are all one mechanism, and why
|
||||
the AI and the network driver needed no new concepts.
|
||||
|
||||
The two free-form chores — **discarding** and **handing over** cards — are structural
|
||||
like the base game's trade offers: the engine checks them in `isLegalMove` and the legal
|
||||
list carries one example, so a seat is never without a move.
|
||||
|
||||
## Scoring and winning
|
||||
|
||||
Settlement 1, city 2, **metropolis +2**, **Longest Road 2**, **Defender of Catan 1** each,
|
||||
**Printer / Constitution 1** each, **the Merchant 1**. Nothing is hidden. Win at 13 (default),
|
||||
checked after every move and when a turn arrives.
|
||||
|
||||
## Choices made here, and why
|
||||
|
||||
- **The red die must be no higher than the improvement level** to draw a progress card
|
||||
(level 1 draws on a 1, level 5 on 1–5). The almanac says the red die must match a
|
||||
number on one of your improvements and that the number rises with the level; this is
|
||||
the reading that makes both true.
|
||||
- **One resource is offered to every player for a Commercial Harbor.** The printed card
|
||||
lets you offer a different one to each.
|
||||
- **The merchant cannot go on the desert**, which produces nothing to trade.
|
||||
- **Improvements need a city** to be built.
|
||||
- **A 3:1 harbour trades commodities too**; a 2:1 harbour trades only its own resource.
|
||||
- **A knight that cannot find a refuge is lost**, as the almanac says of an intrigue.
|
||||
- **A claim on a metropolis with no city to carry it waits** and is made when a city is
|
||||
built.
|
||||
- **Domestic trade** works as in the base game — an offer to one seat or to the whole
|
||||
table, asked in seat order, each seat accepting, declining or countering — and may
|
||||
include commodities (`OfferGoods`, `CounterGoods`; accepting and dismissing counters
|
||||
reuse the base game's `AcceptCounter` and `DismissCounters`).
|
||||
- **No Seafarers, no 5–6 player extension**, no scenario or variant of any kind.
|
||||
|
||||
## The computer opponent
|
||||
|
||||
`CatanCkAi` plays a safe, unambitious game: it settles and raises cities as the base AI
|
||||
does, spends commodities on improvements as soon as it can (leaning to politics), hires
|
||||
and wakes knights as the barbarians draw near, chases the robber off hexes it needs, plays
|
||||
the progress cards whose value is obvious, and answers every chore with the card it values
|
||||
least. It never plans a knight's route, never plays an Alchemist, Inventor, Diplomat,
|
||||
Deserter or Intrigue, and makes no domestic offers (though it answers them). Every engine
|
||||
game in `CatanCkSelfPlayTest` ends in a win at thirteen points.
|
||||
|
||||
## Known gaps
|
||||
|
||||
- The screen is built and its logic is tested, but **not yet verified on two real
|
||||
devices**; the catalogue entry stays a dev-channel preview.
|
||||
- No animation for the event die, the barbarian landing or a knight's move.
|
||||
- The Commercial Harbor offers a single resource type (see above).
|
||||
- The AI is not a strong opponent and makes no claim to be.
|
||||
+56
-13
@@ -12,14 +12,27 @@ 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`.
|
||||
|
||||
## Rule sets
|
||||
|
||||
A table plays one of two rule sets, chosen on the setup screen
|
||||
(`CatanOptions.ruleSet`):
|
||||
|
||||
- **Base game** — everything in this document.
|
||||
- **Cities & Knights** — the expansion, documented in
|
||||
[RULES-catan-ck.md](RULES-catan-ck.md). It reuses this document's board, setup,
|
||||
building, robber and trade rules and changes or replaces the rest; its state lives
|
||||
behind `CatanState.ck`, which is `null` in the base game.
|
||||
|
||||
## Table
|
||||
|
||||
- **Rules — *toggle*.** Base game or Cities & Knights (`CatanOptions.ruleSet`).
|
||||
- **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).
|
||||
The setup screen exposes all three (players: 3 or 4; game to 5, 8, 10 or 12 points in the
|
||||
base game, 8, 10, 13 or 15 in Cities & Knights, whose published target is 13).
|
||||
|
||||
## Board
|
||||
|
||||
@@ -122,17 +135,32 @@ is the same code path.
|
||||
|
||||
### Domestic
|
||||
|
||||
An offer names **one** addressee and two card multisets: what the offerer gives,
|
||||
what they want. There are no counter-offers and no open auctions in v1.
|
||||
An offer is 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.
|
||||
|
||||
The addressee may **accept** only if they hold what was asked and the offerer
|
||||
still holds what was promised; otherwise only **decline** is offered. A decline
|
||||
clears the table and leaves every card where it was.
|
||||
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
|
||||
@@ -159,7 +187,19 @@ its edge.
|
||||
A settlement goes on an **empty vertex** at least two edges from every standing
|
||||
building and connected to the seat's own road network. A city upgrades one of
|
||||
the seat's own settlements. A road goes on an empty edge that connects to the
|
||||
seat's network (a road or a building at one of its ends).
|
||||
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
|
||||
@@ -280,15 +320,18 @@ timing rules; Longest Road and Largest Army worth five; victory at ten.
|
||||
- **Year of Plenty two-of-a-kind needs the bank to hold both cards**, not one.
|
||||
- **The robber must move.** Some printings allow staying put; this engine always
|
||||
requires a different hex.
|
||||
- **Offers are one-to-one, no auctions or counter-offers** in v1.
|
||||
- **Offers may be open to the whole table** and can be countered; the first accept wins (see Trading).
|
||||
|
||||
## Known gaps
|
||||
|
||||
- **No domestic auction or counter-offer.** An offer is addressed to a single
|
||||
seat. Open trading to the whole table, and counter-offers, are the obvious next
|
||||
step and are not implemented.
|
||||
- **No player-to-player trade over the wire beyond accept/decline.** The engine
|
||||
supports it; whether the UI surfaces it is the screen task's concern.
|
||||
- **Longest Road and Largest Army are worth 5 each here.** The published base game awards
|
||||
**2** each (Catan Universe's almanac says so for Largest Army, and the printed rules
|
||||
for both). Cities & Knights scores Longest Road at 2, as printed. Left unchanged in
|
||||
the base game so far; it is a one-constant change in `publicVictoryPoints`.
|
||||
- **A bank short of a resource pays nobody that roll**, even when only one player is owed
|
||||
it. The published ruling lets a lone claimant take what is left; Cities & Knights does.
|
||||
- **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
|
||||
|
||||
+39
-2
@@ -71,6 +71,14 @@ screen's UI state. The legal-move list stays the gate.
|
||||
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)
|
||||
|
||||
@@ -81,7 +89,8 @@ screen's UI state. The legal-move list stays the gate.
|
||||
| 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** dialog (forced) |
|
||||
| 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
|
||||
@@ -112,6 +121,34 @@ and play a game on a dev build.
|
||||
- The board has a content description but no per-hex semantics; a screen-reader
|
||||
mode would need one.
|
||||
|
||||
## Cities & Knights on the screen
|
||||
|
||||
The same layers carry the expansion; the screen only adds pieces, and **none of them
|
||||
decides what is legal** — each reads the engine's legal-move list.
|
||||
|
||||
| Layer | What it adds |
|
||||
| --- | --- |
|
||||
| `CatanStyle.kt` | commodity colours, a colour per improvement track, the wall and barbarian colours, the awake-knight halo |
|
||||
| `CatanText.kt` | goods, track, knight and progress-card names and help text; the prompts for every chore |
|
||||
| `CatanInteraction.kt` | `BuildKind.WALL` / `KNIGHT`; chore taps; the moving-knight and armed-card modes; `knightActions`, `progressHand`, `goodsBankTrades` |
|
||||
| `CatanBoardView.kt` | shields for knights (strength dots; faded when asleep, white halo when awake), dashed walls, a pennant for each metropolis, the merchant coin, a faint robber until the first attack |
|
||||
| `CatanPanels.kt` | commodity tiles in the hand, the barbarian strip, the yellow / red / event dice, the extra player-card lines, the Improve and Progress buttons |
|
||||
| `CatanCkDialogs.kt` | goods picker (discard, wedding, harbour), improvements, progress cards, the knight menu, deck / aqueduct / spy / drop choices, goods trade |
|
||||
| `CatanScreen.kt` | the visual state: knight menu, moving knight, armed card, and which chore dialog shows |
|
||||
|
||||
**Interaction model.** Tap one of your own knights (it gets a yellow ring when it can do
|
||||
something) for its menu: wake, promote, move or chase the robber. *Move* arms the board
|
||||
with the crossings the knight can reach. A progress card that needs a place on the board
|
||||
(Engineer, Medicine, Merchant, Diplomat, Intrigue, Inventor) closes the dialog and
|
||||
**arms** the board; the next tap plays it. Chores that are answered with a place — a city
|
||||
to lose, a metropolis site, a driven knight's refuge, a free knight — light the crossings
|
||||
on the board and the prompt line says what to tap; the others open a dialog that cannot
|
||||
be dismissed, because the game is waiting on it.
|
||||
|
||||
**Testing.** `CatanCkInteractionTest` plays whole games and checks that for *every* legal
|
||||
move at *every* position some control (a tap, a button or a dialog choice) produces it, so
|
||||
a legal move with no way to make it — a stuck phone — fails the build.
|
||||
|
||||
## Status and known gaps
|
||||
|
||||
The screen is **playable and feature-complete for the engine's rules**, but is
|
||||
@@ -129,6 +166,6 @@ Not done yet, in rough priority order:
|
||||
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. Open trade to the whole table and counter-offers (an engine limitation too).
|
||||
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.
|
||||
|
||||
Reference in New Issue
Block a user