Release: dev to main #7

Merged
devadmin merged 31 commits from dev into main 2026-10-15 18:01:36 -06:00
9 changed files with 277 additions and 82 deletions
Showing only changes of commit 3b0b307997 - Show all commits
@@ -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
@@ -272,11 +272,18 @@ object CatanRules : GameRules<CatanState, CatanMove> {
return takes
}
/** Road placements that connect to [seat]'s network, cost aside. */
/**
* Road placements that connect to [seat]'s network, cost aside. A player
* with all fifteen roads laid has none.
*/
private fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
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
@@ -285,15 +292,27 @@ object CatanRules : GameRules<CatanState, CatanMove> {
* own move.)
*/
private 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> =
if (piecesOf(state, seat, BuildingType.CITY) >= MAX_CITIES) {
emptyList()
} else {
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
}
}
/** How many settlements or cities [seat] currently has standing. */
private fun piecesOf(state: CatanState, seat: Int, type: BuildingType): Int =
state.buildings.count { it?.owner == seat && it.type == type }
private fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
val offer = state.pendingTrade ?: return emptyList()
@@ -310,13 +329,25 @@ object CatanRules : GameRules<CatanState, CatanMove> {
state.buildings[v] == null &&
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]
// 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 {
@@ -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
@@ -28,7 +29,9 @@ import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.text.TextStyle
import androidx.compose.ui.text.style.TextAlign
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import org.prolibertate.games.game.catan.CatanPhase
@@ -118,11 +121,18 @@ 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 +142,7 @@ 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)
@@ -155,39 +166,54 @@ 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("$points VP", MaterialTheme.typography.titleMedium, FontWeight.Bold)
if (compact) {
CardLine("${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 ${CatanRules.longestRoadFor(state, seat)}",
MaterialTheme.typography.bodySmall,
)
}
Text(
text = "$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 (state.longestRoadOwner == seat) add(if (compact) "Road" else "Longest road")
if (state.largestArmyOwner == seat) add(if (compact) "Army" else "Largest army")
}
if (awards.isNotEmpty()) {
Text(
text = awards.joinToString(" · "),
// 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,
fontWeight = FontWeight.Bold,
)
}
}
}
/** 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,
)
}
// ---------------------------------------------------------------------------
@@ -221,14 +247,13 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
)
}
}
if (dice.size == 2) {
// Always drawn ("= –" before the first roll) so the row never changes width.
Text(
text = "= ${dice.sum()}",
text = if (dice.size == 2) "= ${dice.sum()}" else "= –",
style = MaterialTheme.typography.titleMedium,
fontWeight = FontWeight.Bold,
)
}
}
}
// ---------------------------------------------------------------------------
@@ -238,7 +263,6 @@ 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,
@@ -250,7 +274,16 @@ data class CatanActions(
val canRepickSetup: 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(
@@ -265,33 +298,42 @@ fun CatanActionBar(
onRepickSetup: () -> Unit,
modifier: Modifier = Modifier,
) {
Column(modifier = modifier.fillMaxWidth(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
Row(
modifier = Modifier.fillMaxWidth().height(PRIMARY_ROW_HEIGHT),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp),
) {
if (actions.canRoll) Button(onClick = onRoll) { Text(CatanText.ROLL) }
if (actions.canRepickSetup) OutlinedButton(onClick = onRepickSetup) { Text(CatanText.CANCEL) }
if (actions.canEndFreeRoads) Button(onClick = onEndFreeRoads) { Text(CatanText.STOP_ROADS) }
if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
}
FlowRow(
modifier = modifier.fillMaxWidth(),
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) }
}
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)
}
OutlinedButton(onClick = onPlayCard, enabled = actions.canPlayCard) { Text(CatanText.PLAY_CARD) }
OutlinedButton(onClick = onTrade, enabled = actions.canTrade) { Text(CatanText.TRADE) }
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)
}
}
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,
@@ -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,
@@ -24,6 +24,8 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.catan.AcceptTrade
import org.prolibertate.games.game.catan.BuyDevCard
@@ -130,7 +132,6 @@ fun CatanScreen(
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
val actions = CatanActions(
canRoll = CatanInteraction.canRoll(legal),
showTurnActions = playing,
canBuild = CatanInteraction.canBuild(legal),
building = building,
canBuyCard = CatanInteraction.canBuyDevCard(legal),
@@ -275,6 +276,7 @@ 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 +286,14 @@ 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(
@@ -291,16 +301,15 @@ 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,
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)
}
}
@@ -103,6 +103,12 @@ object CatanText {
const val CONFIRM = "Confirm"
const val STOP_ROADS = "Done with roads"
const val BUILD = "Build"
/**
* 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"
@@ -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()
+13 -1
View File
@@ -159,7 +159,19 @@ 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
+8
View File
@@ -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)