# Pro Libertate Games A collection of card and board games for Android, playable against the computer or against other people over Wi-Fi (LAN) or Bluetooth. ## What works today The app shell is complete and two games are playable end to end: | | | | --- | --- | | **Playable** | Euchre, Sequence | | **Listed, not yet implemented** | Kaiser, President, Golf, Wizard, Crazy 8s, Mastermind, Backgammon, Chess, Checkers | Unimplemented games appear in the menu marked *Coming soon* **on dev builds only** — a production release lists just the games that can actually be played, so nobody installs it and taps into a dead end. The menu decides this from the installed APK's own version name, so it follows the build rather than the channel selected for future updates. Adding one means writing a `GameRules` implementation, a `GameAi`, and a screen, then flipping `available` in `GameCatalog` — the menu, lobby, networking, settings and OTA layers are game-agnostic and need no changes. ## Playing with other people Pick a game, choose **Host a game for others to join**, and the device advertises itself on every radio it has. Other devices choose **Join a game nearby** and pick the host from the list. Seats start out filled by the computer and are handed to people as they join, so any mix of humans and AI works — whatever is still marked *Computer* when the host starts stays AI. - **Wi-Fi (LAN)** — both devices must be on the same network. Discovery uses mDNS/NSD; play runs over a TCP socket. - **Bluetooth** — devices must already be **paired** in Android's Bluetooth settings. Play runs over Classic RFCOMM. Scanning for unpaired devices is not implemented. Both transports can be live at once, so some players can be on Wi-Fi and others on Bluetooth at the same table. ### How a match is kept in step The host is authoritative. Clients send *intents* ("I would like to play this card") and the host re-validates every one against the rules before it takes effect — a client cannot make an illegal move by sending a malformed message. Each client is then sent a state **redacted for its own seat**, so opponents' hands and the deck order are never transmitted to devices that should not see them. ## Settings - **Sound** on/off. - **Animation speed**, 0.5×–2×. One multiplier drives card movement and how long the computer appears to think. - **Updates** — check on launch, or check on demand, from either of two channels: - **Production** — stable builds, published from `main`. - **Dev** — preview builds, published from `dev` on every green CI run. ## Screen sizes There are no fixed orientations or hard-coded card sizes. Layouts measure the space they are given: the menu grid reflows by width, the Sequence board is always square and sized to fit whatever is left after the hand, and card widths are a fraction of the smaller screen dimension. Rotation is handled inside the activity, so a hand is not lost when the device turns. ## Building ```sh ./gradlew assembleDebug # APK at app/build/outputs/apk/debug/ ./gradlew testDebugUnitTest # rules engines and AI ``` Requires JDK 17 and the Android SDK (compileSdk 34). ## CI - `.github/workflows/ci.yml` — builds, tests and lints on `dev` and on pull requests into `dev` or `main`. Its APK artifact is a dev build, versioned `1.0.0-dev`. - `.github/workflows/release.yml` — on push to `main`, builds the APK and publishes it as a GitHub Release tagged `v1.0.`. The in-app updater reads that tag, which is why the APK's `versionCode` is the same run number. ### Update channels Both pipelines publish, to two separate channels: | Channel | Published by | Tag | Marked | | --- | --- | --- | --- | | Production | `release.yml`, push to `main` | `v1.0.` | release | | Dev | `ci.yml`, push to `dev` | `v1.0.-dev` | prerelease | Dev builds are published as **prereleases** deliberately: GitHub's "latest release" endpoint skips prereleases, so a production-channel install can never be handed a dev build even by accident. Pull requests build and check but never publish, so a PR from a fork cannot ship anything. `release.yml` additionally refuses to run off any branch but `main`, so a manual dispatch aimed elsewhere does nothing rather than shipping unreviewed code. **The two channels have independent version sequences** — a build's `versionCode` is the run number of the workflow that produced it, and the two workflows count separately. Versions are therefore only ever compared *within* a channel; the app reads the `-dev` suffix in its own `versionName` to know which channel it is on, and treats a change of channel as an explicit switch rather than an upgrade. One consequence: switching channels can be a downgrade as far as Android is concerned, in which case the install is refused until the current copy is uninstalled. The settings screen says so when it applies. The debug keystore is committed on purpose: every build is signed with the same key, so an OTA update installs over the previous one instead of being rejected for a signature mismatch. ## Rules The exact rules implemented, and the options that vary them, are documented per game: - [Euchre](docs/RULES-euchre.md) - [Sequence](docs/RULES-sequence.md) — **note the caveat about the board layout** ## Layout ``` game/ rules engines and AI — pure Kotlin, no Android, unit-tested cards/ deck, suits, ranks engine/ GameRules / GameAi contracts, seats, table config euchre/ Euchre model, rules, AI sequence/ Sequence model, board, rules, AI net/ wire protocol, LAN and Bluetooth transports, lobby, match driver settings/ DataStore-backed preferences update/ GitHub Releases OTA updater ui/ Compose screens ``` Keeping `game/` free of Android types is deliberate: the same code drives the AI, the host's authoritative state and the JVM unit tests.