Claude 85ec10836b Request only the Bluetooth permission the app actually uses
Lint flagged ACCESS_FINE_LOCATION declared without ACCESS_COARSE_LOCATION,
which Android 12 requires to be requested together.

Rather than add the missing one, drop location entirely: the Bluetooth
transport only talks to already-paired devices, enumerating bonded
devices and opening an RFCOMM socket. Neither is a scan, so no location
access is needed. BLUETOOTH_SCAN and BLUETOOTH_ADVERTISE go for the same
reason — nothing was using them.

Discovery of unpaired devices would bring all of these back; the manifest
notes what that would require.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015qjfMiPUDshdKEUa6vxqzN
2026-08-05 22:56:27 +00:00
2026-08-05 15:50:56 -06:00

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. 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. Updates are pulled from the latest GitHub Release of this repository, which CI publishes on every push to main.

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

./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.
  • .github/workflows/release.yml — on push to main, builds the APK and publishes it as a GitHub Release tagged v1.0.<run-number>. The in-app updater reads that tag, which is why the APK's versionCode is the same run number.

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:

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.

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Readme GPL-3.0
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