Files
ProLibertateGames/README.md
T
Claude 9f71e0844b Specify Ta Yü ahead of building it, and list it as coming
Ta Yü has been out of print since the 2009 Goliath reissue, so the rulebook
had to be reconstructed from secondary sources — and this machine's network
policy blocks everything but search summaries, so BGG's rules files were out
of reach too.

The tile set fell out of the geometry rather than needing a component list.
A 1x3 tile has eight places a river mouth can sit; three mouths chosen from
eight gives 56 arrangements, and turning a tile end for end pairs them off
with no arrangement fixed, leaving exactly 28 distinct tiles. The reissue
has 84 tiles and the 1999 original had 112 — 3x28 and 4x28. Twelve of the 28
touch three flanks of the rectangle, which is what the ringed centre stud on
the reissued tiles marks. Three independent numbers agreeing is why the
geometry is worth trusting.

What could not be pinned down is called out in the doc rather than smoothed
over: the board is taken as 18x18 because that is the reading under which
"the four centre indentations" is true, the marked exits are placed at 3, 8
and 13 by choice, and the three-player flood variant is left out entirely
because nothing found says how the flood scores, and inventing that would be
shipping a different game. Same posture as the Sequence board layout.

The catalogue entry is added with available = false, so it shows as coming
soon on dev builds and stays out of production until the engine lands.

Co-Authored-By: Claude Opus 5 <[email protected]>
Claude-Session: https://claude.ai/code/session_015pyhC1KyFkQk6hUnnX2Tof
2026-08-06 17:18:47 +00:00

8.8 KiB
Raw Blame History

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 eight games are playable end to end:

Playable Euchre, Kaiser, President, Golf, Wizard, Crazy 8s, Sequence, Chess
Listed, not yet implemented Mastermind, Backgammon, Checkers, Ta Yü

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.

Branding

The launcher icon is a single square of the Wallace tartan set on the bias, and the app opens on the same cloth carrying the name in a Celtic uncial hand for two seconds before fading into the menu.

The tartan is drawn, not an image: ui/theme/Tartan.kt lays the sett down as warp and then as weft at half opacity, which is what produces the blended squares instead of a flat grid. The icon is the same construction as a vector drawable, so it stays sharp at every density and needs no PNGs.

Two honest caveats:

  • The sett is the published threadcount: K/4 R32 K32 Y/4. The slashes are pivots, so WallaceSett holds the half-sett and reflects it out to K4 R32 K32 Y4 K32 R32 — 136 threads, about half black, half red, with a yellow line worth 3%. Two details define the pattern and are easy to get backwards: the yellow overstripe runs down the centre of a wide black band, and the narrow black guard sits between two red blocks. The icon is generated from the same numbers, so the icon and the splash cannot drift. Weave scale is derived from the sett rather than fixed, so changing the threadcount rescales both instead of silently zooming in.
  • The typeface is bundled under a licence. Uncial Antiqua, © 2011 Brian J. Bonislawsky DBA Astigmatic, Reserved Font Name "Uncial Antiqua", used under the SIL Open Font License 1.1. The full licence is at docs/licenses/UncialAntiqua-OFL.txt and must stay with the font — the OFL requires it to be distributed alongside.

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. 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.<run-number>. The in-app updater reads that tag, which is why the APK's versionCode is the same run number.

Installing without the app

The newest production build is always at this link, which never changes:

https://github.com/adrianoftyriel/ProLibertateGames/releases/latest/download/ProLibertateGames.apk

Every release carries the same APK twice — once named for its version, and once as plain ProLibertateGames.apk, because GitHub's /releases/latest/download/ redirect needs a file name that stays put. The in-app updater deliberately picks the versioned copy, so an installed build can always be traced back to its tag.

There is no equivalent link for the dev channel: /releases/latest skips prereleases by design, and that is exactly what keeps a production install from being handed a dev build. Dev builds are reached through the in-app updater with the channel set to dev, or from the releases page.

Update channels

Both pipelines publish, to two separate channels:

Channel Published by Tag Marked
Production release.yml, push to main v1.0.<n> release
Dev ci.yml, push to dev v1.0.<n>-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:

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
  kaiser/      Kaiser model, bidding, rules, AI
  sequence/    Sequence model, board, rules, AI
  president/   President model, rules, AI
  golf/        Golf model, scoring, rules, AI
  wizard/      Wizard model, rules, AI
  crazyeights/ Crazy 8s model, rules, AI
  chess/       Chess model, FEN, move generation, search
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.