adrianoftyrielandPaperclip d6a9a4f6bd Draft: Katan rules engine, parked for the game task (not ready)
Work-in-progress from the WALA-118 session, kept off main: the Katan game
is a later task, and this bootstrap only lists it under Board Games.

- game/catan/: CatanModel, CatanBoard (hex geometry, seeded island
  generation), CatanRules (phases, building, trading, scoring), CatanAi.
- GameRules.isLegalMove: structural move validation for games whose move
  space is combinatorial (trade offers), so MatchController's gates treat
  every game the same way.
- Tests: 51 — the engine's intended behaviour, written ahead of the
  implementation.

Honest state: it compiles, but 8 of the 51 tests still fail — forced-dice
handling in applyMove, token odds, win-by-standing-points, and two board
geometry invariants. Recorded, not silently green; the Katan game task picks
this up from here. Do not merge.

Co-Authored-By: Paperclip <[email protected]>
2026-10-14 02:26:16 +00:00
2026-08-05 15:50:56 -06:00

ProLibertateGames

A collection of card and board games for Android, playable against the computer or against other people over Wi-Fi (LAN).

Wallacenet's build of ProLibertateGames by adrianoftyriel (GNU GPL v3 — see LICENSE), hosted at https://git.wallacenet.ca/devadmin/PilgrimsOfKatan. Game rules documentation lives under docs/; build, CI and release decisions live in docs/CI.md. Katan itself arrives in later work — it is listed under Board Games as Coming soon — and this app ships the reference catalogue unchanged as the regression safety net.

What works today

The app shell is complete and every game in the catalogue is playable end to end:

Cards Euchre, Kaiser, President, Golf, Wizard, Crazy 8s, Cribbage, Hearts, Klondike, FreeCell, Spider, Pyramid
Table Sequence, Chess, Checkers, Backgammon, Mastermind, Nine Men's Morris, Peg Solitaire, Yahtzee, Pirates and Bulgars, Ta Yü, Katan (coming soon)

One entry is marked Coming soon: Katan, the island game, whose engine and screen land with their own task. The machinery is still there and still tested: a game listed in GameCatalog with available = false appears in the menu marked Coming soon on dev builds only, so a production release lists just what can actually be played and nobody installs it and taps into a dead end. The menu decides this from the installed APK's own version name — the same source the updater uses to know which channel it is on.

Adding a game means writing a GameRules implementation, a GameAi and a screen, then flipping available — 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 the network. 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.

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.

Scorekeeper

Scorekeeper on the main menu is a pencil for games the app does not deal — darts, rummy, whatever is actually on the table. It is laid out as the paper it replaces: a column per player with their name at the head, a row per round running down the page, and the running total ruled off at the foot.

     Alice   Bob   Carol
 1     +3     −1      +2
 2     +5     +7       •
 3   [   ] [   ]  [   ]   ← the row being filled in
 Σ      8      6       2

The bottom row is always the one being filled in. Finish it and it is written down, and a fresh empty row opens above the totals for the next round. The totals and that button stay put while the rounds scroll under them, so the tally is never off-screen.

Tap a column head to name it or remove that player; drag it sideways to move the column, and the whole column travels with the name. That works because points are recorded against a player's id rather than their position, so reordering the sheet moves the columns and nothing else. Ids are handed out once and never reused: somebody sitting down where somebody else got up starts at nought instead of inheriting a stranger's score. Removing a player does take their points with them — a score nobody can see is a score nobody can correct.

Rounds are not written in ink. Tapping a round number down the left edge opens that row for correction or lets it be struck out, and the totals follow.

Points are taken away by typing a minus, or with the ± button, which flips the last number typed. Not every keyboard offers a minus on its number pad, and subtracting has to work on all of them.

Sharing a sheet between devices

Tap Share and this phone becomes the host of its sheet; others choose Scorekeeper → Join a shared sheet nearby. Discovery and joining by address work exactly as they do for a game, hotspot included. Nobody is let in on their own say-so: the host gets a prompt with the guest's name and has to Allow or Deny it. A guest who was let in and drops out — a locked phone, say — is let straight back in rather than asked again, and the host can Remove anybody from the Sharing panel.

Everyone on the sheet can add rounds, correct them, rename and move columns. The host's copy is the truth, and what travels is what was done ("add a round with these points"), not whole sheets, so two people entering a round at once get two rounds rather than one overwriting the other. A guest's own change shows immediately and is laid over whatever the host sends until the host confirms it. Sync asks the host for the sheet as it stands, and happens by itself when the app comes back to the front. The host keeps the sheet as its own saved one; a guest's view is not saved, and leaving puts them back on their own sheet. Only the host can start a new game.

The sheet is saved as it is edited, so leaving the app or taking a phone call does not lose the game. It is kept in its own DataStore rather than with the settings, because it is a game in progress rather than a preference.

score/ScoreSheet.kt holds the whole model and, like game/, has no Android in it: every rule above is a pure function and unit-tested on the JVM.

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. The channel is this project's own Gitea releases (docs/CI.md), and there is no channel to choose: a build updates from its own channel and no other. The settings screen states which one is running rather than offering a switch. BuildConfig.OTA_ENABLED is the kill switch, not a preference.

    The check on launch only ever speaks when there is a build to install. It runs behind the splash and waits for it to clear, and an app that is already current — or a phone that cannot reach the release server — says nothing, because opening the app was not a question. The button in Settings is a question, so it answers every time, including "you're on the latest" and whatever went wrong.

    Wanting both means installing both — they are separate apps and each updates itself, see Both channels on one device.

Branding

The app wears the upstream's own branding, restored (WALA-118 review): the Wallace tartan is the launcher icon and the splash, drawn as vector drawables and Compose code so it stays sharp at every density and needs no PNGs. The app opens on the tartan held under the name, set in a Celtic uncial hand for two seconds before it fades into the menu.

A dev build wears the hunting green sett where production wears the clan red, and installs as Pro Libertate Games DEV. That is what tells the two copies apart when both are on the phone; see Both channels on one device. The tartan is drawn by ui/theme/Tartan.kt (TartanBackground, threadWidthFor) off BuildConfig.DEV_BUILD; the matching vector colours are generated per build by resValue in app/build.gradle.kts — the icon vectors reference @color/tartan_field rather than a literal, which is how one set of vectors serves both colourways.

Two honest caveats:

  • 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.
  • Katan is the one place this app deliberately diverges. No Catan trademarks or brand assets ship anywhere in it; the island game is listed under its own name with original art only. The GPL-licensed history that produced this app remains in git, and the source stays at adrianoftyriel/ProLibertateGames as the upstream remote.

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.

The Ta Yü board is the tightest fit of the lot — 18 × 18 cells comes out under 20dp a cell on a phone — which is why laying a tile there is a tap to line the placement up and a button to commit it, rather than a single tap on a target smaller than a fingertip.

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).

A local build is a dev build: it installs as ca.wallacenet.pilgrimsofkatan.dev under the name Pro Libertate Games DEV on the hunting-green sett, so it goes on beside a production copy rather than over it. Set PLG_CHANNEL=production to build the production package (ca.wallacenet.pilgrimsofkatan, clan red).

CI

Full decision record: docs/CI.md.

  • .github/workflows/ci.yml — builds, tests and lints on dev and on pull requests into dev or main, and publishes a dev prerelease from dev.
  • .github/workflows/release.yml — builds and publishes the production release on push to main, or by hand (workflow_dispatch).
  • Both publish through scripts/publish-release.sh against Gitea's REST API, which is also runnable by hand. No Actions runner is registered on the instance yet, so until one is, the local build is the guaranteed path (./gradlew assembleDebug && ./gradlew testDebugUnitTest) and releases go out via the script.

The version series

A version is <series>.<build number>. Both values are set by hand, once, in gradle.properties:

plgVersionSeries=1.4
plgVersionRunOffset=1000

Both workflows read those same properties when they name a release tag, and the build reads them when it stamps the APK, so the tag and what is inside it cannot name different versions. Changing either is a one-line change to that file and nothing else — but they are not equivalent:

  • The series is a name for people. Bumping it changes nothing about ordering.
  • The build number is what the machines compare: versionCode, the tag's trailing number, and the number in versionName, all the same figure — CI run number + plgVersionRunOffset. Because the offset never changes and the run number only climbs, going from 1.4 to 1.5 never looks like a downgrade to Android and never interrupts an OTA update.

The offset exists because Gitea Actions restarts run numbers at 1 for each workflow: without a floor, the first release of a fresh instance would collide with the versionCode 1 every unstamped local build carries, and a counter reset would make Android refuse the next build outright. Full reasoning in docs/CI.md.

Update channels

ci.yml stamps builds of dev as dev-channel, release.yml stamps main as production, so an APK's identity is decided where it is built. Publishing goes to this project's Gitea releases, and the rules it keeps:

  • production comes only from main (release.yml refuses any other branch);
  • dev prereleases are marked so the "latest release" endpoint can never hand one to a production install;
  • pull requests build and check but never publish.

The two channels have independent version sequences — a build's versionCode is the build number of the workflow that produced it (run number + offset), and the two workflows count separately, so the numbers say nothing across the divide.

That is why an install only ever updates within its own channel, and why there is no setting for it. The app reads the -dev suffix in its own versionName to know which line it is on, asks only that channel, and refuses anything that comes back belonging to the other one — checked again at the point of decision rather than trusted from the fetch. The rule is a pure function, verdictFor in update/UpdatePolicy.kt, with no Android in it, so it is unit-tested on the JVM like the rules engines are.

Both channels on one device

A dev build installs under its own applicationId, ca.wallacenet.pilgrimsofkatan.dev, so it is a separate app as far as Android is concerned and can sit beside the production copy rather than replacing it. Each channel still updates itself normally, because an update within a channel keeps the same package.

Three things move together, all off isDevBuild in app/build.gradle.kts:

Production Dev
applicationId ca.wallacenet.pilgrimsofkatan ca.wallacenet.pilgrimsofkatan.dev
Launcher name Pro Libertate Games Pro Libertate Games DEV
Tartan sett clan red hunting green

Anything that is not an explicit PLG_CHANNEL=production build is a dev build, so a local assembleDebug is a dev build too and installs alongside a release without uninstalling anything.

They have to move together. A dev package wearing the production name and colours is precisely the mix-up that having both installed is meant to prevent, which is why one flag drives all three rather than each being set by hand. The name and the colours reach the resources through resValue, so app_name, brand_field and splash_background are generated by the build and are deliberately not in res/values/ — the icon vectors reference @color/brand_field rather than a literal, which is how one set of vectors serves both colourways. BuildConfig.DEV_BUILD carries the same flag into Kotlin, where BrandField picks the matching Compose colour for the splash.

Because they are separate apps, having both is a matter of installing both, and each then updates itself down its own line. Nothing in the app moves a phone from one channel to the other: the settings screen states which build is running and where its updates come from, and that is all it does.

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 (index: docs/README.md):

  • Euchre
  • Sequence — note the caveat about the board layout
  • Kaiser
  • President
  • Golf
  • Wizard
  • Crazy 8s
  • Cribbage — two, three or four, and note that four play in partnerships pegging on one score
  • Chess
  • Checkers — note the caveat about flying kings
  • Backgammon — note that there is no doubling cube
  • Mastermind — played as a duel: each player sets the code the other has to break
  • Nine Men's Morris
  • Pirates and Bulgars — note the caveats about the reconstruction: the book the theme comes from could not be obtained, so the document says which rules are attested and which were chosen
  • Ta Yü — note the caveats about the reconstruction: 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

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
  cribbage/    Cribbage the crib, the play, the show, and a counting AI
  chess/       Chess model, FEN, move generation, search
  morris/      Nine Men's Morris board geometry, mills, rules, search
  checkers/    Checkers board, compulsory captures, crowning, search
  backgammon/  Backgammon points, dice, the maximal-roll rule, turn search
  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
net/           wire protocol, LAN transport, lobby, match driver
score/         scorekeeper sheet — pure Kotlin, unit-tested — and its store
settings/      DataStore-backed preferences
update/        OTA updater against this repo's Gitea releases, and the
              channel rule — pure, tested
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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