Import of ProLibertateGames (upstream main, GPL-3.0) rebranded for Wallacenet and repointed at git.wallacenet.ca. - Identity: applicationId ca.wallacenet.pilgrimsofkatan (+ .dev for the dev channel), launcher names "Pilgrims of Katan" / "Pilgrims of Katan DEV", neutral hexagon branding replacing the Wallace tartan. Uncial Antiqua keeps its OFL licence, and the GPL-3.0 LICENSE plus upstream attribution stay. - OTA: Updater.kt now reads this repo's own Gitea releases (/api/v1/repos/devadmin/PilgrimsOfKatan/releases...) and BuildConfig. OTA_ENABLED is on; Gitea answers the same JSON shape the code already parsed. - Build numbers: versionCode = CI run number + plgVersionRunOffset (1000), with the tag and versionName derived from the same figure. The offset is permanent, because Gitea Actions restarts run numbers at 1 and a reset would otherwise make Android reject the next build as a downgrade. - CI: ci.yml publishes a dev prerelease from dev, release.yml a production release from main, both through scripts/publish-release.sh (Gitea REST API, runnable by hand until an Actions runner is registered). - Docs: docs/CI.md records the channel, numbering and runner decisions; docs/README.md seeds the per-game RULES-* conventions; CLAUDE.md carries the agent ground rules. Verified: ./gradlew assembleDebug and testDebugUnitTest green on JDK 17 / compileSdk 34, both variants stamped, installing side by side under the new identity. Co-Authored-By: Paperclip <[email protected]>
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Pilgrims of Katan
A collection of card and board games for Android, playable against the computer or against other people over Wi-Fi (LAN).
Derived from ProLibertateGames by adrianoftyriel, used under the GNU GPL v3 — see LICENSE. Game rules documentation lives under docs/; build, CI and release decisions live in docs/CI.md. Catan itself arrives in later work; 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 |
| Board | Sequence, Chess, Checkers, Backgammon, Mastermind, Nine Men's Morris, Pirates and Bulgars, Ta Yü |
Nothing is marked Coming soon at the moment, because nothing is waiting. The
machinery for it 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_ENABLEDis 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
Neutral, original, and deliberately not Catan's: no third-party marks or trade dress ship in this app (rebrand scope: WALA-118). The launcher icon is a hexagonal ring around a solid core — a game tile, not any game's logo — drawn as vector drawables so it stays sharp at every density and needs no PNGs. The app opens on the brand field fading to its deep shade, the name set in a Celtic uncial hand for two seconds before it fades into the menu.
A dev build wears the dev green field where production wears slate
blue, and installs as Pilgrims of Katan DEV. That is what tells the two
copies apart when both are on the phone; see
Both channels on one device. The palette lives
in ui/theme/Theme.kt (BrandField, BrandDeep, BrandAccent) and the two
channel colours are generated per build by resValue in app/build.gradle.kts
— the icon vectors reference @color/brand_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.
- The upstream's clan tartan is gone; its code is not. The Wallace tartan
was the upstream's brand and left with the rebrand. The GPL-licensed history
that produced this app remains in git, and the source stays at
adrianoftyriel/ProLibertateGames
as the
upstreamremote.
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 Pilgrims of Katan DEV on
the dev green field, so it goes on beside a production copy rather than over it.
Set PLG_CHANNEL=production to build the production package
(ca.wallacenet.pilgrimsofkatan, slate blue).
CI
Full decision record: docs/CI.md.
.github/workflows/ci.yml— builds, tests and lints ondevand on pull requests intodevormain, and publishes a dev prerelease fromdev..github/workflows/release.yml— builds and publishes the production release on push tomain, 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 inversionName, 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.ymlrefuses 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 | Pilgrims of Katan | Pilgrims of Katan DEV |
| Brand field | slate blue | deep 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.