Merge pull request #19: Yahtzee and Klondike

A dice game and the first card solitaire, both playable. The ace-low
convention patience needs is now shared in game.solitaire rather than
defined per game.

Verified by ci.yml runs 90, 92, 93 and 94, all green.
This commit is contained in:
adrianoftyriel
2026-08-08 09:50:52 -06:00
committed by GitHub
15 changed files with 2275 additions and 5 deletions
@@ -35,13 +35,11 @@ object GameCatalog {
const val CRAZY_EIGHTS = "crazy8s"
const val CRIBBAGE = "cribbage"
/**
* Hearts has a rules engine and an AI but no screen yet, so it is an id
* without a [GameDescriptor]: nothing to tap, and nothing to crash. It joins
* [all] when its screen lands.
*/
const val HEARTS = "hearts"
const val PEG_SOLITAIRE = "pegsolitaire"
const val YAHTZEE = "yahtzee"
const val KLONDIKE = "klondike"
const val SEQUENCE = "sequence"
const val MASTERMIND = "mastermind"
const val BACKGAMMON = "backgammon"
@@ -135,6 +133,17 @@ object GameCatalog {
"of spades costs thirteen, and taking all of them costs everybody else.",
available = true,
),
GameDescriptor(
id = KLONDIKE,
title = "Klondike",
category = GameCategory.CARD,
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Patience, as everyone means it. Seven columns down to the aces, " +
"and a pack that decides most of it before you start.",
available = true,
),
GameDescriptor(
id = SEQUENCE,
title = "Sequence",
@@ -209,6 +218,17 @@ object GameCatalog {
"take the one you passed, and try to finish with one standing.",
available = true,
),
GameDescriptor(
id = YAHTZEE,
title = "Yahtzee",
category = GameCategory.BOARD,
minPlayers = 1,
maxPlayers = 6,
teamBased = false,
blurb = "Five dice, three throws, thirteen boxes to fill. Every box can be " +
"written in once, so the hard part is what to give up on.",
available = true,
),
GameDescriptor(
id = PIRATES,
title = "Pirates and Bulgars",
@@ -0,0 +1,50 @@
package org.prolibertate.games.game.klondike
import org.prolibertate.games.game.engine.GameAi
/**
* Plays the deal the way a person does when they are not thinking hard.
*
* Nothing asks it to during an ordinary game — the only seat belongs to the
* player — but a seat has to be playable by something, and this is what a
* "suggest a move" button would offer.
*
* The order matters more than the numbers. Sending a card home always wins,
* turning one up comes next, and aimless shuffling between columns scores below
* drawing so it is only reached when there is nothing else at all. That last
* ordering is what stops it walking a run back and forth between two columns for
* ever.
*/
object KlondikeAi : GameAi<KlondikeState, KlondikeMove> {
override fun chooseMove(state: KlondikeState, seat: Int, legal: List<KlondikeMove>): KlondikeMove {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
return legal.maxBy { worth(state, it) }
}
private fun worth(state: KlondikeState, move: KlondikeMove): Int = when (move) {
Draw -> 30
Redeal -> 20
is MoveCards -> when {
move.to.kind == SpotKind.FOUNDATION -> 100
// Taking a card back off a foundation is occasionally right and
// usually not, so it sits below doing nothing much at all.
move.from.kind == SpotKind.FOUNDATION -> -50
move.from.kind == SpotKind.TABLEAU && turnsACardUp(state, move) -> 80
move.from.kind == SpotKind.TABLEAU && emptiesAColumn(state, move) -> 60
move.from.kind == SpotKind.WASTE -> 40
else -> 15
}
}
/** True when the move strips a column back to its buried cards. */
private fun turnsACardUp(state: KlondikeState, move: MoveCards): Boolean {
val pile = state.tableau[move.from.index]
return move.count == pile.faceUp.size && pile.faceDown.isNotEmpty()
}
private fun emptiesAColumn(state: KlondikeState, move: MoveCards): Boolean {
val pile = state.tableau[move.from.index]
return move.count == pile.faceUp.size && pile.faceDown.isEmpty()
}
}
@@ -0,0 +1,145 @@
package org.prolibertate.games.game.klondike
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.solitaire.buildsDownAlternating
const val TABLEAU_PILES: Int = 7
const val FOUNDATIONS: Int = 4
/**
* Where a card can be, and which one of them.
*
* A kind and an index rather than a sealed hierarchy: every spot in this game is
* one of four things and at most one number identifies it, so a pair says
* everything a subclass per kind would, and serialises as two plain fields.
*/
@Serializable
enum class SpotKind { STOCK, WASTE, TABLEAU, FOUNDATION }
@Serializable
data class Spot(val kind: SpotKind, val index: Int = 0) {
companion object {
val stock = Spot(SpotKind.STOCK)
val waste = Spot(SpotKind.WASTE)
fun tableau(index: Int) = Spot(SpotKind.TABLEAU, index)
fun foundation(index: Int) = Spot(SpotKind.FOUNDATION, index)
}
}
/**
* A tableau pile: what is still turned down, and the run turned up on top of it.
*
* Kept as two lists because the split is the whole tension of the game. A pile
* is only worth what has been turned up, and the buried part is the thing being
* played for.
*/
@Serializable
data class TableauPile(
val faceDown: List<Card> = emptyList(),
val faceUp: List<Card> = emptyList(),
) {
val isEmpty: Boolean get() = faceDown.isEmpty() && faceUp.isEmpty()
val top: Card? get() = faceUp.lastOrNull()
}
@Serializable
data class KlondikeOptions(
/**
* One card off the stock at a time, or three. Three is the harder game and
* the older one; one is what most people mean by patience now.
*/
val drawCount: Int = 1,
/**
* How many times the waste may be turned back into the stock. Null is as
* often as you like; zero is a single pass through the pack, which is the
* gambling version.
*/
val redealLimit: Int? = null,
/**
* Only a king may be moved into an empty column. Turning this off is a
* common kindness that makes far more deals winnable.
*/
val kingsOnlyInSpaces: Boolean = true,
) {
init {
require(drawCount in 1..3) { "Draw one to three" }
require(redealLimit == null || redealLimit >= 0) { "redealLimit cannot be negative" }
}
}
@Serializable
data class KlondikeState(
val options: KlondikeOptions,
val seed: Long,
/** Face down, dealt from the end. */
val stock: List<Card>,
/** Face up; the last card is the one in play. */
val waste: List<Card>,
/** One per suit, in [Suit] order, each running ace upwards. */
val foundations: List<List<Card>>,
val tableau: List<TableauPile>,
val redealsUsed: Int,
val moves: Int,
val log: List<String>,
) {
/** Every foundation full is the game won. */
val isWon: Boolean get() = foundations.all { it.size == Rank.standard.size }
val canRedeal: Boolean
get() = stock.isEmpty() &&
waste.isNotEmpty() &&
(options.redealLimit == null || redealsUsed < options.redealLimit)
}
@Serializable
sealed interface KlondikeMove
/** Turns the next card or three off the stock and onto the waste. */
@Serializable
@SerialName("draw")
data object Draw : KlondikeMove
/** Turns the waste back over to make a new stock, once the stock is out. */
@Serializable
@SerialName("redeal")
data object Redeal : KlondikeMove
/**
* Moves [count] cards from one spot to another.
*
* [count] is only ever more than one when moving between tableau columns, where
* a whole descending run travels together.
*/
@Serializable
@SerialName("move")
data class MoveCards(val from: Spot, val to: Spot, val count: Int = 1) : KlondikeMove
/** Foundations are indexed by suit, so a card always knows which one it wants. */
fun foundationFor(card: Card): Int = card.suit.ordinal
/**
* Down by one and in the other colour.
*
* Named here because it is what this game builds with, but the rule itself is
* shared: FreeCell builds the same way, Spider builds in suit, and all of them
* need the same ace-low ordering underneath.
*/
fun buildsDown(lower: Card, onto: Card): Boolean = buildsDownAlternating(lower, onto)
/**
* Whether [cards] is a run that can travel as one: each card a step below the
* one before it and in the opposite colour.
*/
fun isMovableRun(cards: List<Card>): Boolean =
cards.isNotEmpty() && cards.zipWithNext().all { (upper, lower) -> buildsDown(lower, upper) }
/** What an empty column will take. */
fun acceptsInSpace(card: Card, kingsOnly: Boolean): Boolean =
!kingsOnly || card.rank == Rank.KING
/** Suit order is the foundation order, so this names them for the screen. */
fun foundationSuit(index: Int): Suit = Suit.entries[index]
@@ -0,0 +1,250 @@
package org.prolibertate.games.game.klondike
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.solitaire.acceptsOnFoundation
import kotlin.random.Random
/**
* Klondike as a pure state machine. See RULES-klondike.md.
*
* One seat, like peg solitaire: the player is not playing against anybody, only
* against the deal.
*/
object KlondikeRules : GameRules<KlondikeState, KlondikeMove> {
override val gameId: String = GameCatalog.KLONDIKE
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): KlondikeState {
val options = json.decodeFromString<KlondikeOptions>(config.optionsJson)
require(config.seats.size == 1) { "Klondike seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: KlondikeOptions, seed: Long): KlondikeState {
val deck = Decks.standard52().shuffledWith(Random(seed)).toMutableList()
val piles = (0 until TABLEAU_PILES).map { index ->
// Column n gets n+1 cards, and only the last of them is turned up.
val taken = List(index + 1) { deck.removeAt(deck.size - 1) }
TableauPile(faceDown = taken.dropLast(1), faceUp = listOf(taken.last()))
}
return KlondikeState(
options = options,
seed = seed,
stock = deck.toList(),
waste = emptyList(),
foundations = List(FOUNDATIONS) { emptyList() },
tableau = piles,
redealsUsed = 0,
moves = 0,
log = listOf("Dealt. Drawing ${options.drawCount} at a time."),
)
}
override fun currentSeat(state: KlondikeState): Int? =
if (isFinished(state)) null else SOLO_SEAT
override fun legalMoves(state: KlondikeState, seat: Int): List<KlondikeMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<KlondikeMove>()
if (state.stock.isNotEmpty()) moves += Draw
if (state.canRedeal) moves += Redeal
state.waste.lastOrNull()?.let { card ->
val foundation = foundationFor(card)
if (acceptsOnFoundation(state.foundations[foundation], card)) {
moves += MoveCards(Spot.waste, Spot.foundation(foundation))
}
state.tableau.indices.forEach { pile ->
if (tableauAccepts(state, pile, card)) {
moves += MoveCards(Spot.waste, Spot.tableau(pile))
}
}
}
state.tableau.forEachIndexed { index, pile ->
pile.top?.let { card ->
val foundation = foundationFor(card)
if (acceptsOnFoundation(state.foundations[foundation], card)) {
moves += MoveCards(Spot.tableau(index), Spot.foundation(foundation))
}
}
for (count in 1..pile.faceUp.size) {
val run = pile.faceUp.takeLast(count)
if (!isMovableRun(run)) continue
val head = run.first()
state.tableau.indices.forEach { target ->
if (target == index || !tableauAccepts(state, target, head)) return@forEach
// Shifting a whole column into an empty one gains nothing and
// would let a game shuffle back and forth for ever, so it is
// not offered as a move at all.
val wholeColumn = pile.faceDown.isEmpty() && count == pile.faceUp.size
if (wholeColumn && state.tableau[target].isEmpty) return@forEach
moves += MoveCards(Spot.tableau(index), Spot.tableau(target), count)
}
}
}
state.foundations.forEachIndexed { index, foundation ->
foundation.lastOrNull()?.let { card ->
state.tableau.indices.forEach { pile ->
if (tableauAccepts(state, pile, card)) {
moves += MoveCards(Spot.foundation(index), Spot.tableau(pile))
}
}
}
}
return moves
}
/** Whether column [index] will take [card] on top of it. */
fun tableauAccepts(state: KlondikeState, index: Int, card: Card): Boolean {
val pile = state.tableau[index]
val top = pile.top ?: return acceptsInSpace(card, state.options.kingsOnlyInSpaces)
return buildsDown(card, top)
}
override fun applyMove(state: KlondikeState, seat: Int, move: KlondikeMove): KlondikeState {
require(seat == SOLO_SEAT) { "Klondike has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
val next = when (move) {
Draw -> draw(state)
Redeal -> redeal(state)
is MoveCards -> moveCards(state, move)
}
val won = next.isWon
return next.copy(
moves = state.moves + 1,
log = if (won) next.log + "Out, in ${next.moves + 1} moves." else next.log,
)
}
private fun draw(state: KlondikeState): KlondikeState {
val count = minOf(state.options.drawCount, state.stock.size)
val taken = state.stock.takeLast(count)
return state.copy(
stock = state.stock.dropLast(count),
// Turning a packet over reverses it, so the card that was deepest of
// the three is the one left showing.
waste = state.waste + taken.reversed(),
)
}
private fun redeal(state: KlondikeState): KlondikeState = state.copy(
// The waste is turned face down as one, so its top card ends up at the
// bottom of the new stock.
stock = state.waste.reversed(),
waste = emptyList(),
redealsUsed = state.redealsUsed + 1,
log = state.log + "Waste turned back over.",
)
private fun moveCards(state: KlondikeState, move: MoveCards): KlondikeState {
val cards = cardsAt(state, move.from, move.count)
val without = removeFrom(state, move.from, move.count)
return addTo(without, move.to, cards)
}
private fun cardsAt(state: KlondikeState, from: Spot, count: Int): List<Card> = when (from.kind) {
SpotKind.WASTE -> state.waste.takeLast(count)
SpotKind.TABLEAU -> state.tableau[from.index].faceUp.takeLast(count)
SpotKind.FOUNDATION -> state.foundations[from.index].takeLast(count)
SpotKind.STOCK -> throw IllegalArgumentException("Cards are not taken from the stock by hand")
}
private fun removeFrom(state: KlondikeState, from: Spot, count: Int): KlondikeState =
when (from.kind) {
SpotKind.WASTE -> state.copy(waste = state.waste.dropLast(count))
SpotKind.TABLEAU -> {
val pile = state.tableau[from.index]
val left = pile.faceUp.dropLast(count)
// Emptying the turned-up run exposes whatever was under it, and
// turning that card is the point of most of the game.
val flipped = if (left.isEmpty() && pile.faceDown.isNotEmpty()) {
TableauPile(
faceDown = pile.faceDown.dropLast(1),
faceUp = listOf(pile.faceDown.last()),
)
} else {
pile.copy(faceUp = left)
}
state.copy(tableau = state.tableau.replacing(from.index, flipped))
}
SpotKind.FOUNDATION -> state.copy(
foundations = state.foundations.replacing(
from.index,
state.foundations[from.index].dropLast(count),
),
)
SpotKind.STOCK -> throw IllegalArgumentException("Nothing is taken off the stock by hand")
}
private fun addTo(state: KlondikeState, to: Spot, cards: List<Card>): KlondikeState =
when (to.kind) {
SpotKind.TABLEAU -> {
val pile = state.tableau[to.index]
state.copy(
tableau = state.tableau.replacing(
to.index,
pile.copy(faceUp = pile.faceUp + cards),
),
)
}
SpotKind.FOUNDATION -> state.copy(
foundations = state.foundations.replacing(
to.index,
state.foundations[to.index] + cards,
),
)
SpotKind.WASTE, SpotKind.STOCK ->
throw IllegalArgumentException("Nothing is put back on the ${to.kind}")
}
private fun <T> List<T>.replacing(index: Int, value: T): List<T> =
toMutableList().also { it[index] = value }
/**
* Won, or with nothing left to try.
*
* A game can dry up entirely: no stock, no redeal left, and not a card that
* will go anywhere. That is a finish as much as winning is, and the screen
* needs to be able to say so rather than leaving the player hunting.
*/
override fun isFinished(state: KlondikeState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: KlondikeState): String = when {
state.isWon -> "Out in ${state.moves} moves"
isFinished(state) -> "Blocked, ${state.foundations.sumOf { it.size }} cards home"
else -> "${state.foundations.sumOf { it.size }} of 52 home"
}
/** One seat, and it is the player's, so there is nothing to strip. */
override fun viewFor(state: KlondikeState, seat: Int): KlondikeState = state
override fun encodeState(state: KlondikeState): String = json.encodeToString(state)
override fun decodeState(json: String): KlondikeState = this.json.decodeFromString(json)
override fun encodeMove(move: KlondikeMove): String = json.encodeToString(move)
override fun decodeMove(json: String): KlondikeMove = this.json.decodeFromString(json)
/** Deals the same pack again, so a lost game can be replayed from the start. */
fun restart(state: KlondikeState): KlondikeState = deal(state.options, state.seed)
}
@@ -0,0 +1,41 @@
package org.prolibertate.games.game.solitaire
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
/**
* Where a rank sits when the ace is low.
*
* [Rank.order] puts the ace at fourteen, which is right for the games this deck
* was built for: in Euchre, Kaiser, Wizard and the rest it is the highest card
* there is. Every patience in this app counts it the other way — foundations run
* ace upwards, columns run down to an ace, and Pyramid needs it to be worth one
* when a pair has to make thirteen.
*
* It lives here rather than on [Rank] because ace high is correct everywhere
* outside these games, and it is shared rather than copied because four
* separate definitions of "the ace is low" would be four chances to disagree.
*/
val Rank.patienceOrder: Int get() = if (this == Rank.ACE) 1 else order
/** Down by one, and in the other colour: the ordinary tableau build. */
fun buildsDownAlternating(lower: Card, onto: Card): Boolean =
lower.rank.patienceOrder == onto.rank.patienceOrder - 1 &&
lower.suit.isRed != onto.suit.isRed
/** Down by one in the same suit, which is what Spider pays for. */
fun buildsDownInSuit(lower: Card, onto: Card): Boolean =
lower.rank.patienceOrder == onto.rank.patienceOrder - 1 && lower.suit == onto.suit
/** Ace first, then strictly upwards in the same suit. */
fun acceptsOnFoundation(foundation: List<Card>, card: Card): Boolean {
val top = foundation.lastOrNull() ?: return card.rank == Rank.ACE
return card.suit == top.suit && card.rank.patienceOrder == top.rank.patienceOrder + 1
}
/**
* Whether [cards] is a run that travels as one, by whatever rule the game
* builds with.
*/
fun isRun(cards: List<Card>, builds: (Card, Card) -> Boolean): Boolean =
cards.isNotEmpty() && cards.zipWithNext().all { (upper, lower) -> builds(lower, upper) }
@@ -0,0 +1,86 @@
package org.prolibertate.games.game.yahtzee
import org.prolibertate.games.game.engine.GameAi
/**
* Plays the dice by eye rather than by arithmetic.
*
* It deliberately does not try each way of keeping and look at what came back.
* The throw is a pure function of the state and what is held, so an AI that
* enumerated the thirty-two subsets and applied them would be reading the roll
* before making it — beating the player by seeing the future rather than by
* playing well. Everything below decides from the dice already on the table.
*/
object YahtzeeAi : GameAi<YahtzeeState, YahtzeeMove> {
override fun chooseMove(state: YahtzeeState, seat: Int, legal: List<YahtzeeMove>): YahtzeeMove {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
val rolls = legal.filterIsInstance<RollDice>()
val writes = legal.filterIsInstance<ScoreIn>()
// Nothing on the table yet, so there is only one thing to do.
if (!state.hasRolled) return rolls.firstOrNull() ?: writes.first()
val best = writes.maxByOrNull { scoreOf(it.category, state.dice) }
val bestScore = best?.let { scoreOf(it.category, state.dice) } ?: 0
// A hand already worth taking, or no rolls left, ends the turn.
if (rolls.isEmpty()) return best ?: writes.first()
if (bestScore >= WORTH_KEEPING) return best!!
val keep = whatToKeep(state.dice)
return rolls.firstOrNull { it.keep.sorted() == keep.sorted() }
?: rolls.first()
}
/**
* Good enough to stop throwing. Set at a full house, which is the point
* where a hand is worth more than an average reroll of it.
*/
private const val WORTH_KEEPING = 25
/**
* What to hold on to: a run if one is nearly there, otherwise the face there
* is most of. Holding the biggest group is what turns three of a kind into
* four, and it is the whole of ordinary dice play.
*/
private fun whatToKeep(dice: List<Int>): List<Int> {
val run = runIndices(dice)
if (run.size >= 4) return run
val counts = countsOf(dice)
val most = counts.entries
.sortedWith(compareByDescending<Map.Entry<Int, Int>> { it.value }.thenByDescending { it.key })
.first()
if (most.value >= 2) {
return dice.indices.filter { dice[it] == most.key }
}
// Five different faces and no run worth keeping: hold the big ones and
// throw the rest.
return dice.indices.filter { dice[it] >= 5 }
}
/** Positions making up the longest run of consecutive faces, one die per face. */
private fun runIndices(dice: List<Int>): List<Int> {
val faces = dice.toSortedSet().toList()
var bestStart = 0
var bestLength = 0
var start = 0
for (i in faces.indices) {
if (i > 0 && faces[i] != faces[i - 1] + 1) start = i
val length = i - start + 1
if (length > bestLength) {
bestLength = length
bestStart = start
}
}
if (bestLength < 4) return emptyList()
val wanted = faces.subList(bestStart, bestStart + bestLength).toSet()
// One die per face: a second five adds nothing to a straight.
val taken = mutableSetOf<Int>()
return dice.indices.filter { index ->
val face = dice[index]
face in wanted && taken.add(face)
}
}
}
@@ -0,0 +1,192 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
/** Five dice, thirteen boxes, and thirteen turns to fill them. */
const val DICE_COUNT: Int = 5
const val ROLLS_PER_TURN: Int = 3
@Serializable
enum class YahtzeeSection { UPPER, LOWER }
/**
* The thirteen boxes on the card, in the order they are printed.
*
* The upper six score only the die they name, which is what the bonus is for:
* three of each is exactly sixty-three, so the bonus rewards a card that did not
* give up on any of them.
*/
@Serializable
enum class YahtzeeCategory(val label: String, val section: YahtzeeSection) {
ONES("Ones", YahtzeeSection.UPPER),
TWOS("Twos", YahtzeeSection.UPPER),
THREES("Threes", YahtzeeSection.UPPER),
FOURS("Fours", YahtzeeSection.UPPER),
FIVES("Fives", YahtzeeSection.UPPER),
SIXES("Sixes", YahtzeeSection.UPPER),
THREE_OF_A_KIND("Three of a kind", YahtzeeSection.LOWER),
FOUR_OF_A_KIND("Four of a kind", YahtzeeSection.LOWER),
FULL_HOUSE("Full house", YahtzeeSection.LOWER),
SMALL_STRAIGHT("Small straight", YahtzeeSection.LOWER),
LARGE_STRAIGHT("Large straight", YahtzeeSection.LOWER),
YAHTZEE("Yahtzee", YahtzeeSection.LOWER),
CHANCE("Chance", YahtzeeSection.LOWER),
;
/** The face this box counts, for the upper six. */
val face: Int? get() = if (section == YahtzeeSection.UPPER) ordinal + 1 else null
}
/** Three of each of the upper six, which is what the bonus asks for. */
const val UPPER_BONUS_AT: Int = 63
const val UPPER_BONUS: Int = 35
const val YAHTZEE_SCORE: Int = 50
const val YAHTZEE_BONUS: Int = 100
@Serializable
data class YahtzeeOptions(
/** One plays it as a puzzle against the card; up to six round a table. */
val playerCount: Int = 2,
/**
* A second Yahtzee is worth a hundred on top, once the Yahtzee box itself
* holds fifty. Switched off, extra Yahtzees are only worth whatever box they
* are written into.
*/
val yahtzeeBonus: Boolean = true,
) {
init {
require(playerCount in 1..6) { "Yahtzee seats one to six" }
}
}
/**
* One player's card.
*
* Boxes are held as a list indexed by [YahtzeeCategory.ordinal] rather than a
* map, so what crosses the wire is thirteen slots in a fixed order and a box
* that has never been filled is plainly null rather than absent.
*/
@Serializable
data class YahtzeeCard(
val boxes: List<Int?> = List(YahtzeeCategory.entries.size) { null },
) {
operator fun get(category: YahtzeeCategory): Int? = boxes[category.ordinal]
fun isFilled(category: YahtzeeCategory): Boolean = this[category] != null
val isComplete: Boolean get() = boxes.none { it == null }
fun with(category: YahtzeeCategory, score: Int): YahtzeeCard {
require(!isFilled(category)) { "${category.label} is already written in" }
return copy(boxes = boxes.toMutableList().also { it[category.ordinal] = score })
}
val upperSubtotal: Int
get() = YahtzeeCategory.entries
.filter { it.section == YahtzeeSection.UPPER }
.sumOf { this[it] ?: 0 }
val upperBonus: Int get() = if (upperSubtotal >= UPPER_BONUS_AT) UPPER_BONUS else 0
val lowerSubtotal: Int
get() = YahtzeeCategory.entries
.filter { it.section == YahtzeeSection.LOWER }
.sumOf { this[it] ?: 0 }
/** Does not include Yahtzee bonuses, which are held on the state. */
val total: Int get() = upperSubtotal + upperBonus + lowerSubtotal
}
@Serializable
data class YahtzeeState(
val options: YahtzeeOptions,
val seed: Long,
/** Zero-based. Thirteen rounds fill thirteen boxes. */
val round: Int,
val turn: Int,
/** Empty until the seat has rolled; five dice after that. */
val dice: List<Int>,
val rollsUsed: Int,
val cards: List<YahtzeeCard>,
/** Hundreds earned for extra Yahtzees, counted per seat. */
val yahtzeeBonuses: List<Int>,
val log: List<String>,
) {
val rollsLeft: Int get() = ROLLS_PER_TURN - rollsUsed
/** Nothing can be written in until the dice have been thrown at least once. */
val hasRolled: Boolean get() = rollsUsed > 0
fun totalFor(seat: Int): Int = cards[seat].total + yahtzeeBonuses[seat]
val isOver: Boolean get() = cards.all { it.isComplete }
}
@Serializable
sealed interface YahtzeeMove
/**
* Throws the dice, keeping the ones at [keep].
*
* Positions rather than faces: two fives are two different dice, and a player
* who keeps one of them and rerolls the other is doing something a set of faces
* could not express.
*/
@Serializable
@SerialName("roll")
data class RollDice(val keep: List<Int> = emptyList()) : YahtzeeMove
@Serializable
@SerialName("score")
data class ScoreIn(val category: YahtzeeCategory) : YahtzeeMove
/** How many of each face, indexed one to six. */
fun countsOf(dice: List<Int>): Map<Int, Int> = dice.groupingBy { it }.eachCount()
/** The longest run of consecutive faces present, however many of each. */
fun longestRun(dice: List<Int>): Int {
val present = dice.toSortedSet()
var best = 0
var run = 0
var previous: Int? = null
for (face in present) {
run = if (previous != null && face == previous + 1) run + 1 else 1
best = maxOf(best, run)
previous = face
}
return best
}
/**
* What [category] is worth for [dice].
*
* A full house is strictly three of one and two of another, so five of a kind
* does not pay for it — that is the printed rule, and the joker variations that
* change it are not played here.
*/
fun scoreOf(category: YahtzeeCategory, dice: List<Int>): Int {
val counts = countsOf(dice)
val sum = dice.sum()
return when (category) {
YahtzeeCategory.ONES, YahtzeeCategory.TWOS, YahtzeeCategory.THREES,
YahtzeeCategory.FOURS, YahtzeeCategory.FIVES, YahtzeeCategory.SIXES,
-> {
val face = category.face!!
face * (counts[face] ?: 0)
}
YahtzeeCategory.THREE_OF_A_KIND -> if (counts.values.any { it >= 3 }) sum else 0
YahtzeeCategory.FOUR_OF_A_KIND -> if (counts.values.any { it >= 4 }) sum else 0
YahtzeeCategory.FULL_HOUSE ->
if (counts.values.sorted() == listOf(2, 3)) 25 else 0
YahtzeeCategory.SMALL_STRAIGHT -> if (longestRun(dice) >= 4) 30 else 0
YahtzeeCategory.LARGE_STRAIGHT -> if (longestRun(dice) >= 5) 40 else 0
YahtzeeCategory.YAHTZEE -> if (counts.values.any { it == DICE_COUNT }) YAHTZEE_SCORE else 0
YahtzeeCategory.CHANCE -> sum
}
}
fun isYahtzee(dice: List<Int>): Boolean =
dice.size == DICE_COUNT && dice.toSet().size == 1
@@ -0,0 +1,175 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Yahtzee as a pure state machine. See RULES-yahtzee.md.
*
* The dice are thrown from the state rather than from a generator held on the
* side: [applyMove] has to return the same thing every time it is handed the
* same state and move, or the host and its clients would part company on the
* first reroll. Seeding on the round, the seat, the rolls used and what was kept
* gives a throw that is unpredictable to play against and identical to replay.
*/
object YahtzeeRules : GameRules<YahtzeeState, YahtzeeMove> {
override val gameId: String = GameCatalog.YAHTZEE
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): YahtzeeState {
val options = json.decodeFromString<YahtzeeOptions>(config.optionsJson)
require(config.seats.size == options.playerCount) {
"Seat count ${config.seats.size} does not match ${options.playerCount} players"
}
return YahtzeeState(
options = options,
seed = config.seed,
round = 0,
turn = 0,
dice = emptyList(),
rollsUsed = 0,
cards = List(options.playerCount) { YahtzeeCard() },
yahtzeeBonuses = List(options.playerCount) { 0 },
log = listOf("Round 1."),
)
}
override fun currentSeat(state: YahtzeeState): Int? =
if (state.isOver) null else state.turn
override fun legalMoves(state: YahtzeeState, seat: Int): List<YahtzeeMove> {
if (state.isOver || state.turn != seat) return emptyList()
val moves = mutableListOf<YahtzeeMove>()
if (state.rollsUsed < ROLLS_PER_TURN) {
// The first throw of a turn is all five dice: there is nothing on
// the table yet to keep.
moves += if (!state.hasRolled) {
listOf(RollDice(emptyList()))
} else {
keepSubsets().map { RollDice(it) }
}
}
if (state.hasRolled) {
moves += YahtzeeCategory.entries
.filterNot { state.cards[seat].isFilled(it) }
.map { ScoreIn(it) }
}
return moves
}
/** Every set of dice positions a player might hold back — thirty-two of them. */
private fun keepSubsets(): List<List<Int>> =
(0 until (1 shl DICE_COUNT)).map { mask ->
(0 until DICE_COUNT).filter { mask and (1 shl it) != 0 }
}
override fun applyMove(state: YahtzeeState, seat: Int, move: YahtzeeMove): YahtzeeState {
require(!state.isOver) { "The game is over" }
require(state.turn == seat) { "Seat $seat is not on the clock" }
return when (move) {
is RollDice -> applyRoll(state, move)
is ScoreIn -> applyScore(state, seat, move)
}
}
private fun applyRoll(state: YahtzeeState, move: RollDice): YahtzeeState {
require(state.rollsUsed < ROLLS_PER_TURN) { "No rolls left this turn" }
require(move.keep.distinct().size == move.keep.size) { "Cannot keep a die twice" }
require(move.keep.all { it in 0 until DICE_COUNT }) { "No such die" }
require(state.hasRolled || move.keep.isEmpty()) { "Nothing to keep before the first roll" }
return state.copy(
dice = throwDice(state, move.keep),
rollsUsed = state.rollsUsed + 1,
)
}
private fun throwDice(state: YahtzeeState, keep: List<Int>): List<Int> {
val random = Random(
state.seed +
state.round * 10_000L +
state.turn * 1_000L +
state.rollsUsed * 100L +
keep.sorted().hashCode(),
)
return (0 until DICE_COUNT).map { index ->
if (keep.contains(index) && index < state.dice.size) {
state.dice[index]
} else {
random.nextInt(1, 7)
}
}
}
private fun applyScore(state: YahtzeeState, seat: Int, move: ScoreIn): YahtzeeState {
require(state.hasRolled) { "Roll before writing anything in" }
val card = state.cards[seat]
require(!card.isFilled(move.category)) { "${move.category.label} is already written in" }
val written = scoreOf(move.category, state.dice)
// A second Yahtzee pays a hundred on top, but only once the box itself
// holds the fifty — a zero written there earlier forfeits the bonus, as
// the printed rule has it.
val earnsBonus = state.options.yahtzeeBonus &&
isYahtzee(state.dice) &&
card[YahtzeeCategory.YAHTZEE] == YAHTZEE_SCORE
val bonuses = if (!earnsBonus) {
state.yahtzeeBonuses
} else {
state.yahtzeeBonuses.toMutableList().also { it[seat] = it[seat] + YAHTZEE_BONUS }
}
val cards = state.cards.toMutableList().also { it[seat] = card.with(move.category, written) }
val nextTurn = (seat + 1) % state.options.playerCount
val wrapped = nextTurn == 0
val round = if (wrapped) state.round + 1 else state.round
val notes = buildList {
add("Seat $seat wrote $written in ${move.category.label}.")
if (earnsBonus) add("Seat $seat rolled another Yahtzee: $YAHTZEE_BONUS more.")
if (cards.all { it.isComplete }) add("Cards full.") else if (wrapped) add("Round ${round + 1}.")
}
return state.copy(
round = round,
turn = nextTurn,
// The dice go back in the cup for whoever is next.
dice = emptyList(),
rollsUsed = 0,
cards = cards,
yahtzeeBonuses = bonuses,
log = state.log + notes,
)
}
override fun isFinished(state: YahtzeeState): Boolean = state.isOver
override fun summary(state: YahtzeeState): String = when {
state.isOver -> {
val totals = state.cards.indices.map { state.totalFor(it) }
val best = totals.max()
"Winner: seat ${totals.indexOf(best)} on $best"
}
!state.hasRolled -> "Seat ${state.turn} to throw"
else -> "Seat ${state.turn}, ${state.rollsLeft} rolls left"
}
/**
* Nothing is hidden. The dice are on the table and every card is face up —
* Yahtzee is a game of what you do with a throw everyone watched, so there
* is no private state to strip.
*/
override fun viewFor(state: YahtzeeState, seat: Int): YahtzeeState = state
override fun encodeState(state: YahtzeeState): String = json.encodeToString(state)
override fun decodeState(json: String): YahtzeeState = this.json.decodeFromString(json)
override fun encodeMove(move: YahtzeeMove): String = json.encodeToString(move)
override fun decodeMove(json: String): YahtzeeMove = this.json.decodeFromString(json)
}
@@ -41,6 +41,8 @@ import org.prolibertate.games.game.cribbage.CribbageOptions
import org.prolibertate.games.game.euchre.EuchreOptions
import org.prolibertate.games.game.golf.GolfOptions
import org.prolibertate.games.game.hearts.HeartsOptions
import org.prolibertate.games.game.klondike.KlondikeOptions
import org.prolibertate.games.game.yahtzee.YahtzeeOptions
import org.prolibertate.games.game.pegsolitaire.PegBoard
import org.prolibertate.games.game.pegsolitaire.PegGoal
import org.prolibertate.games.game.pegsolitaire.PegSolitaireOptions
@@ -94,6 +96,8 @@ fun GameSetupScreen(
var pirates by remember { mutableStateOf(PiratesOptions()) }
var hearts by remember { mutableStateOf(HeartsOptions()) }
var pegs by remember { mutableStateOf(PegSolitaireOptions()) }
var yahtzee by remember { mutableStateOf(YahtzeeOptions()) }
var klondike by remember { mutableStateOf(KlondikeOptions()) }
// Not an engine option: which seat the local player takes. Seat 0 is
// always White, so choosing Black means sitting in seat 1.
var playWhite by remember { mutableStateOf(true) }
@@ -119,6 +123,8 @@ fun GameSetupScreen(
GameCatalog.PIRATES -> setupJson.encodeToString(pirates)
GameCatalog.HEARTS -> setupJson.encodeToString(hearts)
GameCatalog.PEG_SOLITAIRE -> setupJson.encodeToString(pegs)
GameCatalog.YAHTZEE -> setupJson.encodeToString(yahtzee)
GameCatalog.KLONDIKE -> setupJson.encodeToString(klondike)
else -> "{}"
}
val seatCount = seatCountFor(descriptor.id, optionsJson)
@@ -174,6 +180,10 @@ fun GameSetupScreen(
GameCatalog.PEG_SOLITAIRE -> PegSolitaireOptionsEditor(pegs) { pegs = it }
GameCatalog.YAHTZEE -> YahtzeeOptionsEditor(yahtzee) { yahtzee = it }
GameCatalog.KLONDIKE -> KlondikeOptionsEditor(klondike) { klondike = it }
else -> Text("No options yet for this game.")
}
@@ -272,6 +282,9 @@ fun seatCountFor(gameId: String, optionsJson: String): Int {
GameCatalog.CHESS, GameCatalog.MORRIS, GameCatalog.CHECKERS,
GameCatalog.BACKGAMMON, GameCatalog.MASTERMIND, GameCatalog.PIRATES -> 2
GameCatalog.YAHTZEE ->
setupJson.decodeFromString<YahtzeeOptions>(optionsJson).playerCount
GameCatalog.TAYU ->
setupJson.decodeFromString<TayuOptions>(optionsJson).playerCount
@@ -1012,3 +1025,56 @@ private fun PegSolitaireOptionsEditor(
)
}
}
@Composable
private fun YahtzeeOptionsEditor(options: YahtzeeOptions, onChange: (YahtzeeOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Players",
values = (1..6).toList(),
selected = options.playerCount,
display = { if (it == 1) "On your own" else "$it" },
onSelect = { onChange(options.copy(playerCount = it)) },
)
ToggleRow(
title = "Second Yahtzee scores a hundred",
subtitle = "Only once the Yahtzee box holds the fifty. A zero written there " +
"earlier forfeits it, as the printed rule has it.",
checked = options.yahtzeeBonus,
onChange = { onChange(options.copy(yahtzeeBonus = it)) },
)
}
}
@Composable
private fun KlondikeOptionsEditor(options: KlondikeOptions, onChange: (KlondikeOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Turn from the stock",
values = listOf(1, 3),
selected = options.drawCount,
display = { "$it at a time" },
onSelect = { onChange(options.copy(drawCount = it)) },
)
ChipRow(
label = "Turning the waste back over",
values = listOf(null, 0, 1, 2),
selected = options.redealLimit,
display = {
when (it) {
null -> "As often as you like"
0 -> "Never — one pass"
else -> "$it times"
}
},
onSelect = { onChange(options.copy(redealLimit = it)) },
)
ToggleRow(
title = "Only a king fills a space",
subtitle = "Turning this off lets any card into an empty column, which makes " +
"far more deals winnable.",
checked = options.kingsOnlyInSpaces,
onChange = { onChange(options.copy(kingsOnlyInSpaces = it)) },
)
}
}
@@ -29,6 +29,14 @@ import org.prolibertate.games.game.euchre.EuchreMove
import org.prolibertate.games.game.euchre.EuchrePhase
import org.prolibertate.games.game.euchre.EuchreRules
import org.prolibertate.games.game.euchre.EuchreState
import org.prolibertate.games.game.klondike.KlondikeAi
import org.prolibertate.games.game.klondike.KlondikeMove
import org.prolibertate.games.game.klondike.KlondikeRules
import org.prolibertate.games.game.klondike.KlondikeState
import org.prolibertate.games.game.yahtzee.YahtzeeAi
import org.prolibertate.games.game.yahtzee.YahtzeeMove
import org.prolibertate.games.game.yahtzee.YahtzeeRules
import org.prolibertate.games.game.yahtzee.YahtzeeState
import org.prolibertate.games.game.hearts.HeartsAi
import org.prolibertate.games.game.hearts.HeartsMove
import org.prolibertate.games.game.hearts.HeartsPhase
@@ -94,12 +102,14 @@ import org.prolibertate.games.ui.game.ChessScreen
import org.prolibertate.games.ui.game.CrazyEightsScreen
import org.prolibertate.games.ui.game.CribbageScreen
import org.prolibertate.games.ui.game.HeartsScreen
import org.prolibertate.games.ui.game.KlondikeScreen
import org.prolibertate.games.ui.game.EuchreScreen
import org.prolibertate.games.ui.game.GolfScreen
import org.prolibertate.games.ui.game.KaiserScreen
import org.prolibertate.games.ui.game.MastermindScreen
import org.prolibertate.games.ui.game.MorrisScreen
import org.prolibertate.games.ui.game.PegSolitaireScreen
import org.prolibertate.games.ui.game.YahtzeeScreen
import org.prolibertate.games.ui.game.PiratesScreen
import org.prolibertate.games.ui.game.PresidentScreen
import org.prolibertate.games.ui.game.TRICK_HOLD_MILLIS
@@ -505,6 +515,50 @@ fun PlayScreen(
)
}
GameCatalog.YAHTZEE -> {
val controller = remember(route) {
MatchController<YahtzeeState, YahtzeeMove>(
rules = YahtzeeRules,
ai = YahtzeeAi,
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
// Long enough to watch the dice land, short enough that a
// six-handed game is not an evening of waiting.
aiThinkingMillis = { settings.scaled(500L) },
)
}
StartMatch(env, controller, route)
YahtzeeScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
}
GameCatalog.KLONDIKE -> {
// Dealing again rebuilds the controller, for the same reason peg
// solitaire does: a blocked deal is genuinely finished, so
// driveIdleSeats has already stopped and advanceIdle never runs.
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<KlondikeState, KlondikeMove>(
rules = KlondikeRules,
// Only ever asked for a hint; the seat is the player's.
ai = KlondikeAi,
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
KlondikeScreen(
controller = controller,
onRestart = { generation++ },
onExit = onExit,
)
}
GameCatalog.MORRIS -> {
val controller = remember(route) {
MatchController<MorrisState, MorrisMove>(
@@ -0,0 +1,257 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.klondike.Draw
import org.prolibertate.games.game.klondike.KlondikeMove
import org.prolibertate.games.game.klondike.KlondikeState
import org.prolibertate.games.game.klondike.MoveCards
import org.prolibertate.games.game.klondike.Redeal
import org.prolibertate.games.game.klondike.Spot
import org.prolibertate.games.game.klondike.foundationSuit
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView
import org.prolibertate.games.ui.theme.FeltGreenDark
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
private const val TITLE = "Klondike"
private val CARD_WIDTH: Dp = 40.dp
/**
* The patience table.
*
* Play is tap-to-take then tap-to-put, rather than dragging: on a phone a drag
* over seven columns of overlapping cards is mostly a test of aim. Tapping a
* face-up card takes it and everything sitting on it, so a run travels the way
* it would on a table.
*
* Which taps do anything is read straight off the legal moves the rules offer,
* so the screen never has to know why a move is allowed — only that it is.
*/
@Composable
fun KlondikeScreen(
controller: MatchController<KlondikeState, KlondikeMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<Pair<Spot, Int>?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { LeftTableDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndTableDialog(onExit) { confirmingEnd = false }
}
return
}
val moves = legal.filterIsInstance<MoveCards>()
val canDraw = legal.contains(Draw)
val canRedeal = legal.contains(Redeal)
val finished = legal.isEmpty()
// Where the cards in hand could go, and which spots could be picked up.
val targets = held?.let { (from, count) ->
moves.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty()
val sources = moves.map { it.from to it.count }.toSet()
fun take(spot: Spot, count: Int) {
val inHand = held
held = when {
inHand != null && targets.contains(spot) -> {
controller.submit(MoveCards(inHand.first, spot, inHand.second))
null
}
inHand?.first == spot -> null
sources.contains(spot to count) -> spot to count
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
Text(
text = when {
current.isWon -> "Out, in ${current.moves} moves."
finished -> "Blocked — nothing left to try."
held != null -> "Tap where it goes."
else -> "${current.foundations.sumOf { it.size }} of 52 home."
},
fontWeight = FontWeight.Bold,
)
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
// Stock, waste, and the four homes across the top.
Slot(
highlighted = false,
onClick = { if (canDraw) controller.submit(Draw) else if (canRedeal) controller.submit(Redeal) },
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = CARD_WIDTH)
} else {
Empty(label = if (canRedeal) "↻" else "")
}
}
Slot(
highlighted = held?.first == Spot.waste,
onClick = { take(Spot.waste, 1) },
) {
current.waste.lastOrNull()
?.let { PlayingCardView(card = it, width = CARD_WIDTH) }
?: Empty()
}
current.foundations.forEachIndexed { index, pile ->
Slot(
highlighted = targets.contains(Spot.foundation(index)),
onClick = { take(Spot.foundation(index), 1) },
) {
pile.lastOrNull()
?.let { PlayingCardView(card = it, width = CARD_WIDTH) }
?: Empty(label = foundationSuit(index).symbol)
}
}
}
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
current.tableau.forEachIndexed { index, pile ->
Column(verticalArrangement = Arrangement.spacedBy(2.dp)) {
if (pile.isEmpty) {
Slot(
highlighted = targets.contains(Spot.tableau(index)),
onClick = { take(Spot.tableau(index), 1) },
) { Empty() }
}
pile.faceDown.forEach { CardBackView(width = CARD_WIDTH) }
pile.faceUp.forEachIndexed { depth, card ->
// Taking a card takes everything resting on it, so
// the count is however many are below it in the run.
val count = pile.faceUp.size - depth
Slot(
highlighted = held == (Spot.tableau(index) to count) ||
(depth == pile.faceUp.lastIndex && targets.contains(Spot.tableau(index))),
onClick = { take(Spot.tableau(index), count) },
) { PlayingCardView(card = card, width = CARD_WIDTH) }
}
}
}
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftTableDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndTableDialog(onExit) { confirmingEnd = false }
}
}
@Composable
private fun Slot(highlighted: Boolean, onClick: () -> Unit, content: @Composable () -> Unit) {
Box(
modifier = Modifier
.width(CARD_WIDTH)
.border(
border = BorderStroke(if (highlighted) 3.dp else 0.dp, WallaceGold),
shape = RoundedCornerShape(4.dp),
)
.clickable { onClick() },
) {
content()
}
}
/** An empty place on the table, drawn so it can still be tapped into. */
@Composable
private fun Empty(label: String = "") {
Box(
modifier = Modifier
.width(CARD_WIDTH)
.aspectRatio(0.7f)
.background(FeltGreenDark, RoundedCornerShape(4.dp)),
contentAlignment = Alignment.Center,
) {
if (label.isNotEmpty()) {
Text(label, color = Parchment.copy(alpha = 0.5f))
}
}
}
@Composable
private fun EndTableDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The deal is left as it stands.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftTableDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the table") } },
)
}
@@ -0,0 +1,304 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.Divider
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.yahtzee.DICE_COUNT
import org.prolibertate.games.game.yahtzee.RollDice
import org.prolibertate.games.game.yahtzee.ScoreIn
import org.prolibertate.games.game.yahtzee.YahtzeeCategory
import org.prolibertate.games.game.yahtzee.YahtzeeMove
import org.prolibertate.games.game.yahtzee.YahtzeeSection
import org.prolibertate.games.game.yahtzee.YahtzeeState
import org.prolibertate.games.game.yahtzee.scoreOf
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
import org.prolibertate.games.ui.theme.WallaceRed
private const val TITLE = "Yahtzee"
/**
* The Yahtzee card.
*
* A turn is two decisions and the screen shows them together: which dice to keep
* before throwing again, and which box to write in when the throwing stops. Each
* open box shows what the dice on the table would score in it, because that
* comparison is the whole of the choice — and doing the arithmetic by eye is not
* what anyone wants from a phone.
*/
@Composable
fun YahtzeeScreen(
controller: MatchController<YahtzeeState, YahtzeeMove>,
localSeat: Int,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
val kept = remember { mutableStateListOf<Int>() }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Setting up…") }
abandoned?.let { LeftCardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndCardDialog(onExit) { confirmingEnd = false }
}
return
}
val yours = current.turn == localSeat && !current.isOver
val canRoll = legal.any { it is RollDice }
val writable = legal.filterIsInstance<ScoreIn>().map { it.category }.toSet()
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isOver -> "Cards full."
!yours -> "Seat ${current.turn} is throwing…"
!current.hasRolled -> "Your turn — throw the dice."
else -> "${current.rollsLeft} throws left, or write it down."
},
fontWeight = FontWeight.Bold,
)
DiceRow(
dice = current.dice,
kept = kept,
enabled = yours && current.hasRolled && canRoll,
onToggle = { index ->
if (kept.contains(index)) kept.remove(index) else kept.add(index)
},
)
if (yours && canRoll) {
Button(
onClick = {
controller.submit(RollDice(kept.toList()))
// What was kept applied to the throw just made; the next
// one starts from whatever is on the table now.
kept.clear()
},
) {
Text(if (current.hasRolled) "Throw the rest" else "Throw")
}
}
Divider()
ScoreCard(
state = current,
localSeat = localSeat,
writable = if (yours) writable else emptySet(),
onWrite = {
controller.submit(ScoreIn(it))
kept.clear()
},
)
current.log.takeLast(3).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftCardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndCardDialog(onExit) { confirmingEnd = false }
}
}
@Composable
private fun DiceRow(
dice: List<Int>,
kept: List<Int>,
enabled: Boolean,
onToggle: (Int) -> Unit,
) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
if (dice.isEmpty()) {
repeat(DICE_COUNT) { Die(face = null, held = false, enabled = false) {} }
} else {
dice.forEachIndexed { index, face ->
Die(
face = face,
held = kept.contains(index),
enabled = enabled,
onClick = { onToggle(index) },
)
}
}
}
}
@Composable
private fun Die(face: Int?, held: Boolean, enabled: Boolean, onClick: () -> Unit) {
Box(
modifier = Modifier
.size(48.dp)
.background(if (face == null) Parchment.copy(alpha = 0.3f) else Parchment, RoundedCornerShape(8.dp))
.border(
width = if (held) 3.dp else 1.dp,
color = if (held) WallaceGold else WallaceRed.copy(alpha = 0.4f),
shape = RoundedCornerShape(8.dp),
)
.clickable(enabled = enabled) { onClick() },
contentAlignment = Alignment.Center,
) {
Text(
text = face?.toString() ?: "·",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = WallaceRed,
)
}
}
@Composable
private fun ScoreCard(
state: YahtzeeState,
localSeat: Int,
writable: Set<YahtzeeCategory>,
onWrite: (YahtzeeCategory) -> Unit,
) {
Column(modifier = Modifier.fillMaxWidth()) {
Row(modifier = Modifier.fillMaxWidth()) {
Text("", modifier = Modifier.weight(2f), style = MaterialTheme.typography.labelSmall)
state.cards.indices.forEach { seat ->
Text(
text = if (seat == localSeat) "You" else "S$seat",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.labelSmall,
fontWeight = FontWeight.Bold,
)
}
}
YahtzeeSection.entries.forEach { section ->
YahtzeeCategory.entries.filter { it.section == section }.forEach { category ->
CardRow(state, localSeat, category, writable, onWrite)
}
if (section == YahtzeeSection.UPPER) {
TotalRow("Bonus at 63", state.cards.map { it.upperBonus })
}
}
Divider()
TotalRow("Total", state.cards.indices.map { state.totalFor(it) }, bold = true)
}
}
@Composable
private fun CardRow(
state: YahtzeeState,
localSeat: Int,
category: YahtzeeCategory,
writable: Set<YahtzeeCategory>,
onWrite: (YahtzeeCategory) -> Unit,
) {
val open = writable.contains(category)
Row(
modifier = Modifier
.fillMaxWidth()
.clickable(enabled = open) { onWrite(category) }
.padding(vertical = 2.dp),
) {
Text(
text = category.label,
modifier = Modifier.weight(2f),
style = MaterialTheme.typography.bodySmall,
fontWeight = if (open) FontWeight.Bold else FontWeight.Normal,
)
state.cards.forEachIndexed { seat, card ->
val written = card[category]
Text(
text = when {
written != null -> "$written"
// What this throw would be worth here, which is the only
// number the decision actually turns on.
seat == localSeat && open -> "(${scoreOf(category, state.dice)})"
else -> "—"
},
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.bodySmall,
color = if (written == null && open) WallaceRed else MaterialTheme.colorScheme.onSurface,
)
}
}
}
@Composable
private fun TotalRow(label: String, values: List<Int>, bold: Boolean = false) {
Row(modifier = Modifier.fillMaxWidth().padding(vertical = 2.dp)) {
Text(
text = label,
modifier = Modifier.weight(2f),
style = MaterialTheme.typography.bodySmall,
fontWeight = if (bold) FontWeight.Bold else FontWeight.Normal,
)
values.forEach {
Text(
text = "$it",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.bodySmall,
fontWeight = if (bold) FontWeight.Bold else FontWeight.Normal,
)
}
}
}
@Composable
private fun EndCardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The game ends here. Anyone else at the table is told you have left.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftCardDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the card") } },
)
}
@@ -73,6 +73,8 @@ class CatalogTest {
GameCatalog.CRIBBAGE,
GameCatalog.HEARTS,
GameCatalog.PEG_SOLITAIRE,
GameCatalog.YAHTZEE,
GameCatalog.KLONDIKE,
GameCatalog.WIZARD,
GameCatalog.CHESS,
GameCatalog.TAYU,
@@ -0,0 +1,334 @@
package org.prolibertate.games.game.klondike
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.solitaire.acceptsOnFoundation
import org.prolibertate.games.game.solitaire.patienceOrder
class KlondikeRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: KlondikeOptions = KlondikeOptions(), seed: Long = 5L) = TableConfig(
gameId = "klondike",
seats = listOf(PlayerSlot(seat = 0, name = "P0", kind = PlayerKind.HUMAN_LOCAL, team = 0)),
optionsJson = json.encodeToString(options),
seed = seed,
)
private fun c(rank: Rank, suit: Suit) = Card(rank, suit)
// ---- the deal ----------------------------------------------------------
@Test
fun `the deal is seven columns and a stock of twenty-four`() {
val state = KlondikeRules.initialState(config())
assertEquals(TABLEAU_PILES, state.tableau.size)
state.tableau.forEachIndexed { index, pile ->
assertEquals("column ${index + 1}", index + 1, pile.faceDown.size + pile.faceUp.size)
assertEquals("only the last card is turned up", 1, pile.faceUp.size)
}
assertEquals(24, state.stock.size)
assertTrue(state.waste.isEmpty())
assertTrue(state.foundations.all { it.isEmpty() })
}
@Test
fun `the pack is dealt whole and no card is dealt twice`() {
val state = KlondikeRules.initialState(config())
val all = state.stock + state.waste + state.tableau.flatMap { it.faceDown + it.faceUp }
assertEquals(52, all.size)
assertEquals(52, all.distinct().size)
}
@Test
fun `a table for more than one seat is refused`() {
val two = TableConfig(
gameId = "klondike",
seats = (0..1).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(KlondikeOptions()),
seed = 1L,
)
assertThrows { KlondikeRules.initialState(two) }
}
// ---- stock and waste ---------------------------------------------------
@Test
fun `drawing one turns one card up`() {
val state = KlondikeRules.initialState(config(KlondikeOptions(drawCount = 1)))
val drawn = KlondikeRules.applyMove(state, 0, Draw)
assertEquals(23, drawn.stock.size)
assertEquals(1, drawn.waste.size)
assertEquals("the top of the stock is the card turned", state.stock.last(), drawn.waste.last())
}
@Test
fun `drawing three leaves the deepest of them showing`() {
// Turning a packet of three over reverses it, so the card that was
// furthest down is the one in play.
val state = KlondikeRules.initialState(config(KlondikeOptions(drawCount = 3)))
val drawn = KlondikeRules.applyMove(state, 0, Draw)
assertEquals(21, drawn.stock.size)
assertEquals(3, drawn.waste.size)
val top3 = state.stock.takeLast(3)
assertEquals(top3.reversed(), drawn.waste)
assertEquals(top3.first(), drawn.waste.last())
}
@Test
fun `the waste turns back over into a new stock`() {
var state = KlondikeRules.initialState(config(KlondikeOptions(drawCount = 3)))
repeat(8) { state = KlondikeRules.applyMove(state, 0, Draw) }
assertTrue(state.stock.isEmpty())
assertEquals(24, state.waste.size)
assertTrue(state.canRedeal)
val wasteBefore = state.waste
val turned = KlondikeRules.applyMove(state, 0, Redeal)
assertEquals(wasteBefore.reversed(), turned.stock)
assertTrue(turned.waste.isEmpty())
assertEquals(1, turned.redealsUsed)
}
@Test
fun `a redeal limit of zero means one pass through the pack`() {
var state = KlondikeRules.initialState(
config(KlondikeOptions(drawCount = 3, redealLimit = 0)),
)
repeat(8) { state = KlondikeRules.applyMove(state, 0, Draw) }
assertFalse("no turning it back over", state.canRedeal)
assertFalse(KlondikeRules.legalMoves(state, 0).contains(Redeal))
}
// ---- building ----------------------------------------------------------
@Test
fun `the ace is low here, whatever the rest of the deck thinks`() {
// Rank.order puts the ace at fourteen, because the deck was built for
// trick-taking games where it is the highest card there is. Patience
// counts it as one, and every comparison in this game has to agree —
// otherwise a two can never follow an ace home and the game is
// unwinnable in a way nothing else would show.
assertEquals(14, Rank.ACE.order)
assertEquals(1, Rank.ACE.patienceOrder)
assertEquals(13, Rank.KING.patienceOrder)
var foundation = emptyList<Card>()
Rank.standard.sortedBy { it.patienceOrder }.forEach { rank ->
val card = c(rank, Suit.SPADES)
assertTrue("$rank should go home next", acceptsOnFoundation(foundation, card))
foundation = foundation + card
}
assertEquals(13, foundation.size)
// And a column runs the other way, down to an ace.
assertTrue(buildsDown(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.SPADES)))
assertTrue(buildsDown(c(Rank.QUEEN, Suit.HEARTS), c(Rank.KING, Suit.SPADES)))
}
@Test
fun `foundations run ace upwards in one suit`() {
assertTrue(acceptsOnFoundation(emptyList(), c(Rank.ACE, Suit.SPADES)))
assertFalse(acceptsOnFoundation(emptyList(), c(Rank.TWO, Suit.SPADES)))
val ace = listOf(c(Rank.ACE, Suit.SPADES))
assertTrue(acceptsOnFoundation(ace, c(Rank.TWO, Suit.SPADES)))
assertFalse("wrong suit", acceptsOnFoundation(ace, c(Rank.TWO, Suit.HEARTS)))
assertFalse("skips a rank", acceptsOnFoundation(ace, c(Rank.THREE, Suit.SPADES)))
}
@Test
fun `columns build down and in the other colour`() {
assertTrue(buildsDown(c(Rank.NINE, Suit.HEARTS), c(Rank.TEN, Suit.SPADES)))
assertTrue(buildsDown(c(Rank.NINE, Suit.DIAMONDS), c(Rank.TEN, Suit.CLUBS)))
assertFalse("same colour", buildsDown(c(Rank.NINE, Suit.HEARTS), c(Rank.TEN, Suit.DIAMONDS)))
assertFalse("wrong way up", buildsDown(c(Rank.JACK, Suit.HEARTS), c(Rank.TEN, Suit.SPADES)))
}
@Test
fun `a run travels only if it is a run`() {
assertTrue(
isMovableRun(
listOf(
c(Rank.TEN, Suit.SPADES),
c(Rank.NINE, Suit.HEARTS),
c(Rank.EIGHT, Suit.CLUBS),
),
),
)
assertFalse(
"colours repeat",
isMovableRun(listOf(c(Rank.TEN, Suit.SPADES), c(Rank.NINE, Suit.CLUBS))),
)
assertTrue("one card is a run", isMovableRun(listOf(c(Rank.TEN, Suit.SPADES))))
assertFalse(isMovableRun(emptyList()))
}
@Test
fun `an empty column takes a king, or anything if the table says so`() {
assertTrue(acceptsInSpace(c(Rank.KING, Suit.SPADES), kingsOnly = true))
assertFalse(acceptsInSpace(c(Rank.QUEEN, Suit.SPADES), kingsOnly = true))
assertTrue(acceptsInSpace(c(Rank.TWO, Suit.SPADES), kingsOnly = false))
}
// ---- moving ------------------------------------------------------------
@Test
fun `emptying a column turns the card underneath up`() {
val base = KlondikeRules.initialState(config())
// Column 1 holds one buried card and a red six; column 2's black seven
// will take it.
val state = base.copy(
tableau = base.tableau.toMutableList().also {
it[1] = TableauPile(
faceDown = listOf(c(Rank.ACE, Suit.CLUBS)),
faceUp = listOf(c(Rank.SIX, Suit.HEARTS)),
)
it[2] = TableauPile(faceUp = listOf(c(Rank.SEVEN, Suit.SPADES)))
},
)
val move = MoveCards(Spot.tableau(1), Spot.tableau(2))
assertTrue(KlondikeRules.legalMoves(state, 0).contains(move))
val after = KlondikeRules.applyMove(state, 0, move)
assertEquals(listOf(c(Rank.ACE, Suit.CLUBS)), after.tableau[1].faceUp)
assertTrue("nothing left buried", after.tableau[1].faceDown.isEmpty())
assertEquals(
listOf(c(Rank.SEVEN, Suit.SPADES), c(Rank.SIX, Suit.HEARTS)),
after.tableau[2].faceUp,
)
}
@Test
fun `shifting a whole column into an empty one is not offered`() {
// It gains nothing and would let a game shuffle back and forth for ever.
val base = KlondikeRules.initialState(config())
val state = base.copy(
tableau = base.tableau.toMutableList().also {
it[0] = TableauPile(faceUp = listOf(c(Rank.KING, Suit.SPADES)))
it[1] = TableauPile()
},
)
assertFalse(
KlondikeRules.legalMoves(state, 0)
.contains(MoveCards(Spot.tableau(0), Spot.tableau(1))),
)
}
@Test
fun `an illegal move is refused rather than applied`() {
val state = KlondikeRules.initialState(config())
// Nothing is ever taken off the stock by hand, and an empty foundation
// has nothing to give — neither depends on how the pack fell.
assertThrows {
KlondikeRules.applyMove(state, 0, MoveCards(Spot.stock, Spot.tableau(0)))
}
assertThrows {
KlondikeRules.applyMove(state, 0, MoveCards(Spot.foundation(0), Spot.tableau(0)))
}
assertThrows { KlondikeRules.applyMove(state, 1, Draw) }
}
// ---- finishing ---------------------------------------------------------
@Test
fun `four full foundations is out`() {
val base = KlondikeRules.initialState(config())
val full = Suit.entries.map { suit -> Rank.standard.map { Card(it, suit) } }
val won = base.copy(foundations = full, tableau = List(TABLEAU_PILES) { TableauPile() })
assertTrue(won.isWon)
assertTrue(KlondikeRules.isFinished(won))
assertNull(KlondikeRules.currentSeat(won))
assertTrue(KlondikeRules.summary(won).contains("Out"))
}
@Test
fun `a deal with nothing left to try is finished too`() {
val base = KlondikeRules.initialState(config())
// No stock, no waste, and two columns that cannot touch each other.
val stuck = base.copy(
stock = emptyList(),
waste = emptyList(),
tableau = List(TABLEAU_PILES) { index ->
when (index) {
0 -> TableauPile(faceUp = listOf(c(Rank.FIVE, Suit.SPADES)))
1 -> TableauPile(faceUp = listOf(c(Rank.NINE, Suit.CLUBS)))
else -> TableauPile(faceUp = listOf(c(Rank.SEVEN, Suit.CLUBS)))
}
},
)
assertFalse(stuck.isWon)
assertTrue(KlondikeRules.isFinished(stuck))
assertTrue(KlondikeRules.summary(stuck).contains("Blocked"))
}
@Test
fun `a deal can be played a long way without the rules complaining`() {
var state = KlondikeRules.initialState(config())
var guard = 400
while (!KlondikeRules.isFinished(state) && guard-- > 0) {
val legal = KlondikeRules.legalMoves(state, 0)
state = KlondikeRules.applyMove(state, 0, KlondikeAi.chooseMove(state, 0, legal))
// Every card is somewhere, and only ever in one place.
val all = state.stock + state.waste +
state.foundations.flatten() +
state.tableau.flatMap { it.faceDown + it.faceUp }
assertEquals("no card lost or copied", 52, all.size)
assertEquals(52, all.distinct().size)
}
}
// ---- housekeeping ------------------------------------------------------
@Test
fun `restart deals the same pack again`() {
val state = KlondikeRules.initialState(config())
val played = KlondikeRules.applyMove(state, 0, Draw)
val again = KlondikeRules.restart(played)
assertEquals(state.tableau, again.tableau)
assertEquals(state.stock, again.stock)
assertEquals(0, again.moves)
}
@Test
fun `nothing is hidden from the only player`() {
val state = KlondikeRules.initialState(config())
assertEquals(state, KlondikeRules.viewFor(state, 0))
}
@Test
fun `state and moves survive a round trip`() {
val state = KlondikeRules.applyMove(KlondikeRules.initialState(config()), 0, Draw)
assertEquals(state, KlondikeRules.decodeState(KlondikeRules.encodeState(state)))
listOf<KlondikeMove>(
Draw,
Redeal,
MoveCards(Spot.waste, Spot.foundation(2)),
MoveCards(Spot.tableau(3), Spot.tableau(5), 4),
).forEach {
assertEquals(it, KlondikeRules.decodeMove(KlondikeRules.encodeMove(it)))
}
}
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}
@@ -0,0 +1,294 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
class YahtzeeRulesTest {
private val json = Json { encodeDefaults = true }
private fun config(options: YahtzeeOptions = YahtzeeOptions(), seed: Long = 11L) = TableConfig(
gameId = "yahtzee",
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(options),
seed = seed,
)
// ---- scoring -----------------------------------------------------------
@Test
fun `the upper six count only the die they name`() {
val dice = listOf(3, 3, 5, 1, 3)
assertEquals(1, scoreOf(YahtzeeCategory.ONES, dice))
assertEquals(0, scoreOf(YahtzeeCategory.TWOS, dice))
assertEquals(9, scoreOf(YahtzeeCategory.THREES, dice))
assertEquals(5, scoreOf(YahtzeeCategory.FIVES, dice))
assertEquals(0, scoreOf(YahtzeeCategory.SIXES, dice))
}
@Test
fun `three and four of a kind pay the whole throw`() {
val three = listOf(4, 4, 4, 2, 6)
assertEquals(20, scoreOf(YahtzeeCategory.THREE_OF_A_KIND, three))
assertEquals(0, scoreOf(YahtzeeCategory.FOUR_OF_A_KIND, three))
val four = listOf(4, 4, 4, 4, 6)
assertEquals(22, scoreOf(YahtzeeCategory.THREE_OF_A_KIND, four))
assertEquals(22, scoreOf(YahtzeeCategory.FOUR_OF_A_KIND, four))
assertEquals(0, scoreOf(YahtzeeCategory.THREE_OF_A_KIND, listOf(1, 2, 3, 4, 5)))
}
@Test
fun `a full house is three of one and two of another, and nothing else`() {
assertEquals(25, scoreOf(YahtzeeCategory.FULL_HOUSE, listOf(2, 2, 5, 5, 5)))
assertEquals(0, scoreOf(YahtzeeCategory.FULL_HOUSE, listOf(2, 2, 2, 5, 6)))
// Five of a kind is not a full house on the printed card, whatever the
// joker variations do with it.
assertEquals(0, scoreOf(YahtzeeCategory.FULL_HOUSE, listOf(4, 4, 4, 4, 4)))
}
@Test
fun `straights want consecutive faces, and a repeat does not break them`() {
assertEquals(4, longestRun(listOf(1, 2, 3, 4, 4)))
assertEquals(5, longestRun(listOf(2, 3, 4, 5, 6)))
assertEquals(1, longestRun(listOf(3, 3, 3, 3, 3)))
assertEquals(30, scoreOf(YahtzeeCategory.SMALL_STRAIGHT, listOf(1, 2, 3, 4, 4)))
assertEquals(0, scoreOf(YahtzeeCategory.LARGE_STRAIGHT, listOf(1, 2, 3, 4, 4)))
assertEquals(40, scoreOf(YahtzeeCategory.LARGE_STRAIGHT, listOf(3, 4, 5, 6, 2)))
// A large straight is a small one as well.
assertEquals(30, scoreOf(YahtzeeCategory.SMALL_STRAIGHT, listOf(3, 4, 5, 6, 2)))
}
@Test
fun `five of a kind is fifty, and chance is whatever is showing`() {
assertEquals(50, scoreOf(YahtzeeCategory.YAHTZEE, listOf(6, 6, 6, 6, 6)))
assertEquals(0, scoreOf(YahtzeeCategory.YAHTZEE, listOf(6, 6, 6, 6, 1)))
assertEquals(19, scoreOf(YahtzeeCategory.CHANCE, listOf(6, 6, 4, 2, 1)))
assertTrue(isYahtzee(listOf(2, 2, 2, 2, 2)))
assertFalse(isYahtzee(listOf(2, 2, 2, 2, 3)))
}
@Test
fun `the upper bonus arrives at sixty-three`() {
var card = YahtzeeCard()
// Exactly three of each is sixty-three, which is what the bonus is for.
YahtzeeCategory.entries.filter { it.section == YahtzeeSection.UPPER }.forEach {
card = card.with(it, it.face!! * 3)
}
assertEquals(63, card.upperSubtotal)
assertEquals(35, card.upperBonus)
var short = YahtzeeCard()
YahtzeeCategory.entries.filter { it.section == YahtzeeSection.UPPER }.forEach {
short = short.with(it, it.face!! * 2)
}
assertEquals(42, short.upperSubtotal)
assertEquals(0, short.upperBonus)
}
@Test
fun `a box can only be written in once`() {
val card = YahtzeeCard().with(YahtzeeCategory.CHANCE, 20)
assertTrue(card.isFilled(YahtzeeCategory.CHANCE))
assertFalse(card.isFilled(YahtzeeCategory.ONES))
try {
card.with(YahtzeeCategory.CHANCE, 5)
throw AssertionError("expected a rejection")
} catch (expected: IllegalArgumentException) {
// As intended.
}
}
// ---- the state machine -------------------------------------------------
@Test
fun `a turn opens with one thing to do, and it is throwing`() {
val state = YahtzeeRules.initialState(config())
assertEquals(0, YahtzeeRules.currentSeat(state))
val legal = YahtzeeRules.legalMoves(state, 0)
assertEquals(listOf(RollDice(emptyList())), legal)
// Nothing may be written in before the dice have been thrown.
assertThrows { YahtzeeRules.applyMove(state, 0, ScoreIn(YahtzeeCategory.CHANCE)) }
}
@Test
fun `a throw puts five dice on the table`() {
val state = YahtzeeRules.initialState(config())
val rolled = YahtzeeRules.applyMove(state, 0, RollDice())
assertEquals(DICE_COUNT, rolled.dice.size)
assertTrue(rolled.dice.all { it in 1..6 })
assertEquals(1, rolled.rollsUsed)
assertEquals(2, rolled.rollsLeft)
}
@Test
fun `the same state and move always throw the same dice`() {
// The host and every client run applyMove separately; a throw that
// differed between them would split the game in two.
val state = YahtzeeRules.initialState(config())
val once = YahtzeeRules.applyMove(state, 0, RollDice())
val again = YahtzeeRules.applyMove(state, 0, RollDice())
assertEquals(once.dice, again.dice)
val keptOnce = YahtzeeRules.applyMove(once, 0, RollDice(listOf(0, 1)))
val keptAgain = YahtzeeRules.applyMove(once, 0, RollDice(listOf(0, 1)))
assertEquals(keptOnce.dice, keptAgain.dice)
}
@Test
fun `kept dice stay put and the rest are thrown again`() {
val state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
val kept = YahtzeeRules.applyMove(state, 0, RollDice(listOf(0, 2, 4)))
assertEquals(state.dice[0], kept.dice[0])
assertEquals(state.dice[2], kept.dice[2])
assertEquals(state.dice[4], kept.dice[4])
assertEquals(2, kept.rollsUsed)
}
@Test
fun `there are three throws in a turn and no more`() {
var state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
state = YahtzeeRules.applyMove(state, 0, RollDice())
state = YahtzeeRules.applyMove(state, 0, RollDice())
assertEquals(ROLLS_PER_TURN, state.rollsUsed)
assertEquals(0, state.rollsLeft)
assertThrows { YahtzeeRules.applyMove(state, 0, RollDice()) }
// Only writing it down is left.
assertTrue(YahtzeeRules.legalMoves(state, 0).all { it is ScoreIn })
}
@Test
fun `nothing may be kept before the first throw`() {
val state = YahtzeeRules.initialState(config())
assertThrows { YahtzeeRules.applyMove(state, 0, RollDice(listOf(0))) }
}
@Test
fun `writing a box passes the dice on and the round turns over`() {
val state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
val written = YahtzeeRules.applyMove(state, 0, ScoreIn(YahtzeeCategory.CHANCE))
assertEquals("the dice go back in the cup", emptyList<Int>(), written.dice)
assertEquals(0, written.rollsUsed)
assertEquals(1, written.turn)
assertEquals("still the first round", 0, written.round)
assertEquals(state.dice.sum(), written.cards[0][YahtzeeCategory.CHANCE])
val second = YahtzeeRules.applyMove(written, 1, RollDice())
val wrapped = YahtzeeRules.applyMove(second, 1, ScoreIn(YahtzeeCategory.CHANCE))
assertEquals(0, wrapped.turn)
assertEquals("round turns over once everyone has written", 1, wrapped.round)
}
@Test
fun `a seat that is not on the clock cannot move`() {
val state = YahtzeeRules.initialState(config())
assertTrue(YahtzeeRules.legalMoves(state, 1).isEmpty())
assertThrows { YahtzeeRules.applyMove(state, 1, RollDice()) }
}
@Test
fun `a second Yahtzee pays a hundred, but only over a fifty`() {
val base = YahtzeeRules.initialState(config())
val fives = listOf(5, 5, 5, 5, 5)
// The box already holds the fifty, so the bonus is earned.
val earned = base.copy(
dice = fives,
rollsUsed = 1,
cards = listOf(
YahtzeeCard().with(YahtzeeCategory.YAHTZEE, YAHTZEE_SCORE),
YahtzeeCard(),
),
)
val after = YahtzeeRules.applyMove(earned, 0, ScoreIn(YahtzeeCategory.FIVES))
assertEquals(YAHTZEE_BONUS, after.yahtzeeBonuses[0])
assertEquals(25, after.cards[0][YahtzeeCategory.FIVES])
// A zero written there earlier forfeits it.
val forfeited = base.copy(
dice = fives,
rollsUsed = 1,
cards = listOf(YahtzeeCard().with(YahtzeeCategory.YAHTZEE, 0), YahtzeeCard()),
)
assertEquals(
0,
YahtzeeRules.applyMove(forfeited, 0, ScoreIn(YahtzeeCategory.FIVES)).yahtzeeBonuses[0],
)
// And it can be switched off at the table.
val off = earned.copy(options = YahtzeeOptions(playerCount = 2, yahtzeeBonus = false))
assertEquals(
0,
YahtzeeRules.applyMove(off, 0, ScoreIn(YahtzeeCategory.FIVES)).yahtzeeBonuses[0],
)
}
@Test
fun `a full card ends the game`() {
var state = YahtzeeRules.initialState(config(YahtzeeOptions(playerCount = 1)))
// Thirteen turns, each filling one box.
var guard = 200
while (!YahtzeeRules.isFinished(state) && guard-- > 0) {
val legal = YahtzeeRules.legalMoves(state, state.turn)
state = YahtzeeRules.applyMove(state, state.turn, YahtzeeAi.chooseMove(state, state.turn, legal))
}
assertTrue("the game should end on its own", guard > 0)
assertTrue(YahtzeeRules.isFinished(state))
assertTrue(state.cards[0].isComplete)
assertEquals(YahtzeeCategory.entries.size, state.round)
assertNull(YahtzeeRules.currentSeat(state))
assertTrue(YahtzeeRules.summary(state).contains("Winner"))
}
@Test
fun `two can play it through as well`() {
var state = YahtzeeRules.initialState(config(YahtzeeOptions(playerCount = 2)))
var guard = 400
while (!YahtzeeRules.isFinished(state) && guard-- > 0) {
val legal = YahtzeeRules.legalMoves(state, state.turn)
state = YahtzeeRules.applyMove(state, state.turn, YahtzeeAi.chooseMove(state, state.turn, legal))
}
assertTrue(guard > 0)
assertTrue(state.cards.all { it.isComplete })
state.cards.indices.forEach { assertTrue(state.totalFor(it) >= 0) }
}
@Test
fun `nothing is hidden from anyone`() {
val state = YahtzeeRules.initialState(config())
assertEquals(state, YahtzeeRules.viewFor(state, 0))
assertEquals(state, YahtzeeRules.viewFor(state, 1))
}
@Test
fun `state and moves survive a round trip`() {
val state = YahtzeeRules.applyMove(YahtzeeRules.initialState(config()), 0, RollDice())
assertEquals(state, YahtzeeRules.decodeState(YahtzeeRules.encodeState(state)))
val roll: YahtzeeMove = RollDice(listOf(0, 3))
assertEquals(roll, YahtzeeRules.decodeMove(YahtzeeRules.encodeMove(roll)))
val write: YahtzeeMove = ScoreIn(YahtzeeCategory.LARGE_STRAIGHT)
assertEquals(write, YahtzeeRules.decodeMove(YahtzeeRules.encodeMove(write)))
}
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}