Katan: Cities & Knights screen, setup chooser and UI coverage tests
The setup screen picks the rule set (base game or Cities & Knights, each with its own point targets). The board draws knights, walls, metropolis pennants and the merchant; the screen adds the barbarian strip, event die, commodity hand, improve and progress dialogs, the knight menu, and dialogs for every chore. Co-Authored-By: Claude Sonnet 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_016eTor2tpxKb4dXbd8RqnvZ
This commit is contained in:
@@ -58,6 +58,7 @@ import org.prolibertate.games.game.pirates.PiratesLevel
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import org.prolibertate.games.game.pirates.PiratesOptions
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import org.prolibertate.games.game.president.PresidentOptions
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import org.prolibertate.games.game.catan.CatanOptions
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import org.prolibertate.games.game.catan.CatanRuleSet
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import org.prolibertate.games.game.sequence.SequenceOptions
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import org.prolibertate.games.game.tayu.TayuLevel
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import org.prolibertate.games.game.tayu.TayuOptions
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@@ -334,9 +335,55 @@ fun teamForSeat(gameId: String, seat: Int, seatCount: Int): Int = when (gameId)
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else -> seat
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}
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/** The targets the setup screen offers for a Katan rule set. */
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internal fun catanPointsChoices(ruleSet: CatanRuleSet): List<Int> = when (ruleSet) {
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// Five is a short game for trying things out; ten is the published target.
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CatanRuleSet.BASE -> listOf(5, 8, 10, 12)
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// Cities & Knights is played to thirteen, which is also why it runs longer.
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CatanRuleSet.CITIES_AND_KNIGHTS -> listOf(8, 10, 13, 15)
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}
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/** The published target for a rule set. */
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internal fun catanDefaultPoints(ruleSet: CatanRuleSet): Int = when (ruleSet) {
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CatanRuleSet.BASE -> 10
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CatanRuleSet.CITIES_AND_KNIGHTS -> 13
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}
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/**
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* [options] switched to [ruleSet]. The target moves to the new rule set's own
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* default unless the one already chosen is on its menu too.
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*/
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internal fun catanSwitchRules(options: CatanOptions, ruleSet: CatanRuleSet): CatanOptions =
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options.copy(
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ruleSet = ruleSet,
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pointsToWin = options.pointsToWin.takeIf { it in catanPointsChoices(ruleSet) && it != catanDefaultPoints(options.ruleSet) }
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?: catanDefaultPoints(ruleSet),
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)
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private fun catanRuleSetName(ruleSet: CatanRuleSet): String = when (ruleSet) {
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CatanRuleSet.BASE -> "Base game"
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CatanRuleSet.CITIES_AND_KNIGHTS -> "Cities & Knights"
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}
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private fun catanRuleSetBlurb(ruleSet: CatanRuleSet): String = when (ruleSet) {
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CatanRuleSet.BASE ->
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"Settle the island, trade, and play development cards. Longest Road and Largest Army score."
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CatanRuleSet.CITIES_AND_KNIGHTS ->
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"Cities make commodities, knights hold off the barbarians, and improvements earn progress " +
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"cards and metropolises. No development cards; the robber sleeps until the first attack."
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}
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@Composable
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private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -> Unit) {
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Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
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ChipRow(
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label = "Rules",
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values = CatanRuleSet.entries,
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selected = options.ruleSet,
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display = ::catanRuleSetName,
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onSelect = { onChange(catanSwitchRules(options, it)) },
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)
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Text(catanRuleSetBlurb(options.ruleSet), style = MaterialTheme.typography.bodySmall)
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ChipRow(
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label = "Players",
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values = listOf(3, 4),
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@@ -346,8 +393,7 @@ private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -
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)
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ChipRow(
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label = "Game to",
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// Five is a short game for trying things out; ten is the published target.
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values = listOf(5, 8, 10, 12),
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values = catanPointsChoices(options.ruleSet),
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selected = options.pointsToWin,
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display = { "$it points" },
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onSelect = { onChange(options.copy(pointsToWin = it)) },
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@@ -14,6 +14,7 @@ import androidx.compose.ui.geometry.Offset
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import androidx.compose.ui.geometry.Size
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.graphics.Path
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import androidx.compose.ui.graphics.PathEffect
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import androidx.compose.ui.graphics.StrokeCap
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import androidx.compose.ui.graphics.drawscope.DrawScope
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import androidx.compose.ui.graphics.drawscope.Stroke
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@@ -58,6 +59,8 @@ fun CatanBoardView(
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style: CatanStyle = LocalCatanStyle.current,
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/** Hexes to light up as having produced on the latest roll. */
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rolledHexes: Set<Int> = emptySet(),
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/** Cities & Knights: the knight whose menu is open or that is about to move. */
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selectedKnight: Int? = null,
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) {
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val measurer = rememberTextMeasurer()
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var size by remember { mutableStateOf(IntSize.Zero) }
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@@ -86,8 +89,8 @@ fun CatanBoardView(
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val at = Pt(tap.x, tap.y)
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val reach = board.radius * style.tapReach
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when {
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targets.vertices.isNotEmpty() ->
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board.nearestVertex(at, reach, targets.vertices)?.let { vertexTap(it) }
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targets.tappableVertices.isNotEmpty() ->
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board.nearestVertex(at, reach, targets.tappableVertices)?.let { vertexTap(it) }
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targets.edges.isNotEmpty() ->
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board.nearestEdge(at, reach, targets.edges)?.let { edgeTap(it) }
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@@ -105,10 +108,15 @@ fun CatanBoardView(
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drawHexes(state, board, style, measurer)
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drawRolled(rolledHexes, board, style)
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drawRobber(state, board, style)
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drawMerchant(state, board, style, measurer)
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drawRoads(state, board, style)
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drawEdgeTargets(targets, board, style)
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drawBuildings(state, board, style)
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drawVertexTargets(targets, selectedVertex, board, style)
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drawWalls(state, board, style)
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drawMetropolises(state, board, style)
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drawKnights(state, board, style)
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drawKnightTargets(targets, board, style)
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drawVertexTargets(targets, selectedVertex ?: selectedKnight, board, style)
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drawHexTargets(targets, board, style)
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}
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}
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@@ -185,6 +193,10 @@ private fun DrawScope.drawToken(
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}
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private fun DrawScope.drawRobber(state: CatanState, board: BoardLayout, style: CatanStyle) {
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// In Cities & Knights the robber sleeps, drawn faintly, until the barbarians first land.
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val asleep = state.ck?.attacked == false
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val tint = if (asleep) style.robber.copy(alpha = 0.3f) else style.robber
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val rim = Color.White.copy(alpha = if (asleep) 0.25f else 0.7f)
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val hex = board.hexCenter(state.robber)
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// Beside the number token rather than on it, so the number stays readable.
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val x = hex.x + board.radius * 0.5f
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@@ -197,11 +209,11 @@ private fun DrawScope.drawRobber(state: CatanState, board: BoardLayout, style: C
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lineTo(x + s * 0.55f, y + s * 0.9f)
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close()
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}
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drawPath(pawn, color = style.robber)
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drawCircle(color = style.robber, radius = s * 0.38f, center = Offset(x, y - s * 0.42f))
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drawPath(pawn, color = Color.White.copy(alpha = 0.7f), style = Stroke(width = s * 0.07f))
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drawPath(pawn, color = tint)
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drawCircle(color = tint, radius = s * 0.38f, center = Offset(x, y - s * 0.42f))
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drawPath(pawn, color = rim, style = Stroke(width = s * 0.07f))
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drawCircle(
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color = Color.White.copy(alpha = 0.7f),
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color = rim,
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radius = s * 0.38f,
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center = Offset(x, y - s * 0.42f),
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style = Stroke(width = s * 0.07f),
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@@ -409,6 +421,131 @@ private fun cityPath(at: Pt, s: Float): Path = Path().apply {
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close()
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}
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// ---------------------------------------------------------------------------
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// Cities & Knights pieces
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// ---------------------------------------------------------------------------
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/** A dashed wall round each walled city, crenellated by the dashes. */
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private fun DrawScope.drawWalls(state: CatanState, board: BoardLayout, style: CatanStyle) {
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val walls = state.ck?.walls ?: return
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for (vertex in walls) {
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val at = board.vertex(vertex).offset()
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val radius = board.radius * style.citySize * 1.25f
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val dash = PathEffect.dashPathEffect(floatArrayOf(radius * 0.38f, radius * 0.22f))
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drawCircle(
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color = style.pieceOutline,
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radius = radius,
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center = at,
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style = Stroke(width = board.radius * 0.13f, pathEffect = dash),
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)
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drawCircle(
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color = style.wall,
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radius = radius,
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center = at,
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style = Stroke(width = board.radius * 0.09f, pathEffect = dash),
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)
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}
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}
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/** A pennant in the track's colour flying over a city that carries its metropolis. */
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private fun DrawScope.drawMetropolises(state: CatanState, board: BoardLayout, style: CatanStyle) {
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val metropolises = state.ck?.metropolises ?: return
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for ((track, at) in metropolises) {
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val base = board.vertex(at.vertex)
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val unit = board.radius * style.citySize
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val poleTop = Pt(base.x + unit * 0.9f, base.y - unit * 2.0f)
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val poleBottom = Pt(base.x + unit * 0.9f, base.y - unit * 0.4f)
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drawLine(
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color = style.pieceOutline,
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start = poleBottom.offset(),
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end = poleTop.offset(),
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strokeWidth = board.radius * 0.05f,
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)
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val flag = Path().apply {
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moveTo(poleTop.x, poleTop.y)
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lineTo(poleTop.x + unit * 1.1f, poleTop.y + unit * 0.35f)
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lineTo(poleTop.x, poleTop.y + unit * 0.7f)
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close()
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}
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drawPath(flag, color = style.track.getValue(track))
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drawPath(flag, color = style.pieceOutline, style = Stroke(width = board.radius * 0.035f))
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}
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}
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/**
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* Each knight is a shield in its owner's colour, marked with one, two or three
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* dots for its strength. A sleeping knight is drawn faded; an awake one has a
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* bright rim.
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*/
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private fun DrawScope.drawKnights(state: CatanState, board: BoardLayout, style: CatanStyle) {
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val knights = state.ck?.knights ?: return
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for (knight in knights) {
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val at = board.vertex(knight.vertex)
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val s = board.radius * style.knightSize
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val seat = style.seats[knight.owner % style.seats.size]
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val path = shieldPath(at, s)
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if (knight.active) {
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drawPath(path, color = style.knightReady, style = Stroke(width = s * 0.55f))
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}
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drawPath(path, color = if (knight.active) seat else seat.copy(alpha = 0.55f))
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drawPath(path, color = style.pieceOutline, style = Stroke(width = s * 0.16f))
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val pip = s * 0.14f
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val gap = pip * 2.8f
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val startX = at.x - gap * (knight.level - 1) / 2f
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for (i in 0 until knight.level) {
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drawCircle(
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color = style.pieceOutline,
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radius = pip,
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center = Offset(startX + i * gap, at.y - s * 0.05f),
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)
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}
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}
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}
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private fun shieldPath(at: Pt, s: Float): Path = Path().apply {
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moveTo(at.x - s * 0.8f, at.y - s)
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lineTo(at.x + s * 0.8f, at.y - s)
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lineTo(at.x + s * 0.8f, at.y + s * 0.1f)
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quadraticBezierTo(at.x + s * 0.8f, at.y + s * 0.9f, at.x, at.y + s * 1.25f)
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quadraticBezierTo(at.x - s * 0.8f, at.y + s * 0.9f, at.x - s * 0.8f, at.y + s * 0.1f)
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close()
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}
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/** A ring round each of the player's knights that can do something now. */
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private fun DrawScope.drawKnightTargets(targets: BoardTargets, board: BoardLayout, style: CatanStyle) {
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for (vertex in targets.knights) {
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drawCircle(
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color = style.target,
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radius = board.radius * style.knightSize * 1.9f,
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center = board.vertex(vertex).offset(),
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style = Stroke(width = board.radius * 0.07f),
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)
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}
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}
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/** The merchant: a coin in its controller's colour, beside the hex it sits on. */
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private fun DrawScope.drawMerchant(
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state: CatanState,
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board: BoardLayout,
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style: CatanStyle,
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measurer: TextMeasurer,
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) {
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val merchant = state.ck?.merchant ?: return
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val hex = board.hexCenter(merchant.hex)
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val at = Pt(hex.x - board.radius * 0.5f, hex.y + board.radius * 0.3f)
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val r = board.radius * 0.2f
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drawCircle(color = style.seats[merchant.seat % style.seats.size], radius = r, center = at.offset())
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drawCircle(color = style.pieceOutline, radius = r, center = at.offset(), style = Stroke(width = r * 0.3f))
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drawCentered(
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measurer = measurer,
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text = "M",
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at = at,
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fontPx = r * 1.3f,
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color = style.pieceOutline,
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weight = FontWeight.ExtraBold,
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)
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}
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// ---------------------------------------------------------------------------
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// Tap targets
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// ---------------------------------------------------------------------------
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@@ -0,0 +1,728 @@
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package org.prolibertate.games.ui.game.catan
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import androidx.compose.foundation.background
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import androidx.compose.foundation.layout.Arrangement
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import androidx.compose.foundation.layout.Box
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import androidx.compose.foundation.layout.Column
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import androidx.compose.foundation.layout.ExperimentalLayoutApi
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import androidx.compose.foundation.layout.FlowRow
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import androidx.compose.foundation.layout.PaddingValues
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import androidx.compose.foundation.layout.Row
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import androidx.compose.foundation.layout.fillMaxWidth
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import androidx.compose.foundation.layout.height
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import androidx.compose.foundation.layout.heightIn
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import androidx.compose.foundation.layout.size
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import androidx.compose.foundation.layout.width
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import androidx.compose.foundation.rememberScrollState
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import androidx.compose.foundation.shape.RoundedCornerShape
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import androidx.compose.foundation.verticalScroll
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import androidx.compose.material3.AlertDialog
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import androidx.compose.material3.Button
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import androidx.compose.material3.FilledTonalButton
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import androidx.compose.material3.MaterialTheme
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import androidx.compose.material3.OutlinedButton
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import androidx.compose.material3.Text
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import androidx.compose.material3.TextButton
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import androidx.compose.runtime.Composable
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import androidx.compose.runtime.getValue
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import androidx.compose.runtime.mutableStateOf
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import androidx.compose.runtime.remember
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import androidx.compose.runtime.setValue
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import androidx.compose.ui.Alignment
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import androidx.compose.ui.Modifier
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import androidx.compose.ui.draw.clip
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import androidx.compose.ui.graphics.Color
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import androidx.compose.ui.text.font.FontWeight
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import androidx.compose.ui.unit.dp
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import org.prolibertate.games.game.catan.ActivateKnight
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import org.prolibertate.games.game.catan.BuyImprovement
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import org.prolibertate.games.game.catan.CatanCk
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import org.prolibertate.games.game.catan.CatanMove
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import org.prolibertate.games.game.catan.CatanState
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import org.prolibertate.games.game.catan.ChaseRobber
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import org.prolibertate.games.game.catan.DropProgress
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import org.prolibertate.games.game.catan.GoodsBankTrade
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import org.prolibertate.games.game.catan.Good
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import org.prolibertate.games.game.catan.GoodsOffer
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import org.prolibertate.games.game.catan.IMPROVEMENT_MAX
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import org.prolibertate.games.game.catan.MoveKnight
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import org.prolibertate.games.game.catan.OfferGoods
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import org.prolibertate.games.game.catan.PickDeck
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import org.prolibertate.games.game.catan.PlayProgress
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import org.prolibertate.games.game.catan.ProgressCard
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import org.prolibertate.games.game.catan.ProgressType
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import org.prolibertate.games.game.catan.PromoteKnight
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import org.prolibertate.games.game.catan.SpyTake
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import org.prolibertate.games.game.catan.TakeAqueduct
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import org.prolibertate.games.game.catan.Track
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/*
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* The Cities & Knights dialogs. Like the base game's, each is a stateless
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* composable apart from the choice it is helping the player make, and what is
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* allowed is always asked of the engine's legal list through CatanInteraction.
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*/
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// ---------------------------------------------------------------------------
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// Shared pieces
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// ---------------------------------------------------------------------------
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/** A card tile with a minus and a plus, for choosing how many of a good. */
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@Composable
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private fun GoodCounter(good: Good, count: Int, max: Int, onChange: (Int) -> Unit) {
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Column(horizontalAlignment = Alignment.CenterHorizontally, verticalArrangement = Arrangement.spacedBy(4.dp)) {
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GoodTile(good, count, enabled = max > 0 || count > 0)
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Row(horizontalArrangement = Arrangement.spacedBy(4.dp)) {
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OutlinedButton(
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onClick = { onChange(count - 1) },
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enabled = count > 0,
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contentPadding = PaddingValues(0.dp),
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modifier = Modifier.width(34.dp).height(32.dp),
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) { Text("−") }
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OutlinedButton(
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onClick = { onChange(count + 1) },
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enabled = count < max,
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contentPadding = PaddingValues(0.dp),
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modifier = Modifier.width(34.dp).height(32.dp),
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) { Text("+") }
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}
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}
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}
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private fun Map<Good, Int>.asGoods(): List<Good> = Good.entries.flatMap { g -> List(this[g] ?: 0) { g } }
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/** A row of the three track colours, used for decks and improvements. */
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@Composable
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private fun TrackChip(track: Track, style: CatanStyle = LocalCatanStyle.current) {
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Box(
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modifier = Modifier
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.size(14.dp)
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.clip(RoundedCornerShape(3.dp))
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.background(style.track.getValue(track)),
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)
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}
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// ---------------------------------------------------------------------------
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||||
// Choosing cards to give up
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* Pick exactly [quota] cards out of [held] — to discard on a seven or a saboteur,
|
||||
* or to hand over for a wedding or a commercial harbour. Not dismissable: the
|
||||
* game is waiting on it. [allowed] is the engine's structural check, so the
|
||||
* confirm button only lights when the move would be accepted.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanGoodsPickDialog(
|
||||
title: String,
|
||||
intro: String,
|
||||
held: Map<Good, Int>,
|
||||
quota: Int,
|
||||
confirmLabel: String,
|
||||
selectable: (Good) -> Boolean,
|
||||
allowed: (List<Good>) -> Boolean,
|
||||
onConfirm: (List<Good>) -> Unit,
|
||||
) {
|
||||
var picked by remember { mutableStateOf(emptyMap<Good, Int>()) }
|
||||
val selection = picked.asGoods()
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text(title) },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Text("$intro (${selection.size} of $quota chosen).")
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Good.entries.forEach { good ->
|
||||
val have = held[good] ?: 0
|
||||
if (have > 0 && selectable(good)) {
|
||||
GoodCounter(
|
||||
good = good,
|
||||
count = picked[good] ?: 0,
|
||||
max = if (selection.size < quota) have else (picked[good] ?: 0),
|
||||
onChange = { n -> picked = picked + (good to n.coerceIn(0, have)) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
Button(onClick = { onConfirm(selection) }, enabled = allowed(selection)) { Text(confirmLabel) }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// City improvements
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** The three improvement tracks: where the player stands, what the next level costs, and what it earns. */
|
||||
@Composable
|
||||
fun CatanImproveDialog(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
legal: List<CatanMove>,
|
||||
onBuy: (BuyImprovement) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
val ck = state.ck ?: return
|
||||
val buyable = CatanInteraction.improvable(legal)
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(CatanText.IMPROVE) },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(14.dp),
|
||||
) {
|
||||
Track.entries.forEach { track ->
|
||||
val level = CatanCk.improvement(state, seat, track)
|
||||
val have = ck.commodities[seat][track.commodity] ?: 0
|
||||
Column(verticalArrangement = Arrangement.spacedBy(4.dp)) {
|
||||
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
TrackChip(track)
|
||||
Text(CatanText.track(track), fontWeight = FontWeight.Bold)
|
||||
Text("level $level of $IMPROVEMENT_MAX", style = MaterialTheme.typography.labelMedium)
|
||||
}
|
||||
Text(CatanText.trackPower(track), style = MaterialTheme.typography.bodySmall)
|
||||
if (level >= IMPROVEMENT_MAX) {
|
||||
Text("Fully built.", style = MaterialTheme.typography.bodySmall)
|
||||
} else {
|
||||
val cost = CatanCk.improvementCost(state, seat, track)
|
||||
Button(onClick = { onBuy(BuyImprovement(track)) }, enabled = track in buyable) {
|
||||
Text(
|
||||
"${CatanCk.improvementName(track, level + 1)}: $cost " +
|
||||
"${CatanText.good(Good.of(track.commodity))} (you hold $have)",
|
||||
)
|
||||
}
|
||||
if (level + 1 == org.prolibertate.games.game.catan.METROPOLIS_LEVEL ||
|
||||
level + 1 == IMPROVEMENT_MAX
|
||||
) {
|
||||
Text(
|
||||
if (level + 1 == IMPROVEMENT_MAX) {
|
||||
"Level five takes a metropolis from a seat still on four."
|
||||
} else {
|
||||
"Level four earns the first metropolis in this track: two more points."
|
||||
},
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
dismissButton = { TextButton(onClick = onCancel) { Text("Close") } },
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Progress cards
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The player's progress cards. A card with nothing to decide plays at once; one
|
||||
* that names a seat, a card or dice asks for it in a second step; one that
|
||||
* needs a tap on the board closes the dialog and arms the board (see [ArmedCard]).
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanProgressDialog(
|
||||
hand: List<ProgressInHand>,
|
||||
seats: CatanSeats,
|
||||
onPlay: (CatanMove) -> Unit,
|
||||
onArm: (ArmedCard) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
var chosen by remember { mutableStateOf<ProgressInHand?>(null) }
|
||||
var target by remember { mutableStateOf<Int?>(null) }
|
||||
var yellow by remember { mutableStateOf(1) }
|
||||
var red by remember { mutableStateOf(1) }
|
||||
val entry = chosen
|
||||
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(entry?.let { CatanText.progress(it.card.kind) } ?: "Progress cards") },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 440.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(10.dp),
|
||||
) {
|
||||
if (entry == null) {
|
||||
if (hand.isEmpty()) Text("You hold no progress cards.")
|
||||
hand.forEach { card ->
|
||||
ProgressRow(card) { picked ->
|
||||
val kind = picked.card.kind
|
||||
when {
|
||||
kind in CatanInteraction.BOARD_CARDS -> onArm(ArmedCard(kind, picked.plays))
|
||||
picked.plays.size == 1 && picked.plays[0].isBare() -> onPlay(picked.plays[0])
|
||||
else -> {
|
||||
chosen = picked
|
||||
target = null
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Text(CatanText.progressHelp(entry.card.kind), style = MaterialTheme.typography.bodySmall)
|
||||
val kind = entry.card.kind
|
||||
val plays = entry.plays
|
||||
when {
|
||||
kind == ProgressType.ALCHEMIST -> {
|
||||
Text("Production die (yellow)", fontWeight = FontWeight.Bold)
|
||||
DiePicker(yellow) { yellow = it }
|
||||
Text("Progress die (red)", fontWeight = FontWeight.Bold)
|
||||
DiePicker(red) { red = it }
|
||||
}
|
||||
|
||||
kind == ProgressType.DESERTER || kind == ProgressType.SPY -> {
|
||||
Text("Choose a player:", fontWeight = FontWeight.Bold)
|
||||
plays.mapNotNull { it.target }.distinct().forEach { seat ->
|
||||
OutlinedButton(
|
||||
onClick = { plays.firstOrNull { it.target == seat }?.let(onPlay) },
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) { Text(seats.label(seat)) }
|
||||
}
|
||||
}
|
||||
|
||||
kind == ProgressType.MASTER_MERCHANT -> {
|
||||
Text("Choose a player with more points:", fontWeight = FontWeight.Bold)
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
plays.mapNotNull { it.target }.distinct().forEach { seat ->
|
||||
if (target == seat) {
|
||||
FilledTonalButton(onClick = { target = seat }) { Text(seats.label(seat)) }
|
||||
} else {
|
||||
OutlinedButton(onClick = { target = seat }) { Text(seats.label(seat)) }
|
||||
}
|
||||
}
|
||||
}
|
||||
val seat = target
|
||||
if (seat != null) {
|
||||
Text("Take:", fontWeight = FontWeight.Bold)
|
||||
plays.filter { it.target == seat }.forEach { play ->
|
||||
OutlinedButton(
|
||||
onClick = { onPlay(play) },
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) { Text(CatanText.goods(play.goods.orEmpty())) }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
else -> {
|
||||
val label = when (kind) {
|
||||
ProgressType.COMMERCIAL_HARBOR -> "Offer which resource?"
|
||||
ProgressType.MERCHANT_FLEET -> "Trade which card two for one?"
|
||||
ProgressType.RESOURCE_MONOPOLY -> "Name a resource:"
|
||||
else -> "Name a commodity:"
|
||||
}
|
||||
Text(label, fontWeight = FontWeight.Bold)
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
plays.mapNotNull { it.good }.distinct().forEach { good ->
|
||||
GoodTile(
|
||||
good = good,
|
||||
count = 0,
|
||||
onClick = { plays.firstOrNull { it.good == good }?.let(onPlay) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
if (entry != null && entry.card.kind == ProgressType.ALCHEMIST) {
|
||||
val play = entry.plays.firstOrNull { it.dice == listOf(yellow, red) }
|
||||
Button(onClick = { play?.let(onPlay) }, enabled = play != null) { Text("Play") }
|
||||
}
|
||||
},
|
||||
dismissButton = {
|
||||
TextButton(
|
||||
onClick = {
|
||||
if (entry == null) {
|
||||
onCancel()
|
||||
} else {
|
||||
chosen = null
|
||||
target = null
|
||||
}
|
||||
},
|
||||
) { Text(if (entry == null) CatanText.CANCEL else "Back") }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
private fun PlayProgress.isBare(): Boolean =
|
||||
target == null && vertex == null && edge == null && hexA == null && hexB == null &&
|
||||
good == null && dice == null && goods == null
|
||||
|
||||
@Composable
|
||||
private fun DiePicker(selected: Int, onPick: (Int) -> Unit) {
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
(1..6).forEach { n ->
|
||||
if (n == selected) {
|
||||
FilledTonalButton(
|
||||
onClick = { onPick(n) },
|
||||
contentPadding = PaddingValues(0.dp),
|
||||
modifier = Modifier.size(40.dp),
|
||||
) { Text("$n") }
|
||||
} else {
|
||||
OutlinedButton(
|
||||
onClick = { onPick(n) },
|
||||
contentPadding = PaddingValues(0.dp),
|
||||
modifier = Modifier.size(40.dp),
|
||||
) { Text("$n") }
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun ProgressRow(entry: ProgressInHand, onChoose: (ProgressInHand) -> Unit) {
|
||||
val kind = entry.card.kind
|
||||
Row(
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
TrackChip(kind.track)
|
||||
Column(modifier = Modifier.weight(1f)) {
|
||||
Text(CatanText.progress(kind), fontWeight = FontWeight.Bold)
|
||||
Text(CatanText.progressHelp(kind), style = MaterialTheme.typography.bodySmall)
|
||||
}
|
||||
if (entry.playable) {
|
||||
Button(onClick = { onChoose(entry) }) { Text("Play") }
|
||||
} else {
|
||||
Text("Not now", style = MaterialTheme.typography.labelSmall)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Knights
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** What the knight on one crossing can do: wake, promote, move, chase the robber. */
|
||||
@Composable
|
||||
fun CatanKnightDialog(
|
||||
state: CatanState,
|
||||
vertex: Int,
|
||||
actions: List<CatanMove>,
|
||||
onDo: (CatanMove) -> Unit,
|
||||
onMove: (Int) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
val knight = state.ck?.knights?.firstOrNull { it.vertex == vertex }
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(knight?.let { CatanText.knightName(it.level) } ?: "Knight") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
if (knight != null) {
|
||||
val mood = when {
|
||||
!knight.active -> "Asleep. Waking it costs ${CatanText.ACTIVATE_COST}."
|
||||
knight.activatedTurn == state.turnNumber -> "Awake, but it woke this turn and cannot act yet."
|
||||
else -> "Awake and ready. It counts against the barbarians."
|
||||
}
|
||||
Text(mood, style = MaterialTheme.typography.bodySmall)
|
||||
}
|
||||
actions.forEach { move ->
|
||||
when (move) {
|
||||
is ActivateKnight ->
|
||||
Button(onClick = { onDo(move) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Wake (${CatanText.ACTIVATE_COST})")
|
||||
}
|
||||
|
||||
is PromoteKnight ->
|
||||
Button(onClick = { onDo(move) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Promote (${CatanText.KNIGHT_COST})")
|
||||
}
|
||||
|
||||
is MoveKnight ->
|
||||
OutlinedButton(onClick = { onMove(move.from) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Move along your roads")
|
||||
}
|
||||
|
||||
is ChaseRobber ->
|
||||
OutlinedButton(onClick = { onDo(move) }, modifier = Modifier.fillMaxWidth()) {
|
||||
Text("Chase away the robber")
|
||||
}
|
||||
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
if (actions.isEmpty()) Text("Nothing to do with it right now.")
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
dismissButton = { TextButton(onClick = onCancel) { Text("Close") } },
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Chores that are answered in a dialog
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** Choose a colour of progress deck to draw from. */
|
||||
@Composable
|
||||
fun CatanPickDeckDialog(legal: List<CatanMove>, onPick: (PickDeck) -> Unit) {
|
||||
val open = legal.filterIsInstance<PickDeck>()
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Draw a progress card") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
Text("Catan held. You tied for the strongest defence, so choose any deck.")
|
||||
open.forEach { pick ->
|
||||
Button(onClick = { onPick(pick) }, modifier = Modifier.fillMaxWidth()) {
|
||||
TrackChip(pick.track)
|
||||
Text(" ${CatanText.track(pick.track)}")
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
/** The hand is over its limit: give one progress card back. */
|
||||
@Composable
|
||||
fun CatanDropProgressDialog(hand: List<ProgressCard>, onDrop: (DropProgress) -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Too many progress cards") },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 380.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Text("You may keep four. Choose one to give back.")
|
||||
hand.forEach { card ->
|
||||
OutlinedButton(onClick = { onDrop(DropProgress(card.id)) }, modifier = Modifier.fillMaxWidth()) {
|
||||
TrackChip(card.kind.track)
|
||||
Text(" ${CatanText.progress(card.kind)}")
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
/** The aqueduct pays: take any one resource. */
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanAqueductDialog(legal: List<CatanMove>, onTake: (TakeAqueduct) -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Aqueduct") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Text("The dice paid you nothing. Take any resource.")
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
legal.filterIsInstance<TakeAqueduct>().forEach { take ->
|
||||
ResourceTile(resource = take.resource, count = 1, onClick = { onTake(take) })
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
/** A spy: these are the progress cards the other player holds; take one. */
|
||||
@Composable
|
||||
fun CatanSpyDialog(cards: List<ProgressCard>, legal: List<CatanMove>, onTake: (SpyTake) -> Unit) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Spy") },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 380.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Text("Choose a card to take.")
|
||||
cards.forEach { card ->
|
||||
val take = SpyTake(card.id)
|
||||
OutlinedButton(
|
||||
onClick = { onTake(take) },
|
||||
enabled = take in legal,
|
||||
modifier = Modifier.fillMaxWidth(),
|
||||
) {
|
||||
TrackChip(card.kind.track)
|
||||
Text(" ${CatanText.progress(card.kind)}")
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {},
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Trading in goods
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
private enum class GoodsTab { BANK, PLAYER }
|
||||
|
||||
/**
|
||||
* Trade with the bank at the best ratio each card has, or offer cards —
|
||||
* commodities included — to one other player.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanGoodsTradeDialog(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
seats: CatanSeats,
|
||||
legal: List<CatanMove>,
|
||||
onBank: (GoodsBankTrade) -> Unit,
|
||||
onOffer: (OfferGoods) -> Unit,
|
||||
onCancel: () -> Unit,
|
||||
) {
|
||||
var tab by remember { mutableStateOf(GoodsTab.BANK) }
|
||||
var bankGive by remember { mutableStateOf<Good?>(null) }
|
||||
var partner by remember { mutableStateOf<Int?>(null) }
|
||||
var give by remember { mutableStateOf(emptyMap<Good, Int>()) }
|
||||
var get by remember { mutableStateOf(emptyMap<Good, Int>()) }
|
||||
val held = CatanCk.goodsOf(state, seat)
|
||||
|
||||
AlertDialog(
|
||||
onDismissRequest = onCancel,
|
||||
title = { Text(CatanText.TRADE) },
|
||||
text = {
|
||||
Column(
|
||||
modifier = Modifier.heightIn(max = 460.dp).verticalScroll(rememberScrollState()),
|
||||
verticalArrangement = Arrangement.spacedBy(12.dp),
|
||||
) {
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
GoodsTabButton(CatanText.TRADE_WITH_BANK, tab == GoodsTab.BANK) { tab = GoodsTab.BANK }
|
||||
GoodsTabButton(CatanText.TRADE_WITH_PLAYER, tab == GoodsTab.PLAYER) { tab = GoodsTab.PLAYER }
|
||||
}
|
||||
if (tab == GoodsTab.BANK) {
|
||||
val trades = CatanInteraction.goodsBankTrades(legal)
|
||||
if (trades.isEmpty()) {
|
||||
Text("You do not hold enough of any one card to trade with the bank.")
|
||||
} else {
|
||||
Text("Give:", fontWeight = FontWeight.Bold)
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
trades.keys.forEach { good ->
|
||||
val ratio = CatanCk.bankRatio(state, seat, good)
|
||||
Column(horizontalAlignment = Alignment.CenterHorizontally) {
|
||||
GoodTile(good, ratio, selected = bankGive == good, onClick = { bankGive = good })
|
||||
Text("$ratio : 1", style = MaterialTheme.typography.labelSmall)
|
||||
}
|
||||
}
|
||||
}
|
||||
val chosen = bankGive
|
||||
if (chosen != null && chosen in trades) {
|
||||
Text("Get one:", fontWeight = FontWeight.Bold)
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
trades.getValue(chosen).forEach { good ->
|
||||
GoodTile(good, 1, onClick = { onBank(GoodsBankTrade(chosen, good)) })
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
Text("Offer to:", fontWeight = FontWeight.Bold)
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
(0 until state.playerCount).filter { it != seat }.forEach { other ->
|
||||
GoodsTabButton(seats.label(other), partner == other) { partner = other }
|
||||
}
|
||||
}
|
||||
Text(CatanText.YOU_GIVE, fontWeight = FontWeight.Bold)
|
||||
GoodCounters(give, { held[it] ?: 0 }) { give = it }
|
||||
Text(CatanText.YOU_GET, fontWeight = FontWeight.Bold)
|
||||
GoodCounters(get, { 9 }) { get = it }
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
if (tab == GoodsTab.PLAYER) {
|
||||
val to = partner
|
||||
val giveCards = give.asGoods()
|
||||
val getCards = get.asGoods()
|
||||
val allowed = to != null && CatanInteraction.goodsOfferAllowed(state, seat, to, giveCards, getCards)
|
||||
Button(
|
||||
onClick = { if (to != null) onOffer(OfferGoods(to, giveCards, getCards)) },
|
||||
enabled = allowed,
|
||||
) { Text(CatanText.SEND_OFFER) }
|
||||
}
|
||||
},
|
||||
dismissButton = { TextButton(onClick = onCancel) { Text(CatanText.CANCEL) } },
|
||||
)
|
||||
}
|
||||
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
private fun GoodCounters(counts: Map<Good, Int>, limit: (Good) -> Int, onChange: (Map<Good, Int>) -> Unit) {
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Good.entries.forEach { good ->
|
||||
GoodCounter(
|
||||
good = good,
|
||||
count = counts[good] ?: 0,
|
||||
max = limit(good),
|
||||
onChange = { n -> onChange(counts + (good to n.coerceIn(0, limit(good)))) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun GoodsTabButton(label: String, selected: Boolean, onClick: () -> Unit) {
|
||||
if (selected) {
|
||||
FilledTonalButton(onClick = onClick) { Text(label) }
|
||||
} else {
|
||||
OutlinedButton(onClick = onClick) { Text(label) }
|
||||
}
|
||||
}
|
||||
|
||||
/** Another player has offered the local player a trade in goods. */
|
||||
@Composable
|
||||
fun CatanGoodsTradeResponseDialog(
|
||||
offer: GoodsOffer,
|
||||
seats: CatanSeats,
|
||||
canAccept: Boolean,
|
||||
onAccept: () -> Unit,
|
||||
onDecline: () -> Unit,
|
||||
) {
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text("Trade offer") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
Text(
|
||||
"${seats.label(offer.by)} offers ${CatanText.goods(offer.give)} to you " +
|
||||
"for ${CatanText.goods(offer.get)}",
|
||||
)
|
||||
if (!canAccept) {
|
||||
Text(
|
||||
"You cannot accept this: one side no longer holds the cards.",
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
)
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = { Button(onClick = onAccept, enabled = canAccept) { Text(CatanText.ACCEPT) } },
|
||||
dismissButton = { TextButton(onClick = onDecline) { Text(CatanText.DECLINE) } },
|
||||
)
|
||||
}
|
||||
@@ -1,43 +1,93 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import org.prolibertate.games.game.catan.AcceptTrade
|
||||
import org.prolibertate.games.game.catan.ActivateKnight
|
||||
import org.prolibertate.games.game.catan.BuildCity
|
||||
import org.prolibertate.games.game.catan.BuildRoad
|
||||
import org.prolibertate.games.game.catan.BuildSettlement
|
||||
import org.prolibertate.games.game.catan.BuildWall
|
||||
import org.prolibertate.games.game.catan.BuyDevCard
|
||||
import org.prolibertate.games.game.catan.BuyImprovement
|
||||
import org.prolibertate.games.game.catan.CatanBoard
|
||||
import org.prolibertate.games.game.catan.CatanMove
|
||||
import org.prolibertate.games.game.catan.CatanPhase
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.ChaseRobber
|
||||
import org.prolibertate.games.game.catan.Chore
|
||||
import org.prolibertate.games.game.catan.DeclineTrade
|
||||
import org.prolibertate.games.game.catan.DevCard
|
||||
import org.prolibertate.games.game.catan.DevCardType
|
||||
import org.prolibertate.games.game.catan.Discard
|
||||
import org.prolibertate.games.game.catan.EndFreeRoads
|
||||
import org.prolibertate.games.game.catan.EndSmith
|
||||
import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.GoodsBankTrade
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.HexCoord
|
||||
import org.prolibertate.games.game.catan.HireKnight
|
||||
import org.prolibertate.games.game.catan.MaritimeTrade
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.OfferGoods
|
||||
import org.prolibertate.games.game.catan.OfferTrade
|
||||
import org.prolibertate.games.game.catan.PillageCity
|
||||
import org.prolibertate.games.game.catan.PlaceKnight
|
||||
import org.prolibertate.games.game.catan.PlaceMetropolis
|
||||
import org.prolibertate.games.game.catan.PlayKnight
|
||||
import org.prolibertate.games.game.catan.PlayMonopoly
|
||||
import org.prolibertate.games.game.catan.PlayProgress
|
||||
import org.prolibertate.games.game.catan.PlayRoadBuilding
|
||||
import org.prolibertate.games.game.catan.PlayYearOfPlenty
|
||||
import org.prolibertate.games.game.catan.ProgressCard
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.catan.PromoteKnight
|
||||
import org.prolibertate.games.game.catan.RelocateKnight
|
||||
import org.prolibertate.games.game.catan.RemoveKnight
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
import org.prolibertate.games.game.catan.SetupPlace
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/** What a player can ask to build by tapping the board. */
|
||||
enum class BuildKind { ROAD, SETTLEMENT, CITY }
|
||||
/**
|
||||
* What a player can ask to build by tapping the board. Wall and Knight exist
|
||||
* only in Cities & Knights; the base game's build menu lists the first three.
|
||||
*/
|
||||
enum class BuildKind {
|
||||
ROAD, SETTLEMENT, CITY, WALL, KNIGHT;
|
||||
|
||||
/** The parts of the board the player may tap right now. Everything else is inert. */
|
||||
companion object {
|
||||
val BASE: List<BuildKind> = listOf(ROAD, SETTLEMENT, CITY)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The parts of the board the player may tap right now. Everything else is inert.
|
||||
* [knights] are crossings holding one of the player's own knights that can do
|
||||
* something this turn: tapping one opens its menu.
|
||||
*/
|
||||
data class BoardTargets(
|
||||
val vertices: Set<Int> = emptySet(),
|
||||
val edges: Set<Int> = emptySet(),
|
||||
val hexes: Set<Int> = emptySet(),
|
||||
val knights: Set<Int> = emptySet(),
|
||||
) {
|
||||
val isEmpty: Boolean get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty()
|
||||
val isEmpty: Boolean get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty() && knights.isEmpty()
|
||||
|
||||
/** Every crossing a tap can land on. */
|
||||
val tappableVertices: Set<Int> get() = vertices + knights
|
||||
}
|
||||
|
||||
/**
|
||||
* A progress card that is waiting for a tap on the board: [plays] are every play
|
||||
* of it the engine accepts, and the player's tap picks one. [firstHex] is the
|
||||
* first of the two hexes an Inventor swaps, once tapped.
|
||||
*/
|
||||
data class ArmedCard(val kind: ProgressType, val plays: List<PlayProgress>, val firstHex: Int? = null)
|
||||
|
||||
/** One progress card in the local player's hand, and the plays the engine allows for it. */
|
||||
data class ProgressInHand(val card: ProgressCard, val plays: List<PlayProgress>) {
|
||||
val playable: Boolean get() = plays.isNotEmpty()
|
||||
}
|
||||
|
||||
/** What a tap on the board amounts to. */
|
||||
@@ -53,6 +103,12 @@ sealed interface TapOutcome {
|
||||
|
||||
/** The robber's hex has more than one possible victim: ask which. */
|
||||
data class PickRobberVictim(val hex: HexCoord, val victims: List<Int>) : TapOutcome
|
||||
|
||||
/** One of the player's own knights was tapped: open its menu. */
|
||||
data class PickKnight(val vertex: Int) : TapOutcome
|
||||
|
||||
/** An Inventor's first hex was tapped; the second completes the swap. */
|
||||
data class PickFirstHex(val hex: Int) : TapOutcome
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -85,6 +141,8 @@ object CatanInteraction {
|
||||
legal: List<CatanMove>,
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
movingKnight: Int? = null,
|
||||
armed: ArmedCard? = null,
|
||||
): BoardTargets {
|
||||
val setup = legal.filterIsInstance<SetupPlace>()
|
||||
if (setup.isNotEmpty()) {
|
||||
@@ -100,9 +158,21 @@ object CatanInteraction {
|
||||
return BoardTargets(hexes = robber.mapNotNull { CatanBoard.hexIndex[it.hex] }.toSet())
|
||||
}
|
||||
|
||||
// Cities & Knights: answers to a queued chore are taps on the board.
|
||||
val chore = choreVertices(legal)
|
||||
if (chore.isNotEmpty()) return BoardTargets(vertices = chore)
|
||||
|
||||
val roads = legal.filterIsInstance<BuildRoad>().map { it.edge }.toSet()
|
||||
if (state.phase == CatanPhase.FREE_ROADS) return BoardTargets(edges = roads)
|
||||
|
||||
if (armed != null) return armedTargets(armed)
|
||||
|
||||
if (movingKnight != null) {
|
||||
return BoardTargets(
|
||||
vertices = legal.filterIsInstance<MoveKnight>().filter { it.from == movingKnight }.map { it.to }.toSet(),
|
||||
)
|
||||
}
|
||||
|
||||
return when (building) {
|
||||
BuildKind.ROAD -> BoardTargets(edges = roads)
|
||||
BuildKind.SETTLEMENT ->
|
||||
@@ -111,15 +181,148 @@ object CatanInteraction {
|
||||
BuildKind.CITY ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<BuildCity>().map { it.vertex }.toSet())
|
||||
|
||||
null -> BoardTargets()
|
||||
BuildKind.WALL ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<BuildWall>().map { it.vertex }.toSet())
|
||||
|
||||
BuildKind.KNIGHT ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<HireKnight>().map { it.vertex }.toSet())
|
||||
|
||||
null -> BoardTargets(knights = knightsWithActions(legal))
|
||||
}
|
||||
}
|
||||
|
||||
/** The crossings a queued chore is asking the player to tap, from the legal list. */
|
||||
private fun choreVertices(legal: List<CatanMove>): Set<Int> = buildSet {
|
||||
legal.forEach { move ->
|
||||
when (move) {
|
||||
is PillageCity -> add(move.vertex)
|
||||
is PlaceMetropolis -> add(move.vertex)
|
||||
is RelocateKnight -> add(move.to)
|
||||
is RemoveKnight -> add(move.vertex)
|
||||
is PlaceKnight -> add(move.vertex)
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
// A Smith's promotions are knights to tap, while the chore is open.
|
||||
if (legal.any { it is EndSmith }) {
|
||||
legal.filterIsInstance<PromoteKnight>().forEach { add(it.vertex) }
|
||||
}
|
||||
}
|
||||
|
||||
private fun choreMove(legal: List<CatanMove>, vertex: Int): CatanMove? = legal.firstOrNull { move ->
|
||||
when (move) {
|
||||
is PillageCity -> move.vertex == vertex
|
||||
is PlaceMetropolis -> move.vertex == vertex
|
||||
is RelocateKnight -> move.to == vertex
|
||||
is RemoveKnight -> move.vertex == vertex
|
||||
is PlaceKnight -> move.vertex == vertex
|
||||
is PromoteKnight -> legal.any { it is EndSmith } && move.vertex == vertex
|
||||
else -> false
|
||||
}
|
||||
}
|
||||
|
||||
// --- Cities & Knights: knights ---------------------------------------------
|
||||
|
||||
/** Crossings of the player's knights that have an action available. */
|
||||
fun knightsWithActions(legal: List<CatanMove>): Set<Int> = buildSet {
|
||||
legal.forEach { move ->
|
||||
when (move) {
|
||||
is ActivateKnight -> add(move.vertex)
|
||||
is MoveKnight -> add(move.from)
|
||||
is ChaseRobber -> add(move.vertex)
|
||||
is PromoteKnight -> if (legal.none { it is EndSmith }) add(move.vertex)
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/** What the knight on [vertex] can do right now, in the order its menu lists them. */
|
||||
fun knightActions(legal: List<CatanMove>, vertex: Int): List<CatanMove> =
|
||||
legal.filter { move ->
|
||||
when (move) {
|
||||
is ActivateKnight -> move.vertex == vertex
|
||||
is PromoteKnight -> move.vertex == vertex && legal.none { it is EndSmith }
|
||||
is ChaseRobber -> move.vertex == vertex
|
||||
else -> false
|
||||
}
|
||||
} + listOfNotNull(legal.firstOrNull { it is MoveKnight && it.from == vertex })
|
||||
|
||||
fun canEndSmith(legal: List<CatanMove>): Boolean = legal.any { it is EndSmith }
|
||||
|
||||
// --- Cities & Knights: progress cards --------------------------------------
|
||||
|
||||
/** [seat]'s progress cards, each with the plays the engine currently allows. */
|
||||
fun progressHand(state: CatanState, seat: Int, legal: List<CatanMove>): List<ProgressInHand> =
|
||||
state.ck?.progressHands?.getOrNull(seat).orEmpty().map { card ->
|
||||
ProgressInHand(card, legal.filterIsInstance<PlayProgress>().filter { it.card == card.id })
|
||||
}.sortedWith(compareBy({ it.card.kind.track.ordinal }, { it.card.kind.ordinal }, { it.card.id }))
|
||||
|
||||
/** The cards that are played by tapping the board, not by choosing in a dialog. */
|
||||
val BOARD_CARDS: Set<ProgressType> = setOf(
|
||||
ProgressType.ENGINEER, ProgressType.MEDICINE, ProgressType.MERCHANT,
|
||||
ProgressType.DIPLOMAT, ProgressType.INTRIGUE, ProgressType.INVENTOR,
|
||||
)
|
||||
|
||||
private fun armedTargets(armed: ArmedCard): BoardTargets = when (armed.kind) {
|
||||
ProgressType.ENGINEER, ProgressType.MEDICINE, ProgressType.INTRIGUE ->
|
||||
BoardTargets(vertices = armed.plays.mapNotNull { it.vertex }.toSet())
|
||||
|
||||
ProgressType.DIPLOMAT -> BoardTargets(edges = armed.plays.mapNotNull { it.edge }.toSet())
|
||||
|
||||
ProgressType.MERCHANT -> BoardTargets(hexes = armed.plays.mapNotNull { it.hexA }.toSet())
|
||||
|
||||
ProgressType.INVENTOR -> {
|
||||
val first = armed.firstHex
|
||||
val all = armed.plays.flatMap { listOfNotNull(it.hexA, it.hexB) }.toSet()
|
||||
if (first == null) {
|
||||
BoardTargets(hexes = all)
|
||||
} else {
|
||||
BoardTargets(
|
||||
hexes = armed.plays
|
||||
.filter { it.hexA == first || it.hexB == first }
|
||||
.flatMap { listOfNotNull(it.hexA, it.hexB) }
|
||||
.filter { it != first }
|
||||
.toSet(),
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
else -> BoardTargets()
|
||||
}
|
||||
|
||||
/** The improvement tracks the player can buy a level of right now. */
|
||||
fun improvable(legal: List<CatanMove>): Set<Track> =
|
||||
legal.filterIsInstance<BuyImprovement>().map { it.track }.toSet()
|
||||
|
||||
// --- Cities & Knights: goods ----------------------------------------------
|
||||
|
||||
/** Bank trades on offer in Cities & Knights: what can be given, and for what. */
|
||||
fun goodsBankTrades(legal: List<CatanMove>): Map<Good, List<Good>> =
|
||||
legal.filterIsInstance<GoodsBankTrade>()
|
||||
.groupBy({ it.give }, { it.get })
|
||||
.mapValues { (_, gets) -> gets.sortedBy { it.ordinal } }
|
||||
.toSortedMap(compareBy<Good> { it.ordinal })
|
||||
|
||||
fun goodsOfferAllowed(
|
||||
state: CatanState,
|
||||
seat: Int,
|
||||
to: Int,
|
||||
give: List<Good>,
|
||||
get: List<Good>,
|
||||
): Boolean = give.isNotEmpty() && get.isNotEmpty() &&
|
||||
CatanRules.isLegalMove(state, seat, OfferGoods(to, give, get))
|
||||
|
||||
/** The chore at the front of the queue, if the table is waiting on one. */
|
||||
fun chore(state: CatanState): Chore? =
|
||||
if (state.phase == CatanPhase.CHORE) state.ck?.chores?.firstOrNull() else null
|
||||
|
||||
fun onVertexTap(
|
||||
vertex: Int,
|
||||
legal: List<CatanMove>,
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
movingKnight: Int? = null,
|
||||
armed: ArmedCard? = null,
|
||||
): TapOutcome {
|
||||
val setup = legal.filterIsInstance<SetupPlace>()
|
||||
if (setup.isNotEmpty()) {
|
||||
@@ -131,10 +334,27 @@ object CatanInteraction {
|
||||
TapOutcome.Ignored
|
||||
}
|
||||
}
|
||||
choreMove(legal, vertex)?.let { return TapOutcome.Submit(it) }
|
||||
|
||||
if (armed != null) {
|
||||
val play = armed.plays.firstOrNull { it.vertex == vertex } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
if (movingKnight != null) {
|
||||
val move = MoveKnight(movingKnight, vertex)
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
val move: CatanMove = when (building) {
|
||||
BuildKind.SETTLEMENT -> BuildSettlement(vertex)
|
||||
BuildKind.CITY -> BuildCity(vertex)
|
||||
else -> return TapOutcome.Ignored
|
||||
BuildKind.WALL -> BuildWall(vertex)
|
||||
BuildKind.KNIGHT -> HireKnight(vertex)
|
||||
else -> return if (building == null && vertex in knightsWithActions(legal)) {
|
||||
TapOutcome.PickKnight(vertex)
|
||||
} else {
|
||||
TapOutcome.Ignored
|
||||
}
|
||||
}
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
@@ -144,12 +364,17 @@ object CatanInteraction {
|
||||
legal: List<CatanMove>,
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
armed: ArmedCard? = null,
|
||||
): TapOutcome {
|
||||
if (legal.any { it is SetupPlace }) {
|
||||
if (setupVertex == null) return TapOutcome.Ignored
|
||||
val move = SetupPlace(setupVertex, edge)
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
if (armed != null) {
|
||||
val play = armed.plays.firstOrNull { it.edge == edge } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
// Free roads need no build mode; a paid road does.
|
||||
val canBuild = building == BuildKind.ROAD || legal.any { it is EndFreeRoads }
|
||||
if (!canBuild) return TapOutcome.Ignored
|
||||
@@ -157,7 +382,8 @@ object CatanInteraction {
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
fun onHexTap(hex: Int, legal: List<CatanMove>): TapOutcome {
|
||||
fun onHexTap(hex: Int, legal: List<CatanMove>, armed: ArmedCard? = null): TapOutcome {
|
||||
if (armed != null) return onArmedHexTap(hex, legal, armed)
|
||||
val coord = CatanBoard.HEXES.getOrNull(hex) ?: return TapOutcome.Ignored
|
||||
val moves = legal.filterIsInstance<MoveRobber>().filter { it.hex == coord }
|
||||
return when {
|
||||
@@ -167,6 +393,22 @@ object CatanInteraction {
|
||||
}
|
||||
}
|
||||
|
||||
private fun onArmedHexTap(hex: Int, legal: List<CatanMove>, armed: ArmedCard): TapOutcome {
|
||||
if (armed.kind == ProgressType.INVENTOR) {
|
||||
val first = armed.firstHex ?: return if (hex in armedTargets(armed).hexes) {
|
||||
TapOutcome.PickFirstHex(hex)
|
||||
} else {
|
||||
TapOutcome.Ignored
|
||||
}
|
||||
val play = armed.plays.firstOrNull {
|
||||
(it.hexA == first && it.hexB == hex) || (it.hexA == hex && it.hexB == first)
|
||||
} ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
val play = armed.plays.firstOrNull { it.hexA == hex } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
// --- Action bar ------------------------------------------------------------
|
||||
|
||||
fun canRoll(legal: List<CatanMove>): Boolean = legal.any { it is RollDice }
|
||||
@@ -200,6 +442,8 @@ object CatanInteraction {
|
||||
if (legal.any { it is BuildRoad }) add(BuildKind.ROAD)
|
||||
if (legal.any { it is BuildSettlement }) add(BuildKind.SETTLEMENT)
|
||||
if (legal.any { it is BuildCity }) add(BuildKind.CITY)
|
||||
if (legal.any { it is BuildWall }) add(BuildKind.WALL)
|
||||
if (legal.any { it is HireKnight }) add(BuildKind.KNIGHT)
|
||||
}
|
||||
|
||||
fun tradeResponses(legal: List<CatanMove>): Pair<Boolean, Boolean> =
|
||||
|
||||
@@ -40,10 +40,15 @@ import androidx.compose.ui.text.style.TextAlign
|
||||
import androidx.compose.ui.text.style.TextOverflow
|
||||
import androidx.compose.ui.unit.dp
|
||||
import androidx.compose.ui.unit.sp
|
||||
import org.prolibertate.games.game.catan.BuildingType
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
import org.prolibertate.games.game.catan.CatanPhase
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.EventFace
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/*
|
||||
* Stateless building blocks for the Katan screen.
|
||||
@@ -102,7 +107,52 @@ fun ResourceTile(
|
||||
}
|
||||
}
|
||||
|
||||
/** The local player's cards: one tile per resource, in a row that wraps. */
|
||||
/**
|
||||
* One card type — a resource or a commodity — as a coloured tile with its count.
|
||||
* Cities & Knights hands, discards and trades use this so commodities look the
|
||||
* same everywhere.
|
||||
*/
|
||||
@Composable
|
||||
fun GoodTile(
|
||||
good: Good,
|
||||
count: Int,
|
||||
modifier: Modifier = Modifier,
|
||||
selected: Boolean = false,
|
||||
enabled: Boolean = true,
|
||||
style: CatanStyle = LocalCatanStyle.current,
|
||||
onClick: (() -> Unit)? = null,
|
||||
) {
|
||||
val resource = good.resource
|
||||
if (resource != null) {
|
||||
ResourceTile(resource, count, modifier, selected, enabled, style, onClick)
|
||||
return
|
||||
}
|
||||
val commodity = good.commodity!!
|
||||
val shape = RoundedCornerShape(10.dp)
|
||||
val ink = style.commodityInk.getValue(commodity)
|
||||
Column(
|
||||
modifier = modifier
|
||||
.defaultMinSize(minWidth = 56.dp)
|
||||
.clip(shape)
|
||||
.background(style.commodity.getValue(commodity).copy(alpha = if (enabled) 1f else 0.4f))
|
||||
.border(
|
||||
width = if (selected) 3.dp else 1.dp,
|
||||
color = if (selected) Color.White else Color(0x33000000),
|
||||
shape = shape,
|
||||
)
|
||||
.then(if (onClick != null && enabled) Modifier.clickable { onClick() } else Modifier)
|
||||
.padding(horizontal = 6.dp, vertical = 6.dp),
|
||||
horizontalAlignment = Alignment.CenterHorizontally,
|
||||
) {
|
||||
Text(text = count.toString(), color = ink, fontWeight = FontWeight.Bold, fontSize = 20.sp)
|
||||
Text(text = CatanText.good(good), color = ink, fontSize = 11.sp, maxLines = 1)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The local player's cards: one tile per resource, and in Cities & Knights one
|
||||
* per commodity as well, in a row that wraps.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanHand(
|
||||
@@ -115,10 +165,15 @@ fun CatanHand(
|
||||
horizontalArrangement = Arrangement.spacedBy(6.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
if (state.isCk) {
|
||||
val held = CatanCk.goodsOf(state, seat)
|
||||
Good.entries.forEach { good -> GoodTile(good, held[good] ?: 0) }
|
||||
} else {
|
||||
Resource.entries.forEach { resource ->
|
||||
ResourceTile(resource, state.resources[seat][resource] ?: 0)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -175,6 +230,41 @@ fun CatanPlayerCard(
|
||||
CardLine(seats.label(seat), MaterialTheme.typography.labelLarge, FontWeight.Bold)
|
||||
}
|
||||
CardLine("$points VP", MaterialTheme.typography.titleMedium, FontWeight.Bold)
|
||||
val ck = state.ck
|
||||
if (ck != null) {
|
||||
val cards = CatanCk.goodsCount(state, seat)
|
||||
val strength = CatanCk.strength(state, seat)
|
||||
if (compact) {
|
||||
CardLine("$cards cards · ⚔$strength", MaterialTheme.typography.bodySmall)
|
||||
} else {
|
||||
CardLine("$cards cards · ${ck.progressCounts[seat]} progress", MaterialTheme.typography.bodySmall)
|
||||
CardLine(
|
||||
"Knights ${CatanCk.knightsOf(state, seat).size} (strength $strength) · " +
|
||||
"Road ${CatanRules.longestRoadFor(state, seat)}",
|
||||
MaterialTheme.typography.bodySmall,
|
||||
)
|
||||
}
|
||||
// Trade, politics, science: the three improvement levels.
|
||||
CardLine(
|
||||
Track.entries.joinToString(" ") { "${it.name.first()}${CatanCk.improvement(state, seat, it)}" },
|
||||
MaterialTheme.typography.bodySmall,
|
||||
color = Color.Unspecified,
|
||||
)
|
||||
val ckAwards = buildList {
|
||||
if (state.longestRoadOwner == seat) add(if (compact) "Road" else "Longest road")
|
||||
ck.metropolises.forEach { (track, at) ->
|
||||
if (at.seat == seat) add(if (compact) track.name.first().toString() else "${CatanText.track(track)} metropolis")
|
||||
}
|
||||
if (ck.merchant?.seat == seat) add("Merchant")
|
||||
}
|
||||
CardLine(
|
||||
text = ckAwards.joinToString(" · ").ifEmpty { BLANK },
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
weight = FontWeight.Bold,
|
||||
color = MaterialTheme.colorScheme.primary,
|
||||
)
|
||||
return@Column
|
||||
}
|
||||
if (compact) {
|
||||
CardLine("${state.resourceCount(seat)} cards", MaterialTheme.typography.bodySmall)
|
||||
} else {
|
||||
@@ -226,21 +316,36 @@ private fun CardLine(
|
||||
// Dice
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** The two dice as last rolled, with their total. Blank until the first roll. */
|
||||
/**
|
||||
* The two dice as last rolled, with their total. Blank until the first roll. In
|
||||
* Cities & Knights the dice are yellow and red (the red one decides progress
|
||||
* cards) and a third, the event die, shows a ship or a coloured city gate.
|
||||
*/
|
||||
@Composable
|
||||
fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
|
||||
fun CatanDice(
|
||||
dice: List<Int>,
|
||||
modifier: Modifier = Modifier,
|
||||
ck: Boolean = false,
|
||||
event: EventFace? = null,
|
||||
style: CatanStyle = LocalCatanStyle.current,
|
||||
) {
|
||||
Row(
|
||||
modifier = modifier,
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
val shown = if (dice.size == 2) dice else listOf(null, null)
|
||||
shown.forEach { value ->
|
||||
shown.forEachIndexed { index, value ->
|
||||
val face = when {
|
||||
!ck -> Color.White
|
||||
index == 0 -> Color(0xFFFFF176)
|
||||
else -> Color(0xFFEF9A9A)
|
||||
}
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.size(36.dp)
|
||||
.clip(RoundedCornerShape(8.dp))
|
||||
.background(Color.White)
|
||||
.background(face)
|
||||
.border(1.dp, Color(0x55000000), RoundedCornerShape(8.dp)),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
@@ -253,6 +358,31 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
|
||||
)
|
||||
}
|
||||
}
|
||||
if (ck) {
|
||||
val gate = when (event) {
|
||||
EventFace.TRADE -> style.track.getValue(Track.TRADE)
|
||||
EventFace.POLITICS -> style.track.getValue(Track.POLITICS)
|
||||
EventFace.SCIENCE -> style.track.getValue(Track.SCIENCE)
|
||||
EventFace.SHIP -> style.barbarian
|
||||
null -> Color(0x33000000)
|
||||
}
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.size(width = 52.dp, height = 36.dp)
|
||||
.clip(RoundedCornerShape(8.dp))
|
||||
.background(gate)
|
||||
.border(1.dp, Color(0x55000000), RoundedCornerShape(8.dp)),
|
||||
contentAlignment = Alignment.Center,
|
||||
) {
|
||||
Text(
|
||||
text = if (event == EventFace.SHIP) "⛵ Ship" else CatanText.event(event),
|
||||
color = if (event == EventFace.TRADE) Color(0xFF1C1B1F) else Color.White,
|
||||
fontWeight = FontWeight.Bold,
|
||||
fontSize = 11.sp,
|
||||
maxLines = 1,
|
||||
)
|
||||
}
|
||||
}
|
||||
// Always drawn ("= –" before the first roll) so the row never changes width.
|
||||
Text(
|
||||
text = if (dice.size == 2) "= ${dice.sum()}" else "= –",
|
||||
@@ -262,6 +392,48 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Cities & Knights: how close the barbarians are, and how the cities on the
|
||||
* island compare with the knights standing ready. **Fixed height**, like every
|
||||
* other strip around the board.
|
||||
*/
|
||||
@Composable
|
||||
fun CatanBarbarians(state: CatanState, modifier: Modifier = Modifier, style: CatanStyle = LocalCatanStyle.current) {
|
||||
val ck = state.ck ?: return
|
||||
val cities = state.buildings.count { it?.type == BuildingType.CITY }
|
||||
val defence = (0 until state.playerCount).sumOf { CatanCk.strength(state, it) }
|
||||
Row(
|
||||
modifier = modifier.fillMaxWidth().height(24.dp),
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(6.dp),
|
||||
) {
|
||||
Text("⛵", fontSize = 14.sp)
|
||||
Row(horizontalArrangement = Arrangement.spacedBy(2.dp), modifier = Modifier.weight(1f)) {
|
||||
// The ship starts seven steps out and lands when the last box fills.
|
||||
val sailed = BARBARIAN_STEPS_DISPLAY - ck.barbarians
|
||||
for (i in 0 until BARBARIAN_STEPS_DISPLAY) {
|
||||
Box(
|
||||
modifier = Modifier
|
||||
.weight(1f)
|
||||
.height(10.dp)
|
||||
.clip(RoundedCornerShape(3.dp))
|
||||
.background(if (i < sailed) style.barbarian else Color(0x33000000)),
|
||||
)
|
||||
}
|
||||
}
|
||||
val verdict = if (defence >= cities) "holds" else "falls"
|
||||
Text(
|
||||
text = "${CatanText.barbarianSteps(ck.barbarians)} · knights $defence v. $cities cities ($verdict)",
|
||||
style = MaterialTheme.typography.labelSmall,
|
||||
maxLines = 1,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/** Steps shown on the barbarian strip: the engine's seven. */
|
||||
private const val BARBARIAN_STEPS_DISPLAY = org.prolibertate.games.game.catan.BARBARIAN_STEPS
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Actions
|
||||
// ---------------------------------------------------------------------------
|
||||
@@ -278,6 +450,14 @@ data class CatanActions(
|
||||
val canEndFreeRoads: Boolean = false,
|
||||
/** A setup settlement is chosen and a different one may still be picked. */
|
||||
val canRepickSetup: Boolean = false,
|
||||
/** Which kinds the Build menu lists: three in the base game, five in Cities & Knights. */
|
||||
val buildKinds: List<BuildKind> = BuildKind.BASE,
|
||||
/** Cities & Knights: the table plays the expansion, so the bar shows its buttons instead. */
|
||||
val ck: Boolean = false,
|
||||
val canImprove: Boolean = false,
|
||||
val canPlayProgress: Boolean = false,
|
||||
val progressCount: Int = 0,
|
||||
val canEndSmith: Boolean = false,
|
||||
)
|
||||
|
||||
/**
|
||||
@@ -305,6 +485,9 @@ fun CatanActionBar(
|
||||
modifier: Modifier = Modifier,
|
||||
/** Small screens: fold Road / Settlement / City into one "Build" button with a menu. */
|
||||
compact: Boolean = false,
|
||||
onImprove: () -> Unit = {},
|
||||
onProgress: () -> Unit = {},
|
||||
onEndSmith: () -> Unit = {},
|
||||
) {
|
||||
Column(modifier = modifier.fillMaxWidth(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
Row(
|
||||
@@ -315,6 +498,7 @@ fun CatanActionBar(
|
||||
if (actions.canRoll) Button(onClick = onRoll) { Text(CatanText.ROLL) }
|
||||
if (actions.canRepickSetup) OutlinedButton(onClick = onRepickSetup) { Text(CatanText.CANCEL) }
|
||||
if (actions.canEndFreeRoads) Button(onClick = onEndFreeRoads) { Text(CatanText.STOP_ROADS) }
|
||||
if (actions.canEndSmith) Button(onClick = onEndSmith) { Text(CatanText.STOP_SMITH) }
|
||||
if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
|
||||
}
|
||||
|
||||
@@ -323,19 +507,28 @@ fun CatanActionBar(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
if (compact) {
|
||||
if (compact || actions.ck) {
|
||||
BuildMenuButton(actions, onBuild)
|
||||
} else {
|
||||
BuildButton(BuildKind.ROAD, CatanText.ROAD, CatanText.ROAD_COST, actions, onBuild)
|
||||
BuildButton(BuildKind.SETTLEMENT, CatanText.SETTLEMENT, CatanText.SETTLEMENT_COST, actions, onBuild)
|
||||
BuildButton(BuildKind.CITY, CatanText.CITY, CatanText.CITY_COST, actions, onBuild)
|
||||
}
|
||||
if (actions.ck) {
|
||||
OutlinedButton(onClick = onImprove, enabled = actions.canImprove) {
|
||||
LabelWithCost(CatanText.IMPROVE, CatanText.NO_COST)
|
||||
}
|
||||
OutlinedButton(onClick = onProgress, enabled = actions.canPlayProgress) {
|
||||
LabelWithCost(CatanText.CARDS_BUTTON, "${actions.progressCount} held")
|
||||
}
|
||||
} else {
|
||||
OutlinedButton(onClick = onBuyCard, enabled = actions.canBuyCard) {
|
||||
LabelWithCost(CatanText.BUY_CARD, CatanText.DEV_COST)
|
||||
}
|
||||
OutlinedButton(onClick = onPlayCard, enabled = actions.canPlayCard) {
|
||||
LabelWithCost(CatanText.PLAY_CARD, CatanText.NO_COST)
|
||||
}
|
||||
}
|
||||
OutlinedButton(onClick = onTrade, enabled = actions.canTrade) {
|
||||
LabelWithCost(CatanText.TRADE, CatanText.NO_COST)
|
||||
}
|
||||
@@ -384,7 +577,7 @@ private fun BuildMenuButton(actions: CatanActions, onBuild: (BuildKind?) -> Unit
|
||||
OutlinedButton(onClick = { open = true }, enabled = anyEnabled) { label() }
|
||||
}
|
||||
DropdownMenu(expanded = open, onDismissRequest = { open = false }) {
|
||||
for (kind in BuildKind.entries) {
|
||||
for (kind in actions.buildKinds) {
|
||||
DropdownMenuItem(
|
||||
text = { LabelWithCost(buildLabel(kind), buildCost(kind)) },
|
||||
enabled = kind in actions.canBuild,
|
||||
@@ -402,12 +595,16 @@ private fun buildLabel(kind: BuildKind): String = when (kind) {
|
||||
BuildKind.ROAD -> CatanText.ROAD
|
||||
BuildKind.SETTLEMENT -> CatanText.SETTLEMENT
|
||||
BuildKind.CITY -> CatanText.CITY
|
||||
BuildKind.WALL -> CatanText.WALL
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT
|
||||
}
|
||||
|
||||
private fun buildCost(kind: BuildKind): String = when (kind) {
|
||||
BuildKind.ROAD -> CatanText.ROAD_COST
|
||||
BuildKind.SETTLEMENT -> CatanText.SETTLEMENT_COST
|
||||
BuildKind.CITY -> CatanText.CITY_COST
|
||||
BuildKind.WALL -> CatanText.WALL_COST
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT_COST
|
||||
}
|
||||
|
||||
@Composable
|
||||
|
||||
@@ -28,17 +28,29 @@ import androidx.compose.ui.graphics.Color
|
||||
import androidx.compose.ui.text.style.TextOverflow
|
||||
import androidx.compose.ui.unit.dp
|
||||
import org.prolibertate.games.game.catan.AcceptTrade
|
||||
import org.prolibertate.games.game.catan.AqueductChore
|
||||
import org.prolibertate.games.game.catan.BuyDevCard
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
import org.prolibertate.games.game.catan.CatanMove
|
||||
import org.prolibertate.games.game.catan.CatanPhase
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.DeclineTrade
|
||||
import org.prolibertate.games.game.catan.DiscardChore
|
||||
import org.prolibertate.games.game.catan.DiscardGoods
|
||||
import org.prolibertate.games.game.catan.DropProgress
|
||||
import org.prolibertate.games.game.catan.DropProgressChore
|
||||
import org.prolibertate.games.game.catan.EndFreeRoads
|
||||
import org.prolibertate.games.game.catan.EndSmith
|
||||
import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.GiveChore
|
||||
import org.prolibertate.games.game.catan.GiveGoods
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.PickDeckChore
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
import org.prolibertate.games.game.catan.SetupPlace
|
||||
import org.prolibertate.games.game.catan.SpyChore
|
||||
import org.prolibertate.games.net.MatchController
|
||||
import org.prolibertate.games.ui.ScreenScaffold
|
||||
|
||||
@@ -84,6 +96,13 @@ fun CatanScreen(
|
||||
var showTrade by remember { mutableStateOf(false) }
|
||||
var confirmingEnd by remember { mutableStateOf(false) }
|
||||
var resultDismissed by remember { mutableStateOf(false) }
|
||||
// Cities & Knights: the knight whose menu is open, the one about to move,
|
||||
// a progress card waiting for a tap on the board, and the two list dialogs.
|
||||
var knightMenu by remember { mutableStateOf<Int?>(null) }
|
||||
var movingKnight by remember { mutableStateOf<Int?>(null) }
|
||||
var armed by remember { mutableStateOf<ArmedCard?>(null) }
|
||||
var showImprove by remember { mutableStateOf(false) }
|
||||
var showProgress by remember { mutableStateOf(false) }
|
||||
|
||||
val dark = isSystemInDarkTheme()
|
||||
val style = remember(dark) { catanStyle(dark) }
|
||||
@@ -97,10 +116,18 @@ fun CatanScreen(
|
||||
if (setupVertex != null && legal.none { it is SetupPlace && it.vertex == setupVertex }) {
|
||||
setupVertex = null
|
||||
}
|
||||
if (movingKnight != null && legal.none { it is MoveKnight && it.from == movingKnight }) movingKnight = null
|
||||
if (knightMenu != null && CatanInteraction.knightActions(legal, knightMenu!!).isEmpty()) knightMenu = null
|
||||
armed?.let { card -> if (card.plays.none { it in legal }) armed = null }
|
||||
if (legal.isEmpty()) {
|
||||
showCards = false
|
||||
showTrade = false
|
||||
victimChoice = null
|
||||
showImprove = false
|
||||
showProgress = false
|
||||
knightMenu = null
|
||||
movingKnight = null
|
||||
armed = null
|
||||
}
|
||||
}
|
||||
|
||||
@@ -111,6 +138,11 @@ fun CatanScreen(
|
||||
victimChoice = null
|
||||
showCards = false
|
||||
showTrade = false
|
||||
showImprove = false
|
||||
showProgress = false
|
||||
knightMenu = null
|
||||
movingKnight = null
|
||||
armed = null
|
||||
}
|
||||
|
||||
val endGameAction: @Composable () -> Unit = {
|
||||
@@ -127,10 +159,17 @@ fun CatanScreen(
|
||||
return
|
||||
}
|
||||
|
||||
val targets = CatanInteraction.targets(current, legal, building, setupVertex)
|
||||
val targets = CatanInteraction.targets(current, legal, building, setupVertex, movingKnight, armed)
|
||||
val devHand = CatanInteraction.devHand(current, localSeat, legal)
|
||||
val progressHand = CatanInteraction.progressHand(current, localSeat, legal)
|
||||
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
|
||||
val actions = CatanActions(
|
||||
buildKinds = if (current.isCk) BuildKind.entries else BuildKind.BASE,
|
||||
ck = current.isCk,
|
||||
canImprove = CatanInteraction.improvable(legal).isNotEmpty(),
|
||||
canPlayProgress = progressHand.any { it.playable },
|
||||
progressCount = progressHand.size,
|
||||
canEndSmith = CatanInteraction.canEndSmith(legal),
|
||||
canRoll = CatanInteraction.canRoll(legal),
|
||||
canBuild = CatanInteraction.canBuild(legal),
|
||||
building = building,
|
||||
@@ -142,7 +181,14 @@ fun CatanScreen(
|
||||
canRepickSetup = setupVertex != null,
|
||||
)
|
||||
val rolledHexes = CatanInteraction.rolledHexes(current)
|
||||
val prompt = CatanText.prompt(current, seats, setupVertexChosen = setupVertex != null, building = building)
|
||||
val prompt = CatanText.prompt(
|
||||
current,
|
||||
seats,
|
||||
setupVertexChosen = setupVertex != null,
|
||||
building = building,
|
||||
movingKnight = movingKnight != null,
|
||||
armed = armed?.kind,
|
||||
)
|
||||
|
||||
val handle: (TapOutcome) -> Unit = { outcome ->
|
||||
when (outcome) {
|
||||
@@ -150,6 +196,8 @@ fun CatanScreen(
|
||||
is TapOutcome.Submit -> submit(outcome.move)
|
||||
is TapOutcome.PickSetupVertex -> setupVertex = outcome.vertex
|
||||
is TapOutcome.PickRobberVictim -> victimChoice = outcome
|
||||
is TapOutcome.PickKnight -> knightMenu = outcome.vertex
|
||||
is TapOutcome.PickFirstHex -> armed = armed?.copy(firstHex = outcome.hex)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -170,12 +218,15 @@ fun CatanScreen(
|
||||
state = current,
|
||||
targets = targets,
|
||||
selectedVertex = setupVertex,
|
||||
onVertexTap = { handle(CatanInteraction.onVertexTap(it, legal, building, setupVertex)) },
|
||||
onEdgeTap = { handle(CatanInteraction.onEdgeTap(it, legal, building, setupVertex)) },
|
||||
onHexTap = { handle(CatanInteraction.onHexTap(it, legal)) },
|
||||
onVertexTap = {
|
||||
handle(CatanInteraction.onVertexTap(it, legal, building, setupVertex, movingKnight, armed))
|
||||
},
|
||||
onEdgeTap = { handle(CatanInteraction.onEdgeTap(it, legal, building, setupVertex, armed)) },
|
||||
onHexTap = { handle(CatanInteraction.onHexTap(it, legal, armed)) },
|
||||
modifier = boardModifier,
|
||||
style = style,
|
||||
rolledHexes = rolledHexes,
|
||||
selectedKnight = movingKnight ?: knightMenu,
|
||||
)
|
||||
}
|
||||
val players: @Composable (Boolean) -> Unit = { grid ->
|
||||
@@ -200,6 +251,9 @@ fun CatanScreen(
|
||||
},
|
||||
onRepickSetup = { setupVertex = null },
|
||||
compact = compactBuild,
|
||||
onImprove = { showImprove = true },
|
||||
onProgress = { showProgress = true },
|
||||
onEndSmith = { legal.firstOrNull { m -> m is EndSmith }?.let(submit) },
|
||||
)
|
||||
}
|
||||
}
|
||||
@@ -214,6 +268,7 @@ fun CatanScreen(
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
players(true)
|
||||
if (current.isCk) CatanBarbarians(current, style = style)
|
||||
promptRow()
|
||||
handAndActions()
|
||||
CatanLog(current, Modifier.fillMaxWidth().height(120.dp))
|
||||
@@ -222,6 +277,7 @@ fun CatanScreen(
|
||||
} else {
|
||||
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
|
||||
players(false)
|
||||
if (current.isCk) CatanBarbarians(current, style = style)
|
||||
promptRow()
|
||||
Box(Modifier.weight(1f).fillMaxWidth(), contentAlignment = Alignment.Center) {
|
||||
board(Modifier)
|
||||
@@ -243,6 +299,21 @@ fun CatanScreen(
|
||||
showCards = showCards,
|
||||
showTrade = showTrade,
|
||||
devHand = devHand,
|
||||
knightMenu = knightMenu,
|
||||
showImprove = showImprove,
|
||||
showProgress = showProgress,
|
||||
progressHand = progressHand,
|
||||
onMoveKnight = { from ->
|
||||
knightMenu = null
|
||||
movingKnight = from
|
||||
},
|
||||
onArmCard = { card ->
|
||||
showProgress = false
|
||||
armed = card
|
||||
},
|
||||
onCancelKnight = { knightMenu = null },
|
||||
onCancelImprove = { showImprove = false },
|
||||
onCancelProgress = { showProgress = false },
|
||||
onExit = onExit,
|
||||
onSubmit = submit,
|
||||
onStay = controller::dismissAbandoned,
|
||||
@@ -315,7 +386,7 @@ private fun PromptRow(prompt: String, notice: String?, state: CatanState) {
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
modifier = Modifier.weight(1f),
|
||||
)
|
||||
CatanDice(state.lastDice)
|
||||
CatanDice(state.lastDice, ck = state.isCk, event = state.ck?.eventDie)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -337,6 +408,15 @@ private fun CatanDialogHost(
|
||||
showCards: Boolean,
|
||||
showTrade: Boolean,
|
||||
devHand: List<DevCardInHand>,
|
||||
knightMenu: Int?,
|
||||
showImprove: Boolean,
|
||||
showProgress: Boolean,
|
||||
progressHand: List<ProgressInHand>,
|
||||
onMoveKnight: (Int) -> Unit,
|
||||
onArmCard: (ArmedCard) -> Unit,
|
||||
onCancelKnight: () -> Unit,
|
||||
onCancelImprove: () -> Unit,
|
||||
onCancelProgress: () -> Unit,
|
||||
onExit: () -> Unit,
|
||||
onSubmit: (CatanMove) -> Unit,
|
||||
onStay: () -> Unit,
|
||||
@@ -347,6 +427,7 @@ private fun CatanDialogHost(
|
||||
onCancelTrade: () -> Unit,
|
||||
) {
|
||||
val offer = state.pendingTrade
|
||||
val goodsOffer = state.ck?.goodsOffer
|
||||
when {
|
||||
abandoned != null -> CatanAbandonedDialog(abandoned, onExit, onStay)
|
||||
|
||||
@@ -363,6 +444,18 @@ private fun CatanDialogHost(
|
||||
onSubmit = onSubmit,
|
||||
)
|
||||
|
||||
state.phase == CatanPhase.CHORE && CatanRules.currentSeat(state) == localSeat ->
|
||||
ChoreDialog(state, localSeat, legal, onSubmit)
|
||||
|
||||
state.phase == CatanPhase.TRADE_PENDING && goodsOffer != null && goodsOffer.to == localSeat ->
|
||||
CatanGoodsTradeResponseDialog(
|
||||
offer = goodsOffer,
|
||||
seats = seats,
|
||||
canAccept = CatanInteraction.tradeResponses(legal).first,
|
||||
onAccept = { onSubmit(AcceptTrade) },
|
||||
onDecline = { onSubmit(DeclineTrade) },
|
||||
)
|
||||
|
||||
state.phase == CatanPhase.TRADE_PENDING && offer != null && offer.to == localSeat ->
|
||||
CatanTradeResponseDialog(
|
||||
offer = offer,
|
||||
@@ -380,8 +473,47 @@ private fun CatanDialogHost(
|
||||
onCancel = onCancelVictim,
|
||||
)
|
||||
|
||||
knightMenu != null ->
|
||||
CatanKnightDialog(
|
||||
state = state,
|
||||
vertex = knightMenu,
|
||||
actions = CatanInteraction.knightActions(legal, knightMenu),
|
||||
onDo = onSubmit,
|
||||
onMove = onMoveKnight,
|
||||
onCancel = onCancelKnight,
|
||||
)
|
||||
|
||||
showImprove ->
|
||||
CatanImproveDialog(
|
||||
state = state,
|
||||
seat = localSeat,
|
||||
legal = legal,
|
||||
onBuy = onSubmit,
|
||||
onCancel = onCancelImprove,
|
||||
)
|
||||
|
||||
showProgress ->
|
||||
CatanProgressDialog(
|
||||
hand = progressHand,
|
||||
seats = seats,
|
||||
onPlay = onSubmit,
|
||||
onArm = onArmCard,
|
||||
onCancel = onCancelProgress,
|
||||
)
|
||||
|
||||
showCards -> CatanPlayCardDialog(devHand, onPlay = onSubmit, onCancel = onCancelCards)
|
||||
|
||||
showTrade && state.isCk ->
|
||||
CatanGoodsTradeDialog(
|
||||
state = state,
|
||||
seat = localSeat,
|
||||
seats = seats,
|
||||
legal = legal,
|
||||
onBank = onSubmit,
|
||||
onOffer = onSubmit,
|
||||
onCancel = onCancelTrade,
|
||||
)
|
||||
|
||||
showTrade ->
|
||||
CatanTradeDialog(
|
||||
state = state,
|
||||
@@ -394,3 +526,61 @@ private fun CatanDialogHost(
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The dialog for the chore at the front of the queue, when it is the local
|
||||
* player's. Chores that are answered by tapping the board (a city to lose, a
|
||||
* metropolis site, a knight to place) have no dialog: the prompt line tells the
|
||||
* player what to tap.
|
||||
*/
|
||||
@Composable
|
||||
private fun ChoreDialog(
|
||||
state: CatanState,
|
||||
localSeat: Int,
|
||||
legal: List<CatanMove>,
|
||||
onSubmit: (CatanMove) -> Unit,
|
||||
) {
|
||||
val ck = state.ck ?: return
|
||||
val check: (List<org.prolibertate.games.game.catan.Good>, (List<org.prolibertate.games.game.catan.Good>) -> CatanMove) -> Boolean =
|
||||
{ cards, make -> CatanRules.isLegalMove(state, localSeat, make(cards)) }
|
||||
when (val chore = ck.chores.firstOrNull()) {
|
||||
is DiscardChore -> {
|
||||
val quota = minOf(chore.count, CatanCk.goodsCount(state, localSeat))
|
||||
CatanGoodsPickDialog(
|
||||
title = "Discard $quota cards",
|
||||
intro = "Choose $quota cards to give up",
|
||||
held = CatanCk.goodsOf(state, localSeat),
|
||||
quota = quota,
|
||||
confirmLabel = "Discard",
|
||||
selectable = { true },
|
||||
allowed = { check(it, ::DiscardGoods) },
|
||||
onConfirm = { onSubmit(DiscardGoods(it)) },
|
||||
)
|
||||
}
|
||||
|
||||
is GiveChore -> {
|
||||
val pool = CatanCk.goodsOf(state, localSeat).filterKeys { !chore.commoditiesOnly || it.isCommodity }
|
||||
val quota = minOf(chore.count, pool.values.sum())
|
||||
CatanGoodsPickDialog(
|
||||
title = "Hand over $quota ${if (quota == 1) "card" else "cards"}",
|
||||
intro = if (chore.commoditiesOnly) "Choose a commodity to give" else "Choose which cards to give",
|
||||
held = pool,
|
||||
quota = quota,
|
||||
confirmLabel = "Give",
|
||||
selectable = { !chore.commoditiesOnly || it.isCommodity },
|
||||
allowed = { check(it, ::GiveGoods) },
|
||||
onConfirm = { onSubmit(GiveGoods(it)) },
|
||||
)
|
||||
}
|
||||
|
||||
is PickDeckChore -> CatanPickDeckDialog(legal) { onSubmit(it) }
|
||||
|
||||
is DropProgressChore -> CatanDropProgressDialog(ck.progressHands[localSeat]) { onSubmit(it) }
|
||||
|
||||
is AqueductChore -> CatanAqueductDialog(legal) { onSubmit(it) }
|
||||
|
||||
is SpyChore -> CatanSpyDialog(ck.progressHands[chore.target], legal) { onSubmit(it) }
|
||||
|
||||
else -> Unit
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,8 +3,10 @@ package org.prolibertate.games.ui.game.catan
|
||||
import androidx.compose.runtime.Immutable
|
||||
import androidx.compose.runtime.staticCompositionLocalOf
|
||||
import androidx.compose.ui.graphics.Color
|
||||
import org.prolibertate.games.game.catan.Commodity
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.Terrain
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/**
|
||||
* Every visual decision for the Katan screen, in one place.
|
||||
@@ -46,6 +48,19 @@ data class CatanStyle(
|
||||
val resource: Map<Resource, Color>,
|
||||
val resourceInk: Color,
|
||||
|
||||
// --- Cities & Knights ---------------------------------------------------
|
||||
/** Commodity cards: cloth, coin and paper. */
|
||||
val commodity: Map<Commodity, Color> = LightCommodities,
|
||||
/** Ink on a commodity tile (paper is pale, so it is not white). */
|
||||
val commodityInk: Map<Commodity, Color> = LightCommodityInk,
|
||||
/** The colour of each improvement track, its city gate, its deck and its metropolis. */
|
||||
val track: Map<Track, Color> = LightTracks,
|
||||
/** Wall round a city, and the barbarian strip. */
|
||||
val wall: Color = Color(0xFF5D4037),
|
||||
val barbarian: Color = Color(0xFFB71C1C),
|
||||
/** A knight that is awake and ready to act. */
|
||||
val knightReady: Color = Color(0xFFFFEB3B),
|
||||
|
||||
// --- Players ------------------------------------------------------------
|
||||
/** One colour per seat, in seat order. Roads, settlements, cities, player strip. */
|
||||
val seats: List<Color>,
|
||||
@@ -72,6 +87,25 @@ data class CatanStyle(
|
||||
val tapReach: Float = 0.55f,
|
||||
val tokenText: Float = 0.34f,
|
||||
val portText: Float = 0.27f,
|
||||
val knightSize: Float = 0.30f,
|
||||
)
|
||||
|
||||
private val LightCommodities = mapOf(
|
||||
Commodity.CLOTH to Color(0xFF7E57C2),
|
||||
Commodity.COIN to Color(0xFFF9A825),
|
||||
Commodity.PAPER to Color(0xFFECEFF1),
|
||||
)
|
||||
|
||||
private val LightCommodityInk = mapOf(
|
||||
Commodity.CLOTH to Color(0xFFFFFFFF),
|
||||
Commodity.COIN to Color(0xFF3E2723),
|
||||
Commodity.PAPER to Color(0xFF263238),
|
||||
)
|
||||
|
||||
private val LightTracks = mapOf(
|
||||
Track.TRADE to Color(0xFFF2C300),
|
||||
Track.POLITICS to Color(0xFF1E6FD9),
|
||||
Track.SCIENCE to Color(0xFF2E9E4F),
|
||||
)
|
||||
|
||||
/** The light palette, which is also the reference for the dark one. */
|
||||
|
||||
@@ -1,12 +1,29 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import org.prolibertate.games.game.catan.AqueductChore
|
||||
import org.prolibertate.games.game.catan.CatanCk
|
||||
import org.prolibertate.games.game.catan.CatanPhase
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.DevCardType
|
||||
import org.prolibertate.games.game.catan.DiscardChore
|
||||
import org.prolibertate.games.game.catan.DropProgressChore
|
||||
import org.prolibertate.games.game.catan.EventFace
|
||||
import org.prolibertate.games.game.catan.GiveChore
|
||||
import org.prolibertate.games.game.catan.Good
|
||||
import org.prolibertate.games.game.catan.MetropolisChore
|
||||
import org.prolibertate.games.game.catan.PickDeckChore
|
||||
import org.prolibertate.games.game.catan.PillageChore
|
||||
import org.prolibertate.games.game.catan.PlaceKnightChore
|
||||
import org.prolibertate.games.game.catan.Port
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.catan.RelocateChore
|
||||
import org.prolibertate.games.game.catan.RemoveKnightChore
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.SmithChore
|
||||
import org.prolibertate.games.game.catan.SpyChore
|
||||
import org.prolibertate.games.game.catan.Terrain
|
||||
import org.prolibertate.games.game.catan.Track
|
||||
|
||||
/**
|
||||
* Who is who at the table, for wording. [names] may be empty or short — a
|
||||
@@ -136,7 +153,12 @@ object CatanText {
|
||||
seats: CatanSeats,
|
||||
setupVertexChosen: Boolean,
|
||||
building: BuildKind?,
|
||||
/** Cities & Knights: a knight has been picked to move, and its destination is awaited. */
|
||||
movingKnight: Boolean = false,
|
||||
/** Cities & Knights: a progress card is waiting for a tap on the board. */
|
||||
armed: ProgressType? = null,
|
||||
): String {
|
||||
if (state.isCk) return ckPrompt(state, seats, setupVertexChosen, building, movingKnight, armed)
|
||||
val me = seats.me
|
||||
val onClock = CatanRules.currentSeat(state)
|
||||
val mine = onClock == me
|
||||
@@ -218,4 +240,208 @@ object CatanText {
|
||||
val winner = state.winner ?: return "Game over"
|
||||
return if (winner == seats.me) "You won!" else "${seats.label(winner)} won"
|
||||
}
|
||||
|
||||
// --- Cities & Knights ----------------------------------------------------
|
||||
|
||||
fun good(good: Good): String = when (good) {
|
||||
Good.LUMBER -> "Lumber"
|
||||
Good.BRICK -> "Brick"
|
||||
Good.WOOL -> "Wool"
|
||||
Good.GRAIN -> "Grain"
|
||||
Good.ORE -> "Ore"
|
||||
Good.CLOTH -> "Cloth"
|
||||
Good.COIN -> "Coin"
|
||||
Good.PAPER -> "Paper"
|
||||
}
|
||||
|
||||
/** "2 Lumber + 1 Cloth" for a flat list of goods. */
|
||||
fun goods(cards: List<Good>): String =
|
||||
cards.groupingBy { it }.eachCount().entries
|
||||
.sortedBy { it.key.ordinal }
|
||||
.joinToString(" + ") { (g, n) -> "$n ${good(g)}" }
|
||||
.ifEmpty { "nothing" }
|
||||
|
||||
fun track(track: Track): String = when (track) {
|
||||
Track.TRADE -> "Trade"
|
||||
Track.POLITICS -> "Politics"
|
||||
Track.SCIENCE -> "Science"
|
||||
}
|
||||
|
||||
/** What the third level of a track gives, for the improvement dialog. */
|
||||
fun trackPower(track: Track): String = when (track) {
|
||||
Track.TRADE -> "From level 3, trade commodities with the bank two for one."
|
||||
Track.POLITICS -> "From level 3, knights can be promoted to mighty."
|
||||
Track.SCIENCE -> "From level 3, when the dice pay you nothing, take any resource."
|
||||
}
|
||||
|
||||
fun knightName(level: Int): String = when (level) {
|
||||
1 -> "Basic knight"
|
||||
2 -> "Strong knight"
|
||||
else -> "Mighty knight"
|
||||
}
|
||||
|
||||
fun event(face: EventFace?): String = when (face) {
|
||||
null -> "–"
|
||||
EventFace.SHIP -> "Ship"
|
||||
EventFace.TRADE -> "Trade"
|
||||
EventFace.POLITICS -> "Politics"
|
||||
EventFace.SCIENCE -> "Science"
|
||||
}
|
||||
|
||||
fun progress(kind: ProgressType): String = CatanCk.progressName(kind)
|
||||
|
||||
fun progressHelp(kind: ProgressType): String = when (kind) {
|
||||
ProgressType.ALCHEMIST -> "Before rolling, choose what the two number dice show."
|
||||
ProgressType.CRANE -> "Your next city improvement costs one commodity less."
|
||||
ProgressType.ENGINEER -> "Raise a wall round one of your cities for free."
|
||||
ProgressType.INVENTOR -> "Swap two number tokens (not 2, 6, 8 or 12)."
|
||||
ProgressType.IRRIGATION -> "Take 2 grain for each fields hex beside your settlements and cities."
|
||||
ProgressType.MEDICINE -> "Upgrade a settlement to a city for 2 ore and 1 grain."
|
||||
ProgressType.MINING -> "Take 2 ore for each mountains hex beside your settlements and cities."
|
||||
ProgressType.PRINTER -> "One victory point."
|
||||
ProgressType.ROAD_BUILDING -> "Build two roads for free."
|
||||
ProgressType.SMITH -> "Promote up to two of your knights one level for free."
|
||||
ProgressType.BISHOP -> "Move the robber and take a card from every player beside its new hex."
|
||||
ProgressType.CONSTITUTION -> "One victory point."
|
||||
ProgressType.DESERTER -> "Another player removes a knight; you place a free one of the same strength."
|
||||
ProgressType.DIPLOMAT -> "Remove an open road. If it was yours, build it again anywhere for free."
|
||||
ProgressType.INTRIGUE -> "Drive an opponent's knight off a crossing beside one of your roads."
|
||||
ProgressType.SABOTEUR -> "Every player with as many points as you or more discards half their cards."
|
||||
ProgressType.SPY -> "Look at another player's progress cards and take one."
|
||||
ProgressType.WARLORD -> "Wake all your knights without paying grain."
|
||||
ProgressType.WEDDING -> "Every player with more points gives you 2 cards."
|
||||
ProgressType.COMMERCIAL_HARBOR -> "Offer a resource to each player; each swaps it for a commodity."
|
||||
ProgressType.MASTER_MERCHANT -> "Take 2 cards from a player with more points."
|
||||
ProgressType.MERCHANT -> "Put the merchant beside your settlement: trade that resource 2:1 and score a point."
|
||||
ProgressType.MERCHANT_FLEET -> "This turn, trade one chosen card type with the bank two for one."
|
||||
ProgressType.RESOURCE_MONOPOLY -> "Name a resource. Every other player gives you 2 of it."
|
||||
ProgressType.TRADE_MONOPOLY -> "Name a commodity. Every other player gives you 1 of it."
|
||||
}
|
||||
|
||||
const val IMPROVE = "Improve"
|
||||
const val KNIGHTS = "Knights"
|
||||
const val CARDS_BUTTON = "Progress"
|
||||
const val WALL = "Wall"
|
||||
const val KNIGHT = "Knight"
|
||||
const val STOP_SMITH = "Done promoting"
|
||||
|
||||
val KNIGHT_COST: String get() = cost(CatanCk.KNIGHT_COST)
|
||||
val ACTIVATE_COST: String get() = cost(CatanCk.ACTIVATE_COST)
|
||||
val WALL_COST: String get() = cost(CatanCk.WALL_COST)
|
||||
|
||||
private fun ckPrompt(
|
||||
state: CatanState,
|
||||
seats: CatanSeats,
|
||||
setupVertexChosen: Boolean,
|
||||
building: BuildKind?,
|
||||
movingKnight: Boolean,
|
||||
armed: ProgressType?,
|
||||
): String {
|
||||
val me = seats.me
|
||||
val onClock = CatanRules.currentSeat(state)
|
||||
val mine = onClock == me
|
||||
val turn = seats.label(state.turn)
|
||||
val ck = state.ck!!
|
||||
|
||||
return when (state.phase) {
|
||||
CatanPhase.GAME_OVER -> {
|
||||
val winner = state.winner
|
||||
if (winner == null) "The game is over." else "${seats.label(winner)} won the game."
|
||||
}
|
||||
|
||||
CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> when {
|
||||
!mine -> "${seats.label(onClock ?: state.turn)} is placing a settlement and a road…"
|
||||
setupVertexChosen -> "Now tap the road to place beside that settlement."
|
||||
state.phase == CatanPhase.SETUP_SECOND ->
|
||||
"Place your second piece: it is a city, and earns resources from the hexes around it."
|
||||
|
||||
else -> "Place a settlement, then a road."
|
||||
}
|
||||
|
||||
CatanPhase.AWAIT_ROLL -> when {
|
||||
!mine -> "$turn is rolling…"
|
||||
armed != null -> armedPrompt(armed)
|
||||
movingKnight -> "Tap where the knight should go."
|
||||
else -> "Your turn. Roll the dice, or wake knights and play progress cards first."
|
||||
}
|
||||
|
||||
CatanPhase.ROBBER -> when {
|
||||
!mine -> "$turn is moving the robber…"
|
||||
ck.bishop -> "The bishop: tap a hex. Everyone beside it pays you a card."
|
||||
else -> "Move the robber. Tap a hex."
|
||||
}
|
||||
|
||||
CatanPhase.PLAYING -> when {
|
||||
!mine -> "$turn is playing…"
|
||||
armed != null -> armedPrompt(armed)
|
||||
movingKnight -> "Tap where the knight should go."
|
||||
building == BuildKind.ROAD -> "Tap an edge to build a road."
|
||||
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
|
||||
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
|
||||
building == BuildKind.WALL -> "Tap one of your cities to raise a wall."
|
||||
building == BuildKind.KNIGHT -> "Tap an empty crossing at the end of your road to hire a knight."
|
||||
else -> "Your turn. Build, improve, trade, or end the turn. Tap a knight to use it."
|
||||
}
|
||||
|
||||
CatanPhase.FREE_ROADS ->
|
||||
if (mine) {
|
||||
"Place ${state.pendingFreeRoads} free " +
|
||||
if (state.pendingFreeRoads == 1) "road." else "roads."
|
||||
} else {
|
||||
"$turn is placing free roads…"
|
||||
}
|
||||
|
||||
CatanPhase.TRADE_PENDING -> {
|
||||
val offer = ck.goodsOffer
|
||||
when {
|
||||
offer == null -> "Waiting for a reply…"
|
||||
offer.to == me -> "${seats.label(offer.by)} offers you a trade."
|
||||
offer.by == me -> "Waiting for ${seats.label(offer.to)} to answer your offer…"
|
||||
else -> "${seats.label(offer.by)} has offered ${seats.label(offer.to)} a trade."
|
||||
}
|
||||
}
|
||||
|
||||
CatanPhase.DISCARDING -> "Discarding…"
|
||||
|
||||
CatanPhase.CHORE -> {
|
||||
val chore = ck.chores.firstOrNull()
|
||||
val who = seats.label(chore?.seat ?: state.turn)
|
||||
if (chore == null || chore.seat != me) {
|
||||
when (chore) {
|
||||
is PillageChore -> "The barbarians have landed. $who must give up a city."
|
||||
is DiscardChore -> "$who must discard ${chore.count} cards."
|
||||
else -> "Waiting for $who…"
|
||||
}
|
||||
} else {
|
||||
when (chore) {
|
||||
is DiscardChore -> "Discard ${chore.count} cards."
|
||||
is GiveChore -> "Give ${chore.count} card${if (chore.count == 1) "" else "s"} to ${seats.lower(chore.to)}."
|
||||
is PillageChore -> "The barbarians won. Tap a city of yours to give up."
|
||||
is PickDeckChore -> "Choose a progress deck to draw from."
|
||||
is DropProgressChore -> "You hold too many progress cards. Give one back."
|
||||
is MetropolisChore -> "Tap the city that will bear the ${track(chore.track).lowercase()} metropolis."
|
||||
is AqueductChore -> "Your aqueduct pays. Take any resource."
|
||||
is RelocateChore -> "Your knight was driven off. Tap where it goes."
|
||||
is RemoveKnightChore -> "Tap one of your knights to remove."
|
||||
is PlaceKnightChore -> "Tap where your free ${knightName(chore.level).lowercase()} stands."
|
||||
is SpyChore -> "Choose a progress card to take."
|
||||
is SmithChore -> "Tap a knight to promote (${chore.left} left), or stop."
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun armedPrompt(kind: ProgressType): String = when (kind) {
|
||||
ProgressType.ENGINEER -> "Engineer: tap a city to wall."
|
||||
ProgressType.MEDICINE -> "Medicine: tap a settlement to upgrade."
|
||||
ProgressType.MERCHANT -> "Merchant: tap a hex beside one of your buildings."
|
||||
ProgressType.DIPLOMAT -> "Diplomat: tap an open road to remove."
|
||||
ProgressType.INTRIGUE -> "Intrigue: tap an enemy knight beside your road."
|
||||
ProgressType.INVENTOR -> "Inventor: tap two hexes to swap their tokens."
|
||||
else -> "Tap the board."
|
||||
}
|
||||
|
||||
/** "6 steps away", "1 step away" for the barbarian ship. */
|
||||
fun barbarianSteps(steps: Int): String = "$steps ${if (steps == 1) "step" else "steps"} away"
|
||||
}
|
||||
|
||||
@@ -0,0 +1,264 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
import org.prolibertate.games.game.GameCatalog
|
||||
import org.prolibertate.games.game.catan.AcceptTrade
|
||||
import org.prolibertate.games.game.catan.ActivateKnight
|
||||
import org.prolibertate.games.game.catan.BuildCity
|
||||
import org.prolibertate.games.game.catan.BuildRoad
|
||||
import org.prolibertate.games.game.catan.BuildSettlement
|
||||
import org.prolibertate.games.game.catan.BuildWall
|
||||
import org.prolibertate.games.game.catan.BuyImprovement
|
||||
import org.prolibertate.games.game.catan.CatanAi
|
||||
import org.prolibertate.games.game.catan.CatanBoard
|
||||
import org.prolibertate.games.game.catan.CatanMove
|
||||
import org.prolibertate.games.game.catan.CatanOptions
|
||||
import org.prolibertate.games.game.catan.CatanPhase
|
||||
import org.prolibertate.games.game.catan.CatanRuleSet
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.ChaseRobber
|
||||
import org.prolibertate.games.game.catan.DeclineTrade
|
||||
import org.prolibertate.games.game.catan.DiscardGoods
|
||||
import org.prolibertate.games.game.catan.DropProgress
|
||||
import org.prolibertate.games.game.catan.EndFreeRoads
|
||||
import org.prolibertate.games.game.catan.EndSmith
|
||||
import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.GiveGoods
|
||||
import org.prolibertate.games.game.catan.GoodsBankTrade
|
||||
import org.prolibertate.games.game.catan.HireKnight
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.OfferGoods
|
||||
import org.prolibertate.games.game.catan.PickDeck
|
||||
import org.prolibertate.games.game.catan.PillageCity
|
||||
import org.prolibertate.games.game.catan.PlaceKnight
|
||||
import org.prolibertate.games.game.catan.PlaceMetropolis
|
||||
import org.prolibertate.games.game.catan.PlayProgress
|
||||
import org.prolibertate.games.game.catan.PromoteKnight
|
||||
import org.prolibertate.games.game.catan.RelocateKnight
|
||||
import org.prolibertate.games.game.catan.RemoveKnight
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
import org.prolibertate.games.game.catan.SetupPlace
|
||||
import org.prolibertate.games.game.catan.SpyTake
|
||||
import org.prolibertate.games.game.catan.TakeAqueduct
|
||||
import org.prolibertate.games.game.engine.PlayerKind
|
||||
import org.prolibertate.games.game.engine.PlayerSlot
|
||||
import org.prolibertate.games.game.engine.TableConfig
|
||||
|
||||
/**
|
||||
* Cities & Knights has no device in this test suite, so the screen's logic is
|
||||
* checked another way: engines play whole games, and at every position the
|
||||
* player on the clock is treated as the local one. For every move the engine says
|
||||
* is legal, [CatanInteraction] (and the dialogs' own filters) must offer a way to
|
||||
* make it — a tap, a button or a dialog choice. A legal move that no control can
|
||||
* produce would be a stuck game on a real phone.
|
||||
*/
|
||||
class CatanCkInteractionTest {
|
||||
|
||||
private val json = Json { encodeDefaults = true }
|
||||
|
||||
private fun config(players: Int, seed: Long) = TableConfig(
|
||||
gameId = GameCatalog.CATAN,
|
||||
seats = (0 until players).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
|
||||
optionsJson = json.encodeToString(
|
||||
CatanOptions(players, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
|
||||
),
|
||||
seed = seed,
|
||||
)
|
||||
|
||||
/** How a move reaches the engine from the screen, or null if nothing can produce it. */
|
||||
private fun reachable(state: CatanState, legal: List<CatanMove>, move: CatanMove): String? {
|
||||
fun tapVertex(vertex: Int, building: BuildKind? = null, moving: Int? = null, armed: ArmedCard? = null): TapOutcome =
|
||||
CatanInteraction.onVertexTap(vertex, legal, building, null, moving, armed)
|
||||
|
||||
return when (move) {
|
||||
is SetupPlace -> {
|
||||
val vertex = CatanInteraction.targets(state, legal, null, null).vertices
|
||||
val edges = CatanInteraction.targets(state, legal, null, move.vertex).edges
|
||||
"setup".takeIf {
|
||||
move.vertex in vertex && move.edge in edges &&
|
||||
CatanInteraction.onVertexTap(move.vertex, legal, null, null) is TapOutcome.PickSetupVertex &&
|
||||
CatanInteraction.onEdgeTap(move.edge, legal, null, move.vertex) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
is BuildRoad -> {
|
||||
val targets = CatanInteraction.targets(state, legal, BuildKind.ROAD, null)
|
||||
"road".takeIf {
|
||||
move.edge in targets.edges &&
|
||||
CatanInteraction.onEdgeTap(move.edge, legal, BuildKind.ROAD, null) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
is BuildSettlement -> viaBuild(state, legal, BuildKind.SETTLEMENT, move.vertex, move)
|
||||
is BuildCity -> viaBuild(state, legal, BuildKind.CITY, move.vertex, move)
|
||||
is BuildWall -> viaBuild(state, legal, BuildKind.WALL, move.vertex, move)
|
||||
is HireKnight -> viaBuild(state, legal, BuildKind.KNIGHT, move.vertex, move)
|
||||
|
||||
is MoveRobber -> {
|
||||
val hex = CatanBoard.hexIndex.getValue(move.hex)
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
val tap = CatanInteraction.onHexTap(hex, legal)
|
||||
"robber".takeIf {
|
||||
hex in targets.hexes &&
|
||||
(tap == TapOutcome.Submit(move) || (tap is TapOutcome.PickRobberVictim && move.victim in tap.victims))
|
||||
}
|
||||
}
|
||||
|
||||
is MoveKnight -> {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null, movingKnight = move.from)
|
||||
"moveKnight".takeIf {
|
||||
move.to in targets.vertices && tapVertex(move.to, moving = move.from) == TapOutcome.Submit(move) &&
|
||||
move.from in CatanInteraction.targets(state, legal, null, null).knights &&
|
||||
CatanInteraction.knightActions(legal, move.from).any { it is MoveKnight }
|
||||
}
|
||||
}
|
||||
|
||||
is ActivateKnight, is ChaseRobber, is PromoteKnight -> {
|
||||
val vertex = when (move) {
|
||||
is ActivateKnight -> move.vertex
|
||||
is ChaseRobber -> move.vertex
|
||||
else -> (move as PromoteKnight).vertex
|
||||
}
|
||||
val smith = legal.any { it is EndSmith }
|
||||
if (move is PromoteKnight && smith) {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
"smith".takeIf {
|
||||
vertex in targets.vertices && tapVertex(vertex) == TapOutcome.Submit(move)
|
||||
}
|
||||
} else {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
"knightMenu".takeIf {
|
||||
vertex in targets.knights && tapVertex(vertex) == TapOutcome.PickKnight(vertex) &&
|
||||
move in CatanInteraction.knightActions(legal, vertex)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
is PillageCity -> viaChore(state, legal, move.vertex, move)
|
||||
is PlaceMetropolis -> viaChore(state, legal, move.vertex, move)
|
||||
is RelocateKnight -> viaChore(state, legal, move.to, move)
|
||||
is RemoveKnight -> viaChore(state, legal, move.vertex, move)
|
||||
is PlaceKnight -> viaChore(state, legal, move.vertex, move)
|
||||
|
||||
is PlayProgress -> viaCard(state, legal, move)
|
||||
|
||||
is BuyImprovement -> "improve".takeIf { move.track in CatanInteraction.improvable(legal) }
|
||||
|
||||
is GoodsBankTrade ->
|
||||
"bankTrade".takeIf { move.get in CatanInteraction.goodsBankTrades(legal)[move.give].orEmpty() }
|
||||
|
||||
RollDice(), is RollDice -> "roll".takeIf { CatanInteraction.canRoll(legal) }
|
||||
EndTurn -> "endTurn".takeIf { CatanInteraction.canEndTurn(legal) }
|
||||
EndFreeRoads -> "endRoads".takeIf { CatanInteraction.canEndFreeRoads(legal) }
|
||||
EndSmith -> "endSmith".takeIf { CatanInteraction.canEndSmith(legal) }
|
||||
AcceptTrade, DeclineTrade -> "tradeReply".takeIf { CatanInteraction.tradeResponses(legal) != (false to false) }
|
||||
|
||||
// Answered in a dialog that offers exactly the moves in the legal list.
|
||||
is PickDeck, is DropProgress, is TakeAqueduct, is SpyTake -> "choreDialog"
|
||||
|
||||
// Structural: the discard and give dialogs build these and ask the engine.
|
||||
is DiscardGoods, is GiveGoods -> "goodsDialog"
|
||||
is OfferGoods -> "tradeDialog"
|
||||
|
||||
else -> null
|
||||
}
|
||||
}
|
||||
|
||||
private fun viaBuild(state: CatanState, legal: List<CatanMove>, kind: BuildKind, vertex: Int, move: CatanMove): String? {
|
||||
val targets = CatanInteraction.targets(state, legal, kind, null)
|
||||
return "build $kind".takeIf {
|
||||
vertex in targets.vertices &&
|
||||
CatanInteraction.onVertexTap(vertex, legal, kind, null) == TapOutcome.Submit(move) &&
|
||||
kind in CatanInteraction.canBuild(legal)
|
||||
}
|
||||
}
|
||||
|
||||
private fun viaChore(state: CatanState, legal: List<CatanMove>, vertex: Int, move: CatanMove): String? {
|
||||
val targets = CatanInteraction.targets(state, legal, null, null)
|
||||
return "chore".takeIf {
|
||||
vertex in targets.vertices &&
|
||||
CatanInteraction.onVertexTap(vertex, legal, null, null) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
private fun viaCard(state: CatanState, legal: List<CatanMove>, move: PlayProgress): String? {
|
||||
val seat = CatanRules.currentSeat(state) ?: return null
|
||||
val entry = CatanInteraction.progressHand(state, seat, legal).firstOrNull { it.card.id == move.card }
|
||||
?: return null
|
||||
val kind = entry.card.kind
|
||||
if (move !in entry.plays) return null
|
||||
if (kind !in CatanInteraction.BOARD_CARDS) return "cardDialog"
|
||||
|
||||
val armed = ArmedCard(kind, entry.plays)
|
||||
val targets = CatanInteraction.targets(state, legal, null, null, armed = armed)
|
||||
return when (kind) {
|
||||
org.prolibertate.games.game.catan.ProgressType.DIPLOMAT ->
|
||||
"armed".takeIf {
|
||||
move.edge in targets.edges &&
|
||||
CatanInteraction.onEdgeTap(move.edge!!, legal, null, null, armed) == TapOutcome.Submit(move)
|
||||
}
|
||||
|
||||
org.prolibertate.games.game.catan.ProgressType.MERCHANT ->
|
||||
"armed".takeIf {
|
||||
move.hexA in targets.hexes &&
|
||||
CatanInteraction.onHexTap(move.hexA!!, legal, armed) == TapOutcome.Submit(move)
|
||||
}
|
||||
|
||||
org.prolibertate.games.game.catan.ProgressType.INVENTOR -> {
|
||||
val first = CatanInteraction.onHexTap(move.hexA!!, legal, armed)
|
||||
if (first != TapOutcome.PickFirstHex(move.hexA!!)) return null
|
||||
val second = armed.copy(firstHex = move.hexA)
|
||||
val partners = CatanInteraction.targets(state, legal, null, null, armed = second).hexes
|
||||
"armed".takeIf {
|
||||
move.hexB in partners &&
|
||||
CatanInteraction.onHexTap(move.hexB!!, legal, second) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
|
||||
else ->
|
||||
"armed".takeIf {
|
||||
move.vertex in targets.vertices &&
|
||||
CatanInteraction.onVertexTap(move.vertex!!, legal, null, null, null, armed) == TapOutcome.Submit(move)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private fun playAndCheck(players: Int, seed: Long): Map<String, Int> {
|
||||
val ai = CatanAi()
|
||||
var state = CatanRules.initialState(config(players, seed))
|
||||
val seen = mutableMapOf<String, Int>()
|
||||
var moves = 0
|
||||
while (!CatanRules.isFinished(state) && moves++ < 20_000) {
|
||||
val seat = CatanRules.currentSeat(state) ?: break
|
||||
val legal = CatanRules.legalMoves(state, seat)
|
||||
for (move in legal) {
|
||||
val how = reachable(state, legal, move)
|
||||
assertTrue(
|
||||
"seed $seed: no control produces $move in ${state.phase} " +
|
||||
"(chore ${state.ck?.chores?.firstOrNull()}); log tail: ${state.log.takeLast(3)}",
|
||||
how != null,
|
||||
)
|
||||
seen.merge(how!!, 1, Int::plus)
|
||||
}
|
||||
state = CatanRules.applyMove(state, seat, ai.chooseMove(state, seat, legal))
|
||||
}
|
||||
return seen
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `every legal move in a full game has a control that produces it`() {
|
||||
val total = mutableMapOf<String, Int>()
|
||||
listOf(3 to 21L, 4 to 22L, 3 to 23L, 4 to 24L).forEach { (players, seed) ->
|
||||
playAndCheck(players, seed).forEach { (k, v) -> total.merge(k, v, Int::plus) }
|
||||
}
|
||||
println("CK UI coverage: ${total.toSortedMap()}")
|
||||
// The ways the screen builds, moves and answers all got exercised.
|
||||
listOf("setup", "road", "build SETTLEMENT", "build CITY", "knightMenu", "improve", "bankTrade", "roll", "endTurn")
|
||||
.forEach { assertTrue("never exercised: $it in $total", (total[it] ?: 0) > 0) }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,75 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertTrue
|
||||
import org.junit.Test
|
||||
import org.prolibertate.games.game.GameCatalog
|
||||
import org.prolibertate.games.game.catan.CatanAi
|
||||
import org.prolibertate.games.game.catan.CatanOptions
|
||||
import org.prolibertate.games.game.catan.CatanRuleSet
|
||||
import org.prolibertate.games.game.catan.CatanRules
|
||||
import org.prolibertate.games.game.catan.ProgressType
|
||||
import org.prolibertate.games.game.engine.PlayerKind
|
||||
import org.prolibertate.games.game.engine.PlayerSlot
|
||||
import org.prolibertate.games.game.engine.TableConfig
|
||||
import org.prolibertate.games.ui.catanDefaultPoints
|
||||
import org.prolibertate.games.ui.catanPointsChoices
|
||||
import org.prolibertate.games.ui.catanSwitchRules
|
||||
|
||||
class CatanCkTextTest {
|
||||
|
||||
private val json = Json { encodeDefaults = true }
|
||||
|
||||
@Test
|
||||
fun `every position of a Cities and Knights game has a prompt for every seat`() {
|
||||
val config = TableConfig(
|
||||
gameId = GameCatalog.CATAN,
|
||||
seats = (0 until 3).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
|
||||
optionsJson = json.encodeToString(
|
||||
CatanOptions(3, 13, CatanRuleSet.CITIES_AND_KNIGHTS),
|
||||
),
|
||||
seed = 31L,
|
||||
)
|
||||
var state = CatanRules.initialState(config)
|
||||
val ai = CatanAi()
|
||||
var moves = 0
|
||||
while (!CatanRules.isFinished(state) && moves++ < 20_000) {
|
||||
for (me in 0 until 3) {
|
||||
val seats = CatanSeats(me, listOf("A", "B", "C"))
|
||||
val text = CatanText.prompt(state, seats, setupVertexChosen = false, building = null)
|
||||
assertTrue("blank prompt in ${state.phase} for seat $me", text.isNotBlank())
|
||||
}
|
||||
val seat = CatanRules.currentSeat(state) ?: break
|
||||
state = CatanRules.applyMove(state, seat, ai.chooseMove(state, seat, CatanRules.legalMoves(state, seat)))
|
||||
}
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `every progress card has a name and a description`() {
|
||||
ProgressType.entries.forEach {
|
||||
assertTrue(CatanText.progress(it).isNotBlank())
|
||||
assertTrue("no help for $it", CatanText.progressHelp(it).length > 10)
|
||||
}
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the setup screen offers each rule set its own targets and switches sensibly`() {
|
||||
assertEquals(listOf(5, 8, 10, 12), catanPointsChoices(CatanRuleSet.BASE))
|
||||
assertEquals(listOf(8, 10, 13, 15), catanPointsChoices(CatanRuleSet.CITIES_AND_KNIGHTS))
|
||||
assertEquals(10, catanDefaultPoints(CatanRuleSet.BASE))
|
||||
assertEquals(13, catanDefaultPoints(CatanRuleSet.CITIES_AND_KNIGHTS))
|
||||
|
||||
val base = CatanOptions()
|
||||
val ck = catanSwitchRules(base, CatanRuleSet.CITIES_AND_KNIGHTS)
|
||||
assertEquals(CatanRuleSet.CITIES_AND_KNIGHTS, ck.ruleSet)
|
||||
assertEquals("the published target for the new rules", 13, ck.pointsToWin)
|
||||
assertEquals(10, catanSwitchRules(ck, CatanRuleSet.BASE).pointsToWin)
|
||||
|
||||
// A short game picked on purpose is kept when both menus have it.
|
||||
val short = catanSwitchRules(base.copy(pointsToWin = 8), CatanRuleSet.CITIES_AND_KNIGHTS)
|
||||
assertEquals(8, short.pointsToWin)
|
||||
assertEquals(3, ck.playerCount)
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user