Merge pull request 'Katan: no roads past an opponent's settlement, piece limits, stable layout' (#4) from fix/catan-road-rule-and-ui-stability into dev
Katan: no roads past an opponent's settlement, piece limits, stable layout Co-Authored-By: Claude Sonnet 5.5 <[email protected]> Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG
This commit was merged in pull request #4.
This commit is contained in:
@@ -12,6 +12,11 @@ const val LONGEST_ROAD_MIN = 5
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/** Knights required to take Largest Army. */
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const val LARGEST_ARMY_MIN = 3
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/** Pieces each player has: a player who has laid them all cannot build another. */
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const val MAX_ROADS = 15
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const val MAX_SETTLEMENTS = 5
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const val MAX_CITIES = 4
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/** Resource cards of each type the bank starts with. */
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const val BANK_PER_RESOURCE = 19
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@@ -272,11 +272,18 @@ object CatanRules : GameRules<CatanState, CatanMove> {
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return takes
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}
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/** Road placements that connect to [seat]'s network, cost aside. */
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/**
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* Road placements that connect to [seat]'s network, cost aside. A player
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* with all fifteen roads laid has none.
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*/
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private fun roadMoves(state: CatanState, seat: Int): List<BuildRoad> =
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(0 until CatanBoard.EDGE_COUNT)
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.filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) }
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.map { BuildRoad(it) }
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if (state.roads.count { it == seat } >= MAX_ROADS) {
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emptyList()
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} else {
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(0 until CatanBoard.EDGE_COUNT)
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.filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) }
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.map { BuildRoad(it) }
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}
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/**
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* Settlement placements: an open vertex at least two edges from every
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@@ -285,16 +292,28 @@ object CatanRules : GameRules<CatanState, CatanMove> {
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* own move.)
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*/
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private fun settlementVertices(state: CatanState, seat: Int): List<Int> =
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(0 until CatanBoard.VERTEX_COUNT).filter { v ->
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vertexOpenForSettlement(state, v) &&
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CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
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if (piecesOf(state, seat, BuildingType.SETTLEMENT) >= MAX_SETTLEMENTS) {
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emptyList()
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} else {
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(0 until CatanBoard.VERTEX_COUNT).filter { v ->
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vertexOpenForSettlement(state, v) &&
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CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
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}
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}
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private fun cityVertices(state: CatanState, seat: Int): List<Int> =
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(0 until CatanBoard.VERTEX_COUNT).filter { v ->
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state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
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if (piecesOf(state, seat, BuildingType.CITY) >= MAX_CITIES) {
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emptyList()
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} else {
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(0 until CatanBoard.VERTEX_COUNT).filter { v ->
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state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
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}
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}
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/** How many settlements or cities [seat] currently has standing. */
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private fun piecesOf(state: CatanState, seat: Int, type: BuildingType): Int =
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state.buildings.count { it?.owner == seat && it.type == type }
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private fun tradeResponses(state: CatanState, seat: Int): List<CatanMove> {
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val offer = state.pendingTrade ?: return emptyList()
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val responses = mutableListOf<CatanMove>()
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@@ -310,13 +329,25 @@ object CatanRules : GameRules<CatanState, CatanMove> {
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state.buildings[v] == null &&
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CatanBoard.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
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/** A road on [edge] would join [seat]'s network of roads and buildings. */
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/**
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* A road on [edge] would join [seat]'s network of roads and buildings.
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*
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* It must start from a crossing the network actually reaches. An opponent's
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* settlement or city on a crossing breaks the network there: roads on either
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* side of it do not join, so a road cannot be laid *past* it, even with one
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* of your own roads ending at the same crossing.
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*/
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private fun roadConnects(state: CatanState, seat: Int, edge: Int): Boolean {
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val (a, b) = CatanBoard.EDGE_VERTICES[edge]
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return CatanBoard.VERTEX_EDGES[a].any { state.roads[it] == seat } ||
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CatanBoard.VERTEX_EDGES[b].any { state.roads[it] == seat } ||
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state.buildings[a]?.owner == seat ||
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state.buildings[b]?.owner == seat
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return networkReaches(state, seat, a) || networkReaches(state, seat, b)
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}
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/** Whether [seat]'s roads and buildings reach [vertex] so a road may start there. */
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private fun networkReaches(state: CatanState, seat: Int, vertex: Int): Boolean {
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val building = state.buildings[vertex]
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// Your own building is always a way in; anyone else's is a wall.
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if (building != null) return building.owner == seat
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return CatanBoard.VERTEX_EDGES[vertex].any { state.roads[it] == seat }
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}
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private fun offerLegal(state: CatanState, seat: Int, move: OfferTrade): Boolean {
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@@ -11,6 +11,7 @@ import androidx.compose.foundation.layout.FlowRow
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import androidx.compose.foundation.layout.Row
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import androidx.compose.foundation.layout.defaultMinSize
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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.padding
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import androidx.compose.foundation.layout.size
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import androidx.compose.foundation.rememberScrollState
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@@ -28,7 +29,9 @@ 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.text.TextStyle
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import androidx.compose.ui.text.style.TextAlign
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import androidx.compose.ui.text.style.TextOverflow
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import androidx.compose.ui.unit.dp
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import androidx.compose.ui.unit.sp
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import org.prolibertate.games.game.catan.CatanPhase
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@@ -118,11 +121,18 @@ fun CatanHand(
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/**
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* One player's public standing: colour, name, points, how many cards they hold
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* (not which), development cards, knights and their longest road.
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* (not which), and — in the roomier layout — development cards, knights and
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* their longest road.
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*
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* **Fixed height.** Every line is always present (blank when there is nothing to
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* say) and never wraps, so the card is the same height whatever the game is
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* doing. The board is given whatever room is left, so anything that made this
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* card taller or shorter would rescale the island under the player's thumb.
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*
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* [points] is passed in rather than computed here because the local player's
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* own count includes hidden victory-point cards and everyone else's does not;
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* the screen decides which.
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* the screen decides which. [compact] is the narrow portrait strip (four cards
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* across a phone); the default has room for the detail lines.
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*/
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@Composable
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fun CatanPlayerCard(
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@@ -132,6 +142,7 @@ fun CatanPlayerCard(
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points: Int,
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modifier: Modifier = Modifier,
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style: CatanStyle = LocalCatanStyle.current,
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compact: Boolean = false,
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) {
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val onTurn = state.turn == seat && state.phase != CatanPhase.GAME_OVER
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val shape = RoundedCornerShape(12.dp)
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@@ -155,41 +166,56 @@ fun CatanPlayerCard(
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.background(style.seats[seat % style.seats.size])
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.border(1.dp, style.pieceOutline, CircleShape),
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)
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Text(
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text = seats.label(seat),
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fontWeight = FontWeight.Bold,
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maxLines = 1,
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style = MaterialTheme.typography.labelLarge,
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CardLine(seats.label(seat), MaterialTheme.typography.labelLarge, FontWeight.Bold)
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}
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CardLine("$points VP", MaterialTheme.typography.titleMedium, FontWeight.Bold)
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if (compact) {
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CardLine("${state.resourceCount(seat)} cards", MaterialTheme.typography.bodySmall)
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} else {
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CardLine(
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"${state.resourceCount(seat)} cards · ${state.devHandCounts[seat]} dev",
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MaterialTheme.typography.bodySmall,
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)
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CardLine(
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"Knights ${state.knightsPlayed[seat]} · Road ${CatanRules.longestRoadFor(state, seat)}",
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MaterialTheme.typography.bodySmall,
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)
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}
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Text(
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text = "$points VP",
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style = MaterialTheme.typography.titleMedium,
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fontWeight = FontWeight.Bold,
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)
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Text(
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text = "${state.resourceCount(seat)} cards · ${state.devHandCounts[seat]} dev",
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style = MaterialTheme.typography.bodySmall,
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)
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Text(
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text = "Knights ${state.knightsPlayed[seat]} · Road ${CatanRules.longestRoadFor(state, seat)}",
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style = MaterialTheme.typography.bodySmall,
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)
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val awards = buildList {
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if (state.longestRoadOwner == seat) add("Longest road")
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if (state.largestArmyOwner == seat) add("Largest army")
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}
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if (awards.isNotEmpty()) {
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Text(
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text = awards.joinToString(" · "),
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style = MaterialTheme.typography.labelSmall,
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color = MaterialTheme.colorScheme.primary,
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fontWeight = FontWeight.Bold,
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)
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if (state.longestRoadOwner == seat) add(if (compact) "Road" else "Longest road")
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if (state.largestArmyOwner == seat) add(if (compact) "Army" else "Largest army")
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}
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// Always drawn, so the card does not grow when somebody takes an award.
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CardLine(
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text = awards.joinToString(" · ").ifEmpty { BLANK },
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style = MaterialTheme.typography.labelSmall,
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weight = FontWeight.Bold,
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color = MaterialTheme.colorScheme.primary,
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)
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}
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}
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/** A non-breaking space: a line of text with nothing in it, still one line tall. */
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private const val BLANK = "\u00A0"
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/** One line of a player card: never wraps, so the card's height cannot change. */
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@Composable
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private fun CardLine(
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text: String,
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style: TextStyle,
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weight: FontWeight? = null,
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color: Color = Color.Unspecified,
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) {
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Text(
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text = text,
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style = style,
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fontWeight = weight,
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color = color,
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maxLines = 1,
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overflow = TextOverflow.Ellipsis,
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)
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}
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// ---------------------------------------------------------------------------
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// Dice
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// ---------------------------------------------------------------------------
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@@ -221,13 +247,12 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
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)
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}
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}
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if (dice.size == 2) {
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Text(
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text = "= ${dice.sum()}",
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style = MaterialTheme.typography.titleMedium,
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fontWeight = FontWeight.Bold,
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)
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}
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// Always drawn ("= –" before the first roll) so the row never changes width.
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Text(
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text = if (dice.size == 2) "= ${dice.sum()}" else "= –",
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style = MaterialTheme.typography.titleMedium,
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fontWeight = FontWeight.Bold,
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)
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}
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}
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@@ -238,7 +263,6 @@ fun CatanDice(dice: List<Int>, modifier: Modifier = Modifier) {
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/** What the action bar offers right now. Built by the screen from [CatanInteraction]. */
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data class CatanActions(
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val canRoll: Boolean = false,
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val showTurnActions: Boolean = false,
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val canBuild: Set<BuildKind> = emptySet(),
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val building: BuildKind? = null,
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val canBuyCard: Boolean = false,
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@@ -250,7 +274,16 @@ data class CatanActions(
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val canRepickSetup: Boolean = false,
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)
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/** The buttons for whatever the player can do now. Pure display: every press is a lambda. */
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/**
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* The buttons for whatever the player can do now. Pure display: every press is a lambda.
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*
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* **The bar never changes size.** The top row holds the one "primary" action
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* (roll, end turn, done with roads, cancel) and keeps its height when it is
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* empty; the second row is always all six buttons, greyed out when they do not
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* apply. Buttons appearing and disappearing used to resize this area and, with
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* it, the board above — so nothing here may be conditionally *present*, only
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* conditionally *enabled*.
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*/
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@OptIn(ExperimentalLayoutApi::class)
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@Composable
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fun CatanActionBar(
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@@ -265,33 +298,42 @@ fun CatanActionBar(
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onRepickSetup: () -> Unit,
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modifier: Modifier = Modifier,
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) {
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FlowRow(
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modifier = modifier.fillMaxWidth(),
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horizontalArrangement = Arrangement.spacedBy(8.dp),
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verticalArrangement = Arrangement.spacedBy(8.dp),
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) {
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if (actions.canRoll) Button(onClick = onRoll) { Text(CatanText.ROLL) }
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if (actions.canRepickSetup) {
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OutlinedButton(onClick = onRepickSetup) { Text(CatanText.CANCEL) }
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Column(modifier = modifier.fillMaxWidth(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
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Row(
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modifier = Modifier.fillMaxWidth().height(PRIMARY_ROW_HEIGHT),
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verticalAlignment = Alignment.CenterVertically,
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horizontalArrangement = Arrangement.spacedBy(8.dp),
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) {
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if (actions.canRoll) Button(onClick = onRoll) { Text(CatanText.ROLL) }
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if (actions.canRepickSetup) OutlinedButton(onClick = onRepickSetup) { Text(CatanText.CANCEL) }
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if (actions.canEndFreeRoads) Button(onClick = onEndFreeRoads) { Text(CatanText.STOP_ROADS) }
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if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
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}
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if (actions.showTurnActions) {
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FlowRow(
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modifier = Modifier.fillMaxWidth(),
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horizontalArrangement = Arrangement.spacedBy(8.dp),
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verticalArrangement = Arrangement.spacedBy(8.dp),
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) {
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BuildButton(BuildKind.ROAD, CatanText.ROAD, CatanText.ROAD_COST, actions, onBuild)
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BuildButton(BuildKind.SETTLEMENT, CatanText.SETTLEMENT, CatanText.SETTLEMENT_COST, actions, onBuild)
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BuildButton(BuildKind.CITY, CatanText.CITY, CatanText.CITY_COST, actions, onBuild)
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OutlinedButton(onClick = onBuyCard, enabled = actions.canBuyCard) {
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LabelWithCost(CatanText.BUY_CARD, CatanText.DEV_COST)
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}
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OutlinedButton(onClick = onPlayCard, enabled = actions.canPlayCard) { Text(CatanText.PLAY_CARD) }
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OutlinedButton(onClick = onTrade, enabled = actions.canTrade) { Text(CatanText.TRADE) }
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OutlinedButton(onClick = onPlayCard, enabled = actions.canPlayCard) {
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LabelWithCost(CatanText.PLAY_CARD, CatanText.NO_COST)
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}
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OutlinedButton(onClick = onTrade, enabled = actions.canTrade) {
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LabelWithCost(CatanText.TRADE, CatanText.NO_COST)
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}
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}
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if (actions.canEndFreeRoads) Button(onClick = onEndFreeRoads) { Text(CatanText.STOP_ROADS) }
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if (actions.canEndTurn) Button(onClick = onEndTurn) { Text(CatanText.END_TURN) }
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}
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}
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/** Room for one button, held whether or not there is one to show. */
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private val PRIMARY_ROW_HEIGHT = 48.dp
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@Composable
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private fun BuildButton(
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kind: BuildKind,
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@@ -112,14 +112,13 @@ private fun PanelsPreview() {
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Column(Modifier.padding(8.dp), verticalArrangement = Arrangement.spacedBy(8.dp)) {
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Row(Modifier.fillMaxWidth(), horizontalArrangement = Arrangement.spacedBy(6.dp)) {
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(0 until state.playerCount).forEach { seat ->
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CatanPlayerCard(state, seat, seats, points[seat], Modifier.weight(1f))
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CatanPlayerCard(state, seat, seats, points[seat], Modifier.weight(1f), compact = true)
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}
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}
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CatanHand(state, seat = 0)
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CatanDice(state.lastDice)
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CatanActionBar(
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actions = CatanActions(
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showTurnActions = true,
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canBuild = setOf(BuildKind.ROAD, BuildKind.CITY),
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building = BuildKind.ROAD,
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canBuyCard = true,
|
||||
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||||
@@ -24,6 +24,8 @@ 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
|
||||
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
|
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import org.prolibertate.games.game.catan.BuyDevCard
|
||||
@@ -130,7 +132,6 @@ fun CatanScreen(
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||||
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
|
||||
val actions = CatanActions(
|
||||
canRoll = CatanInteraction.canRoll(legal),
|
||||
showTurnActions = playing,
|
||||
canBuild = CatanInteraction.canBuild(legal),
|
||||
building = building,
|
||||
canBuyCard = CatanInteraction.canBuyDevCard(legal),
|
||||
@@ -275,6 +276,7 @@ private fun PlayerCards(
|
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points = pointsOf(seat),
|
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modifier = Modifier.weight(1f),
|
||||
style = style,
|
||||
compact = !twoPerRow,
|
||||
)
|
||||
}
|
||||
// Keep an odd last row's card the same width as the others.
|
||||
@@ -284,6 +286,14 @@ private fun PlayerCards(
|
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}
|
||||
}
|
||||
|
||||
/**
|
||||
* The one line telling the player what is going on, and the dice.
|
||||
*
|
||||
* **Fixed height.** The text always occupies exactly two lines (padded when it is
|
||||
* shorter, clipped when it is longer) and a refused move replaces the prompt
|
||||
* rather than adding to it, so this row is the same height whatever is said and
|
||||
* the board below it never moves.
|
||||
*/
|
||||
@Composable
|
||||
private fun PromptRow(prompt: String, notice: String?, state: CatanState) {
|
||||
Row(
|
||||
@@ -291,16 +301,15 @@ private fun PromptRow(prompt: String, notice: String?, state: CatanState) {
|
||||
verticalAlignment = Alignment.CenterVertically,
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Column(modifier = Modifier.weight(1f)) {
|
||||
Text(prompt, style = MaterialTheme.typography.bodyMedium)
|
||||
if (notice != null) {
|
||||
Text(
|
||||
notice,
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
color = MaterialTheme.colorScheme.error,
|
||||
)
|
||||
}
|
||||
}
|
||||
Text(
|
||||
text = notice ?: prompt,
|
||||
style = MaterialTheme.typography.bodyMedium,
|
||||
color = if (notice != null) MaterialTheme.colorScheme.error else Color.Unspecified,
|
||||
minLines = 2,
|
||||
maxLines = 2,
|
||||
overflow = TextOverflow.Ellipsis,
|
||||
modifier = Modifier.weight(1f),
|
||||
)
|
||||
CatanDice(state.lastDice)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -103,6 +103,12 @@ object CatanText {
|
||||
const val CONFIRM = "Confirm"
|
||||
const val STOP_ROADS = "Done with roads"
|
||||
const val BUILD = "Build"
|
||||
|
||||
/**
|
||||
* The empty second line of a button that has no cost, so every button in the
|
||||
* action bar is the same height. A non-breaking space: blank, but a line.
|
||||
*/
|
||||
const val NO_COST = "\u00A0"
|
||||
const val YOUR_HAND = "Your hand"
|
||||
const val CARDS = "cards"
|
||||
const val ACCEPT = "Accept"
|
||||
|
||||
@@ -340,6 +340,89 @@ class CatanRulesTest {
|
||||
)
|
||||
}
|
||||
|
||||
/** Seat 0 owns a settlement at vertex 0 and a two-road chain v0 - w - x; `beyond` continues past x. */
|
||||
private data class Chain(val state: CatanState, val x: Int, val beyond: Int, val spur: Int?)
|
||||
|
||||
private fun chain(): Chain {
|
||||
val e1 = CatanBoard.VERTEX_EDGES[0][0]
|
||||
val w = CatanBoard.otherEnd(e1, 0)
|
||||
val e2 = CatanBoard.VERTEX_EDGES[w].first { it != e1 }
|
||||
val x = CatanBoard.otherEnd(e2, w)
|
||||
val beyond = CatanBoard.VERTEX_EDGES[x].first { it != e2 }
|
||||
val spur = CatanBoard.VERTEX_EDGES[w].firstOrNull { it != e1 && it != e2 }
|
||||
val state = craft()
|
||||
.copy(resources = hands(hand(Resource.LUMBER to 5, Resource.BRICK to 5)))
|
||||
.withBuilding(0, BuildingType.SETTLEMENT, 0)
|
||||
.withRoad(e1, 0)
|
||||
.withRoad(e2, 0)
|
||||
return Chain(state, x, beyond, spur)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a road cannot be built past an opponent's settlement`() {
|
||||
val (open, x, beyond, spur) = chain()
|
||||
assertTrue("open crossing: the road continues", BuildRoad(beyond) in CatanRules.legalMoves(open, 0))
|
||||
|
||||
val blocked = open.withBuilding(x, BuildingType.SETTLEMENT, 1)
|
||||
assertFalse(
|
||||
"an opponent's settlement on the crossing breaks the network",
|
||||
BuildRoad(beyond) in CatanRules.legalMoves(blocked, 0),
|
||||
)
|
||||
// The same through a city, and while laying free roads from Road Building.
|
||||
val city = open.withBuilding(x, BuildingType.CITY, 1)
|
||||
assertFalse(BuildRoad(beyond) in CatanRules.legalMoves(city, 0))
|
||||
val free = blocked.copy(phase = CatanPhase.FREE_ROADS, pendingFreeRoads = 2)
|
||||
assertFalse(BuildRoad(beyond) in CatanRules.legalMoves(free, 0))
|
||||
// The rest of the network is untouched: the spur at the other crossing still works.
|
||||
if (spur != null) assertTrue(BuildRoad(spur) in CatanRules.legalMoves(blocked, 0))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `your own settlement on the crossing does not block your road`() {
|
||||
val (open, x, beyond, _) = chain()
|
||||
val own = open.withBuilding(x, BuildingType.SETTLEMENT, 0)
|
||||
assertTrue(BuildRoad(beyond) in CatanRules.legalMoves(own, 0))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a player runs out of pieces`() {
|
||||
val rich = hands(
|
||||
hand(
|
||||
Resource.LUMBER to 9, Resource.BRICK to 9, Resource.WOOL to 9,
|
||||
Resource.GRAIN to 9, Resource.ORE to 9,
|
||||
),
|
||||
)
|
||||
|
||||
// Roads: fifteen, and no sixteenth - in the main phase or from Road Building.
|
||||
var roads = craft().copy(resources = rich).withBuilding(0, BuildingType.SETTLEMENT, 0)
|
||||
repeat(14) {
|
||||
roads = roads.withRoad(CatanRules.legalMoves(roads, 0).filterIsInstance<BuildRoad>().first().edge, 0)
|
||||
}
|
||||
assertTrue("fourteen laid: one more is allowed", CatanRules.legalMoves(roads, 0).any { it is BuildRoad })
|
||||
roads = roads.withRoad(CatanRules.legalMoves(roads, 0).filterIsInstance<BuildRoad>().first().edge, 0)
|
||||
assertEquals(15, roads.roads.count { it == 0 })
|
||||
assertTrue("fifteen laid: none left", CatanRules.legalMoves(roads, 0).none { it is BuildRoad })
|
||||
val free = roads.copy(phase = CatanPhase.FREE_ROADS, pendingFreeRoads = 2)
|
||||
assertEquals(listOf<CatanMove>(EndFreeRoads), CatanRules.legalMoves(free, 0))
|
||||
|
||||
// Settlements: five.
|
||||
val homes = scattered(7)
|
||||
var settled = craft().copy(resources = rich)
|
||||
for (i in 0 until 4) settled = settled.withBuilding(homes[i], BuildingType.SETTLEMENT, 0)
|
||||
settled = settled.withRoad(CatanBoard.VERTEX_EDGES[homes[5]][0], 0)
|
||||
assertTrue("four standing: a fifth is allowed", BuildSettlement(homes[5]) in CatanRules.legalMoves(settled, 0))
|
||||
settled = settled.withBuilding(homes[4], BuildingType.SETTLEMENT, 0)
|
||||
assertFalse("five standing: no sixth", BuildSettlement(homes[5]) in CatanRules.legalMoves(settled, 0))
|
||||
|
||||
// Cities: four. A raised settlement returns to the supply, so five settlements stays possible.
|
||||
var raised = craft().copy(resources = rich)
|
||||
for (i in 0 until 3) raised = raised.withBuilding(homes[i], BuildingType.CITY, 0)
|
||||
raised = raised.withBuilding(homes[3], BuildingType.SETTLEMENT, 0)
|
||||
assertTrue("three cities: a fourth is allowed", BuildCity(homes[3]) in CatanRules.legalMoves(raised, 0))
|
||||
raised = raised.withBuilding(homes[3], BuildingType.CITY, 0).withBuilding(homes[4], BuildingType.SETTLEMENT, 0)
|
||||
assertFalse("four cities: no fifth", BuildCity(homes[4]) in CatanRules.legalMoves(raised, 0))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a settlement needs an open vertex on the network, a city one of yours`() {
|
||||
val base = craft()
|
||||
|
||||
+13
-1
@@ -159,7 +159,19 @@ its edge.
|
||||
A settlement goes on an **empty vertex** at least two edges from every standing
|
||||
building and connected to the seat's own road network. A city upgrades one of
|
||||
the seat's own settlements. A road goes on an empty edge that connects to the
|
||||
seat's network (a road or a building at one of its ends).
|
||||
seat's network: it must start from a crossing where the seat has a building, or
|
||||
where one of its roads ends.
|
||||
|
||||
**An opponent's settlement or city on a crossing breaks the network there.** A
|
||||
road cannot be laid past it, even from a crossing where one of your own roads
|
||||
ends — only a crossing you own a building on is a way through. The same rule
|
||||
applies to the free roads of a Road Building card, and it is the same wall that
|
||||
cuts Longest Road (below).
|
||||
|
||||
**Pieces are limited**: each player has **15 roads, 5 settlements and 4 cities**.
|
||||
A player who has laid them all cannot build another of that kind. Raising a
|
||||
settlement into a city returns the settlement to the supply, so the five
|
||||
settlements remain available to be laid again.
|
||||
|
||||
The development deck is the published 25 cards: **14 Knights, 2 Road Building,
|
||||
2 Monopoly, 2 Year of Plenty, 5 Victory Point**. Cards are bought blind from the
|
||||
|
||||
@@ -71,6 +71,14 @@ screen's UI state. The legal-move list stays the gate.
|
||||
size of the deck; it is not known to a client. Card *counts* (`resourceCount`,
|
||||
`devHandCounts`) are public.
|
||||
5. **The state is immutable.** Never mutate it; submit a move.
|
||||
6. **The layout must not move.** Everything outside the board has a *fixed
|
||||
height*, and the board takes whatever is left, so the island's scale is the
|
||||
same all game. Concretely: a control is *enabled or disabled*, never
|
||||
*present or absent* (the action bar always shows every button); text that can
|
||||
vary in length is pinned to a fixed number of lines (`minLines = maxLines`);
|
||||
a line that is sometimes empty is still drawn (a non-breaking space), as the
|
||||
award line on a player card is. A change that makes any non-board element
|
||||
taller or shorter at runtime will rescale the board under the player's thumb.
|
||||
|
||||
## Interaction model (what the player actually does)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user