Merge pull request #20: FreeCell, Spider and Pyramid

Three more patiences, all playable, and the Klondike table laid out the way
a real one is.

Verified by ci.yml runs 100 and 101, green across build, tests and lint.
This commit is contained in:
adrianoftyriel
2026-08-08 10:29:17 -06:00
committed by GitHub
17 changed files with 2249 additions and 48 deletions
@@ -40,6 +40,9 @@ object GameCatalog {
const val YAHTZEE = "yahtzee" const val YAHTZEE = "yahtzee"
const val KLONDIKE = "klondike" const val KLONDIKE = "klondike"
const val FREECELL = "freecell"
const val SPIDER = "spider"
const val PYRAMID = "pyramid"
const val SEQUENCE = "sequence" const val SEQUENCE = "sequence"
const val MASTERMIND = "mastermind" const val MASTERMIND = "mastermind"
const val BACKGAMMON = "backgammon" const val BACKGAMMON = "backgammon"
@@ -144,6 +147,39 @@ object GameCatalog {
"and a pack that decides most of it before you start.", "and a pack that decides most of it before you start.",
available = true, available = true,
), ),
GameDescriptor(
id = FREECELL,
title = "FreeCell",
category = GameCategory.CARD,
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Every card face up from the start, and four cells to park what is " +
"in the way. Nearly every deal can be won by someone good enough.",
available = true,
),
GameDescriptor(
id = SPIDER,
title = "Spider",
category = GameCategory.CARD,
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Two packs, ten columns, eight runs to build from king to ace. " +
"One suit is a pastime; four is a fight.",
available = true,
),
GameDescriptor(
id = PYRAMID,
title = "Pyramid",
category = GameCategory.CARD,
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "Take cards away in pairs that make thirteen, kings alone. " +
"Nothing is built and nothing goes home — the pyramid just has to go.",
available = true,
),
GameDescriptor( GameDescriptor(
id = SEQUENCE, id = SEQUENCE,
title = "Sequence", title = "Sequence",
@@ -0,0 +1,81 @@
package org.prolibertate.games.game.freecell
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
const val COLUMNS: Int = 8
const val FOUNDATIONS: Int = 4
@Serializable
enum class CellKind { CELL, TABLEAU, FOUNDATION }
@Serializable
data class Place(val kind: CellKind, val index: Int) {
companion object {
fun cell(index: Int) = Place(CellKind.CELL, index)
fun column(index: Int) = Place(CellKind.TABLEAU, index)
fun foundation(index: Int) = Place(CellKind.FOUNDATION, index)
}
}
@Serializable
data class FreeCellOptions(
/**
* Four cells is the game as everyone knows it. Fewer is the same game made
* hard, since the cells are the only place a card can wait.
*/
val freeCells: Int = 4,
/**
* Move a run in one gesture rather than a card at a time. The rules do not
* actually allow it — a run is moved by shuffling cards through the cells —
* but every computer version does it for you, because doing it by hand is
* bookkeeping rather than a decision.
*/
val allowSupermoves: Boolean = true,
) {
init {
require(freeCells in 1..6) { "One to six cells" }
}
}
@Serializable
data class FreeCellState(
val options: FreeCellOptions,
val seed: Long,
/** Null where a cell is empty. */
val cells: List<Card?>,
val foundations: List<List<Card>>,
/** Every card is face up in FreeCell; there is nothing buried to turn. */
val tableau: List<List<Card>>,
val moves: Int,
val log: List<String>,
) {
val freeCellCount: Int get() = cells.count { it == null }
val emptyColumns: Int get() = tableau.count { it.isEmpty() }
val isWon: Boolean get() = foundations.all { it.size == 13 }
}
@Serializable
sealed interface FreeCellMove
@Serializable
@SerialName("move")
data class MoveTo(val from: Place, val to: Place, val count: Int = 1) : FreeCellMove
/**
* How many cards can travel together.
*
* A run is really moved one card at a time through the free cells and the empty
* columns, so what can be shifted is what those could have held: one per free
* cell plus the card itself, doubled for every empty column that could be used
* as a staging pile. Moving *into* an empty column cannot also use it, which is
* the fiddly part and the reason [intoEmptyColumn] exists.
*/
fun maxRunLength(freeCells: Int, emptyColumns: Int, intoEmptyColumn: Boolean): Int {
val usable = if (intoEmptyColumn) emptyColumns - 1 else emptyColumns
if (usable < 0) return 1
var limit = freeCells + 1
repeat(usable) { limit *= 2 }
return limit
}
@@ -0,0 +1,193 @@
package org.prolibertate.games.game.freecell
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.solitaire.acceptsOnFoundation
import org.prolibertate.games.game.solitaire.buildsDownAlternating
import org.prolibertate.games.game.solitaire.isRun
import kotlin.random.Random
/**
* FreeCell as a pure state machine. See RULES-freecell.md.
*
* The whole pack is face up from the first move, so unlike Klondike there is
* nothing hidden and nothing to be lucky about — very nearly every deal can be
* won by someone who plays it well enough.
*/
object FreeCellRules : GameRules<FreeCellState, FreeCellMove> {
override val gameId: String = GameCatalog.FREECELL
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): FreeCellState {
val options = json.decodeFromString<FreeCellOptions>(config.optionsJson)
require(config.seats.size == 1) { "FreeCell seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: FreeCellOptions, seed: Long): FreeCellState {
val deck = Decks.standard52().shuffledWith(Random(seed))
// Fifty-two into eight leaves four columns of seven and four of six.
val columns = mutableListOf<List<Card>>()
var at = 0
repeat(COLUMNS) { index ->
val size = if (index < 4) 7 else 6
columns += deck.subList(at, at + size).toList()
at += size
}
return FreeCellState(
options = options,
seed = seed,
cells = List(options.freeCells) { null },
foundations = List(FOUNDATIONS) { emptyList() },
tableau = columns,
moves = 0,
log = listOf("Dealt, with ${options.freeCells} cells."),
)
}
override fun currentSeat(state: FreeCellState): Int? =
if (isFinished(state)) null else SOLO_SEAT
/** The longest run sitting on the end of a column, by the build rule. */
fun movableTail(column: List<Card>): List<Card> {
if (column.isEmpty()) return emptyList()
var take = 1
while (take < column.size) {
val candidate = column.takeLast(take + 1)
if (!isRun(candidate, ::buildsDownAlternating)) break
take++
}
return column.takeLast(take)
}
override fun legalMoves(state: FreeCellState, seat: Int): List<FreeCellMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<FreeCellMove>()
fun offer(from: Place, cards: List<Card>) {
val head = cards.first()
if (cards.size == 1) {
val foundation = head.suit.ordinal
if (acceptsOnFoundation(state.foundations[foundation], head)) {
moves += MoveTo(from, Place.foundation(foundation), 1)
}
state.cells.indices.forEach { cell ->
if (state.cells[cell] == null && from.kind != CellKind.CELL) {
moves += MoveTo(from, Place.cell(cell), 1)
}
}
}
state.tableau.indices.forEach { column ->
if (from.kind == CellKind.TABLEAU && from.index == column) return@forEach
val target = state.tableau[column]
val fits = target.lastOrNull()?.let { buildsDownAlternating(head, it) } ?: true
if (!fits) return@forEach
// Moving a whole column into an empty one is a no-op that would
// let a game shuffle for ever.
if (target.isEmpty() && from.kind == CellKind.TABLEAU &&
cards.size == state.tableau[from.index].size
) {
return@forEach
}
val allowed = maxRunLength(
freeCells = state.freeCellCount,
emptyColumns = state.emptyColumns,
intoEmptyColumn = target.isEmpty(),
).let { if (state.options.allowSupermoves) it else 1 }
if (cards.size <= allowed) moves += MoveTo(from, Place.column(column), cards.size)
}
}
state.cells.forEachIndexed { index, card ->
card?.let { offer(Place.cell(index), listOf(it)) }
}
state.tableau.forEachIndexed { index, column ->
val tail = movableTail(column)
// Every length of the tail run can travel, not just the whole of it.
for (count in 1..tail.size) {
offer(Place.column(index), tail.takeLast(count))
}
}
return moves
}
override fun applyMove(state: FreeCellState, seat: Int, move: FreeCellMove): FreeCellState {
require(seat == SOLO_SEAT) { "FreeCell has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
move as MoveTo
val cards = when (move.from.kind) {
CellKind.CELL -> listOfNotNull(state.cells[move.from.index])
CellKind.TABLEAU -> state.tableau[move.from.index].takeLast(move.count)
CellKind.FOUNDATION -> state.foundations[move.from.index].takeLast(move.count)
}
var next = when (move.from.kind) {
CellKind.CELL -> state.copy(cells = state.cells.replacing(move.from.index, null))
CellKind.TABLEAU -> state.copy(
tableau = state.tableau.replacing(
move.from.index,
state.tableau[move.from.index].dropLast(move.count),
),
)
CellKind.FOUNDATION -> state.copy(
foundations = state.foundations.replacing(
move.from.index,
state.foundations[move.from.index].dropLast(move.count),
),
)
}
next = when (move.to.kind) {
CellKind.CELL -> next.copy(cells = next.cells.replacing(move.to.index, cards.single()))
CellKind.TABLEAU -> next.copy(
tableau = next.tableau.replacing(
move.to.index,
next.tableau[move.to.index] + cards,
),
)
CellKind.FOUNDATION -> next.copy(
foundations = next.foundations.replacing(
move.to.index,
next.foundations[move.to.index] + cards,
),
)
}
return next.copy(
moves = state.moves + 1,
log = if (next.isWon) next.log + "Out, in ${state.moves + 1} moves." else next.log,
)
}
private fun <T> List<T>.replacing(index: Int, value: T): List<T> =
toMutableList().also { it[index] = value }
override fun isFinished(state: FreeCellState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: FreeCellState): String = when {
state.isWon -> "Out in ${state.moves} moves"
isFinished(state) -> "Blocked, ${state.foundations.sumOf { it.size }} cards home"
else -> "${state.foundations.sumOf { it.size }} of 52 home"
}
override fun viewFor(state: FreeCellState, seat: Int): FreeCellState = state
override fun encodeState(state: FreeCellState): String = json.encodeToString(state)
override fun decodeState(json: String): FreeCellState = this.json.decodeFromString(json)
override fun encodeMove(move: FreeCellMove): String = json.encodeToString(move)
override fun decodeMove(json: String): FreeCellMove = this.json.decodeFromString(json)
fun restart(state: FreeCellState): FreeCellState = deal(state.options, state.seed)
}
@@ -0,0 +1,98 @@
package org.prolibertate.games.game.pyramid
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.solitaire.patienceOrder
/** Seven rows of one to seven cards. */
const val ROWS: Int = 7
const val PYRAMID_SIZE: Int = ROWS * (ROWS + 1) / 2
/** A pair has to make this, and a king makes it alone. */
const val TARGET: Int = 13
@Serializable
enum class PyramidZone { PYRAMID, WASTE }
@Serializable
data class PyramidSpot(val zone: PyramidZone, val index: Int = 0)
@Serializable
data class PyramidOptions(
/** How many times the waste may be turned back over. */
val redeals: Int = 2,
) {
init {
require(redeals >= 0) { "redeals cannot be negative" }
}
}
@Serializable
data class PyramidState(
val options: PyramidOptions,
val seed: Long,
/** Twenty-eight places; null where the card has been taken. */
val pyramid: List<Card?>,
val stock: List<Card>,
val waste: List<Card>,
val redealsUsed: Int,
val moves: Int,
val log: List<String>,
) {
val isWon: Boolean get() = pyramid.all { it == null }
val canRedeal: Boolean
get() = stock.isEmpty() && waste.isNotEmpty() && redealsUsed < options.redeals
}
@Serializable
sealed interface PyramidMove
@Serializable
@SerialName("draw")
data object DrawCard : PyramidMove
@Serializable
@SerialName("redeal")
data object RecycleWaste : PyramidMove
/** A king is worth thirteen on its own, so it needs no partner. */
@Serializable
@SerialName("king")
data class TakeKing(val spot: PyramidSpot) : PyramidMove
@Serializable
@SerialName("pair")
data class TakePair(val first: PyramidSpot, val second: PyramidSpot) : PyramidMove
/** Ace one through king thirteen, which is what the pairing is counted in. */
fun valueOf(card: Card): Int = card.rank.patienceOrder
/** Where a row starts in the flattened pyramid. */
fun rowStart(row: Int): Int = row * (row + 1) / 2
/** Which row a place is in. */
fun rowOf(index: Int): Int {
var row = 0
while (rowStart(row + 1) <= index) row++
return row
}
/**
* The two places resting on [index], if any.
*
* A card is only in play once both of them are gone, which is the whole shape of
* the game: the pyramid has to be taken apart from the bottom.
*/
fun coveredBy(index: Int): List<Int> {
val row = rowOf(index)
if (row == ROWS - 1) return emptyList()
val offset = index - rowStart(row)
val below = rowStart(row + 1) + offset
return listOf(below, below + 1)
}
/** Whether the card at [index] has nothing left sitting on it. */
fun isExposed(pyramid: List<Card?>, index: Int): Boolean =
pyramid[index] != null && coveredBy(index).all { pyramid[it] == null }
@@ -0,0 +1,150 @@
package org.prolibertate.games.game.pyramid
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Decks
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Pyramid as a pure state machine. See RULES-pyramid.md.
*
* The odd one out among the patiences here: nothing is built and nothing goes
* home in order. Cards are taken away in pairs that make thirteen, and the only
* structure is which of them are still buried.
*/
object PyramidRules : GameRules<PyramidState, PyramidMove> {
override val gameId: String = GameCatalog.PYRAMID
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): PyramidState {
val options = json.decodeFromString<PyramidOptions>(config.optionsJson)
require(config.seats.size == 1) { "Pyramid seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: PyramidOptions, seed: Long): PyramidState {
val deck = Decks.standard52().shuffledWith(Random(seed))
return PyramidState(
options = options,
seed = seed,
pyramid = deck.take(PYRAMID_SIZE),
stock = deck.drop(PYRAMID_SIZE),
waste = emptyList(),
redealsUsed = 0,
moves = 0,
log = listOf("Dealt."),
)
}
override fun currentSeat(state: PyramidState): Int? =
if (isFinished(state)) null else SOLO_SEAT
/** Every card that can be reached: the exposed pyramid, and the waste's top. */
fun available(state: PyramidState): List<Pair<PyramidSpot, Card>> {
val fromPyramid = state.pyramid.indices
.filter { isExposed(state.pyramid, it) }
.map { PyramidSpot(PyramidZone.PYRAMID, it) to state.pyramid[it]!! }
val fromWaste = state.waste.lastOrNull()
?.let { listOf(PyramidSpot(PyramidZone.WASTE) to it) }
.orEmpty()
return fromPyramid + fromWaste
}
override fun legalMoves(state: PyramidState, seat: Int): List<PyramidMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<PyramidMove>()
if (state.stock.isNotEmpty()) moves += DrawCard
if (state.canRedeal) moves += RecycleWaste
val reachable = available(state)
reachable.forEach { (spot, card) ->
if (valueOf(card) == TARGET) moves += TakeKing(spot)
}
// Each pair once: the second card is only ever looked for after the
// first, so a pair cannot be offered both ways round.
for (i in reachable.indices) {
for (j in i + 1 until reachable.size) {
val (spotA, cardA) = reachable[i]
val (spotB, cardB) = reachable[j]
if (valueOf(cardA) + valueOf(cardB) == TARGET) {
moves += TakePair(spotA, spotB)
}
}
}
return moves
}
override fun applyMove(state: PyramidState, seat: Int, move: PyramidMove): PyramidState {
require(seat == SOLO_SEAT) { "Pyramid has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
val next = when (move) {
DrawCard -> state.copy(
stock = state.stock.dropLast(1),
waste = state.waste + state.stock.last(),
)
RecycleWaste -> state.copy(
stock = state.waste.reversed(),
waste = emptyList(),
redealsUsed = state.redealsUsed + 1,
log = state.log + "Waste turned back over.",
)
is TakeKing -> remove(state, listOf(move.spot))
is TakePair -> remove(state, listOf(move.first, move.second))
}
return next.copy(
moves = state.moves + 1,
log = if (next.isWon) next.log + "Pyramid cleared, in ${state.moves + 1} moves." else next.log,
)
}
/**
* Takes cards off the table.
*
* The pyramid places are blanked rather than compacted, because a place is
* what tells the two cards above it that they are free — an index that
* shifted would uncover the wrong cards.
*/
private fun remove(state: PyramidState, spots: List<PyramidSpot>): PyramidState {
val pyramid = state.pyramid.toMutableList()
var waste = state.waste
spots.forEach { spot ->
when (spot.zone) {
PyramidZone.PYRAMID -> pyramid[spot.index] = null
// Only ever the top card, so dropping the last is enough.
PyramidZone.WASTE -> waste = waste.dropLast(1)
}
}
return state.copy(pyramid = pyramid.toList(), waste = waste)
}
override fun isFinished(state: PyramidState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: PyramidState): String = when {
state.isWon -> "Cleared in ${state.moves} moves"
isFinished(state) -> "Blocked, ${state.pyramid.count { it != null }} cards left"
else -> "${state.pyramid.count { it != null }} of $PYRAMID_SIZE left"
}
override fun viewFor(state: PyramidState, seat: Int): PyramidState = state
override fun encodeState(state: PyramidState): String = json.encodeToString(state)
override fun decodeState(json: String): PyramidState = this.json.decodeFromString(json)
override fun encodeMove(move: PyramidMove): String = json.encodeToString(move)
override fun decodeMove(json: String): PyramidMove = this.json.decodeFromString(json)
fun restart(state: PyramidState): PyramidState = deal(state.options, state.seed)
}
@@ -0,0 +1,24 @@
package org.prolibertate.games.game.solitaire
import org.prolibertate.games.game.engine.GameAi
/**
* Takes the first move on offer.
*
* Every patience here has one seat and it belongs to the person playing, so
* nothing asks this during an ordinary game. [MatchController] needs an AI to
* construct, though, and a seat that could be left empty has to be playable by
* something.
*
* It is deliberately not clever. A greedy patience player that looked good would
* be worse than this: it would be trusted as a hint, and a hint that walks a run
* back and forth is more annoying than no hint at all. Klondike has a real one
* because its move ordering is obvious; these three do not, and pretending
* otherwise would be the wrong kind of helpful.
*/
class FirstLegalAi<S : Any, M : Any> : GameAi<S, M> {
override fun chooseMove(state: S, seat: Int, legal: List<M>): M {
require(legal.isNotEmpty()) { "No legal move for seat $seat" }
return legal.first()
}
}
@@ -0,0 +1,107 @@
package org.prolibertate.games.game.spider
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.solitaire.patienceOrder
const val COLUMNS: Int = 10
/** Eight complete runs, king down to ace, is the whole pack cleared. */
const val RUNS_TO_WIN: Int = 8
const val RUN_LENGTH: Int = 13
@Serializable
data class SpiderOptions(
/**
* How many suits the two packs are made of. One suit is the game people
* actually finish; four is the real thing and is brutal. Two sits between
* them. The pack is always a hundred and four cards either way — only how
* many different suits those cards are drawn from changes.
*/
val suits: Int = 1,
) {
init {
require(suits == 1 || suits == 2 || suits == 4) { "Spider is played with one, two or four suits" }
}
}
@Serializable
data class SpiderPile(
val faceDown: List<Card> = emptyList(),
val faceUp: List<Card> = emptyList(),
) {
val isEmpty: Boolean get() = faceDown.isEmpty() && faceUp.isEmpty()
val top: Card? get() = faceUp.lastOrNull()
}
@Serializable
data class SpiderState(
val options: SpiderOptions,
val seed: Long,
val stock: List<Card>,
val tableau: List<SpiderPile>,
/** Runs sent away complete. Eight of them wins. */
val completed: Int,
val moves: Int,
val log: List<String>,
) {
val isWon: Boolean get() = completed == RUNS_TO_WIN
/**
* A row cannot be dealt onto an empty column — the rule that stops a deal
* from being used to dodge a position with nowhere to put anything.
*/
val canDeal: Boolean get() = stock.isNotEmpty() && tableau.none { it.isEmpty }
}
@Serializable
sealed interface SpiderMove
/** One card face up onto every column at once. */
@Serializable
@SerialName("deal")
data object DealRow : SpiderMove
@Serializable
@SerialName("move")
data class MoveRun(val from: Int, val to: Int, val count: Int) : SpiderMove
/**
* Down by one in the same suit.
*
* Spider lets a card *land* on any suit a rank higher, but only a same-suit run
* may travel as a unit — which is the whole difficulty of the four-suit game.
*/
fun sameSuitRun(cards: List<Card>): Boolean =
cards.isNotEmpty() && cards.zipWithNext().all { (upper, lower) ->
lower.suit == upper.suit && lower.rank.patienceOrder == upper.rank.patienceOrder - 1
}
/** What a column will take on top: anything one rank higher, of any suit. */
fun landsOn(card: Card, onto: Card): Boolean =
card.rank.patienceOrder == onto.rank.patienceOrder - 1
/** King down to ace in one suit, which is a run ready to go away. */
fun isCompleteRun(cards: List<Card>): Boolean =
cards.size == RUN_LENGTH &&
cards.first().rank == Rank.KING &&
cards.last().rank == Rank.ACE &&
sameSuitRun(cards)
/**
* A hundred and four cards drawn from [suits] suits.
*
* One suit means eight identical spade packs; four means two of each ordinary
* suit. The count never changes, so the deal is the same shape whatever the
* table chose.
*/
fun spiderDeck(suits: Int): List<Card> {
val used = Suit.entries.take(suits)
val copies = 8 / suits
return used.flatMap { suit ->
List(copies) { Rank.standard.map { Card(it, suit) } }.flatten()
}
}
@@ -0,0 +1,177 @@
package org.prolibertate.games.game.spider
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.shuffledWith
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
import kotlin.random.Random
/**
* Spider as a pure state machine. See RULES-spider.md.
*/
object SpiderRules : GameRules<SpiderState, SpiderMove> {
override val gameId: String = GameCatalog.SPIDER
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): SpiderState {
val options = json.decodeFromString<SpiderOptions>(config.optionsJson)
require(config.seats.size == 1) { "Spider seats one, not ${config.seats.size}" }
return deal(options, config.seed)
}
private fun deal(options: SpiderOptions, seed: Long): SpiderState {
val deck = spiderDeck(options.suits).shuffledWith(Random(seed)).toMutableList()
// Fifty-four cards go out: six to the first four columns, five to the
// rest. The remaining fifty are the five rows still to come.
val piles = (0 until COLUMNS).map { index ->
val size = if (index < 4) 6 else 5
val taken = List(size) { deck.removeAt(deck.size - 1) }
SpiderPile(faceDown = taken.dropLast(1), faceUp = listOf(taken.last()))
}
return SpiderState(
options = options,
seed = seed,
stock = deck.toList(),
tableau = piles,
completed = 0,
moves = 0,
log = listOf("Dealt, ${options.suits} suit${if (options.suits == 1) "" else "s"}."),
)
}
override fun currentSeat(state: SpiderState): Int? =
if (isFinished(state)) null else SOLO_SEAT
/** The longest same-suit descending run on the end of a column. */
fun movableTail(pile: SpiderPile): List<Card> {
if (pile.faceUp.isEmpty()) return emptyList()
var take = 1
while (take < pile.faceUp.size) {
if (!sameSuitRun(pile.faceUp.takeLast(take + 1))) break
take++
}
return pile.faceUp.takeLast(take)
}
override fun legalMoves(state: SpiderState, seat: Int): List<SpiderMove> {
if (seat != SOLO_SEAT || state.isWon) return emptyList()
val moves = mutableListOf<SpiderMove>()
if (state.canDeal) moves += DealRow
state.tableau.forEachIndexed { from, pile ->
val tail = movableTail(pile)
for (count in 1..tail.size) {
val run = tail.takeLast(count)
val head = run.first()
state.tableau.indices.forEach { to ->
if (to == from) return@forEach
val target = state.tableau[to]
val fits = target.top?.let { landsOn(head, it) } ?: true
if (!fits) return@forEach
// Emptying one column only to fill another gains nothing.
if (target.isEmpty && pile.faceDown.isEmpty() && count == pile.faceUp.size) {
return@forEach
}
moves += MoveRun(from, to, count)
}
}
}
return moves
}
override fun applyMove(state: SpiderState, seat: Int, move: SpiderMove): SpiderState {
require(seat == SOLO_SEAT) { "Spider has one seat" }
require(legalMoves(state, seat).contains(move)) { "$move is not legal here" }
val next = when (move) {
DealRow -> dealRow(state)
is MoveRun -> moveRun(state, move)
}
return next.copy(
moves = state.moves + 1,
log = if (next.isWon) next.log + "Out, in ${state.moves + 1} moves." else next.log,
)
}
private fun dealRow(state: SpiderState): SpiderState {
var stock = state.stock
val piles = state.tableau.map { pile ->
val card = stock.lastOrNull() ?: return@map pile
stock = stock.dropLast(1)
pile.copy(faceUp = pile.faceUp + card)
}
// A dealt row can complete a run in any column it landed on.
return sweep(state.copy(stock = stock, tableau = piles), piles.indices.toList())
}
private fun moveRun(state: SpiderState, move: MoveRun): SpiderState {
val source = state.tableau[move.from]
val run = source.faceUp.takeLast(move.count)
val left = source.faceUp.dropLast(move.count)
val stripped = if (left.isEmpty() && source.faceDown.isNotEmpty()) {
SpiderPile(source.faceDown.dropLast(1), listOf(source.faceDown.last()))
} else {
source.copy(faceUp = left)
}
val target = state.tableau[move.to]
val piles = state.tableau.toMutableList().also {
it[move.from] = stripped
it[move.to] = target.copy(faceUp = target.faceUp + run)
}
return sweep(state.copy(tableau = piles), listOf(move.to))
}
/**
* Sends away any king-to-ace run finished by the last move.
*
* Only the columns that changed are looked at, and only their ends: a
* complete run can only ever be sitting on the bottom of a pile, because
* anything laid on an ace would have to be lower than one.
*/
private fun sweep(state: SpiderState, touched: List<Int>): SpiderState {
var piles = state.tableau
var completed = state.completed
var notes = state.log
touched.forEach { index ->
val pile = piles[index]
if (pile.faceUp.size < RUN_LENGTH) return@forEach
if (!isCompleteRun(pile.faceUp.takeLast(RUN_LENGTH))) return@forEach
val left = pile.faceUp.dropLast(RUN_LENGTH)
val stripped = if (left.isEmpty() && pile.faceDown.isNotEmpty()) {
SpiderPile(pile.faceDown.dropLast(1), listOf(pile.faceDown.last()))
} else {
pile.copy(faceUp = left)
}
piles = piles.toMutableList().also { it[index] = stripped }
completed++
notes = notes + "A run went away — $completed of $RUNS_TO_WIN."
}
return state.copy(tableau = piles, completed = completed, log = notes)
}
override fun isFinished(state: SpiderState): Boolean =
state.isWon || legalMoves(state, SOLO_SEAT).isEmpty()
override fun summary(state: SpiderState): String = when {
state.isWon -> "All eight runs, in ${state.moves} moves"
isFinished(state) -> "Blocked with ${state.completed} runs away"
else -> "${state.completed} of $RUNS_TO_WIN runs away"
}
override fun viewFor(state: SpiderState, seat: Int): SpiderState = state
override fun encodeState(state: SpiderState): String = json.encodeToString(state)
override fun decodeState(json: String): SpiderState = this.json.decodeFromString(json)
override fun encodeMove(move: SpiderMove): String = json.encodeToString(move)
override fun decodeMove(json: String): SpiderMove = this.json.decodeFromString(json)
fun restart(state: SpiderState): SpiderState = deal(state.options, state.seed)
}
@@ -42,6 +42,9 @@ import org.prolibertate.games.game.euchre.EuchreOptions
import org.prolibertate.games.game.golf.GolfOptions import org.prolibertate.games.game.golf.GolfOptions
import org.prolibertate.games.game.hearts.HeartsOptions import org.prolibertate.games.game.hearts.HeartsOptions
import org.prolibertate.games.game.klondike.KlondikeOptions import org.prolibertate.games.game.klondike.KlondikeOptions
import org.prolibertate.games.game.freecell.FreeCellOptions
import org.prolibertate.games.game.pyramid.PyramidOptions
import org.prolibertate.games.game.spider.SpiderOptions
import org.prolibertate.games.game.yahtzee.YahtzeeOptions import org.prolibertate.games.game.yahtzee.YahtzeeOptions
import org.prolibertate.games.game.pegsolitaire.PegBoard import org.prolibertate.games.game.pegsolitaire.PegBoard
import org.prolibertate.games.game.pegsolitaire.PegGoal import org.prolibertate.games.game.pegsolitaire.PegGoal
@@ -98,6 +101,9 @@ fun GameSetupScreen(
var pegs by remember { mutableStateOf(PegSolitaireOptions()) } var pegs by remember { mutableStateOf(PegSolitaireOptions()) }
var yahtzee by remember { mutableStateOf(YahtzeeOptions()) } var yahtzee by remember { mutableStateOf(YahtzeeOptions()) }
var klondike by remember { mutableStateOf(KlondikeOptions()) } var klondike by remember { mutableStateOf(KlondikeOptions()) }
var freecell by remember { mutableStateOf(FreeCellOptions()) }
var spider by remember { mutableStateOf(SpiderOptions()) }
var pyramid by remember { mutableStateOf(PyramidOptions()) }
// Not an engine option: which seat the local player takes. Seat 0 is // Not an engine option: which seat the local player takes. Seat 0 is
// always White, so choosing Black means sitting in seat 1. // always White, so choosing Black means sitting in seat 1.
var playWhite by remember { mutableStateOf(true) } var playWhite by remember { mutableStateOf(true) }
@@ -125,6 +131,9 @@ fun GameSetupScreen(
GameCatalog.PEG_SOLITAIRE -> setupJson.encodeToString(pegs) GameCatalog.PEG_SOLITAIRE -> setupJson.encodeToString(pegs)
GameCatalog.YAHTZEE -> setupJson.encodeToString(yahtzee) GameCatalog.YAHTZEE -> setupJson.encodeToString(yahtzee)
GameCatalog.KLONDIKE -> setupJson.encodeToString(klondike) GameCatalog.KLONDIKE -> setupJson.encodeToString(klondike)
GameCatalog.FREECELL -> setupJson.encodeToString(freecell)
GameCatalog.SPIDER -> setupJson.encodeToString(spider)
GameCatalog.PYRAMID -> setupJson.encodeToString(pyramid)
else -> "{}" else -> "{}"
} }
val seatCount = seatCountFor(descriptor.id, optionsJson) val seatCount = seatCountFor(descriptor.id, optionsJson)
@@ -184,6 +193,12 @@ fun GameSetupScreen(
GameCatalog.KLONDIKE -> KlondikeOptionsEditor(klondike) { klondike = it } GameCatalog.KLONDIKE -> KlondikeOptionsEditor(klondike) { klondike = it }
GameCatalog.FREECELL -> FreeCellOptionsEditor(freecell) { freecell = it }
GameCatalog.SPIDER -> SpiderOptionsEditor(spider) { spider = it }
GameCatalog.PYRAMID -> PyramidOptionsEditor(pyramid) { pyramid = it }
else -> Text("No options yet for this game.") else -> Text("No options yet for this game.")
} }
@@ -1078,3 +1093,51 @@ private fun KlondikeOptionsEditor(options: KlondikeOptions, onChange: (KlondikeO
) )
} }
} }
@Composable
private fun FreeCellOptionsEditor(options: FreeCellOptions, onChange: (FreeCellOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Free cells",
values = (1..6).toList(),
selected = options.freeCells,
display = { "$it" },
onSelect = { onChange(options.copy(freeCells = it)) },
)
ToggleRow(
title = "Move a run in one go",
subtitle = "The rules move a run one card at a time through the cells. This " +
"does the shuffling for you, which is bookkeeping rather than a decision.",
checked = options.allowSupermoves,
onChange = { onChange(options.copy(allowSupermoves = it)) },
)
}
}
@Composable
private fun SpiderOptionsEditor(options: SpiderOptions, onChange: (SpiderOptions) -> Unit) {
ChipRow(
label = "Suits",
values = listOf(1, 2, 4),
selected = options.suits,
display = {
when (it) {
1 -> "One — a pastime"
2 -> "Two"
else -> "Four — a fight"
}
},
onSelect = { onChange(options.copy(suits = it)) },
)
}
@Composable
private fun PyramidOptionsEditor(options: PyramidOptions, onChange: (PyramidOptions) -> Unit) {
ChipRow(
label = "Turns through the pack",
values = listOf(0, 1, 2, 3),
selected = options.redeals,
display = { if (it == 0) "One pass only" else "$it turns back" },
onSelect = { onChange(options.copy(redeals = it)) },
)
}
@@ -29,6 +29,16 @@ import org.prolibertate.games.game.euchre.EuchreMove
import org.prolibertate.games.game.euchre.EuchrePhase import org.prolibertate.games.game.euchre.EuchrePhase
import org.prolibertate.games.game.euchre.EuchreRules import org.prolibertate.games.game.euchre.EuchreRules
import org.prolibertate.games.game.euchre.EuchreState import org.prolibertate.games.game.euchre.EuchreState
import org.prolibertate.games.game.freecell.FreeCellMove
import org.prolibertate.games.game.freecell.FreeCellRules
import org.prolibertate.games.game.freecell.FreeCellState
import org.prolibertate.games.game.pyramid.PyramidMove
import org.prolibertate.games.game.pyramid.PyramidRules
import org.prolibertate.games.game.pyramid.PyramidState
import org.prolibertate.games.game.solitaire.FirstLegalAi
import org.prolibertate.games.game.spider.SpiderMove
import org.prolibertate.games.game.spider.SpiderRules
import org.prolibertate.games.game.spider.SpiderState
import org.prolibertate.games.game.klondike.KlondikeAi import org.prolibertate.games.game.klondike.KlondikeAi
import org.prolibertate.games.game.klondike.KlondikeMove import org.prolibertate.games.game.klondike.KlondikeMove
import org.prolibertate.games.game.klondike.KlondikeRules import org.prolibertate.games.game.klondike.KlondikeRules
@@ -102,13 +112,16 @@ import org.prolibertate.games.ui.game.ChessScreen
import org.prolibertate.games.ui.game.CrazyEightsScreen import org.prolibertate.games.ui.game.CrazyEightsScreen
import org.prolibertate.games.ui.game.CribbageScreen import org.prolibertate.games.ui.game.CribbageScreen
import org.prolibertate.games.ui.game.HeartsScreen import org.prolibertate.games.ui.game.HeartsScreen
import org.prolibertate.games.ui.game.FreeCellScreen
import org.prolibertate.games.ui.game.KlondikeScreen import org.prolibertate.games.ui.game.KlondikeScreen
import org.prolibertate.games.ui.game.PyramidScreen
import org.prolibertate.games.ui.game.EuchreScreen import org.prolibertate.games.ui.game.EuchreScreen
import org.prolibertate.games.ui.game.GolfScreen import org.prolibertate.games.ui.game.GolfScreen
import org.prolibertate.games.ui.game.KaiserScreen import org.prolibertate.games.ui.game.KaiserScreen
import org.prolibertate.games.ui.game.MastermindScreen import org.prolibertate.games.ui.game.MastermindScreen
import org.prolibertate.games.ui.game.MorrisScreen import org.prolibertate.games.ui.game.MorrisScreen
import org.prolibertate.games.ui.game.PegSolitaireScreen import org.prolibertate.games.ui.game.PegSolitaireScreen
import org.prolibertate.games.ui.game.SpiderScreen
import org.prolibertate.games.ui.game.YahtzeeScreen import org.prolibertate.games.ui.game.YahtzeeScreen
import org.prolibertate.games.ui.game.PiratesScreen import org.prolibertate.games.ui.game.PiratesScreen
import org.prolibertate.games.ui.game.PresidentScreen import org.prolibertate.games.ui.game.PresidentScreen
@@ -559,6 +572,57 @@ fun PlayScreen(
) )
} }
GameCatalog.FREECELL -> {
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<FreeCellState, FreeCellMove>(
rules = FreeCellRules,
ai = FirstLegalAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
FreeCellScreen(controller = controller, onRestart = { generation++ }, onExit = onExit)
}
GameCatalog.SPIDER -> {
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<SpiderState, SpiderMove>(
rules = SpiderRules,
ai = FirstLegalAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
SpiderScreen(controller = controller, onRestart = { generation++ }, onExit = onExit)
}
GameCatalog.PYRAMID -> {
var generation by remember(route) { mutableIntStateOf(0) }
val controller = remember(route, generation) {
MatchController<PyramidState, PyramidMove>(
rules = PyramidRules,
ai = FirstLegalAi(),
config = route.config,
scope = scope,
role = role,
localSeats = setOf(route.localSeat),
primarySeat = route.localSeat,
)
}
StartMatch(env, controller, route)
PyramidScreen(controller = controller, onRestart = { generation++ }, onExit = onExit)
}
GameCatalog.MORRIS -> { GameCatalog.MORRIS -> {
val controller = remember(route) { val controller = remember(route) {
MatchController<MorrisState, MorrisMove>( MatchController<MorrisState, MorrisMove>(
@@ -0,0 +1,96 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.ui.common.CARD_ASPECT
import org.prolibertate.games.ui.theme.FeltGreenDark
import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold
/**
* The furniture every patience table needs.
*
* FreeCell, Spider and Pyramid lay their cards out quite differently but they
* are all made of the same three things: a place a card sits, an empty place
* that can still be tapped into, and the two dialogs for leaving. Klondike keeps
* its own copies — it was written first and its layout constants are tuned to
* seven columns — but nothing new needs to repeat them.
*/
val TABLE_CARD_WIDTH: Dp = 44.dp
val TABLE_CARD_HEIGHT: Dp = TABLE_CARD_WIDTH / CARD_ASPECT
/** Overlapped by a third, which hides as little as a stack can afford to. */
val TABLE_STACK_STEP: Dp = TABLE_CARD_HEIGHT * 2f / 3f
@Composable
fun TableSlot(
highlighted: Boolean,
onClick: () -> Unit,
modifier: Modifier = Modifier,
width: Dp = TABLE_CARD_WIDTH,
content: @Composable () -> Unit,
) {
Box(
modifier = modifier
.width(width)
.border(
border = BorderStroke(if (highlighted) 3.dp else 0.dp, WallaceGold),
shape = RoundedCornerShape(4.dp),
)
.clickable { onClick() },
) {
content()
}
}
/** A place with no card on it, drawn so it is still somewhere to aim at. */
@Composable
fun EmptySpace(label: String = "", width: Dp = TABLE_CARD_WIDTH) {
Box(
modifier = Modifier
.width(width)
.height(width / CARD_ASPECT)
.background(FeltGreenDark, RoundedCornerShape(4.dp)),
contentAlignment = Alignment.Center,
) {
if (label.isNotEmpty()) {
Text(label, color = Parchment.copy(alpha = 0.5f))
}
}
}
@Composable
fun PatienceEndDialog(what: String, onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text(what) },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
fun PatienceLeftDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the table") } },
)
}
@@ -0,0 +1,188 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.freecell.FreeCellMove
import org.prolibertate.games.game.freecell.FreeCellState
import org.prolibertate.games.game.freecell.MoveTo
import org.prolibertate.games.game.freecell.Place
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "FreeCell"
/**
* The FreeCell table.
*
* Cells on the left, homes on the right, eight columns below — the standard
* arrangement, and the one that makes the cells read as somewhere to put things
* rather than somewhere cards come from. Everything is face up from the first
* move, so the whole game is on the screen and the only thing hidden is what to
* do about it.
*/
@Composable
fun FreeCellScreen(
controller: MatchController<FreeCellState, FreeCellMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<Pair<Place, Int>?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
return
}
val moves = legal.filterIsInstance<MoveTo>()
val finished = legal.isEmpty()
val targets = held?.let { (from, count) ->
moves.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty()
val sources = moves.map { it.from to it.count }.toSet()
fun take(place: Place, count: Int) {
val inHand = held
held = when {
inHand != null && targets.contains(place) -> {
controller.submit(MoveTo(inHand.first, place, inHand.second))
null
}
inHand?.first == place -> null
sources.contains(place to count) -> place to count
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "Out, in ${current.moves} moves."
finished -> "Blocked — nothing left to try."
held != null -> "Tap where it goes."
else -> "${current.foundations.sumOf { it.size }} of 52 home, " +
"${current.freeCellCount} cells free."
},
fontWeight = FontWeight.Bold,
)
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
current.cells.forEachIndexed { index, card ->
TableSlot(
highlighted = held?.first == Place.cell(index) ||
targets.contains(Place.cell(index)),
onClick = { take(Place.cell(index), 1) },
) {
card?.let { PlayingCardView(card = it, width = TABLE_CARD_WIDTH) }
?: EmptySpace(label = "·")
}
}
current.foundations.forEachIndexed { index, pile ->
TableSlot(
highlighted = targets.contains(Place.foundation(index)),
onClick = { take(Place.foundation(index), 1) },
) {
pile.lastOrNull()?.let { PlayingCardView(card = it, width = TABLE_CARD_WIDTH) }
?: EmptySpace(label = Suit.entries[index].symbol)
}
}
}
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalAlignment = Alignment.Top,
) {
current.tableau.forEachIndexed { index, column ->
if (column.isEmpty()) {
TableSlot(
highlighted = targets.contains(Place.column(index)),
onClick = { take(Place.column(index), 1) },
) { EmptySpace() }
} else {
Box(
modifier = Modifier
.width(TABLE_CARD_WIDTH)
.height(TABLE_CARD_HEIGHT + TABLE_STACK_STEP * (column.size - 1)),
) {
column.forEachIndexed { depth, card ->
// Taking a card takes everything resting on it.
val count = column.size - depth
TableSlot(
modifier = Modifier.offset(y = TABLE_STACK_STEP * depth),
highlighted = held == (Place.column(index) to count) ||
(depth == column.lastIndex && targets.contains(Place.column(index))),
onClick = { take(Place.column(index), count) },
) { PlayingCardView(card = card, width = TABLE_CARD_WIDTH) }
}
}
}
}
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
}
@@ -9,8 +9,9 @@ import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxWidth import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.RoundedCornerShape import androidx.compose.foundation.shape.RoundedCornerShape
@@ -31,15 +32,18 @@ import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.klondike.Draw import org.prolibertate.games.game.klondike.Draw
import org.prolibertate.games.game.klondike.KlondikeMove import org.prolibertate.games.game.klondike.KlondikeMove
import org.prolibertate.games.game.klondike.KlondikeState import org.prolibertate.games.game.klondike.KlondikeState
import org.prolibertate.games.game.klondike.MoveCards import org.prolibertate.games.game.klondike.MoveCards
import org.prolibertate.games.game.klondike.Redeal import org.prolibertate.games.game.klondike.Redeal
import org.prolibertate.games.game.klondike.Spot import org.prolibertate.games.game.klondike.Spot
import org.prolibertate.games.game.klondike.TableauPile
import org.prolibertate.games.game.klondike.foundationSuit import org.prolibertate.games.game.klondike.foundationSuit
import org.prolibertate.games.net.MatchController import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CARD_ASPECT
import org.prolibertate.games.ui.common.CardBackView import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView import org.prolibertate.games.ui.common.PlayingCardView
import org.prolibertate.games.ui.theme.FeltGreenDark import org.prolibertate.games.ui.theme.FeltGreenDark
@@ -47,18 +51,39 @@ import org.prolibertate.games.ui.theme.Parchment
import org.prolibertate.games.ui.theme.WallaceGold import org.prolibertate.games.ui.theme.WallaceGold
private const val TITLE = "Klondike" private const val TITLE = "Klondike"
private val CARD_WIDTH: Dp = 40.dp
private val CARD_WIDTH: Dp = 44.dp
private val CARD_HEIGHT: Dp = CARD_WIDTH / CARD_ASPECT
/**
* How far down each card in a column sits from the one above it.
*
* Two thirds of a card, so each is overlapped by a third. That is the most that
* can be hidden while every card still shows its rank and suit, and it is what
* keeps a column of thirteen on the screen instead of running off the bottom.
*/
private val STACK_STEP: Dp = CARD_HEIGHT * 2f / 3f
/** The same overlap sideways, for the three cards turned off the stock. */
private val FAN_STEP: Dp = CARD_WIDTH * 2f / 3f
/** At most three are ever turned at once, so at most three are ever fanned. */
private const val MAX_FANNED = 3
/** /**
* The patience table. * The patience table.
* *
* Play is tap-to-take then tap-to-put, rather than dragging: on a phone a drag * Laid out the way a real one is: the homes along the top where cards are going,
* over seven columns of overlapping cards is mostly a test of aim. Tapping a * the columns filling the middle, and the pack in the bottom corner under your
* face-up card takes it and everything sitting on it, so a run travels the way * hand. Columns overlap by a third so a long one still fits, and the cards
* it would on a table. * turned off the stock fan sideways by the same third so all three can be seen
* rather than only the one on top.
* *
* Which taps do anything is read straight off the legal moves the rules offer, * Play is tap-to-take then tap-to-put rather than dragging: across seven columns
* so the screen never has to know why a move is allowed — only that it is. * of overlapping cards on a phone, a drag is mostly a test of aim. Tapping a
* face-up card takes it and everything resting on it, so a run travels the way
* it would on a table. Which taps do anything is read off the legal moves the
* rules offer, so the screen never has to know why a move is allowed.
*/ */
@Composable @Composable
fun KlondikeScreen( fun KlondikeScreen(
@@ -92,7 +117,6 @@ fun KlondikeScreen(
val canRedeal = legal.contains(Redeal) val canRedeal = legal.contains(Redeal)
val finished = legal.isEmpty() val finished = legal.isEmpty()
// Where the cards in hand could go, and which spots could be picked up.
val targets = held?.let { (from, count) -> val targets = held?.let { (from, count) ->
moves.filter { it.from == from && it.count == count }.map { it.to }.toSet() moves.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty() }.orEmpty()
@@ -115,7 +139,7 @@ fun KlondikeScreen(
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier -> ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column( Column(
modifier = modifier.verticalScroll(rememberScrollState()), modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp), verticalArrangement = Arrangement.spacedBy(10.dp),
) { ) {
Text( Text(
text = when { text = when {
@@ -127,26 +151,8 @@ fun KlondikeScreen(
fontWeight = FontWeight.Bold, fontWeight = FontWeight.Bold,
) )
// The homes, along the top where they are being filled towards.
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) { Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
// Stock, waste, and the four homes across the top.
Slot(
highlighted = false,
onClick = { if (canDraw) controller.submit(Draw) else if (canRedeal) controller.submit(Redeal) },
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = CARD_WIDTH)
} else {
Empty(label = if (canRedeal) "↻" else "")
}
}
Slot(
highlighted = held?.first == Spot.waste,
onClick = { take(Spot.waste, 1) },
) {
current.waste.lastOrNull()
?.let { PlayingCardView(card = it, width = CARD_WIDTH) }
?: Empty()
}
current.foundations.forEachIndexed { index, pile -> current.foundations.forEachIndexed { index, pile ->
Slot( Slot(
highlighted = targets.contains(Spot.foundation(index)), highlighted = targets.contains(Spot.foundation(index)),
@@ -162,28 +168,43 @@ fun KlondikeScreen(
Row( Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()), modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(6.dp), horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalAlignment = Alignment.Top,
) { ) {
current.tableau.forEachIndexed { index, pile -> current.tableau.forEachIndexed { index, pile ->
Column(verticalArrangement = Arrangement.spacedBy(2.dp)) { ColumnOfCards(
if (pile.isEmpty) { pile = pile,
Slot( held = held,
highlighted = targets.contains(Spot.tableau(index)), index = index,
onClick = { take(Spot.tableau(index), 1) }, isTarget = targets.contains(Spot.tableau(index)),
) { Empty() } onTap = { count -> take(Spot.tableau(index), count) },
} )
pile.faceDown.forEach { CardBackView(width = CARD_WIDTH) } }
pile.faceUp.forEachIndexed { depth, card -> }
// Taking a card takes everything resting on it, so
// the count is however many are below it in the run. // The pack sits at the bottom left, under the hand that turns it.
val count = pile.faceUp.size - depth Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
Slot( Slot(
highlighted = held == (Spot.tableau(index) to count) || highlighted = false,
(depth == pile.faceUp.lastIndex && targets.contains(Spot.tableau(index))), onClick = {
onClick = { take(Spot.tableau(index), count) }, if (canDraw) {
) { PlayingCardView(card = card, width = CARD_WIDTH) } controller.submit(Draw)
} else if (canRedeal) {
controller.submit(Redeal)
} }
},
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = CARD_WIDTH)
} else {
Empty(label = if (canRedeal) "↻" else "")
} }
} }
WasteFan(
waste = current.waste,
fanned = minOf(current.options.drawCount, MAX_FANNED),
highlighted = held?.first == Spot.waste,
onTap = { take(Spot.waste, 1) },
)
} }
if (finished) { if (finished) {
@@ -203,10 +224,91 @@ fun KlondikeScreen(
} }
} }
/**
* One column, overlapped by a third.
*
* Absolute offsets rather than negative spacing: the height has to be worked out
* anyway so the column reserves the right room, and once that is known placing
* each card is the simpler half.
*/
@Composable @Composable
private fun Slot(highlighted: Boolean, onClick: () -> Unit, content: @Composable () -> Unit) { private fun ColumnOfCards(
pile: TableauPile,
held: Pair<Spot, Int>?,
index: Int,
isTarget: Boolean,
onTap: (Int) -> Unit,
) {
val total = pile.faceDown.size + pile.faceUp.size
if (total == 0) {
Slot(highlighted = isTarget, onClick = { onTap(1) }) { Empty() }
return
}
Box( Box(
modifier = Modifier modifier = Modifier
.width(CARD_WIDTH)
.height(CARD_HEIGHT + STACK_STEP * (total - 1)),
) {
pile.faceDown.forEachIndexed { depth, _ ->
CardBackView(
width = CARD_WIDTH,
modifier = Modifier.offset(y = STACK_STEP * depth),
)
}
pile.faceUp.forEachIndexed { depth, card ->
// Taking a card takes everything resting on it.
val count = pile.faceUp.size - depth
val row = pile.faceDown.size + depth
Slot(
modifier = Modifier.offset(y = STACK_STEP * row),
highlighted = held == (Spot.tableau(index) to count) ||
(depth == pile.faceUp.lastIndex && isTarget),
onClick = { onTap(count) },
) { PlayingCardView(card = card, width = CARD_WIDTH) }
}
}
}
/**
* The cards turned off the stock, fanned sideways.
*
* Drawing three and showing one would hide two cards the player is entitled to
* see — they are face up on the table. Only the last is playable, which the
* rules already enforce; the other two are there to be read.
*/
@Composable
private fun WasteFan(
waste: List<Card>,
fanned: Int,
highlighted: Boolean,
onTap: () -> Unit,
) {
val shown = waste.takeLast(fanned)
if (shown.isEmpty()) {
Slot(highlighted = false, onClick = onTap) { Empty() }
return
}
Box(modifier = Modifier.width(CARD_WIDTH + FAN_STEP * (shown.size - 1))) {
shown.forEachIndexed { position, card ->
val isTop = position == shown.lastIndex
Slot(
modifier = Modifier.offset(x = FAN_STEP * position),
highlighted = isTop && highlighted,
onClick = { if (isTop) onTap() },
) { PlayingCardView(card = card, width = CARD_WIDTH) }
}
}
}
@Composable
private fun Slot(
highlighted: Boolean,
onClick: () -> Unit,
modifier: Modifier = Modifier,
content: @Composable () -> Unit,
) {
Box(
modifier = modifier
.width(CARD_WIDTH) .width(CARD_WIDTH)
.border( .border(
border = BorderStroke(if (highlighted) 3.dp else 0.dp, WallaceGold), border = BorderStroke(if (highlighted) 3.dp else 0.dp, WallaceGold),
@@ -224,7 +326,7 @@ private fun Empty(label: String = "") {
Box( Box(
modifier = Modifier modifier = Modifier
.width(CARD_WIDTH) .width(CARD_WIDTH)
.aspectRatio(0.7f) .height(CARD_HEIGHT)
.background(FeltGreenDark, RoundedCornerShape(4.dp)), .background(FeltGreenDark, RoundedCornerShape(4.dp)),
contentAlignment = Alignment.Center, contentAlignment = Alignment.Center,
) { ) {
@@ -0,0 +1,260 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.pyramid.DrawCard
import org.prolibertate.games.game.pyramid.PYRAMID_SIZE
import org.prolibertate.games.game.pyramid.PyramidMove
import org.prolibertate.games.game.pyramid.PyramidSpot
import org.prolibertate.games.game.pyramid.PyramidState
import org.prolibertate.games.game.pyramid.PyramidZone
import org.prolibertate.games.game.pyramid.RecycleWaste
import org.prolibertate.games.game.pyramid.ROWS
import org.prolibertate.games.game.pyramid.TakeKing
import org.prolibertate.games.game.pyramid.TakePair
import org.prolibertate.games.game.pyramid.rowStart
import org.prolibertate.games.game.pyramid.valueOf
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "Pyramid"
/** Cards are small here: the widest row is seven of them side by side. */
private val PYRAMID_CARD: Dp = 40.dp
private val PYRAMID_CARD_HEIGHT: Dp = PYRAMID_CARD * 7f / 5f
/** Rows overlap vertically so the whole pyramid fits above the pack. */
private val ROW_STEP: Dp = PYRAMID_CARD_HEIGHT * 2f / 3f
/**
* The pyramid.
*
* Drawn as it is dealt: seven rows, each one offset half a card so every card
* sits on the two below it, and rows overlapping by a third so all seven fit.
* The shape is the rules — a card is only in play once both the cards resting on
* it have gone, and being able to see that at a glance is most of playing it.
*
* Tapping a king takes it alone. Tapping any other card holds it, and tapping
* its partner takes the pair; the ones that would pair with what is held are the
* only cards that light up.
*/
@Composable
fun PyramidScreen(
controller: MatchController<PyramidState, PyramidMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<PyramidSpot?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The pyramid is left as it stands.", onExit) { confirmingEnd = false }
}
}
return
}
val kings = legal.filterIsInstance<TakeKing>().map { it.spot }.toSet()
val pairs = legal.filterIsInstance<TakePair>()
val canDraw = legal.contains(DrawCard)
val canRedeal = legal.contains(RecycleWaste)
val finished = legal.isEmpty()
// Everything that could pair with what is in hand.
val partners = held?.let { spot ->
pairs.mapNotNull {
when (spot) {
it.first -> it.second
it.second -> it.first
else -> null
}
}.toSet()
}.orEmpty()
val pairable = pairs.flatMap { listOf(it.first, it.second) }.toSet()
fun tap(spot: PyramidSpot) {
held = when {
kings.contains(spot) && held == null -> {
controller.submit(TakeKing(spot))
null
}
held != null && partners.contains(spot) -> {
controller.submit(TakePair(held!!, spot))
null
}
held == spot -> null
pairable.contains(spot) -> spot
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "Pyramid cleared, in ${current.moves} moves."
finished -> "Blocked — nothing pairs to thirteen."
held != null -> "Tap the card that makes it thirteen."
else -> "${current.pyramid.count { it != null }} of $PYRAMID_SIZE left."
},
fontWeight = FontWeight.Bold,
)
PyramidView(
state = current,
held = held,
kings = kings,
partners = partners,
pairable = pairable,
onTap = ::tap,
)
Row(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically,
) {
TableSlot(
highlighted = false,
width = PYRAMID_CARD,
onClick = {
if (canDraw) {
controller.submit(DrawCard)
} else if (canRedeal) {
controller.submit(RecycleWaste)
}
},
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = PYRAMID_CARD)
} else {
EmptySpace(label = if (canRedeal) "↻" else "", width = PYRAMID_CARD)
}
}
val wasteSpot = PyramidSpot(PyramidZone.WASTE)
TableSlot(
highlighted = held == wasteSpot ||
partners.contains(wasteSpot) ||
kings.contains(wasteSpot),
width = PYRAMID_CARD,
onClick = { tap(wasteSpot) },
) {
current.waste.lastOrNull()
?.let { PlayingCardView(card = it, width = PYRAMID_CARD) }
?: EmptySpace(width = PYRAMID_CARD)
}
Text(
text = "${current.stock.size} in hand, " +
"${current.options.redeals - current.redealsUsed} turns left",
style = MaterialTheme.typography.bodySmall,
)
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The pyramid is left as it stands.", onExit) { confirmingEnd = false }
}
}
}
@Composable
private fun PyramidView(
state: PyramidState,
held: PyramidSpot?,
kings: Set<PyramidSpot>,
partners: Set<PyramidSpot>,
pairable: Set<PyramidSpot>,
onTap: (PyramidSpot) -> Unit,
) {
Box(
modifier = Modifier
.fillMaxWidth()
.height(PYRAMID_CARD_HEIGHT + ROW_STEP * (ROWS - 1)),
) {
// Each row is half a card narrower on each side than the one below, so
// every card sits in the notch between the two under it.
for (row in 0 until ROWS) {
val cardsInRow = row + 1
for (column in 0 until cardsInRow) {
val index = rowStart(row) + column
val card = state.pyramid[index] ?: continue
val spot = PyramidSpot(PyramidZone.PYRAMID, index)
val playable = pairable.contains(spot) || kings.contains(spot)
Box(
modifier = Modifier.offset(
// Centred on the widest row, which is seven wide.
x = PYRAMID_CARD * (ROWS - cardsInRow) / 2f + PYRAMID_CARD * column,
y = ROW_STEP * row,
),
) {
TableSlot(
highlighted = held == spot || partners.contains(spot),
width = PYRAMID_CARD,
onClick = { if (playable) onTap(spot) },
) {
PlayingCardView(
card = card,
width = PYRAMID_CARD,
enabled = playable,
caption = valueOf(card).toString(),
)
}
}
}
}
}
}
@@ -0,0 +1,191 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.offset
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.spider.DealRow
import org.prolibertate.games.game.spider.MoveRun
import org.prolibertate.games.game.spider.RUNS_TO_WIN
import org.prolibertate.games.game.spider.SpiderMove
import org.prolibertate.games.game.spider.SpiderState
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.common.CardBackView
import org.prolibertate.games.ui.common.PlayingCardView
private const val TITLE = "Spider"
/**
* The Spider table.
*
* Ten columns of a hundred and four cards, so it scrolls sideways and the cards
* are the same third-overlapped stacks as everywhere else. What is worth showing
* above them is the two numbers that decide the game: how many runs have gone
* away, and how many rows are still in the stock waiting to bury everything.
*/
@Composable
fun SpiderScreen(
controller: MatchController<SpiderState, SpiderMove>,
onRestart: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var held by remember { mutableStateOf<Pair<Int, Int>?>(null) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Dealing…") }
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
return
}
val runs = legal.filterIsInstance<MoveRun>()
val canDeal = legal.contains(DealRow)
val finished = legal.isEmpty()
val targets = held?.let { (from, count) ->
runs.filter { it.from == from && it.count == count }.map { it.to }.toSet()
}.orEmpty()
val sources = runs.map { it.from to it.count }.toSet()
fun take(column: Int, count: Int) {
val inHand = held
held = when {
inHand != null && targets.contains(column) -> {
controller.submit(MoveRun(inHand.first, column, inHand.second))
null
}
inHand?.first == column && inHand.second == count -> null
sources.contains(column to count) -> column to count
else -> null
}
}
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.isWon -> "All eight runs, in ${current.moves} moves."
finished -> "Blocked — nothing left to try."
held != null -> "Tap the column it goes to."
else -> "${current.completed} of $RUNS_TO_WIN runs away."
},
fontWeight = FontWeight.Bold,
)
Row(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalAlignment = Alignment.CenterVertically,
) {
TableSlot(
highlighted = false,
onClick = { if (canDeal) controller.submit(DealRow) },
) {
if (current.stock.isNotEmpty()) {
CardBackView(width = TABLE_CARD_WIDTH)
} else {
EmptySpace()
}
}
Text(
text = "${current.stock.size / 10} rows left" +
if (!canDeal && current.stock.isNotEmpty()) " — fill every column first" else "",
style = MaterialTheme.typography.bodySmall,
)
}
Row(
modifier = Modifier.fillMaxWidth().horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(4.dp),
verticalAlignment = Alignment.Top,
) {
current.tableau.forEachIndexed { index, pile ->
val total = pile.faceDown.size + pile.faceUp.size
if (total == 0) {
TableSlot(
highlighted = targets.contains(index),
onClick = { take(index, 1) },
) { EmptySpace() }
} else {
Box(
modifier = Modifier
.width(TABLE_CARD_WIDTH)
.height(TABLE_CARD_HEIGHT + TABLE_STACK_STEP * (total - 1)),
) {
pile.faceDown.forEachIndexed { depth, _ ->
CardBackView(
width = TABLE_CARD_WIDTH,
modifier = Modifier.offset(y = TABLE_STACK_STEP * depth),
)
}
pile.faceUp.forEachIndexed { depth, card ->
val count = pile.faceUp.size - depth
val row = pile.faceDown.size + depth
TableSlot(
modifier = Modifier.offset(y = TABLE_STACK_STEP * row),
highlighted = held == (index to count) ||
(depth == pile.faceUp.lastIndex && targets.contains(index)),
onClick = { take(index, count) },
) { PlayingCardView(card = card, width = TABLE_CARD_WIDTH) }
}
}
}
}
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onRestart) { Text("Deal again") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { PatienceLeftDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) {
PatienceEndDialog("The deal is left as it stands.", onExit) { confirmingEnd = false }
}
}
}
@@ -75,6 +75,9 @@ class CatalogTest {
GameCatalog.PEG_SOLITAIRE, GameCatalog.PEG_SOLITAIRE,
GameCatalog.YAHTZEE, GameCatalog.YAHTZEE,
GameCatalog.KLONDIKE, GameCatalog.KLONDIKE,
GameCatalog.FREECELL,
GameCatalog.SPIDER,
GameCatalog.PYRAMID,
GameCatalog.WIZARD, GameCatalog.WIZARD,
GameCatalog.CHESS, GameCatalog.CHESS,
GameCatalog.TAYU, GameCatalog.TAYU,
@@ -0,0 +1,368 @@
package org.prolibertate.games.game.solitaire
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.cards.Card
import org.prolibertate.games.game.cards.Rank
import org.prolibertate.games.game.cards.Suit
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.freecell.COLUMNS as FREECELL_COLUMNS
import org.prolibertate.games.game.freecell.FreeCellOptions
import org.prolibertate.games.game.freecell.FreeCellRules
import org.prolibertate.games.game.freecell.MoveTo
import org.prolibertate.games.game.freecell.Place
import org.prolibertate.games.game.freecell.maxRunLength
import org.prolibertate.games.game.pyramid.PYRAMID_SIZE
import org.prolibertate.games.game.pyramid.PyramidOptions
import org.prolibertate.games.game.pyramid.PyramidRules
import org.prolibertate.games.game.pyramid.PyramidZone
import org.prolibertate.games.game.pyramid.TARGET
import org.prolibertate.games.game.pyramid.coveredBy
import org.prolibertate.games.game.pyramid.isExposed
import org.prolibertate.games.game.pyramid.rowOf
import org.prolibertate.games.game.pyramid.valueOf
import org.prolibertate.games.game.spider.COLUMNS as SPIDER_COLUMNS
import org.prolibertate.games.game.spider.DealRow
import org.prolibertate.games.game.spider.RUN_LENGTH
import org.prolibertate.games.game.spider.SpiderOptions
import org.prolibertate.games.game.spider.SpiderRules
import org.prolibertate.games.game.spider.isCompleteRun
import org.prolibertate.games.game.spider.landsOn
import org.prolibertate.games.game.spider.sameSuitRun
import org.prolibertate.games.game.spider.spiderDeck
/**
* The three patiences added together, tested together.
*
* They share the ace-low ordering and little else, so what is worth pinning is
* each one's own shape: how many cards it deals, what it will let travel, and
* what counts as finished.
*/
class SolitaireRulesTest {
private val json = Json { encodeDefaults = true }
private fun soloConfig(gameId: String, optionsJson: String, seed: Long = 3L) = TableConfig(
gameId = gameId,
seats = listOf(PlayerSlot(seat = 0, name = "P0", kind = PlayerKind.HUMAN_LOCAL, team = 0)),
optionsJson = optionsJson,
seed = seed,
)
private fun c(rank: Rank, suit: Suit) = Card(rank, suit)
// ---- shared ------------------------------------------------------------
@Test
fun `the ace is low for all of them`() {
assertEquals(1, Rank.ACE.patienceOrder)
assertEquals(11, Rank.JACK.patienceOrder)
assertEquals(13, Rank.KING.patienceOrder)
assertTrue(buildsDownAlternating(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.SPADES)))
assertTrue(buildsDownInSuit(c(Rank.ACE, Suit.SPADES), c(Rank.TWO, Suit.SPADES)))
assertFalse(buildsDownInSuit(c(Rank.ACE, Suit.HEARTS), c(Rank.TWO, Suit.SPADES)))
}
// ---- FreeCell ----------------------------------------------------------
@Test
fun `FreeCell deals the whole pack face up`() {
val state = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
assertEquals(FREECELL_COLUMNS, state.tableau.size)
// Fifty-two into eight is four sevens and four sixes.
assertEquals(listOf(7, 7, 7, 7, 6, 6, 6, 6), state.tableau.map { it.size })
val all = state.tableau.flatten()
assertEquals(52, all.size)
assertEquals(52, all.distinct().size)
assertEquals(4, state.freeCellCount)
assertEquals(0, state.emptyColumns)
}
@Test
fun `how much can travel depends on cells and spaces`() {
// One card per free cell plus the card itself, doubled for each empty
// column that can be borrowed as a staging pile.
assertEquals(5, maxRunLength(freeCells = 4, emptyColumns = 0, intoEmptyColumn = false))
assertEquals(10, maxRunLength(freeCells = 4, emptyColumns = 1, intoEmptyColumn = false))
assertEquals(20, maxRunLength(freeCells = 4, emptyColumns = 2, intoEmptyColumn = false))
// Moving into an empty column cannot also stage through it.
assertEquals(5, maxRunLength(freeCells = 4, emptyColumns = 1, intoEmptyColumn = true))
assertEquals(1, maxRunLength(freeCells = 0, emptyColumns = 0, intoEmptyColumn = false))
}
@Test
fun `FreeCell refuses a table for more than one`() {
val two = TableConfig(
gameId = "freecell",
seats = (0..1).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(FreeCellOptions()),
seed = 1L,
)
assertThrows { FreeCellRules.initialState(two) }
}
@Test
fun `FreeCell keeps every card wherever it is put`() {
var state = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
val ai = FirstLegalAi<org.prolibertate.games.game.freecell.FreeCellState,
org.prolibertate.games.game.freecell.FreeCellMove>()
var guard = 120
while (!FreeCellRules.isFinished(state) && guard-- > 0) {
val legal = FreeCellRules.legalMoves(state, 0)
state = FreeCellRules.applyMove(state, 0, ai.chooseMove(state, 0, legal))
val all = state.tableau.flatten() + state.foundations.flatten() + state.cells.filterNotNull()
assertEquals("no card lost or copied", 52, all.size)
assertEquals(52, all.distinct().size)
}
}
@Test
fun `parking a card takes it off the column and into the cell`() {
val state = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
val toCell = FreeCellRules.legalMoves(state, 0)
.filterIsInstance<MoveTo>()
.first { it.to.kind == org.prolibertate.games.game.freecell.CellKind.CELL }
val column = toCell.from.index
val card = state.tableau[column].last()
val parked = FreeCellRules.applyMove(state, 0, toCell)
assertEquals(3, parked.freeCellCount)
assertEquals(card, parked.cells[toCell.to.index])
assertEquals(state.tableau[column].size - 1, parked.tableau[column].size)
// Deliberately not asserting the card can come back out. A parked card
// that nothing will take is stranded, and that is the whole danger of
// the cells rather than a fault in them.
}
@Test
fun `an ace in a cell can always go home`() {
val base = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
val ace = c(Rank.ACE, Suit.SPADES)
val held = base.copy(cells = listOf(ace, null, null, null))
assertTrue(
"an ace is the one card a cell can never strand",
FreeCellRules.legalMoves(held, 0).contains(
MoveTo(Place.cell(0), Place.foundation(Suit.SPADES.ordinal), 1),
),
)
}
// ---- Spider ------------------------------------------------------------
@Test
fun `a Spider pack is always a hundred and four`() {
listOf(1, 2, 4).forEach { suits ->
val deck = spiderDeck(suits)
assertEquals("$suits suits", 104, deck.size)
assertEquals("$suits suits", suits, deck.map { it.suit }.distinct().size)
// Eight of every rank, however the suits were shared out.
assertEquals(8, deck.count { it.rank == Rank.KING })
}
}
@Test
fun `Spider deals fifty-four and keeps fifty back`() {
val state = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions())),
)
assertEquals(SPIDER_COLUMNS, state.tableau.size)
assertEquals(listOf(6, 6, 6, 6, 5, 5, 5, 5, 5, 5), state.tableau.map { it.faceDown.size + it.faceUp.size })
state.tableau.forEach { assertEquals("only the last is turned up", 1, it.faceUp.size) }
assertEquals(50, state.stock.size)
assertEquals(0, state.completed)
}
@Test
fun `only a same-suit run travels, but anything lands on a higher card`() {
val spades = listOf(c(Rank.TEN, Suit.SPADES), c(Rank.NINE, Suit.SPADES))
val mixed = listOf(c(Rank.TEN, Suit.SPADES), c(Rank.NINE, Suit.HEARTS))
assertTrue(sameSuitRun(spades))
assertFalse("a mixed run cannot travel as one", sameSuitRun(mixed))
// Landing is looser than travelling: any suit, one rank higher.
assertTrue(landsOn(c(Rank.NINE, Suit.HEARTS), c(Rank.TEN, Suit.SPADES)))
assertFalse(landsOn(c(Rank.NINE, Suit.HEARTS), c(Rank.JACK, Suit.SPADES)))
}
@Test
fun `a complete run is king down to ace in one suit`() {
val run = Rank.standard.sortedByDescending { it.patienceOrder }.map { c(it, Suit.SPADES) }
assertEquals(RUN_LENGTH, run.size)
assertTrue(isCompleteRun(run))
// One card of the wrong suit and it is not going anywhere.
val broken = run.toMutableList().also { it[5] = c(it[5].rank, Suit.HEARTS) }
assertFalse(isCompleteRun(broken))
assertFalse(isCompleteRun(run.drop(1)))
}
@Test
fun `a row cannot be dealt onto an empty column`() {
val state = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions())),
)
assertTrue(state.canDeal)
assertTrue(SpiderRules.legalMoves(state, 0).contains(DealRow))
val emptied = state.copy(
tableau = state.tableau.toMutableList().also {
it[0] = org.prolibertate.games.game.spider.SpiderPile()
},
)
assertFalse(emptied.canDeal)
assertFalse(SpiderRules.legalMoves(emptied, 0).contains(DealRow))
}
@Test
fun `dealing a row puts one card on every column`() {
val state = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions())),
)
val before = state.tableau.map { it.faceUp.size }
val dealt = SpiderRules.applyMove(state, 0, DealRow)
assertEquals(40, dealt.stock.size)
dealt.tableau.forEachIndexed { index, pile ->
assertEquals(before[index] + 1, pile.faceUp.size)
}
}
// ---- Pyramid -----------------------------------------------------------
@Test
fun `the pyramid is twenty-eight cards in seven rows`() {
assertEquals(28, PYRAMID_SIZE)
assertEquals(0, rowOf(0))
assertEquals(1, rowOf(1))
assertEquals(1, rowOf(2))
assertEquals(2, rowOf(3))
assertEquals(6, rowOf(27))
val state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
assertEquals(PYRAMID_SIZE, state.pyramid.size)
assertEquals(24, state.stock.size)
assertTrue(state.pyramid.all { it != null })
}
@Test
fun `a card is buried until both the cards on it are gone`() {
// The apex rests on the two cards of the second row.
assertEquals(listOf(1, 2), coveredBy(0))
// The bottom row rests on nothing.
assertTrue(coveredBy(27).isEmpty())
val pyramid = MutableList<Card?>(PYRAMID_SIZE) { c(Rank.FIVE, Suit.SPADES) }
assertFalse("the apex starts buried", isExposed(pyramid, 0))
pyramid[1] = null
assertFalse("one of the two is not enough", isExposed(pyramid, 0))
pyramid[2] = null
assertTrue(isExposed(pyramid, 0))
// A place already taken is not exposed, it is gone.
pyramid[0] = null
assertFalse(isExposed(pyramid, 0))
}
@Test
fun `pairs make thirteen, and a king makes it alone`() {
assertEquals(1, valueOf(c(Rank.ACE, Suit.SPADES)))
assertEquals(11, valueOf(c(Rank.JACK, Suit.SPADES)))
assertEquals(TARGET, valueOf(c(Rank.KING, Suit.SPADES)))
assertEquals(TARGET, valueOf(c(Rank.ACE, Suit.SPADES)) + valueOf(c(Rank.QUEEN, Suit.HEARTS)))
assertEquals(TARGET, valueOf(c(Rank.SIX, Suit.CLUBS)) + valueOf(c(Rank.SEVEN, Suit.DIAMONDS)))
}
@Test
fun `only the bottom row is in play at the start`() {
val state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
val reachable = PyramidRules.available(state)
val fromPyramid = reachable.filter { it.first.zone == PyramidZone.PYRAMID }
assertEquals("the seven of the bottom row", 7, fromPyramid.size)
assertTrue(fromPyramid.all { rowOf(it.first.index) == 6 })
// Nothing has been turned yet, so the waste offers nothing.
assertTrue(reachable.none { it.first.zone == PyramidZone.WASTE })
}
@Test
fun `drawing turns a card and the waste can be turned back`() {
var state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions(redeals = 1))),
)
val stock = state.stock.size
state = PyramidRules.applyMove(state, 0, org.prolibertate.games.game.pyramid.DrawCard)
assertEquals(stock - 1, state.stock.size)
assertEquals(1, state.waste.size)
var guard = 40
while (state.stock.isNotEmpty() && guard-- > 0) {
state = PyramidRules.applyMove(state, 0, org.prolibertate.games.game.pyramid.DrawCard)
}
assertTrue(state.canRedeal)
val turned = PyramidRules.applyMove(state, 0, org.prolibertate.games.game.pyramid.RecycleWaste)
assertTrue(turned.waste.isEmpty())
assertEquals(1, turned.redealsUsed)
assertFalse("only the one redeal was allowed", turned.canRedeal)
}
@Test
fun `a cleared pyramid is won`() {
val state = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
val cleared = state.copy(pyramid = List(PYRAMID_SIZE) { null })
assertTrue(cleared.isWon)
assertTrue(PyramidRules.isFinished(cleared))
assertNull(PyramidRules.currentSeat(cleared))
assertTrue(PyramidRules.summary(cleared).contains("Cleared"))
}
// ---- codecs ------------------------------------------------------------
@Test
fun `each of them survives a round trip`() {
val freecell = FreeCellRules.initialState(
soloConfig("freecell", json.encodeToString(FreeCellOptions())),
)
assertEquals(freecell, FreeCellRules.decodeState(FreeCellRules.encodeState(freecell)))
val spider = SpiderRules.initialState(
soloConfig("spider", json.encodeToString(SpiderOptions(suits = 4))),
)
assertEquals(spider, SpiderRules.decodeState(SpiderRules.encodeState(spider)))
assertEquals(DealRow, SpiderRules.decodeMove(SpiderRules.encodeMove(DealRow)))
val pyramid = PyramidRules.initialState(
soloConfig("pyramid", json.encodeToString(PyramidOptions())),
)
assertEquals(pyramid, PyramidRules.decodeState(PyramidRules.encodeState(pyramid)))
val king = org.prolibertate.games.game.pyramid.TakeKing(PyramidSpotAt(3))
assertEquals(king, PyramidRules.decodeMove(PyramidRules.encodeMove(king)))
}
private fun PyramidSpotAt(index: Int) =
org.prolibertate.games.game.pyramid.PyramidSpot(PyramidZone.PYRAMID, index)
private fun assertThrows(block: () -> Unit) {
try {
block()
throw AssertionError("expected the rules to reject that")
} catch (expected: IllegalArgumentException) {
// Rejected, which is the point.
}
}
}