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Claude ebab7a8415 Yahtzee: end-of-game stats dialog compared with previous games
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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2026-10-27 04:26:52 +00:00
devadmin a0b15b3140 Merge pull request 'Yahtzee: two-column score card, larger text' (#22) from yahtzee-card-layout into dev
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2026-10-26 22:00:12 -06:00
Claude 8990dde363 Yahtzee: two-column score card with larger text, scrolls sideways when needed
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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2026-10-27 03:50:51 +00:00
devadmin c2b21a07f5 Merge pull request 'Yahtzee: pip dice, confirm zero scores; text size setting' (#21) from yahtzee-improvements into dev
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2026-10-26 20:03:26 -06:00
Claude e98afbfd8d Yahtzee: pip dice, confirm zero scores; add text size setting
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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2026-10-27 01:52:15 +00:00
devadmin 2c90de66d1 Merge pull request 'Release Katan and Meowdoku to production' (#19) from fix/release-katan-meowdoku into dev
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2026-10-26 12:23:15 -06:00
Claude f93eba88e5 Release Katan and Meowdoku: open the production gate
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01S8evMuUxrft6TQj6NdAoqQ
2026-10-26 18:14:12 +00:00
devadmin 36ab518309 Merge pull request 'Scorekeeper: name players at setup; refocus after a round' (#17) from feature/scorekeeper-setup-names into dev
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2026-10-26 10:35:39 -06:00
Claude 77cc6c5a05 Scorekeeper: ask for each player's name at setup; refocus first cell after a round
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
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2026-10-26 04:24:25 +00:00
devadmin 166f85734b Merge pull request 'Scorekeeper: remember the last 10 player names' (#16) from feature/scorekeeper-memory into dev
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2026-10-25 21:34:23 -06:00
Claude 25e38c4bf8 Scorekeeper: remember the last 10 player names and offer them when naming a column
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2026-10-26 03:16:53 +00:00
devadmin 6bf7522042 Merge pull request 'Meowdoku: rules, AI and screen refinements' (#15) from meow2 into dev
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2026-10-25 20:29:24 -06:00
Claude 7942adeaf7 Meowdoku: rules, AI and screen refinements
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2026-10-26 01:14:45 +00:00
devadmin 488f600f15 Merge pull request 'Katan: Catan Universe style HUD and trade board (2D)' (#13) from CatanImprovements into dev
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2026-10-24 11:13:07 -06:00
23 changed files with 906 additions and 209 deletions
@@ -10,6 +10,7 @@ import org.prolibertate.games.net.LobbyController
import org.prolibertate.games.net.ScorekeeperSession
import org.prolibertate.games.score.ScorekeeperRepository
import org.prolibertate.games.settings.SettingsRepository
import org.prolibertate.games.settings.YahtzeeStatsRepository
import org.prolibertate.games.ui.AppEnv
import org.prolibertate.games.ui.AppRoot
import org.prolibertate.games.ui.theme.ProLibertateTheme
@@ -43,6 +44,7 @@ class MainActivity : ComponentActivity() {
),
peerId = peerId,
saves = SavedGameStore(File(filesDir, "saved-games")),
yahtzeeStats = YahtzeeStatsRepository(applicationContext),
)
setContent {
@@ -362,12 +362,7 @@ object GameCatalog {
maxPlayers = 4,
teamBased = false,
blurb = "Trade, build, and settle the island, in the base game or Cities & Knights.",
// Engine and screen exist but have not been verified on two real
// devices yet. Dev builds can open it as a *Preview*; a production
// build does not list it. Flip `available` on, and `devPreview`
// off, once two-device play has been verified.
available = false,
devPreview = true,
available = true,
),
GameDescriptor(
id = MEOWDOKU,
@@ -378,8 +373,7 @@ object GameCatalog {
teamBased = false,
blurb = "One cat in every row, column and colour, and no two touching. " +
"Wrong taps cost a heart; the board only ever accepts a cat that belongs.",
available = false,
devPreview = true,
available = true,
),
)
@@ -25,19 +25,12 @@ object MeowdokuAi : GameAi<MeowdokuState, MeowdokuMove> {
require(legal.isNotEmpty()) { "No move available" }
val places = legal.filterIsInstance<PlaceCat>().associateBy { it.square }
// The first cat still missing. A pencil cross in front of it is the
// player's own note being wrong, so erase it; a hint spends one token
// and reveals the square regardless.
// The first cat still missing. A cross on its square is no obstacle:
// crossed squares take attempts like anything else, and a correct one
// replaces the cross.
for (row in 0 until state.side) {
val missing = state.cats.none { it.row == row }
if (!missing) continue
val square = Square(row, state.catCols[row])
places[square]?.let { return it }
if (square in state.marks) {
if (TakeHint in legal && state.hintsLeft > 0) return TakeHint
legal.filterIsInstance<TogglePencil>()
.firstOrNull { it.square == square }
?.let { return it }
if (state.cats.none { it.row == row }) {
places[Square(row, state.catCols[row])]?.let { return it }
}
}
@@ -4,11 +4,11 @@ import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
// Meowdoku hides N cats in an N by N board: exactly one cat in every row, every
// column and every colour, and no two cats sharing even a corner. The player
// taps the squares they believe hold a cat; the board only ever accepts a
// correct tap, so a cat that lands is a cat that was always going to be there.
// A wrong tap costs a heart and crosses the square over, which is what makes
// pencil marks a choice rather than a necessity.
// column and every colour, and no two cats sharing even a corner. A tap crosses
// a square over; a second tap on that square asks the board whether a cat
// lives there. A right answer lands the cat, a wrong one costs a heart and
// keeps the cross — so the crossing over is both the player's note and the
// first half of every guess, and the hearts are what stop it being a lottery.
/** One square of the board. */
@Serializable
@@ -83,23 +83,25 @@ data class MeowdokuState(
sealed interface MeowdokuMove
/**
* Taps a square expecting a cat.
* The second tap of a double tap: the cat attempt.
*
* One move rather than two, because that is what the player is doing: the board
* decides whether the tap found a cat or cost a heart. A square that is already
* crossed over has to be un-crossed first — the tap that made the cross is
* exactly the tap this would repeat.
* decides whether the tap found a cat or cost a heart. The square may carry the
* cross its own first tap just drew — that cross is part of the double tap,
* not a decision against it — and a correct attempt replaces it.
*/
@Serializable
@SerialName("cat")
data class PlaceCat(val square: Square) : MeowdokuMove
/**
* Draws or erases a pencil cross on a square with no cat on it.
* Draws or erases a cross on a square with no cat on it.
*
* Free, and it cannot be undone by the board: crosses are the player's notes,
* not the puzzle's. A cross on a square that actually holds a cat costs nothing
* to erase, which is why placing a cat never consults the marks.
* This is the first tap of a tap pair and every cell of a drag stroke, so it is
* the note-taking half of the scheme: free, unrewarded, and the board cannot
* lose a heart over it. A cross drawn here can still be tapped through with a
* cat attempt — the note is the player's, and only they get to change their
* mind about it.
*/
@Serializable
@SerialName("pencil")
@@ -69,10 +69,14 @@ object MeowdokuRules : GameRules<MeowdokuState, MeowdokuMove> {
/**
* Every tap the board would take.
*
* Cats go on squares that are neither cat nor cross; pencils work any
* square without a cat on it, adding or erasing a cross; a hint is offered
* while there are hints left and cats still missing. The list is written
* row by row, which is also the order the hint engine uses.
* The scheme is the original's: the first tap crosses a square over and
* opens a short window, and a second tap in that window is the cat attempt
* — so an attempt is offered on every square without a cat, crossed or
* not. The cross the attempt replaces is exactly the cross the first tap
* drew. Cats, once placed, are never tapped again: they are not a guess
* you take back.
*
* The list is written row by row, which is also the order the hint uses.
*/
override fun legalMoves(state: MeowdokuState, seat: Int): List<MeowdokuMove> {
if (seat != SOLO_SEAT || isFinished(state)) return emptyList()
@@ -82,7 +86,7 @@ object MeowdokuRules : GameRules<MeowdokuState, MeowdokuMove> {
for (col in 0 until state.side) {
val square = Square(row, col)
if (square in state.cats) continue
if (square !in state.marks) cats += PlaceCat(square)
cats += PlaceCat(square)
pencils += TogglePencil(square)
}
}
@@ -105,17 +109,18 @@ object MeowdokuRules : GameRules<MeowdokuState, MeowdokuMove> {
}
/**
* The tap that is the whole game: found a cat, or lost a heart.
* The second tap of a double tap: found a cat, or lost a heart.
*
* The square was already crossed? Then the tap is not offered at all — see
* [legalMoves] — so a player who pencilled over the truth has to notice and
* erase before tapping. That is the one way a board can be lost that the
* board itself did not do.
* A correct tap clears the cross the first tap left behind — the cat
* replaces it. A wrong one leaves the cross where it is and spends a
* heart, because a wrong square crossed twice is the same mistake twice,
* and the board remembers it either way.
*/
private fun tap(state: MeowdokuState, square: Square): MeowdokuState {
if (state.isCatSquare(square)) {
val next = state.copy(
cats = state.cats + square,
marks = state.marks - square,
lastSquare = square,
lastWrong = false,
)
@@ -0,0 +1,58 @@
package org.prolibertate.games.game.yahtzee
import kotlinx.serialization.Serializable
/** What one finished game says about the local player's card. */
@Serializable
data class YahtzeeRecord(
val total: Int,
val gotBonus: Boolean,
/** Yahtzees scored, counting the extra ones that earned the hundred. */
val yahtzees: Int,
/** Boxes written in as nothing. */
val zeros: Int,
val players: Int,
val won: Boolean,
)
/** Builds the record of [seat]'s card in a finished game. Ties for first count as a win. */
fun recordOf(state: YahtzeeState, seat: Int): YahtzeeRecord {
val card = state.cards[seat]
val mine = state.totalFor(seat)
val best = state.cards.indices.maxOf { state.totalFor(it) }
return YahtzeeRecord(
total = mine,
gotBonus = card.upperBonus > 0,
yahtzees = (if (card[YahtzeeCategory.YAHTZEE] == YAHTZEE_SCORE) 1 else 0) +
state.yahtzeeBonuses[seat] / YAHTZEE_BONUS,
zeros = card.boxes.count { it == 0 },
players = state.cards.size,
won = mine >= best,
)
}
/** A game set against the ones before it. [rank] is 1 for a new best. */
data class YahtzeeComparison(
val current: YahtzeeRecord,
val previousGames: Int,
val bestBefore: Int?,
val averageBefore: Double?,
val rank: Int,
val gamesRanked: Int,
val bonusRateBefore: Double?,
val yahtzeesBefore: Int,
val winRateBefore: Double?,
)
fun compareToHistory(previous: List<YahtzeeRecord>, current: YahtzeeRecord): YahtzeeComparison =
YahtzeeComparison(
current = current,
previousGames = previous.size,
bestBefore = previous.maxOfOrNull { it.total },
averageBefore = previous.takeIf { it.isNotEmpty() }?.map { it.total }?.average(),
rank = 1 + previous.count { it.total > current.total },
gamesRanked = previous.size + 1,
bonusRateBefore = previous.takeIf { it.isNotEmpty() }?.let { p -> p.count { it.gotBonus }.toDouble() / p.size },
yahtzeesBefore = previous.sumOf { it.yahtzees },
winRateBefore = previous.takeIf { it.isNotEmpty() }?.let { p -> p.count { it.won }.toDouble() / p.size },
)
@@ -0,0 +1,17 @@
package org.prolibertate.games.score
/** The short list of names offered when a column is being named. */
object RecentNames {
const val LIMIT = 10
/**
* [name] moved to the front of [names], trimmed, with any earlier copy
* (compared ignoring case) dropped and the list cut to [LIMIT]. A blank name
* leaves the list as it was.
*/
fun with(names: List<String>, name: String): List<String> {
val typed = name.trim()
if (typed.isEmpty()) return names
return (listOf(typed) + names.filterNot { it.equals(typed, ignoreCase = true) }).take(LIMIT)
}
}
@@ -29,6 +29,7 @@ class ScorekeeperRepository(private val context: Context) {
private object Keys {
val SHEET = stringPreferencesKey("sheet")
val RECENT_NAMES = stringPreferencesKey("recent_names")
}
// Unknown keys are ignored so a sheet written by a newer build can still be
@@ -45,6 +46,24 @@ class ScorekeeperRepository(private val context: Context) {
?: ScoreSheet()
}
/** The names last used on a sheet, most recent first, for the rename dialog. */
val recentNames: Flow<List<String>> = context.scorekeeperDataStore.data.map { prefs ->
prefs[Keys.RECENT_NAMES]
?.let { stored ->
runCatching { json.decodeFromString<List<String>>(stored) }.getOrNull()
}
?: emptyList()
}
suspend fun rememberName(name: String) {
context.scorekeeperDataStore.edit { prefs ->
val current = prefs[Keys.RECENT_NAMES]
?.let { runCatching { json.decodeFromString<List<String>>(it) }.getOrNull() }
.orEmpty()
prefs[Keys.RECENT_NAMES] = json.encodeToString(RecentNames.with(current, name))
}
}
suspend fun save(sheet: ScoreSheet) {
context.scorekeeperDataStore.edit { it[Keys.SHEET] = json.encodeToString(sheet) }
}
@@ -31,8 +31,18 @@ sealed interface SheetOp {
/** Sets a fresh sheet up for [count] players, scored by round or by tally. */
@Serializable
@SerialName("start")
data class StartSheet(val count: Int, val mode: ScoringMode = ScoringMode.ROUNDS) : SheetOp {
override fun applyTo(sheet: ScoreSheet): ScoreSheet = ScoreSheet.of(count, mode)
data class StartSheet(
val count: Int,
val mode: ScoringMode = ScoringMode.ROUNDS,
/** Names for the first seats, in order; a seat past the end stays unnamed. */
val names: List<String> = emptyList(),
) : SheetOp {
override fun applyTo(sheet: ScoreSheet): ScoreSheet {
val seated = ScoreSheet.of(count, mode)
return seated.players.foldIndexed(seated) { index, acc, player ->
names.getOrNull(index)?.let { acc.renamed(player.id, it) } ?: acc
}
}
}
/** Rubs everything out. */
@@ -24,6 +24,8 @@ data class Settings(
val soundEnabled: Boolean = true,
val animationSpeed: Float = 1.0f,
val checkForUpdatesOnLaunch: Boolean = true,
/** Multiplies the system font size across the whole app. */
val textScale: Float = 1.0f,
/**
* Exactly what the user has typed, which may be blank while they are
* mid-edit. Nothing substitutes a default into this value: doing so meant
@@ -46,6 +48,8 @@ data class Settings(
companion object {
const val MIN_SPEED = 0.5f
const val MAX_SPEED = 2.0f
const val MIN_TEXT_SCALE = 0.8f
const val MAX_TEXT_SCALE = 1.6f
const val DEFAULT_PLAYER_NAME = "Player"
}
}
@@ -56,6 +60,7 @@ class SettingsRepository(private val context: Context) {
val SOUND = booleanPreferencesKey("sound_enabled")
val SPEED = floatPreferencesKey("animation_speed")
val UPDATE_ON_LAUNCH = booleanPreferencesKey("check_updates_on_launch")
val TEXT_SCALE = floatPreferencesKey("text_scale")
val NAME = stringPreferencesKey("player_name")
// There is deliberately no update-channel key. The channel is a
// property of the installed APK, not a preference — an install that
@@ -69,6 +74,8 @@ class SettingsRepository(private val context: Context) {
soundEnabled = prefs[Keys.SOUND] ?: true,
animationSpeed = prefs[Keys.SPEED] ?: 1.0f,
checkForUpdatesOnLaunch = prefs[Keys.UPDATE_ON_LAUNCH] ?: true,
textScale = (prefs[Keys.TEXT_SCALE] ?: 1.0f)
.coerceIn(Settings.MIN_TEXT_SCALE, Settings.MAX_TEXT_SCALE),
playerName = prefs[Keys.NAME] ?: "",
)
}
@@ -83,6 +90,12 @@ class SettingsRepository(private val context: Context) {
}
}
suspend fun setTextScale(scale: Float) {
context.dataStore.edit {
it[Keys.TEXT_SCALE] = scale.coerceIn(Settings.MIN_TEXT_SCALE, Settings.MAX_TEXT_SCALE)
}
}
suspend fun setCheckForUpdatesOnLaunch(enabled: Boolean) {
context.dataStore.edit { it[Keys.UPDATE_ON_LAUNCH] = enabled }
}
@@ -0,0 +1,42 @@
package org.prolibertate.games.settings
import android.content.Context
import androidx.datastore.core.DataStore
import androidx.datastore.preferences.core.Preferences
import androidx.datastore.preferences.core.edit
import androidx.datastore.preferences.core.stringPreferencesKey
import androidx.datastore.preferences.preferencesDataStore
import kotlinx.coroutines.flow.first
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.yahtzee.YahtzeeComparison
import org.prolibertate.games.game.yahtzee.YahtzeeRecord
import org.prolibertate.games.game.yahtzee.compareToHistory
private val Context.yahtzeeStatsStore: DataStore<Preferences> by preferencesDataStore(
name = "yahtzee_stats",
)
/** The local player's finished Yahtzee games, newest last, kept to the last [KEEP]. */
class YahtzeeStatsRepository(private val context: Context) {
private val key = stringPreferencesKey("games")
private val json = Json { ignoreUnknownKeys = true }
private fun decode(stored: String?): List<YahtzeeRecord> =
stored?.let { runCatching { json.decodeFromString<List<YahtzeeRecord>>(it) }.getOrNull() }
.orEmpty()
/** Compares [record] with every earlier game, then adds it to the history. */
suspend fun finish(record: YahtzeeRecord): YahtzeeComparison {
val previous = decode(context.yahtzeeStatsStore.data.first()[key])
context.yahtzeeStatsStore.edit {
it[key] = json.encodeToString((previous + record).takeLast(KEEP))
}
return compareToHistory(previous, record)
}
private companion object {
const val KEEP = 500
}
}
@@ -20,6 +20,8 @@ import androidx.compose.material3.Card
import androidx.compose.material3.CardDefaults
import androidx.compose.material3.ExperimentalMaterial3Api
import androidx.compose.material3.MaterialTheme
import androidx.compose.ui.platform.LocalDensity
import androidx.compose.ui.unit.Density
import androidx.compose.material3.OutlinedButton
import androidx.compose.material3.Scaffold
import androidx.compose.material3.Text
@@ -49,6 +51,7 @@ import org.prolibertate.games.net.ScorekeeperSession
import org.prolibertate.games.score.ScorekeeperRepository
import org.prolibertate.games.settings.Settings
import org.prolibertate.games.settings.SettingsRepository
import org.prolibertate.games.settings.YahtzeeStatsRepository
import org.prolibertate.games.ui.game.LocalCardSpeed
import org.prolibertate.games.update.UpdateChannel
import org.prolibertate.games.update.Updater
@@ -68,6 +71,7 @@ class AppEnv(
val peerId: String,
/** Games in progress, kept between sessions. */
val saves: SavedGameStore,
val yahtzeeStats: YahtzeeStatsRepository,
)
/**
@@ -139,7 +143,14 @@ fun AppRoot(env: AppEnv) {
// Card motion reads its speed from here rather than from a parameter.
// Every card screen animates, most of them several layers deep, and the
// alternative was passing one unchanging number down through all of it.
CompositionLocalProvider(LocalCardSpeed provides settings.animationSpeed) {
val density = LocalDensity.current
val scaledDensity = remember(density, settings.textScale) {
Density(density.density, density.fontScale * settings.textScale)
}
CompositionLocalProvider(
LocalCardSpeed provides settings.animationSpeed,
LocalDensity provides scaledDensity,
) {
AppContent(
env = env,
settings = settings,
@@ -594,7 +594,12 @@ fun PlayScreen(
)
}
StartMatch(env, controller, route)
YahtzeeScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
YahtzeeScreen(
controller = controller,
localSeat = route.localSeat,
stats = env.yahtzeeStats,
onExit = onExit,
)
}
GameCatalog.KLONDIKE -> {
@@ -36,6 +36,7 @@ import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
@@ -114,6 +115,8 @@ fun ScorekeeperScreen(
local = repository.sheet.first()
loaded = true
}
val recentNames by repository.recentNames.collectAsState(initial = emptyList())
val nameUsed: (String) -> Unit = { name -> scope.launch { repository.rememberName(name) } }
val shared by session.state.collectAsState()
val role = shared.role
@@ -220,7 +223,7 @@ fun ScorekeeperScreen(
role == Role.GUEST -> Column(modifier = modifier) {
ConnectionBanner(shared = shared, onSync = { session.sync() })
Scoring(modifier = Modifier.weight(1f), sheet = sheet, onOp = change)
Scoring(Modifier.weight(1f), sheet, change, recentNames, nameUsed)
}
joining && role == Role.NONE ->
@@ -228,11 +231,16 @@ fun ScorekeeperScreen(
!sheet.started -> SetupPane(
modifier = modifier,
onStart = { count, mode -> change(StartSheet(count, mode)) },
recentNames = recentNames,
onStart = { count, mode, names ->
change(StartSheet(count, mode, names))
// Last first, so the list reads in seating order.
names.reversed().forEach(nameUsed)
},
onJoin = { joining = true },
)
else -> Scoring(modifier = modifier, sheet = sheet, onOp = change)
else -> Scoring(modifier, sheet, change, recentNames, nameUsed)
}
}
@@ -289,9 +297,46 @@ fun ScorekeeperScreen(
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun SetupPane(modifier: Modifier, onStart: (Int, ScoringMode) -> Unit, onJoin: () -> Unit) {
private fun SetupPane(
modifier: Modifier,
recentNames: List<String>,
onStart: (Int, ScoringMode, List<String>) -> Unit,
onJoin: () -> Unit,
) {
var count by remember { mutableStateOf(ScoreSheet.DEFAULT_PLAYERS) }
var mode by remember { mutableStateOf(ScoringMode.ROUNDS) }
// -1 while the options are showing; otherwise the seat being named.
var naming by remember { mutableStateOf(-1) }
val names = remember { mutableStateListOf<String>() }
if (naming >= 0) {
NamePane(
modifier = modifier,
seat = naming,
count = count,
name = names.getOrElse(naming) { "" },
// Offered once only: two players on one sheet with the same name
// are indistinguishable.
suggestions = recentNames.filter { recent ->
names.withIndex().none { (seat, taken) ->
seat != naming && taken.trim().equals(recent.trim(), ignoreCase = true)
}
},
onName = { typed ->
while (names.size <= naming) names.add("")
names[naming] = typed
},
onBack = { naming -= 1 },
onNext = {
if (naming + 1 < count) {
naming += 1
} else {
onStart(count, mode, List(count) { names.getOrElse(it) { "" }.trim() })
}
},
)
return
}
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
@@ -339,33 +384,98 @@ private fun SetupPane(modifier: Modifier, onStart: (Int, ScoringMode) -> Unit, o
}
}
Text(
text = "Names come next: tap a column head to name it. Players can be " +
"added, removed or dragged into a different order at any point " +
"without losing anybody's score.",
text = "You will be asked for each name next, or skip them and tap a " +
"column head later. Players can be added, removed or dragged into " +
"a different order at any point without losing anybody's score.",
style = MaterialTheme.typography.bodySmall,
)
PrimaryAction(text = "Start scoring") { onStart(count, mode) }
PrimaryAction(text = "Next: name the players") { naming = 0 }
OutlinedButton(onClick = onJoin, modifier = Modifier.fillMaxWidth()) {
Text("Join a shared sheet nearby")
}
}
}
/** One seat's name, asked for on its own; a blank leaves the seat as "Player N". */
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun NamePane(
modifier: Modifier,
seat: Int,
count: Int,
name: String,
suggestions: List<String>,
onName: (String) -> Unit,
onBack: () -> Unit,
onNext: () -> Unit,
) {
val focus = remember { FocusRequester() }
LaunchedEffect(seat) { focus.requestFocus() }
val last = seat + 1 >= count
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(12.dp),
) {
Text("Player ${seat + 1} of $count", style = MaterialTheme.typography.titleMedium)
OutlinedTextField(
value = name,
onValueChange = onName,
placeholder = { Text("Player ${seat + 1}") },
singleLine = true,
keyboardOptions = KeyboardOptions(imeAction = if (last) ImeAction.Done else ImeAction.Next),
keyboardActions = KeyboardActions(onNext = { onNext() }, onDone = { onNext() }),
modifier = Modifier.fillMaxWidth().focusRequester(focus),
)
if (suggestions.isNotEmpty()) {
Text("Recent names", style = MaterialTheme.typography.labelMedium)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(4.dp),
) {
suggestions.forEach { recent ->
FilterChip(
selected = recent.equals(name.trim(), ignoreCase = true),
onClick = { onName(recent) },
label = { Text(recent) },
)
}
}
}
PrimaryAction(text = if (last) "Start scoring" else "Next") { onNext() }
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
TextButton(onClick = onBack) { Text("Back") }
TextButton(onClick = { onName(""); onNext() }) { Text(if (last) "Skip and start" else "Skip") }
}
}
}
// ---------------------------------------------------------------------------
// The sheet: a column per player, a row per round, totals ruled off at the foot
// ---------------------------------------------------------------------------
@Composable
private fun Scoring(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit) {
private fun Scoring(
modifier: Modifier,
sheet: ScoreSheet,
onOp: (SheetOp) -> Unit,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
) {
if (sheet.mode == ScoringMode.TALLY) {
TallySheet(modifier = modifier, sheet = sheet, onOp = onOp)
TallySheet(modifier, sheet, onOp, recentNames, onNameUsed)
} else {
Sheet(modifier = modifier, sheet = sheet, onOp = onOp)
Sheet(modifier, sheet, onOp, recentNames, onNameUsed)
}
}
@Composable
private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit) {
private fun Sheet(
modifier: Modifier,
sheet: ScoreSheet,
onOp: (SheetOp) -> Unit,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
) {
// One scroll state shared by the head, the rows and the totals, so all three
// move together: a column and the name over it must never come apart. Every
// row is built the same way and is therefore exactly the same width, which
@@ -384,6 +494,9 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
var lastTyped by remember { mutableStateOf(-1) }
// The cell to put the cursor in when a round is opened by tapping it.
var focusPlayer by remember { mutableStateOf(-1) }
// Bumped when a round is finished, to put the cursor back in the first cell
// of the row that is now being filled in.
var nextRoundFocus by remember { mutableStateOf(0) }
val editing = if (correcting >= 0) correction else pending
@@ -513,7 +626,7 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
)
},
trailing = { EmptyCell(width = ADD_COLUMN, height = ROW_HEIGHT) },
) { _, player ->
) { index, player ->
if (correcting >= 0) {
// A round is being corrected above; what is typed here
// is kept, but only one row is edited at a time.
@@ -521,6 +634,8 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
} else {
PointsField(
text = pending[player.id].orEmpty(),
autoFocus = index == 0 && nextRoundFocus > 0,
focusRequest = nextRoundFocus,
onText = {
pending[player.id] = it
lastTyped = player.id
@@ -563,6 +678,7 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
onOp(AddRound(amountsAsPoints(pending)))
pending.clear()
}
nextRoundFocus += 1
lastTyped = -1
focusPlayer = -1
},
@@ -587,6 +703,8 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
RenameDialog(
sheet = sheet,
player = renamed,
recentNames = recentNames,
onNameUsed = onNameUsed,
onName = { onOp(RenamePlayer(renamed.id, it)) },
onRemove = {
onOp(RemovePlayer(renamed.id))
@@ -607,7 +725,13 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
* sheet, so tapping one in the list takes it back off.
*/
@Composable
private fun TallySheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit) {
private fun TallySheet(
modifier: Modifier,
sheet: ScoreSheet,
onOp: (SheetOp) -> Unit,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
) {
var renaming by remember { mutableStateOf(-1) }
Column(modifier = modifier.verticalScroll(rememberScrollState()), verticalArrangement = Arrangement.spacedBy(8.dp)) {
@@ -676,6 +800,8 @@ private fun TallySheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) ->
RenameDialog(
sheet = sheet,
player = renamed,
recentNames = recentNames,
onNameUsed = onNameUsed,
onName = { onOp(RenamePlayer(renamed.id, it)) },
onRemove = {
onOp(RemovePlayer(renamed.id))
@@ -961,9 +1087,14 @@ private fun PointsCell(text: String, muted: Boolean = false, onClick: (() -> Uni
/** A cell being typed into. Blank means nothing entered; a typed 0 is kept and shown. */
@Composable
private fun PointsField(text: String, onText: (String) -> Unit, autoFocus: Boolean = false) {
private fun PointsField(
text: String,
onText: (String) -> Unit,
autoFocus: Boolean = false,
focusRequest: Int = 0,
) {
val focus = remember { FocusRequester() }
LaunchedEffect(autoFocus) { if (autoFocus) focus.requestFocus() }
LaunchedEffect(autoFocus, focusRequest) { if (autoFocus) focus.requestFocus() }
BasicTextField(
value = text,
onValueChange = { onText(sanitiseAmount(it)) },
@@ -1064,16 +1195,27 @@ private fun ActionBar(
}
}
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun RenameDialog(
sheet: ScoreSheet,
player: ScorePlayer,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
onName: (String) -> Unit,
onRemove: () -> Unit,
onDismiss: () -> Unit,
) {
// Closing the dialog is what files the name away, so a name is remembered
// once rather than once per keystroke.
val finish = {
onNameUsed(player.name)
onDismiss()
}
val taken = sheet.players.filter { it.id != player.id }.map { it.name.trim().lowercase() }
val suggestions = recentNames.filter { it.trim().lowercase() !in taken }
AlertDialog(
onDismissRequest = onDismiss,
onDismissRequest = finish,
title = { Text("Name this column") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
@@ -1084,6 +1226,21 @@ private fun RenameDialog(
singleLine = true,
modifier = Modifier.fillMaxWidth(),
)
if (suggestions.isNotEmpty()) {
Text("Recent names", style = MaterialTheme.typography.labelMedium)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(4.dp),
) {
suggestions.forEach { name ->
FilterChip(
selected = name.equals(player.name.trim(), ignoreCase = true),
onClick = { onName(name) },
label = { Text(name) },
)
}
}
}
TextButton(
onClick = onRemove,
// The last two columns stay: a sheet needs somebody on it.
@@ -1091,7 +1248,7 @@ private fun RenameDialog(
) { Text("Remove this player and their score") }
}
},
confirmButton = { TextButton(onClick = onDismiss) { Text("Done") } },
confirmButton = { TextButton(onClick = finish) { Text("Done") } },
)
}
@@ -24,6 +24,7 @@ import androidx.compose.ui.Modifier
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import kotlinx.coroutines.launch
import kotlin.math.roundToInt
import org.prolibertate.games.settings.Settings
import org.prolibertate.games.update.Release
import org.prolibertate.games.update.UpdateChannel
@@ -83,6 +84,26 @@ fun SettingsScreen(
Divider()
Column {
Text("Text size", fontWeight = FontWeight.Bold)
Text(
text = "${(settings.textScale * 100).roundToInt()}% — " +
"scales text throughout the app, on top of your phone's setting",
style = MaterialTheme.typography.bodySmall,
)
Slider(
value = settings.textScale,
onValueChange = { scale ->
scope.launch { env.settingsRepository.setTextScale(scale) }
},
valueRange = Settings.MIN_TEXT_SCALE..Settings.MAX_TEXT_SCALE,
// 10% increments across 80%-160%.
steps = 7,
)
}
Divider()
Column {
Text("Your name", fontWeight = FontWeight.Bold)
Text(
@@ -2,7 +2,6 @@ package org.prolibertate.games.ui.game
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
@@ -12,6 +11,8 @@ import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.foundation.gestures.awaitEachGesture
import androidx.compose.foundation.gestures.awaitFirstDown
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.FilterChip
@@ -23,10 +24,13 @@ import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
@@ -41,9 +45,20 @@ import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.LocalEndGameHandle
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.theme.CardRed
import kotlin.math.abs
import kotlin.math.roundToInt
private const val TITLE = "Meowdoku"
/**
* How long the second tap of a double tap may take to arrive.
*
* 350 ms, the number the original game ships: long enough that a deliberate
* one-two still reads as one question, short enough that nobody pairs two
* taps they meant for two separate squares.
*/
private const val DOUBLE_TAP_WINDOW_MILLIS = 350L
/**
* The region colours, one per cat the board can hold.
*
@@ -66,16 +81,14 @@ private val RegionColours = listOf(
Color(0xFFE3E7C1), // lime
)
/** What a tap does. The original game has a pencil tool too, and this is it. */
private enum class TapMode { CATS, PENCIL }
/**
* The puzzle board.
* The puzzle board, tapped the way the original's is.
*
* Cells are laid out by weight inside a square frame, which keeps the grid
* exactly as wide as it is tall on any screen, and scales the glyphs with the
* cell rather than the font setting: a cat is half a square no matter how big
* the square is.
* One tap crosses a square over; a second tap on the same square within
* [DOUBLE_TAP_WINDOW_MILLIS] asks the board whether a cat lives there. Drag
* strokes paint or erase crosses along the line the finger takes, which is
* how a row gets crossed out in one gesture rather than eight taps. Cats are
* permanent: tapping one does nothing, and a stroke skips over it.
*/
@Composable
fun MeowdokuScreen(
@@ -87,7 +100,6 @@ fun MeowdokuScreen(
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var mode by remember { mutableStateOf(TapMode.CATS) }
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
@@ -118,8 +130,8 @@ fun MeowdokuScreen(
current.solved -> "Found every cat" +
if (current.wrongCats == 0) ", not one tap wasted." else ", with ${current.wrongCats} wrong taps."
current.lost -> "Out of hearts, with ${current.side - current.catsFound} cats still hiding."
mode == TapMode.CATS -> "${current.catsFound} of ${current.side} cats found. Tap where a cat lives."
else -> "Tap to cross a square over, or to erase a cross."
else -> "${current.catsFound} of ${current.side} cats found. " +
"Tap to cross a square, tap it again for a cat."
},
fontWeight = FontWeight.Bold,
)
@@ -131,37 +143,20 @@ fun MeowdokuScreen(
Board(
state = current,
places = places,
pencils = pencils,
onTap = { square ->
when {
mode == TapMode.CATS && square in places ->
controller.submit(PlaceCat(square))
mode == TapMode.PENCIL && square in pencils ->
controller.submit(TogglePencil(square))
}
},
// Moves are refused rather than hidden: an attempt or a note
// the board would reject (a tap on a cat, mostly) has to die
// here, in the gesture, where the player can be doing nothing
// else the same instant.
onNote = { square -> if (square in pencils) controller.submit(TogglePencil(square)) },
onAttempt = { square -> if (square in places) controller.submit(PlaceCat(square)) },
)
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
if (TakeHint in legal) {
FilterChip(
selected = mode == TapMode.CATS,
onClick = { mode = TapMode.CATS },
label = { Text("Cats") },
selected = false,
onClick = { controller.submit(TakeHint) },
label = { Text("Hint") },
)
FilterChip(
selected = mode == TapMode.PENCIL,
onClick = { mode = TapMode.PENCIL },
label = { Text("Pencil") },
)
if (TakeHint in legal) {
FilterChip(
selected = false,
onClick = { controller.submit(TakeHint) },
label = { Text("Hint") },
)
}
}
if (finished) {
@@ -181,30 +176,110 @@ fun MeowdokuScreen(
}
}
/**
* The board as one gesture surface.
*
* Cells are drawn by weight inside a square frame, but input is not per-cell:
* a stroke is one continuous gesture, so the pointer works in board
* coordinates and maps positions to squares itself. The cell list renders
* underneath, and the live state is read through [rememberUpdatedState]
* because a gesture outlives the recompositions it lands in.
*/
@Composable
private fun Board(
state: MeowdokuState,
places: Set<Square>,
pencils: Set<Square>,
onTap: (Square) -> Unit,
onNote: (Square) -> Unit,
onAttempt: (Square) -> Unit,
) {
val side = state.side
val current by rememberUpdatedState(state)
val note by rememberUpdatedState(onNote)
val attempt by rememberUpdatedState(onAttempt)
BoxWithConstraints(modifier = Modifier.fillMaxWidth()) {
// One cell's edge, so a cat is always about half a square whatever
// board was dealt.
val cell = maxWidth / state.side
Column(modifier = Modifier.aspectRatio(1f)) {
for (row in 0 until state.side) {
Row(modifier = Modifier.weight(1f)) {
for (col in 0 until state.side) {
val square = Square(row, col)
CellView(
square = square,
state = state,
tappable = square in places || square in pencils,
glyphSize = (cell.value * 0.55f).sp,
modifier = Modifier.weight(1f),
onTap = { onTap(square) },
)
val cell = maxWidth / side
Box(
modifier = Modifier
.aspectRatio(1f)
.pointerInput(side) {
val cellPx = size.width.toFloat() / side
var lastTap: Square? = null
var lastTapAt = 0L
awaitEachGesture {
val down = awaitFirstDown(requireUnconsumed = false)
val board = current
val start = squareAt(down.position, cellPx, side)
?: return@awaitEachGesture
if (start in board.cats) return@awaitEachGesture
val now = System.currentTimeMillis()
if (start == lastTap && now - lastTapAt < DOUBLE_TAP_WINDOW_MILLIS) {
// The second tap of a pair: the cat attempt, and
// no note — the cross it lands on was drawn by
// this pair's first tap, and the board replaces it.
lastTap = null
attempt(start)
do {
val event = awaitPointerEvent()
val change = event.changes.firstOrNull { it.id == down.id }
change?.consume()
} while (change != null && change.pressed)
return@awaitEachGesture
}
// The first tap: a note, and the stroke that may follow
// paints the same note everywhere it goes.
lastTap = start
lastTapAt = now
val erasing = start in board.marks
note(start)
val marks = board.marks.toMutableSet()
marks.flip(start)
var previous = start
while (true) {
val event = awaitPointerEvent()
val change = event.changes.firstOrNull { it.id == down.id }
if (change == null || !change.pressed) break
change.consume()
val here = squareAt(change.position, cellPx, side) ?: continue
if (here == previous) continue
for (square in path(previous, here)) {
if (square in board.cats) continue
// `marks` is the stroke's own mirror: the base
// board plus every note this stroke has
// already submitted. The state flow lags a
// frame behind submissions, and a stroke that
// crosses a square twice must leave it at the
// stroke's target, not flip it back.
//
// Erasing means "flip everything still
// crossed"; painting means "flip everything
// still blank" — which is the same test read
// two ways: flip while marked == erasing.
if ((square in marks) == erasing) {
note(square)
marks.flip(square)
}
}
previous = here
}
}
}
) {
Column(modifier = Modifier.aspectRatio(1f)) {
for (row in 0 until side) {
Row(modifier = Modifier.weight(1f)) {
for (col in 0 until side) {
CellView(
square = Square(row, col),
state = current,
glyphSize = (cell.value * 0.55f).sp,
modifier = Modifier.weight(1f),
)
}
}
}
}
@@ -212,14 +287,46 @@ private fun Board(
}
}
/** Which square a pointer position is over, or null if it has left the board. */
private fun squareAt(position: Offset, cellPx: Float, side: Int): Square? {
val col = (position.x / cellPx).toInt()
val row = (position.y / cellPx).toInt()
if (row !in 0 until side || col !in 0 until side) return null
return Square(row, col)
}
/** Add the square, or drop it if it was already there — the stroke's own toggle. */
private fun MutableSet<Square>.flip(square: Square) {
if (!add(square)) remove(square)
}
/**
* The squares between two consecutive pointer reads, endpoints not repeated.
*
* A fast stroke publishes fewer positions than it crosses cells, so the line
* between two reads is walked in whole-cell steps. [path] returns at most one
* square per cell crossed, in order, which is what lets a stroke cross a row
* in one drag without missing the squares between two events.
*/
private fun path(from: Square, to: Square): List<Square> {
val dr = to.row - from.row
val dc = to.col - from.col
val steps = maxOf(abs(dr), abs(dc))
if (steps <= 1) return listOf(to)
return (1..steps).map { i ->
Square(
from.row + (dr * i.toFloat() / steps).roundToInt(),
from.col + (dc * i.toFloat() / steps).roundToInt(),
)
}
}
@Composable
private fun CellView(
square: Square,
state: MeowdokuState,
tappable: Boolean,
glyphSize: TextUnit,
modifier: Modifier,
onTap: () -> Unit,
) {
val isCat = square in state.cats
val isMark = square in state.marks
@@ -231,8 +338,7 @@ private fun CellView(
.background(RegionColours[state.regionOf(square) % RegionColours.size])
.then(
if (justWrong) Modifier.border(3.dp, CardRed) else Modifier
)
.clickable(enabled = tappable) { onTap() },
),
contentAlignment = Alignment.Center,
) {
when {
@@ -6,7 +6,11 @@ import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
@@ -30,12 +34,17 @@ import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.yahtzee.DICE_COUNT
import org.prolibertate.games.game.yahtzee.RollDice
import org.prolibertate.games.game.yahtzee.ScoreIn
import org.prolibertate.games.game.yahtzee.YahtzeeCategory
import org.prolibertate.games.game.yahtzee.YahtzeeComparison
import org.prolibertate.games.game.yahtzee.recordOf
import org.prolibertate.games.settings.YahtzeeStatsRepository
import kotlin.math.roundToInt
import org.prolibertate.games.game.yahtzee.YahtzeeMove
import org.prolibertate.games.game.yahtzee.YahtzeeSection
import org.prolibertate.games.game.yahtzee.YahtzeeState
@@ -61,6 +70,7 @@ private const val TITLE = "Yahtzee"
fun YahtzeeScreen(
controller: MatchController<YahtzeeState, YahtzeeMove>,
localSeat: Int,
stats: YahtzeeStatsRepository,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
@@ -69,6 +79,11 @@ fun YahtzeeScreen(
val kept = remember { mutableStateListOf<Int>() }
var confirmingEnd by remember { mutableStateOf(false) }
var confirmingZero by remember { mutableStateOf<YahtzeeCategory?>(null) }
var comparison by remember { mutableStateOf<YahtzeeComparison?>(null) }
// Only a game seen to finish is recorded: reopening a saved game that was
// already over must not count it a second time.
var sawInProgress by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
@@ -89,6 +104,15 @@ fun YahtzeeScreen(
// refused, and the Throw button would look broken again.
LaunchedEffect(current.turn, current.round) { kept.clear() }
LaunchedEffect(current.isOver) {
if (!current.isOver) {
sawInProgress = true
} else if (sawInProgress) {
sawInProgress = false
comparison = stats.finish(recordOf(current, localSeat))
}
}
val yours = current.turn == localSeat && !current.isOver
val canRoll = legal.any { it is RollDice }
val writable = legal.filterIsInstance<ScoreIn>().map { it.category }.toSet()
@@ -138,8 +162,14 @@ fun YahtzeeScreen(
localSeat = localSeat,
writable = if (yours) writable else emptySet(),
onWrite = {
controller.submit(ScoreIn(it))
kept.clear()
// A zero is a box spent for nothing, and one mis-tap on a
// dense card is all it takes, so ask first.
if (scoreOf(it, current.dice) == 0) {
confirmingZero = it
} else {
controller.submit(ScoreIn(it))
kept.clear()
}
},
)
@@ -150,9 +180,79 @@ fun YahtzeeScreen(
abandoned?.let { LeftCardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndCardDialog(onExit) { confirmingEnd = false }
comparison?.let { StatsDialog(it, onExit) { comparison = null } }
confirmingZero?.let { category ->
ZeroScoreDialog(
category = category,
onConfirm = {
confirmingZero = null
controller.submit(ScoreIn(category))
kept.clear()
},
onCancel = { confirmingZero = null },
)
}
}
}
@Composable
private fun StatsDialog(c: YahtzeeComparison, onLeave: () -> Unit, onClose: () -> Unit) {
fun pct(v: Double?) = v?.let { "${(it * 100).roundToInt()}%" } ?: "—"
val headline = when {
c.previousGames == 0 -> "Your first recorded game."
c.rank == 1 -> "A new personal best!"
else -> "${ordinal(c.rank)} best of ${c.gamesRanked} games."
}
AlertDialog(
onDismissRequest = onClose,
title = { Text("Game over: ${c.current.total} points") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(6.dp)) {
Text(headline, fontWeight = FontWeight.Bold)
StatLine("", "This game", "Before")
StatLine("Score", "${c.current.total}", c.averageBefore?.let { "avg ${it.roundToInt()}, best ${c.bestBefore}" } ?: "—")
StatLine("Upper bonus", if (c.current.gotBonus) "Yes" else "No", pct(c.bonusRateBefore))
StatLine("Yahtzees", "${c.current.yahtzees}", "${c.yahtzeesBefore} total")
StatLine("Zeroed boxes", "${c.current.zeros}", "")
if (c.current.players > 1) {
StatLine("Result", if (c.current.won) "Won" else "Lost", "won ${pct(c.winRateBefore)}")
}
Text(
"Games before this one: ${c.previousGames}",
style = MaterialTheme.typography.bodySmall,
)
}
},
confirmButton = { TextButton(onClick = onLeave) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onClose) { Text("Look at the card") } },
)
}
@Composable
private fun StatLine(label: String, now: String, before: String) {
Row(modifier = Modifier.fillMaxWidth()) {
Text(label, modifier = Modifier.weight(1.2f), fontWeight = FontWeight.Bold)
Text(now, modifier = Modifier.weight(1f))
Text(before, modifier = Modifier.weight(1.6f))
}
}
private fun ordinal(n: Int): String {
val suffix = if (n % 100 in 11..13) "th" else when (n % 10) { 1 -> "st"; 2 -> "nd"; 3 -> "rd"; else -> "th" }
return "$n$suffix"
}
@Composable
private fun ZeroScoreDialog(category: YahtzeeCategory, onConfirm: () -> Unit, onCancel: () -> Unit) {
AlertDialog(
onDismissRequest = onCancel,
title = { Text("Score zero?") },
text = { Text("These dice are worth 0 in ${category.label}. Write the zero there?") },
confirmButton = { TextButton(onClick = onConfirm) { Text("Score 0") } },
dismissButton = { TextButton(onClick = onCancel) { Text("Choose another") } },
)
}
@Composable
private fun DiceRow(
dice: List<Int>,
@@ -190,12 +290,29 @@ private fun Die(face: Int?, held: Boolean, enabled: Boolean, onClick: () -> Unit
.clickable(enabled = enabled) { onClick() },
contentAlignment = Alignment.Center,
) {
Text(
text = face?.toString() ?: "·",
style = MaterialTheme.typography.titleLarge,
fontWeight = FontWeight.Bold,
color = WallaceRed,
)
if (face != null) {
Canvas(modifier = Modifier.size(48.dp)) {
val radius = size.minDimension * 0.08f
pipPositions(face).forEach { (x, y) ->
drawCircle(WallaceRed, radius, Offset(size.width * x, size.height * y))
}
}
}
}
}
/** Pip centres as fractions of the die face, in the usual casino layout. */
private fun pipPositions(face: Int): List<Pair<Float, Float>> {
val lo = 0.28f
val mid = 0.5f
val hi = 0.72f
return when (face) {
1 -> listOf(mid to mid)
2 -> listOf(lo to lo, hi to hi)
3 -> listOf(lo to lo, mid to mid, hi to hi)
4 -> listOf(lo to lo, hi to lo, lo to hi, hi to hi)
5 -> listOf(lo to lo, hi to lo, mid to mid, lo to hi, hi to hi)
else -> listOf(lo to lo, hi to lo, lo to mid, hi to mid, lo to hi, hi to hi)
}
}
@@ -206,28 +323,61 @@ private fun ScoreCard(
writable: Set<YahtzeeCategory>,
onWrite: (YahtzeeCategory) -> Unit,
) {
Column(modifier = Modifier.fillMaxWidth()) {
Row(modifier = Modifier.fillMaxWidth()) {
Text("", modifier = Modifier.weight(2f), style = MaterialTheme.typography.labelSmall)
state.cards.indices.forEach { seat ->
Text(
text = if (seat == localSeat) "You" else "S$seat",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.labelSmall,
fontWeight = FontWeight.Bold,
)
}
}
YahtzeeSection.entries.forEach { section ->
YahtzeeCategory.entries.filter { it.section == section }.forEach { category ->
CardRow(state, localSeat, category, writable, onWrite)
}
if (section == YahtzeeSection.UPPER) {
// Upper boxes and bonus on the left, lower boxes and total on the right, so
// each half is wide enough for text that can actually be read. Each half
// has a floor on its width; if two of them do not fit (many players, large
// text) the pair scrolls sideways instead of squeezing.
BoxWithConstraints(modifier = Modifier.fillMaxWidth()) {
val needed = (CARD_LABEL_WIDTH + CARD_SEAT_WIDTH * state.cards.size).dp
val half = maxOf((maxWidth - CARD_GAP.dp) / 2, needed)
Row(
modifier = Modifier.horizontalScroll(rememberScrollState()),
horizontalArrangement = Arrangement.spacedBy(CARD_GAP.dp),
) {
Column(modifier = Modifier.width(half)) {
CardHeader(state, localSeat)
CardSection(YahtzeeSection.UPPER, state, localSeat, writable, onWrite)
TotalRow("Bonus at 63", state.cards.map { it.upperBonus })
}
Column(modifier = Modifier.width(half)) {
CardHeader(state, localSeat)
CardSection(YahtzeeSection.LOWER, state, localSeat, writable, onWrite)
Divider()
TotalRow("Total", state.cards.indices.map { state.totalFor(it) }, bold = true)
}
}
Divider()
TotalRow("Total", state.cards.indices.map { state.totalFor(it) }, bold = true)
}
}
private const val CARD_LABEL_WIDTH = 120
private const val CARD_SEAT_WIDTH = 56
private const val CARD_GAP = 12
@Composable
private fun CardHeader(state: YahtzeeState, localSeat: Int) {
Row(modifier = Modifier.fillMaxWidth()) {
Text("", modifier = Modifier.weight(2f))
state.cards.indices.forEach { seat ->
Text(
text = if (seat == localSeat) "You" else "S$seat",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.labelLarge,
fontWeight = FontWeight.Bold,
)
}
}
}
@Composable
private fun CardSection(
section: YahtzeeSection,
state: YahtzeeState,
localSeat: Int,
writable: Set<YahtzeeCategory>,
onWrite: (YahtzeeCategory) -> Unit,
) {
YahtzeeCategory.entries.filter { it.section == section }.forEach { category ->
CardRow(state, localSeat, category, writable, onWrite)
}
}
@@ -244,12 +394,12 @@ private fun CardRow(
modifier = Modifier
.fillMaxWidth()
.clickable(enabled = open) { onWrite(category) }
.padding(vertical = 2.dp),
.padding(vertical = 5.dp),
) {
Text(
text = category.label,
modifier = Modifier.weight(2f),
style = MaterialTheme.typography.bodySmall,
style = MaterialTheme.typography.bodyMedium,
fontWeight = if (open) FontWeight.Bold else FontWeight.Normal,
)
state.cards.forEachIndexed { seat, card ->
@@ -263,7 +413,7 @@ private fun CardRow(
else -> "—"
},
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.bodySmall,
style = MaterialTheme.typography.bodyMedium,
color = if (written == null && open) WallaceRed else MaterialTheme.colorScheme.onSurface,
)
}
@@ -272,18 +422,18 @@ private fun CardRow(
@Composable
private fun TotalRow(label: String, values: List<Int>, bold: Boolean = false) {
Row(modifier = Modifier.fillMaxWidth().padding(vertical = 2.dp)) {
Row(modifier = Modifier.fillMaxWidth().padding(vertical = 5.dp)) {
Text(
text = label,
modifier = Modifier.weight(2f),
style = MaterialTheme.typography.bodySmall,
style = MaterialTheme.typography.bodyMedium,
fontWeight = if (bold) FontWeight.Bold else FontWeight.Normal,
)
values.forEach {
Text(
text = "$it",
modifier = Modifier.weight(1f),
style = MaterialTheme.typography.bodySmall,
style = MaterialTheme.typography.bodyMedium,
fontWeight = if (bold) FontWeight.Bold else FontWeight.Normal,
)
}
@@ -106,42 +106,33 @@ class CatalogTest {
}
@Test
fun `every reference game in the catalogue can be played`() {
// Every game the app ships is playable. The exceptions are the games
// whose engine and screen exist but have not been verified on a real
// device yet: they are marked as previews so a production build keeps
// them out while a dev one can open them. `available = false` is what
// keeps an unverified game out of a production build while leaving it
// visible on a dev one.
assertEquals(
listOf(GameCatalog.CATAN, GameCatalog.MEOWDOKU),
GameCatalog.all.filterNot { it.available }.map { it.id },
)
// It is also the only difference the two channels see in a menu.
// Katan sits under Board and Meowdoku under Solitaire, so the two
// channels part ways in different sections.
val hiddenFromBoard = GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true) -
GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false)
assertEquals(listOf(GameCatalog.byId(GameCatalog.CATAN)!!), hiddenFromBoard)
val hiddenFromSolitaire = GameCatalog.inMenu(GameMenu.SOLITAIRE, includeComingSoon = true) -
GameCatalog.inMenu(GameMenu.SOLITAIRE, includeComingSoon = false)
assertEquals(listOf(GameCatalog.byId(GameCatalog.MEOWDOKU)!!), hiddenFromSolitaire)
fun `every game in the catalogue can be played`() {
// `available` is the release gate. Nothing is held back at the moment,
// so a production menu lists every game; a game parked behind the gate
// belongs in `devPreview`, and must say so rather than being quietly
// unavailable everywhere.
GameCatalog.all.filterNot { it.available }.forEach { game ->
assertTrue("${game.id} is unavailable but not a dev preview", game.devPreview)
}
GameMenu.entries.forEach { menu ->
val held = GameCatalog.inMenu(menu, includeComingSoon = true) -
GameCatalog.inMenu(menu, includeComingSoon = false).toSet()
held.forEach { assertTrue("${it.id} hidden from production without a preview flag", it.devPreview) }
}
}
@Test
fun `a preview game opens on a dev build and nowhere else`() {
// Katan until its two-device play is verified; Meowdoku until its board
// and hearts have been looked at on a real screen.
val preview = GameCatalog.all.filter { it.devPreview }
assertEquals(
setOf(GameCatalog.CATAN, GameCatalog.MEOWDOKU),
preview.map { it.id }.toSet(),
)
preview.forEach { game ->
GameCatalog.all.filter { it.devPreview }.forEach { game ->
assertFalse("${game.id}: preview is for games that are not yet available", game.available)
assertTrue("${game.id} should open on a dev build", game.playableIn(devBuild = true))
assertFalse("${game.id} must not open in production", game.playableIn(devBuild = false))
}
// The two games that were once previews now open everywhere.
listOf(GameCatalog.CATAN, GameCatalog.MEOWDOKU).forEach { id ->
val game = GameCatalog.byId(id)!!
assertTrue("$id should open in production", game.playableIn(devBuild = false))
}
// An ordinary finished game opens everywhere.
val chess = GameCatalog.byId(GameCatalog.CHESS)!!
assertTrue(chess.playableIn(devBuild = true) && chess.playableIn(devBuild = false))
@@ -186,6 +177,8 @@ class CatalogTest {
GameCatalog.MASTERMIND,
GameCatalog.BACKGAMMON,
GameCatalog.PIRATES,
GameCatalog.CATAN,
GameCatalog.MEOWDOKU,
),
GameCatalog.playable.map { it.id }.toSet(),
)
@@ -198,17 +198,37 @@ class MeowdokuRulesTest {
}
@Test
fun `a tapped square that is crossed over is not offered`() {
fun `a crossed square still takes a cat attempt`() {
// The double tap is one gesture pair: the first tap crosses the square
// and the second asks it. The cross the pair drew cannot veto the
// question that follows it.
val state = dealt(6)
val wrongRow = 1
val wrongCol = if (state.catCols[wrongRow] == 0) 1 else 0
val marked = MeowdokuRules.applyMove(state, 0, PlaceCat(Square(wrongRow, wrongCol)))
assertThrows(IllegalArgumentException::class.java) {
MeowdokuRules.applyMove(marked, 0, PlaceCat(Square(wrongRow, wrongCol)))
}
// A pencil erases the cross and opens the tap again.
val erased = MeowdokuRules.applyMove(marked, 0, TogglePencil(Square(wrongRow, wrongCol)))
assertFalse(Square(wrongRow, wrongCol) in erased.marks)
val truth = Square(0, state.catCols[0])
val crossed = MeowdokuRules.applyMove(state, 0, TogglePencil(truth))
assertTrue(truth in crossed.marks)
assertTrue(
"the attempt is offered over its own cross",
PlaceCat(truth) in MeowdokuRules.legalMoves(crossed, 0),
)
val placed = MeowdokuRules.applyMove(crossed, 0, PlaceCat(truth))
assertTrue(truth in placed.cats)
assertFalse("the cat replaces the cross", truth in placed.marks)
assertEquals(3, placed.heartsLeft)
assertEquals(0, placed.wrongCats)
}
@Test
fun `a wrong pair keeps its cross and spends a heart`() {
val state = dealt(6)
val wrongCol = if (state.catCols[1] == 0) 1 else 0
val wrong = Square(1, wrongCol)
val crossed = MeowdokuRules.applyMove(state, 0, TogglePencil(wrong))
val judged = MeowdokuRules.applyMove(crossed, 0, PlaceCat(wrong))
assertTrue(wrong in judged.marks)
assertFalse(wrong in judged.cats)
assertEquals(2, judged.heartsLeft)
assertEquals(1, judged.wrongCats)
}
@Test
@@ -0,0 +1,30 @@
package org.prolibertate.games.game.yahtzee
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNull
import org.junit.Test
class YahtzeeStatsTest {
private fun game(total: Int, bonus: Boolean = false, yahtzees: Int = 0, won: Boolean = true) =
YahtzeeRecord(total, bonus, yahtzees, zeros = 0, players = 2, won = won)
@Test
fun firstGameHasNothingToCompareTo() {
val c = compareToHistory(emptyList(), game(200))
assertEquals(1, c.rank)
assertEquals(0, c.previousGames)
assertNull(c.bestBefore)
assertNull(c.averageBefore)
}
@Test
fun ranksAgainstPreviousGames() {
val history = listOf(game(150, bonus = true, yahtzees = 1), game(250), game(200, won = false))
val c = compareToHistory(history, game(220))
assertEquals(2, c.rank)
assertEquals(4, c.gamesRanked)
assertEquals(250, c.bestBefore)
assertEquals(200.0, c.averageBefore!!, 0.001)
assertEquals(1, c.yahtzeesBefore)
}
}
@@ -0,0 +1,30 @@
package org.prolibertate.games.score
import org.junit.Test
import org.junit.Assert.assertEquals
class RecentNamesTest {
@Test
fun newestComesFirst() {
assertEquals(listOf("Bo", "Al"), RecentNames.with(listOf("Al"), "Bo"))
}
@Test
fun repeatMovesToFrontIgnoringCase() {
assertEquals(listOf("al", "Bo"), RecentNames.with(listOf("Bo", "Al"), " al "))
}
@Test
fun blankChangesNothing() {
assertEquals(listOf("Al"), RecentNames.with(listOf("Al"), " "))
}
@Test
fun keepsOnlyTen() {
val names = (1..10).map { "n$it" }
val result = RecentNames.with(names, "new")
assertEquals(10, result.size)
assertEquals("new", result.first())
assertEquals("n9", result.last())
}
}
@@ -199,6 +199,14 @@ class ScoreSheetTest {
assertEquals(ScoringMode.ROUNDS, StartSheet(3).applyTo(ScoreSheet()).mode)
}
@Test
fun startingWithNamesSeatsThemInOrderAndLeavesTheRestUnnamed() {
val sheet = StartSheet(3, names = listOf("Ann", "")).applyTo(ScoreSheet())
assertEquals(listOf("Ann", "", ""), sheet.players.map { it.name })
assertEquals("Ann", sheet.displayName(sheet.players[0]))
assertEquals("Player 2", sheet.displayName(sheet.players[1]))
}
@Test
fun `tally entries add up per player and can be taken back`() {
val sheet = ScoreSheet.of(2, ScoringMode.TALLY)
+24 -13
View File
@@ -19,22 +19,33 @@ and it sees only the colours and the rules — never the cats it was grown from.
## Playing it
**Tap a square where a cat lives.** A correct tap lands the cat; a wrong one
costs a heart and crosses the square over, because being wrong here is
information and the board keeps it for you. Finding all N cats wins; losing the
hearts ends the board with the rest still hidden.
Controls are the original's, and they carry the game's whole psychology:
The **Pencil** toggle is for the marks you make yourself. They are free, they
cost nothing to erase, and the board does not judge them. The one trap they
carry: a square crossed over is a square you have decided against, so tapping a
cat onto it is refused until the pencil erases the note. The original game
draws crosses for you on a wrong tap for the same reason — a wrong square
crossed twice is the same mistake twice — and here the same thing happens
whether the cross came from the heart or from the pencil.
- **One tap crosses a square over.** Free, instant, erasable — the note you
make while thinking.
- **A second tap on the same square within 350 ms is the cat attempt.** The
board judges it against the answer it was dealt: correct, the cross is
replaced by a cat; wrong, the cross stays and a heart goes. This is why a
guess feels like a decision: your own note has to survive one more tap
before it becomes a bet.
- **Drag to cross a line.** The stroke paints the same note every square it
enters: start on a blank square and it crosses the row or column you drag
along; start on a crossed square and the stroke erases them instead. Cats
are skipped — placed cats are permanent.
A square you pencilled over can still be tapped for a cat, and the cross is
forgiven: the attempt replaces it if it is right. The one thing no gesture
undoes is a cat once placed.
The original ships a fifth gesture — a **draft** scratchpad mode, a tool you
buy, where crosses and cats are laid down without judgement and applied all at
once — and it is left out here with the rest of the shop: a scratchpad whose
notes cost nothing is what tapping already is.
A **Hint** spends a token and shows the cat in the first row that still lacks
one. The original sells these as tools; here they are simply counted, three per
board by default, which keeps the hint a decision rather than a reflex.
one, replacing any cross drawn over it. The original sells these as tools; here
they are simply counted, three per board by default, which keeps the hint a
decision rather than a reflex.
## The heart