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devadmin 421cbd4c70 Merge pull request 'Seafarers: Catan Universe extras (phase 6a)' (#39) from feature/catan-universe-extras into dev
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2026-11-12 11:23:46 -06:00
Claude cd220396f9 Seafarers: Treasure Islands, Oases and the Great Canal (inferred rules)
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-12 17:11:47 +00:00
15 changed files with 383 additions and 10 deletions
@@ -279,6 +279,7 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
// A raid on a fortress, or the next stage of a wonder, beats a card.
legal.filterIsInstance<RaidFortress>().firstOrNull()?.let { return it }
legal.filterIsInstance<DigCanal>().firstOrNull()?.let { return it }
legal.filterIsInstance<BuildWonder>().firstOrNull()?.let { return it }
// Seafarers: a ship toward an island nobody has landed on is worth more than a card.
@@ -605,6 +606,8 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
if (state.terrains[h] == Terrain.VILLAGE && sea.villageCloth.getOrElse(h) { 0 } > 0) {
lure += CatanBoard.numberOdds(state.numbers[h]) / 36.0 * CLOTH_WORTH
}
// An unfinished canal tile is a place to dig: points now, grain land later.
if (sea.canalNumbers.getOrElse(h) { 0 } != 0 && state.terrains[h] == Terrain.DESERT) lure += CANAL_LURE
if (sea.chips.getOrNull(h).let { it != null && it != TribeChip.NONE }) lure += CHIP_LURE
}
return lure
@@ -705,5 +708,6 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
const val FORT_LURE = 1.2
const val CLOTH_WORTH = 2.5
const val CHIP_LURE = 0.5
const val CANAL_LURE = 0.6
}
}
@@ -215,6 +215,7 @@ internal class CatanCkAi(
}
legal.filterIsInstance<RaidFortress>().firstOrNull()?.let { return it }
legal.filterIsInstance<DigCanal>().firstOrNull()?.let { return it }
legal.filterIsInstance<BuildWonder>().firstOrNull()?.let { return it }
// Seafarers: a ship toward land nobody has settled is worth more than a card.
@@ -507,8 +507,34 @@ data class SeaState(
val raidPoints: List<Int> = emptyList(),
/** Wonder stages each seat has built (Wonders of Catan), by seat; empty when the scenario has none. */
val wonders: List<Int> = emptyList(),
/** The chest under each hex of fog, by hex (Treasure Islands, Oases); found when the hex is. Hidden from other views. */
val treasures: List<Treasure> = emptyList(),
/** Units dug so far into each canal tile, by hex (Great Canal); empty when the map has none. */
val canalUnits: List<Int> = emptyList(),
/** The number token waiting under each canal tile, by hex; it shows when the tile is finished. */
val canalNumbers: List<Int> = emptyList(),
/** Canal units each seat has dug; every two are a victory point. */
val canalDug: List<Int> = emptyList(),
)
/** What a treasure chest holds (Treasure Islands). */
@Serializable
enum class Treasure {
NONE,
/** One brick, one wool and one grain. */
BRICK_WOOL_GRAIN,
/** One resource of the finder's choice. */
CHOICE,
/** A development card (a resource of choice in Cities & Knights, which has none). */
DEV_CARD,
/** Two roads' worth of cards: two lumber and two brick. */
ROADS,
}
/** What the first settler beside a tribe hex takes (Forgotten Tribe). */
@Serializable
enum class TribeChip {
@@ -563,3 +589,8 @@ data class RaidFortress(val hex: HexCoord) : CatanMove
@Serializable
@SerialName("wonder")
data object BuildWonder : CatanMove
/** Dig one unit of the canal tile on [hex]: 1 brick and 1 ore, from a seat with a settlement or city beside it. */
@Serializable
@SerialName("dig")
data class DigCanal(val hex: HexCoord) : CatanMove
@@ -125,6 +125,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
villageCloth = it.villageCloth,
chips = it.chips,
fortress = it.fortress,
treasures = it.treasures,
canalUnits = if (it.canalNumbers.isEmpty()) emptyList() else List(topo.HEX_COUNT) { 0 },
canalNumbers = it.canalNumbers,
canalDug = if (it.canalNumbers.isEmpty()) emptyList() else List(options.playerCount) { 0 },
wonders = if (scenario == SeaScenario.WONDERS_OF_CATAN) List(options.playerCount) { 0 } else emptyList(),
)
},
@@ -475,6 +479,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
is MovePirate -> applyMovePirate(state, seat, move)
is PickGold -> applyPickGold(state, seat, move)
is RaidFortress -> SeaRules.applyRaid(state, seat, move)
is DigCanal -> SeaRules.applyDig(state, seat, move)
BuildWonder -> SeaRules.applyWonder(state, seat)
is BuildRoad -> applyBuildRoad(state, seat, move)
is BuildSettlement -> applyBuildSettlement(state, seat, move)
@@ -1226,7 +1231,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
state.copy(
// Hidden information stays with the holder and the host.
devDeck = emptyList(),
sea = state.sea?.copy(fogDeck = emptyList()),
sea = state.sea?.copy(fogDeck = emptyList(), treasures = emptyList()),
devHands = state.devHands.mapIndexed { index, hand ->
if (index == seat) hand else emptyList()
},
@@ -24,6 +24,21 @@ enum class SeaScenario(val title: String, val blurb: String, val start: SeaStart
"A home island, an islet, and a bank of fog. Land in the fog is face down until a road or ship reaches it; " +
"the finder takes a card of what lies there.",
),
TREASURE_ISLANDS(
"The Treasure Islands",
"Chests lie hidden on the fog-covered isles beside a home island. Whoever uncovers one opens it: " +
"cards, a resource of choice, a development card or a road's worth of materials.",
),
OASES(
"The Oases",
"An enormous desert, with fertile oases hidden inside it. Roads that reach an oasis uncover it " +
"and whatever treasure is buried there.",
),
GREAT_CANAL(
"The Great Canal",
"A desert strip splits the island. Dig the canal tile by tile (a brick and an ore a unit) and each finished " +
"tile becomes grain land; every two units dug are a victory point.",
),
PIRATE_ISLANDS(
"Pirate Islands",
"Two isles are held by pirate fortresses. Sail ships beside one and raid it with ore, wool and grain; " +
@@ -136,6 +151,39 @@ object SeaBoards {
"............",
)
private val TREASURE_ISLANDS_MAP = listOf(
"............",
"..###..FF...",
"..####..FF..",
"..#####.....",
"..###...F...",
".......FF...",
"..F.........",
"............",
)
private val OASES_MAP = listOf(
"............",
"..###DD###..",
"..#DDFDD#...",
"..#DDDFD#...",
"..#DFDDD#...",
"..###DD###..",
"............",
)
/** `C` is a canal tile: desert with a number hidden under it until it is dug out. */
private val GREAT_CANAL_MAP = listOf(
"............",
"..#####.....",
"..#####.....",
"..CCCCC.....",
"..#####.....",
"..#####.....",
"........$$..",
"............",
)
/** `P` is a pirate fortress. */
private val PIRATE_ISLANDS_MAP = listOf(
"............",
@@ -164,6 +212,9 @@ object SeaBoards {
SeaScenario.FOUR_ISLANDS -> FOUR_ISLANDS_MAP
SeaScenario.THROUGH_THE_DESERT -> THROUGH_THE_DESERT_MAP
SeaScenario.FOG_ISLANDS -> FOG_ISLANDS_MAP
SeaScenario.TREASURE_ISLANDS -> TREASURE_ISLANDS_MAP
SeaScenario.OASES -> OASES_MAP
SeaScenario.GREAT_CANAL -> GREAT_CANAL_MAP
SeaScenario.PIRATE_ISLANDS -> PIRATE_ISLANDS_MAP
SeaScenario.WONDERS_OF_CATAN -> WONDERS_OF_CATAN_MAP
SeaScenario.CLOTH_FOR_CATAN -> CLOTH_FOR_CATAN_MAP
@@ -215,6 +266,10 @@ object SeaBoards {
val villageCloth: List<Int> = emptyList(),
/** Strength of the fortress on each hex, by hex; empty when the map has none. */
val fortress: List<Int> = emptyList(),
/** The chest under each hex, by hex; empty when the map has none. */
val treasures: List<Treasure> = emptyList(),
/** The number under each canal tile, by hex; empty when the map has none. */
val canalNumbers: List<Int> = emptyList(),
)
/** An island of this many land hexes or more can be started on. */
@@ -226,6 +281,9 @@ object SeaBoards {
/** Ships' raids a pirate fortress takes to fall. */
const val FORTRESS_STRENGTH = 3
/** Chests dealt to the fog, at most. */
private const val CHESTS = 5
private val RESOURCE_TILES = listOf(
Terrain.FOREST, Terrain.PASTURE, Terrain.FIELDS, Terrain.HILLS, Terrain.MOUNTAINS,
)
@@ -250,13 +308,14 @@ object SeaBoards {
'#', 't' -> pool[plain.indexOf(h)]
'V' -> Terrain.VILLAGE
'P' -> Terrain.FORTRESS
'C' -> Terrain.DESERT
'F' -> Terrain.FOG
else -> Terrain.SEA
}
}
// The fog hexes take part as slots, so the tokens they hide are dealt from the same pile.
val numbered = terrains.indices.filter { terrains[it] != Terrain.SEA && terrains[it] != Terrain.DESERT && terrains[it] != Terrain.FORTRESS }
val numbered = terrains.indices.filter { terrains[it] != Terrain.SEA && (terrains[it] != Terrain.DESERT && terrains[it] != Terrain.FORTRESS || kinds[it] == 'C') }
check(numbered.size <= TOKENS.size) { "Not enough number tokens for ${numbered.size} hexes" }
val tokens = TOKENS.take(numbered.size).shuffled(random)
val numbers = IntArray(terrains.size)
@@ -294,7 +353,9 @@ object SeaBoards {
val desert = terrains.indexOf(Terrain.DESERT).takeIf { it >= 0 }
?: numbered.first()
// Home is the largest island that is not under the fog: nobody starts on land they cannot see.
val fogged = fogHexes.map { topo.islandOf[it] }.toSet()
val fogged = (0 until topo.islandCount).filter { island ->
topo.islandOf.indices.filter { topo.islandOf[it] == island }.all { terrains[it] == Terrain.FOG }
}.toSet()
val home = (0 until topo.islandCount).filter { it !in fogged }
.maxByOrNull { island -> topo.islandOf.count { it == island } } ?: 0
// The pirate starts in the open sea: the sea hex farthest from every shore.
@@ -334,6 +395,24 @@ object SeaBoards {
List(terrains.size) { h -> if (terrains[h] == Terrain.FORTRESS) FORTRESS_STRENGTH else 0 }
}
return Generated(terrains, numbers.toList(), desert, pirate, ports, home, starts, fogDeck, chips, villages, fortress)
// Chests under the fog: the four rewards in turn, on hexes picked at random.
val chestKinds = listOf(Treasure.BRICK_WOOL_GRAIN, Treasure.CHOICE, Treasure.DEV_CARD, Treasure.ROADS)
val chestHexes = if (scenario == SeaScenario.TREASURE_ISLANDS || scenario == SeaScenario.OASES) {
fogHexes.shuffled(random).take(CHESTS)
} else {
emptyList()
}
val treasures = if (chestHexes.isEmpty()) {
emptyList()
} else {
List(terrains.size) { h -> chestHexes.indexOf(h).let { if (it < 0) Treasure.NONE else chestKinds[it % chestKinds.size] } }
}
// Canal tiles keep their number under the tile until it is dug out.
val canalHexes = kinds.indices.filter { kinds[it] == 'C' }
val canalNumbers = if (canalHexes.isEmpty()) emptyList() else List(terrains.size) { h -> if (h in canalHexes) numbers[h] else 0 }
canalHexes.forEach { numbers[it] = 0 }
return Generated(terrains, numbers.toList(), desert, pirate, ports, home, starts, fogDeck, chips, villages, fortress, treasures, canalNumbers)
}
}
@@ -182,11 +182,55 @@ internal object SeaRules {
} else if (tile.terrain == Terrain.GOLD) {
owed += GoldOwed(seat, 1)
}
val chest = s.sea!!.treasures.getOrNull(hex) ?: Treasure.NONE
if (chest != Treasure.NONE) {
val (opened, choose) = openChest(s, seat, chest)
s = opened
if (choose > 0) owed += GoldOwed(seat, choose)
}
}
if (owed.isEmpty()) return s
return owe(s, seat, owed.sumOf { it.count })
}
/**
* [seat] opens [chest]: the state after what it pays directly, and the number of cards of the seat's own
* choice still owed. Cards the bank cannot cover are simply not paid.
*/
private fun openChest(state: CatanState, seat: Int, chest: Treasure): Pair<CatanState, Int> {
var s = state
fun pay(cards: Map<Resource, Int>) {
val real = cards.filter { (r, n) -> CatanRules.bankSupply(s, r) >= n }
if (real.isNotEmpty()) s = s.copy(resources = CatanRules.withCounts(s.resources, seat, real, 1))
}
var choose = 0
val said = when (chest) {
Treasure.BRICK_WOOL_GRAIN -> {
pay(mapOf(Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 1))
"a brick, a wool and a grain"
}
Treasure.ROADS -> {
pay(mapOf(Resource.LUMBER to 2, Resource.BRICK to 2))
"materials for two roads"
}
Treasure.DEV_CARD -> if (!s.isCk && s.devDeck.isNotEmpty()) {
val card = s.devDeck.first().copy(boughtTurn = s.turnNumber)
val hands = s.devHands.toMutableList().also { it[seat] = it[seat] + card }
s = s.copy(devDeck = s.devDeck.drop(1), devHands = hands, devHandCounts = hands.map { it.size })
"a development card"
} else {
choose = 1
"a resource of its choice"
}
else -> {
choose = 1
"a resource of its choice"
}
}
s = s.copy(log = s.log + "Seat $seat opens a treasure chest: $said.")
return s to choose
}
/** Queues [count] cards of [seat]'s choice, to be taken before play resumes where it left off. */
private fun owe(state: CatanState, seat: Int, count: Int): CatanState {
val sea = state.sea!!
@@ -208,7 +252,51 @@ internal object SeaRules {
(sea.raidPoints.getOrNull(seat) ?: 0) +
(sea.wonders.getOrNull(seat) ?: 0) +
clothOf(state, seat) / CLOTH_PER_POINT +
(sea.chipPoints.getOrNull(seat) ?: 0)
(sea.chipPoints.getOrNull(seat) ?: 0) +
(sea.canalDug.getOrNull(seat) ?: 0) / CANAL_UNITS_PER_POINT
}
// -----------------------------------------------------------------------
// The Great Canal
// -----------------------------------------------------------------------
val DIG_COST: Map<Resource, Int> = mapOf(Resource.BRICK to 1, Resource.ORE to 1)
/** Units that finish a canal tile. */
const val CANAL_TILE_UNITS = 3
/** Two units dug are a victory point. */
const val CANAL_UNITS_PER_POINT = 2
/** Tiles [seat] may dig a unit of: unfinished, with a settlement or city of the seat's on a corner. */
private fun digTargets(state: CatanState, seat: Int): List<Int> {
val sea = state.sea!!
if (sea.canalUnits.isEmpty()) return emptyList()
return sea.canalUnits.indices.filter { h ->
sea.canalNumbers[h] != 0 && sea.canalUnits[h] in 0 until CANAL_TILE_UNITS &&
state.terrains[h] == Terrain.DESERT &&
state.topo.HEX_CORNERS[h].any { state.buildings[it]?.owner == seat }
}
}
fun applyDig(state: CatanState, seat: Int, move: DigCanal): CatanState {
val sea = state.sea!!
val hex = state.topo.hexIndex.getValue(move.hex)
val units = sea.canalUnits[hex] + 1
val dug = sea.canalDug.toMutableList().also { it[seat] += 1 }
var s = state.copy(
resources = CatanRules.withCounts(state.resources, seat, DIG_COST, -1),
sea = sea.copy(canalUnits = sea.canalUnits.toMutableList().also { it[hex] = units }, canalDug = dug),
log = state.log + "Seat $seat digs the canal at (${move.hex.q},${move.hex.r}): $units of $CANAL_TILE_UNITS.",
)
if (units == CANAL_TILE_UNITS) {
s = s.copy(
terrains = s.terrains.toMutableList().also { it[hex] = Terrain.FIELDS },
numbers = s.numbers.toMutableList().also { it[hex] = sea.canalNumbers[hex] },
log = s.log + "The tile is dug out: it is fields now, with a ${sea.canalNumbers[hex]}.",
)
}
return CatanRules.checkWin(s)
}
// -----------------------------------------------------------------------
@@ -328,6 +416,9 @@ internal object SeaRules {
if (CatanRules.affordable(state, seat, RAID_COST)) {
raidTargets(state, seat).forEach { moves += RaidFortress(state.topo.HEXES[it]) }
}
if (CatanRules.affordable(state, seat, DIG_COST)) {
digTargets(state, seat).forEach { moves += DigCanal(state.topo.HEXES[it]) }
}
nextStage(state, seat)?.let { if (CatanRules.affordable(state, seat, it)) moves += BuildWonder }
return moves
}
@@ -33,6 +33,7 @@ import org.prolibertate.games.game.catan.CatanBoard
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.NO_PLAYER
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.SeaRules
import org.prolibertate.games.game.catan.Terrain
import org.prolibertate.games.game.catan.TribeChip
@@ -170,6 +171,8 @@ private fun DrawScope.drawHexes(
val sea = state.sea
val note = when {
state.terrains[hex] == Terrain.VILLAGE && sea != null -> "${sea.villageCloth.getOrElse(hex) { 0 }} cloth"
sea != null && sea.canalNumbers.getOrElse(hex) { 0 } != 0 && state.terrains[hex] == Terrain.DESERT ->
"dug ${sea.canalUnits.getOrElse(hex) { 0 }}/${SeaRules.CANAL_TILE_UNITS}"
state.terrains[hex] == Terrain.FORTRESS && sea != null -> "fort ${sea.fortress.getOrElse(hex) { 0 }}"
else -> when (sea?.chips?.getOrNull(hex)) {
TribeChip.POINT -> "+1 VP"
@@ -174,6 +174,7 @@ object CatanHudGlyphs {
BuildKind.KNIGHT -> "♞"
BuildKind.SHIP -> "⛵"
BuildKind.RAID -> "⚔"
BuildKind.DIG -> "⛏"
BuildKind.WONDER -> "✦"
}
@@ -185,6 +186,7 @@ object CatanHudGlyphs {
BuildKind.KNIGHT -> CatanText.KNIGHT
BuildKind.SHIP -> CatanText.SHIP
BuildKind.RAID -> CatanText.RAID
BuildKind.DIG -> CatanText.DIG
BuildKind.WONDER -> CatanText.WONDER
}
}
@@ -7,6 +7,7 @@ import org.prolibertate.games.game.catan.BuildCity
import org.prolibertate.games.game.catan.BuildRoad
import org.prolibertate.games.game.catan.BuildShip
import org.prolibertate.games.game.catan.BuildWonder
import org.prolibertate.games.game.catan.DigCanal
import org.prolibertate.games.game.catan.MovePirate
import org.prolibertate.games.game.catan.RaidFortress
import org.prolibertate.games.game.catan.MoveShip
@@ -74,6 +75,9 @@ enum class BuildKind {
/** Pirate Islands: raid a fortress; the target is the fortress hex. */
RAID,
/** Great Canal: dig a canal tile; the target is the tile. */
DIG,
/** Wonders of Catan: the next stage of the wonder, which needs no tap on the board. */
WONDER;
@@ -88,10 +92,11 @@ enum class BuildKind {
val sea = state.sea
val extras = buildList {
if (sea != null && sea.fortress.isNotEmpty()) add(RAID)
if (sea != null && sea.canalUnits.isNotEmpty()) add(DIG)
if (sea != null && sea.wonders.isNotEmpty()) add(WONDER)
}
val usual = when {
state.isCk -> entries.filter { it != SHIP || state.isSea } - listOf(RAID, WONDER)
state.isCk -> entries.filter { it != SHIP || state.isSea } - listOf(RAID, DIG, WONDER)
state.isSea -> SEAFARERS
else -> BASE
}
@@ -278,6 +283,9 @@ object CatanInteraction {
BuildKind.RAID -> BoardTargets(
hexes = legal.filterIsInstance<RaidFortress>().mapNotNull { state.topo.hexIndex[it.hex] }.toSet(),
)
BuildKind.DIG -> BoardTargets(
hexes = legal.filterIsInstance<DigCanal>().mapNotNull { state.topo.hexIndex[it.hex] }.toSet(),
)
BuildKind.WONDER -> BoardTargets()
BuildKind.SETTLEMENT ->
BoardTargets(vertices = legal.filterIsInstance<BuildSettlement>().map { it.vertex }.toSet())
@@ -546,7 +554,7 @@ object CatanInteraction {
val coord = topo.HEXES.getOrNull(hex) ?: return TapOutcome.Ignored
val moves = legal.filterIsInstance<MoveRobber>().filter { it.hex == coord }
val pirates = legal.filterIsInstance<MovePirate>().filter { it.hex == coord }
legal.firstOrNull { it is RaidFortress && it.hex == coord }?.let { return TapOutcome.Submit(it) }
legal.firstOrNull { (it is RaidFortress && it.hex == coord) || (it is DigCanal && it.hex == coord) }?.let { return TapOutcome.Submit(it) }
return when {
moves.isNotEmpty() -> if (moves.size == 1) {
TapOutcome.Submit(moves.first())
@@ -615,6 +623,7 @@ object CatanInteraction {
if (legal.any { it is BuildSettlement }) add(BuildKind.SETTLEMENT)
if (legal.any { it is BuildCity }) add(BuildKind.CITY)
if (legal.any { it is RaidFortress }) add(BuildKind.RAID)
if (legal.any { it is DigCanal }) add(BuildKind.DIG)
if (legal.any { it is BuildWonder }) add(BuildKind.WONDER)
if (legal.any { it is BuildWall }) add(BuildKind.WALL)
if (legal.any { it is HireKnight }) add(BuildKind.KNIGHT)
@@ -601,6 +601,7 @@ private fun buildLabel(kind: BuildKind): String = when (kind) {
BuildKind.KNIGHT -> CatanText.KNIGHT
BuildKind.SHIP -> CatanText.SHIP
BuildKind.RAID -> CatanText.RAID
BuildKind.DIG -> CatanText.DIG
BuildKind.WONDER -> CatanText.WONDER
}
@@ -612,6 +613,7 @@ private fun buildCost(kind: BuildKind): String = when (kind) {
BuildKind.KNIGHT -> CatanText.KNIGHT_COST
BuildKind.SHIP -> CatanText.SHIP_COST_TEXT
BuildKind.RAID -> CatanText.RAID_COST
BuildKind.DIG -> CatanText.DIG_COST
BuildKind.WONDER -> CatanText.WONDER_COST
}
@@ -646,6 +648,7 @@ private fun seaAwards(state: CatanState, seat: Int, compact: Boolean): List<Stri
val sea = state.sea ?: return emptyList()
return buildList {
if (sea.cloth.isNotEmpty()) add(if (compact) "${sea.cloth[seat]}c" else "Cloth ${sea.cloth[seat]}")
if (sea.canalDug.isNotEmpty()) add(if (compact) "${sea.canalDug[seat]}⛏" else "Dug ${sea.canalDug[seat]}")
if (sea.wonders.isNotEmpty()) add(if (compact) "W${sea.wonders[seat]}" else "Wonder ${sea.wonders[seat]}/4")
if (seat in sea.harbourSeats) add(if (compact) "3:1" else "Harbour 3:1")
}
@@ -118,6 +118,8 @@ object CatanText {
const val SHIP_COST_TEXT = "1 lumber + 1 wool"
const val RAID = "Raid"
const val RAID_COST = "1 ore + 1 wool + 1 grain"
const val DIG = "Dig"
const val DIG_COST = "1 brick + 1 ore"
const val WONDER = "Wonder"
const val WONDER_COST = "next stage"
const val GOLD_TITLE = "Gold field"
@@ -254,6 +256,7 @@ object CatanText {
movingShip -> "Tap the sea edge to sail the ship to."
building == BuildKind.SHIP -> "Tap a sea edge beside your fleet or a harbour town to launch a ship."
building == BuildKind.RAID -> "Tap a pirate fortress your ship lies beside to raid it."
building == BuildKind.DIG -> "Tap a canal tile beside one of your towns to dig a unit."
building == BuildKind.ROAD -> "Tap an edge to build a road."
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
@@ -459,6 +462,7 @@ object CatanText {
movingShip -> "Tap the sea edge to sail the ship to."
building == BuildKind.SHIP -> "Tap a sea edge beside your fleet or a harbour town to launch a ship."
building == BuildKind.RAID -> "Tap a pirate fortress your ship lies beside to raid it."
building == BuildKind.DIG -> "Tap a canal tile beside one of your towns to dig a unit."
building == BuildKind.ROAD -> "Tap an edge to build a road."
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
@@ -241,4 +241,96 @@ class CatanSeaExtrasTest {
val s = wonderGame().copy(resources = List(3) { Resource.entries.associateWith { 0 } })
assertTrue(CatanRules.legalMoves(s, 0).none { it is BuildWonder })
}
// ---- Treasure Islands, Oases ----
@Test
fun `chests lie under the fog and are hidden from other views`() {
for (scenario in listOf(SeaScenario.TREASURE_ISLANDS, SeaScenario.OASES)) {
val s = start(scenario)
val chests = s.sea!!.treasures.indices.filter { s.sea!!.treasures[it] != Treasure.NONE }
assertEquals(minOf(5, s.terrains.count { it == Terrain.FOG }), chests.size)
assertTrue(chests.all { s.terrains[it] == Terrain.FOG })
assertTrue(CatanRules.viewFor(s, 1).sea!!.treasures.isEmpty())
}
}
@Test
fun `an oasis map starts everyone on the desert island, never beside an oasis`() {
val s = start(SeaScenario.OASES)
assertEquals(37, s.topo.islandOf.count { it == s.sea!!.home })
val moves = CatanRules.legalMoves(s.copy(phase = CatanPhase.SETUP_FIRST), s.firstSeat).filterIsInstance<SetupPlace>()
assertTrue(moves.isNotEmpty())
assertTrue(moves.all { m -> s.topo.VERTEX_HEXES[m.vertex].none { s.terrains[it] == Terrain.FOG } })
}
/** A chest of [kind] under the first fog hex, with a road of seat 0's laid up to the edge that will reveal it. */
private fun chestGame(kind: Treasure): Triple<CatanState, Int, Int> {
val s = start(SeaScenario.OASES).copy(phase = CatanPhase.PLAYING)
val topo = s.topo
val hex = s.terrains.indexOf(Terrain.FOG)
val chests = List(topo.HEX_COUNT) { if (it == hex) kind else Treasure.NONE }
// Seat 0 owns the town beside a road that reaches the oasis; building the road finds it.
val edge = topo.EDGE_VERTICES.indices.first { e -> hex in topo.EDGE_HEXES[e] && topo.edgeLand[e] }
val staged = s.copy(
resources = List(3) { Resource.entries.associateWith { 5 } },
sea = s.sea!!.copy(treasures = chests),
)
return Triple(staged, hex, edge)
}
@Test
fun `opening a chest pays its reward`() {
val kinds = listOf(Treasure.BRICK_WOOL_GRAIN, Treasure.ROADS, Treasure.DEV_CARD, Treasure.CHOICE)
for (kind in kinds) {
val (s, _, _) = chestGame(kind)
// Stage the find directly: reveal as if a road had just reached the hex.
val topo = s.topo
val hex = s.terrains.indexOf(Terrain.FOG)
val edge = (0 until topo.EDGE_COUNT).first { hex in topo.EDGE_HEXES[it] && topo.edgeLand[it] }
val after = SeaRules.reveal(s, 0, edge)
assertTrue("$kind: the chest is announced", after.log.any { "treasure chest" in it })
when (kind) {
Treasure.DEV_CARD -> assertEquals(1, after.devHands[0].size)
Treasure.CHOICE -> assertTrue(after.phase == CatanPhase.GOLD || after.log.any { "uncovers" in it })
Treasure.ROADS -> assertTrue(after.resources[0].getValue(Resource.LUMBER) >= 7)
else -> assertTrue(after.resources[0].getValue(Resource.WOOL) >= 6)
}
}
}
// ---- The Great Canal ----
private fun canalGame(): Triple<CatanState, Int, CatanState> {
val s = start(SeaScenario.GREAT_CANAL).copy(
phase = CatanPhase.PLAYING,
resources = List(3) { Resource.entries.associateWith { 9 } },
)
val tile = s.sea!!.canalNumbers.indexOfFirst { it != 0 }
val staged = s.copy(
buildings = s.buildings.toMutableList().also {
it[s.topo.HEX_CORNERS[tile][0]] = CatanBuilding(BuildingType.SETTLEMENT, 0)
},
)
return Triple(staged, tile, s)
}
@Test
fun `a canal tile hides its number, and three digs turn it into fields`() {
var (s, tile, _) = canalGame()
assertEquals(0, s.numbers[tile])
assertEquals(Terrain.DESERT, s.terrains[tile])
val number = s.sea!!.canalNumbers[tile]
val dig = DigCanal(s.topo.HEXES[tile])
assertTrue(dig in CatanRules.legalMoves(s, 0))
assertTrue(CatanRules.legalMoves(s.copy(turn = 1), 1).none { it is DigCanal })
val before = CatanRules.publicVictoryPoints(s)[0]
repeat(2) { s = CatanRules.applyMove(s, 0, dig) }
assertEquals(Terrain.DESERT, s.terrains[tile])
assertEquals(before + 1, CatanRules.publicVictoryPoints(s)[0])
s = CatanRules.applyMove(s, 0, dig)
assertEquals(Terrain.FIELDS, s.terrains[tile])
assertEquals(number, s.numbers[tile])
assertTrue(CatanRules.legalMoves(s, 0).none { it is DigCanal && it.hex == dig.hex })
}
}
@@ -43,6 +43,9 @@ class CatanSeaScenariosTest {
assertEquals(listOf(1, 1, 6, 6, 6, 6), sizes(SeaScenario.FOUR_ISLANDS))
assertEquals(listOf(1, 1, 1, 2, 25), sizes(SeaScenario.THROUGH_THE_DESERT))
assertEquals(listOf(2, 13, 14), sizes(SeaScenario.FOG_ISLANDS))
assertEquals(listOf(1, 3, 4, 15), sizes(SeaScenario.TREASURE_ISLANDS))
assertEquals(listOf(37), sizes(SeaScenario.OASES))
assertEquals(listOf(2, 25), sizes(SeaScenario.GREAT_CANAL))
assertEquals(listOf(4, 5, 18), sizes(SeaScenario.PIRATE_ISLANDS))
assertEquals(listOf(1, 3, 12, 13), sizes(SeaScenario.WONDERS_OF_CATAN))
assertEquals(listOf(2, 3, 6, 17), sizes(SeaScenario.CLOTH_FOR_CATAN))
@@ -64,7 +67,8 @@ class CatanSeaScenariosTest {
assertEquals("$scenario hex $h", land && !unnumbered, s.numbers[h] != 0)
}
val deserted = scenario != SeaScenario.FOUR_ISLANDS && scenario != SeaScenario.CLOTH_FOR_CATAN &&
scenario != SeaScenario.FORGOTTEN_TRIBE && scenario != SeaScenario.PIRATE_ISLANDS
scenario != SeaScenario.FORGOTTEN_TRIBE && scenario != SeaScenario.PIRATE_ISLANDS &&
scenario != SeaScenario.TREASURE_ISLANDS
assertTrue("$scenario has no desert", deserts > 0 || !deserted)
// Under fog every hex is face down with no number; the tiles are in the pile.
val fog = s.terrains.indices.filter { s.terrains[it] == Terrain.FOG }
@@ -219,6 +223,8 @@ class CatanSeaScenariosTest {
var chipsTaken = 0
var fortsTaken = 0
var wonderStages = 0
var chestsOpened = 0
var canalDug = 0
for (scenario in SeaScenario.entries) {
for ((players, seed) in listOf(3 to 11L, 4 to 12L, 3 to 13L)) {
val opts = options(scenario, players)
@@ -238,6 +244,10 @@ class CatanSeaScenariosTest {
if (scenario == SeaScenario.FOG_ISLANDS) fogFound += 14 - state.sea!!.fogDeck.size
if (scenario == SeaScenario.CLOTH_FOR_CATAN) clothPaid += state.sea!!.cloth.sum()
if (scenario == SeaScenario.PIRATE_ISLANDS) fortsTaken += state.sea!!.raidPoints.sum() / 2
if (scenario == SeaScenario.TREASURE_ISLANDS || scenario == SeaScenario.OASES) {
chestsOpened += state.log.count { "treasure chest" in it }
}
if (scenario == SeaScenario.GREAT_CANAL) canalDug += state.sea!!.canalDug.sum()
if (scenario == SeaScenario.WONDERS_OF_CATAN) wonderStages += state.sea!!.wonders.sum()
if (scenario == SeaScenario.FORGOTTEN_TRIBE) {
chipsTaken += 4 - state.sea!!.chips.count { it != TribeChip.NONE }
@@ -249,6 +259,8 @@ class CatanSeaScenariosTest {
assertTrue("no village ever paid cloth", clothPaid > 0)
assertTrue("no tribe chip was ever taken", chipsTaken > 0)
assertTrue("no fortress ever fell", fortsTaken > 0)
assertTrue("no chest was ever opened", chestsOpened > 0)
assertTrue("no canal unit was ever dug", canalDug > 0)
assertTrue("no wonder stage was ever built", wonderStages > 0)
}
}
+7 -1
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@@ -66,7 +66,13 @@ A full-width panel that slides up over the bottom of the screen (`Animator`, col
* **Fog islands:** `Check_FogField`, `DistributeFogField` (hidden hex revealed when a
road/ship reaches it, the player takes the resource), `Shuffle_Islands`, `Shuffle_TileValueList`.
* **Treasure islands / Oasis / Great Canal** are Catan Universe scenario extras and are
**not** part of the physical Seafarers rules; they are out of scope here.
**not** part of the physical Seafarers rules. Names and texts only (rule values are compiled code):
`TreasureRule` with chest outcomes (bricks, wool, grain; a resource; a development card; two roads),
`SeafarerOasis` (no rule class of its own, base-game rules), and `GreatCanalRule` with `BuildCanal`,
`CanalVictoryPoints`, "The canal was completely dug. Now grain can be grown." and a target of 21 / 18 points.
The base-game scenario `baseharbormaster`: "2 victory points. This card goes to the first player to acquire at
least 3 harbors. If another player acquires more, he will immediately receive this card."
Implemented as inferred rules; see `docs/RULES-catan-seafarers.md`.
* **Setup:** `StartPhase_BuildSettlement`, `StartPhase_BuildRoadShip`, `PlaceValueChip`
(number tokens placed per scenario), `Shuffle_Harbors`.
* **Island bonus:** special victory points for the first settlement on a new island
+32 -1
View File
@@ -36,6 +36,11 @@ Pick the map at setup; each scenario names where the starting settlements may go
fortress. See *Pirate Islands* below.
* **Wonders of Catan.** A 13-hex island with a desert, a 12-hex island, and gold islets. See *Wonders* below.
* **The Treasure Islands** *(Catan Universe extra)*. A 15-hex home island and four fog isles, eight hexes of fog in
all. See *Catan Universe extras* below.
* **The Oases** *(Catan Universe extra)*. One 37-hex island that is mostly desert, with three oases hidden in it.
* **The Great Canal** *(Catan Universe extra)*. A 25-hex island split by a row of five canal tiles, and gold islets.
A *new island* for the bonus is any island that is not a starting island for that map.
The geometry is the same lattice as the base island, generalised (`Topology`): a hex is land or sea,
@@ -139,6 +144,30 @@ board. Each stage is one move costing cards (stage 1: 2 brick, 1 lumber, 1 grain
1 grain, 1 lumber; 4: 3 ore, 2 grain, 1 brick). Each stage built is **one victory point**, and the seat that
builds the fourth stage **wins at once**, whatever the point target. Wonders are not shared: each seat has its own.
## Catan Universe extras (inferred)
These three exist in the Catan Universe app but not in the physical set. Only their names, menu texts and log
lines could be read (`docs/RE-catan-universe.md`); the rule values are compiled code that was not recovered. **Every
rule below is inferred from those names and texts**, not copied.
* **Treasure Islands.** The app's text: "Treasures await the Catanians on neighboring, fog-covered islands.
Discoveries are rewarded!" Its chest rewards (log texts and action names) are bricks, wool and grain; a resource of
choice; a development card; two roads. Here: up to five chests are dealt face down to random fog hexes at the
start. A seat that uncovers the hex (the fog rules) opens the chest at once and takes: *a brick, a wool and a grain*;
*one resource of its choice* (a gold pick); *a development card* (a resource of choice if the deck is empty or it is
Cities & Knights, which has no deck); or *two lumber and two brick* standing in for two free roads (the free-roads
phase would have to nest inside a ship move). The app's Cities & Knights version gives a progress card; that is
not modelled. The app's fixed treasure bonus (`SEAFARER_TREASURE_BONUS`) is not modelled either.
* **The Oases.** The app's text: an enormous desert with rumoured oases and treasures, base-game rules. Here: the
oases are fog hexes inside the desert, uncovered by a road reaching them, and hold the same chests as above.
There is no ship rule on the map itself.
* **The Great Canal.** The app's text, for Cities & Knights plus Seafarers: build a canal; first to 21 (3 players) or
18 (4 players) wins; the canal's parts earn victory points; when a tile is dug out, grain grows there. Its knights dig
in the app; here digging is cheaper to implement and play without Cities & Knights: a canal tile is a desert hex with
its number token hidden. A seat with a settlement or city on a corner of the tile digs one **unit** for 1 brick and
1 ore; **three units** finish the tile, which becomes **fields** with the hidden number. Every **two units** a seat
has dug are a **victory point**. The app's gold river, harbour changes and target scores are not modelled.
## With Cities & Knights
Switching both expansions on plays [Cities & Knights](RULES-catan-ck.md) on any Seafarers map
@@ -161,8 +190,10 @@ Where the two meet, this game decides as follows:
## Not included
The physical expansion has more scenarios and the Catan Universe app adds more still. These are **out of scope here**:
treasure islands, the oasis, the great canal, the Explorers & Pirates combination,
the Explorers & Pirates combination,
the printed rules of the wonders and pirate-islands scenarios (the versions here are simplified) and trade ships.
Drought and the app's other scenarios (Six Islands, Oceania, Great Catan, Enchanted Land, the Inka and Big Game sets)
are not built.
A map-only scenario is a new text map and a new `SeaScenario` entry.
## How the AI plays it