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Claude c3f2efa313 Seafarers: Cloth for Catan and The Forgotten Tribe
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-11 22:53:25 +00:00
devadmin 385262515e Merge pull request 'Katan: Cities & Knights on Seafarers maps (phase 4)' (#36) from feature/catan-seafarers-ck into dev
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2026-11-11 14:46:41 -06:00
Claude 7f3c2fe0e9 Katan: Cities & Knights on Seafarers maps
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Lift the one-expansion limit. Cities & Knights now reads the board from
state.topo, so it runs on any Seafarers map. Ships, knights (on land
posts reached by road or ship), the pirate (after the first barbarian
attack, robbing goods) and gold (chosen after the roll, before chores)
are wired into the C&K turn; first-landing bonuses count toward points.
Setup toggles stack, with a 10-16 point menu when both are on.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-11 20:35:19 +00:00
devadmin f8750684e6 Merge pull request 'Seafarers: The Fog Islands (phase 3)' (#35) from feature/catan-fog-islands into dev
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2026-11-11 13:51:37 -06:00
Claude 87cf8decaa Seafarers: The Fog Islands scenario
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Add fog: land face down until a road or ship reaches it. The hidden
tiles live in SeaState.fogDeck (hidden from other seats' views); a find
pays one card of the resource or a gold choice, which resumes Road
Building if that was under way. Fog is always land, so the fixed
topology still holds. The AI is lured toward fog.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-11 19:40:18 +00:00
devadmin dcf553a8b1 Merge pull request 'Seafarers: Four Islands and Through the Desert (phase 2)' (#34) from feature/catan-sea-maps into dev
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2026-11-11 11:28:48 -06:00
Claude 5e9bb2feaf Seafarers: Four Islands and Through the Desert maps
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Add two map-only scenarios. A scenario now says where the starting
settlements may go (SeaStart); SeaState.starts holds the starting
islands, and the first-landing bonus skips all of them. Saves without
starts fall back to the home island.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-11 17:17:57 +00:00
devadmin cc33dffd9a Merge pull request 'Katan: expansions as toggles, scenario in options (phase 1)' (#33) from feature/catan-expansions-toggle into dev
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2026-11-11 11:01:42 -06:00
Claude 6c311ad304 Katan: expansions as toggles, scenario chosen in options
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Replace the single CatanRuleSet with a set of expansions and add a
scenario field; saves with the old ruleSet still decode. Setup shows
a toggle per expansion and a map picker for Seafarers. Combining
expansions is rejected for now (lifted in a later phase).

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-11 16:50:24 +00:00
devadmin f8c04cec88 Merge pull request 'Unify computer difficulty; random Katan first seat' (#32) from feature/unify-difficulty-catan-first-seat into dev
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2026-11-08 08:33:48 -06:00
Claude 97728daf0a Fold per-game opponent levels into computer difficulty; randomise Katan first seat
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The per-game Casual/Club/Strong rows duplicated the new Computer difficulty
setting, so they are gone from setup (Tayu's Gentle stays: it is a table rule).
The saved level is still the Medium baseline, so old saves load unchanged.
Mastermind now takes its level from the difficulty. Katan's first seat is
drawn from the table seed instead of always being seat 0.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-08 14:22:24 +00:00
devadmin a30b1dfcd0 Merge pull request 'Computer difficulty levels and hidden strategies' (#31) from feature/ai-difficulty into dev
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2026-11-07 23:26:08 -06:00
30 changed files with 1425 additions and 231 deletions
+4 -4
View File
@@ -51,14 +51,14 @@ integration:
## Katan
The island game is catalogue id `catan`, shown as **Katan**. It has two rule
sets chosen at setup: the base game (`docs/RULES-catan.md`), Cities & Knights
The island game is catalogue id `catan`, shown as **Katan**. It has two expansions
(toggles, `CatanOptions.expansions`; none on is the base game): the base game (`docs/RULES-catan.md`), Cities & Knights
(`docs/RULES-catan-ck.md`, code in `game/catan/CatanCk*.kt`, state behind
`CatanState.ck`, which is null in the base game) and Seafarers
(`docs/RULES-catan-seafarers.md`, code in `game/catan/CatanSea*.kt`, state behind
`CatanState.sea`). The base and Seafarers rules read the board from `state.topo`, not from
`CatanState.sea`); the two can be switched on together. The base and Seafarers rules read the board from `state.topo`, not from
`CatanBoard` directly, because a Seafarers map is not the 19-hex island
(Cities & Knights is always the standard island and still uses `CatanBoard`). The
(Cities & Knights also reads `state.topo`, so it runs on a Seafarers map too). The
Catan Universe reverse engineering that shaped the landscape HUD and trade board
is in `docs/RE-catan-universe.md`. The screen is layered; see
`docs/UI-catan.md` before changing it.
@@ -189,7 +189,7 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
have.toDouble() / cost.values.sum() + if (covers(hand, cost)) 1.0 else 0.0
}
private fun chooseGold(state: CatanState, seat: Int, legal: List<CatanMove>, profile: AiProfile): CatanMove {
internal fun chooseGold(state: CatanState, seat: Int, legal: List<CatanMove>, profile: AiProfile): CatanMove {
val picks = legal.filterIsInstance<PickGold>()
if (picks.isEmpty()) return legal.first()
return when (profile.level) {
@@ -592,6 +592,20 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
// -----------------------------------------------------------------------
/** What a seat would think of building on [vertex]: production and ports. */
/** What a spot beside a cloth village or an unclaimed tribe chip is worth beyond its cards. */
private fun scenarioLure(state: CatanState, vertex: Int): Double {
val sea = state.sea ?: return 0.0
var lure = 0.0
for (h in state.topo.VERTEX_HEXES[vertex]) {
// A cloth token is a quarter-point, rolled as often as its number comes up.
if (state.terrains[h] == Terrain.VILLAGE && sea.villageCloth.getOrElse(h) { 0 } > 0) {
lure += CatanBoard.numberOdds(state.numbers[h]) / 36.0 * CLOTH_WORTH
}
if (sea.chips.getOrNull(h).let { it != null && it != TribeChip.NONE }) lure += CHIP_LURE
}
return lure
}
internal fun spotValue(state: CatanState, vertex: Int): Double {
if (state.buildings[vertex] != null) return -1.0
var value = 0.0
@@ -602,6 +616,7 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
kinds += resource
}
value += 0.12 * kinds.size // variety keeps a build plan alive
value += scenarioLure(state, vertex)
for (e in state.topo.VERTEX_EDGES[vertex]) {
val port = state.ports.firstOrNull { it.edge == e } ?: continue
value += if (port.resource == null) 0.1 else 0.2
@@ -644,9 +659,11 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
val next = mutableListOf<Int>()
for (v in frontier) {
if (!seen.add(v)) continue
// Fog is worth a look: a card on arrival, and land to settle that nobody has seen.
if (topo.VERTEX_HEXES[v].any { state.terrains[it] == Terrain.FOG }) best = maxOf(best, FOG_LURE * Math.pow(0.85, depth.toDouble()))
if (CatanRules.vertexOpenForSettlement(state, v)) {
val island = topo.vertexIsland[v]
val fresh = island >= 0 && island != sea.home && sea.islandBonus[island] == NO_PLAYER
val fresh = island >= 0 && !sea.isStart(island) && sea.islandBonus[island] == NO_PLAYER
val value = (spotValue(state, v) + if (fresh) 0.5 else 0.0) * Math.pow(0.85, depth.toDouble())
best = maxOf(best, value)
}
@@ -673,5 +690,10 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
private companion object {
/** A seven makes a seat holding more than this discard half. */
const val DISCARD_LIMIT = 7
/** What a ship end beside undiscovered land is worth, on the scale of [spotValue]. */
const val FOG_LURE = 0.6
const val CLOTH_WORTH = 2.5
const val CHIP_LURE = 0.5
}
}
@@ -171,18 +171,22 @@ object CatanCk {
/** Cities of [seat] that can carry a metropolis or fall to the barbarians' rival: all but metropolises. */
private fun plainCities(state: CatanState, seat: Int): List<Int> =
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
(0 until state.topo.VERTEX_COUNT).filter { v ->
state.buildings[v] == CatanBuilding(BuildingType.CITY, seat) && !hasMetropolis(state, v)
}
private fun ownsCity(state: CatanState, seat: Int): Boolean =
state.buildings.any { it == CatanBuilding(BuildingType.CITY, seat) }
/** Empty crossings at the end of one of [seat]'s roads: where a knight can be put. */
/** Whether [seat] has a road, or a ship in Seafarers, on [edge]: the network a knight moves along. */
private fun holds(state: CatanState, seat: Int, edge: Int): Boolean =
state.roads[edge] == seat || state.sea?.ships?.get(edge) == seat
/** Empty crossings at the end of one of [seat]'s roads or ships on land: where a knight can be put. */
private fun knightSpots(state: CatanState, seat: Int): List<Int> =
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
state.buildings[v] == null && knightAt(state, v) == null &&
CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
(0 until state.topo.VERTEX_COUNT).filter { v ->
state.topo.vertexLand[v] && state.buildings[v] == null && knightAt(state, v) == null &&
state.topo.VERTEX_EDGES[v].any { holds(state, seat, it) }
}
/**
@@ -196,9 +200,9 @@ object CatanCk {
val queue = ArrayDeque<Int>().apply { add(from) }
while (queue.isNotEmpty()) {
val v = queue.removeFirst()
for (e in CatanBoard.VERTEX_EDGES[v]) {
if (state.roads[e] != seat) continue
val w = CatanBoard.otherEnd(e, v)
for (e in state.topo.VERTEX_EDGES[v]) {
if (!holds(state, seat, e)) continue
val w = state.topo.otherEnd(e, v)
if (!seen.add(w)) continue
val building = state.buildings[w]
val knight = knightAt(state, w)
@@ -215,14 +219,14 @@ object CatanCk {
private fun destinations(state: CatanState, k: Knight): List<Int> =
walk(state, k.owner, k.vertex).filter { w ->
val there = knightAt(state, w)
if (state.buildings[w] != null) return@filter false
if (state.buildings[w] != null || !state.topo.vertexLand[w]) return@filter false
there == null || (there.owner != k.owner && there.level < k.level)
}.sorted()
/** Empty crossings a driven-off [knight] of its owner could still reach. */
private fun refuges(state: CatanState, knight: Knight): List<Int> =
walk(state, knight.owner, knight.vertex).filter { w ->
state.buildings[w] == null && knightAt(state, w) == null
state.buildings[w] == null && state.topo.vertexLand[w] && knightAt(state, w) == null
}.sorted()
private fun promotable(state: CatanState, k: Knight): Boolean {
@@ -251,6 +255,7 @@ object CatanCk {
points[seat] += ck.defenderVp[seat] + ck.progressVp[seat]
}
ck.merchant?.let { points[it.seat] += 1 }
if (state.isSea) for (seat in points.indices) points[seat] += SeaRules.bonusPoints(state, seat)
return points.toList()
}
@@ -266,15 +271,18 @@ object CatanCk {
addAll(actionMoves(state, seat))
}
CatanPhase.ROBBER -> robberMoves(state, seat)
// The bishop moves the robber alone; a seven may send the pirate instead.
CatanPhase.ROBBER -> robberMoves(state, seat) +
(if (state.isSea && !state.ck!!.bishop) SeaRules.pirateMoves(state, seat) else emptyList())
CatanPhase.PLAYING -> playingMoves(state, seat)
CatanPhase.FREE_ROADS ->
CatanRules.roadMoves(state, seat) + listOf<CatanMove>(EndFreeRoads)
CatanRules.roadMoves(state, seat) +
(if (state.isSea) SeaRules.buildShipMoves(state, seat) else emptyList()) +
listOf<CatanMove>(EndFreeRoads)
// Seafarers is never combined with Cities & Knights.
CatanPhase.GOLD -> emptyList()
CatanPhase.GOLD -> SeaRules.goldMoves(state)
CatanPhase.TRADE_PENDING -> {
val offer = state.ck!!.goodsOffer
@@ -327,7 +335,7 @@ object CatanCk {
if (!k.active && affordable(state, seat, ACTIVATE_COST)) moves += ActivateKnight(k.vertex)
if (canAct(state, k)) {
destinations(state, k).forEach { moves += MoveKnight(k.vertex, it) }
if (ck.attacked && k.vertex in CatanBoard.HEX_CORNERS[state.robber]) {
if (ck.attacked && k.vertex in state.topo.HEX_CORNERS[state.robber]) {
moves += ChaseRobber(k.vertex)
}
}
@@ -340,6 +348,10 @@ object CatanCk {
val moves = mutableListOf<CatanMove>()
if (affordable(state, seat, CatanRules.ROAD_COST)) moves += CatanRules.roadMoves(state, seat)
if (state.isSea) {
if (affordable(state, seat, SeaRules.SHIP_COST)) moves += SeaRules.buildShipMoves(state, seat)
moves += SeaRules.moveShipMoves(state, seat)
}
if (affordable(state, seat, CatanRules.SETTLEMENT_COST)) {
moves += CatanRules.settlementVertices(state, seat).map { BuildSettlement(it) }
}
@@ -380,7 +392,7 @@ object CatanCk {
/** Own cities with no wall, while the seat has a wall left to build. */
private fun wallSites(state: CatanState, seat: Int): List<Int> {
if (wallsOf(state, seat) >= MAX_WALLS) return emptyList()
return (0 until CatanBoard.VERTEX_COUNT).filter { v ->
return (0 until state.topo.VERTEX_COUNT).filter { v ->
state.buildings[v] == CatanBuilding(BuildingType.CITY, seat) && v !in state.ck!!.walls
}
}
@@ -423,20 +435,37 @@ object CatanCk {
private fun robberMoves(state: CatanState, seat: Int): List<MoveRobber> {
val bishop = state.ck!!.bishop
val moves = mutableListOf<MoveRobber>()
for (h in 0 until CatanBoard.HEX_COUNT) {
if (h == state.robber) continue
for (h in 0 until state.topo.HEX_COUNT) {
if (h == state.robber || !state.topo.land[h] || state.terrains[h] == Terrain.FOG) continue
val victims = victimsAt(state, seat, h)
when {
bishop -> moves += MoveRobber(CatanBoard.HEXES[h])
victims.isEmpty() -> moves += MoveRobber(CatanBoard.HEXES[h])
else -> victims.forEach { moves += MoveRobber(CatanBoard.HEXES[h], it) }
bishop -> moves += MoveRobber(state.topo.HEXES[h])
victims.isEmpty() -> moves += MoveRobber(state.topo.HEXES[h])
else -> victims.forEach { moves += MoveRobber(state.topo.HEXES[h], it) }
}
}
return moves
}
/** The pirate, sent by a seven once the barbarians have landed: it robs a seat with a ship beside it. */
fun applyPirate(state: CatanState, seat: Int, move: MovePirate): CatanState {
val hex = state.topo.hexIndex[move.hex] ?: throw IllegalArgumentException("No hex at ${move.hex}")
var s = state.copy(sea = state.sea!!.copy(pirate = hex), rngStep = state.rngStep + 1)
var stole = ""
val hand = move.victim?.let { goodsList(s, it) }.orEmpty()
if (move.victim != null && hand.isNotEmpty()) {
val card = hand[Random(state.seed * 1_000_003L + state.rngStep).nextInt(hand.size)]
s = give(s, move.victim, seat, listOf(card))
stole = " and takes a ${good(card)} from seat ${move.victim}"
}
return s.copy(
phase = if (state.ck!!.back == Back.AWAIT_ROLL) CatanPhase.AWAIT_ROLL else CatanPhase.PLAYING,
log = s.log + "Seat $seat sends the pirate to (${move.hex.q},${move.hex.r})$stole.",
)
}
private fun victimsAt(state: CatanState, seat: Int, hex: Int): List<Int> =
CatanBoard.HEX_CORNERS[hex]
state.topo.HEX_CORNERS[hex]
.mapNotNull { state.buildings[it] }
.map { it.owner }
.filter { it != seat }
@@ -445,7 +474,7 @@ object CatanCk {
fun applyRobber(state: CatanState, seat: Int, move: MoveRobber): CatanState {
val ck = state.ck!!
val hex = CatanBoard.hexIndex[move.hex]
val hex = state.topo.hexIndex[move.hex]
?: throw IllegalArgumentException("No hex at ${move.hex}")
var s = state.copy(robber = hex, rngStep = state.rngStep + 1)
val rng = Random(state.seed * 1_000_003L + state.rngStep)
@@ -495,7 +524,7 @@ object CatanCk {
ProgressType.ENGINEER -> wallSites(state, seat).map { PlayProgress(id, vertex = it) }
ProgressType.INVENTOR -> {
val hexes = (0 until CatanBoard.HEX_COUNT).filter { state.numbers[it] in INVENTOR_NUMBERS }
val hexes = (0 until state.topo.HEX_COUNT).filter { state.numbers[it] in INVENTOR_NUMBERS }
hexes.flatMap { a ->
hexes.filter { b -> b > a && state.numbers[b] != state.numbers[a] }
.map { b -> PlayProgress(id, hexA = a, hexB = b) }
@@ -530,7 +559,7 @@ object CatanCk {
ProgressType.INTRIGUE ->
ck.knights.filter { k ->
k.owner != seat && CatanBoard.VERTEX_EDGES[k.vertex].any { state.roads[it] == seat }
k.owner != seat && state.topo.VERTEX_EDGES[k.vertex].any { holds(state, seat, it) }
}.map { PlayProgress(id, vertex = it.vertex) }
ProgressType.SABOTEUR -> listOf(PlayProgress(id))
@@ -559,9 +588,9 @@ object CatanCk {
}
ProgressType.MERCHANT ->
(0 until CatanBoard.HEX_COUNT).filter { h ->
state.terrains[h] != Terrain.DESERT &&
CatanBoard.HEX_CORNERS[h].any { state.buildings[it]?.owner == seat }
(0 until state.topo.HEX_COUNT).filter { h ->
state.terrains[h] != Terrain.DESERT && state.topo.land[h] && state.terrains[h] != Terrain.FOG &&
state.topo.HEX_CORNERS[h].any { state.buildings[it]?.owner == seat }
}.map { PlayProgress(id, hexA = it) }
ProgressType.MERCHANT_FLEET -> Good.entries.map { PlayProgress(id, good = it) }
@@ -596,19 +625,19 @@ object CatanCk {
}
private fun hexesNextTo(state: CatanState, seat: Int, terrain: Terrain): List<Int> =
(0 until CatanBoard.HEX_COUNT).filter { h ->
(0 until state.topo.HEX_COUNT).filter { h ->
state.terrains[h] == terrain &&
CatanBoard.HEX_CORNERS[h].any { state.buildings[it]?.owner == seat }
state.topo.HEX_CORNERS[h].any { state.buildings[it]?.owner == seat }
}
/** Roads with a loose end: one end touching nothing else of anyone's. */
private fun openRoads(state: CatanState): List<Int> =
(0 until CatanBoard.EDGE_COUNT).filter { e ->
(0 until state.topo.EDGE_COUNT).filter { e ->
if (state.roads[e] == NO_PLAYER) return@filter false
val (a, b) = CatanBoard.EDGE_VERTICES[e]
val (a, b) = state.topo.EDGE_VERTICES[e]
listOf(a, b).any { v ->
state.buildings[v] == null && knightAt(state, v) == null &&
CatanBoard.VERTEX_EDGES[v].none { it != e && state.roads[it] != NO_PLAYER }
state.topo.VERTEX_EDGES[v].none { it != e && state.roads[it] != NO_PLAYER }
}
}
@@ -1500,12 +1529,12 @@ object CatanCk {
private fun production(state: CatanState, number: Int): CatanState {
val gains = List(state.playerCount) { mutableMapOf<Good, Int>() }
for (h in 0 until CatanBoard.HEX_COUNT) {
for (h in 0 until state.topo.HEX_COUNT) {
if (state.numbers[h] != number || h == state.robber) continue
val terrain = state.terrains[h]
val resource = terrain.produces ?: continue
val commodity = commodityOf(terrain)
for (v in CatanBoard.HEX_CORNERS[h]) {
for (v in state.topo.HEX_CORNERS[h]) {
val building = state.buildings[v] ?: continue
val mine = gains[building.owner]
fun add(good: Good, n: Int) { mine[good] = (mine[good] ?: 0) + n }
@@ -1539,6 +1568,7 @@ object CatanCk {
}
val said = if (notes.isEmpty()) "nothing for anyone" else notes.joinToString(", ")
s = s.copy(log = s.log + "The dice pay: $said.")
if (state.isSea) s = SeaRules.payCloth(s, number)
// The aqueduct: a seat that was paid nothing may take a resource of its choice.
val order = (0 until s.playerCount).map { (s.turn + it) % s.playerCount }
@@ -1546,7 +1576,11 @@ object CatanCk {
improvement(s, seat, Track.SCIENCE) >= IMPROVEMENT_POWER_LEVEL && gains[seat].values.sum() == 0
}
val queued = enqueue(s, dry.map { AqueductChore(it) }, Back.AFTER_PRODUCTION)
return if (queued.ck!!.chores.isNotEmpty()) queued else queued.copy(phase = CatanPhase.PLAYING)
val next = if (queued.ck!!.chores.isNotEmpty()) queued else queued.copy(phase = CatanPhase.PLAYING)
// Gold is chosen before anything else; the chores (and then play) wait behind it.
val gold = if (state.isSea) CatanRules.goldOwed(state, number) else emptyList()
if (gold.isEmpty()) return next
return SeaRules.settleGold(next.copy(sea = next.sea!!.copy(gold = gold, afterGold = next.phase)))
}
// -----------------------------------------------------------------------
@@ -53,7 +53,9 @@ internal class CatanCkAi(
CatanPhase.PLAYING -> choosePlaying(state, seat, legal, profile)
CatanPhase.DISCARDING, CatanPhase.GOLD, CatanPhase.GAME_OVER -> legal.firstOrNull()
CatanPhase.GOLD -> ai.chooseGold(state, seat, legal, profile)
CatanPhase.DISCARDING, CatanPhase.GAME_OVER -> legal.firstOrNull()
?: error("Nothing to choose in phase ${state.phase}")
}
@@ -131,9 +133,9 @@ internal class CatanCkAi(
val leader = (0 until state.playerCount).filter { it != seat }.maxByOrNull { points[it] }
val victimWeight = 0.3 + 0.1 * profile.style.boldness
fun score(move: MoveRobber): Double {
val hex = CatanBoard.hexIndex.getValue(move.hex)
val hex = state.topo.hexIndex.getValue(move.hex)
var score = 0.0
for (v in CatanBoard.HEX_CORNERS[hex]) {
for (v in state.topo.HEX_CORNERS[hex]) {
val building = state.buildings[v] ?: continue
val worth = if (building.type == BuildingType.CITY) 2 else 1
val odds = CatanBoard.numberOdds(state.numbers[hex]) / 36.0
@@ -178,7 +180,7 @@ internal class CatanCkAi(
// Chase the robber off a hex it is squatting on.
if (ck.attacked) {
val onMine = legal.filterIsInstance<ChaseRobber>().firstOrNull()
val robberHurtsMe = CatanBoard.HEX_CORNERS[state.robber].any { state.buildings[it]?.owner == seat }
val robberHurtsMe = state.topo.HEX_CORNERS[state.robber].any { state.buildings[it]?.owner == seat }
if (onMine != null && robberHurtsMe) return onMine
}
@@ -212,6 +214,12 @@ internal class CatanCkAi(
settlements.maxByOrNull { ai.spotValue(state, it.vertex) }?.let { return it }
}
// Seafarers: a ship toward land nobody has settled is worth more than a card.
legal.filterIsInstance<BuildShip>()
.filter { ai.shipValue(state, seat, it.edge) > 0.5 }
.maxByOrNull { ai.shipValue(state, seat, it.edge) }
?.let { return it }
// Improvements spend cards nothing else needs. Favour the track furthest along.
legal.filterIsInstance<BuyImprovement>()
.maxByOrNull { CatanCk.improvement(state, seat, it.track) * 10 + trackLean(it.track) }
@@ -226,6 +234,11 @@ internal class CatanCkAi(
if (CatanCk.goodsCount(state, seat) >= (if (boldness < 0) 5 else 7)) return it
}
legal.filterIsInstance<BuildShip>()
.filter { ai.shipValue(state, seat, it.edge) > 0.15 }
.maxByOrNull { ai.shipValue(state, seat, it.edge) }
?.let { return it }
legal.filterIsInstance<BuildRoad>()
.filter { ai.roadValue(state, it) > 0.1 - 0.04 * boldness }
.maxByOrNull { ai.roadValue(state, it) }
@@ -360,7 +373,7 @@ internal class CatanCkAi(
/** What a building on [vertex] would draw, by the odds of its hexes and what the seat wants. */
private fun production(state: CatanState, vertex: Int): Double =
CatanBoard.VERTEX_HEXES[vertex].sumOf { h ->
state.topo.VERTEX_HEXES[vertex].sumOf { h ->
val want = state.terrains[h].produces?.let { ai.want(it) } ?: 0.0
want * CatanBoard.numberOdds(state.numbers[h]) / 36.0
}
@@ -1,7 +1,16 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.KSerializer
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
import kotlinx.serialization.descriptors.SerialDescriptor
import kotlinx.serialization.encoding.Decoder
import kotlinx.serialization.encoding.Encoder
import kotlinx.serialization.json.JsonArray
import kotlinx.serialization.json.JsonDecoder
import kotlinx.serialization.json.JsonObject
import kotlinx.serialization.json.JsonPrimitive
import kotlinx.serialization.json.jsonObject
/** Sentinel stored in [CatanState.roads] for an unclaimed road position. */
const val NO_PLAYER = -1
@@ -45,6 +54,15 @@ enum class Terrain(val produces: Resource?) {
/** Seafarers: a gold field. A settlement beside it takes any resource its owner likes when its number rolls. */
GOLD(null),
/**
* Seafarers: land not yet found. It becomes a resource or gold when a road or ship first reaches it
* (`SeaState.fogDeck`). Until then nothing is built on it, nothing produces, and the robber keeps off.
*/
FOG(null),
/** Seafarers, Cloth for Catan: a village. It pays cloth, not cards, to the settlements around it when its number rolls. */
VILLAGE(null),
}
/** Axial coordinate of one hex on the board. See [CatanBoard]. */
@@ -151,12 +169,9 @@ enum class CatanPhase {
CHORE,
}
/** Which rules a table plays. The expansion is a whole rule set, not a toggle. */
/** An expansion a table can switch on. The base game is what is left with none selected. */
@Serializable
enum class CatanRuleSet {
/** The base game: development cards, Largest Army, a robber from the start. */
BASE,
enum class CatanExpansion {
/** Cities & Knights: commodities, knights, barbarians, city improvements. */
CITIES_AND_KNIGHTS,
@@ -164,16 +179,57 @@ enum class CatanRuleSet {
SEAFARERS,
}
@Serializable
/**
* What a table plays: the expansions switched on, and the Seafarers map when that one is.
*
* Saves written before expansions became toggles carry `"ruleSet"` instead of `"expansions"`;
* [CatanOptionsSerializer] reads either.
*/
@Serializable(with = CatanOptionsSerializer::class)
data class CatanOptions(
val playerCount: Int = 3,
val pointsToWin: Int = 10,
val ruleSet: CatanRuleSet = CatanRuleSet.BASE,
val expansions: Set<CatanExpansion> = emptySet(),
val scenario: SeaScenario = SeaScenario.NEW_SHORES,
) {
init {
require(playerCount in 3..4) { "The island seats three or four players" }
require(pointsToWin >= 2) { "pointsToWin must be at least 2" }
}
val seafarers: Boolean get() = CatanExpansion.SEAFARERS in expansions
val citiesAndKnights: Boolean get() = CatanExpansion.CITIES_AND_KNIGHTS in expansions
}
/** The wire shape of [CatanOptions]. */
@Serializable
private class CatanOptionsWire(
val playerCount: Int = 3,
val pointsToWin: Int = 10,
val expansions: Set<CatanExpansion> = emptySet(),
val scenario: SeaScenario = SeaScenario.NEW_SHORES,
)
/** Reads the legacy single `ruleSet` field as an expansion set. */
object CatanOptionsSerializer : KSerializer<CatanOptions> {
override val descriptor: SerialDescriptor = CatanOptionsWire.serializer().descriptor
override fun serialize(encoder: Encoder, value: CatanOptions) = encoder.encodeSerializableValue(
CatanOptionsWire.serializer(),
CatanOptionsWire(value.playerCount, value.pointsToWin, value.expansions, value.scenario),
)
override fun deserialize(decoder: Decoder): CatanOptions {
val input = decoder as JsonDecoder
var obj = input.decodeJsonElement().jsonObject
val legacy = (obj["ruleSet"] as? JsonPrimitive)?.content
if (legacy != null) {
val expansions = if (legacy == "BASE") emptyList() else listOf(JsonPrimitive(legacy))
obj = JsonObject(obj - "ruleSet" + ("expansions" to JsonArray(expansions)))
}
val wire = input.json.decodeFromJsonElement(CatanOptionsWire.serializer(), obj)
return CatanOptions(wire.playerCount, wire.pointsToWin, wire.expansions, wire.scenario)
}
}
/**
@@ -198,6 +254,8 @@ data class CatanState(
val turn: Int,
/** How many setup placements are done, 0 until 2 * playerCount. */
val setupIndex: Int,
/** The seat that places first and takes the first turn; drawn from the table seed. */
val firstSeat: Int = 0,
/** Monotonic turn counter, 0 during setup, 1 from the first real turn. */
val turnNumber: Int,
/** Terrain per hex, indexed like [CatanBoard.HEXES]. */
@@ -414,12 +472,53 @@ data class SeaState(
val shipMoved: Boolean = false,
/** Who holds the "new island" bonus for each island, or [NO_PLAYER]. The home island's is never awarded. */
val islandBonus: List<Int>,
/** The island the players start on. */
/** The island that counts as home: the largest, and the pirate-free start of the original map. */
val home: Int,
/** The islands the starting settlements may go on. Empty in a save from before there were several: just [home]. */
val starts: List<Int> = emptyList(),
/** Gold owed after a roll, front first: each seat chooses [GoldOwed.count] cards. */
val gold: List<GoldOwed> = emptyList(),
/**
* The tiles still face down, next to be found first. Hidden from every view but the host's, like the
* development deck.
*/
val fogDeck: List<FogTile> = emptyList(),
/** Where the game goes when the gold queue empties: [CatanPhase.PLAYING] unless a find interrupted something else. */
val afterGold: CatanPhase? = null,
/** Cloth tokens each seat holds (Cloth for Catan); empty when the scenario has none. Two make a victory point. */
val cloth: List<Int> = emptyList(),
/** Cloth still on each hex's village, by hex (Cloth for Catan); empty when the scenario has none. */
val villageCloth: List<Int> = emptyList(),
/** The tribe chip waiting on each hex (Forgotten Tribe), by hex; empty when the scenario has none. */
val chips: List<TribeChip> = emptyList(),
/** Seats that took a harbour chip and so trade 3:1 anywhere. */
val harbourSeats: List<Int> = emptyList(),
/** Victory points each seat holds from tribe chips; empty until one is taken. */
val chipPoints: List<Int> = emptyList(),
)
/** What the first settler beside a tribe hex takes (Forgotten Tribe). */
@Serializable
enum class TribeChip {
NONE,
/** One victory point. */
POINT,
/** A 3:1 harbour, good wherever the seat trades. */
HARBOUR,
/** Two resources of the seat's choice. */
GOLD,
}
/** One tile of the fog: what the hex turns out to be and the number token that comes with it. */
@Serializable
data class FogTile(val terrain: Terrain, val number: Int)
/** Whether [island] is one the game starts on, and so never earns the new-island bonus. */
fun SeaState.isStart(island: Int): Boolean = island == home || island in starts
@Serializable
data class GoldOwed(val seat: Int, val count: Int)
@@ -54,15 +54,15 @@ object CatanRules : GameRules<CatanState, CatanMove> {
"Seat count ${config.seats.size} does not match ${options.playerCount} players"
}
val sea = options.ruleSet == CatanRuleSet.SEAFARERS
val scenario = SeaScenario.NEW_SHORES
val sea = options.seafarers
val scenario = options.scenario
val seaBoard = if (sea) SeaBoards.generate(scenario, config.seed) else null
val topo = if (seaBoard != null) SeaBoards.topology(scenario) else CatanBoard.base
val board = seaBoard?.let { CatanBoard.Generated(it.terrains, it.numbers, it.robber, it.ports) }
?: CatanBoard.generate(config.seed)
// A different random stream than the island, so the same seed still
// produces both a fixed island and a fixed deck.
val ck = options.ruleSet == CatanRuleSet.CITIES_AND_KNIGHTS
val ck = options.citiesAndKnights
// Cities & Knights has no development cards: knights and progress
// cards take their place.
val devDeck = if (ck) {
@@ -73,12 +73,17 @@ object CatanRules : GameRules<CatanState, CatanMove> {
.shuffled(Random(config.seed + 1))
}
// Seat 0 used to lead every game; a separate stream from the board and
// the deck keeps the same seed giving the same table.
val firstSeat = Random(config.seed + 2).nextInt(options.playerCount)
return CatanState(
options = options,
seed = config.seed,
phase = CatanPhase.SETUP_FIRST,
turn = 0,
turn = firstSeat,
setupIndex = 0,
firstSeat = firstSeat,
turnNumber = 0,
terrains = board.terrains,
numbers = board.numbers,
@@ -114,6 +119,11 @@ object CatanRules : GameRules<CatanState, CatanMove> {
pirate = it.pirate,
islandBonus = List(topo.islandCount) { NO_PLAYER },
home = it.home,
starts = it.starts,
fogDeck = it.fogDeck,
cloth = if (it.villageCloth.isEmpty()) emptyList() else List(options.playerCount) { 0 },
villageCloth = it.villageCloth,
chips = it.chips,
)
},
)
@@ -121,8 +131,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
override fun currentSeat(state: CatanState): Int? = when (state.phase) {
CatanPhase.GAME_OVER -> null
CatanPhase.SETUP_FIRST -> state.setupIndex
CatanPhase.SETUP_SECOND -> 2 * state.playerCount - 1 - state.setupIndex
CatanPhase.SETUP_FIRST -> (state.firstSeat + state.setupIndex) % state.playerCount
CatanPhase.SETUP_SECOND ->
(state.firstSeat + 2 * state.playerCount - 1 - state.setupIndex) % state.playerCount
CatanPhase.DISCARDING -> state.discardSeat
CatanPhase.TRADE_PENDING -> state.pendingTrade?.asking?.takeIf { it >= 0 }
?: state.ck?.goodsOffer?.asking?.takeIf { it >= 0 }
@@ -201,8 +212,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
val moves = mutableListOf<SetupPlace>()
for (v in 0 until state.topo.VERTEX_COUNT) {
if (!vertexOpenForSettlement(state, v)) continue
// Seafarers: everyone starts on the home island.
if (state.sea != null && state.topo.vertexIsland[v] != state.sea.home) continue
// Seafarers: the starting settlements go on a starting island.
if (state.sea != null && !state.sea.isStart(state.topo.vertexIsland[v])) continue
// Nobody starts beside land that has not been found.
if (state.topo.VERTEX_HEXES[v].any { state.terrains[it] == Terrain.FOG }) continue
for (e in state.topo.VERTEX_EDGES[v]) {
if (state.roads[e] != NO_PLAYER || !state.topo.edgeLand[e]) continue
moves += SetupPlace(v, e)
@@ -238,7 +251,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
private fun robberMoves(state: CatanState, seat: Int): List<MoveRobber> {
val moves = mutableListOf<MoveRobber>()
for (h in 0 until state.topo.HEX_COUNT) {
if (h == state.robber || !state.topo.land[h]) continue
if (h == state.robber || !state.topo.land[h] || state.terrains[h] == Terrain.FOG) continue
val victims = state.topo.HEX_CORNERS[h]
.mapNotNull { state.buildings[it] }
.map { it.owner }
@@ -512,9 +525,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
return when {
newIndex >= 2 * n -> s.copy(
phase = CatanPhase.AWAIT_ROLL,
turn = 0,
turn = state.firstSeat,
turnNumber = 1,
log = s.log + "Setup done — seat 0 leads.",
log = s.log + "Setup done — seat ${state.firstSeat} leads.",
)
newIndex == n -> s.copy(phase = CatanPhase.SETUP_SECOND)
@@ -586,12 +599,13 @@ object CatanRules : GameRules<CatanState, CatanMove> {
s = s.copy(
log = s.log + "Seat ${state.turn} rolls ${state.lastDice.joinToString(" + ")} — $said.",
)
if (state.isSea) s = SeaRules.payCloth(s, number)
if (goldOwed.isEmpty()) return s
return SeaRules.settleGold(s.copy(sea = s.sea!!.copy(gold = goldOwed)))
}
/** What each seat is owed for gold fields showing [number], in seat order from the roller. */
private fun goldOwed(state: CatanState, number: Int): List<GoldOwed> {
internal fun goldOwed(state: CatanState, number: Int): List<GoldOwed> {
val topo = state.topo
val owed = IntArray(state.playerCount)
for (h in 0 until topo.HEX_COUNT) {
@@ -654,7 +668,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
s = s.copy(pendingFreeRoads = left)
if (left == 0) s = s.copy(phase = phaseAfterRoads(s))
}
return checkWin(s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}."))
s = s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}.")
if (state.sea != null) s = SeaRules.reveal(s, seat, move.edge)
return checkWin(s)
}
private fun applyBuildShip(state: CatanState, seat: Int, move: BuildShip): CatanState {
@@ -673,7 +689,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
s = s.copy(pendingFreeRoads = left)
if (left == 0) s = s.copy(phase = phaseAfterRoads(s))
}
return checkWin(s.copy(log = s.log + "Seat $seat launches a ship on ${move.edge}."))
return checkWin(SeaRules.reveal(s.copy(log = s.log + "Seat $seat launches a ship on ${move.edge}."), seat, move.edge))
}
private fun applyMoveShip(state: CatanState, seat: Int, move: MoveShip): CatanState {
@@ -686,12 +702,17 @@ object CatanRules : GameRules<CatanState, CatanMove> {
val s = state.copy(
sea = sea.copy(ships = ships, shipMoved = true, builtThisTurn = sea.builtThisTurn + move.to),
)
return checkWin(refreshLongestRoad(s).let {
it.copy(log = it.log + "Seat $seat sails a ship from ${move.from} to ${move.to}.")
})
return checkWin(
SeaRules.reveal(
refreshLongestRoad(s).let { it.copy(log = it.log + "Seat $seat sails a ship from ${move.from} to ${move.to}.") },
seat,
move.to,
),
)
}
private fun applyMovePirate(state: CatanState, seat: Int, move: MovePirate): CatanState {
if (state.isCk) return CatanCk.applyPirate(state, seat, move)
val hex = state.topo.hexIndex[move.hex] ?: throw IllegalArgumentException("No hex at ${move.hex}")
var s = state.copy(sea = state.sea!!.copy(pirate = hex), rngStep = state.rngStep + 1)
var stolen = ""
@@ -726,7 +747,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
},
)
s = payCost(s, seat, SETTLEMENT_COST)
s = SeaRules.claimIsland(s, seat, move.vertex)
s = SeaRules.settled(s, seat, move.vertex)
// A settlement can break another player's road, so the award is
// recomputed for everyone.
s = refreshLongestRoad(s)
@@ -1129,7 +1150,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
cards.groupingBy { it }.eachCount()
/** Hands with [delta] of each resource added to (or, with negative sign, removed from) [seat]'s. */
private fun withCounts(
internal fun withCounts(
resources: List<Map<Resource, Int>>,
seat: Int,
delta: Map<Resource, Int>,
@@ -1167,6 +1188,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
val mine = state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat
if (mine) best = port.ratio
}
if (best > 3 && state.sea?.harbourSeats?.contains(seat) == true) best = 3
return best
}
@@ -1177,7 +1199,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
val (a, b) = state.topo.EDGE_VERTICES[port.edge]
if (state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat) return port.ratio
}
return 4
return if (state.sea?.harbourSeats?.contains(seat) == true) 3 else 4
}
// -----------------------------------------------------------------------
@@ -1198,6 +1220,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
state.copy(
// Hidden information stays with the holder and the host.
devDeck = emptyList(),
sea = state.sea?.copy(fogDeck = emptyList()),
devHands = state.devHands.mapIndexed { index, hand ->
if (index == seat) hand else emptyList()
},
@@ -5,11 +5,44 @@ import kotlin.random.Random
/** The Seafarers maps on offer. Each is a fixed arrangement of land and sea; the tiles and numbers on it are shuffled. */
@Serializable
enum class SeaScenario(val title: String, val blurb: String) {
enum class SeaScenario(val title: String, val blurb: String, val start: SeaStart = SeaStart.HOME_ONLY) {
NEW_SHORES(
"Heading for New Shores",
"One large home island and three small ones to find by ship. Gold fields on two of the small islands.",
),
FOUR_ISLANDS(
"Four Islands",
"Four equal islands, one start each, and two gold islets in the middle. Settle your own island, then sail.",
SeaStart.MAIN_ISLANDS,
),
THROUGH_THE_DESERT(
"Through the Desert",
"One island cut by a broad desert that yields nothing. Reach the far side by road, or sail round to the islets.",
),
FOG_ISLANDS(
"The Fog Islands",
"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.",
),
CLOTH_FOR_CATAN(
"Cloth for Catan",
"Four villages weave cloth. Settle beside one and it pays you a cloth token whenever its number rolls; " +
"every two tokens are a victory point.",
),
FORGOTTEN_TRIBE(
"The Forgotten Tribe",
"Four small isles hold the chips of a lost tribe. The first to settle beside one takes it: " +
"a victory point, a harbour, or gold.",
),
}
/** Where the starting settlements may go. */
enum class SeaStart {
/** The largest island only. */
HOME_ONLY,
/** Any island big enough to live on (four hexes or more); the small ones are prizes to sail to. */
MAIN_ISLANDS,
}
/**
@@ -33,8 +66,73 @@ object SeaBoards {
"..........",
)
private val FOUR_ISLANDS_MAP = listOf(
"............",
"..###..###..",
"..###..###..",
"............",
"..$.....$...",
"............",
"..###..###..",
"..###..###..",
"............",
)
private val THROUGH_THE_DESERT_MAP = listOf(
"............",
".###DD###...",
".###DDD###..",
"..###DD###..",
"............",
"..$.....$...",
"............",
"...##...#...",
"............",
)
/** `F` is fog: land that is face down until found. */
private val FOG_ISLANDS_MAP = listOf(
"............",
".###....FF..",
".####..FFF..",
"..#D#..FFFF.",
".###...FFF..",
".......FF...",
"...##.......",
"............",
)
/** `V` is a village; `t` is a resource hex that carries a tribe chip. */
private val CLOTH_FOR_CATAN_MAP = listOf(
"............",
"..V###..V##.",
"..#####..##.",
"..####V..#..",
"...###......",
".......##V..",
"............",
"...##.......",
"............",
)
private val FORGOTTEN_TRIBE_MAP = listOf(
"............",
"..###..t#...",
"..#####..#t.",
"..#####..#..",
"..####......",
"........t##.",
".#t.........",
"............",
)
private fun rows(scenario: SeaScenario): List<String> = when (scenario) {
SeaScenario.NEW_SHORES -> NEW_SHORES_MAP
SeaScenario.FOUR_ISLANDS -> FOUR_ISLANDS_MAP
SeaScenario.THROUGH_THE_DESERT -> THROUGH_THE_DESERT_MAP
SeaScenario.FOG_ISLANDS -> FOG_ISLANDS_MAP
SeaScenario.CLOTH_FOR_CATAN -> CLOTH_FOR_CATAN_MAP
SeaScenario.FORGOTTEN_TRIBE -> FORGOTTEN_TRIBE_MAP
}
private val topologies = HashMap<SeaScenario, Topology>()
@@ -72,8 +170,22 @@ object SeaBoards {
val pirate: Int,
val ports: List<Port>,
val home: Int,
/** The islands the starting settlements may go on; always includes [home]. */
val starts: List<Int> = listOf(home),
/** The tiles under the fog, in the order they will be found. */
val fogDeck: List<FogTile> = emptyList(),
/** The tribe chip on each hex, or [TribeChip.NONE]; empty when the map has none. */
val chips: List<TribeChip> = emptyList(),
/** Cloth waiting on each village, by hex; empty when the map has none. */
val villageCloth: List<Int> = emptyList(),
)
/** An island of this many land hexes or more can be started on. */
private const val MAIN_ISLAND_HEXES = 4
/** Cloth each village starts with. */
const val VILLAGE_CLOTH = 6
private val RESOURCE_TILES = listOf(
Terrain.FOREST, Terrain.PASTURE, Terrain.FIELDS, Terrain.HILLS, Terrain.MOUNTAINS,
)
@@ -88,18 +200,21 @@ object SeaBoards {
val random = Random(seed)
// Resources fill the '#' hexes as evenly as the count allows, in shuffled order.
val plain = kinds.indices.filter { kinds[it] == '#' }
val plain = kinds.indices.filter { kinds[it] == '#' || kinds[it] == 't' }
val pool = List(plain.size) { RESOURCE_TILES[it % RESOURCE_TILES.size] }.shuffled(random)
val terrains = MutableList(kinds.size) { Terrain.SEA }
kinds.forEachIndexed { h, ch ->
terrains[h] = when (ch) {
'$' -> Terrain.GOLD
'D' -> Terrain.DESERT
'#' -> pool[plain.indexOf(h)]
'#', 't' -> pool[plain.indexOf(h)]
'V' -> Terrain.VILLAGE
'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 }
check(numbered.size <= TOKENS.size) { "Not enough number tokens for ${numbered.size} hexes" }
val tokens = TOKENS.take(numbered.size).shuffled(random)
@@ -119,6 +234,14 @@ object SeaBoards {
attempt++
}
// What lies under the fog: mostly resources, one gold field in five, drawn from the same tokens.
val fogHexes = terrains.indices.filter { terrains[it] == Terrain.FOG }
val fogKinds = List(fogHexes.size) { i ->
if (i % 5 == 4) Terrain.GOLD else RESOURCE_TILES[i % RESOURCE_TILES.size]
}.shuffled(random)
val fogDeck = fogHexes.mapIndexed { i, h -> FogTile(fogKinds[i], numbers[h]) }.shuffled(random)
fogHexes.forEach { numbers[it] = 0 }
val portTypes = (
listOf(Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN, Resource.ORE) + List(4) { null }
).shuffled(random)
@@ -129,7 +252,10 @@ object SeaBoards {
val desert = terrains.indexOf(Terrain.DESERT).takeIf { it >= 0 }
?: numbered.first()
val home = (0 until topo.islandCount).maxByOrNull { island -> topo.islandOf.count { it == island } } ?: 0
// 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 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.
val sea = terrains.indices.filter { terrains[it] == Terrain.SEA }
val pirate = sea.maxByOrNull { h ->
@@ -139,6 +265,28 @@ object SeaBoards {
} ?: 0
} ?: sea.first()
return Generated(terrains, numbers.toList(), desert, pirate, ports, home)
val starts = when (scenario.start) {
SeaStart.HOME_ONLY -> listOf(home)
SeaStart.MAIN_ISLANDS -> (0 until topo.islandCount).filter { island ->
topo.islandOf.count { it == island } >= MAIN_ISLAND_HEXES
}.ifEmpty { listOf(home) }
}
// Tribe chips: one of each kind in turn, dealt to the marked hexes in random order.
val chipHexes = kinds.indices.filter { kinds[it] == 't' }
val chips = if (chipHexes.isEmpty()) {
emptyList()
} else {
val kindsOfChip = listOf(TribeChip.POINT, TribeChip.HARBOUR, TribeChip.GOLD)
val dealt = List(chipHexes.size) { kindsOfChip[it % kindsOfChip.size] }.shuffled(random)
List(terrains.size) { h -> chipHexes.indexOf(h).let { if (it < 0) TribeChip.NONE else dealt[it] } }
}
val villages = if (kinds.none { it == 'V' }) {
emptyList()
} else {
List(terrains.size) { h -> if (terrains[h] == Terrain.VILLAGE) VILLAGE_CLOTH else 0 }
}
return Generated(terrains, numbers.toList(), desert, pirate, ports, home, starts, fogDeck, chips, villages)
}
}
@@ -83,7 +83,7 @@ internal object SeaRules {
.map { sea.ships[it] }
.filter { it != NO_PLAYER && it != thief }
.distinct()
.filter { state.resourceCount(it) > 0 }
.filter { if (state.isCk) CatanCk.goodsCount(state, it) > 0 else state.resourceCount(it) > 0 }
}
fun pirateMoves(state: CatanState, seat: Int): List<MovePirate> {
@@ -135,25 +135,168 @@ internal object SeaRules {
val supply = Resource.entries.sumOf { CatanRules.bankSupply(state, it) }
val queue = if (supply > 0) sea.gold else emptyList()
return if (queue.isEmpty()) {
state.copy(sea = sea.copy(gold = emptyList()), phase = CatanPhase.PLAYING)
state.copy(sea = sea.copy(gold = emptyList(), afterGold = null), phase = sea.afterGold ?: CatanPhase.PLAYING)
} else {
state.copy(sea = sea.copy(gold = queue), phase = CatanPhase.GOLD)
}
}
// -----------------------------------------------------------------------
// Fog
// -----------------------------------------------------------------------
/** Hidden hexes a piece on [edge] reaches: any that touches either end. */
private fun fogReached(state: CatanState, edge: Int): List<Int> {
val topo = state.topo
return topo.EDGE_VERTICES[edge].toList()
.flatMap { topo.VERTEX_HEXES[it] }
.filter { state.terrains[it] == Terrain.FOG }
.distinct()
.sorted()
}
/**
* After a road or ship lands on [edge]: turn each fog hex it now touches face up. The finder takes one card
* of what it yields, or chooses any resource if it is gold, supply permitting. The caller's phase is kept.
*/
fun reveal(state: CatanState, seat: Int, edge: Int): CatanState {
var s = state
val found = fogReached(state, edge)
if (found.isEmpty()) return s
val owed = mutableListOf<GoldOwed>()
for (hex in found) {
val sea = s.sea!!
val tile = sea.fogDeck.firstOrNull() ?: break
val name = tile.terrain.name.lowercase()
s = s.copy(
terrains = s.terrains.toMutableList().also { it[hex] = tile.terrain },
numbers = s.numbers.toMutableList().also { it[hex] = tile.number },
sea = sea.copy(fogDeck = sea.fogDeck.drop(1)),
log = s.log + "Seat $seat uncovers ${if (tile.terrain == Terrain.GOLD) "a gold field" else "the $name"} " +
"(${s.topo.HEXES[hex].q},${s.topo.HEXES[hex].r})" +
if (tile.number != 0) " with a ${tile.number}." else ".",
)
val resource = tile.terrain.produces
if (resource != null && CatanRules.bankSupply(s, resource) > 0) {
s = s.copy(resources = CatanRules.withCounts(s.resources, seat, mapOf(resource to 1), 1))
} else if (tile.terrain == Terrain.GOLD) {
owed += GoldOwed(seat, 1)
}
}
if (owed.isEmpty()) return s
return owe(s, seat, owed.sumOf { it.count })
}
/** 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!!
val queued = sea.copy(
gold = sea.gold + GoldOwed(seat, count),
afterGold = state.phase.takeIf { it != CatanPhase.GOLD } ?: sea.afterGold,
)
return settleGold(state.copy(sea = queued))
}
// -----------------------------------------------------------------------
// Islands and scoring
// -----------------------------------------------------------------------
/** The bonus points [seat] holds for first landings. */
fun bonusPoints(state: CatanState, seat: Int): Int =
(state.sea?.islandBonus?.count { it == seat } ?: 0) * ISLAND_BONUS
/** The bonus points [seat] holds: first landings, tribe chips, and one for every two cloth. */
fun bonusPoints(state: CatanState, seat: Int): Int {
val sea = state.sea ?: return 0
return sea.islandBonus.count { it == seat } * ISLAND_BONUS +
clothOf(state, seat) / CLOTH_PER_POINT +
(sea.chipPoints.getOrNull(seat) ?: 0)
}
// -----------------------------------------------------------------------
// Cloth for Catan
// -----------------------------------------------------------------------
const val CLOTH_PER_POINT = 2
fun clothOf(state: CatanState, seat: Int): Int = state.sea?.cloth?.getOrNull(seat) ?: 0
/**
* After the dice pay: every village showing [number] pays one cloth to each settlement or city beside it
* (a city is not worth more here), until its stock runs out. A robber on the village stops it.
*/
fun payCloth(state: CatanState, number: Int): CatanState {
val sea = state.sea ?: return state
if (sea.villageCloth.isEmpty()) return state
var s = state
val topo = state.topo
for (h in 0 until topo.HEX_COUNT) {
if (state.terrains[h] != Terrain.VILLAGE || state.numbers[h] != number || h == state.robber) continue
val takers = topo.HEX_CORNERS[h].mapNotNull { state.buildings[it]?.owner }
if (takers.isEmpty()) continue
// Seats in turn order from the roller get the last of the stock.
val order = takers.sortedBy { (it - state.turn + state.playerCount) % state.playerCount }
val current = s.sea!!
var stock = current.villageCloth[h]
val cloth = current.cloth.toMutableList()
val said = mutableListOf<String>()
for (seat in order) {
if (stock == 0) break
cloth[seat] += 1
stock--
said += "seat $seat"
}
if (said.isEmpty()) continue
val stocks = current.villageCloth.toMutableList().also { it[h] = stock }
s = s.copy(
sea = current.copy(cloth = cloth, villageCloth = stocks),
log = s.log + "The village at (${topo.HEXES[h].q},${topo.HEXES[h].r}) pays cloth to ${said.joinToString(", ")}.",
)
}
return s
}
// -----------------------------------------------------------------------
// The Forgotten Tribe
// -----------------------------------------------------------------------
/** After a settlement on [vertex]: take any tribe chip lying on a hex beside it. */
fun takeChips(state: CatanState, seat: Int, vertex: Int): CatanState {
var s = state
if (s.sea?.chips.isNullOrEmpty()) return s
var gold = 0
for (hex in state.topo.VERTEX_HEXES[vertex]) {
val sea = s.sea!!
val chip = sea.chips.getOrNull(hex) ?: continue
if (chip == TribeChip.NONE) continue
val rest = sea.chips.toMutableList().also { it[hex] = TribeChip.NONE }
var next = sea.copy(chips = rest)
val said = when (chip) {
TribeChip.POINT -> {
val points = next.chipPoints.ifEmpty { List(state.playerCount) { 0 } }.toMutableList()
points[seat] += 1
next = next.copy(chipPoints = points)
"a victory point"
}
TribeChip.HARBOUR -> {
next = next.copy(harbourSeats = (next.harbourSeats + seat).distinct())
"a harbour that trades 3:1"
}
else -> {
gold += 2
"two resources of its choice"
}
}
s = s.copy(sea = next, log = s.log + "Seat $seat takes the tribe's chip beside it: $said.")
}
return if (gold > 0) owe(s, seat, gold) else s
}
/** What happens to a new settlement of [seat]'s on [vertex] beyond the base game. */
fun settled(state: CatanState, seat: Int, vertex: Int): CatanState =
takeChips(claimIsland(state, seat, vertex), seat, vertex)
/** After a settlement on [vertex]: award the island bonus if it is the first on a new island. */
fun claimIsland(state: CatanState, seat: Int, vertex: Int): CatanState {
val sea = state.sea ?: return state
val island = state.topo.vertexIsland[vertex]
if (island < 0 || island == sea.home || sea.islandBonus[island] != NO_PLAYER) return state
if (island < 0 || sea.isStart(island) || sea.islandBonus[island] != NO_PLAYER) return state
val bonus = sea.islandBonus.toMutableList().also { it[island] = seat }
return state.copy(
sea = sea.copy(islandBonus = bonus),
@@ -1,6 +1,7 @@
package org.prolibertate.games.game.mastermind
import kotlin.random.Random
import org.prolibertate.games.game.engine.AiLevel
import org.prolibertate.games.game.engine.AiProfiles
import org.prolibertate.games.game.engine.GameAi
@@ -18,15 +19,13 @@ import org.prolibertate.games.game.engine.GameAi
* plays the one whose *worst* possible answer leaves the smallest number of
* candidates behind, so it cannot be given a reply that tells it little.
*
* The table already carries its own three-step level ([MastermindOptions.level]),
* chosen at setup and shown to the player, and it means exactly what an
* [org.prolibertate.games.game.engine.AiLevel] would here. Layering a second
* knob on top would make the two disagree, so the shared [profiles] are
* accepted for a uniform constructor but this game keeps playing at the level
* the table names. [level] overrides that, which is what the tests use.
* The computer difficulty chosen at setup picks the level: Easy plays Casual,
* Medium plays whatever the table's saved [MastermindOptions.level] says (Club
* for a new game) and Hard plays Strong. [level] overrides all of that, which is
* what the tests use.
*/
class MastermindAi(
@Suppress("unused") private val profiles: AiProfiles = AiProfiles.DEFAULT,
private val profiles: AiProfiles = AiProfiles.DEFAULT,
private val level: MastermindLevel? = null,
) : GameAi<MastermindState, MastermindMove> {
@@ -38,7 +37,12 @@ class MastermindAi(
legal: List<MastermindMove>,
): MastermindMove {
require(legal.isNotEmpty()) { "No legal guess for seat $seat" }
val setting = level ?: state.options.level
val profile = profiles.of(seat)
val setting = level ?: when (profile.level) {
AiLevel.EASY -> MastermindLevel.CASUAL
AiLevel.MEDIUM -> state.options.level
AiLevel.HARD -> MastermindLevel.STRONG
}
// Deterministic for a given position, so a host and a client watching
// the same game agree on what the computer did.
@@ -35,11 +35,8 @@ import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.SavedMatch
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.backgammon.BackgammonLevel
import org.prolibertate.games.game.backgammon.BackgammonOptions
import org.prolibertate.games.game.checkers.CheckersLevel
import org.prolibertate.games.game.checkers.CheckersOptions
import org.prolibertate.games.game.chess.ChessLevel
import org.prolibertate.games.game.chess.ChessOptions
import org.prolibertate.games.game.crazyeights.CrazyEightsOptions
import org.prolibertate.games.game.cribbage.CribbageOptions
@@ -57,15 +54,13 @@ import org.prolibertate.games.game.pegsolitaire.PegBoard
import org.prolibertate.games.game.pegsolitaire.PegGoal
import org.prolibertate.games.game.pegsolitaire.PegSolitaireOptions
import org.prolibertate.games.game.kaiser.KaiserOptions
import org.prolibertate.games.game.mastermind.MastermindLevel
import org.prolibertate.games.game.mastermind.MastermindOptions
import org.prolibertate.games.game.morris.MorrisLevel
import org.prolibertate.games.game.morris.MorrisOptions
import org.prolibertate.games.game.pirates.PiratesLevel
import org.prolibertate.games.game.pirates.PiratesOptions
import org.prolibertate.games.game.president.PresidentOptions
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanRuleSet
import org.prolibertate.games.game.catan.CatanExpansion
import org.prolibertate.games.game.catan.SeaScenario
import org.prolibertate.games.game.sequence.SequenceOptions
import org.prolibertate.games.game.tayu.TayuLevel
import org.prolibertate.games.game.tayu.TayuOptions
@@ -379,47 +374,50 @@ fun teamForSeat(gameId: String, seat: Int, seatCount: Int): Int = when (gameId)
else -> seat
}
/** The targets the setup screen offers for a Katan rule set. */
internal fun catanPointsChoices(ruleSet: CatanRuleSet): List<Int> = when (ruleSet) {
// Five is a short game for trying things out; ten is the published target.
CatanRuleSet.BASE -> listOf(5, 8, 10, 12)
// Cities & Knights is played to thirteen, which is also why it runs longer.
CatanRuleSet.CITIES_AND_KNIGHTS -> listOf(8, 10, 13, 15)
/** The targets the setup screen offers for a Katan game with [expansions] on. */
internal fun catanPointsChoices(expansions: Set<CatanExpansion>): List<Int> = when {
// Both: Cities & Knights' long game plus the new-island points.
expansions.size > 1 -> listOf(10, 12, 14, 16)
// Seafarers adds two points for each new island, so the target is higher.
CatanRuleSet.SEAFARERS -> listOf(8, 10, 12, 14)
CatanExpansion.SEAFARERS in expansions -> listOf(8, 10, 12, 14)
// Cities & Knights is played to thirteen, which is also why it runs longer.
CatanExpansion.CITIES_AND_KNIGHTS in expansions -> listOf(8, 10, 13, 15)
// Five is a short game for trying things out; ten is the published target.
else -> listOf(5, 8, 10, 12)
}
/** The published target for a rule set. */
internal fun catanDefaultPoints(ruleSet: CatanRuleSet): Int = when (ruleSet) {
CatanRuleSet.BASE -> 10
CatanRuleSet.CITIES_AND_KNIGHTS -> 13
CatanRuleSet.SEAFARERS -> 12
/** The published target for a game with [expansions] on. */
internal fun catanDefaultPoints(expansions: Set<CatanExpansion>): Int = when {
expansions.size > 1 -> 14
CatanExpansion.SEAFARERS in expansions -> 12
CatanExpansion.CITIES_AND_KNIGHTS in expansions -> 13
else -> 10
}
/**
* [options] switched to [ruleSet]. The target moves to the new rule set's own
* [options] with [expansion] switched on or off. The target moves to the new combination's own
* default unless the one already chosen is on its menu too.
*/
internal fun catanSwitchRules(options: CatanOptions, ruleSet: CatanRuleSet): CatanOptions =
options.copy(
ruleSet = ruleSet,
pointsToWin = options.pointsToWin.takeIf { it in catanPointsChoices(ruleSet) && it != catanDefaultPoints(options.ruleSet) }
?: catanDefaultPoints(ruleSet),
internal fun catanToggleExpansion(options: CatanOptions, expansion: CatanExpansion, on: Boolean): CatanOptions {
val expansions = if (on) options.expansions + expansion else options.expansions - expansion
return options.copy(
expansions = expansions,
pointsToWin = options.pointsToWin.takeIf {
it in catanPointsChoices(expansions) && it != catanDefaultPoints(options.expansions)
} ?: catanDefaultPoints(expansions),
)
private fun catanRuleSetName(ruleSet: CatanRuleSet): String = when (ruleSet) {
CatanRuleSet.BASE -> "Base game"
CatanRuleSet.CITIES_AND_KNIGHTS -> "Cities & Knights"
CatanRuleSet.SEAFARERS -> "Seafarers"
}
private fun catanRuleSetBlurb(ruleSet: CatanRuleSet): String = when (ruleSet) {
CatanRuleSet.BASE ->
"Settle the island, trade, and play development cards. Longest Road and Largest Army score."
CatanRuleSet.CITIES_AND_KNIGHTS ->
private fun catanExpansionName(expansion: CatanExpansion): String = when (expansion) {
CatanExpansion.CITIES_AND_KNIGHTS -> "Cities & Knights"
CatanExpansion.SEAFARERS -> "Seafarers"
}
private fun catanExpansionBlurb(expansion: CatanExpansion): String = when (expansion) {
CatanExpansion.CITIES_AND_KNIGHTS ->
"Cities make commodities, knights hold off the barbarians, and improvements earn progress " +
"cards and metropolises. No development cards; the robber sleeps until the first attack."
CatanRuleSet.SEAFARERS ->
CatanExpansion.SEAFARERS ->
"Build ships to reach new islands. Gold fields pay any resource, a pirate guards the sea, " +
"and the first settlement on each new island scores two extra points."
}
@@ -427,14 +425,24 @@ private fun catanRuleSetBlurb(ruleSet: CatanRuleSet): String = when (ruleSet) {
@Composable
private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Rules",
values = CatanRuleSet.entries,
selected = options.ruleSet,
display = ::catanRuleSetName,
onSelect = { onChange(catanSwitchRules(options, it)) },
)
Text(catanRuleSetBlurb(options.ruleSet), style = MaterialTheme.typography.bodySmall)
CatanExpansion.entries.forEach { expansion ->
ToggleRow(
title = catanExpansionName(expansion),
subtitle = catanExpansionBlurb(expansion),
checked = expansion in options.expansions,
onChange = { onChange(catanToggleExpansion(options, expansion, it)) },
)
}
if (options.seafarers) {
ChipRow(
label = "Map",
values = SeaScenario.entries,
selected = options.scenario,
display = { it.title },
onSelect = { onChange(options.copy(scenario = it)) },
)
Text(options.scenario.blurb, style = MaterialTheme.typography.bodySmall)
}
ChipRow(
label = "Players",
values = listOf(3, 4),
@@ -444,7 +452,7 @@ private fun CatanOptionsEditor(options: CatanOptions, onChange: (CatanOptions) -
)
ChipRow(
label = "Game to",
values = catanPointsChoices(options.ruleSet),
values = catanPointsChoices(options.expansions),
selected = options.pointsToWin,
display = { "$it points" },
onSelect = { onChange(options.copy(pointsToWin = it)) },
@@ -785,13 +793,6 @@ private fun ChessOptionsEditor(
display = { if (it) "White" else "Black" },
onSelect = onColour,
)
ChipRow(
label = "Opponent",
values = ChessLevel.entries.toList(),
selected = options.level,
display = { it.label },
onSelect = { onChange(options.copy(level = it)) },
)
ToggleRow(
title = "Fifty-move rule",
subtitle = "Fifty moves each with no capture and no pawn move is a draw",
@@ -815,13 +816,6 @@ private fun ChessOptionsEditor(
@Composable
private fun CheckersOptionsEditor(options: CheckersOptions, onChange: (CheckersOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Opponent",
values = CheckersLevel.entries.toList(),
selected = options.level,
display = { it.label },
onSelect = { onChange(options.copy(level = it)) },
)
ToggleRow(
title = "Flying kings",
subtitle = "A king slides the length of a diagonal and takes from a distance, " +
@@ -856,13 +850,6 @@ private fun BackgammonOptionsEditor(
onChange: (BackgammonOptions) -> Unit,
) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Opponent",
values = BackgammonLevel.entries.toList(),
selected = options.level,
display = { it.label },
onSelect = { onChange(options.copy(level = it)) },
)
ToggleRow(
title = "Count gammons",
subtitle = "A loser who bore nothing off has lost double, and one still on the " +
@@ -884,13 +871,6 @@ private fun MastermindOptionsEditor(
onChange: (MastermindOptions) -> Unit,
) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Opponent",
values = MastermindLevel.entries.toList(),
selected = options.level,
display = { it.label },
onSelect = { onChange(options.copy(level = it)) },
)
ChipRow(
label = "Colours",
values = listOf(6, 8),
@@ -955,13 +935,6 @@ private fun PiratesOptionsEditor(
display = { if (it) "the two pirates" else "the twenty-four Bulgars" },
onSelect = onSide,
)
ChipRow(
label = "Opponent",
values = PiratesLevel.entries.toList(),
selected = options.level,
display = { it.label },
onSelect = { onChange(options.copy(level = it)) },
)
ToggleRow(
title = "A pirate who can take must take",
subtitle = "The rule that huffing exists to enforce, applied directly",
@@ -987,13 +960,6 @@ private fun PiratesOptionsEditor(
@Composable
private fun MorrisOptionsEditor(options: MorrisOptions, onChange: (MorrisOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Opponent",
values = MorrisLevel.entries.toList(),
selected = options.level,
display = { it.label },
onSelect = { onChange(options.copy(level = it)) },
)
ChipRow(
label = "Pieces each",
values = listOf(3, 6, 9),
@@ -34,6 +34,7 @@ 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.Terrain
import org.prolibertate.games.game.catan.TribeChip
/**
* The island, drawn and tappable.
@@ -156,6 +157,36 @@ private fun DrawScope.drawHexes(
val number = state.numbers[hex]
if (number != 0) drawToken(number, centre, board, style, measurer)
if (state.terrains[hex] == Terrain.FOG) {
drawCentered(
measurer = measurer,
text = "?",
at = centre,
fontPx = board.radius * 0.9f,
color = style.hexEdge.copy(alpha = 0.7f),
weight = FontWeight.Bold,
)
}
val sea = state.sea
val note = when {
state.terrains[hex] == Terrain.VILLAGE && sea != null -> "${sea.villageCloth.getOrElse(hex) { 0 }} cloth"
else -> when (sea?.chips?.getOrNull(hex)) {
TribeChip.POINT -> "+1 VP"
TribeChip.HARBOUR -> "3:1"
TribeChip.GOLD -> "gold"
else -> null
}
}
if (note != null) {
drawCentered(
measurer = measurer,
text = note,
at = Pt(centre.x, centre.y + board.radius * 0.62f),
fontPx = board.radius * 0.26f,
color = style.tokenInk,
weight = FontWeight.Bold,
)
}
}
}
@@ -256,6 +256,7 @@ fun CatanPlayerCard(
if (at.seat == seat) add(if (compact) track.name.first().toString() else "${CatanText.track(track)} metropolis")
}
if (ck.merchant?.seat == seat) add("Merchant")
addAll(seaAwards(state, seat, compact))
}
CardLine(
text = ckAwards.joinToString(" · ").ifEmpty { BLANK },
@@ -280,6 +281,7 @@ fun CatanPlayerCard(
val awards = buildList {
if (state.longestRoadOwner == seat) add(if (compact) "Road" else "Longest road")
if (state.largestArmyOwner == seat) add(if (compact) "Army" else "Largest army")
addAll(seaAwards(state, seat, compact))
}
// Always drawn, so the card does not grow when somebody takes an award.
CardLine(
@@ -634,3 +636,12 @@ fun CatanLog(state: CatanState, modifier: Modifier = Modifier) {
}
}
}
/** Seafarers scenario holdings worth a word on a player's card: cloth, and a tribe harbour. */
private fun seaAwards(state: CatanState, seat: Int, compact: Boolean): List<String> {
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 (seat in sea.harbourSeats) add(if (compact) "3:1" else "Harbour 3:1")
}
}
@@ -198,7 +198,7 @@ fun CatanScreen(
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
val actions = CatanActions(
buildKinds = when {
current.isCk -> BuildKind.entries.filter { it != BuildKind.SHIP }
current.isCk -> BuildKind.entries.filter { it != BuildKind.SHIP || current.isSea }
current.isSea -> BuildKind.SEAFARERS
else -> BuildKind.BASE
},
@@ -124,6 +124,10 @@ private val LightStyle = CatanStyle(
// Seafarers. Sea hexes are drawn as a faint wash over the water; gold is a rich yellow.
Terrain.SEA to Color(0xFF3A7CA5),
Terrain.GOLD to Color(0xFFF2B01E),
// Land not yet found: a pale grey bank of fog with a question mark.
Terrain.FOG to Color(0xFFB9C2C9),
// Cloth villages: a dyed-cloth purple.
Terrain.VILLAGE to Color(0xFF9B6BB5),
),
hexEdge = Color(0x55000000),
token = Color(0xFFF7EFD9),
@@ -74,6 +74,8 @@ object CatanText {
Terrain.DESERT -> "Desert"
Terrain.SEA -> "Sea"
Terrain.GOLD -> "Gold field"
Terrain.FOG -> "Fog"
Terrain.VILLAGE -> "Village"
}
fun devCard(type: DevCardType): String = when (type) {
@@ -193,7 +195,7 @@ object CatanText {
/** Seafarers: a ship has been picked to sail, and its destination is awaited. */
movingShip: Boolean = false,
): String {
if (state.isCk) return ckPrompt(state, seats, setupVertexChosen, building, movingKnight, armed)
if (state.isCk) return ckPrompt(state, seats, setupVertexChosen, building, movingKnight, armed, movingShip)
val me = seats.me
val onClock = CatanRules.currentSeat(state)
val mine = onClock == me
@@ -400,6 +402,7 @@ object CatanText {
building: BuildKind?,
movingKnight: Boolean,
armed: ProgressType?,
movingShip: Boolean,
): String {
val me = seats.me
val onClock = CatanRules.currentSeat(state)
@@ -408,7 +411,12 @@ object CatanText {
val ck = state.ck!!
return when (state.phase) {
CatanPhase.GOLD -> ""
CatanPhase.GOLD ->
if (mine) {
"Gold! Choose ${state.sea?.gold?.firstOrNull()?.count ?: 1} resource cards."
} else {
"${seats.label(onClock ?: state.turn)} is choosing from the gold…"
}
CatanPhase.GAME_OVER -> {
val winner = state.winner
@@ -434,6 +442,7 @@ object CatanText {
CatanPhase.ROBBER -> when {
!mine -> "$turn is moving the robber…"
ck.bishop -> "The bishop: tap a hex. Everyone beside it pays you a card."
state.isSea -> SEA_ROBBER
else -> "Move the robber. Tap a hex."
}
@@ -441,6 +450,8 @@ object CatanText {
!mine -> "$turn is playing…"
armed != null -> armedPrompt(armed)
movingKnight -> "Tap where the knight should go."
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.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."
@@ -55,15 +55,15 @@ class CatanAiProfilesTest {
(0 until 3).any { p.of(it).style == style }
}
private fun forEveryProfile(rules: CatanRuleSet, cap: Int) {
private fun forEveryProfile(rules: Set<CatanExpansion>, cap: Int) {
val options = CatanOptions(
playerCount = 3,
pointsToWin = when (rules) {
CatanRuleSet.BASE -> 10
CatanRuleSet.CITIES_AND_KNIGHTS -> 13
else -> 12
pointsToWin = when {
CatanExpansion.CITIES_AND_KNIGHTS in rules -> 13
CatanExpansion.SEAFARERS in rules -> 12
else -> 10
},
ruleSet = rules,
expansions = rules,
)
for (difficulty in listOf(AiDifficulty.EASY, AiDifficulty.HARD)) {
for (style in AiStyle.entries) {
@@ -78,14 +78,14 @@ class CatanAiProfilesTest {
}
@Test
fun `easy and hard seats of every style play the base game`() = forEveryProfile(CatanRuleSet.BASE, 1_500)
fun `easy and hard seats of every style play the base game`() = forEveryProfile(emptySet(), 1_500)
@Test
fun `easy and hard seats of every style play Cities and Knights`() =
forEveryProfile(CatanRuleSet.CITIES_AND_KNIGHTS, 1_500)
forEveryProfile(setOf(CatanExpansion.CITIES_AND_KNIGHTS), 1_500)
@Test
fun `easy and hard seats of every style play Seafarers`() = forEveryProfile(CatanRuleSet.SEAFARERS, 1_500)
fun `easy and hard seats of every style play Seafarers`() = forEveryProfile(setOf(CatanExpansion.SEAFARERS), 1_500)
@Test
fun `a mixed table of four finishes a base game`() {
@@ -95,8 +95,8 @@ class CatanAiProfilesTest {
@Test
fun `the default profile plays exactly as an explicit medium table does`() {
for (rules in listOf(CatanRuleSet.BASE, CatanRuleSet.CITIES_AND_KNIGHTS)) {
val options = CatanOptions(playerCount = 3, pointsToWin = 10, ruleSet = rules)
for (rules in listOf(emptySet(), setOf(CatanExpansion.CITIES_AND_KNIGHTS))) {
val options = CatanOptions(playerCount = 3, pointsToWin = 10, expansions = rules)
val plain = play(options, 9L, AiProfiles.DEFAULT, 600)
val medium = play(options, 9L, AiProfiles(AiDifficulty.MEDIUM, 1234L), 600)
assertEquals("$rules", plain, medium)
@@ -25,7 +25,7 @@ class CatanCkRulesTest {
CatanOptions(
playerCount = players,
pointsToWin = 13,
ruleSet = if (ck) CatanRuleSet.CITIES_AND_KNIGHTS else CatanRuleSet.BASE,
expansions = if (ck) setOf(CatanExpansion.CITIES_AND_KNIGHTS) else emptySet(),
),
),
seed = seed,
@@ -138,7 +138,7 @@ class CatanCkRulesTest {
val base = CatanRules.initialState(config(ck = false))
assertNull(base.ck)
assertEquals(25, base.devDeck.size)
assertEquals(CatanRuleSet.BASE, base.options.ruleSet)
assertEquals(emptySet<CatanExpansion>(), base.options.expansions)
}
@Test
@@ -157,7 +157,21 @@ class CatanCkRulesTest {
fun `the options without a rule set still read as the base game`() {
val old = """{"playerCount":4,"pointsToWin":10}"""
val options = Json { ignoreUnknownKeys = true }.decodeFromString<CatanOptions>(old)
assertEquals(CatanRuleSet.BASE, options.ruleSet)
assertEquals(emptySet<CatanExpansion>(), options.expansions)
}
@Test
fun `options saved with a rule set still read as the expansion they named`() {
val read = { text: String -> Json { ignoreUnknownKeys = true }.decodeFromString<CatanOptions>(text) }
assertEquals(
setOf(CatanExpansion.CITIES_AND_KNIGHTS),
read("""{"playerCount":3,"pointsToWin":13,"ruleSet":"CITIES_AND_KNIGHTS"}""").expansions,
)
assertEquals(
setOf(CatanExpansion.SEAFARERS),
read("""{"playerCount":3,"pointsToWin":12,"ruleSet":"SEAFARERS"}""").expansions,
)
assertEquals(emptySet<CatanExpansion>(), read("""{"ruleSet":"BASE"}""").expansions)
}
@Test
@@ -152,7 +152,7 @@ class CatanCkSelfPlayTest {
fun `three engines play Cities and Knights to a finish`() {
val reports = (1L..12L).map { seed ->
val (state, report) = playOut(
CatanOptions(playerCount = 3, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
CatanOptions(playerCount = 3, pointsToWin = 13, expansions = setOf(CatanExpansion.CITIES_AND_KNIGHTS)),
seed,
)
assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase)
@@ -171,7 +171,7 @@ class CatanCkSelfPlayTest {
fun `four engines play Cities and Knights to a finish`() {
val reports = (101L..108L).map { seed ->
val (state, report) = playOut(
CatanOptions(playerCount = 4, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
CatanOptions(playerCount = 4, pointsToWin = 13, expansions = setOf(CatanExpansion.CITIES_AND_KNIGHTS)),
seed,
)
assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase)
@@ -115,8 +115,9 @@ class CatanRulesTest {
// -- Setup ---------------------------------------------------------------
@Test
fun `setup runs in snake order and then seat zero leads`() {
fun `setup runs in snake order from the first seat and then that seat leads`() {
var state = CatanRules.initialState(config())
val first = state.firstSeat
val order = mutableListOf<Int>()
while (state.phase == CatanPhase.SETUP_FIRST || state.phase == CatanPhase.SETUP_SECOND) {
val seat = CatanRules.currentSeat(state)!!
@@ -126,12 +127,21 @@ class CatanRulesTest {
CatanRules.legalMoves(state, seat).filterIsInstance<SetupPlace>().first(),
)
}
assertEquals(listOf(0, 1, 2, 2, 1, 0), order)
val forward = (0 until 3).map { (first + it) % 3 }
assertEquals(forward + forward.reversed(), order)
assertEquals(CatanPhase.AWAIT_ROLL, state.phase)
assertEquals(0, state.turn)
assertEquals(first, state.turn)
assertEquals(1, state.turnNumber)
}
@Test
fun `the first seat comes from the seed and varies between tables`() {
val firsts = (1L..40L).map { CatanRules.initialState(config(seed = it)).firstSeat }
assertEquals(firsts, (1L..40L).map { CatanRules.initialState(config(seed = it)).firstSeat })
assertEquals(setOf(0, 1, 2), firsts.toSet())
assertEquals(firsts[0], CatanRules.initialState(config(seed = 1L)).turn)
}
@Test
fun `the second settlement earns one card from each adjacent land`() {
var state = CatanRules.initialState(config())
@@ -0,0 +1,154 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
/** Cities & Knights played on a Seafarers map. */
class CatanSeaCkTest {
private val json = Json { encodeDefaults = true }
private fun options(scenario: SeaScenario = SeaScenario.NEW_SHORES, players: Int = 3) = CatanOptions(
playerCount = players,
pointsToWin = 14,
expansions = setOf(CatanExpansion.CITIES_AND_KNIGHTS, CatanExpansion.SEAFARERS),
scenario = scenario,
)
private fun config(options: CatanOptions, seed: Long) = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(options),
seed = seed,
)
private fun start(scenario: SeaScenario = SeaScenario.NEW_SHORES, seed: Long = 7L) =
CatanRules.initialState(config(options(scenario), seed))
private fun CatanState.city(vertex: Int, seat: Int) =
copy(buildings = buildings.toMutableList().also { it[vertex] = CatanBuilding(BuildingType.CITY, seat) })
@Test
fun `both expansions switch on together and the state carries both`() {
val s = start()
assertNotNull(s.ck)
assertNotNull(s.sea)
assertTrue(s.devDeck.isEmpty())
assertEquals(setOf(CatanExpansion.CITIES_AND_KNIGHTS, CatanExpansion.SEAFARERS), s.options.expansions)
assertEquals(s, CatanRules.decodeState(CatanRules.encodeState(s)))
}
@Test
fun `a ship is on offer in play, and a knight can stand at the end of a ship route on land`() {
val s0 = start()
val topo = s0.topo
// A coastal home town with a sea edge leaving it.
val town = (0 until topo.VERTEX_COUNT).first { v ->
topo.vertexIsland[v] == s0.sea!!.home &&
topo.VERTEX_EDGES[v].any { topo.edgeSea[it] && !topo.edgeLand[it] }
}
val s = s0.city(town, 0).copy(
phase = CatanPhase.PLAYING, turn = 0, turnNumber = 3,
resources = List(3) { Resource.entries.associateWith { 5 } },
)
val moves = CatanRules.legalMoves(s, 0)
assertTrue("no ship on offer", moves.any { it is BuildShip })
assertTrue("sea vertices are never knight posts", moves.filterIsInstance<HireKnight>().all { topo.vertexLand[it.vertex] })
}
@Test
fun `a gold field pays its owner a choice after the roll, then play goes on`() {
val s0 = start()
val topo = s0.topo
val gold = s0.terrains.indexOf(Terrain.GOLD)
val number = s0.numbers[gold]
val vertex = topo.HEX_CORNERS[gold].first { topo.vertexLand[it] }
val dice = (1..6).flatMap { a -> (1..6).map { b -> listOf(a, b) } }.first { it.sum() == number }
val s = s0.city(vertex, 0).copy(phase = CatanPhase.AWAIT_ROLL, turn = 0, turnNumber = 3, robber = 0)
val rolled = CatanRules.applyMove(s, 0, RollDice(forced = dice, event = EventFace.TRADE))
assertEquals(CatanPhase.GOLD, rolled.phase)
assertEquals(listOf(GoldOwed(0, 2)), rolled.sea!!.gold)
val pick = CatanRules.legalMoves(rolled, 0).filterIsInstance<PickGold>().first { it.cards == listOf(Resource.ORE, Resource.ORE) }
val after = CatanRules.applyMove(rolled, 0, pick)
assertEquals(CatanPhase.PLAYING, after.phase)
assertEquals(2, after.resources[0].getValue(Resource.ORE) - s.resources[0].getValue(Resource.ORE))
}
@Test
fun `once the barbarians have landed a seven may send the pirate, which robs goods`() {
val s0 = start()
val topo = s0.topo
val seaHex = (0 until topo.HEX_COUNT).first { !topo.land[it] && it != s0.sea!!.pirate &&
(0 until topo.EDGE_COUNT).any { e -> it in topo.EDGE_HEXES[e] && topo.edgeLand[e] } }
val edge = (0 until topo.EDGE_COUNT).first { seaHex in topo.EDGE_HEXES[it] }
val s = s0.copy(
phase = CatanPhase.ROBBER, turn = 0, turnNumber = 3,
ck = s0.ck!!.copy(attacked = true),
sea = s0.sea!!.copy(ships = s0.sea!!.ships.toMutableList().also { it[edge] = 1 }),
resources = s0.resources.toMutableList().also { it[1] = it[1] + (Resource.GRAIN to 2) },
)
val pirate = CatanRules.legalMoves(s, 0).filterIsInstance<MovePirate>()
.first { it.hex == topo.HEXES[seaHex] && it.victim == 1 }
val after = CatanRules.applyMove(s, 0, pirate)
assertEquals(seaHex, after.sea!!.pirate)
assertEquals(CatanPhase.PLAYING, after.phase)
assertEquals(CatanCk.goodsCount(s, 0) + 1, CatanCk.goodsCount(after, 0))
assertEquals(CatanCk.goodsCount(s, 1) - 1, CatanCk.goodsCount(after, 1))
// The robber itself is kept off the sea and the fog.
val robber = CatanRules.legalMoves(s, 0).filterIsInstance<MoveRobber>()
assertTrue(robber.all { topo.land[topo.hexIndex.getValue(it.hex)] })
}
@Test
fun `first landings count toward the target`() {
val s0 = start()
val sea = s0.sea!!
val islet = (0 until s0.topo.islandCount).first { !sea.isStart(it) }
val withBonus = s0.copy(sea = sea.copy(islandBonus = sea.islandBonus.toMutableList().also { it[islet] = 2 }))
assertEquals(CatanCk.publicVictoryPoints(s0)[2] + SeaRules.ISLAND_BONUS, CatanCk.publicVictoryPoints(withBonus)[2])
}
@Test
fun `engines finish a Cities and Knights game on three maps`() {
var ships = 0
var knights = 0
var barbarianAttacks = 0
for ((scenario, players, seed) in listOf(
Triple(SeaScenario.NEW_SHORES, 3, 21L),
Triple(SeaScenario.FOUR_ISLANDS, 4, 22L),
Triple(SeaScenario.FOG_ISLANDS, 3, 23L),
)) {
val ai = CatanAi()
var state = CatanRules.initialState(config(options(scenario, players), seed))
var moves = 0
while (!CatanRules.isFinished(state)) {
assertTrue("$scenario seed $seed ran past the cap; log: ${state.log.takeLast(6)}", moves++ < 40_000)
val seat = CatanRules.currentSeat(state) ?: error("$scenario: nobody to move in ${state.phase}; ${state.log.takeLast(4)}")
val legal = CatanRules.legalMoves(state, seat)
assertTrue("$scenario: no legal move for $seat in ${state.phase}", legal.isNotEmpty())
val move = ai.chooseMove(state, seat, legal)
assertTrue("$scenario: illegal $move in ${state.phase}", CatanRules.isLegalMove(state, seat, move))
state = CatanRules.applyMove(state, seat, move)
if (moves % 40 == 0) assertEquals(state, CatanRules.decodeState(CatanRules.encodeState(state)))
}
assertFalse(state.winner == null)
ships += state.sea!!.ships.count { it != NO_PLAYER }
knights += state.ck!!.knights.size
if (state.ck!!.attacked) barbarianAttacks++
}
assertTrue("no ships were built", ships > 0)
assertTrue("no knights were hired", knights > 0)
assertTrue("the barbarians never landed", barbarianAttacks > 0)
}
}
@@ -0,0 +1,168 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
/** The scenarios with rules of their own: cloth villages and tribe chips. */
class CatanSeaExtrasTest {
private val json = Json { encodeDefaults = true }
private fun start(scenario: SeaScenario, seed: Long = 5L, players: Int = 3): CatanState {
val options = CatanOptions(
playerCount = players,
pointsToWin = 14,
expansions = setOf(CatanExpansion.SEAFARERS),
scenario = scenario,
)
val config = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until players).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(options),
seed = seed,
)
return CatanRules.initialState(config).copy(phase = CatanPhase.AWAIT_ROLL, turn = 0, turnNumber = 1, setupIndex = 6)
}
private fun dice(total: Int): List<Int> = if (total <= 7) listOf(1, total - 1) else listOf(total - 6, 6)
/** A cloth game with seat 0 and seat 1 both settled beside the first village, the robber elsewhere. */
private fun clothGame(): Pair<CatanState, Int> {
val s = start(SeaScenario.CLOTH_FOR_CATAN)
val village = s.terrains.indexOf(Terrain.VILLAGE)
val corners = s.topo.HEX_CORNERS[village]
val elsewhere = s.terrains.indices.first { s.topo.land[it] && it != village && s.terrains[it] != Terrain.VILLAGE }
val staged = s.copy(
robber = elsewhere,
buildings = s.buildings.toMutableList().also {
it[corners[0]] = CatanBuilding(BuildingType.SETTLEMENT, 0)
it[corners[3]] = CatanBuilding(BuildingType.CITY, 1)
},
)
return staged to village
}
private fun roll(s: CatanState, number: Int) = CatanRules.applyMove(s, s.turn, RollDice(dice(number)))
@Test
fun `a village pays one cloth to every settlement beside it, a city no more`() {
val (s, village) = clothGame()
val number = s.numbers[village]
assertTrue(number in 2..12 && number != 7)
val after = roll(s, number)
assertEquals(listOf(1, 1, 0), after.sea!!.cloth)
assertEquals(SeaBoards.VILLAGE_CLOTH - 2, after.sea!!.villageCloth[village])
assertTrue(after.log.any { "village" in it && "cloth" in it })
}
@Test
fun `an empty village pays nothing and the last token goes to the seat nearest the roller`() {
val (s, village) = clothGame()
val low = s.copy(sea = s.sea!!.copy(villageCloth = s.sea!!.villageCloth.toMutableList().also { it[village] = 1 }))
val after = roll(low.copy(turn = 1), low.numbers[village])
assertEquals(listOf(0, 1, 0), after.sea!!.cloth)
assertEquals(0, after.sea!!.villageCloth[village])
val again = roll(after.copy(phase = CatanPhase.AWAIT_ROLL), after.numbers[village])
assertEquals(listOf(0, 1, 0), again.sea!!.cloth)
}
@Test
fun `the robber on a village stops it`() {
val (s, village) = clothGame()
val after = roll(s.copy(robber = village), s.numbers[village])
assertEquals(listOf(0, 0, 0), after.sea!!.cloth)
}
@Test
fun `every two cloth are a victory point, and the whole thing survives the wire format`() {
val (s, _) = clothGame()
val rich = s.copy(sea = s.sea!!.copy(cloth = listOf(5, 1, 0)))
assertEquals(CatanRules.publicVictoryPoints(s)[0] + 2, CatanRules.publicVictoryPoints(rich)[0])
assertEquals(CatanRules.publicVictoryPoints(s)[1], CatanRules.publicVictoryPoints(rich)[1])
assertEquals(rich, CatanRules.decodeState(CatanRules.encodeState(rich)))
}
@Test
fun `villages pay cloth with Cities and Knights too`() {
val options = CatanOptions(
playerCount = 3,
pointsToWin = 14,
expansions = setOf(CatanExpansion.SEAFARERS, CatanExpansion.CITIES_AND_KNIGHTS),
scenario = SeaScenario.CLOTH_FOR_CATAN,
)
val config = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until 3).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(options),
seed = 5L,
)
val s = CatanRules.initialState(config)
.copy(phase = CatanPhase.AWAIT_ROLL, turn = 0, turnNumber = 1, setupIndex = 6)
val village = s.terrains.indexOf(Terrain.VILLAGE)
val elsewhere = s.terrains.indices.first { s.topo.land[it] && it != village && s.terrains[it] != Terrain.VILLAGE }
val staged = s.copy(
robber = elsewhere,
buildings = s.buildings.toMutableList().also {
it[s.topo.HEX_CORNERS[village][0]] = CatanBuilding(BuildingType.SETTLEMENT, 2)
},
)
val after = roll(staged, staged.numbers[village])
assertEquals(1, after.sea!!.cloth[2])
}
// ---- The Forgotten Tribe ----
/** A tribe game, seat 0 with a road reaching a settlement site beside [chipHex], and plenty of cards. */
private fun tribeGame(chip: TribeChip): Triple<CatanState, Int, Int> {
val s = start(SeaScenario.FORGOTTEN_TRIBE)
val hex = s.sea!!.chips.indexOfFirst { it != TribeChip.NONE }
val chips = s.sea!!.chips.toMutableList().also { it[hex] = chip }
val topo = s.topo
val vertex = topo.HEX_CORNERS[hex].first { v -> topo.VERTEX_NEIGHBORS[v].all { s.buildings[it] == null } }
val edge = topo.VERTEX_EDGES[vertex].first { topo.edgeLand[it] }
val staged = s.copy(
phase = CatanPhase.PLAYING,
roads = s.roads.toMutableList().also { it[edge] = 0 },
resources = List(3) { Resource.entries.associateWith { 4 } },
sea = s.sea!!.copy(chips = chips),
)
return Triple(staged, hex, vertex)
}
@Test
fun `the first settler beside a point chip takes the point`() {
val (s, hex, vertex) = tribeGame(TribeChip.POINT)
val after = CatanRules.applyMove(s, 0, BuildSettlement(vertex))
assertEquals(1, after.sea!!.chipPoints[0])
assertEquals(TribeChip.NONE, after.sea!!.chips[hex])
assertEquals(CatanRules.publicVictoryPoints(s)[0] + 1 + 1 + 2, CatanRules.publicVictoryPoints(after)[0])
}
@Test
fun `a harbour chip trades three to one anywhere`() {
val (s, _, vertex) = tribeGame(TribeChip.HARBOUR)
assertEquals(4, CatanRules.bestPortRatio(s, 0, Resource.WOOL))
val after = CatanRules.applyMove(s, 0, BuildSettlement(vertex))
assertEquals(listOf(0), after.sea!!.harbourSeats)
assertEquals(3, CatanRules.bestPortRatio(after, 0, Resource.WOOL))
assertEquals(4, CatanRules.bestPortRatio(after, 1, Resource.WOOL))
assertTrue(CatanRules.legalMoves(after, 0).any { it is MaritimeTrade })
}
@Test
fun `a gold chip asks for two resources of the settler's choice`() {
val (s, _, vertex) = tribeGame(TribeChip.GOLD)
val after = CatanRules.applyMove(s, 0, BuildSettlement(vertex))
assertEquals(CatanPhase.GOLD, after.phase)
assertEquals(listOf(GoldOwed(0, 2)), after.sea!!.gold)
val done = CatanRules.applyMove(after, 0, CatanRules.legalMoves(after, 0).first())
assertEquals(CatanPhase.PLAYING, done.phase)
}
}
@@ -0,0 +1,245 @@
package org.prolibertate.games.game.catan
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
/** What every Seafarers map owes the engine, and the shape of each one. */
class CatanSeaScenariosTest {
private val json = Json { encodeDefaults = true }
private fun options(scenario: SeaScenario, players: Int = 3) = CatanOptions(
playerCount = players,
pointsToWin = 12,
expansions = setOf(CatanExpansion.SEAFARERS),
scenario = scenario,
)
private fun config(options: CatanOptions, seed: Long) = TableConfig(
gameId = GameCatalog.CATAN,
seats = (0 until options.playerCount).map {
PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it)
},
optionsJson = json.encodeToString(options),
seed = seed,
)
private fun sizes(scenario: SeaScenario): List<Int> {
val topo = SeaBoards.topology(scenario)
return (0 until topo.islandCount).map { i -> topo.islandOf.count { it == i } }.sorted()
}
@Test
fun `each map has the islands it is named for`() {
assertEquals(listOf(2, 3, 3, 21), sizes(SeaScenario.NEW_SHORES))
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(2, 3, 6, 17), sizes(SeaScenario.CLOTH_FOR_CATAN))
assertEquals(listOf(2, 3, 5, 17), sizes(SeaScenario.FORGOTTEN_TRIBE))
}
@Test
fun `every map deals numbers, harbours and a pirate at sea, with the reds apart`() {
for (scenario in SeaScenario.entries) {
repeat(5) { i ->
val s = CatanRules.initialState(config(options(scenario), 300L + i))
val topo = s.topo
val deserts = s.terrains.count { it == Terrain.DESERT }
for (h in 0 until topo.HEX_COUNT) {
val land = s.terrains[h] != Terrain.SEA
assertEquals("$scenario hex $h", topo.land[h], land)
val unnumbered = s.terrains[h] == Terrain.DESERT || s.terrains[h] == Terrain.FOG
assertEquals("$scenario hex $h", land && !unnumbered, s.numbers[h] != 0)
}
val deserted = scenario != SeaScenario.FOUR_ISLANDS && scenario != SeaScenario.CLOTH_FOR_CATAN &&
scenario != SeaScenario.FORGOTTEN_TRIBE
assertTrue("$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 }
assertEquals(fog.size, s.sea!!.fogDeck.size)
fog.forEach { assertEquals(0, s.numbers[it]) }
assertEquals(Terrain.SEA, s.terrains[s.sea!!.pirate])
assertEquals("$scenario harbours", 9, s.ports.size)
val reds = (0 until topo.HEX_COUNT).filter { s.numbers[it] == 6 || s.numbers[it] == 8 }
for (a in reds) for (b in reds) if (a < b) assertFalse("$scenario reds touch", topo.hexesAdjacent(a, b))
assertEquals(scenario, s.sea!!.scenario)
}
}
}
@Test
fun `four islands start on any main island and the islets earn the bonus`() {
val s = CatanRules.initialState(config(options(SeaScenario.FOUR_ISLANDS), 5L))
val sea = s.sea!!
assertEquals(4, sea.starts.size)
val moves = CatanRules.legalMoves(s, s.firstSeat).filterIsInstance<SetupPlace>()
assertEquals(sea.starts.toSet(), moves.map { s.topo.vertexIsland[it.vertex] }.toSet())
for (island in 0 until s.topo.islandCount) assertEquals(island in sea.starts, sea.isStart(island))
// A settlement on a starting island scores no first-landing bonus.
val onMain = (0 until s.topo.VERTEX_COUNT).first { s.topo.vertexIsland[it] == sea.starts.first() }
assertEquals(s, SeaRules.claimIsland(s, 0, onMain))
val islet = (0 until s.topo.VERTEX_COUNT).first { s.topo.vertexIsland[it] >= 0 && s.topo.vertexIsland[it] !in sea.starts }
assertEquals(0, SeaRules.bonusPoints(s, 0))
assertEquals(0, SeaRules.bonusPoints(SeaRules.claimIsland(s, 0, onMain), 0))
assertEquals(SeaRules.ISLAND_BONUS, SeaRules.bonusPoints(SeaRules.claimIsland(s, 0, islet), 0))
}
@Test
fun `through the desert starts everyone on the one big island`() {
val s = CatanRules.initialState(config(options(SeaScenario.THROUGH_THE_DESERT), 5L))
assertEquals(listOf(s.sea!!.home), s.sea!!.starts)
assertEquals(25, s.topo.islandOf.count { it == s.sea!!.home })
assertTrue(s.terrains.count { it == Terrain.DESERT } >= 5)
}
@Test
fun `a save from before there were several starts still starts on the home island`() {
val s = CatanRules.initialState(config(options(SeaScenario.NEW_SHORES), 5L))
val old = s.copy(sea = s.sea!!.copy(starts = emptyList()))
assertTrue(old.sea!!.isStart(old.sea!!.home))
val moves = CatanRules.legalMoves(old, old.firstSeat).filterIsInstance<SetupPlace>()
assertTrue(moves.all { old.topo.vertexIsland[it.vertex] == old.sea!!.home })
}
private fun fogGame(seed: Long = 5L) = CatanRules.initialState(config(options(SeaScenario.FOG_ISLANDS), seed)).let {
it.copy(phase = CatanPhase.PLAYING, turn = 0, turnNumber = 1, setupIndex = 6)
}
/** A town site on the home island, ships already laid toward the fog, and the one edge that will reach it. */
private data class FogRoute(val town: Int, val laid: List<Int>, val last: Int)
private fun CatanState.fogRoute(): FogRoute {
val topo = topo
fun touchesFog(v: Int) = topo.VERTEX_HEXES[v].any { terrains[it] == Terrain.FOG }
val seen = mutableSetOf<Int>()
for (start in 0 until topo.VERTEX_COUNT) {
if (topo.vertexIsland[start] != sea!!.home || touchesFog(start)) continue
if (topo.VERTEX_EDGES[start].none { topo.edgeSea[it] && !topo.edgeLand[it] }) continue
val queue = ArrayDeque<Pair<Int, List<Int>>>().apply { add(start to emptyList()) }
seen.clear()
while (queue.isNotEmpty()) {
val (v, path) = queue.removeFirst()
if (!seen.add(v)) continue
for (e in topo.VERTEX_EDGES[v]) {
if (!topo.edgeSea[e] || topo.edgeLand[e]) continue
val far = topo.otherEnd(e, v)
if (touchesFog(far)) return FogRoute(start, path, e)
if (path.size < 6) queue.add(far to path + e)
}
}
}
error("no ship route from home reaches the fog")
}
/** [fogRoute] laid on the board: the town and all but the last ship. */
private fun CatanState.onTheShore(route: FogRoute): CatanState = copy(
buildings = buildings.toMutableList().also { it[route.town] = CatanBuilding(BuildingType.SETTLEMENT, 0) },
sea = sea!!.copy(ships = sea!!.ships.toMutableList().also { l -> route.laid.forEach { l[it] = 0 } }),
resources = List(3) { Resource.entries.associateWith { 3 } },
)
@Test
fun `fog is hidden at the start, never a place to begin, and keeps the robber off`() {
val s = CatanRules.initialState(config(options(SeaScenario.FOG_ISLANDS), 5L))
assertFalse(s.sea!!.isStart(s.topo.islandOf.indices.first { s.terrains[it] == Terrain.FOG }.let { s.topo.islandOf[it] }))
val moves = CatanRules.legalMoves(s, s.firstSeat).filterIsInstance<SetupPlace>()
assertTrue(moves.all { m -> s.topo.VERTEX_HEXES[m.vertex].none { s.terrains[it] == Terrain.FOG } })
val robbing = fogGame().copy(phase = CatanPhase.ROBBER)
val targets = CatanRules.legalMoves(robbing, 0).filterIsInstance<MoveRobber>()
assertTrue(targets.isNotEmpty())
assertTrue(targets.none { robbing.terrains[robbing.topo.hexIndex.getValue(it.hex)] == Terrain.FOG })
}
@Test
fun `a ship that reaches the fog turns the hex over and the finder takes a card`() {
val base = fogGame()
val route = base.fogRoute()
val edge = route.last
val s = base.onTheShore(route)
val tile = s.sea!!.fogDeck.first()
val after = CatanRules.applyMove(s, 0, BuildShip(edge))
val found = s.topo.EDGE_VERTICES[edge].toList().flatMap { s.topo.VERTEX_HEXES[it] }
.filter { s.terrains[it] == Terrain.FOG }.distinct().sorted()
val hex = found.first()
assertEquals(tile.terrain, after.terrains[hex])
assertEquals(tile.number, after.numbers[hex])
assertEquals(s.sea!!.fogDeck.size - found.size, after.sea!!.fogDeck.size)
val produced = tile.terrain.produces
if (produced != null) assertEquals(s.resources[0].getValue(produced) - (if (produced in SeaRules.SHIP_COST) 1 else 0) + 1,
after.resources[0].getValue(produced) - (found.drop(1).count { after.terrains[it].produces == produced }))
if (tile.terrain == Terrain.GOLD) assertEquals(CatanPhase.GOLD, after.phase)
// The find is public: the log names it.
assertTrue(after.log.last { "uncovers" in it }.isNotBlank())
}
@Test
fun `a gold find during road building asks for the choice and then goes back to the free roads`() {
val base = fogGame()
val route = base.fogRoute()
val edge = route.last
val gold = FogTile(Terrain.GOLD, 6)
val shore = base.onTheShore(route)
val s = shore.copy(
phase = CatanPhase.FREE_ROADS,
pendingFreeRoads = 2,
sea = shore.sea!!.copy(fogDeck = List(shore.sea!!.fogDeck.size) { gold }),
)
val after = CatanRules.applyMove(s, 0, BuildShip(edge))
assertEquals(CatanPhase.GOLD, after.phase)
val pick = CatanRules.legalMoves(after, 0).filterIsInstance<PickGold>().first()
val resumed = CatanRules.applyMove(after, 0, pick)
assertEquals(CatanPhase.FREE_ROADS, resumed.phase)
assertEquals(1, resumed.pendingFreeRoads)
}
@Test
fun `other seats do not see the face-down tiles and the state survives its wire format`() {
val s = fogGame()
assertTrue(s.sea!!.fogDeck.isNotEmpty())
assertTrue(CatanRules.viewFor(s, 1).sea!!.fogDeck.isEmpty())
assertEquals(s, CatanRules.decodeState(CatanRules.encodeState(s)))
}
@Test
fun `engines finish a game on every map at three and four players`() {
var fogFound = 0
var clothPaid = 0
var chipsTaken = 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)
val ai = CatanAi()
var state = CatanRules.initialState(config(opts, seed))
var moves = 0
while (!CatanRules.isFinished(state)) {
assertTrue("$scenario seed $seed ran past the cap; log: ${state.log.takeLast(6)}", moves++ < 20_000)
val seat = CatanRules.currentSeat(state) ?: error("$scenario seed $seed: nobody to move in ${state.phase}")
val legal = CatanRules.legalMoves(state, seat)
assertTrue("$scenario seed $seed: no legal move for $seat in ${state.phase}", legal.isNotEmpty())
val move = ai.chooseMove(state, seat, legal)
assertTrue("$scenario seed $seed: illegal $move", CatanRules.isLegalMove(state, seat, move))
state = CatanRules.applyMove(state, seat, move)
}
assertEquals("$scenario seed $seed", CatanPhase.GAME_OVER, state.phase)
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.FORGOTTEN_TRIBE) {
chipsTaken += 4 - state.sea!!.chips.count { it != TribeChip.NONE }
}
assertEquals(state, CatanRules.decodeState(CatanRules.encodeState(state)))
}
}
assertTrue("no engine ever uncovered a fog hex", fogFound > 0)
assertTrue("no village ever paid cloth", clothPaid > 0)
assertTrue("no tribe chip was ever taken", chipsTaken > 0)
}
}
@@ -17,7 +17,7 @@ class CatanSeafarersTest {
private val json = Json { encodeDefaults = true }
private fun options(players: Int = 3) =
CatanOptions(playerCount = players, pointsToWin = 12, ruleSet = CatanRuleSet.SEAFARERS)
CatanOptions(playerCount = players, pointsToWin = 12, expansions = setOf(CatanExpansion.SEAFARERS))
private fun config(options: CatanOptions, seed: Long) = TableConfig(
gameId = GameCatalog.CATAN,
@@ -96,7 +96,7 @@ class CatanSeafarersTest {
@Test
fun `setup places both settlements on the home island, with roads rather than ships`() {
val s = start()
val moves = CatanRules.legalMoves(s, 0).filterIsInstance<SetupPlace>()
val moves = CatanRules.legalMoves(s, s.firstSeat).filterIsInstance<SetupPlace>()
assertTrue(moves.isNotEmpty())
assertTrue(moves.all { s.topo.vertexIsland[it.vertex] == s.sea!!.home })
assertTrue(moves.all { s.topo.edgeLand[it.edge] })
@@ -171,7 +171,7 @@ class SaveRoundTripAllGamesTest {
GameCatalog.CATAN,
CatanRules,
CatanAi(),
opts(CatanOptions(3, 13, org.prolibertate.games.game.catan.CatanRuleSet.CITIES_AND_KNIGHTS)),
opts(CatanOptions(3, 13, setOf(org.prolibertate.games.game.catan.CatanExpansion.CITIES_AND_KNIGHTS))),
steps = 600,
)
}
@@ -21,7 +21,7 @@ import org.prolibertate.games.game.catan.CatanBoard
import org.prolibertate.games.game.catan.CatanMove
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRuleSet
import org.prolibertate.games.game.catan.CatanExpansion
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.ChaseRobber
@@ -69,7 +69,7 @@ class CatanCkInteractionTest {
gameId = GameCatalog.CATAN,
seats = (0 until players).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(
CatanOptions(players, pointsToWin = 13, ruleSet = CatanRuleSet.CITIES_AND_KNIGHTS),
CatanOptions(players, pointsToWin = 13, expansions = setOf(CatanExpansion.CITIES_AND_KNIGHTS)),
),
seed = seed,
)
@@ -8,7 +8,7 @@ import org.junit.Test
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.catan.CatanAi
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanRuleSet
import org.prolibertate.games.game.catan.CatanExpansion
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.ProgressType
import org.prolibertate.games.game.engine.PlayerKind
@@ -16,7 +16,7 @@ import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.ui.catanDefaultPoints
import org.prolibertate.games.ui.catanPointsChoices
import org.prolibertate.games.ui.catanSwitchRules
import org.prolibertate.games.ui.catanToggleExpansion
class CatanCkTextTest {
@@ -28,7 +28,7 @@ class CatanCkTextTest {
gameId = GameCatalog.CATAN,
seats = (0 until 3).map { PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) },
optionsJson = json.encodeToString(
CatanOptions(3, 13, CatanRuleSet.CITIES_AND_KNIGHTS),
CatanOptions(3, 13, setOf(CatanExpansion.CITIES_AND_KNIGHTS)),
),
seed = 31L,
)
@@ -56,20 +56,27 @@ class CatanCkTextTest {
@Test
fun `the setup screen offers each rule set its own targets and switches sensibly`() {
assertEquals(listOf(5, 8, 10, 12), catanPointsChoices(CatanRuleSet.BASE))
assertEquals(listOf(8, 10, 13, 15), catanPointsChoices(CatanRuleSet.CITIES_AND_KNIGHTS))
assertEquals(10, catanDefaultPoints(CatanRuleSet.BASE))
assertEquals(13, catanDefaultPoints(CatanRuleSet.CITIES_AND_KNIGHTS))
assertEquals(listOf(5, 8, 10, 12), catanPointsChoices(emptySet()))
assertEquals(listOf(8, 10, 13, 15), catanPointsChoices(setOf(CatanExpansion.CITIES_AND_KNIGHTS)))
assertEquals(10, catanDefaultPoints(emptySet()))
assertEquals(13, catanDefaultPoints(setOf(CatanExpansion.CITIES_AND_KNIGHTS)))
val base = CatanOptions()
val ck = catanSwitchRules(base, CatanRuleSet.CITIES_AND_KNIGHTS)
assertEquals(CatanRuleSet.CITIES_AND_KNIGHTS, ck.ruleSet)
val ck = catanToggleExpansion(base, CatanExpansion.CITIES_AND_KNIGHTS, true)
assertEquals(setOf(CatanExpansion.CITIES_AND_KNIGHTS), ck.expansions)
assertEquals("the published target for the new rules", 13, ck.pointsToWin)
assertEquals(10, catanSwitchRules(ck, CatanRuleSet.BASE).pointsToWin)
assertEquals(10, catanToggleExpansion(ck, CatanExpansion.CITIES_AND_KNIGHTS, false).pointsToWin)
// A short game picked on purpose is kept when both menus have it.
val short = catanSwitchRules(base.copy(pointsToWin = 8), CatanRuleSet.CITIES_AND_KNIGHTS)
val short = catanToggleExpansion(base.copy(pointsToWin = 8), CatanExpansion.CITIES_AND_KNIGHTS, true)
assertEquals(8, short.pointsToWin)
assertEquals(3, ck.playerCount)
// Expansions stack: both on has its own menu, and turning one off leaves the other.
val both = catanToggleExpansion(ck, CatanExpansion.SEAFARERS, true)
assertEquals(setOf(CatanExpansion.CITIES_AND_KNIGHTS, CatanExpansion.SEAFARERS), both.expansions)
assertEquals(listOf(10, 12, 14, 16), catanPointsChoices(both.expansions))
assertEquals(14, both.pointsToWin)
assertEquals(setOf(CatanExpansion.SEAFARERS), catanToggleExpansion(both, CatanExpansion.CITIES_AND_KNIGHTS, false).expansions)
}
}
@@ -28,7 +28,8 @@ internal object CatanFixtures {
/** A fresh table, on the first setup placement. */
fun start(players: Int = 3, seed: Long = 7L): CatanState =
CatanRules.initialState(config(players, seed))
// These tests are about the screen, not who starts: pin seat 0 first.
CatanRules.initialState(config(players, seed)).let { it.copy(firstSeat = 0, turn = 0) }
/** A mid-game state on [turn]'s turn, then adjusted by [adjust]. */
fun playing(
@@ -12,7 +12,7 @@ import org.prolibertate.games.game.catan.CatanAi
import org.prolibertate.games.game.catan.CatanBuilding
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanPhase
import org.prolibertate.games.game.catan.CatanRuleSet
import org.prolibertate.games.game.catan.CatanExpansion
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.MovePirate
@@ -29,7 +29,7 @@ import org.prolibertate.games.game.engine.TableConfig
class CatanSeafarersInteractionTest {
private fun fresh(): CatanState {
val options = CatanOptions(playerCount = 3, pointsToWin = 12, ruleSet = CatanRuleSet.SEAFARERS)
val options = CatanOptions(playerCount = 3, pointsToWin = 12, expansions = setOf(CatanExpansion.SEAFARERS))
return CatanRules.initialState(
TableConfig(
gameId = GameCatalog.CATAN,
+7
View File
@@ -220,3 +220,10 @@ game in `CatanCkSelfPlayTest` ends in a win at thirteen points.
- No animation for the event die, the barbarian landing or a knight's move.
- The Commercial Harbor offers a single resource type (see above).
- The AI is not a strong opponent and makes no claim to be.
## On a Seafarers map
Cities & Knights can be played on a Seafarers map; the rules for how the two meet are in
[RULES-catan-seafarers.md](RULES-catan-seafarers.md#with-cities--knights). The code reads the board from
`state.topo` throughout, so nothing here assumes the 19-hex island.
+89 -10
View File
@@ -1,20 +1,38 @@
# Katan: Seafarers
The Seafarers rule set is chosen at setup next to *Base game* and *Cities & Knights*. It is the base
Seafarers is an expansion switched on at setup (`CatanOptions.expansions`; the old single `ruleSet` in saves is still read) and its map is chosen beside it (`CatanOptions.scenario`). It is the base
game ([RULES-catan.md](RULES-catan.md)) with a sea, ships, a pirate, gold fields and islands to
settle. Code: `game/catan/CatanSeaRules.kt` (the additions), `CatanSeaBoard.kt` (the map),
`CatanBoard.kt` (`Topology`, the geometry shared by every map), state behind `CatanState.sea`
(null in the other rule sets). It cannot be combined with Cities & Knights.
(null in the other rule sets). It can be combined with Cities & Knights; see *With Cities & Knights* below.
Where the published rules leave room, or where this game differs, it says so below.
## The map
## The maps
One map, *Heading for New Shores*: a large **home island** (21 hexes, one desert) and three small
islands (3, 3 and 2 hexes) across the water, inside a ring of sea. Which land hexes are gold, which
are the desert and where the sea lies is fixed; the **resources on the other hexes, the number tokens
Each map is a fixed arrangement of land and sea; the **resources on the plain hexes, the number tokens
and the nine harbours are shuffled** for each game. The red numbers (6, 8) are never on neighbouring
hexes. Players take three or four seats; the default target is **12 points** (menu: 8, 10, 12, 14).
Pick the map at setup; each scenario names where the starting settlements may go (`SeaStart`).
* **Heading for New Shores** (default). A large home island (21 hexes, one desert) and three small islands (3, 3
and 2 hexes) across the water, with gold fields on two of the small ones. Start on the home island.
* **Four Islands.** Four equal islands (six hexes each) and two one-hex gold islets between them. Each player
may start on **any** of the four main islands, so a table can spread out or crowd one; the islets are the
prize for the first ship to arrive.
* **Through the Desert.** One 25-hex island cut across by a broad desert (seven hexes that pay nothing and
hold the robber), with three islets and gold to sail to. Everyone starts on the island. The desert is
land, so a road can cross it, but nothing beside it pays, which is what makes the far side a race.
* **The Fog Islands.** A 13-hex home island (one desert), a two-hex islet and a 14-hex bank of fog.
See *Fog* below.
* **Cloth for Catan.** A 17-hex main island, an eastern isle, two islets, and four **villages** on the coast.
See *Cloth* below.
* **The Forgotten Tribe.** A 17-hex home island and three isles carrying four tribe chips. See *The Forgotten
Tribe* below.
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,
a crossing can hold a town if any hex touching it is land, an edge can hold a road if any hex touching
@@ -56,16 +74,77 @@ through an opponent's town and changes between road and ship only at a town of y
Everything else (development cards, trading, harbours, Largest Army, the discard on a seven) is the base game.
## Fog
Fog hexes (`Terrain.FOG`) are land that is face down. Under them is a shuffled pile of tiles
(`SeaState.fogDeck`): resources, with one gold field in every five, each with its number token. The
pile is hidden from every seat but the host's, like the development deck.
* **Finding.** When a road or ship is built (or a ship sails) and an end of it touches a fog hex, the hex is
turned over, taking the next tile and its number. Several hexes can be found by one piece.
* **The find pays.** The finder takes one card of what lies there, supply permitting; a gold field lets the
finder choose any resource (the gold choice, resuming Road Building if that is what was under way).
* **Until then** nothing produces there, nobody may start beside it, and the robber cannot go on it.
* **Differences from the published scenario.** The fog here is always land: the physical tiles can turn out to
be sea, but the board's land and sea are fixed in the geometry, so a found hex never turns to water. Fog is
also on one bank rather than between several islands, and the number tokens are dealt with the tiles, so two
red numbers can end up side by side once found.
## Cloth
The published scenario puts cloth villages between the islands and pays cloth when a village's number is rolled.
This implementation is the author's reading of that, not a transcription of the printed rules:
* A **village** is a land hex with a number token and a stock of cloth (6). It produces no cards and nothing may
be built on it, but its corners can hold settlements like any other hex's.
* When its number rolls, the village pays **one cloth token** to each settlement or city beside it (a city is
worth no more than a settlement here), until the stock is gone. If the stock is short, the seats nearest the
roller, in turn order, take what is left. The robber on a village stops it; the pirate does not.
* **Two cloth are a victory point** (an odd token is worth nothing alone). Tokens are scored, not spent, and not
tradeable.
* Works with Cities & Knights: the village pays after the dice, before the aqueduct and gold.
## The Forgotten Tribe
Also the author's reading. A chip lies face up on four hexes of the small isles (the hexes are marked on the
board). The chips are dealt at the start of the game, one of each kind in turn:
* **The first settlement** built on a crossing beside a chip hex takes that chip; it is gone for everyone else.
(The setup settlements are never beside one, since the home island is the only start.)
* A **point** chip is one victory point. A **harbour** chip lets that seat trade 3:1 at the bank, wherever it is.
A **gold** chip pays two resources of the settler's choice, taken at once like gold.
* The chips come on top of the island bonus for being first to a new island.
## With Cities & Knights
Switching both expansions on plays [Cities & Knights](RULES-catan-ck.md) on any Seafarers map
(`CatanState.ck` and `CatanState.sea` both set; the target menu is 10, 12, 14 or 16, default 14).
Where the two meet, this game decides as follows:
* **Ships** cost 1 lumber and 1 wool as before and are built and sailed in a turn like a road, including
with the Road Building progress card (roads and ships, as in Seafarers).
* **Knights** stand on land crossings at the end of one of your roads *or ships*, and walk along that same
network. A crossing that touches only sea is never a knight post.
* **The pirate** sleeps with the robber: only after the first barbarian attack does a seven let the player
move the robber (to land) *or* the pirate (to sea). The pirate robs one good, resource or commodity, from a
seat with a ship beside it. The bishop moves the robber only.
* **Gold** pays after the roll and before the aqueduct and any other chore: a settlement beside it chooses one
resource, a city two. (A city on gold takes two resources, not a resource and a commodity.)
* **Scoring.** First-landing bonus points are added to a seat's points like any other; the barbarians count
cities wherever they stand, island or not.
* **Merchant** goes only on a land hex; **Fog** works as in Seafarers (a find pays a resource card).
## Not included
The physical expansion has more scenarios and the Catan Universe app adds more still. These are **out of scope here**:
fog islands, treasure islands, the oasis, the great canal, the Explorers & Pirates and Cities & Knights combinations,
the scenarios after the first, and trade ships. The `SeaScenario` enum and `SeaBoards` are built so a second map
is a new text map and a new enum entry.
treasure islands, the oasis, the great canal, the Explorers & Pirates combination,
the scenarios that need new rules (wonders, pirate islands) and trade ships.
A map-only scenario is a new text map and a new `SeaScenario` entry.
## How the AI plays it
It settles first and sails second. A ship is built when a settlement spot reachable by sea (up to five steps from its
open end) is worth having, with a bonus for an island nobody has landed on, and ahead of a development card when that
bonus is in play. It chooses the resource it values most from gold, always moves the robber (never the pirate) and does
bonus is in play. A spot beside a village that still has cloth, or beside a tribe chip nobody has taken, is
worth more (`CatanAi.scenarioLure`). It chooses the resource it values most from gold, always moves the robber (never the pirate) and does
not sail ships it has already launched. See `CatanAi.shipValue`.