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devadmin 421cbd4c70 Merge pull request 'Seafarers: Catan Universe extras (phase 6a)' (#39) from feature/catan-universe-extras into dev
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2026-11-12 11:23:46 -06:00
Claude cd220396f9 Seafarers: Treasure Islands, Oases and the Great Canal (inferred rules)
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Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-12 17:11:47 +00:00
devadmin af279d3592 Merge pull request 'Seafarers: Pirate Islands and Wonders of Catan (phase 5b)' (#38) from feature/catan-pirates-wonders into dev
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2026-11-11 23:33:45 -06:00
Claude 3315790688 Merge origin/dev
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2026-11-12 05:21:47 +00:00
Claude 20b6cb4b5f Seafarers: Pirate Islands and Wonders of Catan
Co-Authored-By: Claude Sonnet 5.5 <[email protected]>
Claude-Session: https://claude.ai/code/session_01TWwLCrXa9aFVg8dZsCdLBZ
2026-11-12 05:21:46 +00:00
devadmin eef024848e Merge pull request 'Seafarers: Cloth for Catan and The Forgotten Tribe (phase 5a)' (#37) from feature/catan-cloth-tribe into dev
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2026-11-11 17:05:22 -06:00
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
18 changed files with 1201 additions and 27 deletions
@@ -277,6 +277,11 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
pickBest(settlements, profile) { spotValue(state, it.vertex) }?.let { return it }
}
// A raid on a fortress, or the next stage of a wonder, beats a card.
legal.filterIsInstance<RaidFortress>().firstOrNull()?.let { return it }
legal.filterIsInstance<DigCanal>().firstOrNull()?.let { return it }
legal.filterIsInstance<BuildWonder>().firstOrNull()?.let { return it }
// Seafarers: a ship toward an island nobody has landed on is worth more than a card.
legal.filterIsInstance<BuildShip>()
.filter { shipValue(state, seat, it.edge) > 0.5 }
@@ -592,6 +597,22 @@ 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
}
// An unfinished canal tile is a place to dig: points now, grain land later.
if (sea.canalNumbers.getOrElse(h) { 0 } != 0 && state.terrains[h] == Terrain.DESERT) lure += CANAL_LURE
if (sea.chips.getOrNull(h).let { it != null && it != TribeChip.NONE }) lure += CHIP_LURE
}
return lure
}
internal fun spotValue(state: CatanState, vertex: Int): Double {
if (state.buildings[vertex] != null) return -1.0
var value = 0.0
@@ -602,6 +623,7 @@ 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
@@ -646,6 +668,11 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
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()))
// A fortress is worth a raid once a ship lies beside it.
if (sea.fortress.isNotEmpty() && topo.VERTEX_EDGES[v].any { e ->
topo.edgeSea[e] && topo.EDGE_HEXES[e].any { sea.fortress.getOrElse(it) { 0 } > 0 }
}
) best = maxOf(best, FORT_LURE * Math.pow(0.85, depth.toDouble()))
if (CatanRules.vertexOpenForSettlement(state, v)) {
val island = topo.vertexIsland[v]
val fresh = island >= 0 && !sea.isStart(island) && sea.islandBonus[island] == NO_PLAYER
@@ -678,5 +705,9 @@ class CatanAi(private val profiles: AiProfiles = AiProfiles.DEFAULT) : GameAi<Ca
/** What a ship end beside undiscovered land is worth, on the scale of [spotValue]. */
const val FOG_LURE = 0.6
const val FORT_LURE = 1.2
const val CLOTH_WORTH = 2.5
const val CHIP_LURE = 0.5
const val CANAL_LURE = 0.6
}
}
@@ -351,6 +351,7 @@ object CatanCk {
if (state.isSea) {
if (affordable(state, seat, SeaRules.SHIP_COST)) moves += SeaRules.buildShipMoves(state, seat)
moves += SeaRules.moveShipMoves(state, seat)
moves += SeaRules.scenarioMoves(state, seat)
}
if (affordable(state, seat, CatanRules.SETTLEMENT_COST)) {
moves += CatanRules.settlementVertices(state, seat).map { BuildSettlement(it) }
@@ -1568,6 +1569,7 @@ 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 }
@@ -214,6 +214,10 @@ internal class CatanCkAi(
settlements.maxByOrNull { ai.spotValue(state, it.vertex) }?.let { return it }
}
legal.filterIsInstance<RaidFortress>().firstOrNull()?.let { return it }
legal.filterIsInstance<DigCanal>().firstOrNull()?.let { return it }
legal.filterIsInstance<BuildWonder>().firstOrNull()?.let { return it }
// Seafarers: a ship toward land nobody has settled is worth more than a card.
legal.filterIsInstance<BuildShip>()
.filter { ai.shipValue(state, seat, it.edge) > 0.5 }
@@ -60,6 +60,15 @@ enum class Terrain(val produces: Resource?) {
* (`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),
/**
* Seafarers, Pirate Islands: a pirate fortress. It stands until ships raid it (`SeaState.fortress`), and
* nobody settles its island meanwhile. Once taken it becomes desert.
*/
FORTRESS(null),
}
/** Axial coordinate of one hex on the board. See [CatanBoard]. */
@@ -482,8 +491,65 @@ data class SeaState(
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(),
/** Strength still left in each hex's pirate fortress, by hex (Pirate Islands); empty when the map has none. */
val fortress: List<Int> = emptyList(),
/** Victory points each seat holds for taking fortresses; empty until one falls. */
val raidPoints: List<Int> = emptyList(),
/** Wonder stages each seat has built (Wonders of Catan), by seat; empty when the scenario has none. */
val wonders: List<Int> = emptyList(),
/** The chest under each hex of fog, by hex (Treasure Islands, Oases); found when the hex is. Hidden from other views. */
val treasures: List<Treasure> = emptyList(),
/** Units dug so far into each canal tile, by hex (Great Canal); empty when the map has none. */
val canalUnits: List<Int> = emptyList(),
/** The number token waiting under each canal tile, by hex; it shows when the tile is finished. */
val canalNumbers: List<Int> = emptyList(),
/** Canal units each seat has dug; every two are a victory point. */
val canalDug: List<Int> = emptyList(),
)
/** What a treasure chest holds (Treasure Islands). */
@Serializable
enum class Treasure {
NONE,
/** One brick, one wool and one grain. */
BRICK_WOOL_GRAIN,
/** One resource of the finder's choice. */
CHOICE,
/** A development card (a resource of choice in Cities & Knights, which has none). */
DEV_CARD,
/** Two roads' worth of cards: two lumber and two brick. */
ROADS,
}
/** What the first settler beside a tribe hex takes (Forgotten Tribe). */
@Serializable
enum class TribeChip {
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)
@@ -513,3 +579,18 @@ data class MovePirate(val hex: HexCoord, val victim: Int? = null) : CatanMove
@Serializable
@SerialName("gold")
data class PickGold(val cards: List<Resource>) : CatanMove
/** Raid the pirate fortress on [hex] from a ship beside it: 1 ore, 1 wool and 1 grain take one point of its strength. */
@Serializable
@SerialName("raid")
data class RaidFortress(val hex: HexCoord) : CatanMove
/** Build the next stage of your wonder, which needs a city of yours; the stage's cost is in `SeaRules.WONDER_STAGES`. */
@Serializable
@SerialName("wonder")
data object BuildWonder : CatanMove
/** Dig one unit of the canal tile on [hex]: 1 brick and 1 ore, from a seat with a settlement or city beside it. */
@Serializable
@SerialName("dig")
data class DigCanal(val hex: HexCoord) : CatanMove
@@ -121,6 +121,15 @@ object CatanRules : GameRules<CatanState, CatanMove> {
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,
fortress = it.fortress,
treasures = it.treasures,
canalUnits = if (it.canalNumbers.isEmpty()) emptyList() else List(topo.HEX_COUNT) { 0 },
canalNumbers = it.canalNumbers,
canalDug = if (it.canalNumbers.isEmpty()) emptyList() else List(options.playerCount) { 0 },
wonders = if (scenario == SeaScenario.WONDERS_OF_CATAN) List(options.playerCount) { 0 } else emptyList(),
)
},
)
@@ -248,7 +257,7 @@ 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] || state.terrains[h] == Terrain.FOG) continue
if (h == state.robber || !state.topo.land[h] || state.terrains[h] == Terrain.FOG || state.terrains[h] == Terrain.FORTRESS) continue
val victims = state.topo.HEX_CORNERS[h]
.mapNotNull { state.buildings[it] }
.map { it.owner }
@@ -280,6 +289,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
if (state.isSea) {
if (affordable(state, seat, SeaRules.SHIP_COST)) moves += SeaRules.buildShipMoves(state, seat)
moves += SeaRules.moveShipMoves(state, seat)
moves += SeaRules.scenarioMoves(state, seat)
}
if (!state.devCardPlayedThisTurn) {
@@ -414,6 +424,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
/** An empty vertex with no building on it or one edge away. */
internal fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean =
state.buildings[v] == null && !hasKnight(state, v) && state.topo.vertexLand[v] &&
!SeaRules.fortressHolds(state, v) &&
state.topo.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
/**
@@ -467,6 +478,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
is MoveShip -> applyMoveShip(state, seat, move)
is MovePirate -> applyMovePirate(state, seat, move)
is PickGold -> applyPickGold(state, seat, move)
is RaidFortress -> SeaRules.applyRaid(state, seat, move)
is DigCanal -> SeaRules.applyDig(state, seat, move)
BuildWonder -> SeaRules.applyWonder(state, seat)
is BuildRoad -> applyBuildRoad(state, seat, move)
is BuildSettlement -> applyBuildSettlement(state, seat, move)
is BuildCity -> applyBuildCity(state, seat, move)
@@ -596,6 +610,7 @@ 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)))
}
@@ -743,7 +758,7 @@ 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)
@@ -1184,6 +1199,7 @@ 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
}
@@ -1194,7 +1210,7 @@ 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
}
// -----------------------------------------------------------------------
@@ -1215,7 +1231,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
state.copy(
// Hidden information stays with the holder and the host.
devDeck = emptyList(),
sea = state.sea?.copy(fogDeck = emptyList()),
sea = state.sea?.copy(fogDeck = emptyList(), treasures = emptyList()),
devHands = state.devHands.mapIndexed { index, hand ->
if (index == seat) hand else emptyList()
},
@@ -24,6 +24,41 @@ enum class SeaScenario(val title: String, val blurb: String, val start: SeaStart
"A home island, an islet, and a bank of fog. Land in the fog is face down until a road or ship reaches it; " +
"the finder takes a card of what lies there.",
),
TREASURE_ISLANDS(
"The Treasure Islands",
"Chests lie hidden on the fog-covered isles beside a home island. Whoever uncovers one opens it: " +
"cards, a resource of choice, a development card or a road's worth of materials.",
),
OASES(
"The Oases",
"An enormous desert, with fertile oases hidden inside it. Roads that reach an oasis uncover it " +
"and whatever treasure is buried there.",
),
GREAT_CANAL(
"The Great Canal",
"A desert strip splits the island. Dig the canal tile by tile (a brick and an ore a unit) and each finished " +
"tile becomes grain land; every two units dug are a victory point.",
),
PIRATE_ISLANDS(
"Pirate Islands",
"Two isles are held by pirate fortresses. Sail ships beside one and raid it with ore, wool and grain; " +
"nobody may settle the isle until the fortress falls, and the one who takes it earns two points.",
),
WONDERS_OF_CATAN(
"Wonders of Catan",
"Two big islands and room to grow. Raise a city, then build a wonder in four stages; each stage is a " +
"victory point and the first to finish all four wins.",
),
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. */
@@ -92,11 +127,98 @@ object SeaBoards {
"............",
)
/** `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 val TREASURE_ISLANDS_MAP = listOf(
"............",
"..###..FF...",
"..####..FF..",
"..#####.....",
"..###...F...",
".......FF...",
"..F.........",
"............",
)
private val OASES_MAP = listOf(
"............",
"..###DD###..",
"..#DDFDD#...",
"..#DDDFD#...",
"..#DFDDD#...",
"..###DD###..",
"............",
)
/** `C` is a canal tile: desert with a number hidden under it until it is dug out. */
private val GREAT_CANAL_MAP = listOf(
"............",
"..#####.....",
"..#####.....",
"..CCCCC.....",
"..#####.....",
"..#####.....",
"........$$..",
"............",
)
/** `P` is a pirate fortress. */
private val PIRATE_ISLANDS_MAP = listOf(
"............",
"..####.P##..",
"..####..##..",
"..####......",
"..####..P#..",
"...##...##..",
"............",
"............",
)
private val WONDERS_OF_CATAN_MAP = listOf(
"............",
"..####.###..",
".#####.####.",
"..###D.###..",
".......##...",
"..$......$..",
"...##.......",
"............",
)
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.TREASURE_ISLANDS -> TREASURE_ISLANDS_MAP
SeaScenario.OASES -> OASES_MAP
SeaScenario.GREAT_CANAL -> GREAT_CANAL_MAP
SeaScenario.PIRATE_ISLANDS -> PIRATE_ISLANDS_MAP
SeaScenario.WONDERS_OF_CATAN -> WONDERS_OF_CATAN_MAP
SeaScenario.CLOTH_FOR_CATAN -> CLOTH_FOR_CATAN_MAP
SeaScenario.FORGOTTEN_TRIBE -> FORGOTTEN_TRIBE_MAP
}
private val topologies = HashMap<SeaScenario, Topology>()
@@ -138,11 +260,30 @@ object SeaBoards {
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(),
/** Strength of the fortress on each hex, by hex; empty when the map has none. */
val fortress: List<Int> = emptyList(),
/** The chest under each hex, by hex; empty when the map has none. */
val treasures: List<Treasure> = emptyList(),
/** The number under each canal tile, by hex; empty when the map has none. */
val canalNumbers: List<Int> = emptyList(),
)
/** An island of this many land hexes or more can be started on. */
private const val MAIN_ISLAND_HEXES = 4
/** Cloth each village starts with. */
const val VILLAGE_CLOTH = 6
/** Ships' raids a pirate fortress takes to fall. */
const val FORTRESS_STRENGTH = 3
/** Chests dealt to the fog, at most. */
private const val CHESTS = 5
private val RESOURCE_TILES = listOf(
Terrain.FOREST, Terrain.PASTURE, Terrain.FIELDS, Terrain.HILLS, Terrain.MOUNTAINS,
)
@@ -157,21 +298,24 @@ 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
'P' -> Terrain.FORTRESS
'C' -> Terrain.DESERT
'F' -> Terrain.FOG
else -> Terrain.SEA
}
}
// The fog hexes take part as slots, so the tokens they hide are dealt from the same pile.
val numbered = terrains.indices.filter { terrains[it] != Terrain.SEA && terrains[it] != Terrain.DESERT }
val numbered = terrains.indices.filter { terrains[it] != Terrain.SEA && (terrains[it] != Terrain.DESERT && terrains[it] != Terrain.FORTRESS || kinds[it] == 'C') }
check(numbered.size <= TOKENS.size) { "Not enough number tokens for ${numbered.size} hexes" }
val tokens = TOKENS.take(numbered.size).shuffled(random)
val numbers = IntArray(terrains.size)
@@ -209,7 +353,9 @@ object SeaBoards {
val desert = terrains.indexOf(Terrain.DESERT).takeIf { it >= 0 }
?: numbered.first()
// Home is the largest island that is not under the fog: nobody starts on land they cannot see.
val fogged = fogHexes.map { topo.islandOf[it] }.toSet()
val fogged = (0 until topo.islandCount).filter { island ->
topo.islandOf.indices.filter { topo.islandOf[it] == island }.all { terrains[it] == Terrain.FOG }
}.toSet()
val home = (0 until topo.islandCount).filter { it !in fogged }
.maxByOrNull { island -> topo.islandOf.count { it == island } } ?: 0
// The pirate starts in the open sea: the sea hex farthest from every shore.
@@ -228,6 +374,45 @@ object SeaBoards {
}.ifEmpty { listOf(home) }
}
return Generated(terrains, numbers.toList(), desert, pirate, ports, home, starts, fogDeck)
// 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 }
}
val fortress = if (kinds.none { it == 'P' }) {
emptyList()
} else {
List(terrains.size) { h -> if (terrains[h] == Terrain.FORTRESS) FORTRESS_STRENGTH else 0 }
}
// Chests under the fog: the four rewards in turn, on hexes picked at random.
val chestKinds = listOf(Treasure.BRICK_WOOL_GRAIN, Treasure.CHOICE, Treasure.DEV_CARD, Treasure.ROADS)
val chestHexes = if (scenario == SeaScenario.TREASURE_ISLANDS || scenario == SeaScenario.OASES) {
fogHexes.shuffled(random).take(CHESTS)
} else {
emptyList()
}
val treasures = if (chestHexes.isEmpty()) {
emptyList()
} else {
List(terrains.size) { h -> chestHexes.indexOf(h).let { if (it < 0) Treasure.NONE else chestKinds[it % chestKinds.size] } }
}
// Canal tiles keep their number under the tile until it is dug out.
val canalHexes = kinds.indices.filter { kinds[it] == 'C' }
val canalNumbers = if (canalHexes.isEmpty()) emptyList() else List(terrains.size) { h -> if (h in canalHexes) numbers[h] else 0 }
canalHexes.forEach { numbers[it] = 0 }
return Generated(terrains, numbers.toList(), desert, pirate, ports, home, starts, fogDeck, chips, villages, fortress, treasures, canalNumbers)
}
}
@@ -182,20 +182,303 @@ internal object SeaRules {
} else if (tile.terrain == Terrain.GOLD) {
owed += GoldOwed(seat, 1)
}
val chest = s.sea!!.treasures.getOrNull(hex) ?: Treasure.NONE
if (chest != Treasure.NONE) {
val (opened, choose) = openChest(s, seat, chest)
s = opened
if (choose > 0) owed += GoldOwed(seat, choose)
}
}
if (owed.isEmpty()) return s
val merged = GoldOwed(seat, owed.sumOf { it.count })
val sea = s.sea!!
return settleGold(s.copy(sea = sea.copy(gold = sea.gold + merged, afterGold = s.phase.takeIf { it != CatanPhase.GOLD } ?: sea.afterGold)))
return owe(s, seat, owed.sumOf { it.count })
}
/**
* [seat] opens [chest]: the state after what it pays directly, and the number of cards of the seat's own
* choice still owed. Cards the bank cannot cover are simply not paid.
*/
private fun openChest(state: CatanState, seat: Int, chest: Treasure): Pair<CatanState, Int> {
var s = state
fun pay(cards: Map<Resource, Int>) {
val real = cards.filter { (r, n) -> CatanRules.bankSupply(s, r) >= n }
if (real.isNotEmpty()) s = s.copy(resources = CatanRules.withCounts(s.resources, seat, real, 1))
}
var choose = 0
val said = when (chest) {
Treasure.BRICK_WOOL_GRAIN -> {
pay(mapOf(Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 1))
"a brick, a wool and a grain"
}
Treasure.ROADS -> {
pay(mapOf(Resource.LUMBER to 2, Resource.BRICK to 2))
"materials for two roads"
}
Treasure.DEV_CARD -> if (!s.isCk && s.devDeck.isNotEmpty()) {
val card = s.devDeck.first().copy(boughtTurn = s.turnNumber)
val hands = s.devHands.toMutableList().also { it[seat] = it[seat] + card }
s = s.copy(devDeck = s.devDeck.drop(1), devHands = hands, devHandCounts = hands.map { it.size })
"a development card"
} else {
choose = 1
"a resource of its choice"
}
else -> {
choose = 1
"a resource of its choice"
}
}
s = s.copy(log = s.log + "Seat $seat opens a treasure chest: $said.")
return s to choose
}
/** Queues [count] cards of [seat]'s choice, to be taken before play resumes where it left off. */
private fun owe(state: CatanState, seat: Int, count: Int): CatanState {
val sea = state.sea!!
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 +
(sea.raidPoints.getOrNull(seat) ?: 0) +
(sea.wonders.getOrNull(seat) ?: 0) +
clothOf(state, seat) / CLOTH_PER_POINT +
(sea.chipPoints.getOrNull(seat) ?: 0) +
(sea.canalDug.getOrNull(seat) ?: 0) / CANAL_UNITS_PER_POINT
}
// -----------------------------------------------------------------------
// The Great Canal
// -----------------------------------------------------------------------
val DIG_COST: Map<Resource, Int> = mapOf(Resource.BRICK to 1, Resource.ORE to 1)
/** Units that finish a canal tile. */
const val CANAL_TILE_UNITS = 3
/** Two units dug are a victory point. */
const val CANAL_UNITS_PER_POINT = 2
/** Tiles [seat] may dig a unit of: unfinished, with a settlement or city of the seat's on a corner. */
private fun digTargets(state: CatanState, seat: Int): List<Int> {
val sea = state.sea!!
if (sea.canalUnits.isEmpty()) return emptyList()
return sea.canalUnits.indices.filter { h ->
sea.canalNumbers[h] != 0 && sea.canalUnits[h] in 0 until CANAL_TILE_UNITS &&
state.terrains[h] == Terrain.DESERT &&
state.topo.HEX_CORNERS[h].any { state.buildings[it]?.owner == seat }
}
}
fun applyDig(state: CatanState, seat: Int, move: DigCanal): CatanState {
val sea = state.sea!!
val hex = state.topo.hexIndex.getValue(move.hex)
val units = sea.canalUnits[hex] + 1
val dug = sea.canalDug.toMutableList().also { it[seat] += 1 }
var s = state.copy(
resources = CatanRules.withCounts(state.resources, seat, DIG_COST, -1),
sea = sea.copy(canalUnits = sea.canalUnits.toMutableList().also { it[hex] = units }, canalDug = dug),
log = state.log + "Seat $seat digs the canal at (${move.hex.q},${move.hex.r}): $units of $CANAL_TILE_UNITS.",
)
if (units == CANAL_TILE_UNITS) {
s = s.copy(
terrains = s.terrains.toMutableList().also { it[hex] = Terrain.FIELDS },
numbers = s.numbers.toMutableList().also { it[hex] = sea.canalNumbers[hex] },
log = s.log + "The tile is dug out: it is fields now, with a ${sea.canalNumbers[hex]}.",
)
}
return CatanRules.checkWin(s)
}
// -----------------------------------------------------------------------
// 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
}
// -----------------------------------------------------------------------
// Pirate Islands
// -----------------------------------------------------------------------
val RAID_COST: Map<Resource, Int> = mapOf(Resource.ORE to 1, Resource.WOOL to 1, Resource.GRAIN to 1)
const val FORTRESS_POINTS = 2
/** Whether a pirate fortress still stands on the island [vertex] is part of, so nobody may settle there. */
fun fortressHolds(state: CatanState, vertex: Int): Boolean {
val sea = state.sea ?: return false
if (sea.fortress.isEmpty()) return false
val island = state.topo.vertexIsland[vertex]
return island >= 0 && sea.fortress.indices.any { sea.fortress[it] > 0 && state.topo.islandOf[it] == island }
}
/** Fortress hexes [seat] has a ship beside. */
private fun raidTargets(state: CatanState, seat: Int): List<Int> {
val sea = state.sea!!
if (sea.fortress.isEmpty()) return emptyList()
val topo = state.topo
return sea.fortress.indices.filter { h ->
sea.fortress[h] > 0 && (0 until topo.EDGE_COUNT).any { h in topo.EDGE_HEXES[it] && sea.ships[it] == seat }
}
}
fun applyRaid(state: CatanState, seat: Int, move: RaidFortress): CatanState {
val sea = state.sea!!
val hex = state.topo.hexIndex.getValue(move.hex)
val left = sea.fortress[hex] - 1
var s = state.copy(resources = CatanRules.withCounts(state.resources, seat, RAID_COST, -1))
val strength = sea.fortress.toMutableList().also { it[hex] = left }
if (left > 0) {
return s.copy(
sea = sea.copy(fortress = strength),
log = s.log + "Seat $seat raids the fortress at (${move.hex.q},${move.hex.r}); $left strength left.",
)
}
val points = sea.raidPoints.ifEmpty { List(state.playerCount) { 0 } }.toMutableList().also { it[seat] += FORTRESS_POINTS }
s = s.copy(
terrains = s.terrains.toMutableList().also { it[hex] = Terrain.DESERT },
sea = sea.copy(fortress = strength, raidPoints = points),
log = s.log + "Seat $seat takes the fortress at (${move.hex.q},${move.hex.r}): +$FORTRESS_POINTS victory points, " +
"and the island is open.",
)
return CatanRules.checkWin(s)
}
// -----------------------------------------------------------------------
// Wonders of Catan
// -----------------------------------------------------------------------
/** What each of the four stages of a wonder costs. */
val WONDER_STAGES: List<Map<Resource, Int>> = listOf(
mapOf(Resource.BRICK to 2, Resource.LUMBER to 1, Resource.GRAIN to 1),
mapOf(Resource.BRICK to 1, Resource.ORE to 2, Resource.WOOL to 1),
mapOf(Resource.ORE to 3, Resource.GRAIN to 1, Resource.LUMBER to 1),
mapOf(Resource.ORE to 3, Resource.GRAIN to 2, Resource.BRICK to 1),
)
/** The next stage [seat] could build, if the scenario has wonders and the seat has a city to raise it in. */
private fun nextStage(state: CatanState, seat: Int): Map<Resource, Int>? {
val stage = state.sea?.wonders?.getOrNull(seat) ?: return null
if (stage >= WONDER_STAGES.size) return null
if (state.buildings.none { it?.owner == seat && it.type == BuildingType.CITY }) return null
return WONDER_STAGES[stage]
}
/** The extra moves a scenario offers during play: raids and wonder stages. */
fun scenarioMoves(state: CatanState, seat: Int): List<CatanMove> {
val moves = mutableListOf<CatanMove>()
if (CatanRules.affordable(state, seat, RAID_COST)) {
raidTargets(state, seat).forEach { moves += RaidFortress(state.topo.HEXES[it]) }
}
if (CatanRules.affordable(state, seat, DIG_COST)) {
digTargets(state, seat).forEach { moves += DigCanal(state.topo.HEXES[it]) }
}
nextStage(state, seat)?.let { if (CatanRules.affordable(state, seat, it)) moves += BuildWonder }
return moves
}
fun applyWonder(state: CatanState, seat: Int): CatanState {
val sea = state.sea!!
val stage = sea.wonders[seat] + 1
val built = sea.wonders.toMutableList().also { it[seat] = stage }
val s = state.copy(
resources = CatanRules.withCounts(state.resources, seat, WONDER_STAGES[stage - 1], -1),
sea = sea.copy(wonders = built),
log = state.log + "Seat $seat builds stage $stage of a wonder.",
)
if (stage < WONDER_STAGES.size) return CatanRules.checkWin(s)
return s.copy(
phase = CatanPhase.GAME_OVER,
winner = seat,
log = s.log + "Seat $seat completes a wonder of Catan and wins.",
)
}
// -----------------------------------------------------------------------
// 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: $said.")
}
return if (gold > 0) owe(s, seat, gold) else s
}
/** What happens to a new settlement of [seat]'s on [vertex] beyond the base game. */
fun settled(state: CatanState, seat: Int, vertex: Int): CatanState =
takeChips(claimIsland(state, seat, vertex), seat, vertex)
/** After a settlement on [vertex]: award the island bonus if it is the first on a new island. */
fun claimIsland(state: CatanState, seat: Int, vertex: Int): CatanState {
@@ -33,7 +33,9 @@ import org.prolibertate.games.game.catan.CatanBoard
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.NO_PLAYER
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.SeaRules
import org.prolibertate.games.game.catan.Terrain
import org.prolibertate.games.game.catan.TribeChip
/**
* The island, drawn and tappable.
@@ -166,6 +168,29 @@ private fun DrawScope.drawHexes(
weight = FontWeight.Bold,
)
}
val sea = state.sea
val note = when {
state.terrains[hex] == Terrain.VILLAGE && sea != null -> "${sea.villageCloth.getOrElse(hex) { 0 }} cloth"
sea != null && sea.canalNumbers.getOrElse(hex) { 0 } != 0 && state.terrains[hex] == Terrain.DESERT ->
"dug ${sea.canalUnits.getOrElse(hex) { 0 }}/${SeaRules.CANAL_TILE_UNITS}"
state.terrains[hex] == Terrain.FORTRESS && sea != null -> "fort ${sea.fortress.getOrElse(hex) { 0 }}"
else -> when (sea?.chips?.getOrNull(hex)) {
TribeChip.POINT -> "+1 VP"
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,
)
}
}
}
@@ -173,6 +173,9 @@ object CatanHudGlyphs {
BuildKind.WALL -> "▦"
BuildKind.KNIGHT -> "♞"
BuildKind.SHIP -> "⛵"
BuildKind.RAID -> "⚔"
BuildKind.DIG -> "⛏"
BuildKind.WONDER -> "✦"
}
fun label(kind: BuildKind): String = when (kind) {
@@ -182,6 +185,9 @@ object CatanHudGlyphs {
BuildKind.WALL -> CatanText.WALL
BuildKind.KNIGHT -> CatanText.KNIGHT
BuildKind.SHIP -> CatanText.SHIP
BuildKind.RAID -> CatanText.RAID
BuildKind.DIG -> CatanText.DIG
BuildKind.WONDER -> CatanText.WONDER
}
}
@@ -6,7 +6,10 @@ import org.prolibertate.games.game.catan.ActivateKnight
import org.prolibertate.games.game.catan.BuildCity
import org.prolibertate.games.game.catan.BuildRoad
import org.prolibertate.games.game.catan.BuildShip
import org.prolibertate.games.game.catan.BuildWonder
import org.prolibertate.games.game.catan.DigCanal
import org.prolibertate.games.game.catan.MovePirate
import org.prolibertate.games.game.catan.RaidFortress
import org.prolibertate.games.game.catan.MoveShip
import org.prolibertate.games.game.catan.Topology
import org.prolibertate.games.game.catan.BuildSettlement
@@ -67,13 +70,38 @@ enum class BuildKind {
ROAD, SETTLEMENT, CITY, WALL, KNIGHT,
/** Seafarers: a ship, laid on a sea edge. */
SHIP;
SHIP,
/** Pirate Islands: raid a fortress; the target is the fortress hex. */
RAID,
/** Great Canal: dig a canal tile; the target is the tile. */
DIG,
/** Wonders of Catan: the next stage of the wonder, which needs no tap on the board. */
WONDER;
companion object {
val BASE: List<BuildKind> = listOf(ROAD, SETTLEMENT, CITY)
/** Seafarers adds the ship, listed after the road it sails beside. */
val SEAFARERS: List<BuildKind> = listOf(ROAD, SHIP, SETTLEMENT, CITY)
/** The kinds a table's build menu lists: the scenario's own raid or wonder follows the usual ones. */
fun of(state: CatanState): List<BuildKind> {
val sea = state.sea
val extras = buildList {
if (sea != null && sea.fortress.isNotEmpty()) add(RAID)
if (sea != null && sea.canalUnits.isNotEmpty()) add(DIG)
if (sea != null && sea.wonders.isNotEmpty()) add(WONDER)
}
val usual = when {
state.isCk -> entries.filter { it != SHIP || state.isSea } - listOf(RAID, DIG, WONDER)
state.isSea -> SEAFARERS
else -> BASE
}
return usual + extras
}
}
}
@@ -252,6 +280,13 @@ object CatanInteraction {
return when (building) {
BuildKind.ROAD -> BoardTargets(edges = roads)
BuildKind.SHIP -> BoardTargets(edges = ships)
BuildKind.RAID -> BoardTargets(
hexes = legal.filterIsInstance<RaidFortress>().mapNotNull { state.topo.hexIndex[it.hex] }.toSet(),
)
BuildKind.DIG -> BoardTargets(
hexes = legal.filterIsInstance<DigCanal>().mapNotNull { state.topo.hexIndex[it.hex] }.toSet(),
)
BuildKind.WONDER -> BoardTargets()
BuildKind.SETTLEMENT ->
BoardTargets(vertices = legal.filterIsInstance<BuildSettlement>().map { it.vertex }.toSet())
@@ -519,6 +554,7 @@ object CatanInteraction {
val coord = topo.HEXES.getOrNull(hex) ?: return TapOutcome.Ignored
val moves = legal.filterIsInstance<MoveRobber>().filter { it.hex == coord }
val pirates = legal.filterIsInstance<MovePirate>().filter { it.hex == coord }
legal.firstOrNull { (it is RaidFortress && it.hex == coord) || (it is DigCanal && it.hex == coord) }?.let { return TapOutcome.Submit(it) }
return when {
moves.isNotEmpty() -> if (moves.size == 1) {
TapOutcome.Submit(moves.first())
@@ -586,6 +622,9 @@ object CatanInteraction {
if (legal.any { it is BuildShip }) add(BuildKind.SHIP)
if (legal.any { it is BuildSettlement }) add(BuildKind.SETTLEMENT)
if (legal.any { it is BuildCity }) add(BuildKind.CITY)
if (legal.any { it is RaidFortress }) add(BuildKind.RAID)
if (legal.any { it is DigCanal }) add(BuildKind.DIG)
if (legal.any { it is BuildWonder }) add(BuildKind.WONDER)
if (legal.any { it is BuildWall }) add(BuildKind.WALL)
if (legal.any { it is HireKnight }) add(BuildKind.KNIGHT)
}
@@ -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(
@@ -598,6 +600,9 @@ private fun buildLabel(kind: BuildKind): String = when (kind) {
BuildKind.WALL -> CatanText.WALL
BuildKind.KNIGHT -> CatanText.KNIGHT
BuildKind.SHIP -> CatanText.SHIP
BuildKind.RAID -> CatanText.RAID
BuildKind.DIG -> CatanText.DIG
BuildKind.WONDER -> CatanText.WONDER
}
private fun buildCost(kind: BuildKind): String = when (kind) {
@@ -607,6 +612,9 @@ private fun buildCost(kind: BuildKind): String = when (kind) {
BuildKind.WALL -> CatanText.WALL_COST
BuildKind.KNIGHT -> CatanText.KNIGHT_COST
BuildKind.SHIP -> CatanText.SHIP_COST_TEXT
BuildKind.RAID -> CatanText.RAID_COST
BuildKind.DIG -> CatanText.DIG_COST
BuildKind.WONDER -> CatanText.WONDER_COST
}
@Composable
@@ -634,3 +642,14 @@ 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 ${sea.cloth[seat]}")
if (sea.canalDug.isNotEmpty()) add(if (compact) "${sea.canalDug[seat]}⛏" else "Dug ${sea.canalDug[seat]}")
if (sea.wonders.isNotEmpty()) add(if (compact) "W${sea.wonders[seat]}" else "Wonder ${sea.wonders[seat]}/4")
if (seat in sea.harbourSeats) add(if (compact) "3:1" else "Harbour 3:1")
}
}
@@ -39,6 +39,7 @@ import androidx.compose.ui.text.style.TextOverflow
import androidx.compose.ui.unit.dp
import org.prolibertate.games.game.catan.AcceptTrade
import org.prolibertate.games.game.catan.AqueductChore
import org.prolibertate.games.game.catan.BuildWonder
import org.prolibertate.games.game.catan.BuyDevCard
import org.prolibertate.games.game.catan.CatanCk
import org.prolibertate.games.game.catan.CatanMove
@@ -159,6 +160,14 @@ fun CatanScreen(
}
}
// A wonder stage needs no tap on the board: choosing it from the menu builds it.
LaunchedEffect(building) {
if (building == BuildKind.WONDER) {
legal.firstOrNull { it is BuildWonder }?.let { controller.submit(it) }
building = null
}
}
val submit: (CatanMove) -> Unit = { move ->
controller.submit(move)
building = null
@@ -197,11 +206,7 @@ fun CatanScreen(
val progressHand = CatanInteraction.progressHand(current, localSeat, legal)
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
val actions = CatanActions(
buildKinds = when {
current.isCk -> BuildKind.entries.filter { it != BuildKind.SHIP || current.isSea }
current.isSea -> BuildKind.SEAFARERS
else -> BuildKind.BASE
},
buildKinds = BuildKind.of(current),
ck = current.isCk,
canImprove = CatanInteraction.improvable(legal).isNotEmpty(),
canPlayProgress = progressHand.any { it.playable },
@@ -126,6 +126,10 @@ private val LightStyle = CatanStyle(
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),
// A pirate fortress: dark stone.
Terrain.FORTRESS to Color(0xFF4A4F57),
),
hexEdge = Color(0x55000000),
token = Color(0xFFF7EFD9),
@@ -75,6 +75,8 @@ object CatanText {
Terrain.SEA -> "Sea"
Terrain.GOLD -> "Gold field"
Terrain.FOG -> "Fog"
Terrain.VILLAGE -> "Village"
Terrain.FORTRESS -> "Pirate fortress"
}
fun devCard(type: DevCardType): String = when (type) {
@@ -114,6 +116,12 @@ object CatanText {
const val SEA_ROBBER = "Move the robber (tap a land hex) or the pirate (tap a sea hex)."
const val SHIP = "Ship"
const val SHIP_COST_TEXT = "1 lumber + 1 wool"
const val RAID = "Raid"
const val RAID_COST = "1 ore + 1 wool + 1 grain"
const val DIG = "Dig"
const val DIG_COST = "1 brick + 1 ore"
const val WONDER = "Wonder"
const val WONDER_COST = "next stage"
const val GOLD_TITLE = "Gold field"
const val GOLD_TAKE = "Take"
const val ROLL = "Roll dice"
@@ -247,6 +255,8 @@ object CatanText {
!mine -> "$turn is playing…"
movingShip -> "Tap the sea edge to sail the ship to."
building == BuildKind.SHIP -> "Tap a sea edge beside your fleet or a harbour town to launch a ship."
building == BuildKind.RAID -> "Tap a pirate fortress your ship lies beside to raid it."
building == BuildKind.DIG -> "Tap a canal tile beside one of your towns to dig a unit."
building == BuildKind.ROAD -> "Tap an edge to build a road."
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
@@ -451,6 +461,8 @@ object CatanText {
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.RAID -> "Tap a pirate fortress your ship lies beside to raid it."
building == BuildKind.DIG -> "Tap a canal tile beside one of your towns to dig a unit."
building == BuildKind.ROAD -> "Tap an edge to build a road."
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
@@ -0,0 +1,336 @@
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)
}
// ---- Pirate Islands ----
private fun fortGame(): Triple<CatanState, Int, Int> {
val s = start(SeaScenario.PIRATE_ISLANDS).copy(
phase = CatanPhase.PLAYING,
resources = List(3) { Resource.entries.associateWith { 6 } },
)
val fort = s.terrains.indexOf(Terrain.FORTRESS)
val edge = (0 until s.topo.EDGE_COUNT).first { s.topo.edgeSea[it] && fort in s.topo.EDGE_HEXES[it] }
return Triple(s, fort, edge)
}
@Test
fun `nobody settles a fortress island until the fortress falls`() {
val (s, fort, _) = fortGame()
val corner = s.topo.HEX_CORNERS[fort].first()
assertTrue(SeaRules.fortressHolds(s, corner))
assertTrue(!CatanRules.vertexOpenForSettlement(s, corner))
val fort2 = s.terrains.indices.first { s.terrains[it] == Terrain.FORTRESS && it != fort }
assertTrue(s.topo.islandOf[fort] != s.topo.islandOf[fort2])
}
@Test
fun `a raid needs a ship beside the fortress and three cards, and three raids take it`() {
val (s, fort, edge) = fortGame()
val coord = s.topo.HEXES[fort]
assertTrue(CatanRules.legalMoves(s, 0).none { it is RaidFortress })
var state = s.copy(sea = s.sea!!.copy(ships = s.sea!!.ships.toMutableList().also { it[edge] = 0 }))
assertTrue(RaidFortress(coord) in CatanRules.legalMoves(state, 0))
val before = state.resources[0].getValue(Resource.ORE)
repeat(3) { state = CatanRules.applyMove(state, 0, RaidFortress(coord)) }
assertEquals(before - 3, state.resources[0].getValue(Resource.ORE))
assertEquals(Terrain.DESERT, state.terrains[fort])
assertEquals(2, state.sea!!.raidPoints[0])
assertTrue(!SeaRules.fortressHolds(state, s.topo.HEX_CORNERS[fort].first()))
assertTrue(CatanRules.legalMoves(state, 0).none { it is RaidFortress })
// Seat 1 has no ship there and cannot raid.
assertTrue(CatanRules.legalMoves(state.copy(turn = 1), 1).none { it is RaidFortress })
}
// ---- Wonders of Catan ----
private fun wonderGame(city: Boolean = true): CatanState {
val s = start(SeaScenario.WONDERS_OF_CATAN).copy(
phase = CatanPhase.PLAYING,
resources = List(3) { Resource.entries.associateWith { 9 } },
)
return if (!city) s else s.copy(
buildings = s.buildings.toMutableList().also { it[0] = CatanBuilding(BuildingType.CITY, 0) },
)
}
@Test
fun `a wonder needs a city, each stage is a point, and the fourth stage wins`() {
assertTrue(CatanRules.legalMoves(wonderGame(city = false), 0).none { it is BuildWonder })
var s = wonderGame()
val base = CatanRules.publicVictoryPoints(s)[0]
for (stage in 1..3) {
assertTrue(BuildWonder in CatanRules.legalMoves(s, 0))
s = CatanRules.applyMove(s, 0, BuildWonder)
assertEquals(stage, s.sea!!.wonders[0])
assertEquals(base + stage, CatanRules.publicVictoryPoints(s)[0])
assertEquals(CatanPhase.PLAYING, s.phase)
}
s = CatanRules.applyMove(s, 0, BuildWonder)
assertEquals(CatanPhase.GAME_OVER, s.phase)
assertEquals(0, s.winner)
assertEquals(s, CatanRules.decodeState(CatanRules.encodeState(s)))
}
@Test
fun `a wonder stage is not offered without the cards`() {
val s = wonderGame().copy(resources = List(3) { Resource.entries.associateWith { 0 } })
assertTrue(CatanRules.legalMoves(s, 0).none { it is BuildWonder })
}
// ---- Treasure Islands, Oases ----
@Test
fun `chests lie under the fog and are hidden from other views`() {
for (scenario in listOf(SeaScenario.TREASURE_ISLANDS, SeaScenario.OASES)) {
val s = start(scenario)
val chests = s.sea!!.treasures.indices.filter { s.sea!!.treasures[it] != Treasure.NONE }
assertEquals(minOf(5, s.terrains.count { it == Terrain.FOG }), chests.size)
assertTrue(chests.all { s.terrains[it] == Terrain.FOG })
assertTrue(CatanRules.viewFor(s, 1).sea!!.treasures.isEmpty())
}
}
@Test
fun `an oasis map starts everyone on the desert island, never beside an oasis`() {
val s = start(SeaScenario.OASES)
assertEquals(37, s.topo.islandOf.count { it == s.sea!!.home })
val moves = CatanRules.legalMoves(s.copy(phase = CatanPhase.SETUP_FIRST), s.firstSeat).filterIsInstance<SetupPlace>()
assertTrue(moves.isNotEmpty())
assertTrue(moves.all { m -> s.topo.VERTEX_HEXES[m.vertex].none { s.terrains[it] == Terrain.FOG } })
}
/** A chest of [kind] under the first fog hex, with a road of seat 0's laid up to the edge that will reveal it. */
private fun chestGame(kind: Treasure): Triple<CatanState, Int, Int> {
val s = start(SeaScenario.OASES).copy(phase = CatanPhase.PLAYING)
val topo = s.topo
val hex = s.terrains.indexOf(Terrain.FOG)
val chests = List(topo.HEX_COUNT) { if (it == hex) kind else Treasure.NONE }
// Seat 0 owns the town beside a road that reaches the oasis; building the road finds it.
val edge = topo.EDGE_VERTICES.indices.first { e -> hex in topo.EDGE_HEXES[e] && topo.edgeLand[e] }
val staged = s.copy(
resources = List(3) { Resource.entries.associateWith { 5 } },
sea = s.sea!!.copy(treasures = chests),
)
return Triple(staged, hex, edge)
}
@Test
fun `opening a chest pays its reward`() {
val kinds = listOf(Treasure.BRICK_WOOL_GRAIN, Treasure.ROADS, Treasure.DEV_CARD, Treasure.CHOICE)
for (kind in kinds) {
val (s, _, _) = chestGame(kind)
// Stage the find directly: reveal as if a road had just reached the hex.
val topo = s.topo
val hex = s.terrains.indexOf(Terrain.FOG)
val edge = (0 until topo.EDGE_COUNT).first { hex in topo.EDGE_HEXES[it] && topo.edgeLand[it] }
val after = SeaRules.reveal(s, 0, edge)
assertTrue("$kind: the chest is announced", after.log.any { "treasure chest" in it })
when (kind) {
Treasure.DEV_CARD -> assertEquals(1, after.devHands[0].size)
Treasure.CHOICE -> assertTrue(after.phase == CatanPhase.GOLD || after.log.any { "uncovers" in it })
Treasure.ROADS -> assertTrue(after.resources[0].getValue(Resource.LUMBER) >= 7)
else -> assertTrue(after.resources[0].getValue(Resource.WOOL) >= 6)
}
}
}
// ---- The Great Canal ----
private fun canalGame(): Triple<CatanState, Int, CatanState> {
val s = start(SeaScenario.GREAT_CANAL).copy(
phase = CatanPhase.PLAYING,
resources = List(3) { Resource.entries.associateWith { 9 } },
)
val tile = s.sea!!.canalNumbers.indexOfFirst { it != 0 }
val staged = s.copy(
buildings = s.buildings.toMutableList().also {
it[s.topo.HEX_CORNERS[tile][0]] = CatanBuilding(BuildingType.SETTLEMENT, 0)
},
)
return Triple(staged, tile, s)
}
@Test
fun `a canal tile hides its number, and three digs turn it into fields`() {
var (s, tile, _) = canalGame()
assertEquals(0, s.numbers[tile])
assertEquals(Terrain.DESERT, s.terrains[tile])
val number = s.sea!!.canalNumbers[tile]
val dig = DigCanal(s.topo.HEXES[tile])
assertTrue(dig in CatanRules.legalMoves(s, 0))
assertTrue(CatanRules.legalMoves(s.copy(turn = 1), 1).none { it is DigCanal })
val before = CatanRules.publicVictoryPoints(s)[0]
repeat(2) { s = CatanRules.applyMove(s, 0, dig) }
assertEquals(Terrain.DESERT, s.terrains[tile])
assertEquals(before + 1, CatanRules.publicVictoryPoints(s)[0])
s = CatanRules.applyMove(s, 0, dig)
assertEquals(Terrain.FIELDS, s.terrains[tile])
assertEquals(number, s.numbers[tile])
assertTrue(CatanRules.legalMoves(s, 0).none { it is DigCanal && it.hex == dig.hex })
}
}
@@ -43,6 +43,13 @@ class CatanSeaScenariosTest {
assertEquals(listOf(1, 1, 6, 6, 6, 6), sizes(SeaScenario.FOUR_ISLANDS))
assertEquals(listOf(1, 1, 1, 2, 25), sizes(SeaScenario.THROUGH_THE_DESERT))
assertEquals(listOf(2, 13, 14), sizes(SeaScenario.FOG_ISLANDS))
assertEquals(listOf(1, 3, 4, 15), sizes(SeaScenario.TREASURE_ISLANDS))
assertEquals(listOf(37), sizes(SeaScenario.OASES))
assertEquals(listOf(2, 25), sizes(SeaScenario.GREAT_CANAL))
assertEquals(listOf(4, 5, 18), sizes(SeaScenario.PIRATE_ISLANDS))
assertEquals(listOf(1, 3, 12, 13), sizes(SeaScenario.WONDERS_OF_CATAN))
assertEquals(listOf(2, 3, 6, 17), sizes(SeaScenario.CLOTH_FOR_CATAN))
assertEquals(listOf(2, 3, 5, 17), sizes(SeaScenario.FORGOTTEN_TRIBE))
}
@Test
@@ -55,10 +62,14 @@ class CatanSeaScenariosTest {
for (h in 0 until topo.HEX_COUNT) {
val land = s.terrains[h] != Terrain.SEA
assertEquals("$scenario hex $h", topo.land[h], land)
val unnumbered = s.terrains[h] == Terrain.DESERT || s.terrains[h] == Terrain.FOG
val unnumbered = s.terrains[h] == Terrain.DESERT || s.terrains[h] == Terrain.FOG ||
s.terrains[h] == Terrain.FORTRESS
assertEquals("$scenario hex $h", land && !unnumbered, s.numbers[h] != 0)
}
assertTrue("$scenario has no desert", deserts > 0 || scenario == SeaScenario.FOUR_ISLANDS)
val deserted = scenario != SeaScenario.FOUR_ISLANDS && scenario != SeaScenario.CLOTH_FOR_CATAN &&
scenario != SeaScenario.FORGOTTEN_TRIBE && scenario != SeaScenario.PIRATE_ISLANDS &&
scenario != SeaScenario.TREASURE_ISLANDS
assertTrue("$scenario has no desert", deserts > 0 || !deserted)
// Under fog every hex is face down with no number; the tiles are in the pile.
val fog = s.terrains.indices.filter { s.terrains[it] == Terrain.FOG }
assertEquals(fog.size, s.sea!!.fogDeck.size)
@@ -208,6 +219,12 @@ class CatanSeaScenariosTest {
@Test
fun `engines finish a game on every map at three and four players`() {
var fogFound = 0
var clothPaid = 0
var chipsTaken = 0
var fortsTaken = 0
var wonderStages = 0
var chestsOpened = 0
var canalDug = 0
for (scenario in SeaScenario.entries) {
for ((players, seed) in listOf(3 to 11L, 4 to 12L, 3 to 13L)) {
val opts = options(scenario, players)
@@ -225,9 +242,25 @@ class CatanSeaScenariosTest {
}
assertEquals("$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.PIRATE_ISLANDS) fortsTaken += state.sea!!.raidPoints.sum() / 2
if (scenario == SeaScenario.TREASURE_ISLANDS || scenario == SeaScenario.OASES) {
chestsOpened += state.log.count { "treasure chest" in it }
}
if (scenario == SeaScenario.GREAT_CANAL) canalDug += state.sea!!.canalDug.sum()
if (scenario == SeaScenario.WONDERS_OF_CATAN) wonderStages += state.sea!!.wonders.sum()
if (scenario == SeaScenario.FORGOTTEN_TRIBE) {
chipsTaken += 4 - state.sea!!.chips.count { it != TribeChip.NONE }
}
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)
assertTrue("no fortress ever fell", fortsTaken > 0)
assertTrue("no chest was ever opened", chestsOpened > 0)
assertTrue("no canal unit was ever dug", canalDug > 0)
assertTrue("no wonder stage was ever built", wonderStages > 0)
}
}
+7 -1
View File
@@ -66,7 +66,13 @@ A full-width panel that slides up over the bottom of the screen (`Animator`, col
* **Fog islands:** `Check_FogField`, `DistributeFogField` (hidden hex revealed when a
road/ship reaches it, the player takes the resource), `Shuffle_Islands`, `Shuffle_TileValueList`.
* **Treasure islands / Oasis / Great Canal** are Catan Universe scenario extras and are
**not** part of the physical Seafarers rules; they are out of scope here.
**not** part of the physical Seafarers rules. Names and texts only (rule values are compiled code):
`TreasureRule` with chest outcomes (bricks, wool, grain; a resource; a development card; two roads),
`SeafarerOasis` (no rule class of its own, base-game rules), and `GreatCanalRule` with `BuildCanal`,
`CanalVictoryPoints`, "The canal was completely dug. Now grain can be grown." and a target of 21 / 18 points.
The base-game scenario `baseharbormaster`: "2 victory points. This card goes to the first player to acquire at
least 3 harbors. If another player acquires more, he will immediately receive this card."
Implemented as inferred rules; see `docs/RULES-catan-seafarers.md`.
* **Setup:** `StartPhase_BuildSettlement`, `StartPhase_BuildRoadShip`, `PlaceValueChip`
(number tokens placed per scenario), `Shuffle_Harbors`.
* **Island bonus:** special victory points for the first settlement on a new island
+90 -3
View File
@@ -27,6 +27,20 @@ Pick the map at setup; each scenario names where the starting settlements may go
* **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.
* **Pirate Islands.** An 18-hex home island and two isles (five and four hexes) each held by a pirate
fortress. See *Pirate Islands* below.
* **Wonders of Catan.** A 13-hex island with a desert, a 12-hex island, and gold islets. See *Wonders* below.
* **The Treasure Islands** *(Catan Universe extra)*. A 15-hex home island and four fog isles, eight hexes of fog in
all. See *Catan Universe extras* below.
* **The Oases** *(Catan Universe extra)*. One 37-hex island that is mostly desert, with three oases hidden in it.
* **The Great Canal** *(Catan Universe extra)*. A 25-hex island split by a row of five canal tiles, and gold islets.
A *new island* for the bonus is any island that is not a starting island for that map.
The geometry is the same lattice as the base island, generalised (`Topology`): a hex is land or sea,
@@ -85,6 +99,75 @@ pile is hidden from every seat but the host's, like the development deck.
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.
## Pirate Islands
The author's reading of the scenario; the printed one uses knights and a roaming pirate fleet, which this does not.
* A **fortress** is a land hex with no number and a strength of 3. Nobody may build a settlement on any crossing of
an island that still has a standing fortress. Roads and ships may go there.
* A seat with a **ship beside** a fortress may **raid** it in its turn for 1 ore, 1 wool and 1 grain, as many times as
it can pay. Each raid takes one point of strength.
* The raid that takes the last point **takes the fortress**: the hex becomes desert (no number, robber may sit there),
the island is open to settle for everyone, and the taker gets **2 victory points**. The robber never sits on a
standing fortress.
* The island still counts as a new island for the first-landing bonus.
## Wonders
Also the author's reading. Every seat may build one wonder in four stages, once it has a **city** anywhere on the
board. Each stage is one move costing cards (stage 1: 2 brick, 1 lumber, 1 grain; 2: 1 brick, 2 ore, 1 wool; 3: 3 ore,
1 grain, 1 lumber; 4: 3 ore, 2 grain, 1 brick). Each stage built is **one victory point**, and the seat that
builds the fourth stage **wins at once**, whatever the point target. Wonders are not shared: each seat has its own.
## Catan Universe extras (inferred)
These three exist in the Catan Universe app but not in the physical set. Only their names, menu texts and log
lines could be read (`docs/RE-catan-universe.md`); the rule values are compiled code that was not recovered. **Every
rule below is inferred from those names and texts**, not copied.
* **Treasure Islands.** The app's text: "Treasures await the Catanians on neighboring, fog-covered islands.
Discoveries are rewarded!" Its chest rewards (log texts and action names) are bricks, wool and grain; a resource of
choice; a development card; two roads. Here: up to five chests are dealt face down to random fog hexes at the
start. A seat that uncovers the hex (the fog rules) opens the chest at once and takes: *a brick, a wool and a grain*;
*one resource of its choice* (a gold pick); *a development card* (a resource of choice if the deck is empty or it is
Cities & Knights, which has no deck); or *two lumber and two brick* standing in for two free roads (the free-roads
phase would have to nest inside a ship move). The app's Cities & Knights version gives a progress card; that is
not modelled. The app's fixed treasure bonus (`SEAFARER_TREASURE_BONUS`) is not modelled either.
* **The Oases.** The app's text: an enormous desert with rumoured oases and treasures, base-game rules. Here: the
oases are fog hexes inside the desert, uncovered by a road reaching them, and hold the same chests as above.
There is no ship rule on the map itself.
* **The Great Canal.** The app's text, for Cities & Knights plus Seafarers: build a canal; first to 21 (3 players) or
18 (4 players) wins; the canal's parts earn victory points; when a tile is dug out, grain grows there. Its knights dig
in the app; here digging is cheaper to implement and play without Cities & Knights: a canal tile is a desert hex with
its number token hidden. A seat with a settlement or city on a corner of the tile digs one **unit** for 1 brick and
1 ore; **three units** finish the tile, which becomes **fields** with the hidden number. Every **two units** a seat
has dug are a **victory point**. The app's gold river, harbour changes and target scores are not modelled.
## With Cities & Knights
Switching both expansions on plays [Cities & Knights](RULES-catan-ck.md) on any Seafarers map
@@ -107,13 +190,17 @@ Where the two meet, this game decides as follows:
## Not included
The physical expansion has more scenarios and the Catan Universe app adds more still. These are **out of scope here**:
treasure islands, the oasis, the great canal, the Explorers & Pirates combination,
the scenarios that need new rules (cloth, wonders, the forgotten tribe, pirate islands) and trade ships.
the Explorers & Pirates combination,
the printed rules of the wonders and pirate-islands scenarios (the versions here are simplified) and trade ships.
Drought and the app's other scenarios (Six Islands, Oceania, Great Catan, Enchanted Land, the Inka and Big Game sets)
are not built.
A map-only scenario is a new text map and a new `SeaScenario` entry.
## How the AI plays it
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`), a ship that heads for a standing fortress is worth building, and it raids and builds
wonder stages whenever it can pay (`CatanAi.FORT_LURE`). 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`.