Compare commits
9
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68cd799f89 | ||
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6c549a8b76 | ||
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ebab7a8415 | ||
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a0b15b3140 | ||
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401ebe0118 | ||
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3c0469fc81 | ||
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5d36b7bd62 | ||
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b5b4afa731 | ||
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f88099f4e2 |
@@ -52,9 +52,15 @@ integration:
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## Katan
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The island game is catalogue id `catan`, shown as **Katan**. It has two rule
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sets chosen at setup: the base game (`docs/RULES-catan.md`) and Cities & Knights
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sets chosen at setup: the base game (`docs/RULES-catan.md`), Cities & Knights
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(`docs/RULES-catan-ck.md`, code in `game/catan/CatanCk*.kt`, state behind
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`CatanState.ck`, which is null in the base game). The screen is layered; see
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`CatanState.ck`, which is null in the base game) and Seafarers
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(`docs/RULES-catan-seafarers.md`, code in `game/catan/CatanSea*.kt`, state behind
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`CatanState.sea`). The base and Seafarers rules read the board from `state.topo`, not from
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`CatanBoard` directly, because a Seafarers map is not the 19-hex island
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(Cities & Knights is always the standard island and still uses `CatanBoard`). The
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Catan Universe reverse engineering that shaped the landscape HUD and trade board
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is in `docs/RE-catan-universe.md`. The screen is layered; see
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`docs/UI-catan.md` before changing it.
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## Bash output is filtered before it reaches the model
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@@ -10,6 +10,7 @@ import org.prolibertate.games.net.LobbyController
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import org.prolibertate.games.net.ScorekeeperSession
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import org.prolibertate.games.score.ScorekeeperRepository
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import org.prolibertate.games.settings.SettingsRepository
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import org.prolibertate.games.settings.YahtzeeStatsRepository
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import org.prolibertate.games.ui.AppEnv
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import org.prolibertate.games.ui.AppRoot
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import org.prolibertate.games.ui.theme.ProLibertateTheme
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@@ -43,6 +44,7 @@ class MainActivity : ComponentActivity() {
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),
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peerId = peerId,
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saves = SavedGameStore(File(filesDir, "saved-games")),
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yahtzeeStats = YahtzeeStatsRepository(applicationContext),
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)
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setContent {
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@@ -34,6 +34,11 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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CatanPhase.AWAIT_ROLL -> legal.first { it is RollDice }
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// Gold: take what the seat wants most.
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CatanPhase.GOLD -> legal.filterIsInstance<PickGold>().maxByOrNull { pick ->
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pick.cards.sumOf { want(it) }
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} ?: legal.first()
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CatanPhase.DISCARDING -> chooseDiscard(state, seat, legal.filterIsInstance<Discard>())
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CatanPhase.ROBBER -> chooseRobber(state, seat, legal.filterIsInstance<MoveRobber>())
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@@ -70,9 +75,10 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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* worth is what it reaches past it.
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*/
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private fun placeDirection(state: CatanState, place: SetupPlace): Double {
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val far = CatanBoard.otherEnd(place.edge, place.vertex)
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return CatanBoard.VERTEX_NEIGHBORS[far]
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.filter { it != place.vertex && it !in CatanBoard.VERTEX_NEIGHBORS[place.vertex] }
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val topo = state.topo
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val far = topo.otherEnd(place.edge, place.vertex)
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return topo.VERTEX_NEIGHBORS[far]
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.filter { it != place.vertex && it !in topo.VERTEX_NEIGHBORS[place.vertex] }
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.maxOfOrNull { spotValue(state, it) }
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?: 0.0
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}
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@@ -94,9 +100,9 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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require(moves.isNotEmpty()) { "No legal robber move" }
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val points = CatanRules.publicVictoryPoints(state)
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return moves.maxByOrNull { move ->
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val hex = CatanBoard.hexIndex.getValue(move.hex)
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val hex = state.topo.hexIndex.getValue(move.hex)
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var score = 0.0
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for (v in CatanBoard.HEX_CORNERS[hex]) {
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for (v in state.topo.HEX_CORNERS[hex]) {
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val building = state.buildings[v] ?: continue
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if (building.owner == seat) continue
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val worth = if (building.type == BuildingType.CITY) 2 else 1
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@@ -124,6 +130,12 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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spotValue(state, it.vertex)
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}?.let { return it }
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// Seafarers: a ship toward an island nobody has landed on is worth more than a card.
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legal.filterIsInstance<BuildShip>()
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.filter { shipValue(state, seat, it.edge) > 0.5 }
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.maxByOrNull { shipValue(state, seat, it.edge) }
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?.let { return it }
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// A knight is worth playing whenever one is playable: it blocks an
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// opponent's best hex and marches toward Largest Army.
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legal.filterIsInstance<PlayKnight>().firstOrNull()?.let { return it }
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@@ -142,6 +154,12 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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legal.filterIsInstance<BuyDevCard>().firstOrNull()?.let { return it }
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// Seafarers: a ship that heads for a settlement spot worth having.
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legal.filterIsInstance<BuildShip>()
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.filter { shipValue(state, seat, it.edge) > 0.15 }
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.maxByOrNull { shipValue(state, seat, it.edge) }
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?.let { return it }
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// A paid road only when it reaches toward a spot worth settling.
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legal.filterIsInstance<BuildRoad>()
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.filter { roadValue(state, it) > 0.1 }
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@@ -301,13 +319,13 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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if (state.buildings[vertex] != null) return -1.0
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var value = 0.0
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val kinds = mutableSetOf<Resource>()
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for (h in CatanBoard.VERTEX_HEXES[vertex]) {
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for (h in state.topo.VERTEX_HEXES[vertex]) {
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val resource = state.terrains[h].produces ?: continue
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value += CatanBoard.numberOdds(state.numbers[h]) / 36.0 * want(resource)
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kinds += resource
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}
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value += 0.12 * kinds.size // variety keeps a build plan alive
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for (e in CatanBoard.VERTEX_EDGES[vertex]) {
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for (e in state.topo.VERTEX_EDGES[vertex]) {
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val port = state.ports.firstOrNull { it.edge == e } ?: continue
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value += if (port.resource == null) 0.1 else 0.2
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}
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@@ -320,15 +338,52 @@ class CatanAi : GameAi<CatanState, CatanMove> {
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*/
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internal fun roadValue(state: CatanState, move: BuildRoad): Double {
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var best = 0.0
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val (from, to) = CatanBoard.EDGE_VERTICES[move.edge]
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val (from, to) = state.topo.EDGE_VERTICES[move.edge]
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for (endpoint in listOf(from, to)) {
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for (near in CatanBoard.VERTEX_NEIGHBORS[endpoint]) {
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for (near in state.topo.VERTEX_NEIGHBORS[endpoint]) {
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best = maxOf(best, spotValue(state, near) * 0.8)
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}
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}
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return best
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}
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/**
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* What a ship on [edge] is heading for: the best open settlement spot reachable by sea from
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* its far end (the end the fleet does not already hold), discounted by how far off it is,
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* with a bonus for an island nobody has landed on.
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*/
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internal fun shipValue(state: CatanState, seat: Int, edge: Int): Double {
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val topo = state.topo
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val sea = state.sea ?: return 0.0
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val (a, b) = topo.EDGE_VERTICES[edge]
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fun held(v: Int): Boolean =
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state.buildings[v]?.owner == seat || topo.VERTEX_EDGES[v].any { sea.ships[it] == seat }
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val front = listOf(a, b).filter { !held(it) }.ifEmpty { return 0.0 }
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var best = 0.0
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val seen = mutableSetOf<Int>()
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var frontier = front
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var depth = 0
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while (frontier.isNotEmpty() && depth <= 5) {
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val next = mutableListOf<Int>()
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for (v in frontier) {
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if (!seen.add(v)) continue
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if (CatanRules.vertexOpenForSettlement(state, v)) {
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val island = topo.vertexIsland[v]
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val fresh = island >= 0 && island != sea.home && sea.islandBonus[island] == NO_PLAYER
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val value = (spotValue(state, v) + if (fresh) 0.5 else 0.0) * Math.pow(0.85, depth.toDouble())
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best = maxOf(best, value)
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}
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for (e in topo.VERTEX_EDGES[v]) {
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if (!topo.edgeSea[e] || sea.ships[e] != NO_PLAYER) continue
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next += topo.otherEnd(e, v)
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}
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}
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frontier = next
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depth++
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}
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return best
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}
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/** How much the AI wants to hold one card of [resource]. */
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internal fun want(resource: Resource): Double = when (resource) {
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Resource.ORE -> 1.20 // the city
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@@ -5,13 +5,14 @@ import kotlin.math.atan2
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import kotlin.random.Random
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/**
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* The island as geometry: the 19 hexes, the 54 shared vertices, the 72
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* shared edges, the coast and the nine harbour positions.
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* The geometry of one board: its hexes, the shared vertices and edges between
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* them, and which hexes are land.
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*
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* Everything is derived once, deterministically, from axial coordinates —
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* there is no randomness and no state here; the layout of a particular
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* game (which terrain and number sits on which hex) is [generate], and the
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* live state lives in [CatanState].
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* game (which terrain and number sits on which hex) is generated elsewhere
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* ([CatanBoard.generate], [SeaBoards.generate]), and the live state lives in
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* [CatanState].
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*
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* Coordinates: hexes are addressed axially ((q, r), pointy-top). Every
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* position is kept on an exact integer lattice so vertices shared by
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@@ -20,41 +21,25 @@ import kotlin.random.Random
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* six corners follow the offsets in [CORNER_OFFSETS]. Vertex positions are
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* in half-units of the hex grid; rendering scales and flips them (lattice
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* +Y is toward the top of the board).
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*
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* The standard island ([CatanBoard.base]) is the 19-hex hexagon. A Seafarers
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* map is a larger frame whose hexes are mostly sea; [land] says which.
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*/
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object CatanBoard {
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/** The 19 hexes: every (q, r) within distance 2 of the centre. */
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val HEXES: List<HexCoord> = buildList {
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for (r in -2..2) {
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for (q in -2..2) {
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if (hexDistance(q, r, 0, 0) <= 2) add(HexCoord(q, r))
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}
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}
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}
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class Topology(
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/** Every hex of the frame, land and sea alike. */
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val HEXES: List<HexCoord>,
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/** Whether each hex is land. The base island is all land; Seafarers maps are mostly sea. */
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val land: List<Boolean> = List(HEXES.size) { true },
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/** The standard 19-hex island: checks its counts and uses the fixed nine-harbour frame. */
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private val standardFrame: Boolean = false,
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/** Harbours wanted on a non-standard map. */
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harbours: Int = 0,
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) {
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val HEX_COUNT: Int = HEXES.size
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val hexIndex: Map<HexCoord, Int> = HEXES.withIndex().associate { (i, hex) -> hex to i }
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/**
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* Corner k of a hex, as a lattice offset from its centre. Pointy-top:
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* corner 0 is the top corner, then clockwise.
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*/
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private val CORNER_OFFSETS = listOf(
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0 to 2, 1 to 1, 1 to -1, 0 to -2, -1 to -1, -1 to 1,
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)
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/** Unit steps to a hex's six neighbours, matching the corner order. */
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private val NEIGHBOR_STEPS = listOf(
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0 to 1, 1 to 0, 1 to -1, 0 to -1, -1 to 0, -1 to 1,
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)
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/** The six board-corner hexes: pairwise non-adjacent by construction. */
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private val CORNER_HEXES = listOf(
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HexCoord(2, 0), HexCoord(0, 2), HexCoord(-2, 2),
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HexCoord(-2, 0), HexCoord(0, -2), HexCoord(2, -2),
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)
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// -----------------------------------------------------------------------
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// Vertices and edges
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// -----------------------------------------------------------------------
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@@ -93,9 +78,28 @@ object CatanBoard {
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/** The coastal edges (those with only one hex) in ring order. */
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val COASTAL: List<Int>
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/** The nine fixed harbour positions, spread around the coast. */
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/** The harbour positions: nine on the standard frame. */
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val PORT_POSITIONS: List<Int>
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// --- Land and sea (all land on the standard island) --------------------
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/** A settlement may stand here: at least one of its hexes is land. */
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val vertexLand: List<Boolean>
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/** A road may lie here: at least one of its hexes is land. */
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val edgeLand: List<Boolean>
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/** A ship may sail here: at least one of its hexes is sea. */
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val edgeSea: List<Boolean>
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/** Which island each hex is on (a connected group of land hexes), or -1 for sea. */
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val islandOf: List<Int>
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val islandCount: Int
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/** Which island each vertex touches, or -1 for open water. */
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val vertexIsland: List<Int>
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init {
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// Vertices: assign ids in first-seen order over hexes then corners.
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val vertexIds = mutableMapOf<Pair<Int, Int>, Int>()
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@@ -169,27 +173,99 @@ object CatanBoard {
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// The coast in walking order: sort the coastal edges by the angle of
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// their midpoint around the board centre, which is the lattice
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// origin. The board is a hexagon, so this yields one closed ring.
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// origin. The standard board is a hexagon, so this yields one closed ring.
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COASTAL = EDGE_HEXES.withIndex()
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.filter { it.value.size == 1 }
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.map { (e, _) -> e }
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.sortedBy { e -> angleOf(midpoint(e)) }
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// Harbours sit roughly every third or fourth coastal edge, like the
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// physical frame: nine positions, steps summing to the whole ring.
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PORT_POSITIONS = buildList {
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var at = 0
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for (step in listOf(3, 4, 3, 3, 4, 3, 3, 4, 3)) {
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add(COASTAL[at % COASTAL.size])
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at += step
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}
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}.distinct()
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check(HEX_COUNT == 19) { "A Catan island has 19 hexes, found $HEX_COUNT" }
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check(VERTEX_COUNT == 54) { "A Catan island has 54 vertices, found $VERTEX_COUNT" }
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check(EDGE_COUNT == 72) { "A Catan island has 72 edges, found $EDGE_COUNT" }
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check(COASTAL.size == 30) { "The coast has 30 edges, found ${COASTAL.size}" }
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check(PORT_POSITIONS.size == 9) { "Nine harbours, found ${PORT_POSITIONS.size}" }
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check(PORT_POSITIONS.all { EDGE_HEXES[it].size == 1 }) { "Harbours must be coastal" }
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vertexLand = List(VERTEX_COUNT) { v -> VERTEX_HEXES[v].any { land[it] } }
|
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edgeLand = List(EDGE_COUNT) { e -> EDGE_HEXES[e].any { land[it] } }
|
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edgeSea = List(EDGE_COUNT) { e -> EDGE_HEXES[e].any { !land[it] } }
|
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// Islands: connected groups of land hexes.
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val island = IntArray(HEX_COUNT) { -1 }
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var islands = 0
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for (h in 0 until HEX_COUNT) {
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if (!land[h] || island[h] != -1) continue
|
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val stack = ArrayDeque(listOf(h))
|
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island[h] = islands
|
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while (stack.isNotEmpty()) {
|
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val at = stack.removeLast()
|
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for (n in HEX_NEIGHBORS[at]) {
|
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if (land[n] && island[n] == -1) {
|
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island[n] = islands
|
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stack.addLast(n)
|
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}
|
||||
}
|
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}
|
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islands++
|
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}
|
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islandOf = island.toList()
|
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islandCount = islands
|
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vertexIsland = List(VERTEX_COUNT) { v ->
|
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VERTEX_HEXES[v].firstOrNull { land[it] }?.let { island[it] } ?: -1
|
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}
|
||||
|
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PORT_POSITIONS = if (standardFrame) {
|
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// Harbours sit roughly every third or fourth coastal edge, like the
|
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// physical frame: nine positions, steps summing to the whole ring.
|
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buildList {
|
||||
var at = 0
|
||||
for (step in listOf(3, 4, 3, 3, 4, 3, 3, 4, 3)) {
|
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add(COASTAL[at % COASTAL.size])
|
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at += step
|
||||
}
|
||||
}.distinct()
|
||||
} else {
|
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seaPorts(harbours)
|
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}
|
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|
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if (standardFrame) {
|
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check(HEX_COUNT == 19) { "A Catan island has 19 hexes, found $HEX_COUNT" }
|
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check(VERTEX_COUNT == 54) { "A Catan island has 54 vertices, found $VERTEX_COUNT" }
|
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check(EDGE_COUNT == 72) { "A Catan island has 72 edges, found $EDGE_COUNT" }
|
||||
check(COASTAL.size == 30) { "The coast has 30 edges, found ${COASTAL.size}" }
|
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check(PORT_POSITIONS.size == 9) { "Nine harbours, found ${PORT_POSITIONS.size}" }
|
||||
check(PORT_POSITIONS.all { EDGE_HEXES[it].size == 1 }) { "Harbours must be coastal" }
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Harbour sites on a map with islands: edges where land meets sea, taken
|
||||
* round the map by angle about the land's centre, [count] of them as evenly
|
||||
* spaced as the coast allows, never two sharing a corner.
|
||||
*/
|
||||
private fun seaPorts(count: Int): List<Int> {
|
||||
if (count <= 0) return emptyList()
|
||||
val shore = (0 until EDGE_COUNT).filter { e ->
|
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EDGE_HEXES[e].size == 2 && EDGE_HEXES[e].any { land[it] } && EDGE_HEXES[e].any { !land[it] }
|
||||
}
|
||||
if (shore.isEmpty()) return emptyList()
|
||||
val landCentre = HEXES.indices.filter { land[it] }.let { hs ->
|
||||
val pts = hs.map { hexCenter(it) }
|
||||
(pts.sumOf { it.first } / pts.size.toDouble()) to (pts.sumOf { it.second } / pts.size.toDouble())
|
||||
}
|
||||
val ring = shore.sortedBy { e ->
|
||||
val m = midpoint(e)
|
||||
atan2(m.second - landCentre.second, m.first - landCentre.first)
|
||||
}
|
||||
val picked = mutableListOf<Int>()
|
||||
val used = mutableSetOf<Int>()
|
||||
val step = ring.size.toDouble() / count
|
||||
for (i in 0 until count) {
|
||||
val start = (i * step).toInt()
|
||||
// The first edge at or after the ideal spot whose corners are free.
|
||||
val e = (0 until ring.size).map { ring[(start + it) % ring.size] }.firstOrNull { cand ->
|
||||
val (a, b) = EDGE_VERTICES[cand]
|
||||
a !in used && b !in used && cand !in picked
|
||||
} ?: continue
|
||||
picked += e
|
||||
val (a, b) = EDGE_VERTICES[e]
|
||||
used += a
|
||||
used += b
|
||||
}
|
||||
return picked
|
||||
}
|
||||
|
||||
/** The other endpoint of [edge], given one [vertex] on it. */
|
||||
@@ -207,19 +283,14 @@ object CatanBoard {
|
||||
/** Whether two hexes share an edge. */
|
||||
fun hexesAdjacent(a: Int, b: Int): Boolean = b in HEX_NEIGHBORS[a]
|
||||
|
||||
/** Hex-grid distance between two axial positions. */
|
||||
fun hexDistance(q1: Int, r1: Int, q2: Int, r2: Int): Int {
|
||||
val dq = q1 - q2
|
||||
val dr = r1 - r2
|
||||
return maxOf(kotlin.math.abs(dq), kotlin.math.abs(dr), kotlin.math.abs(dq + dr))
|
||||
/** Lattice extent of the whole frame: min x, max x, min y, max y. */
|
||||
val lattice: IntArray by lazy {
|
||||
intArrayOf(
|
||||
VERTEX_POS.minOf { it.first }, VERTEX_POS.maxOf { it.first },
|
||||
VERTEX_POS.minOf { it.second }, VERTEX_POS.maxOf { it.second },
|
||||
)
|
||||
}
|
||||
|
||||
/**
|
||||
* How often a number is expected to come up, in thirty-sixths. A 6 or an
|
||||
* 8 comes up five times in thirty-six, a 2 or a 12 once.
|
||||
*/
|
||||
fun numberOdds(number: Int): Int = 6 - kotlin.math.abs(7 - number)
|
||||
|
||||
private fun midpoint(edge: Int): Pair<Double, Double> {
|
||||
val (a, b) = EDGE_VERTICES[edge]
|
||||
val pa = VERTEX_POS[a]
|
||||
@@ -230,6 +301,84 @@ object CatanBoard {
|
||||
private fun angleOf(point: Pair<Double, Double>): Double =
|
||||
atan2(point.second, point.first)
|
||||
|
||||
companion object {
|
||||
/**
|
||||
* Corner k of a hex, as a lattice offset from its centre. Pointy-top:
|
||||
* corner 0 is the top corner, then clockwise.
|
||||
*/
|
||||
private val CORNER_OFFSETS = listOf(
|
||||
0 to 2, 1 to 1, 1 to -1, 0 to -2, -1 to -1, -1 to 1,
|
||||
)
|
||||
|
||||
/** Unit steps to a hex's six neighbours, matching the corner order. */
|
||||
private val NEIGHBOR_STEPS = listOf(
|
||||
0 to 1, 1 to 0, 1 to -1, 0 to -1, -1 to 0, -1 to 1,
|
||||
)
|
||||
|
||||
/** Hex-grid distance between two axial positions. */
|
||||
fun hexDistance(q1: Int, r1: Int, q2: Int, r2: Int): Int {
|
||||
val dq = q1 - q2
|
||||
val dr = r1 - r2
|
||||
return maxOf(kotlin.math.abs(dq), kotlin.math.abs(dr), kotlin.math.abs(dq + dr))
|
||||
}
|
||||
|
||||
/**
|
||||
* How often a number is expected to come up, in thirty-sixths. A 6 or an
|
||||
* 8 comes up five times in thirty-six, a 2 or a 12 once.
|
||||
*/
|
||||
fun numberOdds(number: Int): Int = 6 - kotlin.math.abs(7 - number)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* The standard island: the 19 hexes, the 54 shared vertices, the 72 shared
|
||||
* edges, the coast and the nine harbour positions. Every table below is the
|
||||
* standard frame's [Topology]; the rules read the topology of the *state* they
|
||||
* are working on ([CatanState.topo]), which is this one in every game but Seafarers.
|
||||
*/
|
||||
object CatanBoard {
|
||||
|
||||
/** The standard island's geometry. */
|
||||
val base: Topology = Topology(
|
||||
HEXES = buildList {
|
||||
for (r in -2..2) {
|
||||
for (q in -2..2) {
|
||||
if (Topology.hexDistance(q, r, 0, 0) <= 2) add(HexCoord(q, r))
|
||||
}
|
||||
}
|
||||
},
|
||||
standardFrame = true,
|
||||
)
|
||||
|
||||
val HEXES: List<HexCoord> get() = base.HEXES
|
||||
val HEX_COUNT: Int get() = base.HEX_COUNT
|
||||
val hexIndex: Map<HexCoord, Int> get() = base.hexIndex
|
||||
val VERTEX_POS: List<Pair<Int, Int>> get() = base.VERTEX_POS
|
||||
val VERTEX_COUNT: Int get() = base.VERTEX_COUNT
|
||||
val HEX_CORNERS: List<List<Int>> get() = base.HEX_CORNERS
|
||||
val EDGE_VERTICES: List<Pair<Int, Int>> get() = base.EDGE_VERTICES
|
||||
val EDGE_COUNT: Int get() = base.EDGE_COUNT
|
||||
val VERTEX_EDGES: List<List<Int>> get() = base.VERTEX_EDGES
|
||||
val VERTEX_NEIGHBORS: List<List<Int>> get() = base.VERTEX_NEIGHBORS
|
||||
val VERTEX_HEXES: List<List<Int>> get() = base.VERTEX_HEXES
|
||||
val EDGE_HEXES: List<List<Int>> get() = base.EDGE_HEXES
|
||||
val EDGE_NEIGHBORS: List<List<Int>> get() = base.EDGE_NEIGHBORS
|
||||
val HEX_NEIGHBORS: List<List<Int>> get() = base.HEX_NEIGHBORS
|
||||
val COASTAL: List<Int> get() = base.COASTAL
|
||||
val PORT_POSITIONS: List<Int> get() = base.PORT_POSITIONS
|
||||
|
||||
fun otherEnd(edge: Int, vertex: Int): Int = base.otherEnd(edge, vertex)
|
||||
fun hexCenter(h: Int): Pair<Int, Int> = base.hexCenter(h)
|
||||
fun hexesAdjacent(a: Int, b: Int): Boolean = base.hexesAdjacent(a, b)
|
||||
fun hexDistance(q1: Int, r1: Int, q2: Int, r2: Int): Int = Topology.hexDistance(q1, r1, q2, r2)
|
||||
fun numberOdds(number: Int): Int = Topology.numberOdds(number)
|
||||
|
||||
/** The six board-corner hexes: pairwise non-adjacent by construction. */
|
||||
private val CORNER_HEXES = listOf(
|
||||
HexCoord(2, 0), HexCoord(0, 2), HexCoord(-2, 2),
|
||||
HexCoord(-2, 0), HexCoord(0, -2), HexCoord(2, -2),
|
||||
)
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Island generation
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
@@ -273,6 +273,9 @@ object CatanCk {
|
||||
CatanPhase.FREE_ROADS ->
|
||||
CatanRules.roadMoves(state, seat) + listOf<CatanMove>(EndFreeRoads)
|
||||
|
||||
// Seafarers is never combined with Cities & Knights.
|
||||
CatanPhase.GOLD -> emptyList()
|
||||
|
||||
CatanPhase.TRADE_PENDING -> {
|
||||
val offer = state.ck!!.goodsOffer
|
||||
if (offer == null) {
|
||||
|
||||
@@ -35,7 +35,7 @@ internal class CatanCkAi(private val ai: CatanAi) {
|
||||
|
||||
CatanPhase.PLAYING -> choosePlaying(state, seat, legal)
|
||||
|
||||
CatanPhase.DISCARDING, CatanPhase.GAME_OVER -> legal.firstOrNull()
|
||||
CatanPhase.DISCARDING, CatanPhase.GOLD, CatanPhase.GAME_OVER -> legal.firstOrNull()
|
||||
?: error("Nothing to choose in phase ${state.phase}")
|
||||
}
|
||||
|
||||
|
||||
@@ -39,6 +39,12 @@ enum class Terrain(val produces: Resource?) {
|
||||
HILLS(Resource.BRICK),
|
||||
MOUNTAINS(Resource.ORE),
|
||||
DESERT(null),
|
||||
|
||||
/** Seafarers: open water. Ships sail on it; nothing is built on it and nothing produces. */
|
||||
SEA(null),
|
||||
|
||||
/** Seafarers: a gold field. A settlement beside it takes any resource its owner likes when its number rolls. */
|
||||
GOLD(null),
|
||||
}
|
||||
|
||||
/** Axial coordinate of one hex on the board. See [CatanBoard]. */
|
||||
@@ -114,6 +120,9 @@ enum class CatanPhase {
|
||||
/** The player whose turn it is must roll the dice. */
|
||||
AWAIT_ROLL,
|
||||
|
||||
/** Seafarers: the first seat in [SeaState.gold] is choosing the resources its gold fields paid. */
|
||||
GOLD,
|
||||
|
||||
/** Players holding more than 7 resource cards discard half. */
|
||||
DISCARDING,
|
||||
|
||||
@@ -150,6 +159,9 @@ enum class CatanRuleSet {
|
||||
|
||||
/** Cities & Knights: commodities, knights, barbarians, city improvements. */
|
||||
CITIES_AND_KNIGHTS,
|
||||
|
||||
/** Seafarers: ships, a pirate, gold fields and islands to settle (see `docs/RULES-catan-seafarers.md`). */
|
||||
SEAFARERS,
|
||||
}
|
||||
|
||||
@Serializable
|
||||
@@ -230,9 +242,17 @@ data class CatanState(
|
||||
val log: List<String>,
|
||||
/** Everything Cities & Knights adds; null in the base game. */
|
||||
val ck: CkState? = null,
|
||||
/** Everything Seafarers adds (ships, the pirate, islands); null in the other rule sets. */
|
||||
val sea: SeaState? = null,
|
||||
) {
|
||||
val playerCount: Int get() = options.playerCount
|
||||
|
||||
/** The geometry this game is played on: the standard island, or a Seafarers map. */
|
||||
val topo: Topology get() = sea?.let { SeaBoards.topology(it.scenario) } ?: CatanBoard.base
|
||||
|
||||
/** Whether this table plays Seafarers. */
|
||||
val isSea: Boolean get() = sea != null
|
||||
|
||||
/** Whether this table plays Cities & Knights. */
|
||||
val isCk: Boolean get() = ck != null
|
||||
|
||||
@@ -377,3 +397,48 @@ data object EndTurn : CatanMove
|
||||
@Serializable
|
||||
@SerialName("endFreeRoads")
|
||||
data object EndFreeRoads : CatanMove
|
||||
|
||||
/**
|
||||
* Seafarers state: the ships, the pirate and the islands, alongside the base game's
|
||||
* roads, robber and buildings (which keep working exactly as before).
|
||||
*/
|
||||
@Serializable
|
||||
data class SeaState(
|
||||
val scenario: SeaScenario,
|
||||
/** Owning seat per edge, or [NO_PLAYER]: a ship on that edge. Roads stay in [CatanState.roads]. */
|
||||
val ships: List<Int>,
|
||||
/** The hex the pirate occupies: always a sea hex. */
|
||||
val pirate: Int,
|
||||
/** Ships built this turn (they may not sail until the next) and whether a ship has sailed this turn. */
|
||||
val builtThisTurn: List<Int> = emptyList(),
|
||||
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. */
|
||||
val home: Int,
|
||||
/** Gold owed after a roll, front first: each seat chooses [GoldOwed.count] cards. */
|
||||
val gold: List<GoldOwed> = emptyList(),
|
||||
)
|
||||
|
||||
@Serializable
|
||||
data class GoldOwed(val seat: Int, val count: Int)
|
||||
|
||||
/** Build a ship on [edge]: 1 lumber and 1 wool, on a sea edge joined to your fleet or a harbour town. */
|
||||
@Serializable
|
||||
@SerialName("ship")
|
||||
data class BuildShip(val edge: Int) : CatanMove
|
||||
|
||||
/** Sail the ship on [from] to [to]: once a turn, never the turn it was built, only from the open end of a route. */
|
||||
@Serializable
|
||||
@SerialName("moveShip")
|
||||
data class MoveShip(val from: Int, val to: Int) : CatanMove
|
||||
|
||||
/** Move the pirate to the sea hex [hex] and rob [victim], a seat with a ship beside it, if there is one. */
|
||||
@Serializable
|
||||
@SerialName("pirate")
|
||||
data class MovePirate(val hex: HexCoord, val victim: Int? = null) : CatanMove
|
||||
|
||||
/** Choose the [cards] a gold field paid. */
|
||||
@Serializable
|
||||
@SerialName("gold")
|
||||
data class PickGold(val cards: List<Resource>) : CatanMove
|
||||
|
||||
@@ -54,7 +54,12 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
"Seat count ${config.seats.size} does not match ${options.playerCount} players"
|
||||
}
|
||||
|
||||
val board = CatanBoard.generate(config.seed)
|
||||
val sea = options.ruleSet == CatanRuleSet.SEAFARERS
|
||||
val scenario = SeaScenario.NEW_SHORES
|
||||
val seaBoard = if (sea) SeaBoards.generate(scenario, config.seed) else null
|
||||
val topo = if (seaBoard != null) SeaBoards.topology(scenario) else CatanBoard.base
|
||||
val board = seaBoard?.let { CatanBoard.Generated(it.terrains, it.numbers, it.robber, it.ports) }
|
||||
?: CatanBoard.generate(config.seed)
|
||||
// A different random stream than the island, so the same seed still
|
||||
// produces both a fixed island and a fixed deck.
|
||||
val ck = options.ruleSet == CatanRuleSet.CITIES_AND_KNIGHTS
|
||||
@@ -79,8 +84,8 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
numbers = board.numbers,
|
||||
robber = board.robber,
|
||||
ports = board.ports,
|
||||
buildings = List(CatanBoard.VERTEX_COUNT) { null },
|
||||
roads = List(CatanBoard.EDGE_COUNT) { NO_PLAYER },
|
||||
buildings = List(topo.VERTEX_COUNT) { null },
|
||||
roads = List(topo.EDGE_COUNT) { NO_PLAYER },
|
||||
resources = List(options.playerCount) {
|
||||
Resource.entries.associateWith { 0 }
|
||||
},
|
||||
@@ -98,10 +103,19 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
rngStep = 0,
|
||||
winner = null,
|
||||
log = listOf(
|
||||
"Catan${if (ck) " — Cities & Knights" else ""} — ${options.playerCount} players, " +
|
||||
"Catan${if (ck) " — Cities & Knights" else if (sea) " — Seafarers: ${scenario.title}" else ""} — ${options.playerCount} players, " +
|
||||
"first to ${options.pointsToWin} victory points.",
|
||||
),
|
||||
ck = if (ck) CatanCk.initial(options, config.seed) else null,
|
||||
sea = seaBoard?.let {
|
||||
SeaState(
|
||||
scenario = scenario,
|
||||
ships = List(topo.EDGE_COUNT) { NO_PLAYER },
|
||||
pirate = it.pirate,
|
||||
islandBonus = List(topo.islandCount) { NO_PLAYER },
|
||||
home = it.home,
|
||||
)
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
@@ -114,6 +128,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
?: state.ck?.goodsOffer?.asking?.takeIf { it >= 0 }
|
||||
CatanPhase.TRADE_COUNTERS -> state.turn
|
||||
CatanPhase.CHORE -> state.ck?.chores?.firstOrNull()?.seat
|
||||
CatanPhase.GOLD -> state.sea?.gold?.firstOrNull()?.seat
|
||||
CatanPhase.AWAIT_ROLL, CatanPhase.ROBBER,
|
||||
CatanPhase.PLAYING, CatanPhase.FREE_ROADS,
|
||||
-> state.turn
|
||||
@@ -162,12 +177,17 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
CatanPhase.DISCARDING -> discardMoves(state, seat)
|
||||
|
||||
CatanPhase.ROBBER -> robberMoves(state, seat)
|
||||
CatanPhase.ROBBER -> robberMoves(state, seat) +
|
||||
(if (state.isSea) SeaRules.pirateMoves(state, seat) else emptyList())
|
||||
|
||||
CatanPhase.PLAYING -> playingMoves(state, seat)
|
||||
|
||||
CatanPhase.FREE_ROADS ->
|
||||
roadMoves(state, seat) + listOf<CatanMove>(EndFreeRoads)
|
||||
roadMoves(state, seat) +
|
||||
(if (state.isSea) SeaRules.buildShipMoves(state, seat) else emptyList()) +
|
||||
listOf<CatanMove>(EndFreeRoads)
|
||||
|
||||
CatanPhase.GOLD -> SeaRules.goldMoves(state)
|
||||
|
||||
CatanPhase.TRADE_PENDING -> tradeResponses(state, seat)
|
||||
|
||||
@@ -179,10 +199,12 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
internal fun setupMoves(state: CatanState): List<SetupPlace> {
|
||||
val moves = mutableListOf<SetupPlace>()
|
||||
for (v in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
for (v in 0 until state.topo.VERTEX_COUNT) {
|
||||
if (!vertexOpenForSettlement(state, v)) continue
|
||||
for (e in CatanBoard.VERTEX_EDGES[v]) {
|
||||
if (state.roads[e] != NO_PLAYER) continue
|
||||
// Seafarers: everyone starts on the home island.
|
||||
if (state.sea != null && state.topo.vertexIsland[v] != state.sea.home) continue
|
||||
for (e in state.topo.VERTEX_EDGES[v]) {
|
||||
if (state.roads[e] != NO_PLAYER || !state.topo.edgeLand[e]) continue
|
||||
moves += SetupPlace(v, e)
|
||||
}
|
||||
}
|
||||
@@ -215,18 +237,18 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
private fun robberMoves(state: CatanState, seat: Int): List<MoveRobber> {
|
||||
val moves = mutableListOf<MoveRobber>()
|
||||
for (h in 0 until CatanBoard.HEX_COUNT) {
|
||||
if (h == state.robber) continue
|
||||
val victims = CatanBoard.HEX_CORNERS[h]
|
||||
for (h in 0 until state.topo.HEX_COUNT) {
|
||||
if (h == state.robber || !state.topo.land[h]) continue
|
||||
val victims = state.topo.HEX_CORNERS[h]
|
||||
.mapNotNull { state.buildings[it] }
|
||||
.map { it.owner }
|
||||
.filter { it != seat }
|
||||
.distinct()
|
||||
.filter { state.resourceCount(it) > 0 }
|
||||
if (victims.isEmpty()) {
|
||||
moves += MoveRobber(CatanBoard.HEXES[h])
|
||||
moves += MoveRobber(state.topo.HEXES[h])
|
||||
} else {
|
||||
victims.forEach { moves += MoveRobber(CatanBoard.HEXES[h], it) }
|
||||
victims.forEach { moves += MoveRobber(state.topo.HEXES[h], it) }
|
||||
}
|
||||
}
|
||||
return moves
|
||||
@@ -245,6 +267,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (state.devDeck.isNotEmpty() && affordable(state, seat, DEV_COST)) {
|
||||
moves += BuyDevCard
|
||||
}
|
||||
if (state.isSea) {
|
||||
if (affordable(state, seat, SeaRules.SHIP_COST)) moves += SeaRules.buildShipMoves(state, seat)
|
||||
moves += SeaRules.moveShipMoves(state, seat)
|
||||
}
|
||||
|
||||
if (!state.devCardPlayedThisTurn) {
|
||||
for (card in state.devHands[seat]) {
|
||||
@@ -301,8 +327,12 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (state.roads.count { it == seat } >= MAX_ROADS) {
|
||||
emptyList()
|
||||
} else {
|
||||
(0 until CatanBoard.EDGE_COUNT)
|
||||
.filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) }
|
||||
(0 until state.topo.EDGE_COUNT)
|
||||
.filter {
|
||||
state.roads[it] == NO_PLAYER && state.topo.edgeLand[it] &&
|
||||
state.sea?.ships?.get(it).let { ship -> ship == null || ship == NO_PLAYER } &&
|
||||
roadConnects(state, seat, it)
|
||||
}
|
||||
.map { BuildRoad(it) }
|
||||
}
|
||||
|
||||
@@ -316,9 +346,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (piecesOf(state, seat, BuildingType.SETTLEMENT) >= MAX_SETTLEMENTS) {
|
||||
emptyList()
|
||||
} else {
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
(0 until state.topo.VERTEX_COUNT).filter { v ->
|
||||
vertexOpenForSettlement(state, v) &&
|
||||
CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat }
|
||||
state.topo.VERTEX_EDGES[v].any { state.roads[it] == seat || state.sea?.ships?.get(it) == seat }
|
||||
}
|
||||
}
|
||||
|
||||
@@ -326,7 +356,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (piecesOf(state, seat, BuildingType.CITY) >= MAX_CITIES) {
|
||||
emptyList()
|
||||
} else {
|
||||
(0 until CatanBoard.VERTEX_COUNT).filter { v ->
|
||||
(0 until state.topo.VERTEX_COUNT).filter { v ->
|
||||
state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat)
|
||||
}
|
||||
}
|
||||
@@ -373,8 +403,8 @@ 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) &&
|
||||
CatanBoard.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
|
||||
state.buildings[v] == null && !hasKnight(state, v) && state.topo.vertexLand[v] &&
|
||||
state.topo.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null }
|
||||
|
||||
/**
|
||||
* A road on [edge] would join [seat]'s network of roads and buildings.
|
||||
@@ -385,7 +415,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* of your own roads ending at the same crossing.
|
||||
*/
|
||||
private fun roadConnects(state: CatanState, seat: Int, edge: Int): Boolean {
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[edge]
|
||||
val (a, b) = state.topo.EDGE_VERTICES[edge]
|
||||
return networkReaches(state, seat, a) || networkReaches(state, seat, b)
|
||||
}
|
||||
|
||||
@@ -397,7 +427,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (knight != null && knight.owner != seat) return false
|
||||
// Your own building is always a way in; anyone else's is a wall.
|
||||
if (building != null) return building.owner == seat
|
||||
return CatanBoard.VERTEX_EDGES[vertex].any { state.roads[it] == seat }
|
||||
return state.topo.VERTEX_EDGES[vertex].any { state.roads[it] == seat }
|
||||
}
|
||||
|
||||
private fun offerLegal(state: CatanState, seat: Int, move: OfferTrade): Boolean {
|
||||
@@ -423,6 +453,10 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
is RollDice -> applyRoll(state, seat, move)
|
||||
is Discard -> applyDiscard(state, seat, move)
|
||||
is MoveRobber -> applyRobber(state, seat, move)
|
||||
is BuildShip -> applyBuildShip(state, seat, move)
|
||||
is MoveShip -> applyMoveShip(state, seat, move)
|
||||
is MovePirate -> applyMovePirate(state, seat, move)
|
||||
is PickGold -> applyPickGold(state, seat, move)
|
||||
is BuildRoad -> applyBuildRoad(state, seat, move)
|
||||
is BuildSettlement -> applyBuildSettlement(state, seat, move)
|
||||
is BuildCity -> applyBuildCity(state, seat, move)
|
||||
@@ -461,7 +495,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
if (second) {
|
||||
// The second settlement earns one card from each adjacent
|
||||
// producing hex, supply permitting.
|
||||
val adjacent = CatanBoard.VERTEX_HEXES[move.vertex].mapNotNull { state.terrains[it].produces }
|
||||
val adjacent = state.topo.VERTEX_HEXES[move.vertex].mapNotNull { state.terrains[it].produces }
|
||||
val granted = adjacent.groupingBy { it }.eachCount().filter { (res, need) ->
|
||||
need <= bankSupply(state, res)
|
||||
}
|
||||
@@ -517,11 +551,11 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
val gains = List(state.playerCount) { mutableMapOf<Resource, Int>() }
|
||||
for (resource in Resource.entries) {
|
||||
var demand = 0
|
||||
for (h in 0 until CatanBoard.HEX_COUNT) {
|
||||
for (h in 0 until state.topo.HEX_COUNT) {
|
||||
if (state.numbers[h] != number) continue
|
||||
if (h == state.robber) continue
|
||||
if (state.terrains[h].produces != resource) continue
|
||||
for (v in CatanBoard.HEX_CORNERS[h]) {
|
||||
for (v in state.topo.HEX_CORNERS[h]) {
|
||||
val building = state.buildings[v] ?: continue
|
||||
val amount = if (building.type == BuildingType.CITY) 2 else 1
|
||||
gains[building.owner][resource] = (gains[building.owner][resource] ?: 0) + amount
|
||||
@@ -535,6 +569,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
}
|
||||
|
||||
// Seafarers: gold fields pay a card of the owner's choice, asked for after the rest is dealt.
|
||||
val goldOwed = if (state.isSea) goldOwed(state, number) else emptyList()
|
||||
|
||||
var s = state.copy(phase = CatanPhase.PLAYING)
|
||||
val whoGot = mutableListOf<String>()
|
||||
for (seat in 0 until s.playerCount) {
|
||||
@@ -543,10 +580,31 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
s = s.copy(resources = withCounts(s.resources, seat, got, 1))
|
||||
whoGot += "seat $seat takes ${describe(got)}"
|
||||
}
|
||||
val said = if (whoGot.isEmpty()) "nothing for anyone" else whoGot.joinToString(", ")
|
||||
return s.copy(
|
||||
val goldLine = goldOwed.joinToString("") { ", seat ${it.seat} is owed ${it.count} gold" }
|
||||
val said = if (whoGot.isEmpty() && goldOwed.isEmpty()) "nothing for anyone" else
|
||||
(whoGot.joinToString(", ") + goldLine).trimStart(',', ' ')
|
||||
s = s.copy(
|
||||
log = s.log + "Seat ${state.turn} rolls ${state.lastDice.joinToString(" + ")} — $said.",
|
||||
)
|
||||
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> {
|
||||
val topo = state.topo
|
||||
val owed = IntArray(state.playerCount)
|
||||
for (h in 0 until topo.HEX_COUNT) {
|
||||
if (state.terrains[h] != Terrain.GOLD || state.numbers[h] != number || h == state.robber) continue
|
||||
for (v in topo.HEX_CORNERS[h]) {
|
||||
val building = state.buildings[v] ?: continue
|
||||
owed[building.owner] += if (building.type == BuildingType.CITY) 2 else 1
|
||||
}
|
||||
}
|
||||
return (0 until state.playerCount)
|
||||
.map { (state.turn + it) % state.playerCount }
|
||||
.filter { owed[it] > 0 }
|
||||
.map { GoldOwed(it, owed[it]) }
|
||||
}
|
||||
|
||||
private fun applyDiscard(state: CatanState, seat: Int, move: Discard): CatanState {
|
||||
@@ -565,7 +623,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
|
||||
private fun applyRobber(state: CatanState, seat: Int, move: MoveRobber): CatanState {
|
||||
if (state.isCk) return CatanCk.applyRobber(state, seat, move)
|
||||
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)
|
||||
var stolen: String? = null
|
||||
@@ -599,6 +657,68 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
return checkWin(s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}."))
|
||||
}
|
||||
|
||||
private fun applyBuildShip(state: CatanState, seat: Int, move: BuildShip): CatanState {
|
||||
val free = state.phase == CatanPhase.FREE_ROADS
|
||||
val sea = state.sea!!
|
||||
var s = state.copy(
|
||||
sea = sea.copy(
|
||||
ships = sea.ships.toMutableList().also { it[move.edge] = seat },
|
||||
builtThisTurn = sea.builtThisTurn + move.edge,
|
||||
),
|
||||
)
|
||||
if (!free) s = payCost(s, seat, SeaRules.SHIP_COST)
|
||||
s = refreshLongestRoad(s)
|
||||
if (free) {
|
||||
val left = s.pendingFreeRoads - 1
|
||||
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}."))
|
||||
}
|
||||
|
||||
private fun applyMoveShip(state: CatanState, seat: Int, move: MoveShip): CatanState {
|
||||
val sea = state.sea!!
|
||||
val ships = sea.ships.toMutableList().also {
|
||||
it[move.from] = NO_PLAYER
|
||||
it[move.to] = seat
|
||||
}
|
||||
// The ship is on a new edge, but it has sailed for the turn and may not sail again.
|
||||
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}.")
|
||||
})
|
||||
}
|
||||
|
||||
private fun applyMovePirate(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 stolen = ""
|
||||
if (move.victim != null) {
|
||||
val rng = Random(state.seed * 1_000_003L + state.rngStep)
|
||||
val victimHand = state.handOf(move.victim)
|
||||
val card = victimHand[rng.nextInt(victimHand.size)]
|
||||
val less = withCards(s.resources, move.victim, listOf(card), -1)
|
||||
s = s.copy(resources = withCards(less, seat, listOf(card), 1))
|
||||
stolen = " and takes a ${card.name.lowercase()} from seat ${move.victim}"
|
||||
}
|
||||
return s.copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
log = s.log + "Seat $seat sends the pirate to (${move.hex.q},${move.hex.r})$stolen.",
|
||||
)
|
||||
}
|
||||
|
||||
private fun applyPickGold(state: CatanState, seat: Int, move: PickGold): CatanState {
|
||||
val sea = state.sea!!
|
||||
val s = state.copy(
|
||||
resources = withCards(state.resources, seat, move.cards, 1),
|
||||
sea = sea.copy(gold = sea.gold.drop(1)),
|
||||
log = state.log + "Seat $seat takes ${describe(countOf(move.cards))} from the gold.",
|
||||
)
|
||||
return SeaRules.settleGold(s)
|
||||
}
|
||||
|
||||
private fun applyBuildSettlement(state: CatanState, seat: Int, move: BuildSettlement): CatanState {
|
||||
var s = state.copy(
|
||||
buildings = state.buildings.toMutableList().also {
|
||||
@@ -606,6 +726,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
},
|
||||
)
|
||||
s = payCost(s, seat, SETTLEMENT_COST)
|
||||
s = SeaRules.claimIsland(s, seat, move.vertex)
|
||||
// A settlement can break another player's road, so the award is
|
||||
// recomputed for everyone.
|
||||
s = refreshLongestRoad(s)
|
||||
@@ -831,6 +952,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
phase = CatanPhase.AWAIT_ROLL,
|
||||
devCardPlayedThisTurn = false,
|
||||
pendingTrade = null,
|
||||
sea = state.sea?.copy(builtThisTurn = emptyList(), shipMoved = false),
|
||||
)
|
||||
// Someone can cross the target on another player's turn (a broken
|
||||
// Longest Road re-awarded to a third player); they win when their
|
||||
@@ -869,6 +991,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
}
|
||||
state.longestRoadOwner?.let { points[it] += 5 }
|
||||
state.largestArmyOwner?.let { points[it] += 5 }
|
||||
if (state.isSea) for (seat in points.indices) points[seat] += SeaRules.bonusPoints(state, seat)
|
||||
return points.toList()
|
||||
}
|
||||
|
||||
@@ -927,16 +1050,17 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
* one road, not two — the intersection is a branch).
|
||||
*/
|
||||
fun longestRoadFor(state: CatanState, seat: Int): Int {
|
||||
if (state.isSea) return SeaRules.longestRouteFor(state, seat)
|
||||
var best = 0
|
||||
val blocked = BooleanArray(CatanBoard.VERTEX_COUNT)
|
||||
for (v in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
val blocked = BooleanArray(state.topo.VERTEX_COUNT)
|
||||
for (v in 0 until state.topo.VERTEX_COUNT) {
|
||||
val building = state.buildings[v]
|
||||
if (building != null && building.owner != seat) blocked[v] = true
|
||||
}
|
||||
state.ck?.knights?.forEach { if (it.owner != seat) blocked[it.vertex] = true }
|
||||
for (start in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
if (CatanBoard.VERTEX_EDGES[start].none { state.roads[it] == seat }) continue
|
||||
val visited = BooleanArray(CatanBoard.VERTEX_COUNT)
|
||||
for (start in 0 until state.topo.VERTEX_COUNT) {
|
||||
if (state.topo.VERTEX_EDGES[start].none { state.roads[it] == seat }) continue
|
||||
val visited = BooleanArray(state.topo.VERTEX_COUNT)
|
||||
best = maxOf(best, roadDfs(state, seat, start, blocked, visited))
|
||||
}
|
||||
return best
|
||||
@@ -951,9 +1075,9 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
): Int {
|
||||
visited[v] = true
|
||||
var best = 0
|
||||
for (e in CatanBoard.VERTEX_EDGES[v]) {
|
||||
for (e in state.topo.VERTEX_EDGES[v]) {
|
||||
if (state.roads[e] != seat) continue
|
||||
val w = CatanBoard.otherEnd(e, v)
|
||||
val w = state.topo.otherEnd(e, v)
|
||||
if (visited[w]) continue
|
||||
if (blocked[w]) {
|
||||
// The segment may run up to an opponent's building, but not
|
||||
@@ -1039,7 +1163,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
for (port in state.ports) {
|
||||
if (port.resource != null && port.resource != give) continue
|
||||
if (port.ratio >= best) continue
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[port.edge]
|
||||
val (a, b) = state.topo.EDGE_VERTICES[port.edge]
|
||||
val mine = state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat
|
||||
if (mine) best = port.ratio
|
||||
}
|
||||
@@ -1050,7 +1174,7 @@ object CatanRules : GameRules<CatanState, CatanMove> {
|
||||
fun genericPortRatio(state: CatanState, seat: Int): Int {
|
||||
for (port in state.ports) {
|
||||
if (port.resource != null) continue
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[port.edge]
|
||||
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
|
||||
|
||||
@@ -0,0 +1,144 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
import kotlinx.serialization.Serializable
|
||||
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) {
|
||||
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.",
|
||||
),
|
||||
}
|
||||
|
||||
/**
|
||||
* The Seafarers maps as geometry plus a generator for one game's tiles.
|
||||
*
|
||||
* A map is drawn below as text: `.` is sea, `#` a land hex that gets a random resource,
|
||||
* `$` a gold field, `D` the desert. Odd rows are shifted half a hex to the right (the usual
|
||||
* "odd-r" offset layout). The outermost ring is always sea, so every coast is closed.
|
||||
*/
|
||||
object SeaBoards {
|
||||
|
||||
private val NEW_SHORES_MAP = listOf(
|
||||
"..........",
|
||||
"...##.....",
|
||||
"..####.$#.",
|
||||
".#####..#.",
|
||||
".##D###...",
|
||||
"..####..#.",
|
||||
".......##.",
|
||||
".$#.......",
|
||||
"..........",
|
||||
)
|
||||
|
||||
private fun rows(scenario: SeaScenario): List<String> = when (scenario) {
|
||||
SeaScenario.NEW_SHORES -> NEW_SHORES_MAP
|
||||
}
|
||||
|
||||
private val topologies = HashMap<SeaScenario, Topology>()
|
||||
|
||||
/** The frame of [scenario]: every hex, with its land mask. Built once and shared. */
|
||||
fun topology(scenario: SeaScenario): Topology = synchronized(topologies) {
|
||||
topologies.getOrPut(scenario) { build(scenario) }
|
||||
}
|
||||
|
||||
/** Hex (row, col) of the text map as an axial coordinate (odd-r offset). */
|
||||
private fun coord(row: Int, col: Int): HexCoord = HexCoord(col - (row - (row and 1)) / 2, row)
|
||||
|
||||
private fun build(scenario: SeaScenario): Topology {
|
||||
val map = rows(scenario)
|
||||
val hexes = mutableListOf<HexCoord>()
|
||||
val land = mutableListOf<Boolean>()
|
||||
map.forEachIndexed { row, text ->
|
||||
text.forEachIndexed { col, ch ->
|
||||
hexes += coord(row, col)
|
||||
land += ch != '.'
|
||||
}
|
||||
}
|
||||
return Topology(hexes, land, standardFrame = false, harbours = 9)
|
||||
}
|
||||
|
||||
/** Terrain kind the map asks of each hex: sea, gold, desert, or "pick a resource". */
|
||||
private fun kinds(scenario: SeaScenario): List<Char> = rows(scenario).flatMap { it.toList() }
|
||||
|
||||
/** One game's tiles on a Seafarers map. */
|
||||
@Serializable
|
||||
data class Generated(
|
||||
val terrains: List<Terrain>,
|
||||
val numbers: List<Int>,
|
||||
val robber: Int,
|
||||
val pirate: Int,
|
||||
val ports: List<Port>,
|
||||
val home: Int,
|
||||
)
|
||||
|
||||
private val RESOURCE_TILES = listOf(
|
||||
Terrain.FOREST, Terrain.PASTURE, Terrain.FIELDS, Terrain.HILLS, Terrain.MOUNTAINS,
|
||||
)
|
||||
|
||||
/** Number tokens: the standard 18 plus ten more, so every land hex but the desert has one. */
|
||||
private val TOKENS = listOf(2, 3, 3, 4, 4, 5, 5, 6, 6, 8, 8, 9, 9, 10, 10, 11, 11, 12) +
|
||||
listOf(3, 4, 5, 6, 8, 9, 10, 11, 5, 9)
|
||||
|
||||
fun generate(scenario: SeaScenario, seed: Long): Generated {
|
||||
val topo = topology(scenario)
|
||||
val kinds = kinds(scenario)
|
||||
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 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)]
|
||||
else -> Terrain.SEA
|
||||
}
|
||||
}
|
||||
|
||||
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)
|
||||
val numbers = IntArray(terrains.size)
|
||||
var placed = false
|
||||
var attempt = 0
|
||||
while (!placed && attempt < 200) {
|
||||
val order = numbered.shuffled(random)
|
||||
val assigned = IntArray(terrains.size)
|
||||
order.forEachIndexed { i, h -> assigned[h] = tokens[i] }
|
||||
val reds = numbered.filter { assigned[it] == 6 || assigned[it] == 8 }
|
||||
val clash = reds.any { a -> reds.any { b -> a < b && topo.hexesAdjacent(a, b) } }
|
||||
if (!clash || attempt == 199) {
|
||||
assigned.copyInto(numbers)
|
||||
placed = true
|
||||
}
|
||||
attempt++
|
||||
}
|
||||
|
||||
val portTypes = (
|
||||
listOf(Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN, Resource.ORE) + List(4) { null }
|
||||
).shuffled(random)
|
||||
val ports = topo.PORT_POSITIONS.mapIndexed { i, edge ->
|
||||
val resource = portTypes[i % portTypes.size]
|
||||
if (resource == null) Port(edge, null, 3) else Port(edge, resource, 2)
|
||||
}
|
||||
|
||||
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
|
||||
// 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 ->
|
||||
val c = topo.HEXES[h]
|
||||
terrains.indices.filter { terrains[it] != Terrain.SEA }.minOfOrNull {
|
||||
Topology.hexDistance(c.q, c.r, topo.HEXES[it].q, topo.HEXES[it].r)
|
||||
} ?: 0
|
||||
} ?: sea.first()
|
||||
|
||||
return Generated(terrains, numbers.toList(), desert, pirate, ports, home)
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,205 @@
|
||||
package org.prolibertate.games.game.catan
|
||||
|
||||
/**
|
||||
* The rules Seafarers adds to the base game, kept apart from [CatanRules] so the base
|
||||
* game's code reads as it always did. [CatanRules] calls in here only when a game has
|
||||
* [CatanState.sea]. See `docs/RULES-catan-seafarers.md`.
|
||||
*/
|
||||
internal object SeaRules {
|
||||
|
||||
const val MAX_SHIPS = 15
|
||||
|
||||
/** Points for being the first to settle an island other than the home island. */
|
||||
const val ISLAND_BONUS = 2
|
||||
|
||||
val SHIP_COST: Map<Resource, Int> = mapOf(Resource.LUMBER to 1, Resource.WOOL to 1)
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Ships
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
private fun fleetOf(state: CatanState, seat: Int): Int = state.sea!!.ships.count { it == seat }
|
||||
|
||||
/**
|
||||
* Whether [seat]'s ships and towns reach [vertex], so a ship may start there. A town
|
||||
* of anyone else is a wall; [ignoring] is a ship that is being lifted off the board.
|
||||
*/
|
||||
private fun shipReaches(state: CatanState, seat: Int, vertex: Int, ignoring: Int): Boolean {
|
||||
val building = state.buildings[vertex]
|
||||
if (building != null) return building.owner == seat
|
||||
val sea = state.sea!!
|
||||
return state.topo.VERTEX_EDGES[vertex].any { it != ignoring && sea.ships[it] == seat }
|
||||
}
|
||||
|
||||
/** A sea edge a ship could sit on, joined to [seat]'s fleet or a town of theirs. */
|
||||
private fun shipSites(state: CatanState, seat: Int, ignoring: Int = -1): List<Int> {
|
||||
val topo = state.topo
|
||||
val sea = state.sea!!
|
||||
return (0 until topo.EDGE_COUNT).filter { e ->
|
||||
topo.edgeSea[e] &&
|
||||
state.roads[e] == NO_PLAYER &&
|
||||
(sea.ships[e] == NO_PLAYER || e == ignoring) &&
|
||||
sea.pirate !in topo.EDGE_HEXES[e] &&
|
||||
topo.EDGE_VERTICES[e].let { (a, b) ->
|
||||
shipReaches(state, seat, a, ignoring) || shipReaches(state, seat, b, ignoring)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fun buildShipMoves(state: CatanState, seat: Int): List<BuildShip> =
|
||||
if (fleetOf(state, seat) >= MAX_SHIPS) emptyList() else shipSites(state, seat).map { BuildShip(it) }
|
||||
|
||||
/** Whether the ship on [edge] sits at the open end of a route: one end touches nothing else of [seat]'s. */
|
||||
private fun atOpenEnd(state: CatanState, seat: Int, edge: Int): Boolean {
|
||||
val topo = state.topo
|
||||
val sea = state.sea!!
|
||||
return topo.EDGE_VERTICES[edge].toList().any { v ->
|
||||
state.buildings[v] == null &&
|
||||
topo.VERTEX_EDGES[v].none { it != edge && (state.roads[it] == seat || sea.ships[it] == seat) }
|
||||
}
|
||||
}
|
||||
|
||||
/** A ship may sail once a turn, never the turn it was built, only from the open end of a route. */
|
||||
fun moveShipMoves(state: CatanState, seat: Int): List<MoveShip> {
|
||||
val sea = state.sea!!
|
||||
if (sea.shipMoved) return emptyList()
|
||||
val moves = mutableListOf<MoveShip>()
|
||||
for (e in sea.ships.indices) {
|
||||
if (sea.ships[e] != seat || e in sea.builtThisTurn || !atOpenEnd(state, seat, e)) continue
|
||||
shipSites(state, seat, ignoring = e).filter { it != e }.forEach { moves += MoveShip(e, it) }
|
||||
}
|
||||
return moves
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Pirate
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/** Seats with a ship beside [hex] that hold at least one card: whom the pirate can rob there. */
|
||||
private fun pirateVictims(state: CatanState, thief: Int, hex: Int): List<Int> {
|
||||
val topo = state.topo
|
||||
val sea = state.sea!!
|
||||
return (0 until topo.EDGE_COUNT).filter { hex in topo.EDGE_HEXES[it] }
|
||||
.map { sea.ships[it] }
|
||||
.filter { it != NO_PLAYER && it != thief }
|
||||
.distinct()
|
||||
.filter { state.resourceCount(it) > 0 }
|
||||
}
|
||||
|
||||
fun pirateMoves(state: CatanState, seat: Int): List<MovePirate> {
|
||||
val topo = state.topo
|
||||
val sea = state.sea!!
|
||||
val moves = mutableListOf<MovePirate>()
|
||||
for (h in 0 until topo.HEX_COUNT) {
|
||||
if (topo.land[h] || h == sea.pirate) continue
|
||||
val victims = pirateVictims(state, seat, h)
|
||||
if (victims.isEmpty()) {
|
||||
moves += MovePirate(topo.HEXES[h])
|
||||
} else {
|
||||
victims.forEach { moves += MovePirate(topo.HEXES[h], it) }
|
||||
}
|
||||
}
|
||||
return moves
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Gold
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/** Every way the seat at the front of the gold queue can choose its cards, supply permitting. */
|
||||
fun goldMoves(state: CatanState): List<PickGold> {
|
||||
val owed = state.sea!!.gold.firstOrNull() ?: return emptyList()
|
||||
val supply = Resource.entries.associateWith { CatanRules.bankSupply(state, it) }
|
||||
val take = minOf(owed.count, supply.values.sum())
|
||||
val picks = mutableListOf<PickGold>()
|
||||
fun walk(index: Int, left: Int, acc: MutableList<Resource>) {
|
||||
if (left == 0) {
|
||||
picks += PickGold(acc.toList())
|
||||
return
|
||||
}
|
||||
if (index == Resource.entries.size) return
|
||||
val resource = Resource.entries[index]
|
||||
for (n in 0..minOf(left, supply.getValue(resource))) {
|
||||
repeat(n) { acc += resource }
|
||||
walk(index + 1, left - n, acc)
|
||||
repeat(n) { acc.removeAt(acc.size - 1) }
|
||||
}
|
||||
}
|
||||
walk(0, take, mutableListOf())
|
||||
return picks
|
||||
}
|
||||
|
||||
/** Drops queue entries the bank can no longer pay, and leaves the gold phase once nobody is owed. */
|
||||
fun settleGold(state: CatanState): CatanState {
|
||||
val sea = state.sea!!
|
||||
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)
|
||||
} else {
|
||||
state.copy(sea = sea.copy(gold = queue), phase = CatanPhase.GOLD)
|
||||
}
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// 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
|
||||
|
||||
/** 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
|
||||
val bonus = sea.islandBonus.toMutableList().also { it[island] = seat }
|
||||
return state.copy(
|
||||
sea = sea.copy(islandBonus = bonus),
|
||||
log = state.log + "Seat $seat is the first to settle a new island: +$ISLAND_BONUS victory points.",
|
||||
)
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Longest route
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* The seat's longest route over roads *and* ships. A route is a simple path of the seat's
|
||||
* pieces that never runs through an opponent's town; it may change between road and ship
|
||||
* only at a town of the seat's own.
|
||||
*/
|
||||
fun longestRouteFor(state: CatanState, seat: Int): Int {
|
||||
val topo = state.topo
|
||||
val sea = state.sea!!
|
||||
val blocked = BooleanArray(topo.VERTEX_COUNT) { v ->
|
||||
state.buildings[v]?.let { it.owner != seat } == true
|
||||
}
|
||||
fun owns(e: Int) = state.roads[e] == seat || sea.ships[e] == seat
|
||||
fun kind(e: Int) = if (state.roads[e] == seat) 0 else 1
|
||||
|
||||
fun walk(v: Int, arrivedBy: Int, visited: BooleanArray): Int {
|
||||
visited[v] = true
|
||||
var best = 0
|
||||
val ownTown = state.buildings[v]?.owner == seat
|
||||
for (e in topo.VERTEX_EDGES[v]) {
|
||||
if (!owns(e)) continue
|
||||
val k = kind(e)
|
||||
if (arrivedBy != -1 && k != arrivedBy && !ownTown) continue
|
||||
val w = topo.otherEnd(e, v)
|
||||
if (visited[w]) continue
|
||||
best = maxOf(best, if (blocked[w]) 1 else 1 + walk(w, k, visited))
|
||||
}
|
||||
visited[v] = false
|
||||
return best
|
||||
}
|
||||
|
||||
var best = 0
|
||||
for (start in 0 until topo.VERTEX_COUNT) {
|
||||
if (topo.VERTEX_EDGES[start].none { owns(it) }) continue
|
||||
best = maxOf(best, walk(start, -1, BooleanArray(topo.VERTEX_COUNT)))
|
||||
}
|
||||
return best
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,58 @@
|
||||
package org.prolibertate.games.game.yahtzee
|
||||
|
||||
import kotlinx.serialization.Serializable
|
||||
|
||||
/** What one finished game says about the local player's card. */
|
||||
@Serializable
|
||||
data class YahtzeeRecord(
|
||||
val total: Int,
|
||||
val gotBonus: Boolean,
|
||||
/** Yahtzees scored, counting the extra ones that earned the hundred. */
|
||||
val yahtzees: Int,
|
||||
/** Boxes written in as nothing. */
|
||||
val zeros: Int,
|
||||
val players: Int,
|
||||
val won: Boolean,
|
||||
)
|
||||
|
||||
/** Builds the record of [seat]'s card in a finished game. Ties for first count as a win. */
|
||||
fun recordOf(state: YahtzeeState, seat: Int): YahtzeeRecord {
|
||||
val card = state.cards[seat]
|
||||
val mine = state.totalFor(seat)
|
||||
val best = state.cards.indices.maxOf { state.totalFor(it) }
|
||||
return YahtzeeRecord(
|
||||
total = mine,
|
||||
gotBonus = card.upperBonus > 0,
|
||||
yahtzees = (if (card[YahtzeeCategory.YAHTZEE] == YAHTZEE_SCORE) 1 else 0) +
|
||||
state.yahtzeeBonuses[seat] / YAHTZEE_BONUS,
|
||||
zeros = card.boxes.count { it == 0 },
|
||||
players = state.cards.size,
|
||||
won = mine >= best,
|
||||
)
|
||||
}
|
||||
|
||||
/** A game set against the ones before it. [rank] is 1 for a new best. */
|
||||
data class YahtzeeComparison(
|
||||
val current: YahtzeeRecord,
|
||||
val previousGames: Int,
|
||||
val bestBefore: Int?,
|
||||
val averageBefore: Double?,
|
||||
val rank: Int,
|
||||
val gamesRanked: Int,
|
||||
val bonusRateBefore: Double?,
|
||||
val yahtzeesBefore: Int,
|
||||
val winRateBefore: Double?,
|
||||
)
|
||||
|
||||
fun compareToHistory(previous: List<YahtzeeRecord>, current: YahtzeeRecord): YahtzeeComparison =
|
||||
YahtzeeComparison(
|
||||
current = current,
|
||||
previousGames = previous.size,
|
||||
bestBefore = previous.maxOfOrNull { it.total },
|
||||
averageBefore = previous.takeIf { it.isNotEmpty() }?.map { it.total }?.average(),
|
||||
rank = 1 + previous.count { it.total > current.total },
|
||||
gamesRanked = previous.size + 1,
|
||||
bonusRateBefore = previous.takeIf { it.isNotEmpty() }?.let { p -> p.count { it.gotBonus }.toDouble() / p.size },
|
||||
yahtzeesBefore = previous.sumOf { it.yahtzees },
|
||||
winRateBefore = previous.takeIf { it.isNotEmpty() }?.let { p -> p.count { it.won }.toDouble() / p.size },
|
||||
)
|
||||
@@ -0,0 +1,42 @@
|
||||
package org.prolibertate.games.settings
|
||||
|
||||
import android.content.Context
|
||||
import androidx.datastore.core.DataStore
|
||||
import androidx.datastore.preferences.core.Preferences
|
||||
import androidx.datastore.preferences.core.edit
|
||||
import androidx.datastore.preferences.core.stringPreferencesKey
|
||||
import androidx.datastore.preferences.preferencesDataStore
|
||||
import kotlinx.coroutines.flow.first
|
||||
import kotlinx.serialization.encodeToString
|
||||
import kotlinx.serialization.json.Json
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeComparison
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeRecord
|
||||
import org.prolibertate.games.game.yahtzee.compareToHistory
|
||||
|
||||
private val Context.yahtzeeStatsStore: DataStore<Preferences> by preferencesDataStore(
|
||||
name = "yahtzee_stats",
|
||||
)
|
||||
|
||||
/** The local player's finished Yahtzee games, newest last, kept to the last [KEEP]. */
|
||||
class YahtzeeStatsRepository(private val context: Context) {
|
||||
|
||||
private val key = stringPreferencesKey("games")
|
||||
private val json = Json { ignoreUnknownKeys = true }
|
||||
|
||||
private fun decode(stored: String?): List<YahtzeeRecord> =
|
||||
stored?.let { runCatching { json.decodeFromString<List<YahtzeeRecord>>(it) }.getOrNull() }
|
||||
.orEmpty()
|
||||
|
||||
/** Compares [record] with every earlier game, then adds it to the history. */
|
||||
suspend fun finish(record: YahtzeeRecord): YahtzeeComparison {
|
||||
val previous = decode(context.yahtzeeStatsStore.data.first()[key])
|
||||
context.yahtzeeStatsStore.edit {
|
||||
it[key] = json.encodeToString((previous + record).takeLast(KEEP))
|
||||
}
|
||||
return compareToHistory(previous, record)
|
||||
}
|
||||
|
||||
private companion object {
|
||||
const val KEEP = 500
|
||||
}
|
||||
}
|
||||
@@ -51,6 +51,7 @@ import org.prolibertate.games.net.ScorekeeperSession
|
||||
import org.prolibertate.games.score.ScorekeeperRepository
|
||||
import org.prolibertate.games.settings.Settings
|
||||
import org.prolibertate.games.settings.SettingsRepository
|
||||
import org.prolibertate.games.settings.YahtzeeStatsRepository
|
||||
import org.prolibertate.games.ui.game.LocalCardSpeed
|
||||
import org.prolibertate.games.update.UpdateChannel
|
||||
import org.prolibertate.games.update.Updater
|
||||
@@ -70,6 +71,7 @@ class AppEnv(
|
||||
val peerId: String,
|
||||
/** Games in progress, kept between sessions. */
|
||||
val saves: SavedGameStore,
|
||||
val yahtzeeStats: YahtzeeStatsRepository,
|
||||
)
|
||||
|
||||
/**
|
||||
|
||||
@@ -365,12 +365,15 @@ internal fun catanPointsChoices(ruleSet: CatanRuleSet): List<Int> = when (ruleSe
|
||||
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)
|
||||
// Seafarers adds two points for each new island, so the target is higher.
|
||||
CatanRuleSet.SEAFARERS -> listOf(8, 10, 12, 14)
|
||||
}
|
||||
|
||||
/** 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
|
||||
}
|
||||
|
||||
/**
|
||||
@@ -387,6 +390,7 @@ internal fun catanSwitchRules(options: CatanOptions, ruleSet: CatanRuleSet): Cat
|
||||
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) {
|
||||
@@ -395,6 +399,9 @@ private fun catanRuleSetBlurb(ruleSet: CatanRuleSet): String = when (ruleSet) {
|
||||
CatanRuleSet.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 ->
|
||||
"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."
|
||||
}
|
||||
|
||||
@Composable
|
||||
|
||||
@@ -594,7 +594,12 @@ fun PlayScreen(
|
||||
)
|
||||
}
|
||||
StartMatch(env, controller, route)
|
||||
YahtzeeScreen(controller = controller, localSeat = route.localSeat, onExit = onExit)
|
||||
YahtzeeScreen(
|
||||
controller = controller,
|
||||
localSeat = route.localSeat,
|
||||
stats = env.yahtzeeStats,
|
||||
onExit = onExit,
|
||||
)
|
||||
}
|
||||
|
||||
GameCatalog.KLONDIKE -> {
|
||||
|
||||
@@ -41,6 +41,10 @@ import org.prolibertate.games.game.yahtzee.DICE_COUNT
|
||||
import org.prolibertate.games.game.yahtzee.RollDice
|
||||
import org.prolibertate.games.game.yahtzee.ScoreIn
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeCategory
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeComparison
|
||||
import org.prolibertate.games.game.yahtzee.recordOf
|
||||
import org.prolibertate.games.settings.YahtzeeStatsRepository
|
||||
import kotlin.math.roundToInt
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeMove
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeSection
|
||||
import org.prolibertate.games.game.yahtzee.YahtzeeState
|
||||
@@ -66,6 +70,7 @@ private const val TITLE = "Yahtzee"
|
||||
fun YahtzeeScreen(
|
||||
controller: MatchController<YahtzeeState, YahtzeeMove>,
|
||||
localSeat: Int,
|
||||
stats: YahtzeeStatsRepository,
|
||||
onExit: () -> Unit,
|
||||
) {
|
||||
val state by controller.state.collectAsState()
|
||||
@@ -75,6 +80,10 @@ fun YahtzeeScreen(
|
||||
val kept = remember { mutableStateListOf<Int>() }
|
||||
var confirmingEnd by remember { mutableStateOf(false) }
|
||||
var confirmingZero by remember { mutableStateOf<YahtzeeCategory?>(null) }
|
||||
var comparison by remember { mutableStateOf<YahtzeeComparison?>(null) }
|
||||
// Only a game seen to finish is recorded: reopening a saved game that was
|
||||
// already over must not count it a second time.
|
||||
var sawInProgress by remember { mutableStateOf(false) }
|
||||
|
||||
val endGameAction: @Composable () -> Unit = {
|
||||
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
|
||||
@@ -95,6 +104,15 @@ fun YahtzeeScreen(
|
||||
// refused, and the Throw button would look broken again.
|
||||
LaunchedEffect(current.turn, current.round) { kept.clear() }
|
||||
|
||||
LaunchedEffect(current.isOver) {
|
||||
if (!current.isOver) {
|
||||
sawInProgress = true
|
||||
} else if (sawInProgress) {
|
||||
sawInProgress = false
|
||||
comparison = stats.finish(recordOf(current, localSeat))
|
||||
}
|
||||
}
|
||||
|
||||
val yours = current.turn == localSeat && !current.isOver
|
||||
val canRoll = legal.any { it is RollDice }
|
||||
val writable = legal.filterIsInstance<ScoreIn>().map { it.category }.toSet()
|
||||
@@ -162,6 +180,7 @@ fun YahtzeeScreen(
|
||||
|
||||
abandoned?.let { LeftCardDialog(it, onExit, controller::dismissAbandoned) }
|
||||
if (confirmingEnd) EndCardDialog(onExit) { confirmingEnd = false }
|
||||
comparison?.let { StatsDialog(it, onExit) { comparison = null } }
|
||||
confirmingZero?.let { category ->
|
||||
ZeroScoreDialog(
|
||||
category = category,
|
||||
@@ -176,6 +195,53 @@ fun YahtzeeScreen(
|
||||
}
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun StatsDialog(c: YahtzeeComparison, onLeave: () -> Unit, onClose: () -> Unit) {
|
||||
fun pct(v: Double?) = v?.let { "${(it * 100).roundToInt()}%" } ?: "—"
|
||||
val headline = when {
|
||||
c.previousGames == 0 -> "Your first recorded game."
|
||||
c.rank == 1 -> "A new personal best!"
|
||||
else -> "${ordinal(c.rank)} best of ${c.gamesRanked} games."
|
||||
}
|
||||
AlertDialog(
|
||||
onDismissRequest = onClose,
|
||||
title = { Text("Game over: ${c.current.total} points") },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(6.dp)) {
|
||||
Text(headline, fontWeight = FontWeight.Bold)
|
||||
StatLine("", "This game", "Before")
|
||||
StatLine("Score", "${c.current.total}", c.averageBefore?.let { "avg ${it.roundToInt()}, best ${c.bestBefore}" } ?: "—")
|
||||
StatLine("Upper bonus", if (c.current.gotBonus) "Yes" else "No", pct(c.bonusRateBefore))
|
||||
StatLine("Yahtzees", "${c.current.yahtzees}", "${c.yahtzeesBefore} total")
|
||||
StatLine("Zeroed boxes", "${c.current.zeros}", "")
|
||||
if (c.current.players > 1) {
|
||||
StatLine("Result", if (c.current.won) "Won" else "Lost", "won ${pct(c.winRateBefore)}")
|
||||
}
|
||||
Text(
|
||||
"Games before this one: ${c.previousGames}",
|
||||
style = MaterialTheme.typography.bodySmall,
|
||||
)
|
||||
}
|
||||
},
|
||||
confirmButton = { TextButton(onClick = onLeave) { Text("Leave the game") } },
|
||||
dismissButton = { TextButton(onClick = onClose) { Text("Look at the card") } },
|
||||
)
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun StatLine(label: String, now: String, before: String) {
|
||||
Row(modifier = Modifier.fillMaxWidth()) {
|
||||
Text(label, modifier = Modifier.weight(1.2f), fontWeight = FontWeight.Bold)
|
||||
Text(now, modifier = Modifier.weight(1f))
|
||||
Text(before, modifier = Modifier.weight(1.6f))
|
||||
}
|
||||
}
|
||||
|
||||
private fun ordinal(n: Int): String {
|
||||
val suffix = if (n % 100 in 11..13) "th" else when (n % 10) { 1 -> "st"; 2 -> "nd"; 3 -> "rd"; else -> "th" }
|
||||
return "$n$suffix"
|
||||
}
|
||||
|
||||
@Composable
|
||||
private fun ZeroScoreDialog(category: YahtzeeCategory, onConfirm: () -> Unit, onCancel: () -> Unit) {
|
||||
AlertDialog(
|
||||
|
||||
@@ -33,6 +33,7 @@ import org.prolibertate.games.game.catan.CatanBoard
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.NO_PLAYER
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.Terrain
|
||||
|
||||
/**
|
||||
* The island, drawn and tappable.
|
||||
@@ -69,9 +70,10 @@ fun CatanBoardView(
|
||||
) {
|
||||
val measurer = rememberTextMeasurer()
|
||||
var size by remember { mutableStateOf(IntSize.Zero) }
|
||||
val layout = remember(size) {
|
||||
val topo = state.topo
|
||||
val layout = remember(size, topo) {
|
||||
if (size.width > 0 && size.height > 0) {
|
||||
CatanGeometry.fit(size.width.toFloat(), size.height.toFloat())
|
||||
CatanGeometry.fit(size.width.toFloat(), size.height.toFloat(), topo)
|
||||
} else {
|
||||
null
|
||||
}
|
||||
@@ -85,7 +87,7 @@ fun CatanBoardView(
|
||||
|
||||
Canvas(
|
||||
modifier = modifier
|
||||
.aspectRatio(CatanGeometry.ASPECT)
|
||||
.aspectRatio(CatanGeometry.aspect(topo))
|
||||
.onSizeChanged { size = it }
|
||||
.semantics { contentDescription = "Katan island board" }
|
||||
.pointerInput(layout, targets, style) {
|
||||
@@ -97,8 +99,8 @@ fun CatanBoardView(
|
||||
targets.tappableVertices.isNotEmpty() ->
|
||||
board.nearestVertex(at, reach, targets.tappableVertices)?.let { vertexTap(it) }
|
||||
|
||||
targets.edges.isNotEmpty() ->
|
||||
board.nearestEdge(at, reach, targets.edges)?.let { edgeTap(it) }
|
||||
targets.edges.isNotEmpty() || targets.ships.isNotEmpty() ->
|
||||
board.nearestEdge(at, reach, targets.edges + targets.ships)?.let { edgeTap(it) }
|
||||
|
||||
targets.hexes.isNotEmpty() ->
|
||||
// A hex is big: accept a tap anywhere near its middle.
|
||||
@@ -113,9 +115,12 @@ fun CatanBoardView(
|
||||
drawHexes(state, board, style, measurer)
|
||||
drawRolled(rolledHexes, board, style)
|
||||
drawRobber(state, board, style)
|
||||
drawPirate(state, board, style)
|
||||
drawMerchant(state, board, style, measurer)
|
||||
drawRoads(state, board, style)
|
||||
drawShips(state, board, style)
|
||||
drawEdgeTargets(targets, board, style)
|
||||
drawShipTargets(targets, board, style)
|
||||
drawBuildings(state, board, style)
|
||||
drawWalls(state, board, style)
|
||||
drawMetropolises(state, board, style)
|
||||
@@ -137,10 +142,15 @@ private fun DrawScope.drawHexes(
|
||||
style: CatanStyle,
|
||||
measurer: TextMeasurer,
|
||||
) {
|
||||
for (hex in 0 until CatanBoard.HEX_COUNT) {
|
||||
for (hex in 0 until state.topo.HEX_COUNT) {
|
||||
val centre = board.hexCenter(hex)
|
||||
val corners = board.hexCorners(hex).map { insetToward(it, centre, style.hexInset) }
|
||||
val path = polygon(corners)
|
||||
if (state.terrains[hex] == Terrain.SEA) {
|
||||
// Open water: only a faint outline, so ships have a grid to sail on.
|
||||
drawPath(path, color = style.hexEdge.copy(alpha = 0.12f), style = Stroke(width = board.radius * 0.02f))
|
||||
continue
|
||||
}
|
||||
drawPath(path, color = style.terrain.getValue(state.terrains[hex]))
|
||||
drawPath(path, color = style.hexEdge, style = Stroke(width = board.radius * 0.03f))
|
||||
|
||||
@@ -365,7 +375,7 @@ private fun DrawScope.drawResourceIcon(resource: Resource, at: Pt, s: Float, fil
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
private fun DrawScope.drawRoads(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
for (edge in 0 until CatanBoard.EDGE_COUNT) {
|
||||
for (edge in 0 until state.topo.EDGE_COUNT) {
|
||||
val owner = state.roads[edge]
|
||||
if (owner == NO_PLAYER) continue
|
||||
val (a, b) = board.edgeEnds(edge)
|
||||
@@ -391,7 +401,7 @@ private fun DrawScope.drawRoads(state: CatanState, board: BoardLayout, style: Ca
|
||||
}
|
||||
|
||||
private fun DrawScope.drawBuildings(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
for (vertex in 0 until CatanBoard.VERTEX_COUNT) {
|
||||
for (vertex in 0 until state.topo.VERTEX_COUNT) {
|
||||
val building = state.buildings[vertex] ?: continue
|
||||
val at = board.vertex(vertex)
|
||||
val fill = style.seats[building.owner % style.seats.size]
|
||||
@@ -666,3 +676,68 @@ private fun DrawScope.drawStaged(vertex: Int?, edge: Int?, seat: Int?, board: Bo
|
||||
drawCircle(style.targetSelected, radius * 1.9f, at, style = Stroke(width = board.radius * 0.1f))
|
||||
}
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Seafarers: ships, the pirate
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/** A ship on each sea edge that has one: a hull along the edge with a sail amidships, in the owner's colour. */
|
||||
private fun DrawScope.drawShips(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
val sea = state.sea ?: return
|
||||
for (edge in sea.ships.indices) {
|
||||
val owner = sea.ships[edge]
|
||||
if (owner == NO_PLAYER) continue
|
||||
val (a, b) = board.edgeEnds(edge)
|
||||
val from = lerp(a, b, 0.2f)
|
||||
val to = lerp(a, b, 0.8f)
|
||||
val width = board.radius * style.roadWidth * 1.15f
|
||||
val colour = style.seats[owner % style.seats.size]
|
||||
drawLine(style.pieceOutline, from.offset(), to.offset(), width * 1.5f, StrokeCap.Round)
|
||||
drawLine(colour, from.offset(), to.offset(), width, StrokeCap.Round)
|
||||
// The sail: a small triangle standing off the hull, on the screen's upper side.
|
||||
val mid = lerp(a, b, 0.5f)
|
||||
val s = board.radius * 0.17f
|
||||
val sail = Path().apply {
|
||||
moveTo(mid.x - s * 0.1f, mid.y - s * 1.9f)
|
||||
lineTo(mid.x + s * 1.1f, mid.y - s * 0.2f)
|
||||
lineTo(mid.x - s * 0.1f, mid.y - s * 0.2f)
|
||||
close()
|
||||
}
|
||||
drawPath(sail, style.shipSail)
|
||||
drawPath(sail, style.pieceOutline, style = Stroke(width = board.radius * 0.03f))
|
||||
}
|
||||
}
|
||||
|
||||
/** A ring round each of the player's ships that can sail, so they read as tappable. */
|
||||
private fun DrawScope.drawShipTargets(targets: BoardTargets, board: BoardLayout, style: CatanStyle) {
|
||||
for (edge in targets.ships) {
|
||||
val mid = board.edgeMidpoint(edge).offset()
|
||||
drawCircle(style.target, board.radius * 0.38f, mid, style = Stroke(width = board.radius * 0.07f))
|
||||
}
|
||||
}
|
||||
|
||||
/** The pirate: a black pawn with a flag, drawn beside the middle of its sea hex like the robber. */
|
||||
private fun DrawScope.drawPirate(state: CatanState, board: BoardLayout, style: CatanStyle) {
|
||||
val sea = state.sea ?: return
|
||||
val hex = board.hexCenter(sea.pirate)
|
||||
val x = hex.x
|
||||
val y = hex.y + board.radius * 0.1f
|
||||
val s = board.radius * style.robberSize
|
||||
val hull = Path().apply {
|
||||
moveTo(x - s * 1.0f, y)
|
||||
lineTo(x + s * 1.0f, y)
|
||||
lineTo(x + s * 0.6f, y + s * 0.7f)
|
||||
lineTo(x - s * 0.6f, y + s * 0.7f)
|
||||
close()
|
||||
}
|
||||
drawPath(hull, style.pirate)
|
||||
drawLine(style.pirate, Offset(x, y), Offset(x, y - s * 1.5f), strokeWidth = s * 0.12f)
|
||||
val flag = Path().apply {
|
||||
moveTo(x, y - s * 1.5f)
|
||||
lineTo(x + s * 0.9f, y - s * 1.15f)
|
||||
lineTo(x, y - s * 0.8f)
|
||||
close()
|
||||
}
|
||||
drawPath(flag, style.pirate)
|
||||
drawPath(hull, Color.White.copy(alpha = 0.7f), style = Stroke(width = s * 0.07f))
|
||||
}
|
||||
|
||||
@@ -138,6 +138,55 @@ fun CatanDiscardDialog(
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// Gold (Seafarers)
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
/**
|
||||
* A gold field paid out: choose the resource cards it gives. Not dismissable: the game
|
||||
* is waiting. The engine's list says which resources the bank can still pay.
|
||||
*/
|
||||
@OptIn(ExperimentalLayoutApi::class)
|
||||
@Composable
|
||||
fun CatanGoldDialog(
|
||||
legal: List<CatanMove>,
|
||||
onSubmit: (org.prolibertate.games.game.catan.PickGold) -> Unit,
|
||||
) {
|
||||
val count = CatanInteraction.goldCount(legal)
|
||||
var picked by remember { mutableStateOf(emptyMap<Resource, Int>()) }
|
||||
val selection = picked.asCards()
|
||||
val move = CatanInteraction.goldMove(legal, selection)
|
||||
// A resource is on offer if some legal pick names it.
|
||||
val offered = legal.filterIsInstance<org.prolibertate.games.game.catan.PickGold>()
|
||||
.flatMap { it.cards }.toSet()
|
||||
|
||||
AlertDialog(
|
||||
onDismissRequest = {},
|
||||
title = { Text(CatanText.GOLD_TITLE) },
|
||||
text = {
|
||||
Column(verticalArrangement = Arrangement.spacedBy(12.dp)) {
|
||||
Text("Gold! Choose $count resource cards (${selection.size} of $count chosen).")
|
||||
FlowRow(
|
||||
horizontalArrangement = Arrangement.spacedBy(8.dp),
|
||||
verticalArrangement = Arrangement.spacedBy(8.dp),
|
||||
) {
|
||||
Resource.entries.filter { it in offered }.forEach { resource ->
|
||||
ResourceCounter(
|
||||
resource = resource,
|
||||
count = picked[resource] ?: 0,
|
||||
max = if (selection.size < count) count else (picked[resource] ?: 0),
|
||||
onChange = { n -> picked = picked + (resource to n.coerceIn(0, count)) },
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
confirmButton = {
|
||||
Button(onClick = { move?.let(onSubmit) }, enabled = move != null) { Text(CatanText.GOLD_TAKE) }
|
||||
},
|
||||
)
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------------
|
||||
// The robber
|
||||
// ---------------------------------------------------------------------------
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
package org.prolibertate.games.ui.game.catan
|
||||
|
||||
import org.prolibertate.games.game.catan.CatanBoard
|
||||
import org.prolibertate.games.game.catan.Topology
|
||||
import kotlin.math.sqrt
|
||||
|
||||
/** A point in board pixels. Plain floats, so this file needs no Compose types. */
|
||||
@@ -24,29 +25,35 @@ class BoardLayout(
|
||||
val height: Float,
|
||||
/** Circumradius of one hex, in pixels. */
|
||||
val radius: Float,
|
||||
/** The board this layout draws: the standard island unless the game is Seafarers. */
|
||||
val topo: Topology = CatanBoard.base,
|
||||
) {
|
||||
private val centreX = width / 2f
|
||||
private val centreY = height / 2f
|
||||
private val unitX = radius * SQRT3 / 2f
|
||||
private val unitY = radius / 2f
|
||||
|
||||
/** The lattice point drawn at the middle of the box: the middle of the frame. */
|
||||
private val midX = (topo.lattice[0] + topo.lattice[1]) / 2f
|
||||
private val midY = (topo.lattice[2] + topo.lattice[3]) / 2f
|
||||
|
||||
fun point(latticeX: Int, latticeY: Int): Pt =
|
||||
Pt(centreX + latticeX * unitX, centreY - latticeY * unitY)
|
||||
Pt(centreX + (latticeX - midX) * unitX, centreY - (latticeY - midY) * unitY)
|
||||
|
||||
fun hexCenter(hex: Int): Pt {
|
||||
val (lx, ly) = CatanBoard.hexCenter(hex)
|
||||
val (lx, ly) = topo.hexCenter(hex)
|
||||
return point(lx, ly)
|
||||
}
|
||||
|
||||
fun vertex(vertex: Int): Pt {
|
||||
val (lx, ly) = CatanBoard.VERTEX_POS[vertex]
|
||||
val (lx, ly) = topo.VERTEX_POS[vertex]
|
||||
return point(lx, ly)
|
||||
}
|
||||
|
||||
fun hexCorners(hex: Int): List<Pt> = CatanBoard.HEX_CORNERS[hex].map { vertex(it) }
|
||||
fun hexCorners(hex: Int): List<Pt> = topo.HEX_CORNERS[hex].map { vertex(it) }
|
||||
|
||||
fun edgeEnds(edge: Int): Pair<Pt, Pt> {
|
||||
val (a, b) = CatanBoard.EDGE_VERTICES[edge]
|
||||
val (a, b) = topo.EDGE_VERTICES[edge]
|
||||
return vertex(a) to vertex(b)
|
||||
}
|
||||
|
||||
@@ -62,8 +69,15 @@ class BoardLayout(
|
||||
*/
|
||||
fun portAnchor(edge: Int): Pt {
|
||||
val mid = edgeMidpoint(edge)
|
||||
val dx = mid.x - centreX
|
||||
val dy = mid.y - centreY
|
||||
// Straight out from the middle of the island on the standard board; on a map of
|
||||
// islands, straight out from the land hex the harbour sits on.
|
||||
val from = if (topo.EDGE_HEXES[edge].size == 1) {
|
||||
Pt(centreX, centreY)
|
||||
} else {
|
||||
topo.EDGE_HEXES[edge].firstOrNull { topo.land[it] }?.let { hexCenter(it) } ?: Pt(centreX, centreY)
|
||||
}
|
||||
val dx = mid.x - from.x
|
||||
val dy = mid.y - from.y
|
||||
val length = sqrt(dx * dx + dy * dy).coerceAtLeast(1f)
|
||||
return Pt(mid.x + dx / length * radius * PORT_OFFSET, mid.y + dy / length * radius * PORT_OFFSET)
|
||||
}
|
||||
@@ -97,23 +111,29 @@ class BoardLayout(
|
||||
|
||||
object CatanGeometry {
|
||||
|
||||
/** Lattice extents of the island: x spans -5..5, y spans -8..8. */
|
||||
private const val LATTICE_X_UNITS = 10
|
||||
private const val LATTICE_Y_UNITS = 16
|
||||
|
||||
/** Empty space round the island, in hex radii, for the sea and the harbours. */
|
||||
const val MARGIN = 1.75f
|
||||
|
||||
private val boardWidthInRadii = LATTICE_X_UNITS * SQRT3 / 2f + 2 * MARGIN
|
||||
private val boardHeightInRadii = LATTICE_Y_UNITS / 2f + 2 * MARGIN
|
||||
/** A Seafarers frame already ends in a ring of sea, so it needs almost none. */
|
||||
private const val FRAME_MARGIN = 0.3f
|
||||
|
||||
private fun margin(topo: Topology) = if (topo.land.all { it }) MARGIN else FRAME_MARGIN
|
||||
|
||||
private fun widthInRadii(topo: Topology) =
|
||||
(topo.lattice[1] - topo.lattice[0]) * SQRT3 / 2f + 2 * margin(topo)
|
||||
|
||||
private fun heightInRadii(topo: Topology) =
|
||||
(topo.lattice[3] - topo.lattice[2]) / 2f + 2 * margin(topo)
|
||||
|
||||
/** Width ÷ height of the board including its margin, for sizing its box. */
|
||||
val ASPECT: Float = boardWidthInRadii / boardHeightInRadii
|
||||
val ASPECT: Float = widthInRadii(CatanBoard.base) / heightInRadii(CatanBoard.base)
|
||||
|
||||
fun aspect(topo: Topology): Float = widthInRadii(topo) / heightInRadii(topo)
|
||||
|
||||
/** The largest layout that fits [width] × [height] pixels. */
|
||||
fun fit(width: Float, height: Float): BoardLayout {
|
||||
val radius = minOf(width / boardWidthInRadii, height / boardHeightInRadii)
|
||||
return BoardLayout(width, height, radius)
|
||||
fun fit(width: Float, height: Float, topo: Topology = CatanBoard.base): BoardLayout {
|
||||
val radius = minOf(width / widthInRadii(topo), height / heightInRadii(topo))
|
||||
return BoardLayout(width, height, radius, topo)
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -172,6 +172,7 @@ object CatanHudGlyphs {
|
||||
BuildKind.CITY -> "▲"
|
||||
BuildKind.WALL -> "▦"
|
||||
BuildKind.KNIGHT -> "♞"
|
||||
BuildKind.SHIP -> "⛵"
|
||||
}
|
||||
|
||||
fun label(kind: BuildKind): String = when (kind) {
|
||||
@@ -180,6 +181,7 @@ object CatanHudGlyphs {
|
||||
BuildKind.CITY -> CatanText.CITY
|
||||
BuildKind.WALL -> CatanText.WALL
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT
|
||||
BuildKind.SHIP -> CatanText.SHIP
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -5,6 +5,10 @@ import org.prolibertate.games.game.catan.AcceptTrade
|
||||
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.MovePirate
|
||||
import org.prolibertate.games.game.catan.MoveShip
|
||||
import org.prolibertate.games.game.catan.Topology
|
||||
import org.prolibertate.games.game.catan.BuildSettlement
|
||||
import org.prolibertate.games.game.catan.BuildWall
|
||||
import org.prolibertate.games.game.catan.BuyDevCard
|
||||
@@ -35,6 +39,7 @@ import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.OfferGoods
|
||||
import org.prolibertate.games.game.catan.OfferTrade
|
||||
import org.prolibertate.games.game.catan.PickGold
|
||||
import org.prolibertate.games.game.catan.PillageCity
|
||||
import org.prolibertate.games.game.catan.PlaceKnight
|
||||
import org.prolibertate.games.game.catan.PlaceMetropolis
|
||||
@@ -59,10 +64,16 @@ import org.prolibertate.games.game.catan.Track
|
||||
* only in Cities & Knights; the base game's build menu lists the first three.
|
||||
*/
|
||||
enum class BuildKind {
|
||||
ROAD, SETTLEMENT, CITY, WALL, KNIGHT;
|
||||
ROAD, SETTLEMENT, CITY, WALL, KNIGHT,
|
||||
|
||||
/** Seafarers: a ship, laid on a sea edge. */
|
||||
SHIP;
|
||||
|
||||
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)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -76,11 +87,14 @@ data class BoardTargets(
|
||||
val edges: Set<Int> = emptySet(),
|
||||
val hexes: Set<Int> = emptySet(),
|
||||
val knights: Set<Int> = emptySet(),
|
||||
/** Seafarers: the player's ships that can sail this turn, tapped to pick one up. */
|
||||
val ships: Set<Int> = emptySet(),
|
||||
/** The player's other knights: tappable for their menu, but with nothing to do, so not ringed. */
|
||||
val idleKnights: Set<Int> = emptySet(),
|
||||
) {
|
||||
val isEmpty: Boolean
|
||||
get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty() && knights.isEmpty() && idleKnights.isEmpty()
|
||||
get() = vertices.isEmpty() && edges.isEmpty() && hexes.isEmpty() && knights.isEmpty() &&
|
||||
idleKnights.isEmpty() && ships.isEmpty()
|
||||
|
||||
/** Every crossing a tap can land on. */
|
||||
val tappableVertices: Set<Int> get() = vertices + knights + idleKnights
|
||||
@@ -109,8 +123,11 @@ sealed interface TapOutcome {
|
||||
/** Setup: remember this settlement; the road that goes with it is tapped next. */
|
||||
data class PickSetupVertex(val vertex: Int) : TapOutcome
|
||||
|
||||
/** The robber's hex has more than one possible victim: ask which. */
|
||||
data class PickRobberVictim(val hex: HexCoord, val victims: List<Int>) : TapOutcome
|
||||
/** The robber's (or the pirate's) hex has more than one possible victim: ask which. */
|
||||
data class PickRobberVictim(val hex: HexCoord, val victims: List<Int>, val pirate: Boolean = false) : TapOutcome
|
||||
|
||||
/** Seafarers: one of the player's ships was tapped; its destination is tapped next. */
|
||||
data class PickShip(val edge: Int) : TapOutcome
|
||||
|
||||
/** One of the player's own knights was tapped: open its menu. */
|
||||
data class PickKnight(val vertex: Int) : TapOutcome
|
||||
@@ -164,13 +181,14 @@ object CatanInteraction {
|
||||
fun stageable(outcome: TapOutcome, building: BuildKind?): CatanMove? {
|
||||
if (building == null || outcome !is TapOutcome.Submit) return null
|
||||
return outcome.move.takeIf {
|
||||
it is BuildRoad || it is BuildSettlement || it is BuildCity || it is BuildWall || it is HireKnight
|
||||
it is BuildRoad || it is BuildShip || it is BuildSettlement || it is BuildCity || it is BuildWall || it is HireKnight
|
||||
}
|
||||
}
|
||||
|
||||
/** Where a staged move sits on the board, for drawing its ghost. */
|
||||
fun spotOf(move: CatanMove?): Spot = when (move) {
|
||||
is BuildRoad -> Spot(edge = move.edge)
|
||||
is BuildShip -> Spot(edge = move.edge)
|
||||
is BuildSettlement -> Spot(vertex = move.vertex)
|
||||
is BuildCity -> Spot(vertex = move.vertex)
|
||||
is BuildWall -> Spot(vertex = move.vertex)
|
||||
@@ -189,6 +207,8 @@ object CatanInteraction {
|
||||
armed: ArmedCard? = null,
|
||||
/** The local seat, so its sleeping knights can be tapped for their menu too. */
|
||||
localSeat: Int? = null,
|
||||
/** Seafarers: the ship that has been picked up and is waiting for a destination. */
|
||||
movingShip: Int? = null,
|
||||
): BoardTargets {
|
||||
val setup = legal.filterIsInstance<SetupPlace>()
|
||||
if (setup.isNotEmpty()) {
|
||||
@@ -200,8 +220,11 @@ object CatanInteraction {
|
||||
}
|
||||
|
||||
val robber = legal.filterIsInstance<MoveRobber>()
|
||||
if (robber.isNotEmpty()) {
|
||||
return BoardTargets(hexes = robber.mapNotNull { CatanBoard.hexIndex[it.hex] }.toSet())
|
||||
val pirate = legal.filterIsInstance<MovePirate>()
|
||||
if (robber.isNotEmpty() || pirate.isNotEmpty()) {
|
||||
return BoardTargets(
|
||||
hexes = (robber.map { it.hex } + pirate.map { it.hex }).mapNotNull { state.topo.hexIndex[it] }.toSet(),
|
||||
)
|
||||
}
|
||||
|
||||
// Cities & Knights: answers to a queued chore are taps on the board.
|
||||
@@ -209,7 +232,14 @@ object CatanInteraction {
|
||||
if (chore.isNotEmpty()) return BoardTargets(vertices = chore)
|
||||
|
||||
val roads = legal.filterIsInstance<BuildRoad>().map { it.edge }.toSet()
|
||||
if (state.phase == CatanPhase.FREE_ROADS) return BoardTargets(edges = roads)
|
||||
val ships = legal.filterIsInstance<BuildShip>().map { it.edge }.toSet()
|
||||
if (state.phase == CatanPhase.FREE_ROADS) return BoardTargets(edges = roads + ships)
|
||||
|
||||
if (movingShip != null) {
|
||||
return BoardTargets(
|
||||
edges = legal.filterIsInstance<MoveShip>().filter { it.from == movingShip }.map { it.to }.toSet(),
|
||||
)
|
||||
}
|
||||
|
||||
if (armed != null) return armedTargets(armed)
|
||||
|
||||
@@ -221,6 +251,7 @@ object CatanInteraction {
|
||||
|
||||
return when (building) {
|
||||
BuildKind.ROAD -> BoardTargets(edges = roads)
|
||||
BuildKind.SHIP -> BoardTargets(edges = ships)
|
||||
BuildKind.SETTLEMENT ->
|
||||
BoardTargets(vertices = legal.filterIsInstance<BuildSettlement>().map { it.vertex }.toSet())
|
||||
|
||||
@@ -240,7 +271,11 @@ object CatanInteraction {
|
||||
} else {
|
||||
emptySet()
|
||||
}
|
||||
BoardTargets(knights = ready, idleKnights = mine - ready)
|
||||
BoardTargets(
|
||||
knights = ready,
|
||||
idleKnights = mine - ready,
|
||||
ships = legal.filterIsInstance<MoveShip>().map { it.from }.toSet(),
|
||||
)
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -350,6 +385,15 @@ object CatanInteraction {
|
||||
|
||||
// --- Cities & Knights: goods ----------------------------------------------
|
||||
|
||||
/** The gold pick that names exactly [selection], if the engine allows it. */
|
||||
fun goldMove(legal: List<CatanMove>, selection: List<Resource>): PickGold? {
|
||||
val want = selection.groupingBy { it }.eachCount()
|
||||
return legal.filterIsInstance<PickGold>().firstOrNull { it.cards.groupingBy { c -> c }.eachCount() == want }
|
||||
}
|
||||
|
||||
/** How many cards the gold pick on offer must name. */
|
||||
fun goldCount(legal: List<CatanMove>): Int = legal.filterIsInstance<PickGold>().firstOrNull()?.cards?.size ?: 0
|
||||
|
||||
/** Bank trades on offer in Cities & Knights: what can be given, and for what. */
|
||||
fun goodsBankTrades(legal: List<CatanMove>): Map<Good, List<Good>> =
|
||||
legal.filterIsInstance<GoodsBankTrade>()
|
||||
@@ -432,6 +476,8 @@ object CatanInteraction {
|
||||
building: BuildKind?,
|
||||
setupVertex: Int?,
|
||||
armed: ArmedCard? = null,
|
||||
/** Seafarers: the ship picked up and waiting for a destination. */
|
||||
movingShip: Int? = null,
|
||||
): TapOutcome {
|
||||
if (legal.any { it is SetupPlace }) {
|
||||
if (setupVertex == null) return TapOutcome.Ignored
|
||||
@@ -442,21 +488,51 @@ object CatanInteraction {
|
||||
val play = armed.plays.firstOrNull { it.edge == edge } ?: return TapOutcome.Ignored
|
||||
return if (play in legal) TapOutcome.Submit(play) else TapOutcome.Ignored
|
||||
}
|
||||
// Free roads need no build mode; a paid road does.
|
||||
val canBuild = building == BuildKind.ROAD || legal.any { it is EndFreeRoads }
|
||||
if (movingShip != null) {
|
||||
val move = MoveShip(movingShip, edge)
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
// Free roads (and free ships) need no build mode; a paid one does.
|
||||
val free = legal.any { it is EndFreeRoads }
|
||||
if (building == BuildKind.SHIP || (free && BuildShip(edge) in legal)) {
|
||||
val move = BuildShip(edge)
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
if (building == null && !free) {
|
||||
// Nothing armed: tapping one of your own ships that can sail picks it up.
|
||||
return if (legal.any { it is MoveShip && it.from == edge }) TapOutcome.PickShip(edge) else TapOutcome.Ignored
|
||||
}
|
||||
val canBuild = building == BuildKind.ROAD || free
|
||||
if (!canBuild) return TapOutcome.Ignored
|
||||
val move = BuildRoad(edge)
|
||||
return if (move in legal) TapOutcome.Submit(move) else TapOutcome.Ignored
|
||||
}
|
||||
|
||||
fun onHexTap(hex: Int, legal: List<CatanMove>, armed: ArmedCard? = null): TapOutcome {
|
||||
fun onHexTap(
|
||||
hex: Int,
|
||||
legal: List<CatanMove>,
|
||||
armed: ArmedCard? = null,
|
||||
/** The board the hex index belongs to (the standard island unless the game is Seafarers). */
|
||||
topo: Topology = CatanBoard.base,
|
||||
): TapOutcome {
|
||||
if (armed != null) return onArmedHexTap(hex, legal, armed)
|
||||
val coord = CatanBoard.HEXES.getOrNull(hex) ?: return TapOutcome.Ignored
|
||||
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 }
|
||||
return when {
|
||||
moves.isEmpty() -> TapOutcome.Ignored
|
||||
moves.size == 1 -> TapOutcome.Submit(moves.first())
|
||||
else -> TapOutcome.PickRobberVictim(coord, moves.mapNotNull { it.victim })
|
||||
moves.isNotEmpty() -> if (moves.size == 1) {
|
||||
TapOutcome.Submit(moves.first())
|
||||
} else {
|
||||
TapOutcome.PickRobberVictim(coord, moves.mapNotNull { it.victim })
|
||||
}
|
||||
|
||||
pirates.isNotEmpty() -> if (pirates.size == 1) {
|
||||
TapOutcome.Submit(pirates.first())
|
||||
} else {
|
||||
TapOutcome.PickRobberVictim(coord, pirates.mapNotNull { it.victim }, pirate = true)
|
||||
}
|
||||
|
||||
else -> TapOutcome.Ignored
|
||||
}
|
||||
}
|
||||
|
||||
@@ -494,7 +570,7 @@ object CatanInteraction {
|
||||
}
|
||||
val total = state.lastDice.sum()
|
||||
if (total == 7) return emptySet()
|
||||
return (0 until CatanBoard.HEX_COUNT)
|
||||
return (0 until state.topo.HEX_COUNT)
|
||||
.filter { state.numbers[it] == total && it != state.robber }
|
||||
.toSet()
|
||||
}
|
||||
@@ -507,6 +583,7 @@ object CatanInteraction {
|
||||
|
||||
fun canBuild(legal: List<CatanMove>): Set<BuildKind> = buildSet {
|
||||
if (legal.any { it is BuildRoad }) add(BuildKind.ROAD)
|
||||
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 BuildWall }) add(BuildKind.WALL)
|
||||
|
||||
@@ -597,6 +597,7 @@ private fun buildLabel(kind: BuildKind): String = when (kind) {
|
||||
BuildKind.CITY -> CatanText.CITY
|
||||
BuildKind.WALL -> CatanText.WALL
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT
|
||||
BuildKind.SHIP -> CatanText.SHIP
|
||||
}
|
||||
|
||||
private fun buildCost(kind: BuildKind): String = when (kind) {
|
||||
@@ -605,6 +606,7 @@ private fun buildCost(kind: BuildKind): String = when (kind) {
|
||||
BuildKind.CITY -> CatanText.CITY_COST
|
||||
BuildKind.WALL -> CatanText.WALL_COST
|
||||
BuildKind.KNIGHT -> CatanText.KNIGHT_COST
|
||||
BuildKind.SHIP -> CatanText.SHIP_COST_TEXT
|
||||
}
|
||||
|
||||
@Composable
|
||||
|
||||
@@ -57,6 +57,7 @@ import org.prolibertate.games.game.catan.EndTurn
|
||||
import org.prolibertate.games.game.catan.GiveChore
|
||||
import org.prolibertate.games.game.catan.GiveGoods
|
||||
import org.prolibertate.games.game.catan.MoveKnight
|
||||
import org.prolibertate.games.game.catan.MoveShip
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.PickDeckChore
|
||||
import org.prolibertate.games.game.catan.RollDice
|
||||
@@ -112,6 +113,8 @@ fun CatanScreen(
|
||||
var knightMenu by remember { mutableStateOf<Int?>(null) }
|
||||
var movingKnight by remember { mutableStateOf<Int?>(null) }
|
||||
var armed by remember { mutableStateOf<ArmedCard?>(null) }
|
||||
// Seafarers: the ship that has been picked up and is waiting for somewhere to sail.
|
||||
var movingShip by remember { mutableStateOf<Int?>(null) }
|
||||
var showImprove by remember { mutableStateOf(false) }
|
||||
var showProgress by remember { mutableStateOf(false) }
|
||||
// The landscape HUD: a placement waiting for its ✓, the piece being dragged from the
|
||||
@@ -141,6 +144,7 @@ fun CatanScreen(
|
||||
setupVertex = null
|
||||
}
|
||||
if (movingKnight != null && legal.none { it is MoveKnight && it.from == movingKnight }) movingKnight = null
|
||||
if (movingShip != null && legal.none { it is MoveShip && it.from == movingShip }) movingShip = null
|
||||
armed?.let { card -> if (card.plays.none { it in legal }) armed = null }
|
||||
if (legal.isEmpty()) {
|
||||
showCards = false
|
||||
@@ -166,6 +170,7 @@ fun CatanScreen(
|
||||
showProgress = false
|
||||
knightMenu = null
|
||||
movingKnight = null
|
||||
movingShip = null
|
||||
armed = null
|
||||
staged = null
|
||||
dragKind = null
|
||||
@@ -186,13 +191,17 @@ fun CatanScreen(
|
||||
return
|
||||
}
|
||||
|
||||
val targets = CatanInteraction.targets(current, legal, building, setupVertex, movingKnight, armed, localSeat)
|
||||
val targets = CatanInteraction.targets(current, legal, building, setupVertex, movingKnight, armed, localSeat, movingShip)
|
||||
val ownKnights = current.ck?.knights?.filter { it.owner == localSeat }?.map { it.vertex }?.toSet().orEmpty()
|
||||
val devHand = CatanInteraction.devHand(current, localSeat, legal)
|
||||
val progressHand = CatanInteraction.progressHand(current, localSeat, legal)
|
||||
val playing = current.phase == CatanPhase.PLAYING && legal.isNotEmpty()
|
||||
val actions = CatanActions(
|
||||
buildKinds = if (current.isCk) BuildKind.entries else BuildKind.BASE,
|
||||
buildKinds = when {
|
||||
current.isCk -> BuildKind.entries.filter { it != BuildKind.SHIP }
|
||||
current.isSea -> BuildKind.SEAFARERS
|
||||
else -> BuildKind.BASE
|
||||
},
|
||||
ck = current.isCk,
|
||||
canImprove = CatanInteraction.improvable(legal).isNotEmpty(),
|
||||
canPlayProgress = progressHand.any { it.playable },
|
||||
@@ -216,6 +225,7 @@ fun CatanScreen(
|
||||
building = building,
|
||||
movingKnight = movingKnight != null,
|
||||
armed = armed?.kind,
|
||||
movingShip = movingShip != null,
|
||||
)
|
||||
|
||||
val handle: (TapOutcome) -> Unit = { outcome ->
|
||||
@@ -228,6 +238,7 @@ fun CatanScreen(
|
||||
is TapOutcome.PickSetupVertex -> setupVertex = outcome.vertex
|
||||
is TapOutcome.PickRobberVictim -> victimChoice = outcome
|
||||
is TapOutcome.PickKnight -> knightMenu = outcome.vertex
|
||||
is TapOutcome.PickShip -> movingShip = outcome.edge
|
||||
is TapOutcome.PickFirstHex -> armed = armed?.copy(firstHex = outcome.hex)
|
||||
}
|
||||
}
|
||||
@@ -262,8 +273,8 @@ fun CatanScreen(
|
||||
),
|
||||
)
|
||||
},
|
||||
onEdgeTap = { handle(CatanInteraction.onEdgeTap(it, legal, building, setupVertex, armed)) },
|
||||
onHexTap = { handle(CatanInteraction.onHexTap(it, legal, armed)) },
|
||||
onEdgeTap = { handle(CatanInteraction.onEdgeTap(it, legal, building, setupVertex, armed, movingShip)) },
|
||||
onHexTap = { handle(CatanInteraction.onHexTap(it, legal, armed, current.topo)) },
|
||||
modifier = boardModifier,
|
||||
style = style,
|
||||
rolledHexes = rolledHexes,
|
||||
@@ -339,7 +350,7 @@ fun CatanScreen(
|
||||
spot.vertex, legal, building, setupVertex,
|
||||
ownKnights = if (legal.isNotEmpty()) ownKnights else emptySet(),
|
||||
)
|
||||
spot?.edge != null -> CatanInteraction.onEdgeTap(spot.edge, legal, building, setupVertex, armed)
|
||||
spot?.edge != null -> CatanInteraction.onEdgeTap(spot.edge, legal, building, setupVertex, armed, movingShip)
|
||||
else -> TapOutcome.Ignored
|
||||
}
|
||||
handle(outcome)
|
||||
@@ -560,6 +571,9 @@ private fun CatanDialogHost(
|
||||
onSubmit = onSubmit,
|
||||
)
|
||||
|
||||
state.phase == CatanPhase.GOLD && CatanRules.currentSeat(state) == localSeat && legal.isNotEmpty() ->
|
||||
CatanGoldDialog(legal, onSubmit)
|
||||
|
||||
state.phase == CatanPhase.CHORE && CatanRules.currentSeat(state) == localSeat ->
|
||||
ChoreDialog(state, localSeat, legal, onSubmit)
|
||||
|
||||
@@ -595,7 +609,15 @@ private fun CatanDialogHost(
|
||||
CatanVictimDialog(
|
||||
victims = victimChoice.victims,
|
||||
seats = seats,
|
||||
onPick = { victim -> onSubmit(MoveRobber(victimChoice.hex, victim)) },
|
||||
onPick = { victim ->
|
||||
onSubmit(
|
||||
if (victimChoice.pirate) {
|
||||
org.prolibertate.games.game.catan.MovePirate(victimChoice.hex, victim)
|
||||
} else {
|
||||
MoveRobber(victimChoice.hex, victim)
|
||||
},
|
||||
)
|
||||
},
|
||||
onCancel = onCancelVictim,
|
||||
)
|
||||
|
||||
|
||||
@@ -81,6 +81,9 @@ data class CatanStyle(
|
||||
val citySize: Float = 0.42f,
|
||||
val tokenRadius: Float = 0.36f,
|
||||
val robberSize: Float = 0.34f,
|
||||
/** Seafarers: the pirate's flag, and the hull and sail of a ship. */
|
||||
val pirate: Color = Color(0xFF000000),
|
||||
val shipSail: Color = Color(0xFFFFFFFF),
|
||||
val portRadius: Float = 0.46f,
|
||||
val targetRadius: Float = 0.20f,
|
||||
/** How close a tap must land to a vertex / edge / hex centre to count. */
|
||||
@@ -118,6 +121,9 @@ private val LightStyle = CatanStyle(
|
||||
Terrain.HILLS to Color(0xFFB4532F),
|
||||
Terrain.MOUNTAINS to Color(0xFF7C8794),
|
||||
Terrain.DESERT to Color(0xFFE6D3A0),
|
||||
// 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),
|
||||
),
|
||||
hexEdge = Color(0x55000000),
|
||||
token = Color(0xFFF7EFD9),
|
||||
|
||||
@@ -72,6 +72,8 @@ object CatanText {
|
||||
Terrain.HILLS -> "Hills"
|
||||
Terrain.MOUNTAINS -> "Mountains"
|
||||
Terrain.DESERT -> "Desert"
|
||||
Terrain.SEA -> "Sea"
|
||||
Terrain.GOLD -> "Gold field"
|
||||
}
|
||||
|
||||
fun devCard(type: DevCardType): String = when (type) {
|
||||
@@ -108,6 +110,11 @@ object CatanText {
|
||||
|
||||
// --- Buttons and headings --------------------------------------------------
|
||||
|
||||
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 GOLD_TITLE = "Gold field"
|
||||
const val GOLD_TAKE = "Take"
|
||||
const val ROLL = "Roll dice"
|
||||
const val END_TURN = "End turn"
|
||||
const val ROAD = "Road"
|
||||
@@ -183,6 +190,8 @@ object CatanText {
|
||||
movingKnight: Boolean = false,
|
||||
/** Cities & Knights: a progress card is waiting for a tap on the board. */
|
||||
armed: ProgressType? = null,
|
||||
/** 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)
|
||||
val me = seats.me
|
||||
@@ -220,10 +229,23 @@ object CatanText {
|
||||
}
|
||||
|
||||
CatanPhase.ROBBER ->
|
||||
if (mine) "Move the robber. Tap a hex." else "$turn is moving the robber…"
|
||||
if (mine) {
|
||||
if (state.isSea) SEA_ROBBER else "Move the robber. Tap a hex."
|
||||
} else {
|
||||
"$turn is moving the robber…"
|
||||
}
|
||||
|
||||
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.PLAYING -> when {
|
||||
!mine -> "$turn is playing…"
|
||||
movingShip -> "Tap the sea edge to sail the ship to."
|
||||
building == BuildKind.SHIP -> "Tap a sea edge beside your fleet or a harbour town to launch a ship."
|
||||
building == BuildKind.ROAD -> "Tap an edge to build a road."
|
||||
building == BuildKind.SETTLEMENT -> "Tap an empty crossing to build a settlement."
|
||||
building == BuildKind.CITY -> "Tap one of your settlements to upgrade it."
|
||||
@@ -386,6 +408,8 @@ object CatanText {
|
||||
val ck = state.ck!!
|
||||
|
||||
return when (state.phase) {
|
||||
CatanPhase.GOLD -> ""
|
||||
|
||||
CatanPhase.GAME_OVER -> {
|
||||
val winner = state.winner
|
||||
if (winner == null) "The game is over." else "${seats.label(winner)} won the game."
|
||||
|
||||
@@ -0,0 +1,325 @@
|
||||
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.assertNotEquals
|
||||
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
|
||||
|
||||
class CatanSeafarersTest {
|
||||
|
||||
private val json = Json { encodeDefaults = true }
|
||||
|
||||
private fun options(players: Int = 3) =
|
||||
CatanOptions(playerCount = players, pointsToWin = 12, ruleSet = CatanRuleSet.SEAFARERS)
|
||||
|
||||
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(players: Int = 3, seed: Long = 7L): CatanState =
|
||||
CatanRules.initialState(config(options(players), seed))
|
||||
|
||||
/** A mid-game table on seat 0's turn with plenty of cards. */
|
||||
private fun playing(seed: Long = 7L, adjust: CatanState.() -> CatanState = { this }): CatanState =
|
||||
start(seed = seed).copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
turn = 0,
|
||||
turnNumber = 1,
|
||||
resources = List(3) { Resource.entries.associateWith { 5 } },
|
||||
).adjust()
|
||||
|
||||
private fun CatanState.settle(vertex: Int, seat: Int, type: BuildingType = BuildingType.SETTLEMENT) =
|
||||
copy(buildings = buildings.toMutableList().also { it[vertex] = CatanBuilding(type, seat) })
|
||||
|
||||
private fun CatanState.withShip(edge: Int, seat: Int) =
|
||||
copy(sea = sea!!.let { it.copy(ships = it.ships.toMutableList().also { l -> l[edge] = seat }) })
|
||||
|
||||
private fun CatanState.withRoad(edge: Int, seat: Int) =
|
||||
copy(roads = roads.toMutableList().also { it[edge] = seat })
|
||||
|
||||
/** A home-island vertex that touches open water, with a sea edge leaving it. */
|
||||
private fun CatanState.coastVertex(): Int {
|
||||
val topo = topo
|
||||
return (0 until topo.VERTEX_COUNT).first { v ->
|
||||
topo.vertexIsland[v] == sea!!.home &&
|
||||
topo.VERTEX_EDGES[v].any { topo.edgeSea[it] && !topo.edgeLand[it] }
|
||||
}
|
||||
}
|
||||
|
||||
// --- The map -------------------------------------------------------------
|
||||
|
||||
@Test
|
||||
fun `the new shores map is a big home island and three small ones`() {
|
||||
val topo = SeaBoards.topology(SeaScenario.NEW_SHORES)
|
||||
assertEquals(4, topo.islandCount)
|
||||
val sizes = (0 until topo.islandCount).map { i -> topo.islandOf.count { it == i } }.sorted()
|
||||
assertEquals(listOf(2, 3, 3, 21), sizes)
|
||||
// Every coast is closed: nothing on land touches the edge of the frame.
|
||||
for (e in 0 until topo.EDGE_COUNT) {
|
||||
if (topo.EDGE_HEXES[e].size == 1) assertFalse("land on the frame edge at $e", topo.land[topo.EDGE_HEXES[e][0]])
|
||||
}
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a new game has gold, a desert, numbers on every other land hex, a pirate at sea and nine harbours`() {
|
||||
repeat(5) { i ->
|
||||
val s = start(seed = 100L + i)
|
||||
val topo = s.topo
|
||||
assertEquals(2, s.terrains.count { it == Terrain.GOLD })
|
||||
assertEquals(1, s.terrains.count { it == Terrain.DESERT })
|
||||
for (h in 0 until topo.HEX_COUNT) {
|
||||
val land = s.terrains[h] != Terrain.SEA
|
||||
assertEquals("hex $h", topo.land[h], land)
|
||||
assertEquals("hex $h", land && s.terrains[h] != Terrain.DESERT, s.numbers[h] != 0)
|
||||
}
|
||||
assertEquals(Terrain.SEA, s.terrains[s.sea!!.pirate])
|
||||
assertTrue(s.terrains[s.robber] == Terrain.DESERT)
|
||||
assertEquals(9, s.ports.size)
|
||||
// The red numbers are never neighbours.
|
||||
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(topo.hexesAdjacent(a, b))
|
||||
}
|
||||
}
|
||||
|
||||
@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>()
|
||||
assertTrue(moves.isNotEmpty())
|
||||
assertTrue(moves.all { s.topo.vertexIsland[it.vertex] == s.sea!!.home })
|
||||
assertTrue(moves.all { s.topo.edgeLand[it.edge] })
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the state survives its wire format`() {
|
||||
val s = playing().let { it.settle(it.coastVertex(), 0) }
|
||||
assertEquals(s, CatanRules.decodeState(CatanRules.encodeState(s)))
|
||||
}
|
||||
|
||||
// --- Ships ---------------------------------------------------------------
|
||||
|
||||
@Test
|
||||
fun `a ship launches from a harbour town onto a sea edge and costs a lumber and a wool`() {
|
||||
val s = playing().let { it.settle(it.coastVertex(), 0) }
|
||||
val ships = CatanRules.legalMoves(s, 0).filterIsInstance<BuildShip>()
|
||||
assertTrue(ships.isNotEmpty())
|
||||
assertTrue(ships.all { s.topo.edgeSea[it.edge] })
|
||||
val after = CatanRules.applyMove(s, 0, ships.first())
|
||||
assertEquals(0, after.sea!!.ships.indexOfFirst { it == 0 }.let { if (it == ships.first().edge) 0 else 1 })
|
||||
assertEquals(4, after.resources[0].getValue(Resource.LUMBER))
|
||||
assertEquals(4, after.resources[0].getValue(Resource.WOOL))
|
||||
assertEquals(5, after.resources[0].getValue(Resource.BRICK))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `no ship without the cards, and none sails out of nothing`() {
|
||||
val bare = playing().let { it.settle(it.coastVertex(), 0) }
|
||||
.let { it.copy(resources = it.resources.toMutableList().also { r -> r[0] = Resource.entries.associateWith { 0 } }) }
|
||||
assertTrue(CatanRules.legalMoves(bare, 0).none { it is BuildShip })
|
||||
// Nobody has a town or a fleet: there is nowhere to start from.
|
||||
val nothing = playing()
|
||||
assertTrue(CatanRules.legalMoves(nothing, 0).none { it is BuildShip })
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the pirate keeps ships off the edges round its hex`() {
|
||||
val s = playing().let { it.settle(it.coastVertex(), 0) }
|
||||
val ship = CatanRules.legalMoves(s, 0).filterIsInstance<BuildShip>().first()
|
||||
val seaHex = s.topo.EDGE_HEXES[ship.edge].first { !s.topo.land[it] }
|
||||
val blocked = s.copy(sea = s.sea!!.copy(pirate = seaHex))
|
||||
assertTrue(CatanRules.legalMoves(blocked, 0).filterIsInstance<BuildShip>().none { seaHex in s.topo.EDGE_HEXES[it.edge] })
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a ship cannot sail the turn it is built, but can the next, from the open end only`() {
|
||||
val s0 = playing().let { it.settle(it.coastVertex(), 0) }
|
||||
val first = CatanRules.legalMoves(s0, 0).filterIsInstance<BuildShip>().first()
|
||||
val s1 = CatanRules.applyMove(s0, 0, first)
|
||||
assertTrue(CatanRules.legalMoves(s1, 0).none { it is MoveShip })
|
||||
|
||||
// Next turn (after the others pass), the lone ship is at an open end and can sail.
|
||||
val s2 = s1.copy(sea = s1.sea!!.copy(builtThisTurn = emptyList(), shipMoved = false))
|
||||
val sails = CatanRules.legalMoves(s2, 0).filterIsInstance<MoveShip>()
|
||||
assertTrue(sails.isNotEmpty())
|
||||
assertTrue(sails.all { it.from == first.edge && it.to != first.edge })
|
||||
|
||||
// Sailing uses the turn's one move.
|
||||
val s3 = CatanRules.applyMove(s2, 0, sails.first())
|
||||
assertTrue(s3.sea!!.shipMoved)
|
||||
assertEquals(NO_PLAYER, s3.sea!!.ships[first.edge])
|
||||
assertEquals(0, s3.sea!!.ships[sails.first().to])
|
||||
assertTrue(CatanRules.legalMoves(s3, 0).none { it is MoveShip })
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a ship in the middle of a route is stuck`() {
|
||||
// Town - ship A - ship B: A has the town at one end and B at the other, so only B is at an open end.
|
||||
val s0 = playing().let { it.settle(it.coastVertex(), 0) }
|
||||
val a = CatanRules.legalMoves(s0, 0).filterIsInstance<BuildShip>().first().edge
|
||||
var s = s0.withShip(a, 0)
|
||||
val far = s.topo.EDGE_VERTICES[a].toList().first { s.buildings[it] == null }
|
||||
val b = s.topo.VERTEX_EDGES[far].first { it != a && s.topo.edgeSea[it] && s.roads[it] == NO_PLAYER }
|
||||
s = s.withShip(b, 0)
|
||||
val movers = CatanRules.legalMoves(s, 0).filterIsInstance<MoveShip>().map { it.from }.toSet()
|
||||
assertEquals(setOf(b), movers)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a settlement can rise at the end of a ship route, and the first on a new island scores the bonus`() {
|
||||
val base = playing()
|
||||
val topo = base.topo
|
||||
val sea = base.sea!!
|
||||
// A vertex on a small island, and a ship chain reaching it is too long to build by hand,
|
||||
// so give the player the ship on the edge beside that vertex.
|
||||
val vertex = (0 until topo.VERTEX_COUNT).first { v ->
|
||||
val island = topo.vertexIsland[v]
|
||||
island != -1 && island != sea.home &&
|
||||
topo.VERTEX_EDGES[v].any { topo.edgeSea[it] }
|
||||
}
|
||||
val edge = topo.VERTEX_EDGES[vertex].first { topo.edgeSea[it] }
|
||||
var s = base.withShip(edge, 0)
|
||||
assertTrue(CatanRules.legalMoves(s, 0).any { it == BuildSettlement(vertex) })
|
||||
|
||||
val before = CatanRules.publicVictoryPoints(s)[0]
|
||||
s = CatanRules.applyMove(s, 0, BuildSettlement(vertex))
|
||||
assertEquals(before + 1 + SeaRules.ISLAND_BONUS, CatanRules.publicVictoryPoints(s)[0])
|
||||
assertEquals(0, s.sea!!.islandBonus[topo.vertexIsland[vertex]])
|
||||
|
||||
// A second settlement on that island scores no second bonus.
|
||||
val again = SeaRules.claimIsland(s, 1, vertex)
|
||||
assertEquals(0, again.sea!!.islandBonus[topo.vertexIsland[vertex]])
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a road and a ship join a route only at a town of your own`() {
|
||||
val base = playing()
|
||||
val topo = base.topo
|
||||
val v = base.coastVertex()
|
||||
val road = topo.VERTEX_EDGES[v].first { topo.edgeLand[it] }
|
||||
val ship = topo.VERTEX_EDGES[v].first { topo.edgeSea[it] && !topo.edgeLand[it] }
|
||||
|
||||
// With a town at the junction, road + ship is one route of two.
|
||||
val withTown = base.settle(v, 0).withRoad(road, 0).withShip(ship, 0)
|
||||
assertEquals(2, SeaRules.longestRouteFor(withTown, 0))
|
||||
|
||||
// Without it, they are two separate pieces.
|
||||
val noTown = base.withRoad(road, 0).withShip(ship, 0)
|
||||
assertEquals(1, SeaRules.longestRouteFor(noTown, 0))
|
||||
}
|
||||
|
||||
// --- Pirate --------------------------------------------------------------
|
||||
|
||||
@Test
|
||||
fun `on a seven the roller may move the robber to land or the pirate to sea, and the pirate robs a ship's owner`() {
|
||||
val s0 = playing().let { it.settle(it.coastVertex(), 1) }
|
||||
val ship = SeaRules.buildShipMoves(s0, 1).first().edge
|
||||
val s = s0.withShip(ship, 1).copy(phase = CatanPhase.ROBBER)
|
||||
val moves = CatanRules.legalMoves(s, 0)
|
||||
assertTrue(moves.any { it is MoveRobber })
|
||||
assertTrue(moves.any { it is MovePirate })
|
||||
// Robber moves are on land only.
|
||||
assertTrue(moves.filterIsInstance<MoveRobber>().all { s.topo.land[s.topo.hexIndex.getValue(it.hex)] })
|
||||
assertTrue(moves.filterIsInstance<MovePirate>().all { !s.topo.land[s.topo.hexIndex.getValue(it.hex)] })
|
||||
|
||||
val robbery = moves.filterIsInstance<MovePirate>().first { it.victim == 1 }
|
||||
val after = CatanRules.applyMove(s, 0, robbery)
|
||||
assertEquals(CatanPhase.PLAYING, after.phase)
|
||||
assertEquals(s.topo.hexIndex.getValue(robbery.hex), after.sea!!.pirate)
|
||||
assertEquals(s.resourceCount(0) + 1, after.resourceCount(0))
|
||||
assertEquals(s.resourceCount(1) - 1, after.resourceCount(1))
|
||||
}
|
||||
|
||||
// --- Gold ----------------------------------------------------------------
|
||||
|
||||
@Test
|
||||
fun `gold pays a resource of the owner's choice`() {
|
||||
val base = playing()
|
||||
val topo = base.topo
|
||||
val goldHex = base.terrains.indexOf(Terrain.GOLD)
|
||||
val number = base.numbers[goldHex]
|
||||
val v = topo.HEX_CORNERS[goldHex].first { topo.vertexLand[it] }
|
||||
// Seat 0's town beside the gold field; nothing else of theirs produces on that number.
|
||||
val s = base.settle(v, 0).copy(
|
||||
robber = (0 until topo.HEX_COUNT).first { topo.land[it] && it != goldHex && v !in topo.HEX_CORNERS[it] },
|
||||
resources = List(3) { Resource.entries.associateWith { 0 } },
|
||||
phase = CatanPhase.AWAIT_ROLL,
|
||||
)
|
||||
val dice = if (number <= 7) listOf(number - 1, 1) else listOf(6, number - 6)
|
||||
val rolled = CatanRules.applyMove(s, 0, RollDice(forced = dice))
|
||||
assertEquals(CatanPhase.GOLD, rolled.phase)
|
||||
assertEquals(0, CatanRules.currentSeat(rolled))
|
||||
val picks = CatanRules.legalMoves(rolled, 0)
|
||||
assertEquals(Resource.entries.size, picks.size)
|
||||
val after = CatanRules.applyMove(rolled, 0, PickGold(listOf(Resource.ORE)))
|
||||
assertEquals(CatanPhase.PLAYING, after.phase)
|
||||
assertEquals(1, after.resources[0].getValue(Resource.ORE))
|
||||
}
|
||||
|
||||
// --- Whole games ---------------------------------------------------------
|
||||
|
||||
private data class Report(val seed: Long, val moves: Int, val ships: Int, val islandsTaken: Int, val points: List<Int>)
|
||||
|
||||
private fun playOut(options: CatanOptions, seed: Long, cap: Int = 20_000): Pair<CatanState, Report> {
|
||||
val ai = CatanAi()
|
||||
var state = CatanRules.initialState(config(options, seed))
|
||||
var moves = 0
|
||||
while (!CatanRules.isFinished(state)) {
|
||||
assertTrue("seed $seed ran past $cap moves; log tail: ${state.log.takeLast(8)}", moves++ < cap)
|
||||
val seat = CatanRules.currentSeat(state)
|
||||
?: error("seed $seed: nobody on the clock in ${state.phase}; log tail: ${state.log.takeLast(8)}")
|
||||
val legal = CatanRules.legalMoves(state, seat)
|
||||
assertTrue("seed $seed: seat $seat has no legal move in ${state.phase}", legal.isNotEmpty())
|
||||
val move = ai.chooseMove(state, seat, legal)
|
||||
assertTrue(
|
||||
"seed $seed: seat $seat chose the illegal move $move in ${state.phase}; log tail: ${state.log.takeLast(5)}",
|
||||
CatanRules.isLegalMove(state, seat, move),
|
||||
)
|
||||
val next = CatanRules.applyMove(state, seat, move)
|
||||
// The wire format must carry everything, every step.
|
||||
if (moves % 25 == 0) assertEquals(next, CatanRules.decodeState(CatanRules.encodeState(next)))
|
||||
state = next
|
||||
}
|
||||
val sea = state.sea!!
|
||||
return state to Report(
|
||||
seed, moves,
|
||||
ships = sea.ships.count { it != NO_PLAYER },
|
||||
islandsTaken = sea.islandBonus.count { it != NO_PLAYER },
|
||||
points = CatanRules.publicVictoryPoints(state),
|
||||
)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `engines finish Seafarers games at three and four players`() {
|
||||
val reports = mutableListOf<Report>()
|
||||
for ((players, seeds) in listOf(3 to listOf(1L, 2L, 3L, 4L), 4 to listOf(5L, 6L, 7L))) {
|
||||
for (seed in seeds) {
|
||||
val (state, report) = playOut(options(players), seed)
|
||||
assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase)
|
||||
val winner = state.winner
|
||||
assertTrue("seed $seed finished without a winner", winner != null)
|
||||
assertTrue(
|
||||
"seed $seed: the winner fell short of the target",
|
||||
CatanRules.victoryPoints(state, winner!!) >= state.options.pointsToWin,
|
||||
)
|
||||
reports += report
|
||||
}
|
||||
}
|
||||
println("Seafarers self-play: " + reports.joinToString("; ") {
|
||||
"seed ${it.seed}: ${it.moves} moves, ${it.ships} ships, ${it.islandsTaken} islands, points ${it.points}"
|
||||
})
|
||||
// The engines must actually go to sea in at least some of the games.
|
||||
assertNotEquals("no engine ever built a ship", 0, reports.sumOf { it.ships })
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
package org.prolibertate.games.game.yahtzee
|
||||
|
||||
import org.junit.Assert.assertEquals
|
||||
import org.junit.Assert.assertNull
|
||||
import org.junit.Test
|
||||
|
||||
class YahtzeeStatsTest {
|
||||
private fun game(total: Int, bonus: Boolean = false, yahtzees: Int = 0, won: Boolean = true) =
|
||||
YahtzeeRecord(total, bonus, yahtzees, zeros = 0, players = 2, won = won)
|
||||
|
||||
@Test
|
||||
fun firstGameHasNothingToCompareTo() {
|
||||
val c = compareToHistory(emptyList(), game(200))
|
||||
assertEquals(1, c.rank)
|
||||
assertEquals(0, c.previousGames)
|
||||
assertNull(c.bestBefore)
|
||||
assertNull(c.averageBefore)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun ranksAgainstPreviousGames() {
|
||||
val history = listOf(game(150, bonus = true, yahtzees = 1), game(250), game(200, won = false))
|
||||
val c = compareToHistory(history, game(220))
|
||||
assertEquals(2, c.rank)
|
||||
assertEquals(4, c.gamesRanked)
|
||||
assertEquals(250, c.bestBefore)
|
||||
assertEquals(200.0, c.averageBefore!!, 0.001)
|
||||
assertEquals(1, c.yahtzeesBefore)
|
||||
}
|
||||
}
|
||||
+149
@@ -0,0 +1,149 @@
|
||||
package org.prolibertate.games.ui.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.catan.BuildShip
|
||||
import org.prolibertate.games.game.catan.BuildingType
|
||||
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.CatanRules
|
||||
import org.prolibertate.games.game.catan.CatanState
|
||||
import org.prolibertate.games.game.catan.MovePirate
|
||||
import org.prolibertate.games.game.catan.MoveRobber
|
||||
import org.prolibertate.games.game.catan.MoveShip
|
||||
import org.prolibertate.games.game.catan.PickGold
|
||||
import org.prolibertate.games.game.catan.Resource
|
||||
import org.prolibertate.games.game.catan.Terrain
|
||||
import org.prolibertate.games.game.engine.PlayerKind
|
||||
import org.prolibertate.games.game.engine.PlayerSlot
|
||||
import org.prolibertate.games.game.engine.TableConfig
|
||||
|
||||
/** What the screen offers on a Seafarers board: ships, the pirate, and gold. */
|
||||
class CatanSeafarersInteractionTest {
|
||||
|
||||
private fun fresh(): CatanState {
|
||||
val options = CatanOptions(playerCount = 3, pointsToWin = 12, ruleSet = CatanRuleSet.SEAFARERS)
|
||||
return CatanRules.initialState(
|
||||
TableConfig(
|
||||
gameId = GameCatalog.CATAN,
|
||||
seats = (0 until 3).map { PlayerSlot(it, "P$it", PlayerKind.AI, it) },
|
||||
optionsJson = Json { encodeDefaults = true }.encodeToString(options),
|
||||
seed = 7L,
|
||||
),
|
||||
)
|
||||
}
|
||||
|
||||
/** Seat 0, mid-game, a harbour town on the coast of the home island and plenty of cards. */
|
||||
private fun harbour(): CatanState {
|
||||
val s = fresh().copy(
|
||||
phase = CatanPhase.PLAYING,
|
||||
turn = 0,
|
||||
turnNumber = 1,
|
||||
resources = List(3) { Resource.entries.associateWith { 5 } },
|
||||
)
|
||||
val topo = s.topo
|
||||
val v = (0 until topo.VERTEX_COUNT).first { vertex ->
|
||||
topo.vertexIsland[vertex] == s.sea!!.home &&
|
||||
topo.VERTEX_EDGES[vertex].any { topo.edgeSea[it] && !topo.edgeLand[it] }
|
||||
}
|
||||
return s.copy(buildings = s.buildings.toMutableList().also { it[v] = CatanBuilding(BuildingType.SETTLEMENT, 0) })
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the ship is on the build menu, and arming it lights the sea edges a ship can take`() {
|
||||
val s = harbour()
|
||||
val legal = CatanRules.legalMoves(s, 0)
|
||||
assertTrue(BuildKind.SHIP in CatanInteraction.canBuild(legal))
|
||||
|
||||
val targets = CatanInteraction.targets(s, legal, BuildKind.SHIP, null)
|
||||
assertEquals(legal.filterIsInstance<BuildShip>().map { it.edge }.toSet(), targets.edges)
|
||||
|
||||
val edge = targets.edges.first { !s.topo.edgeLand[it] }
|
||||
assertEquals(
|
||||
TapOutcome.Submit(BuildShip(edge)),
|
||||
CatanInteraction.onEdgeTap(edge, legal, BuildKind.SHIP, null),
|
||||
)
|
||||
// The same tap with the road armed means nothing: a road cannot lie between two sea hexes.
|
||||
assertEquals(TapOutcome.Ignored, CatanInteraction.onEdgeTap(edge, legal, BuildKind.ROAD, null))
|
||||
// A build tap waits for ✓ like any other piece.
|
||||
assertEquals(BuildShip(edge), CatanInteraction.stageable(TapOutcome.Submit(BuildShip(edge)), BuildKind.SHIP))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `tapping a ship that can sail picks it up, and the next tap on a lit sea edge sails it`() {
|
||||
val s0 = harbour()
|
||||
val built = CatanRules.legalMoves(s0, 0).filterIsInstance<BuildShip>().first()
|
||||
val s = CatanRules.applyMove(s0, 0, built)
|
||||
.let { it.copy(sea = it.sea!!.copy(builtThisTurn = emptyList())) }
|
||||
val legal = CatanRules.legalMoves(s, 0)
|
||||
|
||||
val idle = CatanInteraction.targets(s, legal, null, null)
|
||||
assertEquals(setOf(built.edge), idle.ships)
|
||||
assertEquals(TapOutcome.PickShip(built.edge), CatanInteraction.onEdgeTap(built.edge, legal, null, null))
|
||||
|
||||
val sailing = CatanInteraction.targets(s, legal, null, null, movingShip = built.edge)
|
||||
val to = sailing.edges.first()
|
||||
assertEquals(
|
||||
TapOutcome.Submit(MoveShip(built.edge, to)),
|
||||
CatanInteraction.onEdgeTap(to, legal, null, null, movingShip = built.edge),
|
||||
)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `after a seven a land hex moves the robber and a sea hex moves the pirate`() {
|
||||
val s = harbour().copy(phase = CatanPhase.ROBBER)
|
||||
val legal = CatanRules.legalMoves(s, 0)
|
||||
val targets = CatanInteraction.targets(s, legal, null, null)
|
||||
val land = targets.hexes.first { s.terrains[it] != Terrain.SEA }
|
||||
val sea = targets.hexes.first { s.terrains[it] == Terrain.SEA }
|
||||
|
||||
val robber = CatanInteraction.onHexTap(land, legal, topo = s.topo)
|
||||
assertTrue(robber is TapOutcome.Submit && robber.move is MoveRobber)
|
||||
val pirate = CatanInteraction.onHexTap(sea, legal, topo = s.topo)
|
||||
assertTrue(pirate is TapOutcome.Submit && pirate.move is MovePirate)
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `a gold pick is found by the cards it names`() {
|
||||
val picks = listOf(PickGold(listOf(Resource.ORE)), PickGold(listOf(Resource.WOOL)))
|
||||
assertEquals(PickGold(listOf(Resource.WOOL)), CatanInteraction.goldMove(picks, listOf(Resource.WOOL)))
|
||||
assertEquals(null, CatanInteraction.goldMove(picks, listOf(Resource.WOOL, Resource.WOOL)))
|
||||
assertEquals(1, CatanInteraction.goldCount(picks))
|
||||
}
|
||||
|
||||
@Test
|
||||
fun `the engines' own choices are always something the screen can make`() {
|
||||
// Every legal move in a played-out game is reachable: a tap, a button or a dialog choice.
|
||||
val ai = CatanAi()
|
||||
var s = fresh()
|
||||
var n = 0
|
||||
while (!CatanRules.isFinished(s) && n++ < 600) {
|
||||
val seat = CatanRules.currentSeat(s) ?: break
|
||||
val legal = CatanRules.legalMoves(s, seat)
|
||||
val ships = legal.filterIsInstance<BuildShip>()
|
||||
if (s.phase == CatanPhase.PLAYING && ships.isNotEmpty()) {
|
||||
val armed = CatanInteraction.targets(s, legal, BuildKind.SHIP, null)
|
||||
ships.forEach { ship ->
|
||||
assertTrue("ship ${ship.edge} not lit", ship.edge in armed.edges)
|
||||
assertEquals(TapOutcome.Submit(ship), CatanInteraction.onEdgeTap(ship.edge, legal, BuildKind.SHIP, null))
|
||||
}
|
||||
}
|
||||
legal.filterIsInstance<MoveShip>().forEach { sail ->
|
||||
val lit = CatanInteraction.targets(s, legal, null, null, movingShip = sail.from)
|
||||
assertTrue(sail.to in lit.edges)
|
||||
assertEquals(
|
||||
TapOutcome.Submit(sail),
|
||||
CatanInteraction.onEdgeTap(sail.to, legal, null, null, movingShip = sail.from),
|
||||
)
|
||||
}
|
||||
s = CatanRules.applyMove(s, seat, ai.chooseMove(s, seat, legal))
|
||||
}
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -24,7 +24,7 @@ Naming: the catalogue id, lowercase, e.g. `crazy8s` → `RULES-crazy8s.md`.
|
||||
| Golf | [RULES-golf.md](RULES-golf.md) |
|
||||
| Hearts | — (TODO) |
|
||||
| Kaiser | [RULES-kaiser.md](RULES-kaiser.md) |
|
||||
| Katan (catalogue id `catan`) | [RULES-catan.md](RULES-catan.md) — and its expansion rule set, [RULES-catan-ck.md](RULES-catan-ck.md) |
|
||||
| Katan (catalogue id `catan`) | [RULES-catan.md](RULES-catan.md) — and its expansion rule sets, [RULES-catan-ck.md](RULES-catan-ck.md) and [RULES-catan-seafarers.md](RULES-catan-seafarers.md) |
|
||||
| Klondike | — (TODO) |
|
||||
| Mastermind | [RULES-mastermind.md](RULES-mastermind.md) |
|
||||
| Meowdoku | [RULES-meowdoku.md](RULES-meowdoku.md) |
|
||||
|
||||
@@ -0,0 +1,71 @@
|
||||
# Katan: Seafarers
|
||||
|
||||
The Seafarers rule set is chosen at setup next to *Base game* and *Cities & Knights*. 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.
|
||||
|
||||
Where the published rules leave room, or where this game differs, it says so below.
|
||||
|
||||
## The map
|
||||
|
||||
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
|
||||
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).
|
||||
|
||||
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
|
||||
it is land and a ship if any hex touching it is sea (so a coastal edge takes either, never both).
|
||||
|
||||
## What changes
|
||||
|
||||
**Setup.** Both starting settlements (and their roads) go on the home island. A starting piece is a
|
||||
road, never a ship. The second settlement collects from the hexes round it as usual (gold pays nothing
|
||||
at setup).
|
||||
|
||||
**Ships.** A ship costs 1 lumber and 1 wool and lies on a sea edge.
|
||||
|
||||
* It must join your fleet or a town of yours: one end of the edge touches your town, or another of your ships.
|
||||
An opponent's town is a wall.
|
||||
* Roads and ships connect **only at a town of your own**: a road cannot start from a ship's end, nor a
|
||||
ship from a road's, unless a settlement or city of yours stands on that crossing. A settlement may be
|
||||
built at the end of a ship route exactly as at the end of a road route.
|
||||
* No more than 15 ships. Road Building may lay two roads, two ships or one of each.
|
||||
* **Sailing.** Once per turn you may move one ship, never one built or moved this turn, and only a ship at the
|
||||
**open end** of a route (one end touches nothing else of yours). It goes to any edge it could be built on
|
||||
with it lifted off.
|
||||
|
||||
**The pirate.** Starts in the open sea. On a seven (and with a Knight card) the player moves either the
|
||||
robber, to any land hex, or the pirate, to any sea hex. The robber works as before. The pirate **blocks the six
|
||||
edges round its hex**: no ship may be built or sail onto them (ships already there stay). It robs one card
|
||||
at random from a player with a ship on an edge of its hex.
|
||||
|
||||
**Gold.** A gold field has a number like any hex. When it comes up, each town beside it (one card; a city two)
|
||||
pays its owner **any resource of their choice**, chosen after the ordinary production is dealt, in seat order from
|
||||
the roller. The robber blocks a gold field like any hex. If the bank cannot supply the choice it is limited to
|
||||
what it holds.
|
||||
|
||||
**New islands.** The first player to settle on each island other than the home island scores **2 bonus points**,
|
||||
permanently (`SeaState.islandBonus`). A second settlement there earns nothing extra.
|
||||
|
||||
**Longest route.** Longest Road counts roads and ships together, as a path of your pieces that never runs
|
||||
through an opponent's town and changes between road and ship only at a town of yours. Five or more, as before.
|
||||
|
||||
Everything else (development cards, trading, harbours, Largest Army, the discard on a seven) is the base game.
|
||||
|
||||
## 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.
|
||||
|
||||
## 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
|
||||
not sail ships it has already launched. See `CatanAi.shipValue`.
|
||||
@@ -192,3 +192,19 @@ Landscape screens use the control scheme of Catan Universe's match view, redrawn
|
||||
ratio under the *give* card. An offer made to you opens the same panel read-only: ✓ accepts,
|
||||
✕ declines, *Counter…* makes the rows editable.
|
||||
Cities & Knights goods trades and the counter-offer chooser still use dialogs.
|
||||
|
||||
## Seafarers on the screen
|
||||
|
||||
| Layer | What it adds |
|
||||
| --- | --- |
|
||||
| `CatanGeometry.kt` | `BoardLayout` and `CatanGeometry.fit` take the game's `Topology`, so a map of islands fits the box like the standard island does |
|
||||
| `CatanStyle.kt` | gold-field colour, the pirate's and the ship sail's colours |
|
||||
| `CatanBoardView.kt` | sea hexes (a faint grid, no fill), ships (hull with a sail), the pirate (a flagged hull), a ring on ships that can sail |
|
||||
| `CatanInteraction.kt` | `BuildKind.SHIP`; `PickShip`, `movingShip`, ship targets; the robber's and the pirate's hexes; `goldMove` |
|
||||
| `CatanDialogs.kt` | `CatanGoldDialog`, the choice of what a gold field pays |
|
||||
| `CatanScreen.kt` | the picked-up ship, the ship on the build menu / column |
|
||||
|
||||
**Interaction model.** Arm *Ship* (or drag it from the build column) and tap a lit sea edge: ✓ places it. To sail,
|
||||
tap one of your ships that has a ring, then a lit sea edge. After a seven, tap a land hex for the robber or a sea
|
||||
hex for the pirate. A gold field opens a dialog that cannot be dismissed. `CatanSeafarersInteractionTest` checks
|
||||
that every build and sail the engine offers has a tap that produces it.
|
||||
|
||||
Reference in New Issue
Block a user