Release: Meowdoku refinements and Scorekeeper name memory #18

Merged
devadmin merged 16 commits from dev into main 2026-10-26 10:55:04 -06:00
53 changed files with 4783 additions and 614 deletions
@@ -14,7 +14,9 @@ import org.prolibertate.games.ui.AppEnv
import org.prolibertate.games.ui.AppRoot
import org.prolibertate.games.ui.theme.ProLibertateTheme
import org.prolibertate.games.update.Updater
import java.io.File
import java.util.UUID
import org.prolibertate.games.game.engine.SavedGameStore
class MainActivity : ComponentActivity() {
@@ -40,6 +42,7 @@ class MainActivity : ComponentActivity() {
deviceId = peerId,
),
peerId = peerId,
saves = SavedGameStore(File(filesDir, "saved-games")),
)
setContent {
@@ -106,6 +106,7 @@ object GameCatalog {
const val TAYU = "tayu"
const val MORRIS = "morris"
const val PIRATES = "pirates"
const val MEOWDOKU = "meowdoku"
/**
* The island game the collection is named for. Listed under Board Games
@@ -368,6 +369,18 @@ object GameCatalog {
available = false,
devPreview = true,
),
GameDescriptor(
id = MEOWDOKU,
title = "Meowdoku",
menus = setOf(GameMenu.BOARD, GameMenu.SOLITAIRE),
minPlayers = 1,
maxPlayers = 1,
teamBased = false,
blurb = "One cat in every row, column and colour, and no two touching. " +
"Wrong taps cost a heart; the board only ever accepts a cat that belongs.",
available = false,
devPreview = true,
),
)
fun byId(id: String): GameDescriptor? = all.firstOrNull { it.id == id }
@@ -0,0 +1,101 @@
package org.prolibertate.games.game.engine
import kotlinx.serialization.Serializable
import kotlinx.serialization.json.Json
import java.io.File
/**
* A game in progress, kept so it can be picked up again after the app has been
* closed.
*
* The match is stored the way the host holds it: the [config] it was dealt from
* (seed, seats, options) and the whole authoritative [stateJson], hidden cards
* included, as the game's own rules encode it. Nothing here knows what game it
* is; [gameId] is only the name of the slot.
*/
@Serializable
data class SavedMatch(
val gameId: String,
val config: TableConfig,
/** The seat the person at this device plays. */
val localSeat: Int,
val stateJson: String,
/** Wall-clock milliseconds when the position was written. */
val savedAtMillis: Long,
/** A line saying how the game stands, from the rules' own summary. */
val summary: String = "",
)
/**
* One saved game per game, kept as a file each under [directory].
*
* One slot per game rather than a list: the player is mid-way through a game of
* Chess or they are not. Starting a new one replaces it, which is what the
* resume prompt on the setup screen says.
*
* Writes are atomic — the position goes to a temporary file that is then moved
* over the real one — so being killed half way through a save leaves the
* previous position, not half of the new one. Reads never throw: a file that
* will not parse is a game that cannot be resumed, so it is removed and reported
* as absent.
*/
class SavedGameStore(private val directory: File) {
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
private fun fileFor(gameId: String): File {
// The ids are catalogue constants, but they become file names, so
// nothing that could climb out of the directory is let through.
require(gameId.isNotBlank() && gameId.all { it.isLetterOrDigit() || it == '_' || it == '-' }) {
"Not a game id: $gameId"
}
return File(directory, "$gameId.json")
}
/** Writes [match] over whatever was saved for its game. */
@Synchronized
fun save(match: SavedMatch) {
directory.mkdirs()
val target = fileFor(match.gameId)
val temp = File(directory, "${match.gameId}.json.tmp")
temp.writeText(json.encodeToString(SavedMatch.serializer(), match))
if (!temp.renameTo(target)) {
// Some file systems will not rename over an existing file.
target.delete()
check(temp.renameTo(target)) { "Could not write the saved game" }
}
}
/** The saved game for [gameId], or null if there is none or it cannot be read. */
@Synchronized
fun load(gameId: String): SavedMatch? {
val file = fileFor(gameId)
if (!file.isFile) return null
val match = runCatching {
json.decodeFromString(SavedMatch.serializer(), file.readText())
}.getOrNull()
if (match == null || match.gameId != gameId) {
file.delete()
return null
}
return match
}
/** Forgets the saved game for [gameId]. A no-op if there is none. */
@Synchronized
fun clear(gameId: String) {
fileFor(gameId).delete()
}
/** Every readable saved game, the most recently played first. */
@Synchronized
fun all(): List<SavedMatch> {
val files = directory.listFiles { f -> f.isFile && f.name.endsWith(".json") } ?: return emptyList()
return files
.mapNotNull { file -> runCatching { load(file.name.removeSuffix(".json")) }.getOrNull() }
.sortedByDescending { it.savedAtMillis }
}
}
@@ -0,0 +1,39 @@
package org.prolibertate.games.game.meowdoku
import org.prolibertate.games.game.engine.GameAi
/**
* Plays the board for the one seat.
*
* Like peg solitaire's AI, nothing normally asks it to: the single seat belongs
* to the person holding the phone. It exists because an empty seat has to be
* playable by something, and because "the computer can finish this board" is a
* property worth testing — a generated puzzle that only a human could unpack is
* a broken promise about uniqueness.
*
* It reads the answer from the state. The rules hold it, the seat is alone with
* it, and a solver that deduced its way there would be the same length as the
* hint engine in the original game without making this seat any more honest.
*/
object MeowdokuAi : GameAi<MeowdokuState, MeowdokuMove> {
override fun chooseMove(
state: MeowdokuState,
seat: Int,
legal: List<MeowdokuMove>,
): MeowdokuMove {
require(legal.isNotEmpty()) { "No move available" }
val places = legal.filterIsInstance<PlaceCat>().associateBy { it.square }
// The first cat still missing. A cross on its square is no obstacle:
// crossed squares take attempts like anything else, and a correct one
// replaces the cross.
for (row in 0 until state.side) {
if (state.cats.none { it.row == row }) {
places[Square(row, state.catCols[row])]?.let { return it }
}
}
return legal.first()
}
}
@@ -0,0 +1,371 @@
package org.prolibertate.games.game.meowdoku
import kotlin.math.abs
/**
* Builds the puzzles.
*
* A Meowdoku puzzle is an N by N board, a colouring of it into N regions, and a
* hidden answer of N cats. The three are not chosen separately: the cats come
* first, then the regions grow out from them so every region owns exactly one
* cat, then the finished board is checked to make sure it has only that one
* answer. A puzzle with two answers is a puzzle with no answer, since the second
* one cannot be deduced from what is printed.
*
* The construction is seeded and reproducible: the same seed gives the same
* board, which is what lets a saved game come back unchanged and lets a test
* speak about "the" puzzle for a seed.
*/
object MeowdokuGenerator {
/** Smallest and largest boards worth dealing; anything bigger is a wall. */
val MIN_SIDE = 4
val MAX_SIDE = 10
/**
* The answer, as the column of the cat in each row.
*
* One cat per row and one per column is already built in, since the rows are
* enumerated once each and no column is taken twice.
*/
fun placeCats(side: Int, rng: SeededRng): IntArray {
val cols = IntArray(side) { -1 }
val placed = placeCatsFrom(0, side, cols, rng)
// Every board from four up has a placement, and the search is complete,
// so failing here would mean the generator itself is broken.
check(placed) { "No way to settle $side cats on a $side board" }
return cols
}
private fun placeCatsFrom(row: Int, side: Int, cols: IntArray, rng: SeededRng): Boolean {
if (row == side) return true
for (col in rng.shuffled(cols.indices.toList())) {
if (catFitsHere(row, col, cols)) {
cols[row] = col
if (placeCatsFrom(row + 1, side, cols, rng)) return true
cols[row] = -1
}
}
return false
}
/**
* Whether a cat at [row],[col] is at peace with the cats in the rows above.
*
* No shared column, and no shared corner: a cat grooms the squares touching
* its own on all eight sides, so a neighbour one step away in any direction
* is too close.
*/
fun catFitsHere(row: Int, col: Int, cols: IntArray): Boolean {
for (r in 0 until row) {
val c = cols[r]
if (c == col) return false
if (abs(r - row) <= 1 && abs(c - col) <= 1) return false
}
return true
}
/**
* The colours of the board, as a region id per square.
*
* Each region starts as the cat it contains and grows outwards one square at
* a time. The first [strips] regions are grown as straight bars along their
* cat's row or column, alternating which way they run: a board of nothing but
* blobs reads as texture, and the bars are what give the regions a shape a
* player can reason about. The rest take the shortest border square, which
* keeps them clumped rather than trailing off into the far corner.
*/
fun growRegions(side: Int, catCols: IntArray, rng: SeededRng, strips: Int): Array<IntArray> {
val regions = Array(side) { IntArray(side) { -1 } }
val dirs = listOf(0 to 1, 0 to -1, 1 to 0, -1 to 0)
// Region i owns the cat in row i, which is where its colour starts.
for (r in 0 until side) regions[r][catCols[r]] = r
val sizes = IntArray(side) { 1 }
var unassigned = side * side - side
// The straight bars are laid first, and the rest is grown around them.
// The straight bars are laid first, and the rest is grown around them.
// Bar i runs along its cat's row when i is even, down its column when odd.
val stripRegions = rng.shuffled((0 until side).toList()).take(strips.coerceIn(0, side - 1)).toSet()
for ((n, region) in stripRegions.withIndex()) {
val r0 = region
val c0 = catCols[r0]
val extra = 1 + rng.nextInt(3)
var added = 0
if (n % 2 == 0) {
var left = c0 - 1
var right = c0 + 1
while (added < extra) {
val goLeft = rng.nextBoolean()
when {
goLeft && left >= 0 && regions[r0][left] == -1 ->
regions[r0][left--] = region
right < side && regions[r0][right] == -1 ->
regions[r0][right++] = region
left >= 0 && regions[r0][left] == -1 ->
regions[r0][left--] = region
else -> break
}
sizes[region]++
unassigned--
added++
}
} else {
var up = r0 - 1
var down = r0 + 1
while (added < extra) {
val goUp = rng.nextBoolean()
when {
goUp && up >= 0 && regions[up][c0] == -1 ->
regions[up--][c0] = region
down < side && regions[down][c0] == -1 ->
regions[down++][c0] = region
up >= 0 && regions[up][c0] == -1 ->
regions[up--][c0] = region
else -> break
}
sizes[region]++
unassigned--
added++
}
}
}
// What is left goes to whichever neighbouring region is smallest, so no
// region dies young while another sprawls.
var guard = side * side * 20
while (unassigned > 0 && guard > 0) {
guard--
for (r in 0 until side) {
for (c in 0 until side) {
if (regions[r][c] != -1) continue
var best = -1
for ((dr, dc) in dirs) {
val nr = r + dr
val nc = c + dc
if (nr !in 0 until side || nc !in 0 until side) continue
val neighbour = regions[nr][nc]
if (neighbour == -1 || neighbour in stripRegions) continue
if (best == -1 || sizes[neighbour] < sizes[best]) best = neighbour
}
if (best == -1) {
for ((dr, dc) in dirs) {
val nr = r + dr
val nc = c + dc
if (nr !in 0 until side || nc !in 0 until side) continue
val neighbour = regions[nr][nc]
if (neighbour != -1 && (best == -1 || sizes[neighbour] < sizes[best])) {
best = neighbour
}
}
}
if (best != -1) {
regions[r][c] = best
sizes[best]++
unassigned--
}
}
}
}
for (r in 0 until side) {
for (c in 0 until side) {
if (regions[r][c] == -1) regions[r][c] = 0
}
}
return regions
}
/**
* How many answers this coloured board has, up to [limit].
*
* A depth-first search with the obvious propagation: once a row is given a
* cat, the squares that cat excludes — its column, the rows beside it, and
* everything in its colour — lose their candidates. A row whose candidate
* list runs out fails immediately and the search backtracks, which is what
* makes the count finish quickly on boards of this size.
*
* Nothing about the true cats is handed to the search; it sees the colours
* and the rules and no more.
*/
fun countSolutions(side: Int, regions: Array<IntArray>, limit: Int = 2): Int {
val candidates = Array(side) { r -> (0 until side).toMutableSet() }
val colsTaken = BooleanArray(side)
val coloursTaken = BooleanArray(side)
val count = IntArray(1)
solve(0, side, regions, candidates, colsTaken, coloursTaken, count, limit)
return count[0]
}
private fun solve(
row: Int,
side: Int,
regions: Array<IntArray>,
candidates: Array<MutableSet<Int>>,
colsTaken: BooleanArray,
coloursTaken: BooleanArray,
count: IntArray,
limit: Int,
) {
if (count[0] >= limit) return
if (row == side) {
count[0]++
return
}
for (col in candidates[row].toList()) {
val colour = regions[row][col]
if (colsTaken[col] || coloursTaken[colour]) continue
val undo = exclude(row, col, side, regions, candidates)
if (undo != null) {
colsTaken[col] = true
coloursTaken[colour] = true
solve(row + 1, side, regions, candidates, colsTaken, coloursTaken, count, limit)
colsTaken[col] = false
coloursTaken[colour] = false
undo()
}
if (count[0] >= limit) return
}
}
/**
* Crosses out what the cat at [row],[col] forbids, and returns the function
* that puts it back. Returns null if some row loses its last candidate,
* which means this placement is a dead end.
*/
private fun exclude(
row: Int,
col: Int,
side: Int,
regions: Array<IntArray>,
candidates: Array<MutableSet<Int>>,
): (() -> Unit)? {
val colour = regions[row][col]
val saved = Array(side) { r -> candidates[r].toMutableSet() }
var dead = false
for (r in 0 until side) {
if (r == row) continue
candidates[r].remove(col)
if (abs(r - row) == 1) {
candidates[r].remove(col - 1)
candidates[r].remove(col + 1)
}
candidates[r].removeAll { c -> regions[r][c] == colour }
if (candidates[r].isEmpty()) dead = true
}
if (dead) {
for (r in 0 until side) candidates[r] = saved[r]
return null
}
return {
for (r in 0 until side) candidates[r] = saved[r]
}
}
/**
* A complete puzzle: the colours, the answer, and a proof it is unique.
*
* Generation is rejection rather than construction — build a board, check it,
* throw it away if the check fails — and the attempts walk forward from
* [seed] so a seed that has a puzzle within a few tries gives the same one
* every time.
*/
fun generate(side: Int, seed: Long): MeowdokuPuzzle? {
val base = (seed xor (seed ushr 32)).toInt()
for (attempt in 0 until MAX_ATTEMPTS) {
val rng = SeededRng(base + attempt * 7919)
val catCols = placeCats(side, rng)
val regions = growRegions(side, catCols, SeededRng(base * 31 + attempt * 104729), strips = side / 2)
if (distinctColours(side, regions) != side) continue
if (countSolutions(side, regions, limit = 2) != 1) continue
return MeowdokuPuzzle(side, regions, catCols)
}
return null
}
private const val MAX_ATTEMPTS = 4000
/** How many different colours a board actually shows. */
private fun distinctColours(side: Int, regions: Array<IntArray>): Int =
regions.flatMap { it.toList() }.distinct().size
}
/**
* A board and its answer.
*
* The answer is stored rather than re-derived because the rules need it to
* referee: a tap either lands a cat or loses a heart, and that is judged against
* the solution, not against whether the player could have deduced it.
*/
data class MeowdokuPuzzle(
val side: Int,
/** Region id per square; ids run 0 until side. */
val regions: Array<IntArray>,
/** The column of the cat in each row. */
val catCols: IntArray,
) {
fun regionOf(row: Int, col: Int): Int = regions[row][col]
/** Every colour id, in board order, for a legend or a palette. */
val colours: List<Int> get() = (0 until side).toList()
fun solutionSquares(): List<Pair<Int, Int>> =
catCols.indices.map { it to catCols[it] }
override fun equals(other: Any?): Boolean = other is MeowdokuPuzzle &&
side == other.side &&
regions.contentDeepEquals(other.regions) &&
catCols.contentEquals(other.catCols)
override fun hashCode(): Int = 31 * side + regions.contentDeepHashCode()
}
/**
* A 32-bit linear congruential generator.
*
* Deliberately not [kotlin.random.Random]: that one is seeded per-JVM and can
* change between releases, and a puzzle generator that drifts silently corrupts
* saved games. This one is small, explicit, and the same everywhere.
*/
class SeededRng(seed: Int) {
private var state = if (seed == 0) DEFAULT_SEED else seed
/** The next 31 bits, as a non-negative int. */
fun nextInt(): Int {
state = state * MULTIPLIER + 1
return (state ushr 1) and 0x7FFF_FFFF
}
/** A value in 0 until [bound], taken by rejection so it stays uniform. */
fun nextInt(bound: Int): Int {
require(bound > 0)
while (true) {
val n = nextInt()
// 2^31 is a multiple of no useful number of squares, so a bare
// modulus biases the low values; the slack is thrown and redrawn.
if (n < Int.MAX_VALUE - (Int.MAX_VALUE % bound)) return n % bound
}
}
fun nextBoolean(): Boolean = nextInt(2) == 0
/** The same list every time for the same seed, in a different order. */
fun <T> shuffled(items: List<T>): List<T> {
val out = items.toMutableList()
for (i in out.lastIndex downTo 1) {
val j = nextInt(i + 1)
val tmp = out[i]
out[i] = out[j]
out[j] = tmp
}
return out
}
private companion object {
// The constants of the old VAX C library's `rand`, which are well tested
// and give a period of the full 31 bits.
const val MULTIPLIER = 1103515245
const val DEFAULT_SEED = 0x5DEECE66D.toInt()
}
}
@@ -0,0 +1,119 @@
package org.prolibertate.games.game.meowdoku
import kotlinx.serialization.SerialName
import kotlinx.serialization.Serializable
// Meowdoku hides N cats in an N by N board: exactly one cat in every row, every
// column and every colour, and no two cats sharing even a corner. A tap crosses
// a square over; a second tap on that square asks the board whether a cat
// lives there. A right answer lands the cat, a wrong one costs a heart and
// keeps the cross — so the crossing over is both the player's note and the
// first half of every guess, and the hearts are what stop it being a lottery.
/** One square of the board. */
@Serializable
data class Square(val row: Int, val col: Int)
@Serializable
data class MeowdokuOptions(
/** The board is [side] by [side], and the answer is [side] cats. */
val side: Int = 6,
/**
* How many wrong taps the board forgives. The original game deals three,
* and the hearts on a level are part of its difficulty rather than a
* courtesy.
*/
val hearts: Int = 3,
/** How many cats the board will show on demand. */
val hints: Int = 3,
) {
init {
require(side in MeowdokuGenerator.MIN_SIDE..MeowdokuGenerator.MAX_SIDE) {
"No board of $side squares a side"
}
require(hearts in 1..9) { "A board with no hearts is lost before it is dealt" }
require(hints in 0..9) { "Hints must read on the board, not scroll" }
}
}
/**
* The dealt board plus the marks on it.
*
* [cats] and [marks] are sets rather than a state per square because a square's
* story is exactly those two memberships: nothing is a cat and crossed, and the
* empty squares carry no information worth storing.
*/
@Serializable
data class MeowdokuState(
val options: MeowdokuOptions,
/** The region id of every square, row by row. Ids run 0 until [side]. */
val regions: List<List<Int>>,
/** The column of the cat in each row — the answer, kept so taps can be judged. */
val catCols: List<Int>,
/** Cats the player has found (or a hint has shown). */
val cats: Set<Square>,
/** Squares crossed over: wrong taps and pencil marks alike. */
val marks: Set<Square>,
val heartsLeft: Int,
val hintsLeft: Int,
/** Wrong taps so far, which is how a solved board says how it was solved. */
val wrongCats: Int,
/** The last square touched, and whether touching it cost a heart. */
val lastSquare: Square? = null,
val lastWrong: Boolean = false,
val log: List<String>,
) {
val side: Int get() = options.side
/** Cats found, out of the [side] the board hides. */
val catsFound: Int get() = cats.size
val solved: Boolean get() = catsFound == side
/** Out of hearts, with cats still missing. */
val lost: Boolean get() = heartsLeft == 0 && !solved
fun regionOf(square: Square): Int = regions[square.row][square.col]
fun isCatSquare(square: Square): Boolean = catCols[square.row] == square.col
}
/** What the player may do to a board. */
@Serializable
sealed interface MeowdokuMove
/**
* The second tap of a double tap: the cat attempt.
*
* One move rather than two, because that is what the player is doing: the board
* decides whether the tap found a cat or cost a heart. The square may carry the
* cross its own first tap just drew — that cross is part of the double tap,
* not a decision against it — and a correct attempt replaces it.
*/
@Serializable
@SerialName("cat")
data class PlaceCat(val square: Square) : MeowdokuMove
/**
* Draws or erases a cross on a square with no cat on it.
*
* This is the first tap of a tap pair and every cell of a drag stroke, so it is
* the note-taking half of the scheme: free, unrewarded, and the board cannot
* lose a heart over it. A cross drawn here can still be tapped through with a
* cat attempt — the note is the player's, and only they get to change their
* mind about it.
*/
@Serializable
@SerialName("pencil")
data class TogglePencil(val square: Square) : MeowdokuMove
/**
* Spends a hint to show the cat in the first row that lacks one.
*
* The original game sells hints; here they are simply counted, and the one
* choice that has to be made about them — a hint is placed by the board, not
* guessed at by the player — is the same either way.
*/
@Serializable
@SerialName("hint")
data object TakeHint : MeowdokuMove
@@ -0,0 +1,197 @@
package org.prolibertate.games.game.meowdoku
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.TableConfig
/**
* Meowdoku as a pure state machine. See RULES-meowdoku.md.
*
* The engine is a second single-seat game, alongside peg solitaire, and it
* inherits the same freedom: there is nobody to hide anything from, so
* [viewFor] hands out the whole board including the answer. The answer lives in
* the state rather than being re-derived because judging a tap against a
* deduction the player could have made is a different thing from judging it
* against what the board was dealt — and the deduction engine (crossing out
* rows, columns and colours) belongs to the player, not the referee.
*/
object MeowdokuRules : GameRules<MeowdokuState, MeowdokuMove> {
override val gameId: String = GameCatalog.MEOWDOKU
/** The one seat. */
const val SOLO_SEAT: Int = 0
private val json = Json {
ignoreUnknownKeys = true
encodeDefaults = true
}
override fun initialState(config: TableConfig): MeowdokuState {
val options = json.decodeFromString<MeowdokuOptions>(config.optionsJson)
require(config.seats.size == 1) {
"Meowdoku seats one, not ${config.seats.size}"
}
val puzzle = deal(options.side, config.seed)
return MeowdokuState(
options = options,
regions = puzzle.regions.map { it.toList() },
catCols = puzzle.catCols.toList(),
cats = emptySet(),
marks = emptySet(),
heartsLeft = options.hearts,
hintsLeft = options.hints,
wrongCats = 0,
log = listOf("A ${options.side} by ${options.side} board, ${options.side} cats to find."),
)
}
/**
* Deals until the board is good.
*
* A seed whose first attempts all fail to produce a unique board moves the
* seed along rather than giving up: the same table asked twice gets the
* same board both times, which is what a saved game and a unit test need.
*/
private fun deal(side: Int, seed: Long): MeowdokuPuzzle {
var trySeed = seed
repeat(DEAL_TRIES) {
MeowdokuGenerator.generate(side, trySeed)?.let { return it }
trySeed = trySeed * 6364136223846793005L + 1442695040888963407L
}
error("No unique ${side} x $side board within $DEAL_TRIES deals of seed $seed")
}
private const val DEAL_TRIES = 8
/**
* Every tap the board would take.
*
* The scheme is the original's: the first tap crosses a square over and
* opens a short window, and a second tap in that window is the cat attempt
* — so an attempt is offered on every square without a cat, crossed or
* not. The cross the attempt replaces is exactly the cross the first tap
* drew. Cats, once placed, are never tapped again: they are not a guess
* you take back.
*
* The list is written row by row, which is also the order the hint uses.
*/
override fun legalMoves(state: MeowdokuState, seat: Int): List<MeowdokuMove> {
if (seat != SOLO_SEAT || isFinished(state)) return emptyList()
val cats = ArrayList<MeowdokuMove>()
val pencils = ArrayList<MeowdokuMove>()
for (row in 0 until state.side) {
for (col in 0 until state.side) {
val square = Square(row, col)
if (square in state.cats) continue
cats += PlaceCat(square)
pencils += TogglePencil(square)
}
}
val hint = if (state.hintsLeft > 0) listOf(TakeHint) else emptyList()
return cats + pencils + hint
}
override fun applyMove(
state: MeowdokuState,
seat: Int,
move: MeowdokuMove,
): MeowdokuState {
require(seat == SOLO_SEAT) { "Meowdoku has one seat" }
require(move in legalMoves(state, seat)) { "$move is not a legal move" }
return when (move) {
is PlaceCat -> tap(state, move.square)
is TogglePencil -> pencil(state, move.square)
TakeHint -> hint(state)
}
}
/**
* The second tap of a double tap: found a cat, or lost a heart.
*
* A correct tap clears the cross the first tap left behind — the cat
* replaces it. A wrong one leaves the cross where it is and spends a
* heart, because a wrong square crossed twice is the same mistake twice,
* and the board remembers it either way.
*/
private fun tap(state: MeowdokuState, square: Square): MeowdokuState {
if (state.isCatSquare(square)) {
val next = state.copy(
cats = state.cats + square,
marks = state.marks - square,
lastSquare = square,
lastWrong = false,
)
val note = if (next.solved) {
"All ${next.side} cats, ${next.wrongCats} wrong taps."
} else {
"Found a cat at row ${square.row + 1}, column ${square.col + 1}."
}
return next.copy(log = next.log + note)
}
val hearts = state.heartsLeft - 1
val next = state.copy(
marks = state.marks + square,
heartsLeft = hearts,
wrongCats = state.wrongCats + 1,
lastSquare = square,
lastWrong = true,
)
return if (hearts == 0) {
next.copy(log = next.log + "Out of hearts, with ${next.side - next.catsFound} cats still hiding.")
} else {
next
}
}
private fun pencil(state: MeowdokuState, square: Square): MeowdokuState {
val marks = if (square in state.marks) state.marks - square else state.marks + square
return state.copy(marks = marks, lastSquare = square, lastWrong = false)
}
/**
* Shows the cat in the first row without one.
*
* A revealed cat lands like a found one — and erases a pencil cross on its
* square, because the point of a hint is that the player stops having to
* work out whether the board contradicts their own notes.
*/
private fun hint(state: MeowdokuState): MeowdokuState {
val row = (0 until state.side).first { r -> state.cats.none { it.row == r } }
val square = Square(row, state.catCols[row])
return state.copy(
cats = state.cats + square,
marks = state.marks - square,
hintsLeft = state.hintsLeft - 1,
lastSquare = square,
lastWrong = false,
log = state.log + "A hint shows the cat in row ${row + 1}.",
)
}
/** A board is finished when it is solved or when the hearts run out. */
override fun isFinished(state: MeowdokuState): Boolean = state.solved || state.lost
override fun currentSeat(state: MeowdokuState): Int? =
if (isFinished(state)) null else SOLO_SEAT
override fun summary(state: MeowdokuState): String = when {
state.solved -> "Solved with ${state.heartsLeft} hearts to spare"
state.lost -> "Lost with ${state.catsFound} of ${state.side} cats found"
else -> "${state.catsFound} of ${state.side} cats, ${state.heartsLeft} hearts left"
}
/**
* Nothing to strip. One person plays, and the answer in the state is there
* for the referee, not as a secret. Should a second seat ever race through
* the same board, this is where [MeowdokuState.catCols] gets hidden.
*/
override fun viewFor(state: MeowdokuState, seat: Int): MeowdokuState = state
override fun encodeState(state: MeowdokuState): String = json.encodeToString(state)
override fun decodeState(json: String): MeowdokuState = this.json.decodeFromString(json)
override fun encodeMove(move: MeowdokuMove): String = json.encodeToString(move)
override fun decodeMove(json: String): MeowdokuMove = this.json.decodeFromString(json)
}
@@ -96,6 +96,27 @@ class MatchController<S : Any, M : Any>(
/** Host only: the true state. Clients never see this. */
private var authoritative: S? = null
/** A position to carry on from instead of dealing, set by [restore] before [startAsHost]. */
private var restored: S? = null
/**
* Host only: told about every position the table reaches, so it can be kept
* for later. Called under the table's lock, so it must return quickly — the
* snapshot encodes its state only when asked, and the work of writing it
* belongs to whoever is listening.
*/
var onHostState: ((HostSnapshot) -> Unit)? = null
/** One position of the table, as handed to [onHostState]. */
class HostSnapshot(
val finished: Boolean,
val summary: String,
private val encode: () -> String,
) {
/** The whole true state, encoded by the game's own rules. */
fun stateJson(): String = encode()
}
private val lock = Mutex()
private var sequence = 0
@@ -160,7 +181,7 @@ class MatchController<S : Any, M : Any>(
check(role == Role.HOST) { "Not hosting" }
clients.forEach { connection -> listenToPeer(connection) }
scope.launch {
val initial = runCatching { rules.initialState(config) }.getOrElse { error ->
val initial = restored ?: runCatching { rules.initialState(config) }.getOrElse { error ->
// A table the rules will not accept is a dead end, not a reason
// to take the app down with it: this runs in the screen's own
// scope, where nothing would catch it.
@@ -175,6 +196,20 @@ class MatchController<S : Any, M : Any>(
}
}
/**
* Host: carry on from a saved position instead of dealing a new game.
*
* Call before [startAsHost]. Returns false, and changes nothing, if
* [stateJson] cannot be read by this version of the game — a save made by an
* older build, say — and the caller should deal a fresh table instead.
*/
fun restore(stateJson: String): Boolean {
check(role == Role.HOST) { "Only a host can restore a game" }
val state = runCatching { rules.decodeState(stateJson) }.getOrNull() ?: return false
restored = state
return true
}
private fun listenToPeer(connection: Connection) {
peers[connection.peerId] = connection
peerJobs[connection.peerId] = scope.launch {
@@ -449,6 +484,16 @@ class MatchController<S : Any, M : Any>(
}
_finished.value = rules.isFinished(current)
if (role == Role.HOST) {
onHostState?.invoke(
HostSnapshot(
finished = rules.isFinished(current),
summary = rules.summary(current),
encode = { rules.encodeState(current) },
),
)
}
for (slot in config.seats) {
val peerId = slot.peerId ?: continue
val connection = peers[peerId] ?: continue
@@ -0,0 +1,95 @@
package org.prolibertate.games.net
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.Job
import kotlinx.coroutines.flow.MutableStateFlow
import kotlinx.coroutines.flow.collectLatest
import kotlinx.coroutines.flow.filterNotNull
import kotlinx.coroutines.launch
import org.prolibertate.games.game.engine.SavedGameStore
import org.prolibertate.games.game.engine.SavedMatch
import org.prolibertate.games.game.engine.TableConfig
/**
* Keeps the position of one table on disk as it is played.
*
* It is fed every position the host reaches ([offer]) and writes the newest one
* off the main thread. Positions that arrive while a write is under way are
* dropped in favour of the latest — a computer's turn can be several moves in a
* second, and only where the game stands matters. A finished game is not kept:
* its slot is cleared, so a won game is not offered back as one to resume.
*
* [flush] writes whatever has not been written yet, on the caller's thread. It
* is what makes leaving the table, or the app going to the background, safe: the
* background writer may not have caught up, and the process may not be given the
* chance to let it.
*/
class MatchSaver(
private val store: SavedGameStore,
private val gameId: String,
private val config: TableConfig,
private val localSeat: Int,
private val scope: CoroutineScope,
private val clock: () -> Long = System::currentTimeMillis,
) {
private val latest = MutableStateFlow<MatchController.HostSnapshot?>(null)
private var worker: Job? = null
private var written: MatchController.HostSnapshot? = null
private var discarded = false
/** Starts the background writer. */
fun start() {
worker = scope.launch(Dispatchers.IO) {
latest.filterNotNull().collectLatest { write(it) }
}
}
/** Hands over the newest position. Cheap: the encoding happens on the writer. */
fun offer(snapshot: MatchController.HostSnapshot) {
latest.value = snapshot
}
/** Writes the newest position now if the writer has not already. */
fun flush() {
latest.value?.let { write(it) }
}
/** The game was ended on purpose: forget the saved position and write no more. */
@Synchronized
fun discard() {
discarded = true
worker?.cancel()
worker = null
runCatching { store.clear(gameId) }
}
fun stop() {
worker?.cancel()
worker = null
}
@Synchronized
private fun write(snapshot: MatchController.HostSnapshot) {
if (discarded || snapshot === written) return
written = snapshot
// Saving is a courtesy to the player: a full disk must not take the game
// down with it.
runCatching {
if (snapshot.finished) {
store.clear(gameId)
} else {
store.save(
SavedMatch(
gameId = gameId,
config = config,
localSeat = localSeat,
stateJson = snapshot.stateJson(),
savedAtMillis = clock(),
summary = snapshot.summary,
),
)
}
}
}
}
@@ -0,0 +1,17 @@
package org.prolibertate.games.score
/** The short list of names offered when a column is being named. */
object RecentNames {
const val LIMIT = 10
/**
* [name] moved to the front of [names], trimmed, with any earlier copy
* (compared ignoring case) dropped and the list cut to [LIMIT]. A blank name
* leaves the list as it was.
*/
fun with(names: List<String>, name: String): List<String> {
val typed = name.trim()
if (typed.isEmpty()) return names
return (listOf(typed) + names.filterNot { it.equals(typed, ignoreCase = true) }).take(LIMIT)
}
}
@@ -29,6 +29,7 @@ class ScorekeeperRepository(private val context: Context) {
private object Keys {
val SHEET = stringPreferencesKey("sheet")
val RECENT_NAMES = stringPreferencesKey("recent_names")
}
// Unknown keys are ignored so a sheet written by a newer build can still be
@@ -45,6 +46,24 @@ class ScorekeeperRepository(private val context: Context) {
?: ScoreSheet()
}
/** The names last used on a sheet, most recent first, for the rename dialog. */
val recentNames: Flow<List<String>> = context.scorekeeperDataStore.data.map { prefs ->
prefs[Keys.RECENT_NAMES]
?.let { stored ->
runCatching { json.decodeFromString<List<String>>(stored) }.getOrNull()
}
?: emptyList()
}
suspend fun rememberName(name: String) {
context.scorekeeperDataStore.edit { prefs ->
val current = prefs[Keys.RECENT_NAMES]
?.let { runCatching { json.decodeFromString<List<String>>(it) }.getOrNull() }
.orEmpty()
prefs[Keys.RECENT_NAMES] = json.encodeToString(RecentNames.with(current, name))
}
}
suspend fun save(sheet: ScoreSheet) {
context.scorekeeperDataStore.edit { it[Keys.SHEET] = json.encodeToString(sheet) }
}
@@ -31,8 +31,18 @@ sealed interface SheetOp {
/** Sets a fresh sheet up for [count] players, scored by round or by tally. */
@Serializable
@SerialName("start")
data class StartSheet(val count: Int, val mode: ScoringMode = ScoringMode.ROUNDS) : SheetOp {
override fun applyTo(sheet: ScoreSheet): ScoreSheet = ScoreSheet.of(count, mode)
data class StartSheet(
val count: Int,
val mode: ScoringMode = ScoringMode.ROUNDS,
/** Names for the first seats, in order; a seat past the end stays unnamed. */
val names: List<String> = emptyList(),
) : SheetOp {
override fun applyTo(sheet: ScoreSheet): ScoreSheet {
val seated = ScoreSheet.of(count, mode)
return seated.players.foldIndexed(seated) { index, acc, player ->
names.getOrNull(index)?.let { acc.renamed(player.id, it) } ?: acc
}
}
}
/** Rubs everything out. */
@@ -29,6 +29,8 @@ import androidx.compose.runtime.Composable
import androidx.compose.runtime.CompositionLocalProvider
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableIntStateOf
import androidx.compose.runtime.produceState
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
@@ -50,6 +52,10 @@ import org.prolibertate.games.settings.SettingsRepository
import org.prolibertate.games.ui.game.LocalCardSpeed
import org.prolibertate.games.update.UpdateChannel
import org.prolibertate.games.update.Updater
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.withContext
import org.prolibertate.games.game.engine.SavedGameStore
import org.prolibertate.games.game.engine.SavedMatch
/** Everything the screens need, assembled once by the activity. */
class AppEnv(
@@ -60,6 +66,8 @@ class AppEnv(
/** The shared score sheet, for the Scorekeeper to host or join. */
val scoreSession: ScorekeeperSession,
val peerId: String,
/** Games in progress, kept between sessions. */
val saves: SavedGameStore,
)
/**
@@ -83,6 +91,8 @@ sealed interface Route {
val config: TableConfig,
val hosting: Boolean,
val localSeat: Int,
/** A saved position to carry on from, as the game's rules encoded it; null deals a new game. */
val resumeState: String? = null,
) : Route
}
@@ -167,6 +177,10 @@ private fun AppContent(
// Dev builds show the games that are not finished yet; production
// releases list only what can actually be played.
showComingSoon = showComingSoon,
saved = savedGames(env, stack),
onResume = { saved ->
push(Route.Play(saved.gameId, saved.config, true, saved.localSeat, saved.stateJson))
},
onPickSection = { push(Route.Section(it)) },
onJoinGame = { push(Route.Lobby(gameId = "", optionsJson = "{}", hosting = false)) },
onScorekeeper = { push(Route.Scorekeeper) },
@@ -194,15 +208,30 @@ private fun AppContent(
onBack = { pop() },
)
is Route.Setup -> GameSetupScreen(
descriptor = GameCatalog.byId(route.gameId)!!,
playerName = settings.displayName,
onBack = { pop() },
onPlayOffline = { config, seat -> push(Route.Play(route.gameId, config, true, seat)) },
onHostOnline = { optionsJson ->
push(Route.Lobby(route.gameId, optionsJson, hosting = true))
},
)
is Route.Setup -> {
// Bumped when the saved game is thrown away, so the banner goes with it.
var discards by remember(route) { mutableIntStateOf(0) }
val saved by produceState<SavedMatch?>(null, route, discards) {
value = withContext(Dispatchers.IO) { env.saves.load(route.gameId) }
}
GameSetupScreen(
descriptor = GameCatalog.byId(route.gameId)!!,
playerName = settings.displayName,
onBack = { pop() },
onPlayOffline = { config, seat -> push(Route.Play(route.gameId, config, true, seat)) },
onHostOnline = { optionsJson ->
push(Route.Lobby(route.gameId, optionsJson, hosting = true))
},
saved = saved,
onResume = { match ->
push(Route.Play(match.gameId, match.config, true, match.localSeat, match.stateJson))
},
onDiscardSaved = {
env.saves.clear(route.gameId)
discards++
},
)
}
is Route.Lobby -> LobbyScreen(
env = env,
@@ -231,6 +260,8 @@ private fun AppContent(
@Composable
fun MainMenuScreen(
showComingSoon: Boolean,
saved: List<SavedMatch>,
onResume: (SavedMatch) -> Unit,
onPickSection: (GameMenu) -> Unit,
onJoinGame: () -> Unit,
onScorekeeper: () -> Unit,
@@ -280,6 +311,23 @@ fun MainMenuScreen(
)
}
// Games left half-played, most recent first, above everything
// else: coming back to the app is mostly coming back to one.
if (saved.isNotEmpty()) {
Text(
"Continue",
style = MaterialTheme.typography.labelLarge,
modifier = Modifier.fillMaxWidth(),
)
val now = System.currentTimeMillis()
saved.forEach { match ->
val title = GameCatalog.byId(match.gameId)?.title ?: match.gameId
Button(onClick = { onResume(match) }, modifier = Modifier.fillMaxWidth()) {
Text(savedLine(title, match, now))
}
}
}
// Below the games, and full width like them, so the column
// stays one column all the way down.
OutlinedButton(
@@ -490,3 +538,17 @@ fun PrimaryAction(text: String, enabled: Boolean = true, onClick: () -> Unit) {
Text(text)
}
}
/**
* The saved games, read off the main thread each time the menu is the screen
* showing — which is when a game has just been left and its last position
* written, so the list is not read until that has happened.
*/
@Composable
private fun savedGames(env: AppEnv, stack: List<Route>): List<SavedMatch> {
val onMenu = stack.last() is Route.Menu
val saved by produceState(emptyList<SavedMatch>(), onMenu, stack.size) {
value = if (onMenu) withContext(Dispatchers.IO) { env.saves.all() } else emptyList()
}
return saved
}
@@ -0,0 +1,21 @@
package org.prolibertate.games.ui
import androidx.compose.runtime.staticCompositionLocalOf
/**
* How a screen's "End game" button tells the table to forget the saved game.
*
* Leaving a table keeps its position so it can be resumed; ending one on purpose
* does not. The two arrive at the screen as the same "go back", so the
* difference is carried here instead: [PlayScreen] provides one handle, the match
* it builds says what ending means for it by setting [onEnd], and each End-game
* dialog calls [end] before it leaves.
*/
class EndGameHandle {
/** Set by the table once it knows how to forget its own saved position. */
var onEnd: () -> Unit = {}
fun end() = onEnd()
}
val LocalEndGameHandle = staticCompositionLocalOf { EndGameHandle() }
@@ -9,11 +9,14 @@ import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.Button
import androidx.compose.material3.Card
import androidx.compose.material3.Divider
import androidx.compose.material3.FilterChip
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Switch
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
@@ -29,6 +32,7 @@ import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.GameDescriptor
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.SavedMatch
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.game.backgammon.BackgammonLevel
import org.prolibertate.games.game.backgammon.BackgammonOptions
@@ -46,6 +50,8 @@ import org.prolibertate.games.game.freecell.FreeCellOptions
import org.prolibertate.games.game.pyramid.PyramidOptions
import org.prolibertate.games.game.spider.SpiderOptions
import org.prolibertate.games.game.yahtzee.YahtzeeOptions
import org.prolibertate.games.game.meowdoku.MeowdokuGenerator
import org.prolibertate.games.game.meowdoku.MeowdokuOptions
import org.prolibertate.games.game.pegsolitaire.PegBoard
import org.prolibertate.games.game.pegsolitaire.PegGoal
import org.prolibertate.games.game.pegsolitaire.PegSolitaireOptions
@@ -83,6 +89,10 @@ fun GameSetupScreen(
onBack: () -> Unit,
onPlayOffline: (TableConfig, Int) -> Unit,
onHostOnline: (String) -> Unit,
/** A game of this kind left half-played, if there is one. */
saved: SavedMatch? = null,
onResume: (SavedMatch) -> Unit = {},
onDiscardSaved: () -> Unit = {},
) {
var euchre by remember { mutableStateOf(EuchreOptions()) }
var sequence by remember { mutableStateOf(SequenceOptions()) }
@@ -101,6 +111,7 @@ fun GameSetupScreen(
var pirates by remember { mutableStateOf(PiratesOptions()) }
var hearts by remember { mutableStateOf(HeartsOptions()) }
var pegs by remember { mutableStateOf(PegSolitaireOptions()) }
var meowdoku by remember { mutableStateOf(MeowdokuOptions()) }
var yahtzee by remember { mutableStateOf(YahtzeeOptions()) }
var klondike by remember { mutableStateOf(KlondikeOptions()) }
var freecell by remember { mutableStateOf(FreeCellOptions()) }
@@ -132,6 +143,7 @@ fun GameSetupScreen(
GameCatalog.PIRATES -> setupJson.encodeToString(pirates)
GameCatalog.HEARTS -> setupJson.encodeToString(hearts)
GameCatalog.PEG_SOLITAIRE -> setupJson.encodeToString(pegs)
GameCatalog.MEOWDOKU -> setupJson.encodeToString(meowdoku)
GameCatalog.YAHTZEE -> setupJson.encodeToString(yahtzee)
GameCatalog.KLONDIKE -> setupJson.encodeToString(klondike)
GameCatalog.FREECELL -> setupJson.encodeToString(freecell)
@@ -149,6 +161,10 @@ fun GameSetupScreen(
) {
Text(descriptor.blurb, style = MaterialTheme.typography.bodyMedium)
if (saved != null) {
SavedGameBanner(saved, onResume = { onResume(saved) }, onDiscard = onDiscardSaved)
}
Divider()
Text("House rules", fontWeight = FontWeight.Bold)
@@ -193,6 +209,8 @@ fun GameSetupScreen(
GameCatalog.PEG_SOLITAIRE -> PegSolitaireOptionsEditor(pegs) { pegs = it }
GameCatalog.MEOWDOKU -> MeowdokuOptionsEditor(meowdoku) { meowdoku = it }
GameCatalog.YAHTZEE -> YahtzeeOptionsEditor(yahtzee) { yahtzee = it }
GameCatalog.KLONDIKE -> KlondikeOptionsEditor(klondike) { klondike = it }
@@ -233,6 +251,12 @@ fun GameSetupScreen(
descriptor.id == GameCatalog.PIRATES && playPirates -> 1
else -> 0
}
if (saved != null) {
Text(
"Starting a new game replaces the one in progress.",
style = MaterialTheme.typography.bodySmall,
)
}
PrimaryAction(text = if (solo) "Play" else "Play against the computer") {
onPlayOffline(
offlineConfig(descriptor.id, optionsJson, seatCount, playerName, localSeat),
@@ -1116,6 +1140,36 @@ private fun PegSolitaireOptionsEditor(
}
}
@Composable
private fun MeowdokuOptionsEditor(
options: MeowdokuOptions,
onChange: (MeowdokuOptions) -> Unit,
) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
ChipRow(
label = "Board",
values = (MeowdokuGenerator.MIN_SIDE..MeowdokuGenerator.MAX_SIDE).toList(),
selected = options.side,
display = { "$it × $it" },
onSelect = { onChange(options.copy(side = it)) },
)
ChipRow(
label = "Hearts",
values = (1..5).toList(),
selected = options.hearts,
display = { if (it == 1) "One" else "$it" },
onSelect = { onChange(options.copy(hearts = it)) },
)
ChipRow(
label = "Hints",
values = (0..3).toList(),
selected = options.hints,
display = { if (it == 0) "None" else "$it" },
onSelect = { onChange(options.copy(hints = it)) },
)
}
}
@Composable
private fun YahtzeeOptionsEditor(options: YahtzeeOptions, onChange: (YahtzeeOptions) -> Unit) {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
@@ -1216,3 +1270,30 @@ private fun PyramidOptionsEditor(options: PyramidOptions, onChange: (PyramidOpti
onSelect = { onChange(options.copy(redeals = it)) },
)
}
/**
* The game that was left unfinished, with the two things to do about it. Shown
* above the options so it is the first thing seen on coming back to a game.
*/
@Composable
private fun SavedGameBanner(saved: SavedMatch, onResume: () -> Unit, onDiscard: () -> Unit) {
Card(modifier = Modifier.fillMaxWidth()) {
Column(
modifier = Modifier.padding(12.dp),
verticalArrangement = Arrangement.spacedBy(6.dp),
) {
Text("Game in progress", fontWeight = FontWeight.Bold)
Text(
buildString {
append("Saved ${agoText(System.currentTimeMillis(), saved.savedAtMillis)}")
if (saved.summary.isNotBlank()) append(" · ${saved.summary}")
},
style = MaterialTheme.typography.bodySmall,
)
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onResume) { Text("Resume") }
TextButton(onClick = onDiscard) { Text("Discard") }
}
}
}
}
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,24 @@
package org.prolibertate.games.ui
import org.prolibertate.games.game.engine.SavedMatch
/** How long ago something happened, in the words a person would use. */
fun agoText(nowMillis: Long, thenMillis: Long): String {
val seconds = ((nowMillis - thenMillis) / 1000).coerceAtLeast(0)
val minutes = seconds / 60
val hours = minutes / 60
val days = hours / 24
return when {
seconds < 45 -> "just now"
minutes < 2 -> "a minute ago"
minutes < 60 -> "$minutes minutes ago"
hours < 2 -> "an hour ago"
hours < 24 -> "$hours hours ago"
days < 2 -> "yesterday"
else -> "$days days ago"
}
}
/** "Chess · saved 5 minutes ago" for a menu line. */
fun savedLine(title: String, match: SavedMatch, nowMillis: Long): String =
"$title · saved ${agoText(nowMillis, match.savedAtMillis)}"
@@ -36,6 +36,7 @@ import androidx.compose.runtime.DisposableEffect
import androidx.compose.runtime.LaunchedEffect
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateListOf
import androidx.compose.runtime.mutableStateMapOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
@@ -114,6 +115,8 @@ fun ScorekeeperScreen(
local = repository.sheet.first()
loaded = true
}
val recentNames by repository.recentNames.collectAsState(initial = emptyList())
val nameUsed: (String) -> Unit = { name -> scope.launch { repository.rememberName(name) } }
val shared by session.state.collectAsState()
val role = shared.role
@@ -220,7 +223,7 @@ fun ScorekeeperScreen(
role == Role.GUEST -> Column(modifier = modifier) {
ConnectionBanner(shared = shared, onSync = { session.sync() })
Scoring(modifier = Modifier.weight(1f), sheet = sheet, onOp = change)
Scoring(Modifier.weight(1f), sheet, change, recentNames, nameUsed)
}
joining && role == Role.NONE ->
@@ -228,11 +231,16 @@ fun ScorekeeperScreen(
!sheet.started -> SetupPane(
modifier = modifier,
onStart = { count, mode -> change(StartSheet(count, mode)) },
recentNames = recentNames,
onStart = { count, mode, names ->
change(StartSheet(count, mode, names))
// Last first, so the list reads in seating order.
names.reversed().forEach(nameUsed)
},
onJoin = { joining = true },
)
else -> Scoring(modifier = modifier, sheet = sheet, onOp = change)
else -> Scoring(modifier, sheet, change, recentNames, nameUsed)
}
}
@@ -289,9 +297,46 @@ fun ScorekeeperScreen(
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun SetupPane(modifier: Modifier, onStart: (Int, ScoringMode) -> Unit, onJoin: () -> Unit) {
private fun SetupPane(
modifier: Modifier,
recentNames: List<String>,
onStart: (Int, ScoringMode, List<String>) -> Unit,
onJoin: () -> Unit,
) {
var count by remember { mutableStateOf(ScoreSheet.DEFAULT_PLAYERS) }
var mode by remember { mutableStateOf(ScoringMode.ROUNDS) }
// -1 while the options are showing; otherwise the seat being named.
var naming by remember { mutableStateOf(-1) }
val names = remember { mutableStateListOf<String>() }
if (naming >= 0) {
NamePane(
modifier = modifier,
seat = naming,
count = count,
name = names.getOrElse(naming) { "" },
// Offered once only: two players on one sheet with the same name
// are indistinguishable.
suggestions = recentNames.filter { recent ->
names.withIndex().none { (seat, taken) ->
seat != naming && taken.trim().equals(recent.trim(), ignoreCase = true)
}
},
onName = { typed ->
while (names.size <= naming) names.add("")
names[naming] = typed
},
onBack = { naming -= 1 },
onNext = {
if (naming + 1 < count) {
naming += 1
} else {
onStart(count, mode, List(count) { names.getOrElse(it) { "" }.trim() })
}
},
)
return
}
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
@@ -339,33 +384,98 @@ private fun SetupPane(modifier: Modifier, onStart: (Int, ScoringMode) -> Unit, o
}
}
Text(
text = "Names come next: tap a column head to name it. Players can be " +
"added, removed or dragged into a different order at any point " +
"without losing anybody's score.",
text = "You will be asked for each name next, or skip them and tap a " +
"column head later. Players can be added, removed or dragged into " +
"a different order at any point without losing anybody's score.",
style = MaterialTheme.typography.bodySmall,
)
PrimaryAction(text = "Start scoring") { onStart(count, mode) }
PrimaryAction(text = "Next: name the players") { naming = 0 }
OutlinedButton(onClick = onJoin, modifier = Modifier.fillMaxWidth()) {
Text("Join a shared sheet nearby")
}
}
}
/** One seat's name, asked for on its own; a blank leaves the seat as "Player N". */
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun NamePane(
modifier: Modifier,
seat: Int,
count: Int,
name: String,
suggestions: List<String>,
onName: (String) -> Unit,
onBack: () -> Unit,
onNext: () -> Unit,
) {
val focus = remember { FocusRequester() }
LaunchedEffect(seat) { focus.requestFocus() }
val last = seat + 1 >= count
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(12.dp),
) {
Text("Player ${seat + 1} of $count", style = MaterialTheme.typography.titleMedium)
OutlinedTextField(
value = name,
onValueChange = onName,
placeholder = { Text("Player ${seat + 1}") },
singleLine = true,
keyboardOptions = KeyboardOptions(imeAction = if (last) ImeAction.Done else ImeAction.Next),
keyboardActions = KeyboardActions(onNext = { onNext() }, onDone = { onNext() }),
modifier = Modifier.fillMaxWidth().focusRequester(focus),
)
if (suggestions.isNotEmpty()) {
Text("Recent names", style = MaterialTheme.typography.labelMedium)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(4.dp),
) {
suggestions.forEach { recent ->
FilterChip(
selected = recent.equals(name.trim(), ignoreCase = true),
onClick = { onName(recent) },
label = { Text(recent) },
)
}
}
}
PrimaryAction(text = if (last) "Start scoring" else "Next") { onNext() }
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
TextButton(onClick = onBack) { Text("Back") }
TextButton(onClick = { onName(""); onNext() }) { Text(if (last) "Skip and start" else "Skip") }
}
}
}
// ---------------------------------------------------------------------------
// The sheet: a column per player, a row per round, totals ruled off at the foot
// ---------------------------------------------------------------------------
@Composable
private fun Scoring(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit) {
private fun Scoring(
modifier: Modifier,
sheet: ScoreSheet,
onOp: (SheetOp) -> Unit,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
) {
if (sheet.mode == ScoringMode.TALLY) {
TallySheet(modifier = modifier, sheet = sheet, onOp = onOp)
TallySheet(modifier, sheet, onOp, recentNames, onNameUsed)
} else {
Sheet(modifier = modifier, sheet = sheet, onOp = onOp)
Sheet(modifier, sheet, onOp, recentNames, onNameUsed)
}
}
@Composable
private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit) {
private fun Sheet(
modifier: Modifier,
sheet: ScoreSheet,
onOp: (SheetOp) -> Unit,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
) {
// One scroll state shared by the head, the rows and the totals, so all three
// move together: a column and the name over it must never come apart. Every
// row is built the same way and is therefore exactly the same width, which
@@ -384,6 +494,9 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
var lastTyped by remember { mutableStateOf(-1) }
// The cell to put the cursor in when a round is opened by tapping it.
var focusPlayer by remember { mutableStateOf(-1) }
// Bumped when a round is finished, to put the cursor back in the first cell
// of the row that is now being filled in.
var nextRoundFocus by remember { mutableStateOf(0) }
val editing = if (correcting >= 0) correction else pending
@@ -513,7 +626,7 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
)
},
trailing = { EmptyCell(width = ADD_COLUMN, height = ROW_HEIGHT) },
) { _, player ->
) { index, player ->
if (correcting >= 0) {
// A round is being corrected above; what is typed here
// is kept, but only one row is edited at a time.
@@ -521,6 +634,8 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
} else {
PointsField(
text = pending[player.id].orEmpty(),
autoFocus = index == 0 && nextRoundFocus > 0,
focusRequest = nextRoundFocus,
onText = {
pending[player.id] = it
lastTyped = player.id
@@ -563,6 +678,7 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
onOp(AddRound(amountsAsPoints(pending)))
pending.clear()
}
nextRoundFocus += 1
lastTyped = -1
focusPlayer = -1
},
@@ -587,6 +703,8 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
RenameDialog(
sheet = sheet,
player = renamed,
recentNames = recentNames,
onNameUsed = onNameUsed,
onName = { onOp(RenamePlayer(renamed.id, it)) },
onRemove = {
onOp(RemovePlayer(renamed.id))
@@ -607,7 +725,13 @@ private fun Sheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit
* sheet, so tapping one in the list takes it back off.
*/
@Composable
private fun TallySheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) -> Unit) {
private fun TallySheet(
modifier: Modifier,
sheet: ScoreSheet,
onOp: (SheetOp) -> Unit,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
) {
var renaming by remember { mutableStateOf(-1) }
Column(modifier = modifier.verticalScroll(rememberScrollState()), verticalArrangement = Arrangement.spacedBy(8.dp)) {
@@ -676,6 +800,8 @@ private fun TallySheet(modifier: Modifier, sheet: ScoreSheet, onOp: (SheetOp) ->
RenameDialog(
sheet = sheet,
player = renamed,
recentNames = recentNames,
onNameUsed = onNameUsed,
onName = { onOp(RenamePlayer(renamed.id, it)) },
onRemove = {
onOp(RemovePlayer(renamed.id))
@@ -961,9 +1087,14 @@ private fun PointsCell(text: String, muted: Boolean = false, onClick: (() -> Uni
/** A cell being typed into. Blank means nothing entered; a typed 0 is kept and shown. */
@Composable
private fun PointsField(text: String, onText: (String) -> Unit, autoFocus: Boolean = false) {
private fun PointsField(
text: String,
onText: (String) -> Unit,
autoFocus: Boolean = false,
focusRequest: Int = 0,
) {
val focus = remember { FocusRequester() }
LaunchedEffect(autoFocus) { if (autoFocus) focus.requestFocus() }
LaunchedEffect(autoFocus, focusRequest) { if (autoFocus) focus.requestFocus() }
BasicTextField(
value = text,
onValueChange = { onText(sanitiseAmount(it)) },
@@ -1064,16 +1195,27 @@ private fun ActionBar(
}
}
@OptIn(ExperimentalLayoutApi::class)
@Composable
private fun RenameDialog(
sheet: ScoreSheet,
player: ScorePlayer,
recentNames: List<String>,
onNameUsed: (String) -> Unit,
onName: (String) -> Unit,
onRemove: () -> Unit,
onDismiss: () -> Unit,
) {
// Closing the dialog is what files the name away, so a name is remembered
// once rather than once per keystroke.
val finish = {
onNameUsed(player.name)
onDismiss()
}
val taken = sheet.players.filter { it.id != player.id }.map { it.name.trim().lowercase() }
val suggestions = recentNames.filter { it.trim().lowercase() !in taken }
AlertDialog(
onDismissRequest = onDismiss,
onDismissRequest = finish,
title = { Text("Name this column") },
text = {
Column(verticalArrangement = Arrangement.spacedBy(8.dp)) {
@@ -1084,6 +1226,21 @@ private fun RenameDialog(
singleLine = true,
modifier = Modifier.fillMaxWidth(),
)
if (suggestions.isNotEmpty()) {
Text("Recent names", style = MaterialTheme.typography.labelMedium)
FlowRow(
horizontalArrangement = Arrangement.spacedBy(8.dp),
verticalArrangement = Arrangement.spacedBy(4.dp),
) {
suggestions.forEach { name ->
FilterChip(
selected = name.equals(player.name.trim(), ignoreCase = true),
onClick = { onName(name) },
label = { Text(name) },
)
}
}
}
TextButton(
onClick = onRemove,
// The last two columns stay: a sheet needs somebody on it.
@@ -1091,7 +1248,7 @@ private fun RenameDialog(
) { Text("Remove this player and their score") }
}
},
confirmButton = { TextButton(onClick = onDismiss) { Text("Done") } },
confirmButton = { TextButton(onClick = finish) { Text("Done") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
@@ -378,7 +379,12 @@ private fun LeaveDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"at the table is told you have left."
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -79,7 +80,12 @@ fun PatienceEndDialog(what: String, onEnd: () -> Unit, onKeepPlaying: () -> Unit
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text(what) },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
@@ -314,7 +315,12 @@ private fun EndGameDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"at the table is told you have left."
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
@@ -215,7 +216,12 @@ private fun ConfirmEndDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"at the table is told you have left."
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
@@ -268,7 +269,12 @@ private fun EndHeartsDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The game ends here. Anyone else at the table is told you have left.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -342,7 +343,12 @@ private fun EndTableDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The deal is left as it stands.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
@@ -356,7 +357,12 @@ private fun EndDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The game ends here. Anyone else at the table is told you have left.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -0,0 +1,379 @@
package org.prolibertate.games.ui.game
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.BoxWithConstraints
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.aspectRatio
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.foundation.gestures.awaitEachGesture
import androidx.compose.foundation.gestures.awaitFirstDown
import androidx.compose.material3.AlertDialog
import androidx.compose.material3.Button
import androidx.compose.material3.FilterChip
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.material3.TextButton
import androidx.compose.runtime.Composable
import androidx.compose.runtime.collectAsState
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import androidx.compose.ui.unit.TextUnit
import org.prolibertate.games.game.meowdoku.MeowdokuMove
import org.prolibertate.games.game.meowdoku.MeowdokuState
import org.prolibertate.games.game.meowdoku.PlaceCat
import org.prolibertate.games.game.meowdoku.Square
import org.prolibertate.games.game.meowdoku.TakeHint
import org.prolibertate.games.game.meowdoku.TogglePencil
import org.prolibertate.games.net.MatchController
import org.prolibertate.games.ui.LocalEndGameHandle
import org.prolibertate.games.ui.ScreenScaffold
import org.prolibertate.games.ui.theme.CardRed
import kotlin.math.abs
import kotlin.math.roundToInt
private const val TITLE = "Meowdoku"
/**
* How long the second tap of a double tap may take to arrive.
*
* 350 ms, the number the original game ships: long enough that a deliberate
* one-two still reads as one question, short enough that nobody pairs two
* taps they meant for two separate squares.
*/
private const val DOUBLE_TAP_WINDOW_MILLIS = 350L
/**
* The region colours, one per cat the board can hold.
*
* The board never needs two regions of one colour — a side-ten board has ten
* regions and the palette has ten — so a region's colour is just its id, and
* nothing has to be computed to keep neighbours apart. The palette reads as
* watercolour on purpose: cats are dark ink on top of it, and a square the
* player has crossed over is too.
*/
private val RegionColours = listOf(
Color(0xFFF2C6C2), // rose
Color(0xFFF7E0A6), // butter
Color(0xFFCDE8C5), // mint
Color(0xFFC5E3F0), // sky
Color(0xFFD8CDEB), // lilac
Color(0xFFEBC9A0), // apricot
Color(0xFFBFE3D0), // spruce
Color(0xFFF0D7E3), // blossom
Color(0xFFCFCFE8), // periwinkle
Color(0xFFE3E7C1), // lime
)
/**
* The puzzle board, tapped the way the original's is.
*
* One tap crosses a square over; a second tap on the same square within
* [DOUBLE_TAP_WINDOW_MILLIS] asks the board whether a cat lives there. Drag
* strokes paint or erase crosses along the line the finger takes, which is
* how a row gets crossed out in one gesture rather than eight taps. Cats are
* permanent: tapping one does nothing, and a stroke skips over it.
*/
@Composable
fun MeowdokuScreen(
controller: MatchController<MeowdokuState, MeowdokuMove>,
onNewPuzzle: () -> Unit,
onExit: () -> Unit,
) {
val state by controller.state.collectAsState()
val legal by controller.legalMoves.collectAsState()
val abandoned by controller.abandoned.collectAsState()
var confirmingEnd by remember { mutableStateOf(false) }
val endGameAction: @Composable () -> Unit = {
TextButton(onClick = { confirmingEnd = true }) { Text("End game") }
}
val current = state
if (current == null) {
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Box(modifier, contentAlignment = Alignment.Center) { Text("Setting up…") }
abandoned?.let { LeftBoardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndBoardDialog(onExit) { confirmingEnd = false }
}
return
}
val places = legal.filterIsInstance<PlaceCat>().map { it.square }.toSet()
val pencils = legal.filterIsInstance<TogglePencil>().map { it.square }.toSet()
val finished by controller.finished.collectAsState()
ScreenScaffold(title = TITLE, onBack = onExit, actions = endGameAction) { modifier ->
Column(
modifier = modifier.verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(10.dp),
) {
Text(
text = when {
current.solved -> "Found every cat" +
if (current.wrongCats == 0) ", not one tap wasted." else ", with ${current.wrongCats} wrong taps."
current.lost -> "Out of hearts, with ${current.side - current.catsFound} cats still hiding."
else -> "${current.catsFound} of ${current.side} cats found. " +
"Tap to cross a square, tap it again for a cat."
},
fontWeight = FontWeight.Bold,
)
Text(
text = "Hearts " + "♥".repeat(current.heartsLeft) +
" · Hints " + current.hintsLeft,
style = MaterialTheme.typography.bodySmall,
)
Board(
state = current,
// Moves are refused rather than hidden: an attempt or a note
// the board would reject (a tap on a cat, mostly) has to die
// here, in the gesture, where the player can be doing nothing
// else the same instant.
onNote = { square -> if (square in pencils) controller.submit(TogglePencil(square)) },
onAttempt = { square -> if (square in places) controller.submit(PlaceCat(square)) },
)
if (TakeHint in legal) {
FilterChip(
selected = false,
onClick = { controller.submit(TakeHint) },
label = { Text("Hint") },
)
}
if (finished) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Button(onClick = onNewPuzzle) { Text("New puzzle") }
TextButton(onClick = onExit) { Text("Leave") }
}
}
current.log.takeLast(2).forEach {
Text(it, style = MaterialTheme.typography.bodySmall)
}
}
abandoned?.let { LeftBoardDialog(it, onExit, controller::dismissAbandoned) }
if (confirmingEnd) EndBoardDialog(onExit) { confirmingEnd = false }
}
}
/**
* The board as one gesture surface.
*
* Cells are drawn by weight inside a square frame, but input is not per-cell:
* a stroke is one continuous gesture, so the pointer works in board
* coordinates and maps positions to squares itself. The cell list renders
* underneath, and the live state is read through [rememberUpdatedState]
* because a gesture outlives the recompositions it lands in.
*/
@Composable
private fun Board(
state: MeowdokuState,
onNote: (Square) -> Unit,
onAttempt: (Square) -> Unit,
) {
val side = state.side
val current by rememberUpdatedState(state)
val note by rememberUpdatedState(onNote)
val attempt by rememberUpdatedState(onAttempt)
BoxWithConstraints(modifier = Modifier.fillMaxWidth()) {
// One cell's edge, so a cat is always about half a square whatever
// board was dealt.
val cell = maxWidth / side
Box(
modifier = Modifier
.aspectRatio(1f)
.pointerInput(side) {
val cellPx = size.width.toFloat() / side
var lastTap: Square? = null
var lastTapAt = 0L
awaitEachGesture {
val down = awaitFirstDown(requireUnconsumed = false)
val board = current
val start = squareAt(down.position, cellPx, side)
?: return@awaitEachGesture
if (start in board.cats) return@awaitEachGesture
val now = System.currentTimeMillis()
if (start == lastTap && now - lastTapAt < DOUBLE_TAP_WINDOW_MILLIS) {
// The second tap of a pair: the cat attempt, and
// no note — the cross it lands on was drawn by
// this pair's first tap, and the board replaces it.
lastTap = null
attempt(start)
do {
val event = awaitPointerEvent()
val change = event.changes.firstOrNull { it.id == down.id }
change?.consume()
} while (change != null && change.pressed)
return@awaitEachGesture
}
// The first tap: a note, and the stroke that may follow
// paints the same note everywhere it goes.
lastTap = start
lastTapAt = now
val erasing = start in board.marks
note(start)
val marks = board.marks.toMutableSet()
marks.flip(start)
var previous = start
while (true) {
val event = awaitPointerEvent()
val change = event.changes.firstOrNull { it.id == down.id }
if (change == null || !change.pressed) break
change.consume()
val here = squareAt(change.position, cellPx, side) ?: continue
if (here == previous) continue
for (square in path(previous, here)) {
if (square in board.cats) continue
// `marks` is the stroke's own mirror: the base
// board plus every note this stroke has
// already submitted. The state flow lags a
// frame behind submissions, and a stroke that
// crosses a square twice must leave it at the
// stroke's target, not flip it back.
//
// Erasing means "flip everything still
// crossed"; painting means "flip everything
// still blank" — which is the same test read
// two ways: flip while marked == erasing.
if ((square in marks) == erasing) {
note(square)
marks.flip(square)
}
}
previous = here
}
}
}
) {
Column(modifier = Modifier.aspectRatio(1f)) {
for (row in 0 until side) {
Row(modifier = Modifier.weight(1f)) {
for (col in 0 until side) {
CellView(
square = Square(row, col),
state = current,
glyphSize = (cell.value * 0.55f).sp,
modifier = Modifier.weight(1f),
)
}
}
}
}
}
}
}
/** Which square a pointer position is over, or null if it has left the board. */
private fun squareAt(position: Offset, cellPx: Float, side: Int): Square? {
val col = (position.x / cellPx).toInt()
val row = (position.y / cellPx).toInt()
if (row !in 0 until side || col !in 0 until side) return null
return Square(row, col)
}
/** Add the square, or drop it if it was already there — the stroke's own toggle. */
private fun MutableSet<Square>.flip(square: Square) {
if (!add(square)) remove(square)
}
/**
* The squares between two consecutive pointer reads, endpoints not repeated.
*
* A fast stroke publishes fewer positions than it crosses cells, so the line
* between two reads is walked in whole-cell steps. [path] returns at most one
* square per cell crossed, in order, which is what lets a stroke cross a row
* in one drag without missing the squares between two events.
*/
private fun path(from: Square, to: Square): List<Square> {
val dr = to.row - from.row
val dc = to.col - from.col
val steps = maxOf(abs(dr), abs(dc))
if (steps <= 1) return listOf(to)
return (1..steps).map { i ->
Square(
from.row + (dr * i.toFloat() / steps).roundToInt(),
from.col + (dc * i.toFloat() / steps).roundToInt(),
)
}
}
@Composable
private fun CellView(
square: Square,
state: MeowdokuState,
glyphSize: TextUnit,
modifier: Modifier,
) {
val isCat = square in state.cats
val isMark = square in state.marks
val justWrong = state.lastWrong && state.lastSquare == square
Box(
modifier = modifier
.aspectRatio(1f)
.border(1.dp, Color(0x33000000))
.background(RegionColours[state.regionOf(square) % RegionColours.size])
.then(
if (justWrong) Modifier.border(3.dp, CardRed) else Modifier
),
contentAlignment = Alignment.Center,
) {
when {
isCat -> Text("🐱", fontSize = glyphSize)
isMark -> Text(
"✕",
color = Color(0xAA1C1B1F),
fontWeight = FontWeight.Bold,
fontSize = glyphSize,
)
}
}
}
@Composable
private fun EndBoardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
AlertDialog(
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The board is left as it stands.") },
confirmButton = {
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@Composable
private fun LeftBoardDialog(notice: String, onExit: () -> Unit, onStay: () -> Unit) {
AlertDialog(
onDismissRequest = onStay,
title = { Text("The game has ended") },
text = { Text(notice) },
confirmButton = { TextButton(onClick = onExit) { Text("Leave the game") } },
dismissButton = { TextButton(onClick = onStay) { Text("Look at the board") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -483,7 +484,12 @@ private fun LeaveBoardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"at the table is told you have left."
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.BorderStroke
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -242,7 +243,12 @@ private fun EndBoardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The board is left as it stands.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.background
import androidx.compose.foundation.border
@@ -371,7 +372,12 @@ private fun LeaveFieldDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"at the table is told you have left."
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.Canvas
import androidx.compose.foundation.gestures.detectTapGestures
import androidx.compose.foundation.layout.Arrangement
@@ -668,7 +669,12 @@ private fun TayuConfirmEndDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"table is told you have left."
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
@@ -295,7 +296,12 @@ private fun EndCardDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
onDismissRequest = onKeepPlaying,
title = { Text("End this game?") },
text = { Text("The game ends here. Anyone else at the table is told you have left.") },
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -61,6 +61,11 @@ fun CatanBoardView(
rolledHexes: Set<Int> = emptySet(),
/** Cities & Knights: the knight whose menu is open or that is about to move. */
selectedKnight: Int? = null,
/** A placement lined up but not yet confirmed (or being dragged over): drawn as a solid ghost. */
stagedVertex: Int? = null,
stagedEdge: Int? = null,
/** The seat that will own the staged piece, for its colour. */
stagedSeat: Int? = null,
) {
val measurer = rememberTextMeasurer()
var size by remember { mutableStateOf(IntSize.Zero) }
@@ -118,6 +123,7 @@ fun CatanBoardView(
drawKnightTargets(targets, board, style)
drawVertexTargets(targets, selectedVertex ?: selectedKnight, board, style)
drawHexTargets(targets, board, style)
drawStaged(stagedVertex, stagedEdge, stagedSeat, board, style)
}
}
@@ -642,3 +648,21 @@ private fun DrawScope.drawCentered(
topLeft = Offset(at.x - layout.size.width / 2f, at.y - layout.size.height / 2f),
)
}
/** The ghost of a placement waiting for ✓: a solid piece in the player's colour with a bright ring. */
private fun DrawScope.drawStaged(vertex: Int?, edge: Int?, seat: Int?, board: BoardLayout, style: CatanStyle) {
val colour = seat?.let { style.seats.getOrNull(it) } ?: style.target
if (edge != null) {
val (a, b) = board.edgeEnds(edge)
val from = lerp(a, b, 0.1f)
val to = lerp(a, b, 0.9f)
drawLine(style.targetSelected, from.offset(), to.offset(), board.radius * style.roadWidth * 2.1f, StrokeCap.Round)
drawLine(colour, from.offset(), to.offset(), board.radius * style.roadWidth * 1.3f, StrokeCap.Round)
}
if (vertex != null) {
val at = board.vertex(vertex).offset()
val radius = board.radius * style.targetRadius
drawCircle(colour, radius * 1.3f, at)
drawCircle(style.targetSelected, radius * 1.9f, at, style = Stroke(width = board.radius * 0.1f))
}
}
@@ -1,5 +1,6 @@
package org.prolibertate.games.ui.game.catan
import org.prolibertate.games.ui.LocalEndGameHandle
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.ExperimentalLayoutApi
@@ -603,7 +604,12 @@ fun CatanEndGameDialog(onEnd: () -> Unit, onKeepPlaying: () -> Unit) {
"at the table is told you have left.",
)
},
confirmButton = { TextButton(onClick = onEnd) { Text("End the game") } },
confirmButton = {
// Ending a game on purpose also forgets the saved position: only
// leaving the table keeps it to be picked up again.
val handle = LocalEndGameHandle.current
TextButton(onClick = { handle.end(); onEnd() }) { Text("End the game") }
},
dismissButton = { TextButton(onClick = onKeepPlaying) { Text("Keep playing") } },
)
}
@@ -0,0 +1,458 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.gestures.detectDragGestures
import androidx.compose.foundation.gestures.detectTransformGestures
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.material3.Surface
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableFloatStateOf
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.rememberUpdatedState
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.clip
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.graphics.graphicsLayer
import androidx.compose.ui.input.pointer.pointerInput
import androidx.compose.ui.layout.LayoutCoordinates
import androidx.compose.ui.layout.onGloballyPositioned
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.Dp
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
/*
* The heads-up display pieces of the landscape Katan screen: the controls the
* Catan Universe match screen uses (see docs/RE-catan-universe.md), redrawn in
* 2D. Stateless, like everything in CatanPanels.kt: values in, lambdas out.
*/
/** A round HUD button: a glyph or short word, optionally with a one-word caption. */
@Composable
fun HudRoundButton(
glyph: String,
modifier: Modifier = Modifier,
caption: String? = null,
enabled: Boolean = true,
primary: Boolean = false,
tint: Color = Color.Unspecified,
diameter: Dp = 56.dp,
onClick: () -> Unit,
) {
val container = when {
tint != Color.Unspecified -> tint
primary -> MaterialTheme.colorScheme.primary
else -> MaterialTheme.colorScheme.secondaryContainer
}
val ink = if (primary || tint != Color.Unspecified) Color.White else MaterialTheme.colorScheme.onSecondaryContainer
Column(modifier, horizontalAlignment = Alignment.CenterHorizontally) {
Box(
modifier = Modifier
.size(diameter)
.clip(CircleShape)
.background(container.copy(alpha = if (enabled) 1f else 0.35f))
.border(2.dp, Color(0x55000000), CircleShape)
.then(if (enabled) Modifier.clickable(onClick = onClick) else Modifier),
contentAlignment = Alignment.Center,
) {
Text(glyph, color = ink.copy(alpha = if (enabled) 1f else 0.6f), fontSize = 18.sp, fontWeight = FontWeight.Bold)
}
// Always laid out, so the button column never changes height.
Text(caption ?: " ", fontSize = 10.sp, maxLines = 1)
}
}
/**
* The left-hand build column: one icon per piece. **Drag one onto the board** and
* release over a lit spot to stage it; or tap to arm the board and tap a spot. The
* column reports pointer positions in window coordinates so the screen can find the
* spot under the finger whatever the board's zoom and pan.
*/
@Composable
fun HudBuildColumn(
kinds: List<BuildKind>,
canBuild: Set<BuildKind>,
armed: BuildKind?,
modifier: Modifier = Modifier,
onTap: (BuildKind) -> Unit,
onDragStart: (BuildKind, Offset) -> Unit,
onDrag: (Offset) -> Unit,
onDragEnd: () -> Unit,
) {
Column(modifier, verticalArrangement = Arrangement.spacedBy(3.dp), horizontalAlignment = Alignment.CenterHorizontally) {
kinds.forEach { kind ->
BuildChip(kind, enabled = kind in canBuild, armed = armed == kind, onTap, onDragStart, onDrag, onDragEnd)
}
}
}
@Composable
private fun BuildChip(
kind: BuildKind,
enabled: Boolean,
armed: Boolean,
onTap: (BuildKind) -> Unit,
onDragStart: (BuildKind, Offset) -> Unit,
onDrag: (Offset) -> Unit,
onDragEnd: () -> Unit,
) {
var coords by remember { mutableStateOf<LayoutCoordinates?>(null) }
val start by rememberUpdatedState(onDragStart)
val move by rememberUpdatedState(onDrag)
val end by rememberUpdatedState(onDragEnd)
val tap by rememberUpdatedState(onTap)
val shape = RoundedCornerShape(12.dp)
Column(horizontalAlignment = Alignment.CenterHorizontally) {
Box(
modifier = Modifier
.size(46.dp)
.clip(shape)
.background(
when {
armed -> MaterialTheme.colorScheme.primary
else -> MaterialTheme.colorScheme.secondaryContainer.copy(alpha = if (enabled) 1f else 0.35f)
},
)
.border(2.dp, Color(0x55000000), shape)
.onGloballyPositioned { coords = it }
.pointerInput(enabled, kind) {
if (!enabled) return@pointerInput
detectDragGestures(
onDragStart = { local ->
coords?.localToWindow(local)?.let { start(kind, it) }
},
onDrag = { change, _ ->
change.consume()
coords?.localToWindow(change.position)?.let { move(it) }
},
onDragEnd = { end() },
onDragCancel = { end() },
)
}
.then(if (enabled) Modifier.clickable { tap(kind) } else Modifier),
contentAlignment = Alignment.Center,
) {
Text(
CatanHudGlyphs.of(kind),
fontSize = 22.sp,
color = if (armed) Color.White else MaterialTheme.colorScheme.onSecondaryContainer,
)
}
Text(CatanHudGlyphs.label(kind), fontSize = 10.sp, maxLines = 1)
}
}
/** Glyphs and captions of the build column. Kept apart so the art can be swapped for drawables. */
object CatanHudGlyphs {
fun of(kind: BuildKind): String = when (kind) {
BuildKind.ROAD -> "━"
BuildKind.SETTLEMENT -> "⌂"
BuildKind.CITY -> "▲"
BuildKind.WALL -> "▦"
BuildKind.KNIGHT -> "♞"
}
fun label(kind: BuildKind): String = when (kind) {
BuildKind.ROAD -> CatanText.ROAD
BuildKind.SETTLEMENT -> CatanText.SETTLEMENT
BuildKind.CITY -> CatanText.CITY
BuildKind.WALL -> CatanText.WALL
BuildKind.KNIGHT -> CatanText.KNIGHT
}
}
/** ✓ beside ✗: confirm or cancel a staged placement. Always laid out; enabled only while something is staged. */
@Composable
fun HudConfirmButtons(
staged: Boolean,
modifier: Modifier = Modifier,
onConfirm: () -> Unit,
onCancel: () -> Unit,
) {
Row(modifier, horizontalArrangement = Arrangement.spacedBy(6.dp), verticalAlignment = Alignment.Bottom) {
HudRoundButton("✓", caption = CatanText.CONFIRM_BUILD, enabled = staged, tint = Color(0xFF2E7D32), diameter = 48.dp, onClick = onConfirm)
HudRoundButton("✕", caption = CatanText.CANCEL_BUILD, enabled = staged, tint = Color(0xFFC62828), diameter = 48.dp, onClick = onCancel)
}
}
/**
* Pan with one finger, pinch to zoom, like the Universe board camera. The content
* is drawn through a graphics layer, so taps inside it arrive already in the
* content's own coordinates and the board's hit-testing needs no changes.
*/
@Composable
fun ZoomPanBox(
modifier: Modifier = Modifier,
minScale: Float = 1f,
maxScale: Float = 3f,
content: @Composable () -> Unit,
) {
var scale by remember { mutableFloatStateOf(1f) }
var offset by remember { mutableStateOf(Offset.Zero) }
Box(
modifier = modifier
.clip(RoundedCornerShape(0.dp))
.pointerInput(Unit) {
detectTransformGestures { centroid, pan, zoom, _ ->
val newScale = (scale * zoom).coerceIn(minScale, maxScale)
val centre = Offset(size.width / 2f, size.height / 2f)
// The content point under the fingers stays under them while zooming; then pan.
val world = (centroid - centre - offset) / scale
val next = centroid - centre - world * newScale + pan
val maxX = size.width * (newScale - 1f) / 2f
val maxY = size.height * (newScale - 1f) / 2f
offset = Offset(next.x.coerceIn(-maxX, maxX), next.y.coerceIn(-maxY, maxY))
scale = newScale
}
},
) {
Box(
Modifier
.fillMaxSize()
.graphicsLayer {
scaleX = scale
scaleY = scale
translationX = offset.x
translationY = offset.y
},
contentAlignment = Alignment.Center,
) { content() }
}
}
/** A small caption pill, for the drag hint and the staged-move text. */
@Composable
fun HudPill(text: String, modifier: Modifier = Modifier) {
Text(
text,
color = Color.White,
fontSize = 12.sp,
maxLines = 1,
modifier = modifier
.clip(RoundedCornerShape(50))
.background(Color(0xCC000000))
.padding(horizontal = 12.dp, vertical = 4.dp),
)
}
/**
* The landscape screen, laid out like the Catan Universe match view:
*
* ```
* ┌ player strip ───────────────────────────────────────────────┐
* │ prompt + dice │
* │ [build] the island (pinch / pan) [✓] [✕] │
* │ [column] │
* │ [log] ┌ your cards ┐ [buy][play] [⇄][●]│
* └─────────────┴────────────┴───────────────────────────────────┘
* ```
*
* Everything here is wiring around the existing panels; the island is handed in as [board].
*/
@Composable
fun CatanHud(
state: org.prolibertate.games.game.catan.CatanState,
seats: CatanSeats,
style: CatanStyle,
actions: CatanActions,
prompt: String,
notice: String?,
legal: List<org.prolibertate.games.game.catan.CatanMove>,
localSeat: Int,
targets: BoardTargets,
pointsOf: (Int) -> Int,
staged: org.prolibertate.games.game.catan.CatanMove?,
dragKind: BuildKind?,
dragAt: Offset?,
showLog: Boolean,
boardCoords: LayoutCoordinates?,
building: BuildKind?,
onBoardCoords: (LayoutCoordinates) -> Unit,
onToggleLog: () -> Unit,
onArm: (BuildKind) -> Unit,
onDragStart: (BuildKind, Offset) -> Unit,
onDrag: (Offset) -> Unit,
onDragEnd: () -> Unit,
onConfirm: () -> Unit,
onCancelStaged: () -> Unit,
onRoll: () -> Unit,
onEndTurn: () -> Unit,
onEndFreeRoads: () -> Unit,
onEndSmith: () -> Unit,
onRepickSetup: () -> Unit,
onBuyCard: () -> Unit,
onPlayCard: () -> Unit,
onTrade: () -> Unit,
onImprove: () -> Unit,
onProgress: () -> Unit,
board: @Composable (Modifier) -> Unit,
) {
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.spacedBy(2.dp)) {
HudPlayerStrip(state, seats, pointsOf, style)
Box(Modifier.weight(1f).fillMaxWidth()) {
// The island fills the whole area; controls float over its sea margin.
ZoomPanBox(Modifier.fillMaxSize().padding(start = 64.dp, end = 64.dp, top = 30.dp, bottom = 44.dp)) {
board(Modifier.onGloballyPositioned(onBoardCoords))
}
// What is going on, and the dice. Two lines, always.
Row(
Modifier.align(Alignment.TopCenter).padding(horizontal = 64.dp)
.clip(RoundedCornerShape(10.dp))
.background(MaterialTheme.colorScheme.surface.copy(alpha = 0.8f))
.padding(horizontal = 8.dp, vertical = 1.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(8.dp),
) {
Text(
text = notice ?: prompt,
style = MaterialTheme.typography.bodySmall,
color = if (notice != null) MaterialTheme.colorScheme.error else Color.Unspecified,
minLines = 2,
maxLines = 2,
modifier = Modifier.weight(1f),
)
CatanDice(state.lastDice, ck = state.isCk, event = state.ck?.eventDie)
}
// Left: pieces to drag onto the island.
HudBuildColumn(
kinds = actions.buildKinds,
canBuild = actions.canBuild,
armed = building,
modifier = Modifier.align(Alignment.CenterStart).padding(start = 6.dp),
onTap = onArm,
onDragStart = onDragStart,
onDrag = onDrag,
onDragEnd = onDragEnd,
)
// Right, middle: the card actions.
Column(
Modifier.align(Alignment.CenterEnd).padding(end = 6.dp),
verticalArrangement = Arrangement.spacedBy(4.dp),
horizontalAlignment = Alignment.CenterHorizontally,
) {
if (actions.ck) {
HudRoundButton("⬆", caption = CatanText.IMPROVE, enabled = actions.canImprove, diameter = 44.dp, onClick = onImprove)
HudRoundButton("🂠", caption = CatanText.CARDS_SHORT, enabled = actions.canPlayProgress, diameter = 44.dp, onClick = onProgress)
} else {
HudRoundButton("+", caption = CatanText.BUY_SHORT, enabled = actions.canBuyCard, diameter = 44.dp, onClick = onBuyCard)
HudRoundButton("🂠", caption = CatanText.CARDS_SHORT, enabled = actions.canPlayCard, diameter = 44.dp, onClick = onPlayCard)
}
}
// Bottom centre: your cards.
Box(
Modifier.align(Alignment.BottomCenter).padding(bottom = 4.dp, start = 80.dp, end = 270.dp)
.clip(RoundedCornerShape(12.dp))
.background(MaterialTheme.colorScheme.surface.copy(alpha = 0.85f))
.horizontalScroll(rememberScrollState())
.padding(6.dp),
) { CatanHand(state, localSeat) }
// Bottom left: the log.
Column(Modifier.align(Alignment.BottomStart).padding(start = 6.dp, bottom = 4.dp)) {
if (showLog) {
Surface(
modifier = Modifier.padding(bottom = 6.dp),
shape = RoundedCornerShape(12.dp),
color = MaterialTheme.colorScheme.surface.copy(alpha = 0.92f),
tonalElevation = 4.dp,
) {
CatanLog(state, Modifier.padding(8.dp).height(150.dp).width(260.dp))
}
}
HudRoundButton("☰", caption = CatanText.LOG_BUTTON, diameter = 40.dp, onClick = onToggleLog)
}
// Bottom right: place / cancel a lined-up piece, trade, and the turn button.
Row(
Modifier.align(Alignment.BottomEnd).padding(end = 6.dp, bottom = 4.dp),
horizontalArrangement = Arrangement.spacedBy(6.dp),
verticalAlignment = Alignment.Bottom,
) {
HudConfirmButtons(staged = staged != null, onConfirm = onConfirm, onCancel = onCancelStaged)
HudRoundButton("⇄", caption = CatanText.TRADE, enabled = actions.canTrade, diameter = 48.dp, onClick = onTrade)
PrimaryTurnButton(actions, onRoll, onEndTurn, onEndFreeRoads, onEndSmith, onRepickSetup)
}
if (dragKind != null && dragAt == null) HudPill(CatanText.DRAG_HINT, Modifier.align(Alignment.TopCenter))
}
}
}
/** The one big button: roll, end the turn, finish roads, or step back from a setup choice. */
@Composable
private fun PrimaryTurnButton(
actions: CatanActions,
onRoll: () -> Unit,
onEndTurn: () -> Unit,
onEndFreeRoads: () -> Unit,
onEndSmith: () -> Unit,
onRepickSetup: () -> Unit,
) {
val (glyph, caption, enabled, click) = when {
actions.canRoll -> Quad("🎲", CatanText.ROLL_SHORT, true, onRoll)
actions.canEndFreeRoads -> Quad("✔", CatanText.DONE_SHORT, true, onEndFreeRoads)
actions.canEndSmith -> Quad("✔", CatanText.DONE_SHORT, true, onEndSmith)
actions.canRepickSetup -> Quad("↺", CatanText.CANCEL, true, onRepickSetup)
else -> Quad("➜", CatanText.END_SHORT, actions.canEndTurn, onEndTurn)
}
HudRoundButton(glyph, caption = caption, enabled = enabled, primary = true, diameter = 72.dp, onClick = click)
}
private data class Quad(val glyph: String, val caption: String, val enabled: Boolean, val click: () -> Unit)
/** Everyone's colour, name, points and card count in one thin row across the top. */
@Composable
private fun HudPlayerStrip(
state: org.prolibertate.games.game.catan.CatanState,
seats: CatanSeats,
pointsOf: (Int) -> Int,
style: CatanStyle,
) {
Row(Modifier.fillMaxWidth().padding(horizontal = 6.dp, vertical = 2.dp), horizontalArrangement = Arrangement.spacedBy(6.dp)) {
(0 until state.playerCount).forEach { seat ->
val onTurn = seat == state.turn
val shape = RoundedCornerShape(10.dp)
Row(
Modifier.weight(1f)
.clip(shape)
.background(MaterialTheme.colorScheme.surfaceVariant)
.border(if (onTurn) 2.dp else 1.dp, if (onTurn) MaterialTheme.colorScheme.primary else Color(0x33000000), shape)
.padding(horizontal = 8.dp, vertical = 4.dp),
verticalAlignment = Alignment.CenterVertically,
horizontalArrangement = Arrangement.spacedBy(6.dp),
) {
Box(
Modifier.size(14.dp).clip(CircleShape).background(style.seats[seat]).border(1.dp, style.pieceOutline, CircleShape),
)
Text(seats.label(seat), fontSize = 12.sp, fontWeight = FontWeight.Bold, maxLines = 1, modifier = Modifier.weight(1f))
Text("${pointsOf(seat)} VP · ${state.resourceCount(seat)}🂠", fontSize = 12.sp, maxLines = 1)
}
}
}
}
@@ -142,6 +142,42 @@ data class DevCardInHand(val card: DevCard, val plays: List<CatanMove>) {
*/
object CatanInteraction {
// --- Staged placements and drag-to-build ------------------------------------
/** A place on the board a dragged piece is over: one crossing or one edge. */
data class Spot(val vertex: Int? = null, val edge: Int? = null)
/**
* The spot a finger at [at] (board pixels) is nearest to, among [targets]. [reach] is
* generous (fingers cover what they point at), and edges are only offered when no
* crossing is lit, matching what a tap would do.
*/
fun snap(layout: BoardLayout, targets: BoardTargets, at: Pt, reach: Float): Spot? = when {
targets.tappableVertices.isNotEmpty() ->
layout.nearestVertex(at, reach, targets.tappableVertices)?.let { Spot(vertex = it) }
targets.edges.isNotEmpty() -> layout.nearestEdge(at, reach, targets.edges)?.let { Spot(edge = it) }
else -> null
}
/** The move a build tap or drop would make, if it is a placement that waits for ✓. */
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
}
}
/** 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 BuildSettlement -> Spot(vertex = move.vertex)
is BuildCity -> Spot(vertex = move.vertex)
is BuildWall -> Spot(vertex = move.vertex)
is HireKnight -> Spot(vertex = move.vertex)
else -> Spot()
}
// --- Board ---------------------------------------------------------------
fun targets(
@@ -9,6 +9,15 @@ import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxSize
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.height
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.background
import androidx.compose.material3.Surface
import androidx.compose.ui.geometry.Offset
import androidx.compose.ui.layout.LayoutCoordinates
import androidx.compose.ui.layout.onGloballyPositioned
import androidx.compose.ui.unit.IntSize
import org.prolibertate.games.game.catan.BuildRoad
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.verticalScroll
import androidx.compose.material3.MaterialTheme
@@ -22,6 +31,7 @@ import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.platform.LocalConfiguration
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.graphics.Color
@@ -104,6 +114,18 @@ fun CatanScreen(
var armed by remember { mutableStateOf<ArmedCard?>(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
// build column (and where the finger is, in window pixels), the log popup, and the board.
var staged by remember { mutableStateOf<CatanMove?>(null) }
var dragKind by remember { mutableStateOf<BuildKind?>(null) }
var dragAt by remember { mutableStateOf<Offset?>(null) }
var showLog by remember { mutableStateOf(false) }
var boardCoords by remember { mutableStateOf<LayoutCoordinates?>(null) }
val config = LocalConfiguration.current
// Landscape gets the heads-up display; portrait keeps the stacked layout.
val wide = config.screenWidthDp > config.screenHeightDp * 1.1f
val staging = wide
val dark = isSystemInDarkTheme()
val style = remember(dark) { catanStyle(dark) }
@@ -114,6 +136,7 @@ fun CatanScreen(
// settlement that is no longer pending).
LaunchedEffect(legal) {
if (building != null && building !in CatanInteraction.canBuild(legal)) building = null
if (staged != null && staged !in legal) staged = null
if (setupVertex != null && legal.none { it is SetupPlace && it.vertex == setupVertex }) {
setupVertex = null
}
@@ -128,6 +151,7 @@ fun CatanScreen(
knightMenu = null
movingKnight = null
armed = null
staged = null
}
}
@@ -143,6 +167,9 @@ fun CatanScreen(
knightMenu = null
movingKnight = null
armed = null
staged = null
dragKind = null
dragAt = null
}
val endGameAction: @Composable () -> Unit = {
@@ -192,13 +219,17 @@ fun CatanScreen(
)
val handle: (TapOutcome) -> Unit = { outcome ->
when (outcome) {
val wait = if (staging) CatanInteraction.stageable(outcome, building) else null
when {
wait != null -> staged = wait
else -> when (outcome) {
TapOutcome.Ignored -> Unit
is TapOutcome.Submit -> submit(outcome.move)
is TapOutcome.PickSetupVertex -> setupVertex = outcome.vertex
is TapOutcome.PickRobberVictim -> victimChoice = outcome
is TapOutcome.PickKnight -> knightMenu = outcome.vertex
is TapOutcome.PickFirstHex -> armed = armed?.copy(firstHex = outcome.hex)
}
}
}
@@ -210,10 +241,14 @@ fun CatanScreen(
CompositionLocalProvider(LocalCatanStyle provides style) {
ScreenScaffold(title = CatanText.TITLE, onBack = onExit, actions = endGameAction) { modifier ->
BoxWithConstraints(modifier = modifier) {
val wide = maxWidth > maxHeight * 1.1f
// Phones (either way up) get the one-button build menu.
val compactBuild = !wide || maxWidth < 600.dp
val hoverSpot = if (dragKind != null) dragSpot(boardCoords, dragAt, targets) else null
val stagedSpot = CatanInteraction.spotOf(staged)
val ghostVertex = hoverSpot?.vertex ?: stagedSpot.vertex
val ghostEdge = hoverSpot?.edge ?: stagedSpot.edge
val board: @Composable (Modifier) -> Unit = { boardModifier ->
CatanBoardView(
state = current,
@@ -233,6 +268,9 @@ fun CatanScreen(
style = style,
rolledHexes = rolledHexes,
selectedKnight = movingKnight ?: knightMenu,
stagedVertex = ghostVertex,
stagedEdge = ghostEdge,
stagedSeat = localSeat,
)
}
val players: @Composable (Boolean) -> Unit = { grid ->
@@ -265,21 +303,61 @@ fun CatanScreen(
}
if (wide) {
Row(Modifier.fillMaxSize(), horizontalArrangement = Arrangement.spacedBy(12.dp)) {
Box(Modifier.weight(1.5f).fillMaxSize(), contentAlignment = Alignment.Center) {
board(Modifier)
}
Column(
modifier = Modifier.weight(1f).fillMaxSize().verticalScroll(rememberScrollState()),
verticalArrangement = Arrangement.spacedBy(8.dp),
) {
players(true)
if (current.isCk) CatanBarbarians(current, style = style)
promptRow()
handAndActions()
CatanLog(current, Modifier.fillMaxWidth().height(120.dp))
}
}
CatanHud(
state = current,
seats = seats,
style = style,
actions = actions,
prompt = prompt,
notice = notice,
legal = legal,
localSeat = localSeat,
targets = targets,
pointsOf = pointsOf,
staged = staged,
dragKind = dragKind,
dragAt = dragAt,
showLog = showLog,
boardCoords = boardCoords,
building = building,
onBoardCoords = { boardCoords = it },
onToggleLog = { showLog = !showLog },
onArm = { kind -> building = if (building == kind) null else kind; staged = null },
onDragStart = { kind, at ->
building = kind
staged = null
dragKind = kind
dragAt = at
},
onDrag = { dragAt = it },
onDragEnd = {
val spot = dragSpot(boardCoords, dragAt, targets)
dragKind = null
dragAt = null
val outcome = when {
spot?.vertex != null -> CatanInteraction.onVertexTap(
spot.vertex, legal, building, setupVertex,
ownKnights = if (legal.isNotEmpty()) ownKnights else emptySet(),
)
spot?.edge != null -> CatanInteraction.onEdgeTap(spot.edge, legal, building, setupVertex, armed)
else -> TapOutcome.Ignored
}
handle(outcome)
},
onConfirm = { staged?.let(submit) },
onCancelStaged = { staged = null; building = null },
onRoll = { submit(RollDice()) },
onEndTurn = { legal.firstOrNull { m -> m is EndTurn }?.let(submit) },
onEndFreeRoads = { legal.firstOrNull { m -> m is EndFreeRoads }?.let(submit) },
onEndSmith = { legal.firstOrNull { m -> m is EndSmith }?.let(submit) },
onRepickSetup = { setupVertex = null },
onBuyCard = { legal.firstOrNull { m -> m is BuyDevCard }?.let(submit) },
onPlayCard = { showCards = true },
onTrade = { showTrade = true },
onImprove = { showImprove = true },
onProgress = { showProgress = true },
board = { m -> board(m) },
)
} else {
Column(Modifier.fillMaxSize(), verticalArrangement = Arrangement.spacedBy(8.dp)) {
players(false)
@@ -291,6 +369,39 @@ fun CatanScreen(
handAndActions()
}
}
// The trade board slides up over the bottom of the island (base game; Cities &
// Knights trades goods and still uses its dialogs).
val offerToMe = current.pendingTrade?.takeIf {
current.phase == CatanPhase.TRADE_PENDING && it.asking == localSeat && !current.isCk
}
val boardsAllowed = abandoned == null && !confirmingEnd && current.phase != CatanPhase.GAME_OVER
if (boardsAllowed && offerToMe != null) {
CatanTradeReplyBoard(
state = current,
seat = localSeat,
offer = offerToMe,
seats = seats,
canAccept = CatanInteraction.tradeResponses(legal).first,
onAccept = { submit(AcceptTrade) },
onDecline = { submit(DeclineTrade) },
onCounter = submit,
modifier = Modifier.align(Alignment.BottomCenter),
style = style,
)
} else if (boardsAllowed && showTrade && !current.isCk) {
CatanTradeBoard(
state = current,
seat = localSeat,
seats = seats,
legal = legal,
onBank = submit,
onOffer = submit,
onClose = { showTrade = false },
modifier = Modifier.align(Alignment.BottomCenter),
style = style,
)
}
}
CatanDialogHost(
@@ -432,7 +543,6 @@ private fun CatanDialogHost(
onCancelCards: () -> Unit,
onCancelTrade: () -> Unit,
) {
val offer = state.pendingTrade
val goodsOffer = state.ck?.goodsOffer
when {
abandoned != null -> CatanAbandonedDialog(abandoned, onExit, onStay)
@@ -473,18 +583,6 @@ private fun CatanDialogHost(
onNoDeal = { onSubmit(DismissCounters) },
)
state.phase == CatanPhase.TRADE_PENDING && offer != null && offer.asking == localSeat ->
CatanTradeResponseDialog(
state = state,
seat = localSeat,
offer = offer,
seats = seats,
canAccept = CatanInteraction.tradeResponses(legal).first,
onAccept = { onSubmit(AcceptTrade) },
onDecline = { onSubmit(DeclineTrade) },
onCounter = onSubmit,
)
state.phase == CatanPhase.TRADE_COUNTERS && state.turn == localSeat && legal.isNotEmpty() ->
CatanCounterChoiceDialog(
counters = CatanInteraction.counterChoices(state, legal),
@@ -541,17 +639,6 @@ private fun CatanDialogHost(
onOffer = onSubmit,
onCancel = onCancelTrade,
)
showTrade ->
CatanTradeDialog(
state = state,
seat = localSeat,
seats = seats,
legal = legal,
onBank = onSubmit,
onOffer = onSubmit,
onCancel = onCancelTrade,
)
}
}
@@ -612,3 +699,11 @@ private fun ChoreDialog(
else -> Unit
}
}
/** The board spot under a dragged finger ([at], in window pixels), or null off the board. */
private fun dragSpot(coords: LayoutCoordinates?, at: Offset?, targets: BoardTargets): CatanInteraction.Spot? {
if (coords == null || at == null || !coords.isAttached) return null
val local = coords.windowToLocal(at)
val layout = CatanGeometry.fit(coords.size.width.toFloat(), coords.size.height.toFloat())
return CatanInteraction.snap(layout, targets, Pt(local.x, local.y), layout.radius * 1.2f)
}
@@ -139,6 +139,28 @@ object CatanText {
const val YOU_GIVE = "You give"
const val YOU_GET = "You get"
const val SEND_OFFER = "Send offer"
// --- Trade board and HUD -----------------------------------------------------
const val TAB_PLAYER = "Player"
const val TAB_BANK = "Bank"
const val YOU_RECEIVE_ROW = "You get"
const val YOU_GIVE_ROW = "You give"
const val TRADE_HINT_PLAYER = "Tap cards to build an offer. Tap a player to address it to them alone."
const val TRADE_HINT_BANK = "Tap what you give, then what you want."
const val TRADE_HINT_BANK_EMPTY = "You do not hold enough of any one resource to trade with the bank."
const val TRADE_HINT_COUNTER = "Change the terms, then send them back."
const val HIDE = "Hide"
const val DENY = "Deny"
const val CONFIRM_BUILD = "Place"
const val CANCEL_BUILD = "Cancel"
const val DRAG_HINT = "Drag a piece onto the board"
const val LOG_BUTTON = "Log"
const val CARDS_SHORT = "Cards"
const val BUY_SHORT = "Buy"
const val ROLL_SHORT = "Roll"
const val END_SHORT = "End"
const val DONE_SHORT = "Done"
const val LOG_TITLE = "Table log"
const val NO_LOG = "Nothing has happened yet."
const val END_GAME = "End game"
const val LOOK_AT_BOARD = "Look at the board"
@@ -0,0 +1,415 @@
package org.prolibertate.games.ui.game.catan
import androidx.compose.foundation.background
import androidx.compose.foundation.border
import androidx.compose.foundation.clickable
import androidx.compose.foundation.horizontalScroll
import androidx.compose.foundation.layout.Arrangement
import androidx.compose.foundation.layout.Box
import androidx.compose.foundation.layout.Column
import androidx.compose.foundation.layout.Row
import androidx.compose.foundation.layout.fillMaxWidth
import androidx.compose.foundation.layout.heightIn
import androidx.compose.foundation.layout.padding
import androidx.compose.foundation.layout.size
import androidx.compose.foundation.layout.width
import androidx.compose.foundation.rememberScrollState
import androidx.compose.foundation.shape.CircleShape
import androidx.compose.foundation.shape.RoundedCornerShape
import androidx.compose.material3.HorizontalDivider
import androidx.compose.material3.MaterialTheme
import androidx.compose.material3.Surface
import androidx.compose.material3.Text
import androidx.compose.runtime.Composable
import androidx.compose.runtime.getValue
import androidx.compose.runtime.mutableStateOf
import androidx.compose.runtime.remember
import androidx.compose.runtime.setValue
import androidx.compose.ui.Alignment
import androidx.compose.ui.Modifier
import androidx.compose.ui.draw.alpha
import androidx.compose.ui.draw.clip
import androidx.compose.ui.graphics.Color
import androidx.compose.ui.text.font.FontWeight
import androidx.compose.ui.unit.dp
import androidx.compose.ui.unit.sp
import org.prolibertate.games.game.catan.CatanMove
import org.prolibertate.games.game.catan.CatanState
import org.prolibertate.games.game.catan.CounterTrade
import org.prolibertate.games.game.catan.MaritimeTrade
import org.prolibertate.games.game.catan.OfferTrade
import org.prolibertate.games.game.catan.Resource
import org.prolibertate.games.game.catan.TradeOffer
/*
* The trade board: the 2D version of Catan Universe's trade panel (see
* docs/RE-catan-universe.md). One panel slides up over the bottom of the board:
*
* header [Player | Bank] hint rival buttons
* top row the cards you GET, tinted with the other side's colour
* arrows
* bottom row the cards you GIVE, tinted with your colour
* right ▾ hide ✕ deny ✓ accept
*
* Like every Katan panel it decides nothing: what may be offered is asked of
* [CatanInteraction], and what a bank trade costs comes from the engine's legal list.
*/
private enum class TradeMode { PLAYER, BANK }
private fun Map<Resource, Int>.cards(): List<Resource> =
Resource.entries.flatMap { r -> List(this[r] ?: 0) { r } }
/** The panel for starting a trade: with the bank, or an offer to one rival or everyone. */
@Composable
fun CatanTradeBoard(
state: CatanState,
seat: Int,
seats: CatanSeats,
legal: List<CatanMove>,
onBank: (MaritimeTrade) -> Unit,
onOffer: (OfferTrade) -> Unit,
onClose: () -> Unit,
modifier: Modifier = Modifier,
style: CatanStyle = LocalCatanStyle.current,
) {
var mode by remember { mutableStateOf(TradeMode.BANK) }
var to by remember { mutableStateOf<Int?>(null) }
var give by remember { mutableStateOf(emptyMap<Resource, Int>()) }
var get by remember { mutableStateOf(emptyMap<Resource, Int>()) }
var bankGive by remember { mutableStateOf<Resource?>(null) }
var bankGet by remember { mutableStateOf<Resource?>(null) }
val bank = CatanInteraction.bankTrades(legal)
val giveCards = give.cards()
val getCards = get.cards()
val canSend = CatanInteraction.offerAllowed(state, seat, to, giveCards, getCards)
val bankMove = bankGive?.let { g -> bankGet?.takeIf { it in bank[g].orEmpty() }?.let { MaritimeTrade(g, it) } }
val rivals = (0 until state.playerCount).filter { it != seat }
val headerRight: @Composable () -> Unit = {
if (mode == TradeMode.PLAYER) {
RivalButtons(rivals, to, style, seats) { to = if (to == it) null else it }
}
}
TradeBoardFrame(
modifier = modifier,
topTint = if (mode == TradeMode.PLAYER && to != null) style.seats[to!!] else Color.Gray,
bottomTint = style.seats[seat],
header = {
TradeTab(CatanText.TAB_BANK, mode == TradeMode.BANK) { mode = TradeMode.BANK }
TradeTab(CatanText.TAB_PLAYER, mode == TradeMode.PLAYER) { mode = TradeMode.PLAYER }
},
headline = when {
mode == TradeMode.PLAYER -> CatanText.TRADE_HINT_PLAYER
bank.isEmpty() -> CatanText.TRADE_HINT_BANK_EMPTY
else -> CatanText.TRADE_HINT_BANK
},
headerRight = headerRight,
topLabel = CatanText.YOU_RECEIVE_ROW,
bottomLabel = CatanText.YOU_GIVE_ROW,
topRow = {
if (mode == TradeMode.PLAYER) {
TradeCardRow(
counts = get,
limit = { 9 },
onChange = { get = it },
)
} else {
val choices = bankGive?.let { bank[it] }.orEmpty().toSet()
TradeCardRow(
counts = bankGet?.let { mapOf(it to 1) } ?: emptyMap(),
limit = { if (it in choices) 1 else 0 },
enabledOf = { it in choices },
onChange = {},
pick = { bankGet = if (bankGet == it) null else it },
)
}
},
bottomRow = {
if (mode == TradeMode.PLAYER) {
TradeCardRow(
counts = give,
limit = { state.resources[seat][it] ?: 0 },
onChange = { give = it },
)
} else {
TradeCardRow(
counts = bank.keys.associateWith { CatanInteraction.bankRatio(state, seat, it) },
limit = { 0 },
enabledOf = { it in bank },
selected = bankGive,
caption = { r -> if (r in bank) "${CatanInteraction.bankRatio(state, seat, r)} : 1" else " " },
onChange = {},
pick = { r ->
bankGive = if (bankGive == r) null else r
bankGet = null
},
)
}
},
acceptEnabled = if (mode == TradeMode.PLAYER) canSend else bankMove != null,
onAccept = {
if (mode == TradeMode.PLAYER) {
onOffer(OfferTrade(to, giveCards, getCards))
} else {
bankMove?.let(onBank)
}
},
denyEnabled = true,
onDeny = {
give = emptyMap()
get = emptyMap()
bankGive = null
bankGet = null
to = null
},
onHide = onClose,
)
}
/**
* The panel for an offer made to the local player: the same layout, read-only. ✓ accepts,
* ✕ declines, and *Counter…* turns the rows editable, pre-filled with the mirror of the offer.
*/
@Composable
fun CatanTradeReplyBoard(
state: CatanState,
seat: Int,
offer: TradeOffer,
seats: CatanSeats,
canAccept: Boolean,
onAccept: () -> Unit,
onDecline: () -> Unit,
onCounter: (CounterTrade) -> Unit,
modifier: Modifier = Modifier,
style: CatanStyle = LocalCatanStyle.current,
) {
var countering by remember(offer) { mutableStateOf(false) }
var give by remember(offer) { mutableStateOf(offer.get.groupingBy { it }.eachCount()) }
var get by remember(offer) { mutableStateOf(offer.give.groupingBy { it }.eachCount()) }
val counter = CounterTrade(give.cards(), get.cards())
TradeBoardFrame(
modifier = modifier,
topTint = style.seats[offer.by],
bottomTint = style.seats[seat],
header = {
TradeTab(CatanText.COUNTER, countering) { countering = !countering }
},
headline = if (countering) {
CatanText.TRADE_HINT_COUNTER
} else {
CatanText.tradeSummary(
by = seats.label(offer.by),
to = if (offer.to == null) "the table" else "you",
give = offer.give,
get = offer.get,
)
},
headerRight = {},
topLabel = CatanText.YOU_RECEIVE_ROW,
bottomLabel = CatanText.YOU_GIVE_ROW,
topRow = {
if (countering) {
TradeCardRow(get, limit = { state.resources[offer.by][it] ?: 0 }, onChange = { get = it })
} else {
TradeCardRow(offer.give.groupingBy { it }.eachCount(), limit = { 0 }, onChange = {})
}
},
bottomRow = {
if (countering) {
TradeCardRow(give, limit = { state.resources[seat][it] ?: 0 }, onChange = { give = it })
} else {
TradeCardRow(offer.get.groupingBy { it }.eachCount(), limit = { 0 }, onChange = {})
}
},
acceptEnabled = if (countering) {
CatanInteraction.counterAllowed(state, seat, counter.give, counter.get)
} else {
canAccept
},
onAccept = { if (countering) onCounter(counter) else onAccept() },
denyEnabled = true,
onDeny = onDecline,
onHide = null,
)
}
// ---------------------------------------------------------------------------
// Pieces
// ---------------------------------------------------------------------------
@Composable
private fun TradeBoardFrame(
topTint: Color,
bottomTint: Color,
header: @Composable () -> Unit,
headline: String,
headerRight: @Composable () -> Unit,
topLabel: String,
bottomLabel: String,
topRow: @Composable () -> Unit,
bottomRow: @Composable () -> Unit,
acceptEnabled: Boolean,
onAccept: () -> Unit,
denyEnabled: Boolean,
onDeny: () -> Unit,
onHide: (() -> Unit)?,
modifier: Modifier = Modifier,
) {
Surface(
modifier = modifier.fillMaxWidth(),
shape = RoundedCornerShape(topStart = 18.dp, topEnd = 18.dp),
color = MaterialTheme.colorScheme.surface.copy(alpha = 0.97f),
tonalElevation = 6.dp,
shadowElevation = 12.dp,
) {
Row(Modifier.padding(horizontal = 12.dp, vertical = 8.dp)) {
Column(Modifier.weight(1f), verticalArrangement = Arrangement.spacedBy(6.dp)) {
Row(verticalAlignment = Alignment.CenterVertically, horizontalArrangement = Arrangement.spacedBy(8.dp)) {
header()
Text(
headline,
style = MaterialTheme.typography.bodySmall,
// Two lines, always: the panel keeps its height whatever is said.
minLines = 2,
maxLines = 2,
modifier = Modifier.weight(1f),
)
headerRight()
}
HorizontalDivider()
TintedRow(topTint, topLabel, topRow)
Text("⇣ ⇣ ⇣", modifier = Modifier.align(Alignment.CenterHorizontally), fontSize = 14.sp)
TintedRow(bottomTint, bottomLabel, bottomRow)
}
Column(
modifier = Modifier.padding(start = 10.dp).width(72.dp),
verticalArrangement = Arrangement.spacedBy(6.dp, Alignment.CenterVertically),
horizontalAlignment = Alignment.CenterHorizontally,
) {
// Always three slots, so the column does not shift when there is nothing to hide.
if (onHide != null) {
HudRoundButton("▾", caption = CatanText.HIDE, diameter = 48.dp, onClick = onHide)
} else {
Box(Modifier.size(48.dp))
}
HudRoundButton("✕", caption = CatanText.DENY, enabled = denyEnabled, tint = Color(0xFFC62828), diameter = 52.dp, onClick = onDeny)
HudRoundButton("✓", caption = CatanText.ACCEPT, enabled = acceptEnabled, tint = Color(0xFF2E7D32), diameter = 60.dp, onClick = onAccept)
}
}
}
}
@Composable
private fun TintedRow(tint: Color, label: String, content: @Composable () -> Unit) {
val shape = RoundedCornerShape(12.dp)
Column(
Modifier
.fillMaxWidth()
.clip(shape)
.background(tint.copy(alpha = 0.18f))
.border(1.dp, tint.copy(alpha = 0.5f), shape)
.padding(horizontal = 8.dp, vertical = 4.dp),
) {
Text(label, fontSize = 10.sp, fontWeight = FontWeight.Bold)
Box(Modifier.horizontalScroll(rememberScrollState())) { content() }
}
}
/**
* Five resource cards in a row. Tapping a card adds one (up to [limit]); the "−" under it
* takes one back. A bank row passes [pick] instead, and a tap selects the card.
*/
@Composable
private fun TradeCardRow(
counts: Map<Resource, Int>,
limit: (Resource) -> Int,
onChange: (Map<Resource, Int>) -> Unit,
enabledOf: (Resource) -> Boolean = { true },
selected: Resource? = null,
caption: ((Resource) -> String)? = null,
pick: ((Resource) -> Unit)? = null,
) {
Row(horizontalArrangement = Arrangement.spacedBy(8.dp)) {
Resource.entries.forEach { resource ->
val n = counts[resource] ?: 0
Column(horizontalAlignment = Alignment.CenterHorizontally) {
ResourceTile(
resource = resource,
count = n,
selected = selected == resource,
enabled = enabledOf(resource) && (pick != null || n > 0 || limit(resource) > 0),
onClick = {
if (pick != null) {
pick(resource)
} else if (n < limit(resource)) {
onChange(counts + (resource to n + 1))
}
},
)
if (caption != null) {
Text(caption(resource), fontSize = 11.sp, fontWeight = FontWeight.Bold)
} else {
// Always laid out so the row never changes height.
Text(
"−",
fontSize = 20.sp,
fontWeight = FontWeight.Bold,
modifier = Modifier
.alpha(if (n > 0 && pick == null && limit(resource) >= 0) 1f else 0f)
.clickable(enabled = n > 0 && pick == null) {
onChange(counts + (resource to n - 1))
}
.padding(horizontal = 14.dp),
)
}
}
}
}
}
@Composable
private fun TradeTab(label: String, selected: Boolean, onClick: () -> Unit) {
val shape = RoundedCornerShape(50)
Text(
label,
fontSize = 13.sp,
fontWeight = FontWeight.Bold,
color = if (selected) MaterialTheme.colorScheme.onPrimary else MaterialTheme.colorScheme.onSurface,
modifier = Modifier
.clip(shape)
.background(if (selected) MaterialTheme.colorScheme.primary else MaterialTheme.colorScheme.surfaceVariant)
.clickable(onClick = onClick)
.padding(horizontal = 14.dp, vertical = 8.dp),
)
}
/** One round button per rival: tap to address the offer to them alone, tap again for everyone. */
@Composable
private fun RivalButtons(
rivals: List<Int>,
chosen: Int?,
style: CatanStyle,
seats: CatanSeats,
onTap: (Int) -> Unit,
) {
Row(horizontalArrangement = Arrangement.spacedBy(6.dp)) {
rivals.forEach { rival ->
val picked = chosen == rival
Box(
Modifier
.size(40.dp)
.clip(CircleShape)
.background(style.seats[rival])
.border(if (picked) 4.dp else 1.dp, if (picked) Color.White else Color(0x55000000), CircleShape)
.clickable { onTap(rival) },
contentAlignment = Alignment.Center,
) {
Text(seats.label(rival).take(1).uppercase(), color = Color.White, fontWeight = FontWeight.Bold, fontSize = 14.sp)
}
}
}
}
@@ -107,24 +107,36 @@ class CatalogTest {
@Test
fun `every reference game in the catalogue can be played`() {
// Every game the app ships is playable. The one exception is Katan,
// listed so the slot exists and marked *Coming soon* until its engine
// and screen land — `available = false` is what keeps an unfinished
// game out of a production build while leaving it visible on a dev one.
// Every game the app ships is playable. The exceptions are the games
// whose engine and screen exist but have not been verified on a real
// device yet: they are marked as previews so a production build keeps
// them out while a dev one can open them. `available = false` is what
// keeps an unverified game out of a production build while leaving it
// visible on a dev one.
assertEquals(
listOf(GameCatalog.CATAN),
listOf(GameCatalog.CATAN, GameCatalog.MEOWDOKU),
GameCatalog.all.filterNot { it.available }.map { it.id },
)
// It is also the only difference the two channels see in a menu.
val hiddenFromProduction = GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true) -
// Katan sits under Board and Meowdoku under Solitaire, so the two
// channels part ways in different sections.
val hiddenFromBoard = GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true) -
GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false)
assertEquals(listOf(GameCatalog.byId(GameCatalog.CATAN)!!), hiddenFromProduction)
assertEquals(listOf(GameCatalog.byId(GameCatalog.CATAN)!!), hiddenFromBoard)
val hiddenFromSolitaire = GameCatalog.inMenu(GameMenu.SOLITAIRE, includeComingSoon = true) -
GameCatalog.inMenu(GameMenu.SOLITAIRE, includeComingSoon = false)
assertEquals(listOf(GameCatalog.byId(GameCatalog.MEOWDOKU)!!), hiddenFromSolitaire)
}
@Test
fun `a preview game opens on a dev build and nowhere else`() {
// Katan until its two-device play is verified; Meowdoku until its board
// and hearts have been looked at on a real screen.
val preview = GameCatalog.all.filter { it.devPreview }
assertTrue("Katan is the preview game", preview.map { it.id } == listOf(GameCatalog.CATAN))
assertEquals(
setOf(GameCatalog.CATAN, GameCatalog.MEOWDOKU),
preview.map { it.id }.toSet(),
)
preview.forEach { game ->
assertFalse("${game.id}: preview is for games that are not yet available", game.available)
assertTrue("${game.id} should open on a dev build", game.playableIn(devBuild = true))
@@ -0,0 +1,119 @@
package org.prolibertate.games.game.engine
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Rule
import org.junit.Test
import org.junit.rules.TemporaryFolder
import java.io.File
class SavedGameStoreTest {
@get:Rule
val folder = TemporaryFolder()
private fun store() = SavedGameStore(File(folder.root, "saves"))
private fun match(gameId: String = "chess", state: String = "{\"turn\":1}", at: Long = 1_000L) = SavedMatch(
gameId = gameId,
config = TableConfig(
gameId = gameId,
seats = listOf(
PlayerSlot(0, "You", PlayerKind.HUMAN_LOCAL, 0),
PlayerSlot(1, "Computer", PlayerKind.AI, 1),
),
optionsJson = "{}",
seed = 42L,
),
localSeat = 0,
stateJson = state,
savedAtMillis = at,
summary = "White to move",
)
@Test
fun `a saved game comes back exactly as it went in`() {
val s = store()
s.save(match())
assertEquals(match(), s.load("chess"))
}
@Test
fun `there is nothing to load before anything is saved`() {
assertNull(store().load("chess"))
assertTrue(store().all().isEmpty())
}
@Test
fun `a game keeps one slot, and saving again replaces it`() {
val s = store()
s.save(match(state = "one", at = 1))
s.save(match(state = "two", at = 2))
assertEquals("two", s.load("chess")!!.stateJson)
assertEquals(1, s.all().size)
}
@Test
fun `clearing forgets the game and leaves the others`() {
val s = store()
s.save(match("chess"))
s.save(match("golf"))
s.clear("chess")
assertNull(s.load("chess"))
assertEquals("golf", s.load("golf")!!.gameId)
s.clear("chess") // clearing nothing is fine
}
@Test
fun `the most recently played game is listed first`() {
val s = store()
s.save(match("chess", at = 10))
s.save(match("golf", at = 30))
s.save(match("catan", at = 20))
assertEquals(listOf("golf", "catan", "chess"), s.all().map { it.gameId })
}
@Test
fun `a file that cannot be read is dropped rather than thrown`() {
val s = store()
s.save(match())
File(folder.root, "saves/chess.json").writeText("{ this is not json")
assertNull(s.load("chess"))
assertFalse(File(folder.root, "saves/chess.json").exists())
}
@Test
fun `a file holding another game is not served as this one`() {
val s = store()
s.save(match("golf"))
File(folder.root, "saves/golf.json").copyTo(File(folder.root, "saves/chess.json"))
assertNull(s.load("chess"))
}
@Test
fun `a save that was cut off half way leaves the previous position`() {
val s = store()
s.save(match(state = "good"))
// What a kill mid-write leaves behind: a stray temporary file.
File(folder.root, "saves/chess.json.tmp").writeText("{ half a wri")
assertEquals("good", s.load("chess")!!.stateJson)
assertEquals(1, s.all().size)
}
@Test
fun `a game id cannot climb out of the folder`() {
val bad = runCatching { store().load("../secret") }
assertTrue(bad.isFailure)
}
@Test
fun `an unknown field from a newer build does not stop a save loading`() {
val s = store()
s.save(match())
val file = File(folder.root, "saves/chess.json")
file.writeText(file.readText().replaceFirst("{", "{\"addedLater\":true,"))
assertEquals("chess", s.load("chess")!!.gameId)
}
}
@@ -0,0 +1,343 @@
package org.prolibertate.games.game.meowdoku
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Assert.assertThrows
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
/**
* The puzzle, the generator, and the referee.
*
* The generator is where a wrong board would hurt most — a second answer makes
* the deduction unfair and the hearts a lottery — so the generation tests run
* over seeds rather than one lucky one.
*/
class MeowdokuRulesTest {
private val json = Json { encodeDefaults = true }
private fun soloConfig(options: MeowdokuOptions, seed: Long = 7L) = TableConfig(
gameId = "meowdoku",
seats = listOf(PlayerSlot(seat = 0, name = "P0", kind = PlayerKind.HUMAN_LOCAL, team = 0)),
optionsJson = json.encodeToString(options),
seed = seed,
)
private fun dealt(side: Int, seed: Long = 7L) =
MeowdokuRules.initialState(soloConfig(MeowdokuOptions(side = side), seed))
/**
* A puzzle that must exist, named so the assertions below read as facts
* rather than as unwrapping.
*/
private fun <T> required(value: T?, message: String): T {
assertNotNull(message, value)
@Suppress("UNCHECKED_CAST")
return value as T
}
// ---- generator ---------------------------------------------------------
@Test
fun `every dealt board has exactly one answer`() {
for (side in 4..8) {
for (seed in 1L..6L) {
val puzzle = required(
MeowdokuGenerator.generate(side, seed),
"no puzzle for side $side seed $seed",
)
assertEquals(
"the $side board dealt from seed $seed has more than one answer",
1,
MeowdokuGenerator.countSolutions(side, puzzle.regions),
)
}
}
}
@Test
fun `the same seed deals the same board`() {
val a = MeowdokuGenerator.generate(6, 12345L)
val b = MeowdokuGenerator.generate(6, 12345L)
assertEquals(a, b)
}
@Test
fun `the answer satisfies the cats' own rules`() {
for (seed in 0L..20L) {
val puzzle = required(MeowdokuGenerator.generate(7, seed), "no puzzle for seed $seed")
val cats = puzzle.solutionSquares()
assertEquals(7, cats.size)
assertEquals(7, cats.map { it.first }.distinct().size)
assertEquals(7, cats.map { it.second }.distinct().size)
for (i in cats.indices) {
for (j in i + 1 until cats.size) {
val (r1, c1) = cats[i]
val (r2, c2) = cats[j]
val touches = kotlin.math.abs(r1 - r2) <= 1 && kotlin.math.abs(c1 - c2) <= 1
assertFalse("cats $cats touch", touches)
assertFalse("two cats share a colour", puzzle.regionOf(r1, c1) == puzzle.regionOf(r2, c2))
}
}
}
}
@Test
fun `every colour owns exactly one cat and is contiguous`() {
val puzzle = required(MeowdokuGenerator.generate(6, 99L), "no puzzle for seed 99")
val cells = (0 until 6).flatMap { r -> (0 until 6).map { c -> r to c } }
val owned = (0 until 6).map { region ->
cells.filter { (r, c) -> puzzle.regionOf(r, c) == region }
}
owned.forEach { cellsOfRegion ->
assertTrue("an empty colour", cellsOfRegion.isNotEmpty())
val cats = cellsOfRegion.count { (r, c) -> puzzle.catCols[r] == c }
assertEquals("a colour with ${cats}cats", 1, cats)
// Contiguous: a breadth-first walk from the first cell reaches all.
val rest = cellsOfRegion.toMutableSet()
val queue = ArrayDeque(listOf(rest.first()))
val reached = mutableSetOf(queue.first())
while (queue.isNotEmpty()) {
val (r, c) = queue.removeFirst()
for ((dr, dc) in listOf(0 to 1, 0 to -1, 1 to 0, -1 to 0)) {
val next = (r + dr) to (c + dc)
if (next in rest && reached.add(next)) queue.add(next)
}
}
assertEquals("a colour in two pieces", rest.size, reached.size)
}
}
@Test
fun `the cats can always be settled`() {
// A four board is the smallest deal, and its answer is the point where
// no-touch and one-per-line first stop contradicting each other.
val rng = SeededRng(42)
val cols = MeowdokuGenerator.placeCats(4, rng)
assertEquals(4, cols.size)
// The placement the generator returns is internally consistent.
for (row in 0 until 4) {
for (earlier in 0 until row) {
assertFalse(MeowdokuGenerator.catFitsHere(row, cols[earlier], cols))
}
}
}
// ---- the referee -------------------------------------------------------
@Test
fun `the board opens empty and seated for one`() {
val state = dealt(6)
assertTrue(state.cats.isEmpty())
assertTrue(state.marks.isEmpty())
assertEquals(6, state.side)
assertEquals(3, state.heartsLeft)
assertEquals(0, state.catsFound)
assertEquals(0, MeowdokuRules.currentSeat(state))
assertFalse(MeowdokuRules.isFinished(state))
assertTrue(MeowdokuRules.legalMoves(state, 1).isEmpty())
}
@Test
fun `a correct tap lands a cat and a wrong tap costs a heart`() {
val state = dealt(6)
val square = Square(0, state.catCols[0])
val found = MeowdokuRules.applyMove(state, 0, PlaceCat(square))
assertTrue(square in found.cats)
assertEquals(3, found.heartsLeft)
val wrongRow = (0 until state.side).first { it != square.row }
val wrong = Square(wrongRow, if (state.catCols[wrongRow] == 0) 1 else 0)
val missed = MeowdokuRules.applyMove(found, 0, PlaceCat(wrong))
assertTrue(wrong in missed.marks)
assertFalse(wrong in missed.cats)
assertEquals(2, missed.heartsLeft)
assertEquals(1, missed.wrongCats)
}
@Test
fun `a board is solved by finding every cat`() {
var state = dealt(5)
for (row in 0 until 5) {
state = MeowdokuRules.applyMove(state, 0, PlaceCat(Square(row, state.catCols[row])))
}
assertTrue(state.solved)
assertTrue(MeowdokuRules.isFinished(state))
assertNull(MeowdokuRules.currentSeat(state))
assertTrue(MeowdokuRules.legalMoves(state, 0).isEmpty())
assertTrue(MeowdokuRules.summary(state).startsWith("Solved"))
}
@Test
fun `running out of hearts loses the board`() {
val state = dealt(8, seed = 3L)
var lost = state
var row = 0
while (lost.heartsLeft > 0) {
// A wrong square: not the answer's column, in a row with no cat.
val wrongCol = if (state.catCols[row] == 0) 1 else 0
val before = lost.catsFound
lost = MeowdokuRules.applyMove(lost, 0, PlaceCat(Square(row, wrongCol)))
assertEquals(before, lost.catsFound)
row = (row + 1) % state.side
}
assertTrue(lost.lost)
assertTrue(MeowdokuRules.isFinished(lost))
assertEquals(0, lost.catsFound)
assertTrue(MeowdokuRules.summary(lost).startsWith("Lost"))
}
@Test
fun `a crossed square still takes a cat attempt`() {
// The double tap is one gesture pair: the first tap crosses the square
// and the second asks it. The cross the pair drew cannot veto the
// question that follows it.
val state = dealt(6)
val truth = Square(0, state.catCols[0])
val crossed = MeowdokuRules.applyMove(state, 0, TogglePencil(truth))
assertTrue(truth in crossed.marks)
assertTrue(
"the attempt is offered over its own cross",
PlaceCat(truth) in MeowdokuRules.legalMoves(crossed, 0),
)
val placed = MeowdokuRules.applyMove(crossed, 0, PlaceCat(truth))
assertTrue(truth in placed.cats)
assertFalse("the cat replaces the cross", truth in placed.marks)
assertEquals(3, placed.heartsLeft)
assertEquals(0, placed.wrongCats)
}
@Test
fun `a wrong pair keeps its cross and spends a heart`() {
val state = dealt(6)
val wrongCol = if (state.catCols[1] == 0) 1 else 0
val wrong = Square(1, wrongCol)
val crossed = MeowdokuRules.applyMove(state, 0, TogglePencil(wrong))
val judged = MeowdokuRules.applyMove(crossed, 0, PlaceCat(wrong))
assertTrue(wrong in judged.marks)
assertFalse(wrong in judged.cats)
assertEquals(2, judged.heartsLeft)
assertEquals(1, judged.wrongCats)
}
@Test
fun `pencil marks are free notes`() {
val state = dealt(6)
val square = Square(2, if (state.catCols[2] == 5) 4 else 5)
val marked = MeowdokuRules.applyMove(state, 0, TogglePencil(square))
assertTrue(square in marked.marks)
assertEquals(3, marked.heartsLeft)
assertEquals(0, marked.wrongCats)
val erased = MeowdokuRules.applyMove(marked, 0, TogglePencil(square))
assertTrue(erased.marks.isEmpty())
}
@Test
fun `a cat square is never a pencil square`() {
val state = dealt(6)
val cat = Square(0, state.catCols[0])
val found = MeowdokuRules.applyMove(state, 0, PlaceCat(cat))
assertFalse(
"legal moves offer pencil on a cat",
MeowdokuRules.legalMoves(found, 0).any {
it is TogglePencil && it.square == cat
},
)
}
@Test
fun `a hint shows a missing cat and costs one token`() {
val state = dealt(6)
val hinted = MeowdokuRules.applyMove(state, 0, TakeHint)
assertEquals(1, hinted.catsFound)
assertEquals(2, hinted.hintsLeft)
// Out of hints the move stops being offered.
var drained = MeowdokuRules.applyMove(
MeowdokuRules.applyMove(hinted, 0, TakeHint),
0,
TakeHint,
)
assertEquals(0, drained.hintsLeft)
// A note on a square that is not a cat, so the pencil move is legal.
val note = Square(0, if (state.catCols[0] == 0) 1 else 0)
drained = MeowdokuRules.applyMove(drained, 0, TogglePencil(note))
assertFalse(TakeHint in MeowdokuRules.legalMoves(drained, 0))
}
@Test
fun `a hint over a wrong pencil reveals the cat anyway`() {
val state = dealt(6)
val truth = Square(0, state.catCols[0])
val pencilled = MeowdokuRules.applyMove(state, 0, TogglePencil(truth))
val revealed = MeowdokuRules.applyMove(pencilled, 0, TakeHint)
assertTrue(truth in revealed.cats)
assertFalse(truth in revealed.marks)
}
@Test
fun `the computer can finish any board it is handed`() {
var state = dealt(7)
var guard = 0
while (!MeowdokuRules.isFinished(state) && guard++ < 100) {
val legal = MeowdokuRules.legalMoves(state, 0)
assertFalse("stuck with cats still missing", legal.isEmpty())
state = MeowdokuRules.applyMove(state, 0, MeowdokuAi.chooseMove(state, 0, legal))
}
assertTrue("the AI did not solve the board", state.solved)
}
// ---- state across the wire and the save slot ---------------------------
@Test
fun `state and moves survive their json`() {
val state = dealt(6)
val decoded = MeowdokuRules.decodeState(MeowdokuRules.encodeState(state))
assertEquals(state, decoded)
val move: MeowdokuMove = PlaceCat(Square(1, 1))
assertEquals(move, MeowdokuRules.decodeMove(MeowdokuRules.encodeMove(move)))
assertEquals(TakeHint, MeowdokuRules.decodeMove(MeowdokuRules.encodeMove(TakeHint)))
}
@Test
fun `nothing is hidden from the only seat`() {
val state = dealt(6)
assertEquals(state, MeowdokuRules.viewFor(state, 0))
}
@Test
fun `a table with two seats is refused`() {
val config = TableConfig(
gameId = "meowdoku",
seats = listOf(
PlayerSlot(0, "P0", PlayerKind.HUMAN_LOCAL, 0),
PlayerSlot(1, "P1", PlayerKind.AI, 1),
),
optionsJson = json.encodeToString(MeowdokuOptions()),
seed = 1L,
)
assertThrows(IllegalArgumentException::class.java) {
MeowdokuRules.initialState(config)
}
}
@Test
fun `the options guard their own board`() {
assertThrows(IllegalArgumentException::class.java) { MeowdokuOptions(side = 3) }
assertThrows(IllegalArgumentException::class.java) { MeowdokuOptions(side = 11) }
assertThrows(IllegalArgumentException::class.java) { MeowdokuOptions(hearts = 0) }
}
}
@@ -0,0 +1,191 @@
package org.prolibertate.games.net
import kotlinx.coroutines.CoroutineScope
import kotlinx.coroutines.Dispatchers
import kotlinx.coroutines.Job
import kotlinx.coroutines.cancel
import kotlinx.coroutines.delay
import kotlinx.coroutines.runBlocking
import org.junit.After
import org.junit.Assert.assertEquals
import org.junit.Assert.assertFalse
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Assert.assertTrue
import org.junit.Rule
import org.junit.Test
import org.junit.rules.TemporaryFolder
import org.prolibertate.games.game.engine.GameAi
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.SavedGameStore
import org.prolibertate.games.game.engine.TableConfig
import java.io.File
/**
* Saving a table as it is played, and starting a table from a save.
*
* The game here is a counter: one seat, a move adds one, and it is finished at
* [GOAL]. It has hidden state — [Counter.secret] — so the tests can check that
* what is saved is the true state, not the view a player is shown.
*/
class MatchSaverTest {
@get:Rule
val folder = TemporaryFolder()
private val scopes = mutableListOf<CoroutineScope>()
@After
fun tearDown() {
scopes.forEach { it.cancel() }
}
private data class Counter(val n: Int, val secret: String)
private object Rules : GameRules<Counter, String> {
override val gameId = "counter"
override fun initialState(config: TableConfig) = Counter(0, "hidden-${config.seed}")
override fun currentSeat(state: Counter): Int? = if (state.n >= GOAL) null else 0
override fun legalMoves(state: Counter, seat: Int) = if (state.n >= GOAL) emptyList() else listOf("add")
override fun applyMove(state: Counter, seat: Int, move: String) = state.copy(n = state.n + 1)
override fun isFinished(state: Counter) = state.n >= GOAL
override fun summary(state: Counter) = "at ${state.n}"
override fun viewFor(state: Counter, seat: Int) = state.copy(secret = "")
override fun encodeState(state: Counter) = "${state.n}|${state.secret}"
override fun decodeState(json: String): Counter {
val (n, secret) = json.split("|", limit = 2)
return Counter(n.toInt(), secret)
}
override fun encodeMove(move: String) = move
override fun decodeMove(json: String) = json
}
private val config = TableConfig(
gameId = "counter",
seats = listOf(PlayerSlot(0, "You", PlayerKind.HUMAN_LOCAL, 0)),
optionsJson = "{}",
seed = 7L,
)
private fun scope() = CoroutineScope(Job() + Dispatchers.Default).also { scopes += it }
private fun controller(): MatchController<Counter, String> = MatchController(
rules = Rules,
ai = object : GameAi<Counter, String> {
override fun chooseMove(state: Counter, seat: Int, legal: List<String>) = legal.first()
},
config = config,
scope = scope(),
role = MatchController.Role.HOST,
localSeats = setOf(0),
primarySeat = 0,
)
private fun store() = SavedGameStore(File(folder.root, "saves"))
private fun waitFor(what: String, check: () -> Boolean) = runBlocking {
repeat(200) {
if (check()) return@runBlocking
delay(10)
}
error("Timed out waiting for $what")
}
private fun saver(s: SavedGameStore, c: MatchController<Counter, String>) =
MatchSaver(s, "counter", config, localSeat = 0, scope = scope(), clock = { 123L }).also {
it.start()
c.onHostState = it::offer
}
@Test
fun `every position the table reaches is kept, with the true state`() {
val s = store()
val c = controller()
saver(s, c)
c.startAsHost(emptyList())
waitFor("the deal") { c.state.value != null }
c.submit("add")
c.submit("add")
waitFor("two moves") { s.load("counter")?.stateJson?.startsWith("2|") == true }
val saved = s.load("counter")!!
assertEquals("2|hidden-7", saved.stateJson) // the hidden part is saved; the view blanks it
assertEquals("at 2", saved.summary)
assertEquals(123L, saved.savedAtMillis)
assertEquals(config, saved.config)
}
@Test
fun `a table started from a save carries on from where it stood`() {
val s = store()
val first = controller()
saver(s, first)
first.startAsHost(emptyList())
waitFor("the deal") { first.state.value != null }
repeat(3) { first.submit("add") }
waitFor("three moves") { s.load("counter")?.stateJson?.startsWith("3|") == true }
first.close()
val second = controller()
assertTrue(second.restore(s.load("counter")!!.stateJson))
second.startAsHost(emptyList())
waitFor("the restored table") { second.state.value != null }
assertEquals(3, second.state.value!!.n)
second.submit("add")
waitFor("a move after resuming") { second.state.value!!.n == 4 }
}
@Test
fun `a save the game cannot read is refused and the table is dealt afresh`() {
val c = controller()
assertFalse(c.restore("not a counter"))
c.startAsHost(emptyList())
waitFor("a fresh deal") { c.state.value != null }
assertEquals(0, c.state.value!!.n)
}
@Test
fun `a finished game is not kept`() {
val s = store()
val c = controller()
saver(s, c)
c.startAsHost(emptyList())
waitFor("the deal") { s.load("counter") != null }
repeat(GOAL) { c.submit("add") }
waitFor("the finish") { c.finished.value }
waitFor("the slot to clear") { s.load("counter") == null }
}
@Test
fun `flush writes the position the background writer has not reached`() {
val s = store()
val saver = MatchSaver(s, "counter", config, 0, scope(), clock = { 1L })
// Not started: nothing is written in the background at all.
saver.offer(MatchController.HostSnapshot(false, "at 5") { "5|x" })
assertNull(s.load("counter"))
saver.flush()
assertEquals("5|x", s.load("counter")!!.stateJson)
}
@Test
fun `ending a game on purpose forgets it and writes no more`() {
val s = store()
val saver = MatchSaver(s, "counter", config, 0, scope(), clock = { 1L })
saver.offer(MatchController.HostSnapshot(false, "at 1") { "1|x" })
saver.flush()
assertNotNull(s.load("counter"))
saver.discard()
assertNull(s.load("counter"))
// Leaving after ending must not put it back.
saver.offer(MatchController.HostSnapshot(false, "at 2") { "2|x" })
saver.flush()
assertNull(s.load("counter"))
}
private companion object {
const val GOAL = 5
}
}
@@ -0,0 +1,177 @@
package org.prolibertate.games.net
import kotlinx.serialization.encodeToString
import kotlinx.serialization.json.Json
import org.junit.Assert.assertEquals
import org.junit.Assert.assertTrue
import org.junit.Test
import org.prolibertate.games.game.GameCatalog
import org.prolibertate.games.game.engine.GameAi
import org.prolibertate.games.game.engine.GameRules
import org.prolibertate.games.game.engine.PlayerKind
import org.prolibertate.games.game.engine.PlayerSlot
import org.prolibertate.games.game.engine.TableConfig
import org.prolibertate.games.ui.seatCountFor
import org.prolibertate.games.game.backgammon.BackgammonAi
import org.prolibertate.games.game.backgammon.BackgammonOptions
import org.prolibertate.games.game.backgammon.BackgammonRules
import org.prolibertate.games.game.catan.CatanAi
import org.prolibertate.games.game.catan.CatanOptions
import org.prolibertate.games.game.catan.CatanRules
import org.prolibertate.games.game.checkers.CheckersAi
import org.prolibertate.games.game.checkers.CheckersOptions
import org.prolibertate.games.game.checkers.CheckersRules
import org.prolibertate.games.game.chess.ChessAi
import org.prolibertate.games.game.chess.ChessOptions
import org.prolibertate.games.game.chess.ChessRules
import org.prolibertate.games.game.crazyeights.CrazyEightsAi
import org.prolibertate.games.game.crazyeights.CrazyEightsOptions
import org.prolibertate.games.game.crazyeights.CrazyEightsRules
import org.prolibertate.games.game.cribbage.CribbageAi
import org.prolibertate.games.game.cribbage.CribbageOptions
import org.prolibertate.games.game.cribbage.CribbageRules
import org.prolibertate.games.game.euchre.EuchreAi
import org.prolibertate.games.game.euchre.EuchreOptions
import org.prolibertate.games.game.euchre.EuchreRules
import org.prolibertate.games.game.freecell.FreeCellOptions
import org.prolibertate.games.game.freecell.FreeCellRules
import org.prolibertate.games.game.golf.GolfAi
import org.prolibertate.games.game.golf.GolfOptions
import org.prolibertate.games.game.golf.GolfRules
import org.prolibertate.games.game.hearts.HeartsAi
import org.prolibertate.games.game.hearts.HeartsOptions
import org.prolibertate.games.game.hearts.HeartsRules
import org.prolibertate.games.game.kaiser.KaiserAi
import org.prolibertate.games.game.kaiser.KaiserOptions
import org.prolibertate.games.game.kaiser.KaiserRules
import org.prolibertate.games.game.klondike.KlondikeAi
import org.prolibertate.games.game.klondike.KlondikeOptions
import org.prolibertate.games.game.klondike.KlondikeRules
import org.prolibertate.games.game.mastermind.MastermindAi
import org.prolibertate.games.game.mastermind.MastermindOptions
import org.prolibertate.games.game.mastermind.MastermindRules
import org.prolibertate.games.game.morris.MorrisAi
import org.prolibertate.games.game.morris.MorrisOptions
import org.prolibertate.games.game.morris.MorrisRules
import org.prolibertate.games.game.pegsolitaire.PegSolitaireAi
import org.prolibertate.games.game.pegsolitaire.PegSolitaireOptions
import org.prolibertate.games.game.pegsolitaire.PegSolitaireRules
import org.prolibertate.games.game.pirates.PiratesAi
import org.prolibertate.games.game.pirates.PiratesOptions
import org.prolibertate.games.game.pirates.PiratesRules
import org.prolibertate.games.game.president.PresidentAi
import org.prolibertate.games.game.president.PresidentOptions
import org.prolibertate.games.game.president.PresidentRules
import org.prolibertate.games.game.pyramid.PyramidOptions
import org.prolibertate.games.game.pyramid.PyramidRules
import org.prolibertate.games.game.sequence.SequenceAi
import org.prolibertate.games.game.sequence.SequenceOptions
import org.prolibertate.games.game.sequence.SequenceRules
import org.prolibertate.games.game.solitaire.FirstLegalAi
import org.prolibertate.games.game.spider.SpiderOptions
import org.prolibertate.games.game.spider.SpiderRules
import org.prolibertate.games.game.tayu.TayuAi
import org.prolibertate.games.game.tayu.TayuOptions
import org.prolibertate.games.game.tayu.TayuRules
import org.prolibertate.games.game.wizard.WizardAi
import org.prolibertate.games.game.wizard.WizardOptions
import org.prolibertate.games.game.wizard.WizardRules
import org.prolibertate.games.game.yahtzee.YahtzeeAi
import org.prolibertate.games.game.yahtzee.YahtzeeOptions
import org.prolibertate.games.game.yahtzee.YahtzeeRules
/**
* Every game can be saved and picked up again.
*
* For each game in the catalogue a table is dealt and played by the computer, and
* at every single move the whole true state is encoded and decoded again — which
* is exactly what saving it to disk and resuming does — and play carries on from
* the decoded copy. A game whose state does not survive that, or that cannot make
* a legal move from a state it has been through it, fails here.
*/
class SaveRoundTripAllGamesTest {
private val json = Json { encodeDefaults = true }
private fun <S : Any, M : Any> exercise(
gameId: String,
rules: GameRules<S, M>,
ai: GameAi<S, M>,
optionsJson: String,
steps: Int = 120,
) {
val seats = seatCountFor(gameId, optionsJson)
val config = TableConfig(
gameId = gameId,
seats = (0 until seats).map {
PlayerSlot(it, "P$it", if (it == 0) PlayerKind.HUMAN_LOCAL else PlayerKind.AI, it)
},
optionsJson = optionsJson,
seed = 20240607L,
)
var state = rules.initialState(config)
var moves = 0
repeat(steps) {
if (rules.isFinished(state)) return
// The save and the resume: what goes to disk, and what comes back.
val saved = rules.encodeState(state)
val back = rules.decodeState(saved)
assertEquals("$gameId: a saved state encodes differently after a resume", saved, rules.encodeState(back))
assertEquals(
"$gameId: a resumed state is not on the same seat's turn",
rules.currentSeat(state),
rules.currentSeat(back),
)
assertEquals(
"$gameId: a resumed state has different legal moves",
rules.currentSeat(state)?.let { rules.legalMoves(state, it) },
rules.currentSeat(back)?.let { rules.legalMoves(back, it) },
)
state = back
val seat = rules.currentSeat(state) ?: return // waiting on a scoreboard, which is not a move
val legal = rules.legalMoves(state, seat)
if (legal.isEmpty()) return
val move = ai.chooseMove(state, seat, legal)
assertTrue("$gameId: move $move is not legal after a resume", rules.isLegalMove(state, seat, move))
state = rules.applyMove(state, seat, move)
moves++
}
assertTrue("$gameId: made no moves", moves > 0)
}
private inline fun <reified O> opts(o: O) = json.encodeToString(o)
@Test fun euchre() = exercise(GameCatalog.EUCHRE, EuchreRules, EuchreAi(), opts(EuchreOptions()))
@Test fun sequence() = exercise(GameCatalog.SEQUENCE, SequenceRules, SequenceAi(), opts(SequenceOptions()))
@Test fun president() = exercise(GameCatalog.PRESIDENT, PresidentRules, PresidentAi(), opts(PresidentOptions()))
@Test fun golf() = exercise(GameCatalog.GOLF, GolfRules, GolfAi(), opts(GolfOptions()))
@Test fun kaiser() = exercise(GameCatalog.KAISER, KaiserRules, KaiserAi(), opts(KaiserOptions()))
@Test fun wizard() = exercise(GameCatalog.WIZARD, WizardRules, WizardAi(), opts(WizardOptions()))
@Test fun crazyEights() = exercise(GameCatalog.CRAZY_EIGHTS, CrazyEightsRules, CrazyEightsAi(), opts(CrazyEightsOptions()))
@Test fun cribbage() = exercise(GameCatalog.CRIBBAGE, CribbageRules, CribbageAi(), opts(CribbageOptions()))
@Test fun tayu() = exercise(GameCatalog.TAYU, TayuRules, TayuAi(), opts(TayuOptions()))
@Test fun checkers() = exercise(GameCatalog.CHECKERS, CheckersRules, CheckersAi(), opts(CheckersOptions()))
@Test fun backgammon() = exercise(GameCatalog.BACKGAMMON, BackgammonRules, BackgammonAi(), opts(BackgammonOptions()))
@Test fun mastermind() = exercise(GameCatalog.MASTERMIND, MastermindRules, MastermindAi(), opts(MastermindOptions()))
@Test fun pirates() = exercise(GameCatalog.PIRATES, PiratesRules, PiratesAi(), opts(PiratesOptions()))
@Test fun hearts() = exercise(GameCatalog.HEARTS, HeartsRules, HeartsAi, opts(HeartsOptions()))
@Test fun pegSolitaire() = exercise(GameCatalog.PEG_SOLITAIRE, PegSolitaireRules, PegSolitaireAi, opts(PegSolitaireOptions()))
@Test fun yahtzee() = exercise(GameCatalog.YAHTZEE, YahtzeeRules, YahtzeeAi, opts(YahtzeeOptions()))
@Test fun klondike() = exercise(GameCatalog.KLONDIKE, KlondikeRules, KlondikeAi, opts(KlondikeOptions()))
@Test fun freecell() = exercise(GameCatalog.FREECELL, FreeCellRules, FirstLegalAi(), opts(FreeCellOptions()))
@Test fun spider() = exercise(GameCatalog.SPIDER, SpiderRules, FirstLegalAi(), opts(SpiderOptions()))
@Test fun pyramid() = exercise(GameCatalog.PYRAMID, PyramidRules, FirstLegalAi(), opts(PyramidOptions()))
@Test fun morris() = exercise(GameCatalog.MORRIS, MorrisRules, MorrisAi(), opts(MorrisOptions()))
@Test fun chess() = exercise(GameCatalog.CHESS, ChessRules, ChessAi(), opts(ChessOptions()), steps = 24)
@Test fun catan() = exercise(GameCatalog.CATAN, CatanRules, CatanAi(), opts(CatanOptions()), steps = 400)
@Test
fun catanCitiesAndKnights() = exercise(
GameCatalog.CATAN,
CatanRules,
CatanAi(),
opts(CatanOptions(3, 13, org.prolibertate.games.game.catan.CatanRuleSet.CITIES_AND_KNIGHTS)),
steps = 600,
)
}
@@ -145,6 +145,11 @@ class ScorekeeperSessionTest {
await("$name to be asking") { host.state.requests.any { it.id == deviceId } }
host.session.allow(deviceId)
await("$name to be let in") { guest.state.value.connected }
// The sheet follows the connection over the socket, so `connected` can
// flip while it is still in flight. Callers read the guest's sheet at
// once (its players, its rounds), and on a slow runner that was an empty
// one: wait until the guest is looking at the host's.
await("$name to receive the sheet") { guest.state.value.sheet == host.state.sheet }
return guest
}
@@ -0,0 +1,30 @@
package org.prolibertate.games.score
import org.junit.Test
import org.junit.Assert.assertEquals
class RecentNamesTest {
@Test
fun newestComesFirst() {
assertEquals(listOf("Bo", "Al"), RecentNames.with(listOf("Al"), "Bo"))
}
@Test
fun repeatMovesToFrontIgnoringCase() {
assertEquals(listOf("al", "Bo"), RecentNames.with(listOf("Bo", "Al"), " al "))
}
@Test
fun blankChangesNothing() {
assertEquals(listOf("Al"), RecentNames.with(listOf("Al"), " "))
}
@Test
fun keepsOnlyTen() {
val names = (1..10).map { "n$it" }
val result = RecentNames.with(names, "new")
assertEquals(10, result.size)
assertEquals("new", result.first())
assertEquals("n9", result.last())
}
}
@@ -199,6 +199,14 @@ class ScoreSheetTest {
assertEquals(ScoringMode.ROUNDS, StartSheet(3).applyTo(ScoreSheet()).mode)
}
@Test
fun startingWithNamesSeatsThemInOrderAndLeavesTheRestUnnamed() {
val sheet = StartSheet(3, names = listOf("Ann", "")).applyTo(ScoreSheet())
assertEquals(listOf("Ann", "", ""), sheet.players.map { it.name })
assertEquals("Ann", sheet.displayName(sheet.players[0]))
assertEquals("Player 2", sheet.displayName(sheet.players[1]))
}
@Test
fun `tally entries add up per player and can be taken back`() {
val sheet = ScoreSheet.of(2, ScoringMode.TALLY)
@@ -0,0 +1,27 @@
package org.prolibertate.games.ui
import org.junit.Assert.assertEquals
import org.junit.Test
class SavedGameTextTest {
private val minute = 60_000L
private val hour = 60 * minute
private val day = 24 * hour
@Test
fun `how long ago reads like a person would say it`() {
assertEquals("just now", agoText(1_000, 1_000))
assertEquals("just now", agoText(30_000, 0))
assertEquals("a minute ago", agoText(minute + 20_000, 0))
assertEquals("5 minutes ago", agoText(5 * minute, 0))
assertEquals("an hour ago", agoText(90 * minute, 0))
assertEquals("3 hours ago", agoText(3 * hour, 0))
assertEquals("yesterday", agoText(30 * hour, 0))
assertEquals("4 days ago", agoText(4 * day, 0))
}
@Test
fun `a clock that ran backwards does not say nonsense`() {
assertEquals("just now", agoText(0, 10 * minute))
}
}
@@ -0,0 +1,56 @@
package org.prolibertate.games.ui.game.catan
import org.junit.Assert.assertEquals
import org.junit.Assert.assertNotNull
import org.junit.Assert.assertNull
import org.junit.Test
import org.prolibertate.games.game.catan.BuildRoad
import org.prolibertate.games.game.catan.BuildSettlement
import org.prolibertate.games.game.catan.EndTurn
/** The pure half of the landscape HUD: drag-to-build snapping and the staged ✓ / ✗ placement. */
class CatanHudTest {
@Test
fun `a build tap is staged, not sent, but only while a build mode is armed`() {
val road = BuildRoad(0)
val outcome = TapOutcome.Submit(road)
assertEquals(road, CatanInteraction.stageable(outcome, BuildKind.ROAD))
assertNull(CatanInteraction.stageable(outcome, null))
// Ending the turn is never a placement.
assertNull(CatanInteraction.stageable(TapOutcome.Submit(EndTurn), BuildKind.ROAD))
assertNull(CatanInteraction.stageable(TapOutcome.Ignored, BuildKind.ROAD))
}
@Test
fun `the ghost of a staged move sits on its crossing or its edge`() {
assertEquals(CatanInteraction.Spot(vertex = 4), CatanInteraction.spotOf(BuildSettlement(4)))
assertEquals(CatanInteraction.Spot(edge = 9), CatanInteraction.spotOf(BuildRoad(9)))
assertEquals(CatanInteraction.Spot(), CatanInteraction.spotOf(null))
}
@Test
fun `a dragged finger snaps to the nearest lit crossing within reach, and off the board to nothing`() {
val layout = CatanGeometry.fit(800f, 600f)
val lit = setOf(3, 10, 21)
val targets = BoardTargets(vertices = lit)
val target = layout.vertex(10)
// A little off the crossing, well inside reach.
val near = Pt(target.x + layout.radius * 0.3f, target.y - layout.radius * 0.2f)
assertEquals(CatanInteraction.Spot(vertex = 10), CatanInteraction.snap(layout, targets, near, layout.radius * 1.2f))
// Far from every lit crossing.
assertNull(CatanInteraction.snap(layout, targets, Pt(-500f, -500f), layout.radius * 1.2f))
}
@Test
fun `with edges lit and no crossings, the drop snaps to an edge`() {
val layout = CatanGeometry.fit(800f, 600f)
val targets = BoardTargets(edges = setOf(5, 6))
val mid = layout.edgeMidpoint(6)
assertNotNull(CatanInteraction.snap(layout, targets, mid, layout.radius))
assertEquals(CatanInteraction.Spot(edge = 6), CatanInteraction.snap(layout, targets, mid, layout.radius))
}
}
+73
View File
@@ -0,0 +1,73 @@
# Catan Universe 2.7.5 — what the reverse engineering showed
Source: `Catan+Universe_2.7.5_APKPure.xapk` (Unity, IL2CPP). Method: the Unity scenes
(`level3` is the match scene) were parsed with UnityPy for the uGUI hierarchy (names,
anchors, sizes, which objects start hidden), and `global-metadata.dat` was searched for
class, method and game-action names. Code bodies were not decompiled; behaviour below
that is not visible in a hierarchy is marked *inferred*.
The game is **landscape-only**; the canvas is laid out against a 1920×1080 reference.
## Match HUD (`InGameUI_mobile`)
| Region | Contents |
| --- | --- |
| Top | `PlayerFrames`: one frame per player (avatar, colour, VP, card count, timer), a "shuffle stats" button at the right |
| Bottom bar | `ResourceContainer`, centred (anchors 25–75 % of the width, 90 px tall): one entry per resource (Lumber, Brick, Wool, Grain, Ore; Cloth, Coins, Paper for C&K; Fish, Feather, Coca for other expansions, hidden otherwise) |
| Bottom right | `BtnTurn` (140 px, roll / end turn), `BtnTrade` immediately to its left (counter-offer and "blocked" badge variants), `BtnAddDevCard`, a chat/log `BubblePanel` |
| Left edge | `Drag&DropBuild`: a column of piece icons. **The player drags a piece from it onto the board** (`Drag&DropBuildRemove` is the drop target that cancels) |
| Mid right | `ConfirmButtonGroup`: a ✓ (`CatanConfirmBuildButton`) over a ✗ (`CatanCancelBuildButton`). A drop only *previews*; the ✓ commits |
| Board | `CandidateFactory` makes highlight markers for every legal spot (corner, edge, face); `QuickBuildTrigger{Corner,Edge,Face}` are hit zones for a one-tap/hold build; a candidate ticker shows the one-line instruction |
| Centre | Played-card panel, progress-card chooser, discard panel (`CardPanel` slides up over the bottom bar with a header) |
Gestures (`CatanGestureHandler`, `BaseGesture`, `TapHoldHandler`): one finger pans the
board, two-finger pinch zooms (`GetPinchZoomMagnitude`, `AutomaticZoom`), tap selects a
candidate, hold opens quick-build. Camera is a fixed-pitch table view.
## Trade board (`TradeBoard_mobile`)
A full-width panel that slides up over the bottom of the screen (`Animator`, collapsible):
```
┌────────────────────────────────────────────────────────────┬──────┐
│ [Player] [Bank] headline / description ☐ Block trade │ P1 P2│ header
├────────────────────────────────────────────────────────────┤ P3 P4│ (135 px)
│ OPPONENT row — cards you get (tinted by the opponent's │ │
│ colour) │ Hide │
│ ⇣⇣⇣ arrows (or the bank ratio chips 4:1 3:1 2:1) │ Deny │
│ PLAYER row — cards you give (tinted by your colour) │Accept│
└────────────────────────────────────────────────────────────┴──────┘
```
* **Header.** A *Player / Bank* toggle (extra toggles for the Inka 3:2 / 2:1 rules). A
**Block trade** checkbox refuses all incoming offers. One round button per rival
(`Player1…5`, with a selected border) picks whom the offer is addressed to; none
selected means everyone.
* **Content.** Two rows of resource cards separated by arrows. The top row is what you
*want*, the bottom row what you *give*. Tapping a card in a row adds one; tapping a
selected card removes one (*inferred from `AddFieldToTradePayment`/`ApplyCancelTradeResource`*).
In Bank mode a ratio row (`CardRatios`) shows the best rate per resource (harbours).
* **Right column (180 px).** Hide/collapse, **Deny** (✗), **Accept** (✓). When you
are the one receiving an offer, ✓ accepts and the chip-icon variant `Icon_CounterOffer`
turns the ✓ into a *counter-offer* send. A circular turn timer wraps the ✓.
* **Incoming offers** (`IncomingTradeContainer`) show in the same panel; the offerer's
colour tints the opponent row. Counter-offers land back in the proposer's panel with
an `AcceptCounterOfferButtonImage`.
## Seafarers game actions (from the metadata)
`CatanSeafarer_*_GameAction` names show what the mode adds to the base game:
* **Ships:** `BuildShip`, `MoveShip` (only the ship at the open end of a route, not on
the turn it was built), `BuildFreeRoad`; roads and ships share `AvailableCandidatesRoadAndShip`.
* **Pirate** alongside the robber: `RobberPirat_Move`, `RobberPirat_SelectPlayer`;
ships cannot be built or moved past a pirate-blocked edge.
* **Gold fields:** `ChooseGoldfieldResource` (a hex that pays any resource of choice).
* **Fog islands:** `Check_FogField`, `DistributeFogField` (hidden hex revealed when a
road/ship reaches it, the player takes the resource), `Shuffle_Islands`, `Shuffle_TileValueList`.
* **Treasure islands / Oasis / Great Canal** are Catan Universe scenario extras and are
**not** part of the physical Seafarers rules; they are out of scope here.
* **Setup:** `StartPhase_BuildSettlement`, `StartPhase_BuildRoadShip`, `PlaceValueChip`
(number tokens placed per scenario), `Shuffle_Harbors`.
* **Island bonus:** special victory points for the first settlement on a new island
(`AllIslandIds`, `CatanIslandState`).
+3
View File
@@ -27,6 +27,7 @@ Naming: the catalogue id, lowercase, e.g. `crazy8s` → `RULES-crazy8s.md`.
| Katan (catalogue id `catan`) | [RULES-catan.md](RULES-catan.md) — and its expansion rule set, [RULES-catan-ck.md](RULES-catan-ck.md) |
| Klondike | — (TODO) |
| Mastermind | [RULES-mastermind.md](RULES-mastermind.md) |
| Meowdoku | [RULES-meowdoku.md](RULES-meowdoku.md) |
| Morris | [RULES-morris.md](RULES-morris.md) |
| Peg solitaire | — (TODO) |
| Pirates | [RULES-pirates.md](RULES-pirates.md) |
@@ -42,6 +43,8 @@ Naming: the catalogue id, lowercase, e.g. `crazy8s` → `RULES-crazy8s.md`.
- Build, CI, releases and OTA are described in the CI section of the root
[README](../README.md).
- [SAVED-GAMES.md](SAVED-GAMES.md) — how a game in progress is kept between sessions, and what is
not kept.
- [UI-catan.md](UI-catan.md) — how the Katan screen is layered, and how to restyle,
re-copy or re-lay-out it without touching the rules.
- `licenses/` — third-party licences that must travel with the app
+98
View File
@@ -0,0 +1,98 @@
# Meowdoku
A board of colours, and a cat in every row, column and colour — no two sharing
even a corner.
## The puzzle
The board is **N by N** and coloured into **N regions**. Exactly one cat hides
in every row, every column and every region, and no two cats may touch — not
along a side and not at a corner, so a cat rules out all eight squares around
itself. Those four constraints together always leave exactly one arrangement.
Uniqueness is not decoration. The game is deduction, and a second answer means
a square the player cannot prove either way. Every board is therefore generated
and then searched: build the colours, count the ways a board can be answered,
and if it is more than one, throw the board away and deal another. The count is
a plain depth-first search over the rows with the obvious exclusions propagated,
and it sees only the colours and the rules — never the cats it was grown from.
## Playing it
Controls are the original's, and they carry the game's whole psychology:
- **One tap crosses a square over.** Free, instant, erasable — the note you
make while thinking.
- **A second tap on the same square within 350 ms is the cat attempt.** The
board judges it against the answer it was dealt: correct, the cross is
replaced by a cat; wrong, the cross stays and a heart goes. This is why a
guess feels like a decision: your own note has to survive one more tap
before it becomes a bet.
- **Drag to cross a line.** The stroke paints the same note every square it
enters: start on a blank square and it crosses the row or column you drag
along; start on a crossed square and the stroke erases them instead. Cats
are skipped — placed cats are permanent.
A square you pencilled over can still be tapped for a cat, and the cross is
forgiven: the attempt replaces it if it is right. The one thing no gesture
undoes is a cat once placed.
The original ships a fifth gesture — a **draft** scratchpad mode, a tool you
buy, where crosses and cats are laid down without judgement and applied all at
once — and it is left out here with the rest of the shop: a scratchpad whose
notes cost nothing is what tapping already is.
A **Hint** spends a token and shows the cat in the first row that still lacks
one, replacing any cross drawn over it. The original sells these as tools; here
they are simply counted, three per board by default, which keeps the hint a
decision rather than a reflex.
## The heart
Why a wrong tap costs anything at all: the puzzle is only hard if guessing is.
A board with no penalty is a board you can solve by tapping every square, and
the hearts are what make the deduction on a colour you have not reasoned about
yet feel like a choice. Three is the number the original deals, and it stays
three by default.
## Options
| | |
| --- | --- |
| **Board** | 4×4 up to 10×10; the number of cats equals the side |
| **Hearts** | 1 to 5, default 3 |
| **Hints** | 0 to 3, default 3 |
Boards are dealt from the table's seed, so a saved game resumes to the same
cats in the same colours, and **New puzzle** moves the seed to deal a different
board. Smaller sides are gentler: a 4×4 is the shortest way to learn what
no-touch does to a corner, and the ten-wide boards are for people who have
already made that mistake.
## How a board is dealt
The order matters, and it is the order the original game uses:
1. **Settle the cats first.** One per row, one per column, no two touching,
chosen by backtracking over shuffled column orders.
2. **Grow the colours around them.** Each region starts as its cat's square and
expands outwards one square at a time; some regions are grown as straight
bars along the cat's row or column, which is what stops the board reading as
texture, and the rest take whichever neighbour is smallest so nothing
sprawls while another dies young.
3. **Check the answer.** Count solutions up to two; keep the board only when
the count comes back exactly one.
The generator's rejection loop is why the same seed can take a few attempts:
most boards are unique on the first try, and the odd seed has to walk until it
finds one.
## Where this engine differs from the original
The app is a game collection, not a live-service puzzle, so what sits around
the original's gameplay is left behind: lives-as-monetisation (watching an ad
for a heart), daily streaks and leaderboards, an Elo-matched bank of
hand-authored levels, and the cosmetic layer (cat animations, combo feedback,
confetti). This engine **deals its boards from a seed** instead of shipping a
level bank, and the rules are the part worth keeping: the cats, the colours,
the no-touch, the hearts, the one answer.
+43
View File
@@ -0,0 +1,43 @@
# Saved games
A game played against the computer (or on one device) is kept as it is played, and can be
picked up again after the app has been closed.
## What the player sees
- **Main menu → Continue.** Each game left half-played is listed, most recent first
("Chess · saved 5 minutes ago"); tapping it resumes.
- **A game's setup screen** shows a *Game in progress* card with **Resume** and **Discard**.
Starting a new game from that screen replaces the saved one.
- **Leaving the table** (the back arrow, or the app being closed or sent to the background)
keeps the position. **End game → End the game** is the deliberate way to throw it away.
- A game that is **finished** is not kept.
- A **networked** table is not kept: the other player's seat cannot be held for them. Only a
table with no remote human at it (`PlayerKind.HUMAN_REMOTE`) is saved.
One slot per game: there is one saved Chess game, one saved Katan game, and so on.
## How it works
| Piece | Where | Does |
| --- | --- | --- |
| `SavedMatch`, `SavedGameStore` | `game/engine/SavedGame.kt` | one JSON file per game under `filesDir/saved-games/`, written atomically (temp file, then renamed); an unreadable file is deleted and read as absent |
| `MatchController.onHostState`, `restore` | `net/MatchController.kt` | the host reports every position it reaches; `restore(json)` starts the table from a saved position instead of dealing |
| `MatchSaver` | `net/MatchSaver.kt` | takes the newest position and writes it off the main thread; `flush()` writes synchronously on leaving or on `ON_STOP`; `discard()` forgets the game |
| `StartMatch` | `ui/PlayScreen.kt` | wires the two together for every game; consumes the resume state once, so a solitaire "new deal" is not put back |
| `LocalEndGameHandle` | `ui/EndGameHandle.kt` | how each *End game* dialog tells the table to forget its save |
What is saved is `rules.encodeState` of the **host's true state** (hidden cards included),
plus the `TableConfig` (seed, seats, options) and the local seat. Nothing in the store knows
which game it is holding, so a new game is saved with no work, provided its state encodes.
A save this build cannot decode (one written by an older version whose state has since
changed shape) is thrown away and a fresh game is dealt.
## Tests
- `SavedGameStoreTest` — the files: round trip, one slot, ordering, corruption, a cut-off write.
- `MatchSaverTest` — saving as a table is played, resuming from a save, finished games, flush, discard.
- `SaveRoundTripAllGamesTest` — **every game in the catalogue**: the whole state is encoded and
decoded at every move of a computer-played game, and play carries on from the decoded copy.
A new game should be added to it.
+23
View File
@@ -22,6 +22,8 @@ truth, so the UI can only ever offer a move the rules would accept.
| **Board drawing** | `CatanBoardView.kt` | The `Canvas`: tiles, tokens, ports, robber, roads, pieces, highlights | Change how a piece is drawn (art, shapes, animation) |
| **Panels** | `CatanPanels.kt` | Resource tiles, hand, player cards, dice, action bar, log | Restyle or rearrange widgets |
| **Dialogs** | `CatanDialogs.kt` | Discard, robber victim, play card, trade, trade reply, game over | Change a dialog's flow or look |
| **HUD** | `CatanHud.kt` | The landscape controls: build column, ✓ / ✗, round turn / trade buttons, pinch-pan board | Move or restyle a landscape control |
| **Trade board** | `CatanTradeBoard.kt` | The base-game trade panel (offer, bank, reply) | Change how trades are composed or answered |
| **Screen** | `CatanScreen.kt` | Wiring to `MatchController`, portrait/landscape layout, which dialog shows | Change the layout or add a new element |
| **Previews** | `CatanPreviews.kt` | Android Studio previews of real positions | Iterate on the look without a match |
@@ -169,3 +171,24 @@ Not done yet, in rough priority order:
4. A timer or cancel button on offers (the engine has neither).
5. A board that shows the *last* move (a faint highlight of what just changed).
6. Landscape polish on large tablets; the right-hand panel scrolls but is plain.
## Landscape HUD and trade board (from Catan Universe)
Landscape screens use the control scheme of Catan Universe's match view, redrawn in 2D
(what was learned, and from where: [RE-catan-universe.md](RE-catan-universe.md)). Portrait keeps the stacked layout.
* **Drag to build.** The left column holds Road / Settlement / City (and Wall / Knight in
Cities & Knights). Drag a piece onto the island: lit spots snap under the finger
(`CatanInteraction.snap`), release over one to **stage** it, then press **✓** to place or **✕**
to cancel (`CatanInteraction.stageable`, `spotOf`). A tap on a piece still arms the board for
tapping a spot. Setup placements, free roads and chores are not staged: they commit on tap.
* **Pinch and pan** the island (`ZoomPanBox`). The board is drawn through a graphics layer, so
taps and drops arrive in board coordinates; hit-testing is unchanged.
* **Round buttons**, bottom right: the big one is roll / end turn / done (whatever the engine
currently allows); ⇄ is trade; the small pair is buy / play card (Improve / Cards in C&K).
* **Trade board** (`CatanTradeBoard`, base game): a panel over the bottom of the island with a
Bank / Player toggle, a round button per rival to address an offer to one player, a *get* row on
top, a *give* row below, and ▾ hide / ✕ clear / ✓ send on the right. Bank mode shows each resource's
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.