From 3a930f542344f00a358ee61c2585121b5910d55b Mon Sep 17 00:00:00 2001 From: adrianoftyriel <12343778+adrianoftyriel@users.noreply.github.com> Date: Wed, 14 Oct 2026 02:26:16 +0000 Subject: [PATCH 1/2] Katan rules engine + AI (WALA-119) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit The island game as a pure-Kotlin state machine under game/catan/, wired to the upstream GameRules / GameAi contract and fully unit-tested on the JVM. - game/catan/: CatanModel (state, moves, phases), CatanBoard (19-hex geometry, seeded island generation with the 6/8 separation rule, shared vertex/edge graph), CatanRules (setup, production, the seven and the robber, domestic and maritime trade, building, development cards, Longest Road, Largest Army, win detection), CatanAi (a heuristic opponent that reads only public information). - GameRules.isLegalMove: a defaulted structural legality check so a game with a combinatorial move space (Catan's trade offers) is gated the same way as one with an enumerated move list; MatchController uses it. - GameCatalog.CATAN: the catalogue entry, listed but not yet available (descriptor and screen land with the screen task). - Tests: 51 across CatanBoardTest, CatanRulesTest and CatanAiTest — geometry invariants, generation balance, setup, production, the seven/robber, both trade types, development-card timing, Longest Road edge cases, Largest Army, win detection, and AI games played to a result. - docs/RULES-catan.md, in the per-game style, with the rule choices and the known gaps called out. Two real engine bugs found and fixed while getting the suite green: VERTEX_EDGES counted each shared edge once per adjacent hex, so an interior vertex looked like it had six edges (which also double-counted segments in the Longest Road search and duplicated setup moves); and the applyRoll seven-transition was a discarded expression, so a seven never left AWAIT_ROLL. Three test fixtures rolled from the PLAYING phase and two assumed a two-seat rotation; corrected to the phases and seat order the engine actually uses. Verified: ./gradlew :app:testDebugUnitTest --offline — 679 tests, 0 failures. Co-Authored-By: Paperclip --- README.md | 3 + .../prolibertate/games/game/catan/CatanAi.kt | 319 ++++++ .../games/game/catan/CatanBoard.kt | 322 +++++++ .../games/game/catan/CatanModel.kt | 307 ++++++ .../games/game/catan/CatanRules.kt | 905 ++++++++++++++++++ .../prolibertate/games/game/engine/Engine.kt | 15 + .../prolibertate/games/net/MatchController.kt | 4 +- .../games/game/catan/CatanAiTest.kt | 145 +++ .../games/game/catan/CatanBoardTest.kt | 192 ++++ .../games/game/catan/CatanRulesTest.kt | 861 +++++++++++++++++ docs/README.md | 1 + docs/RULES-catan.md | 304 ++++++ 12 files changed, 3376 insertions(+), 2 deletions(-) create mode 100644 app/src/main/java/org/prolibertate/games/game/catan/CatanAi.kt create mode 100644 app/src/main/java/org/prolibertate/games/game/catan/CatanBoard.kt create mode 100644 app/src/main/java/org/prolibertate/games/game/catan/CatanModel.kt create mode 100644 app/src/main/java/org/prolibertate/games/game/catan/CatanRules.kt create mode 100644 app/src/test/java/org/prolibertate/games/game/catan/CatanAiTest.kt create mode 100644 app/src/test/java/org/prolibertate/games/game/catan/CatanBoardTest.kt create mode 100644 app/src/test/java/org/prolibertate/games/game/catan/CatanRulesTest.kt create mode 100644 docs/RULES-catan.md diff --git a/README.md b/README.md index 451c55f..2074948 100644 --- a/README.md +++ b/README.md @@ -326,6 +326,8 @@ game (index: [docs/README.md](docs/README.md)): - [Ta Yü](docs/RULES-tayu.md) — **note the caveats about the reconstruction**: the game is out of print and the rulebook could not be obtained, so the document says which parts are attested and which were derived +- [Katan](docs/RULES-catan.md) — the island game (catalogue id `catan`); the + rules engine and AI are in place, the screen lands with its own task ## Layout @@ -348,6 +350,7 @@ game/ rules engines and AI — pure Kotlin, no Android, unit-tested mastermind/ Mastermind codes, scoring, and a code breaker pirates/ Pirates and Bulgars — the cross board, the hunt, search tayu/ Ta Yü tile geometry, river rules, scoring, AI + catan/ Katan island geometry, production, trade, dev cards, heuristic AI net/ wire protocol, LAN transport, lobby, match driver score/ scorekeeper sheet — pure Kotlin, unit-tested — and its store settings/ DataStore-backed preferences diff --git a/app/src/main/java/org/prolibertate/games/game/catan/CatanAi.kt b/app/src/main/java/org/prolibertate/games/game/catan/CatanAi.kt new file mode 100644 index 0000000..c8d0a69 --- /dev/null +++ b/app/src/main/java/org/prolibertate/games/game/catan/CatanAi.kt @@ -0,0 +1,319 @@ +package org.prolibertate.games.game.catan + +import org.prolibertate.games.game.engine.GameAi + +/** + * A heuristic Catan opponent. + * + * It plays a legal, mildly strategic game: it settles on the best-producing + * intersections it can reach, raises cities, chases Largest Army with its + * knights, spends its progress cards when they complete something, trades + * its surplus to the bank or the table to close a one-card gap, and robs + * whoever is winning. + * + * Honesty is a design constraint, not an accident: this runs on the host, + * where the authoritative state is fully visible. It reads only public + * information — terrain, numbers, buildings, roads, resource counts, + * dev-card counts, knights played — plus its own hand, and never looks + * into the deck, another seat's development cards, or the seed beyond the + * roll the rules derive from it. + */ +class CatanAi : GameAi { + + override fun chooseMove(state: CatanState, seat: Int, legal: List): CatanMove { + require(legal.isNotEmpty() || state.phase == CatanPhase.PLAYING) { + "No legal move for seat $seat" + } + return when (state.phase) { + CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> + chooseSetup(state, seat, legal.filterIsInstance()) + + CatanPhase.AWAIT_ROLL -> legal.first { it is RollDice } + + CatanPhase.DISCARDING -> chooseDiscard(state, seat, legal.filterIsInstance()) + + CatanPhase.ROBBER -> chooseRobber(state, seat, legal.filterIsInstance()) + + CatanPhase.FREE_ROADS -> chooseFreeRoad(state, seat, legal) + + CatanPhase.TRADE_PENDING -> chooseResponse(state, seat, legal) + + CatanPhase.PLAYING -> choosePlaying(state, seat, legal) + + CatanPhase.GAME_OVER -> legal.firstOrNull() + ?: error("The game is over; nobody chooses a move") + } + } + + // ----------------------------------------------------------------------- + // Setup + // ----------------------------------------------------------------------- + + private fun chooseSetup(state: CatanState, seat: Int, places: List): SetupPlace { + require(places.isNotEmpty()) { "No legal settlement placement" } + return places.maxByOrNull { place -> + spotValue(state, place.vertex) + + 0.25 * placeDirection(state, place) + } ?: places.first() + } + + /** + * Where the setup road points: the best settlement spot two edges out + * through the far end of the road. The vertex next to the new + * settlement can never hold one (the distance rule), so what a road is + * worth is what it reaches past it. + */ + private fun placeDirection(state: CatanState, place: SetupPlace): Double { + val far = CatanBoard.otherEnd(place.edge, place.vertex) + return CatanBoard.VERTEX_NEIGHBORS[far] + .filter { it != place.vertex && it !in CatanBoard.VERTEX_NEIGHBORS[place.vertex] } + .maxOfOrNull { spotValue(state, it) } + ?: 0.0 + } + + // ----------------------------------------------------------------------- + // Dice, discards and the robber + // ----------------------------------------------------------------------- + + private fun chooseDiscard(state: CatanState, seat: Int, discards: List): Discard { + require(discards.isNotEmpty()) { "No legal discard" } + // Throw away what it wants least; grain and ore are the city, wool + // is mostly a dev-card tax. + return discards.minByOrNull { discard -> + discard.cards.sumOf { want(it) } + } ?: discards.first() + } + + private fun chooseRobber(state: CatanState, seat: Int, moves: List): MoveRobber { + require(moves.isNotEmpty()) { "No legal robber move" } + val points = CatanRules.publicVictoryPoints(state) + return moves.maxByOrNull { move -> + val hex = CatanBoard.hexIndex.getValue(move.hex) + var score = 0.0 + for (v in CatanBoard.HEX_CORNERS[hex]) { + val building = state.buildings[v] ?: continue + if (building.owner == seat) continue + val worth = if (building.type == BuildingType.CITY) 2 else 1 + score += worth * CatanBoard.numberOdds(state.numbers[hex]) / 36.0 + } + if (move.victim != null) { + score += 0.15 * state.resourceCount(move.victim) + + 0.3 * points[move.victim] + } + score + } ?: moves.first() + } + + // ----------------------------------------------------------------------- + // The main phase + // ----------------------------------------------------------------------- + + private fun choosePlaying(state: CatanState, seat: Int, legal: List): CatanMove { + // A city doubles the best production the seat already owns. + legal.filterIsInstance().maxByOrNull { + spotValue(state, it.vertex) + }?.let { return it } + + legal.filterIsInstance().maxByOrNull { + spotValue(state, it.vertex) + }?.let { return it } + + // A knight is worth playing whenever one is playable: it blocks an + // opponent's best hex and marches toward Largest Army. + legal.filterIsInstance().firstOrNull()?.let { return it } + + yearOfPlenty(state, legal)?.let { return it } + + monopoly(state, legal)?.let { return it } + + // Road Building is worth two free segments whenever there is + // somewhere to put them. + if (legal.filterIsInstance().isNotEmpty() && + legal.filterIsInstance().size >= 2 + ) { + return legal.filterIsInstance().first() + } + + legal.filterIsInstance().firstOrNull()?.let { return it } + + // A paid road only when it reaches toward a spot worth settling. + legal.filterIsInstance() + .filter { roadValue(state, it) > 0.1 } + .maxByOrNull { roadValue(state, it) } + ?.let { return it } + + // A bank trade only when it completes a build this turn; trading + // four for one on spec is how hands evaporate. + legal.filterIsInstance() + .filter { completesBuild(state, seat, it) } + .maxByOrNull { CatanRules.bestPortRatio(state, seat, it.give) * -1.0 } + ?.let { return it } + + offer(state, seat)?.let { return it } + + return legal.lastOrNull { it is EndTurn } ?: legal.first() + } + + /** Year of Plenty: two of whatever the nearest build is shortest of. */ + private fun yearOfPlenty(state: CatanState, legal: List): PlayYearOfPlenty? { + val takes = legal.filterIsInstance() + if (takes.isEmpty()) return null + val shortage = shortage(state) ?: return null + return takes.maxByOrNull { take -> + take.take.count { it == shortage } * 2 + take.take.size + } + } + + /** Monopoly: declare the resource everyone else is hoarding, of the ones wanted. */ + private fun monopoly(state: CatanState, legal: List): PlayMonopoly? { + val plays = legal.filterIsInstance() + if (plays.isEmpty()) return null + val best = plays.maxByOrNull { + 19 - CatanRules.bankSupply(state, it.resource) + want(it.resource) + } ?: return null + // Only worth the card when the table is actually holding a pile. + return if (19 - CatanRules.bankSupply(state, best.resource) >= 10) best else null + } + + /** What the seat is shortest of for its next city, else its next settlement. */ + private fun shortage(state: CatanState): Resource? { + val seat = state.turn + val targets = listOf(CatanRules.CITY_COST, CatanRules.SETTLEMENT_COST) + for (cost in targets) { + val missing = cost.entries.filter { (res, need) -> + (state.resources[seat][res] ?: 0) < need + } + if (missing.isNotEmpty()) { + return missing.maxByOrNull { (res, need) -> need - (state.resources[seat][res] ?: 0) }?.key + } + } + return null + } + + private fun completesBuild(state: CatanState, seat: Int, move: MaritimeTrade): Boolean { + val hand = state.resources[seat].toMutableMap() + val ratio = CatanRules.bestPortRatio(state, seat, move.give) + hand[move.give] = (hand[move.give] ?: 0) - ratio + hand[move.get] = (hand[move.get] ?: 0) + 1 + return covers(hand, CatanRules.CITY_COST) || covers(hand, CatanRules.SETTLEMENT_COST) + } + + private fun covers(hand: Map, cost: Map): Boolean = + cost.all { (res, need) -> (hand[res] ?: 0) >= need } + + /** + * A domestic offer for exactly the card that closes a build, paid for + * with two of the surplus — offered to whoever visibly holds the most + * of what is missing. Constructed rather than enumerated (see + * [OfferTrade]), so it is checked against the rules before it is spoken. + * + * At most one offer a turn: a declined offer changes nothing, so + * re-offering it would only bounce between the same two seats forever. + */ + private fun offer(state: CatanState, seat: Int): OfferTrade? { + if (offeredThisTurn(state, seat)) return null + val seatHand = state.resources[seat] + val builds = listOf(CatanRules.CITY_COST, CatanRules.SETTLEMENT_COST) + for (cost in builds) { + val missing = cost.entries.filter { (res, need) -> (seatHand[res] ?: 0) < need } + if (missing.size != 1) continue + val need = missing.first().key + val surplus = Resource.entries + .filter { it != need } + .filter { (seatHand[it] ?: 0) > (cost[it] ?: 0) } + .sortedByDescending { seatHand[it] ?: 0 } + if (surplus.isEmpty()) continue + val target = (0 until state.playerCount) + .filter { it != seat } + .filter { (state.resources[it][need] ?: 0) > 0 } + .maxByOrNull { state.resources[it][need] ?: 0 } + ?: continue + val give = listOf(surplus.first(), surplus.first()) + val trade = OfferTrade(to = target, give = give, get = listOf(need)) + if (CatanRules.isLegalMove(state, seat, trade)) return trade + } + return null + } + + /** + * Whether [seat] has already put an offer on the table this turn, read + * from the public log: the lines after this seat's last roll are this + * turn's, and an offer can only be spoken on the offerer's own turn. + */ + private fun offeredThisTurn(state: CatanState, seat: Int): Boolean { + val sinceRoll = state.log + .drop(state.log.indexOfLast { it.startsWith("Seat $seat rolls") } + 1) + return sinceRoll.any { it.startsWith("Seat $seat offers") } + } + + // ----------------------------------------------------------------------- + // Free roads and trade responses + // ----------------------------------------------------------------------- + + private fun chooseFreeRoad(state: CatanState, seat: Int, legal: List): CatanMove { + val roads = legal.filterIsInstance() + .filter { roadValue(state, it) > 0.05 } + .maxByOrNull { roadValue(state, it) } + return roads ?: legal.firstOrNull { it is EndFreeRoads } + ?: legal.filterIsInstance().firstOrNull() + ?: legal.first() + } + + private fun chooseResponse(state: CatanState, seat: Int, legal: List): CatanMove { + val accept = legal.filterIsInstance().firstOrNull() ?: run { + return legal.first { it is DeclineTrade } + } + val offer = state.pendingTrade ?: return legal.first() + // Accept when what arrives is worth more than what leaves: a mild + // table, not a shark. + val incoming = offer.get.sumOf { want(it) } + val outgoing = offer.give.sumOf { want(it) } + return if (incoming > outgoing) accept else legal.first { it is DeclineTrade } + } + + // ----------------------------------------------------------------------- + // Valuations + // ----------------------------------------------------------------------- + + /** What a seat would think of building on [vertex]: production and ports. */ + private fun spotValue(state: CatanState, vertex: Int): Double { + if (state.buildings[vertex] != null) return -1.0 + var value = 0.0 + val kinds = mutableSetOf() + for (h in CatanBoard.VERTEX_HEXES[vertex]) { + val resource = state.terrains[h].produces ?: continue + value += CatanBoard.numberOdds(state.numbers[h]) / 36.0 * want(resource) + kinds += resource + } + value += 0.12 * kinds.size // variety keeps a build plan alive + for (e in CatanBoard.VERTEX_EDGES[vertex]) { + val port = state.ports.firstOrNull { it.edge == e } ?: continue + value += if (port.resource == null) 0.1 else 0.2 + } + return value + } + + /** + * What a road on this edge leads to: the best settlement spot it brings + * within reach, discounted for being one step further out. + */ + private fun roadValue(state: CatanState, move: BuildRoad): Double { + var best = 0.0 + val (from, to) = CatanBoard.EDGE_VERTICES[move.edge] + for (endpoint in listOf(from, to)) { + for (near in CatanBoard.VERTEX_NEIGHBORS[endpoint]) { + best = maxOf(best, spotValue(state, near) * 0.8) + } + } + return best + } + + /** How much the AI wants to hold one card of [resource]. */ + private fun want(resource: Resource): Double = when (resource) { + Resource.ORE -> 1.20 // the city + Resource.GRAIN -> 1.15 // the city and the dev cards + Resource.LUMBER -> 1.0 // every road and settlement + Resource.BRICK -> 0.95 + Resource.WOOL -> 0.85 // abundant and only half of a dev card + } +} diff --git a/app/src/main/java/org/prolibertate/games/game/catan/CatanBoard.kt b/app/src/main/java/org/prolibertate/games/game/catan/CatanBoard.kt new file mode 100644 index 0000000..d3fac50 --- /dev/null +++ b/app/src/main/java/org/prolibertate/games/game/catan/CatanBoard.kt @@ -0,0 +1,322 @@ +package org.prolibertate.games.game.catan + +import kotlinx.serialization.Serializable +import kotlin.math.atan2 +import kotlin.random.Random + +/** + * The island as geometry: the 19 hexes, the 54 shared vertices, the 72 + * shared edges, the coast and the nine harbour positions. + * + * Everything is derived once, deterministically, from axial coordinates — + * there is no randomness and no state here; the layout of a particular + * game (which terrain and number sits on which hex) is [generate], and the + * live state lives in [CatanState]. + * + * Coordinates: hexes are addressed axially ((q, r), pointy-top). Every + * position is kept on an exact integer lattice so vertices shared by + * neighbouring hexes are recognised by position instead of by floating + * point: the centre of hex (q, r) is at lattice point (2q + r, 3r), and its + * six corners follow the offsets in [CORNER_OFFSETS]. Vertex positions are + * in half-units of the hex grid; rendering scales and flips them (lattice + * +Y is toward the top of the board). + */ +object CatanBoard { + + /** The 19 hexes: every (q, r) within distance 2 of the centre. */ + val HEXES: List = buildList { + for (r in -2..2) { + for (q in -2..2) { + if (hexDistance(q, r, 0, 0) <= 2) add(HexCoord(q, r)) + } + } + } + + val HEX_COUNT: Int = HEXES.size + + val hexIndex: Map = HEXES.withIndex().associate { (i, hex) -> hex to i } + + /** + * Corner k of a hex, as a lattice offset from its centre. Pointy-top: + * corner 0 is the top corner, then clockwise. + */ + private val CORNER_OFFSETS = listOf( + 0 to 2, 1 to 1, 1 to -1, 0 to -2, -1 to -1, -1 to 1, + ) + + /** Unit steps to a hex's six neighbours, matching the corner order. */ + private val NEIGHBOR_STEPS = listOf( + 0 to 1, 1 to 0, 1 to -1, 0 to -1, -1 to 0, -1 to 1, + ) + + /** The six board-corner hexes: pairwise non-adjacent by construction. */ + private val CORNER_HEXES = listOf( + HexCoord(2, 0), HexCoord(0, 2), HexCoord(-2, 2), + HexCoord(-2, 0), HexCoord(0, -2), HexCoord(2, -2), + ) + + // ----------------------------------------------------------------------- + // Vertices and edges + // ----------------------------------------------------------------------- + + /** Lattice position of each vertex, by vertex id. */ + val VERTEX_POS: List> + + val VERTEX_COUNT: Int + + /** Vertex ids of hex h's six corners, corner 0 first (see [CORNER_OFFSETS]). */ + val HEX_CORNERS: List> + + /** Both endpoints of each edge, as vertex ids, low id first. */ + val EDGE_VERTICES: List> + + val EDGE_COUNT: Int + + /** Edges touching each vertex. */ + val VERTEX_EDGES: List> + + /** Vertices one edge away from each vertex: the distance rule's horizon. */ + val VERTEX_NEIGHBORS: List> + + /** Hexes touching each vertex. */ + val VERTEX_HEXES: List> + + /** Hexes touching each edge: two for interior edges, one on the coast. */ + val EDGE_HEXES: List> + + /** Edges adjacent to each edge (sharing a vertex). */ + val EDGE_NEIGHBORS: List> + + /** Hexes adjacent to each hex, in [NEIGHBOR_STEPS] order. */ + val HEX_NEIGHBORS: List> + + /** The coastal edges (those with only one hex) in ring order. */ + val COASTAL: List + + /** The nine fixed harbour positions, spread around the coast. */ + val PORT_POSITIONS: List + + init { + // Vertices: assign ids in first-seen order over hexes then corners. + val vertexIds = mutableMapOf, Int>() + val vertexPos = mutableListOf>() + val hexCorners = HEXES.map { hex -> + val cx = 2 * hex.q + hex.r + val cy = 3 * hex.r + CORNER_OFFSETS.map { (dx, dy) -> + val pos = (cx + dx) to (cy + dy) + vertexIds.getOrPut(pos) { + vertexPos += pos + vertexPos.size - 1 + } + } + } + VERTEX_POS = vertexPos + VERTEX_COUNT = vertexPos.size + HEX_CORNERS = hexCorners + + // Edges between a hex's consecutive corners, deduplicated by the + // pair of vertex ids. + val edgeIds = mutableMapOf, Int>() + val edgeVertices = mutableListOf>() + hexCorners.forEach { corners -> + for (k in 0..5) { + val a = corners[k] + val b = corners[(k + 1) % 6] + val key = minOf(a, b) to maxOf(a, b) + edgeIds.getOrPut(key) { + edgeVertices += key + edgeVertices.size - 1 + } + } + } + EDGE_VERTICES = edgeVertices + EDGE_COUNT = edgeVertices.size + + val vertexEdges = List(VERTEX_COUNT) { mutableListOf() } + val vertexHexes = List(VERTEX_COUNT) { mutableSetOf() } + val edgeHexes = List(EDGE_COUNT) { mutableSetOf() } + hexCorners.forEachIndexed { h, corners -> + corners.forEach { v -> vertexHexes[v] += h } + for (k in 0..5) { + val a = corners[k] + val b = corners[(k + 1) % 6] + val key = minOf(a, b) to maxOf(a, b) + val e = edgeIds.getValue(key) + edgeHexes[e] += h + vertexEdges[a] += e + vertexEdges[b] += e + } + } + // Distinct: an interior edge is walked once from each of the two hexes + // it separates, so without this every shared edge would be counted + // twice and an interior vertex would appear to have six edges. + VERTEX_EDGES = vertexEdges.map { it.distinct() } + VERTEX_HEXES = vertexHexes.map { it.sorted() } + EDGE_HEXES = edgeHexes.map { it.sorted() } + VERTEX_NEIGHBORS = List(VERTEX_COUNT) { v -> + VERTEX_EDGES[v].map { otherEnd(it, v) }.distinct().sorted() + } + EDGE_NEIGHBORS = List(EDGE_COUNT) { e -> + val (a, b) = EDGE_VERTICES[e] + (VERTEX_EDGES[a] + VERTEX_EDGES[b]).distinct().filter { it != e }.sorted() + } + HEX_NEIGHBORS = HEXES.map { hex -> + NEIGHBOR_STEPS.mapNotNull { (dq, dr) -> + hexIndex[HexCoord(hex.q + dq, hex.r + dr)] + } + } + + // The coast in walking order: sort the coastal edges by the angle of + // their midpoint around the board centre, which is the lattice + // origin. The board is a hexagon, so this yields one closed ring. + COASTAL = EDGE_HEXES.withIndex() + .filter { it.value.size == 1 } + .map { (e, _) -> e } + .sortedBy { e -> angleOf(midpoint(e)) } + // Harbours sit roughly every third or fourth coastal edge, like the + // physical frame: nine positions, steps summing to the whole ring. + PORT_POSITIONS = buildList { + var at = 0 + for (step in listOf(3, 4, 3, 3, 4, 3, 3, 4, 3)) { + add(COASTAL[at % COASTAL.size]) + at += step + } + }.distinct() + + check(HEX_COUNT == 19) { "A Catan island has 19 hexes, found $HEX_COUNT" } + check(VERTEX_COUNT == 54) { "A Catan island has 54 vertices, found $VERTEX_COUNT" } + check(EDGE_COUNT == 72) { "A Catan island has 72 edges, found $EDGE_COUNT" } + check(COASTAL.size == 30) { "The coast has 30 edges, found ${COASTAL.size}" } + check(PORT_POSITIONS.size == 9) { "Nine harbours, found ${PORT_POSITIONS.size}" } + check(PORT_POSITIONS.all { EDGE_HEXES[it].size == 1 }) { "Harbours must be coastal" } + } + + /** The other endpoint of [edge], given one [vertex] on it. */ + fun otherEnd(edge: Int, vertex: Int): Int { + val (a, b) = EDGE_VERTICES[edge] + return if (vertex == a) b else a + } + + /** Lattice position of hex h's centre. */ + fun hexCenter(h: Int): Pair { + val hex = HEXES[h] + return (2 * hex.q + hex.r) to (3 * hex.r) + } + + /** Whether two hexes share an edge. */ + fun hexesAdjacent(a: Int, b: Int): Boolean = b in HEX_NEIGHBORS[a] + + /** Hex-grid distance between two axial positions. */ + fun hexDistance(q1: Int, r1: Int, q2: Int, r2: Int): Int { + val dq = q1 - q2 + val dr = r1 - r2 + return maxOf(kotlin.math.abs(dq), kotlin.math.abs(dr), kotlin.math.abs(dq + dr)) + } + + /** + * How often a number is expected to come up, in thirty-sixths. A 6 or an + * 8 comes up five times in thirty-six, a 2 or a 12 once. + */ + fun numberOdds(number: Int): Int = 6 - kotlin.math.abs(7 - number) + + private fun midpoint(edge: Int): Pair { + val (a, b) = EDGE_VERTICES[edge] + val pa = VERTEX_POS[a] + val pb = VERTEX_POS[b] + return ((pa.first + pb.first) / 2.0) to ((pa.second + pb.second) / 2.0) + } + + private fun angleOf(point: Pair): Double = + atan2(point.second, point.first) + + // ----------------------------------------------------------------------- + // Island generation + // ----------------------------------------------------------------------- + + /** + * The island layout for one game: terrain and number per hex, the robber + * on the desert, and the nine harbours. + */ + @Serializable + data class Generated( + val terrains: List, + /** 0 where there is no token (the desert). */ + val numbers: List, + val robber: Int, + val ports: List, + ) + + /** The terrain tile mix: four forests, four pastures, four fields, three hills, three mountains, one desert. */ + private val TERRAIN_TILES: List = listOf( + Terrain.FOREST, Terrain.FOREST, Terrain.FOREST, Terrain.FOREST, + Terrain.PASTURE, Terrain.PASTURE, Terrain.PASTURE, Terrain.PASTURE, + Terrain.FIELDS, Terrain.FIELDS, Terrain.FIELDS, Terrain.FIELDS, + Terrain.HILLS, Terrain.HILLS, Terrain.HILLS, + Terrain.MOUNTAINS, Terrain.MOUNTAINS, Terrain.MOUNTAINS, + Terrain.DESERT, + ) + + /** The 18 number tokens, the two hardest numbers withheld: 7 never appears. */ + private val RED_TOKENS = listOf(6, 6, 8, 8) + private val OTHER_TOKENS = listOf(2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12) + + /** Shuffle attempts before falling back to the corner placement for 6s and 8s. */ + private const val RED_ATTEMPTS = 60 + + /** + * Generates the island from [seed]. + * + * Terrain is shuffled over the hexes, exactly as shuffling the land + * tiles face down does. Number tokens are shuffled over the land hexes + * with one repair rule: no two of the red tokens (6 and 8) may sit on + * adjacent hexes, the balance convention the published game asks for. + * The robber starts on the desert. Harbour *positions* are fixed (the + * physical frame is not shuffled); the nine harbour *types* — five + * 2:1 resource ports and four 3:1 ports — are shuffled onto them. + * + * The 6/8 separation is guaranteed, not merely probable: if no shuffled + * placement separates them (about one shuffle in five does), the red + * tokens go to four of the six board-corner hexes, which are pairwise + * non-adjacent, and at most one corner can be desert. + */ + fun generate(seed: Long): Generated { + val random = Random(seed) + val terrains = TERRAIN_TILES.shuffled(random) + val desert = terrains.indexOf(Terrain.DESERT) + val land = terrains.indices.filter { it != desert } + + var redHexes: List? = null + var attempt = 0 + while (redHexes == null && attempt < RED_ATTEMPTS) { + val candidate = land.shuffled(random).take(4) + val separated = candidate.withIndex().all { (i, a) -> + candidate.drop(i + 1).none { hexesAdjacent(a, it) } + } + if (separated) redHexes = candidate + attempt++ + } + val reds = redHexes ?: CORNER_HEXES + .mapNotNull { hexIndex[it] } + .filter { it != desert } + .shuffled(random) + .take(4) + + val numbers = IntArray(HEX_COUNT) + RED_TOKENS.forEachIndexed { i, token -> numbers[reds[i]] = token } + val rest = land.filter { it !in reds }.shuffled(random) + OTHER_TOKENS.forEachIndexed { i, token -> numbers[rest[i]] = token } + + val portTypes = ( + listOf( + Resource.LUMBER, Resource.BRICK, Resource.WOOL, Resource.GRAIN, Resource.ORE, + ) + List(4) { null } + ).shuffled(random) + val ports = PORT_POSITIONS.mapIndexed { i, edge -> + val resource = portTypes[i] + if (resource == null) Port(edge, null, 3) else Port(edge, resource, 2) + } + + return Generated(terrains, numbers.toList(), desert, ports) + } +} diff --git a/app/src/main/java/org/prolibertate/games/game/catan/CatanModel.kt b/app/src/main/java/org/prolibertate/games/game/catan/CatanModel.kt new file mode 100644 index 0000000..7bd715c --- /dev/null +++ b/app/src/main/java/org/prolibertate/games/game/catan/CatanModel.kt @@ -0,0 +1,307 @@ +package org.prolibertate.games.game.catan + +import kotlinx.serialization.SerialName +import kotlinx.serialization.Serializable + +/** Sentinel stored in [CatanState.roads] for an unclaimed road position. */ +const val NO_PLAYER = -1 + +/** Road segments required to hold Longest Road. */ +const val LONGEST_ROAD_MIN = 5 + +/** Knights required to take Largest Army. */ +const val LARGEST_ARMY_MIN = 3 + +/** Resource cards of each type the bank starts with. */ +const val BANK_PER_RESOURCE = 19 + +/** + * The five resources the island produces. + * + * Catan names two of them after the terrain rather than the commodity + * (wood becomes lumber, sheep become wool); those names travel with the + * trademark, so the engine speaks in resources only. + */ +@Serializable +enum class Resource { LUMBER, BRICK, WOOL, GRAIN, ORE } + +/** One terrain type per hex; the desert produces nothing. */ +@Serializable +enum class Terrain(val produces: Resource?) { + FOREST(Resource.LUMBER), + PASTURE(Resource.WOOL), + FIELDS(Resource.GRAIN), + HILLS(Resource.BRICK), + MOUNTAINS(Resource.ORE), + DESERT(null), +} + +/** Axial coordinate of one hex on the board. See [CatanBoard]. */ +@Serializable +data class HexCoord(val q: Int, val r: Int) + +@Serializable +enum class BuildingType { SETTLEMENT, CITY } + +/** What stands on one vertex: a settlement or city owned by one seat. */ +@Serializable +data class CatanBuilding(val type: BuildingType, val owner: Int) + +/** + * One harbour. A port sits on a coastal edge: a player who owns a + * settlement or city on *either* endpoint vertex of [edge] may trade at + * [ratio] (2 or 3) instead of the bank's 4:1. A resource port trades at 2:1 + * for its own resource only; [resource] is null for a generic 3:1 harbour. + */ +@Serializable +data class Port(val edge: Int, val resource: Resource?, val ratio: Int) + +@Serializable +enum class DevCardType { KNIGHT, ROAD_BUILDING, MONOPOLY, YEAR_OF_PLENTY, VICTORY_POINT } + +/** + * One development card. [id] is stable for the life of the game (the deck + * is built once from the seed), so moves can name a card by id even after + * it moves from the deck into a hand. [boughtTurn] records when it was + * drawn: a card cannot be played on the turn it was bought. + */ +@Serializable +data class DevCard(val id: Int, val type: DevCardType, val boughtTurn: Int = 0) + +/** + * A domestic trade offer on the table. [by] is the offering seat and [to] + * the only seat that may respond — v1 has no counter-offers and no open + * auctions, so an offer is always addressed to one player. + */ +@Serializable +data class TradeOffer(val by: Int, val to: Int, val give: List, val get: List) + +/** + * Where the game stands. The phases that involve more than the player + * whose turn it is carry their own bookkeeping: [discardSeat] during + * [CatanPhase.DISCARDING], [pendingTrade] during [CatanPhase.TRADE_PENDING]. + */ +@Serializable +enum class CatanPhase { + /** Snake order forward: settlement + road each, seats 0..n-1. */ + SETUP_FIRST, + + /** Snake order back: settlement + road each, seats n-1..0, plus income. */ + SETUP_SECOND, + + /** The player whose turn it is must roll the dice. */ + AWAIT_ROLL, + + /** Players holding more than 7 resource cards discard half. */ + DISCARDING, + + /** The roller must move the robber and steal. */ + ROBBER, + + /** Build, trade, buy and play development cards, or end the turn. */ + PLAYING, + + /** A played Road Building card: up to two roads remain to be placed. */ + FREE_ROADS, + + /** The offered seat must accept or decline. */ + TRADE_PENDING, + + GAME_OVER, +} + +@Serializable +data class CatanOptions( + val playerCount: Int = 3, + val pointsToWin: Int = 10, +) { + init { + require(playerCount in 3..4) { "The island seats three or four players" } + require(pointsToWin >= 2) { "pointsToWin must be at least 2" } + } +} + +/** + * The whole game as one immutable value. + * + * Public information (terrain, numbers, ports, buildings, roads, resource + * counts, dev-card counts, knights played) is stored directly. Hidden + * information — the deck's order and every hand's development cards — is + * here in full because the host owns the truth; [CatanRules.viewFor] is + * what keeps it off the wire. + */ +@Serializable +data class CatanState( + val options: CatanOptions, + val seed: Long, + val phase: CatanPhase, + /** + * The seat whose turn it is — not always the seat expected to move: + * during [CatanPhase.DISCARDING] and [CatanPhase.TRADE_PENDING] another + * seat acts on the turn owner's behalf. + */ + val turn: Int, + /** How many setup placements are done, 0 until 2 * playerCount. */ + val setupIndex: Int, + /** Monotonic turn counter, 0 during setup, 1 from the first real turn. */ + val turnNumber: Int, + /** Terrain per hex, indexed like [CatanBoard.HEXES]. */ + val terrains: List, + /** Number token per hex, 0 where there is none (the desert). */ + val numbers: List, + /** Hex the robber currently occupies. */ + val robber: Int, + val ports: List, + /** What stands on each vertex, or null. */ + val buildings: List, + /** Owning seat per edge, or [NO_PLAYER]. */ + val roads: List, + /** Resource cards per seat. Card counts are public in Catan. */ + val resources: List>, + /** The bank's development cards, top first. Order is hidden. */ + val devDeck: List, + /** Development cards per seat. Hidden from everyone but the holder. */ + val devHands: List>, + /** Public mirror of the dev-hand sizes, for views and scoreboards. */ + val devHandCounts: List, + /** Knights played (not merely held) per seat. */ + val knightsPlayed: List, + /** Whether the turn owner has already played a development card. */ + val devCardPlayedThisTurn: Boolean, + val pendingTrade: TradeOffer?, + /** Roads still owed on a played Road Building card. */ + val pendingFreeRoads: Int, + /** Seat due to discard during [CatanPhase.DISCARDING]. */ + val discardSeat: Int?, + val longestRoadOwner: Int?, + val largestArmyOwner: Int?, + /** The dice as last rolled, for the table display. */ + val lastDice: List, + /** + * How many dice rolls and steals have happened so far. Random events are + * derived from the seed and this counter, so the same game replays + * identically without storing a random generator in the state. + */ + val rngStep: Int, + val winner: Int?, + val log: List, +) { + val playerCount: Int get() = options.playerCount + + /** Total resource cards held by [seat]. */ + fun resourceCount(seat: Int): Int = resources[seat].values.sum() + + /** [seat]'s resource cards as a flat list, one entry per card. */ + fun handOf(seat: Int): List = + Resource.entries.flatMap { res -> List(resources[seat][res] ?: 0) { res } } + + /** Whether [seat] holds every card in [cards], counting duplicates. */ + fun holdsAll(seat: Int, cards: List): Boolean { + val need = cards.groupingBy { it }.eachCount() + return need.all { (res, n) -> (resources[seat][res] ?: 0) >= n } + } +} + +@Serializable +sealed interface CatanMove + +/** Setup placement: a settlement on [vertex] plus a road on [edge]. */ +@Serializable +@SerialName("setup") +data class SetupPlace(val vertex: Int, val edge: Int) : CatanMove + +/** + * Roll the dice. + * + * With [forced] null the roll is derived from the game seed, which is what + * the AI, the UI and the network always send. [forced] exists so tests and + * offline reviews can stage a specific number; it is not part of the + * enumerated move list, so the network driver's "is this move in the legal + * list" check rejects any forced roll a client tries to sneak through — + * only code holding the state directly (the host's own tests) can use it. + */ +@Serializable +@SerialName("roll") +data class RollDice(val forced: List? = null) : CatanMove + +/** Discard exactly these cards. */ +@Serializable +@SerialName("discard") +data class Discard(val cards: List) : CatanMove + +/** Move the robber to [hex] and steal from [victim], if anyone can be robbed. */ +@Serializable +@SerialName("robber") +data class MoveRobber(val hex: HexCoord, val victim: Int? = null) : CatanMove + +/** Build a road on [edge] — paid normally, or free during FREE_ROADS. */ +@Serializable +@SerialName("road") +data class BuildRoad(val edge: Int) : CatanMove + +@Serializable +@SerialName("settlement") +data class BuildSettlement(val vertex: Int) : CatanMove + +@Serializable +@SerialName("city") +data class BuildCity(val vertex: Int) : CatanMove + +@Serializable +@SerialName("buyCard") +data object BuyDevCard : CatanMove + +/** + * Play a knight. The card is named by [card] id; the robber move follows as + * its own move once the phase has advanced. + */ +@Serializable +@SerialName("knight") +data class PlayKnight(val card: Int) : CatanMove + +@Serializable +@SerialName("roadBuilding") +data class PlayRoadBuilding(val card: Int) : CatanMove + +@Serializable +@SerialName("monopoly") +data class PlayMonopoly(val card: Int, val resource: Resource) : CatanMove + +/** Take [take] (up to two cards) from the bank. */ +@Serializable +@SerialName("plenty") +data class PlayYearOfPlenty(val card: Int, val take: List) : CatanMove + +/** + * Offer a domestic trade to [to]: [give] of ours for [get] of theirs. + * + * Like a forced dice roll this is a free-form intent rather than an + * enumerated move — the space of two card multisets is combinatorial — so + * it is validated structurally by [CatanRules.isLegalMove] instead of + * appearing in [CatanRules.legalMoves]. + */ +@Serializable +@SerialName("offer") +data class OfferTrade(val to: Int, val give: List, val get: List) : CatanMove + +@Serializable +@SerialName("accept") +data object AcceptTrade : CatanMove + +@Serializable +@SerialName("decline") +data object DeclineTrade : CatanMove + +/** Bank trade: [give] at the best ratio this seat can trade at for [get]. */ +@Serializable +@SerialName("bank") +data class MaritimeTrade(val give: Resource, val get: Resource) : CatanMove + +@Serializable +@SerialName("endTurn") +data object EndTurn : CatanMove + +/** Forfeit any remaining free roads from a played Road Building card. */ +@Serializable +@SerialName("endFreeRoads") +data object EndFreeRoads : CatanMove diff --git a/app/src/main/java/org/prolibertate/games/game/catan/CatanRules.kt b/app/src/main/java/org/prolibertate/games/game/catan/CatanRules.kt new file mode 100644 index 0000000..a47156f --- /dev/null +++ b/app/src/main/java/org/prolibertate/games/game/catan/CatanRules.kt @@ -0,0 +1,905 @@ +package org.prolibertate.games.game.catan + +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 +import kotlin.random.Random + +/** + * Catan as a pure state machine. See RULES-catan.md for the ruleset and the + * choices made where the published rules leave room. + * + * The rules the engine enforces come from the base game as published for + * three to four players: setup in snake order, one roll per turn, + * production weighted by number tokens, the robber on a seven, domestic + * and bank trade, building, development cards, Longest Road, Largest Army + * and victory at ten points. + */ +object CatanRules : GameRules { + + override val gameId: String = GameCatalog.CATAN + + private val json = Json { + ignoreUnknownKeys = true + encodeDefaults = true + } + + // ----------------------------------------------------------------------- + // Public constants the AI and the UI plan with + // ----------------------------------------------------------------------- + + val ROAD_COST: Map = mapOf(Resource.LUMBER to 1, Resource.BRICK to 1) + val SETTLEMENT_COST: Map = mapOf( + Resource.LUMBER to 1, Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 1, + ) + val CITY_COST: Map = mapOf(Resource.GRAIN to 2, Resource.ORE to 3) + val DEV_COST: Map = mapOf(Resource.WOOL to 1, Resource.GRAIN to 1, Resource.ORE to 1) + + /** The 25 development cards in the bank's deck: 14 knights, two of each progress card, five victory points. */ + val DEV_DECK: List = List(14) { DevCardType.KNIGHT } + + List(2) { DevCardType.ROAD_BUILDING } + + List(2) { DevCardType.MONOPOLY } + + List(2) { DevCardType.YEAR_OF_PLENTY } + + List(5) { DevCardType.VICTORY_POINT } + + // ----------------------------------------------------------------------- + // Life cycle + // ----------------------------------------------------------------------- + + override fun initialState(config: TableConfig): CatanState { + val options = json.decodeFromString(config.optionsJson) + require(config.seats.size == options.playerCount) { + "Seat count ${config.seats.size} does not match ${options.playerCount} players" + } + + val board = CatanBoard.generate(config.seed) + // A different random stream than the island, so the same seed still + // produces both a fixed island and a fixed deck. + val devDeck = DEV_DECK + .mapIndexed { id, type -> DevCard(id, type) } + .shuffled(Random(config.seed + 1)) + + return CatanState( + options = options, + seed = config.seed, + phase = CatanPhase.SETUP_FIRST, + turn = 0, + setupIndex = 0, + turnNumber = 0, + terrains = board.terrains, + numbers = board.numbers, + robber = board.robber, + ports = board.ports, + buildings = List(CatanBoard.VERTEX_COUNT) { null }, + roads = List(CatanBoard.EDGE_COUNT) { NO_PLAYER }, + resources = List(options.playerCount) { + Resource.entries.associateWith { 0 } + }, + devDeck = devDeck, + devHands = List(options.playerCount) { emptyList() }, + devHandCounts = List(options.playerCount) { 0 }, + knightsPlayed = List(options.playerCount) { 0 }, + devCardPlayedThisTurn = false, + pendingTrade = null, + pendingFreeRoads = 0, + discardSeat = null, + longestRoadOwner = null, + largestArmyOwner = null, + lastDice = emptyList(), + rngStep = 0, + winner = null, + log = listOf( + "Catan — ${options.playerCount} players, first to ${options.pointsToWin} victory points.", + ), + ) + } + + override fun currentSeat(state: CatanState): Int? = when (state.phase) { + CatanPhase.GAME_OVER -> null + CatanPhase.SETUP_FIRST -> state.setupIndex + CatanPhase.SETUP_SECOND -> 2 * state.playerCount - 1 - state.setupIndex + CatanPhase.DISCARDING -> state.discardSeat + CatanPhase.TRADE_PENDING -> state.pendingTrade?.to + CatanPhase.AWAIT_ROLL, CatanPhase.ROBBER, + CatanPhase.PLAYING, CatanPhase.FREE_ROADS, + -> state.turn + } + + // ----------------------------------------------------------------------- + // Legality + // ----------------------------------------------------------------------- + + /** + * Structural legality, the form the network driver and the UI should + * gate through. + * + * Two moves are free-form intents rather than members of the enumerated + * move list, because enumerating them would explode combinatorially: + * a dice roll may carry forced values (tests and offline reviews only — + * over the network the driver's membership check rejects it), and a + * domestic trade offer names any two multisets of resource cards. + */ + override fun isLegalMove(state: CatanState, seat: Int, move: CatanMove): Boolean { + if (currentSeat(state) != seat) return false + return when (move) { + is RollDice -> state.phase == CatanPhase.AWAIT_ROLL && + (move.forced == null || + (move.forced.size == 2 && move.forced.all { it in 1..6 })) + + is OfferTrade -> offerLegal(state, seat, move) + + else -> move in legalMoves(state, seat) + } + } + + override fun legalMoves(state: CatanState, seat: Int): List { + if (currentSeat(state) != seat) return emptyList() + return when (state.phase) { + CatanPhase.SETUP_FIRST, CatanPhase.SETUP_SECOND -> setupMoves(state) + + CatanPhase.AWAIT_ROLL -> listOf(RollDice()) + + CatanPhase.DISCARDING -> discardMoves(state, seat) + + CatanPhase.ROBBER -> robberMoves(state, seat) + + CatanPhase.PLAYING -> playingMoves(state, seat) + + CatanPhase.FREE_ROADS -> + roadMoves(state, seat) + listOf(EndFreeRoads) + + CatanPhase.TRADE_PENDING -> tradeResponses(state, seat) + + CatanPhase.GAME_OVER -> emptyList() + } + } + + private fun setupMoves(state: CatanState): List { + val moves = mutableListOf() + for (v in 0 until CatanBoard.VERTEX_COUNT) { + if (!vertexOpenForSettlement(state, v)) continue + for (e in CatanBoard.VERTEX_EDGES[v]) { + if (state.roads[e] != NO_PLAYER) continue + moves += SetupPlace(v, e) + } + } + return moves + } + + private fun discardMoves(state: CatanState, seat: Int): List { + val total = state.resourceCount(seat) + if (total <= 7) return emptyList() + val half = total / 2 + val held = state.resources[seat] + val moves = mutableListOf() + + fun walk(resourceIndex: Int, remaining: Int, acc: MutableList) { + if (resourceIndex == Resource.entries.size) { + if (remaining == 0) moves += Discard(acc.toList()) + return + } + val resource = Resource.entries[resourceIndex] + val have = held[resource] ?: 0 + for (take in 0..minOf(have, remaining)) { + repeat(take) { acc += resource } + walk(resourceIndex + 1, remaining - take, acc) + repeat(take) { acc.removeAt(acc.size - 1) } + } + } + walk(0, half, mutableListOf()) + return moves + } + + private fun robberMoves(state: CatanState, seat: Int): List { + val moves = mutableListOf() + for (h in 0 until CatanBoard.HEX_COUNT) { + if (h == state.robber) continue + val victims = CatanBoard.HEX_CORNERS[h] + .mapNotNull { state.buildings[it] } + .map { it.owner } + .filter { it != seat } + .distinct() + .filter { state.resourceCount(it) > 0 } + if (victims.isEmpty()) { + moves += MoveRobber(CatanBoard.HEXES[h]) + } else { + victims.forEach { moves += MoveRobber(CatanBoard.HEXES[h], it) } + } + } + return moves + } + + private fun playingMoves(state: CatanState, seat: Int): List { + val moves = mutableListOf() + + if (affordable(state, seat, ROAD_COST)) moves += roadMoves(state, seat) + if (affordable(state, seat, SETTLEMENT_COST)) { + moves += settlementVertices(state, seat).map { BuildSettlement(it) } + } + if (affordable(state, seat, CITY_COST)) { + moves += cityVertices(state, seat).map { BuildCity(it) } + } + if (state.devDeck.isNotEmpty() && affordable(state, seat, DEV_COST)) { + moves += BuyDevCard + } + + if (!state.devCardPlayedThisTurn) { + for (card in state.devHands[seat]) { + if (card.boughtTurn == state.turnNumber) continue + when (card.type) { + DevCardType.KNIGHT -> moves += PlayKnight(card.id) + DevCardType.ROAD_BUILDING -> moves += PlayRoadBuilding(card.id) + DevCardType.MONOPOLY -> Resource.entries.forEach { + moves += PlayMonopoly(card.id, it) + } + + DevCardType.YEAR_OF_PLENTY -> moves += plentyTakes(state).map { + PlayYearOfPlenty(card.id, it) + } + + DevCardType.VICTORY_POINT -> Unit // revealed by winning, never played + } + } + } + + for (give in Resource.entries) { + if ((state.resources[seat][give] ?: 0) < bestPortRatio(state, seat, give)) continue + for (get in Resource.entries) { + if (get == give || bankSupply(state, get) < 1) continue + moves += MaritimeTrade(give, get) + } + } + + moves += EndTurn + return moves + } + + /** Every take a Year of Plenty card could name: one card, or two. */ + private fun plentyTakes(state: CatanState): List> { + val takes = mutableListOf>() + for (a in Resource.entries) { + if (bankSupply(state, a) >= 1) takes += listOf(a) + for (b in Resource.entries) { + // Two of a kind needs a bank that can pay both, not just one. + val needOfB = if (a == b) 2 else 1 + if (bankSupply(state, a) >= 1 && bankSupply(state, b) >= needOfB) { + takes += listOf(a, b) + } + } + } + return takes + } + + /** Road placements that connect to [seat]'s network, cost aside. */ + private fun roadMoves(state: CatanState, seat: Int): List = + (0 until CatanBoard.EDGE_COUNT) + .filter { state.roads[it] == NO_PLAYER && roadConnects(state, seat, it) } + .map { BuildRoad(it) } + + /** + * Settlement placements: an open vertex at least two edges from every + * building, connected to [seat]'s road network. (During setup the + * connection requirement does not apply — that is why setup uses its + * own move.) + */ + private fun settlementVertices(state: CatanState, seat: Int): List = + (0 until CatanBoard.VERTEX_COUNT).filter { v -> + vertexOpenForSettlement(state, v) && + CatanBoard.VERTEX_EDGES[v].any { state.roads[it] == seat } + } + + private fun cityVertices(state: CatanState, seat: Int): List = + (0 until CatanBoard.VERTEX_COUNT).filter { v -> + state.buildings[v] == CatanBuilding(BuildingType.SETTLEMENT, seat) + } + + private fun tradeResponses(state: CatanState, seat: Int): List { + val offer = state.pendingTrade ?: return emptyList() + val responses = mutableListOf() + if (state.holdsAll(seat, offer.get) && state.holdsAll(offer.by, offer.give)) { + responses += AcceptTrade + } + responses += DeclineTrade + return responses + } + + /** An empty vertex with no building on it or one edge away. */ + private fun vertexOpenForSettlement(state: CatanState, v: Int): Boolean = + state.buildings[v] == null && + CatanBoard.VERTEX_NEIGHBORS[v].all { state.buildings[it] == null } + + /** A road on [edge] would join [seat]'s network of roads and buildings. */ + private fun roadConnects(state: CatanState, seat: Int, edge: Int): Boolean { + val (a, b) = CatanBoard.EDGE_VERTICES[edge] + return CatanBoard.VERTEX_EDGES[a].any { state.roads[it] == seat } || + CatanBoard.VERTEX_EDGES[b].any { state.roads[it] == seat } || + state.buildings[a]?.owner == seat || + state.buildings[b]?.owner == seat + } + + private fun offerLegal(state: CatanState, seat: Int, move: OfferTrade): Boolean { + if (state.phase != CatanPhase.PLAYING || state.turn != seat) return false + if (move.to !in 0 until state.playerCount || move.to == seat) return false + if (move.give.isEmpty() || move.get.isEmpty()) return false + // Like-for-like is not a trade; the published game rejects it too. + if (countOf(move.give) == countOf(move.get)) return false + return state.holdsAll(seat, move.give) + } + + // ----------------------------------------------------------------------- + // Move application + // ----------------------------------------------------------------------- + + override fun applyMove(state: CatanState, seat: Int, move: CatanMove): CatanState { + require(currentSeat(state) == seat) { + "Not seat $seat's move in phase ${state.phase}" + } + require(isLegalMove(state, seat, move)) { "Illegal move $move for seat $seat" } + return when (move) { + is SetupPlace -> applySetup(state, seat, move) + is RollDice -> applyRoll(state, seat, move) + is Discard -> applyDiscard(state, seat, move) + is MoveRobber -> applyRobber(state, seat, move) + is BuildRoad -> applyBuildRoad(state, seat, move) + is BuildSettlement -> applyBuildSettlement(state, seat, move) + is BuildCity -> applyBuildCity(state, seat, move) + BuyDevCard -> applyBuyDevCard(state, seat) + is PlayKnight -> applyPlayKnight(state, seat, move) + is PlayRoadBuilding -> applyPlayRoadBuilding(state, seat, move) + is PlayMonopoly -> applyPlayMonopoly(state, seat, move) + is PlayYearOfPlenty -> applyPlayYearOfPlenty(state, seat, move) + is OfferTrade -> applyOfferTrade(state, seat, move) + AcceptTrade -> applyAcceptTrade(state, seat) + DeclineTrade -> applyDeclineTrade(state, seat) + is MaritimeTrade -> applyMaritimeTrade(state, seat, move) + EndTurn -> applyEndTurn(state, seat) + EndFreeRoads -> applyEndFreeRoads(state, seat) + } + } + + private fun applySetup(state: CatanState, seat: Int, move: SetupPlace): CatanState { + val n = state.playerCount + val second = state.phase == CatanPhase.SETUP_SECOND + var s = state.copy( + buildings = state.buildings.toMutableList().also { + it[move.vertex] = CatanBuilding(BuildingType.SETTLEMENT, seat) + }, + roads = state.roads.toMutableList().also { it[move.edge] = seat }, + log = state.log + "Seat $seat settles at ${move.vertex} and lays a road on ${move.edge}.", + ) + + if (second) { + // The second settlement earns one card from each adjacent + // producing hex, supply permitting. + val adjacent = CatanBoard.VERTEX_HEXES[move.vertex].mapNotNull { state.terrains[it].produces } + val granted = adjacent.groupingBy { it }.eachCount().filter { (res, need) -> + need <= bankSupply(state, res) + } + if (granted.isNotEmpty()) { + s = s.copy( + resources = withCounts(s.resources, seat, granted, 1), + log = s.log + "Seat $seat banks ${describe(granted)} from the new lands.", + ) + } + } + + val newIndex = state.setupIndex + 1 + s = s.copy(setupIndex = newIndex) + return when { + newIndex >= 2 * n -> s.copy( + phase = CatanPhase.AWAIT_ROLL, + turn = 0, + turnNumber = 1, + log = s.log + "Setup done — seat 0 leads.", + ) + + newIndex == n -> s.copy(phase = CatanPhase.SETUP_SECOND) + else -> s + } + } + + private fun applyRoll(state: CatanState, seat: Int, move: RollDice): CatanState { + val dice = move.forced ?: derivedDice(state) + val total = dice[0] + dice[1] + val s = state.copy(lastDice = dice, rngStep = state.rngStep + 1) + return if (total == 7) { + val firstDiscarder = (0 until s.playerCount) + .firstOrNull { s.resourceCount(it) > 7 } + val robbed = if (firstDiscarder != null) { + s.copy(phase = CatanPhase.DISCARDING, discardSeat = firstDiscarder) + } else { + s.copy(phase = CatanPhase.ROBBER) + } + robbed.copy(log = robbed.log + "Seat $seat rolls 7 — the robber rides.") + } else { + applyProduction(s, total) + } + } + + /** Dice derived from the seed and the count of random events so far. */ + private fun derivedDice(state: CatanState): List { + val rng = Random(state.seed * 1_000_003L + state.rngStep) + return listOf(rng.nextInt(6) + 1, rng.nextInt(6) + 1) + } + + private fun applyProduction(state: CatanState, number: Int): CatanState { + val gains = List(state.playerCount) { mutableMapOf() } + for (resource in Resource.entries) { + var demand = 0 + for (h in 0 until CatanBoard.HEX_COUNT) { + if (state.numbers[h] != number) continue + if (h == state.robber) continue + if (state.terrains[h].produces != resource) continue + for (v in CatanBoard.HEX_CORNERS[h]) { + val building = state.buildings[v] ?: continue + val amount = if (building.type == BuildingType.CITY) 2 else 1 + gains[building.owner][resource] = (gains[building.owner][resource] ?: 0) + amount + demand += amount + } + } + // Official ruling: when the bank cannot meet the demand, nobody + // receives that resource this roll. + if (demand > bankSupply(state, resource)) { + for (perSeat in gains) perSeat.remove(resource) + } + } + + var s = state.copy(phase = CatanPhase.PLAYING) + val whoGot = mutableListOf() + for (seat in 0 until s.playerCount) { + val got = gains[seat].filterValues { it > 0 } + if (got.isEmpty()) continue + s = s.copy(resources = withCounts(s.resources, seat, got, 1)) + whoGot += "seat $seat takes ${describe(got)}" + } + val said = if (whoGot.isEmpty()) "nothing for anyone" else whoGot.joinToString(", ") + return s.copy( + log = s.log + "Seat ${state.turn} rolls ${state.lastDice.joinToString(" + ")} — $said.", + ) + } + + private fun applyDiscard(state: CatanState, seat: Int, move: Discard): CatanState { + var s = state.copy(resources = withCards(state.resources, seat, move.cards, -1)) + val next = nextDiscarder(s, seat) + s = if (next != null) { + s.copy(discardSeat = next) + } else { + s.copy(phase = CatanPhase.ROBBER, discardSeat = null) + } + return s.copy(log = s.log + "Seat $seat discards ${describe(countOf(move.cards))}.") + } + + private fun nextDiscarder(state: CatanState, after: Int): Int? = + ((after + 1) until state.playerCount).firstOrNull { state.resourceCount(it) > 7 } + + private fun applyRobber(state: CatanState, seat: Int, move: MoveRobber): CatanState { + val hex = CatanBoard.hexIndex[move.hex] + ?: throw IllegalArgumentException("No hex at ${move.hex}") + var s = state.copy(robber = hex, rngStep = state.rngStep + 1) + var stolen: String? = null + if (move.victim != null) { + // One card at random from the victim's hand, derived like the + // dice: same seed, next random event. + val rng = Random(state.seed * 1_000_003L + state.rngStep) + val victimHand = state.handOf(move.victim) + val card = victimHand[rng.nextInt(victimHand.size)] + val less = withCards(s.resources, move.victim, listOf(card), -1) + s = s.copy(resources = withCards(less, seat, listOf(card), 1)) + stolen = " and steals a ${card.name.lowercase()} from seat ${move.victim}" + } + return s.copy( + phase = CatanPhase.PLAYING, + log = s.log + "Seat $seat moves the robber to the ${terrainName(state.terrains[hex])}" + + " (${move.hex.q},${move.hex.r})$stolen.", + ) + } + + private fun applyBuildRoad(state: CatanState, seat: Int, move: BuildRoad): CatanState { + val free = state.phase == CatanPhase.FREE_ROADS + var s = state.copy(roads = state.roads.toMutableList().also { it[move.edge] = seat }) + if (!free) s = payCost(s, seat, ROAD_COST) + s = refreshLongestRoad(s) + if (free) { + val left = s.pendingFreeRoads - 1 + s = s.copy(pendingFreeRoads = left) + if (left == 0) s = s.copy(phase = CatanPhase.PLAYING) + } + return checkWin(s.copy(log = s.log + "Seat $seat builds a road on ${move.edge}.")) + } + + private fun applyBuildSettlement(state: CatanState, seat: Int, move: BuildSettlement): CatanState { + var s = state.copy( + buildings = state.buildings.toMutableList().also { + it[move.vertex] = CatanBuilding(BuildingType.SETTLEMENT, seat) + }, + ) + s = payCost(s, seat, SETTLEMENT_COST) + // A settlement can break another player's road, so the award is + // recomputed for everyone. + s = refreshLongestRoad(s) + return checkWin(s.copy(log = s.log + "Seat $seat builds a settlement at ${move.vertex}.")) + } + + private fun applyBuildCity(state: CatanState, seat: Int, move: BuildCity): CatanState { + var s = state.copy( + buildings = state.buildings.toMutableList().also { + it[move.vertex] = CatanBuilding(BuildingType.CITY, seat) + }, + ) + s = payCost(s, seat, CITY_COST) + return checkWin(s.copy(log = s.log + "Seat $seat raises a city at ${move.vertex}.")) + } + + private fun applyBuyDevCard(state: CatanState, seat: Int): CatanState { + val card = state.devDeck.first().copy(boughtTurn = state.turnNumber) + val hands = state.devHands.toMutableList().also { it[seat] = it[seat] + card } + return payCost(state, seat, DEV_COST).copy( + devDeck = state.devDeck.drop(1), + devHands = hands, + devHandCounts = hands.map { it.size }, + // What was bought is not announced — only that something was. + log = state.log + "Seat $seat buys a development card.", + ) + } + + private fun applyPlayKnight(state: CatanState, seat: Int, move: PlayKnight): CatanState { + val hands = removeCard(state, seat, move.card) + val played = state.knightsPlayed.toMutableList().also { it[seat] = it[seat] + 1 } + var s = state.copy( + devHands = hands, + devHandCounts = hands.map { it.size }, + knightsPlayed = played, + devCardPlayedThisTurn = true, + phase = CatanPhase.ROBBER, + ) + s = refreshLargestArmy(s, seat) + return s.copy(log = s.log + "Seat $seat plays a knight.") + } + + private fun applyPlayRoadBuilding(state: CatanState, seat: Int, move: PlayRoadBuilding): CatanState { + val hands = removeCard(state, seat, move.card) + return state.copy( + devHands = hands, + devHandCounts = hands.map { it.size }, + devCardPlayedThisTurn = true, + phase = CatanPhase.FREE_ROADS, + pendingFreeRoads = 2, + log = state.log + "Seat $seat plays Road Building.", + ) + } + + private fun applyPlayMonopoly(state: CatanState, seat: Int, move: PlayMonopoly): CatanState { + val resource = move.resource + var resources = state.resources + var seized = 0 + for (other in 0 until state.playerCount) { + if (other == seat) continue + val held = state.resources[other][resource] ?: 0 + if (held == 0) continue + resources = withCounts(withCards(resources, other, List(held) { resource }, -1), seat, mapOf(resource to held), 1) + seized += held + } + val hands = removeCard(state, seat, move.card) + return state.copy( + resources = resources, + devHands = hands, + devHandCounts = hands.map { it.size }, + devCardPlayedThisTurn = true, + log = state.log + "Seat $seat plays Monopoly — seizes $seized ${resource.name.lowercase()}.", + ) + } + + private fun applyPlayYearOfPlenty(state: CatanState, seat: Int, move: PlayYearOfPlenty): CatanState { + val hands = removeCard(state, seat, move.card) + return state.copy( + resources = withCards(state.resources, seat, move.take, 1), + devHands = hands, + devHandCounts = hands.map { it.size }, + devCardPlayedThisTurn = true, + log = state.log + "Seat $seat plays Year of Plenty — takes ${describe(countOf(move.take))}.", + ) + } + + private fun applyOfferTrade(state: CatanState, seat: Int, move: OfferTrade): CatanState = + state.copy( + phase = CatanPhase.TRADE_PENDING, + pendingTrade = TradeOffer(by = seat, to = move.to, give = move.give, get = move.get), + log = state.log + "Seat $seat offers ${describe(countOf(move.give))} for " + + "${describe(countOf(move.get))} to seat ${move.to}.", + ) + + private fun applyAcceptTrade(state: CatanState, seat: Int): CatanState { + val offer = state.pendingTrade!! + var resources = withCards(state.resources, offer.to, offer.get, -1) + resources = withCards(resources, offer.by, offer.give, -1) + resources = withCards(resources, offer.by, offer.get, 1) + resources = withCards(resources, offer.to, offer.give, 1) + return state.copy( + phase = CatanPhase.PLAYING, + pendingTrade = null, + resources = resources, + log = state.log + "Seat $seat accepts — the cards cross the table.", + ) + } + + private fun applyDeclineTrade(state: CatanState, seat: Int): CatanState = + state.copy( + phase = CatanPhase.PLAYING, + pendingTrade = null, + log = state.log + "Seat $seat declines the offer.", + ) + + private fun applyMaritimeTrade(state: CatanState, seat: Int, move: MaritimeTrade): CatanState { + val ratio = bestPortRatio(state, seat, move.give) + val paid = withCards(state.resources, seat, List(ratio) { move.give }, -1) + val s = state.copy(resources = withCards(paid, seat, listOf(move.get), 1)) + val via = if (ratio == 4) "the bank" else "a $ratio:1 harbour" + return s.copy( + log = s.log + "Seat $seat trades $ratio ${move.give.name.lowercase()} for a " + + "${move.get.name.lowercase()} via $via.", + ) + } + + private fun applyEndTurn(state: CatanState, seat: Int): CatanState { + // Defensive: a player already at the target wins rather than passes. + val settled = checkWin(state) + if (settled.phase == CatanPhase.GAME_OVER) return settled + + val next = (state.turn + 1) % state.playerCount + val s = state.copy( + turn = next, + turnNumber = state.turnNumber + 1, + phase = CatanPhase.AWAIT_ROLL, + devCardPlayedThisTurn = false, + pendingTrade = null, + ) + // Someone can cross the target on another player's turn (a broken + // Longest Road re-awarded to a third player); they win when their + // own turn arrives. + return checkWin(s) + } + + private fun applyEndFreeRoads(state: CatanState, seat: Int): CatanState = + state.copy( + phase = CatanPhase.PLAYING, + pendingFreeRoads = 0, + log = state.log + "Seat $seat forfeits the remaining free road.", + ) + + // ----------------------------------------------------------------------- + // Scoring + // ----------------------------------------------------------------------- + + /** + * Victory points everyone at the table can count: buildings, the two + * awards, and nothing hidden. Hidden victory-point cards are added on + * top by [victoryPoints], which is only meaningful for the holder's own + * view or the host's copy. + */ + fun publicVictoryPoints(state: CatanState): List { + val points = IntArray(state.playerCount) + state.buildings.forEach { building -> + if (building != null) { + points[building.owner] += if (building.type == BuildingType.CITY) 2 else 1 + } + } + state.longestRoadOwner?.let { points[it] += 5 } + state.largestArmyOwner?.let { points[it] += 5 } + return points.toList() + } + + fun victoryPoints(state: CatanState, seat: Int): Int = + publicVictoryPoints(state)[seat] + + state.devHands[seat].count { it.type == DevCardType.VICTORY_POINT } + + private fun checkWin(state: CatanState): CatanState { + if (state.phase == CatanPhase.GAME_OVER) return state + val seat = state.turn + val points = victoryPoints(state, seat) + if (points < state.options.pointsToWin) return state + return state.copy( + phase = CatanPhase.GAME_OVER, + winner = seat, + log = state.log + "Seat $seat reveals $points victory points and wins.", + ) + } + + /** + * Recomputes everyone's road lengths and re-awards Longest Road. + * + * The award needs a strictly longer road than the holder's; equal length + * leaves it where it is, exactly as the published rule keeps the first + * builder ahead of a builder who merely matches them. If the holder's + * road falls below five segments the award reopens to the longest road + * of five or more, lowest seat first on a tie. + */ + private fun refreshLongestRoad(state: CatanState): CatanState { + val lengths = (0 until state.playerCount).map { longestRoadFor(state, it) } + val holder = state.longestRoadOwner + val best = lengths + .withIndex() + .filter { it.value >= LONGEST_ROAD_MIN } + .maxByOrNull { it.value } // first of the maximum: lowest seat on a tie + + val newOwner = when { + holder != null && lengths[holder] >= LONGEST_ROAD_MIN && + (best == null || best.value <= lengths[holder]) -> holder + + else -> best?.index + } + if (newOwner == holder) return state + val line = if (newOwner == null) { + "Longest Road falls vacant." + } else { + "Seat $newOwner takes Longest Road (${lengths[newOwner]} segments)." + } + return state.copy(longestRoadOwner = newOwner, log = state.log + line) + } + + /** + * The seat's longest single road: a simple path over its own edges that + * never passes through an opponent's building and never revisits a + * vertex (so a figure of two loops sharing an intersection counts as + * one road, not two — the intersection is a branch). + */ + fun longestRoadFor(state: CatanState, seat: Int): Int { + var best = 0 + val blocked = BooleanArray(CatanBoard.VERTEX_COUNT) + for (v in 0 until CatanBoard.VERTEX_COUNT) { + val building = state.buildings[v] + if (building != null && building.owner != seat) blocked[v] = true + } + for (start in 0 until CatanBoard.VERTEX_COUNT) { + if (CatanBoard.VERTEX_EDGES[start].none { state.roads[it] == seat }) continue + val visited = BooleanArray(CatanBoard.VERTEX_COUNT) + best = maxOf(best, roadDfs(state, seat, start, blocked, visited)) + } + return best + } + + private fun roadDfs( + state: CatanState, + seat: Int, + v: Int, + blocked: BooleanArray, + visited: BooleanArray, + ): Int { + visited[v] = true + var best = 0 + for (e in CatanBoard.VERTEX_EDGES[v]) { + if (state.roads[e] != seat) continue + val w = CatanBoard.otherEnd(e, v) + if (visited[w]) continue + if (blocked[w]) { + // The segment may run up to an opponent's building, but not + // through it. + best = maxOf(best, 1) + } else { + best = maxOf(best, 1 + roadDfs(state, seat, w, blocked, visited)) + } + } + visited[v] = false + return best + } + + /** + * Recomputes Largest Army: first to three knights takes it, and it is + * stolen only by a strictly larger army. + */ + private fun refreshLargestArmy(state: CatanState, seat: Int): CatanState { + val holder = state.largestArmyOwner + val newOwner = when { + holder == null && state.knightsPlayed[seat] >= LARGEST_ARMY_MIN -> seat + holder != null && holder != seat && + state.knightsPlayed[seat] > state.knightsPlayed[holder] -> seat + + else -> holder + } + if (newOwner == holder) return state + return state.copy( + largestArmyOwner = newOwner, + log = state.log + "Seat $newOwner takes Largest Army (${state.knightsPlayed[seat]} knights).", + ) + } + + // ----------------------------------------------------------------------- + // Resources + // ----------------------------------------------------------------------- + + /** The bank's remaining cards of [resource]: what is not in players' hands. */ + fun bankSupply(state: CatanState, resource: Resource): Int = + BANK_PER_RESOURCE - state.resources.sumOf { it[resource] ?: 0 } + + private fun affordable(state: CatanState, seat: Int, cost: Map): Boolean = + cost.all { (resource, need) -> (state.resources[seat][resource] ?: 0) >= need } + + private fun payCost(state: CatanState, seat: Int, cost: Map): CatanState = + state.copy(resources = withCounts(state.resources, seat, cost, -1)) + + private fun countOf(cards: List): Map = + cards.groupingBy { it }.eachCount() + + /** Hands with [delta] of each resource added to (or, with negative sign, removed from) [seat]'s. */ + private fun withCounts( + resources: List>, + seat: Int, + delta: Map, + sign: Int, + ): List> { + val hand = resources[seat].toMutableMap() + for ((resource, n) in delta) hand[resource] = (hand[resource] ?: 0) + sign * n + return resources.toMutableList().also { it[seat] = hand } + } + + /** Hands with each card of [cards] added to (or removed from) [seat]'s. */ + private fun withCards( + resources: List>, + seat: Int, + cards: List, + sign: Int, + ): List> = withCounts(resources, seat, countOf(cards), sign) + + /** The card with id [card], removed from [seat]'s hand. */ + private fun removeCard(state: CatanState, seat: Int, card: Int): List> = + state.devHands.toMutableList().also { hands -> + hands[seat] = hands[seat].filterNot { it.id == card } + } + + /** + * The best ratio [seat] can trade [give] at: 2:1 through a matching + * resource harbour, 3:1 through a generic one, otherwise the bank's 4:1. + */ + fun bestPortRatio(state: CatanState, seat: Int, give: Resource): Int { + var best = 4 + for (port in state.ports) { + if (port.resource != null && port.resource != give) continue + if (port.ratio >= best) continue + val (a, b) = CatanBoard.EDGE_VERTICES[port.edge] + val mine = state.buildings[a]?.owner == seat || state.buildings[b]?.owner == seat + if (mine) best = port.ratio + } + return best + } + + // ----------------------------------------------------------------------- + // Results, redaction and wire format + // ----------------------------------------------------------------------- + + override fun isFinished(state: CatanState): Boolean = state.phase == CatanPhase.GAME_OVER + + override fun summary(state: CatanState): String = when (val winner = state.winner) { + null -> publicVictoryPoints(state) + .mapIndexed { seat, points -> "S$seat $points" } + .joinToString(" ") + + else -> "Seat $winner wins" + } + + override fun viewFor(state: CatanState, seat: Int): CatanState = state.copy( + // Hidden information stays with the holder and the host. + devDeck = emptyList(), + devHands = state.devHands.mapIndexed { index, hand -> + if (index == seat) hand else emptyList() + }, + ) + + override fun encodeState(state: CatanState): String = json.encodeToString(state) + + override fun decodeState(json: String): CatanState = this.json.decodeFromString(json) + + override fun encodeMove(move: CatanMove): String = json.encodeToString(move) + + override fun decodeMove(json: String): CatanMove = this.json.decodeFromString(json) + + // ----------------------------------------------------------------------- + // Wording + // ----------------------------------------------------------------------- + + private fun describe(counts: Map): String = + counts.entries.joinToString(" + ") { (resource, n) -> "$n ${resource.name.lowercase()}" } + + private fun terrainName(terrain: Terrain): String = + terrain.name.lowercase().replace('_', ' ') +} diff --git a/app/src/main/java/org/prolibertate/games/game/engine/Engine.kt b/app/src/main/java/org/prolibertate/games/game/engine/Engine.kt index 89d8eb4..ae7b456 100644 --- a/app/src/main/java/org/prolibertate/games/game/engine/Engine.kt +++ b/app/src/main/java/org/prolibertate/games/game/engine/Engine.kt @@ -64,6 +64,21 @@ interface GameRules { fun legalMoves(state: S, seat: Int): List + /** + * Whether [move] is currently legal for [seat]. + * + * Defaults to membership in [legalMoves], which is everything a game + * with a small, enumerable move set needs. A game whose move space is + * combinatorial — Catan's trade offers name any two multisets of cards — + * overrides this and validates structurally instead, because enumerating + * every intent would explode the list the UI and the network driver work + * from. Gates that check a specific move should call this method rather + * than testing list membership directly, so both kinds of game behave the + * same way. + */ + fun isLegalMove(state: S, seat: Int, move: M): Boolean = + move in legalMoves(state, seat) + /** * Applies [move] on behalf of [seat]. * diff --git a/app/src/main/java/org/prolibertate/games/net/MatchController.kt b/app/src/main/java/org/prolibertate/games/net/MatchController.kt index d175acd..776a565 100644 --- a/app/src/main/java/org/prolibertate/games/net/MatchController.kt +++ b/app/src/main/java/org/prolibertate/games/net/MatchController.kt @@ -349,7 +349,7 @@ class MatchController( seatPeers[seat]?.let { peers[it]?.send(Rejected("It is not your turn.")) } return } - if (move !in rules.legalMoves(current, seat)) { + if (!rules.isLegalMove(current, seat, move)) { seatPeers[seat]?.let { peers[it]?.send(Rejected("That move is not legal.")) } return } @@ -424,7 +424,7 @@ class MatchController( // throws on a move that is no longer legal, and there is nothing // above this to catch it. if (rules.currentSeat(live) != seat) return@withLock false - if (move !in rules.legalMoves(live, seat)) return@withLock false + if (!rules.isLegalMove(live, seat, move)) return@withLock false authoritative = rules.applyMove(live, seat, move) publish() true diff --git a/app/src/test/java/org/prolibertate/games/game/catan/CatanAiTest.kt b/app/src/test/java/org/prolibertate/games/game/catan/CatanAiTest.kt new file mode 100644 index 0000000..96a0a25 --- /dev/null +++ b/app/src/test/java/org/prolibertate/games/game/catan/CatanAiTest.kt @@ -0,0 +1,145 @@ +package org.prolibertate.games.game.catan + +import kotlinx.serialization.encodeToString +import kotlinx.serialization.json.Json +import org.junit.Assert.assertEquals +import org.junit.Assert.assertNull +import org.junit.Assert.assertTrue +import org.junit.Test +import org.prolibertate.games.game.GameCatalog +import org.prolibertate.games.game.engine.PlayerKind +import org.prolibertate.games.game.engine.PlayerSlot +import org.prolibertate.games.game.engine.TableConfig + +class CatanAiTest { + + private val json = Json { encodeDefaults = true } + + private fun config(options: CatanOptions, seed: Long) = TableConfig( + gameId = GameCatalog.CATAN, + seats = (0 until options.playerCount).map { + PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) + }, + optionsJson = json.encodeToString(options), + seed = seed, + ) + + /** Plays one table of engines out to a result, refusing every illegal move. */ + private fun playOut(options: CatanOptions, seed: Long, cap: Int = 4_000): CatanState { + val ai = CatanAi() + var state = CatanRules.initialState(config(options, seed)) + var moves = 0 + while (!CatanRules.isFinished(state)) { + assertTrue("seed $seed ran past $cap moves", moves++ < cap) + val seat = CatanRules.currentSeat(state) ?: break + val move = ai.chooseMove(state, seat, CatanRules.legalMoves(state, seat)) + assertTrue( + "seed $seed: seat $seat chose the illegal move $move", + CatanRules.isLegalMove(state, seat, move), + ) + state = CatanRules.applyMove(state, seat, move) + } + return state + } + + @Test + fun `three engines finish a game at ten points`() { + listOf(11L, 22L, 33L).forEach { seed -> + val state = playOut(CatanOptions(), seed) + assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase) + val winner = state.winner + assertTrue("seed $seed finished without a winner", winner != null) + assertTrue( + "seed $seed: the winner fell short of the target", + CatanRules.victoryPoints(state, winner!!) >= state.options.pointsToWin, + ) + } + } + + @Test + fun `four engines finish a game at ten points`() { + listOf(44L, 55L).forEach { seed -> + val state = playOut(CatanOptions(playerCount = 4), seed) + assertEquals("seed $seed", CatanPhase.GAME_OVER, state.phase) + val winner = state.winner + assertTrue("seed $seed finished without a winner", winner != null) + assertTrue( + "seed $seed: the winner fell short of the target", + CatanRules.victoryPoints(state, winner!!) >= state.options.pointsToWin, + ) + } + } + + /** A mid-game state on seat 0's turn, one card short of a settlement. */ + private fun offeringState(): CatanState = + CatanRules.initialState(config(CatanOptions(), seed = 7L)) + .copy( + phase = CatanPhase.PLAYING, + turn = 0, + turnNumber = 1, + // Lumber to spare, brick missing, and a neighbour visibly + // holding brick. No roads or buildings, so no build is legal + // and no port is open — the offer is the only move forward. + resources = listOf( + hand(Resource.LUMBER to 4, Resource.WOOL to 1, Resource.GRAIN to 1), + hand(Resource.BRICK to 2), + hand(), + ), + ) + + private fun hand(vararg cards: Pair): Map = + Resource.entries.associateWith { cards.toMap()[it] ?: 0 } + + @Test + fun `the AI offers the trade that closes its build`() { + val state = offeringState() + val move = CatanAi().chooseMove(state, 0, CatanRules.legalMoves(state, 0)) + assertEquals( + OfferTrade(to = 1, give = listOf(Resource.LUMBER, Resource.LUMBER), get = listOf(Resource.BRICK)), + move, + ) + } + + @Test + fun `the AI offers at most one trade a turn`() { + // The same table, but the offer was already made and refused once. + val state = offeringState().copy( + log = listOf( + "Seat 0 rolls 3 + 2.", + "Seat 0 offers 2 lumber for a brick to seat 1.", + "Seat 1 declines the offer.", + ), + ) + val move = CatanAi().chooseMove(state, 0, CatanRules.legalMoves(state, 0)) + assertTrue("the AI re-offered within one turn: $move", move !is OfferTrade) + assertEquals(EndTurn, move) + } + + @Test + fun `the AI answers a pending offer with accept or decline`() { + val state = CatanRules.initialState(config(CatanOptions(), seed = 7L)) + .copy( + phase = CatanPhase.TRADE_PENDING, + turn = 0, + turnNumber = 1, + pendingTrade = TradeOffer( + by = 0, to = 1, + give = listOf(Resource.LUMBER, Resource.LUMBER), + get = listOf(Resource.BRICK), + ), + resources = listOf( + hand(Resource.LUMBER to 3), + hand(Resource.BRICK to 2, Resource.WOOL to 1), + hand(), + ), + ) + val legal = CatanRules.legalMoves(state, 1) + val move = CatanAi().chooseMove(state, 1, legal) + assertTrue("neither accept nor decline: $move", move == AcceptTrade || move == DeclineTrade) + assertTrue(move in legal) + + val after = CatanRules.applyMove(state, 1, move) + assertEquals(CatanPhase.PLAYING, after.phase) + assertNull(after.pendingTrade) + } +} diff --git a/app/src/test/java/org/prolibertate/games/game/catan/CatanBoardTest.kt b/app/src/test/java/org/prolibertate/games/game/catan/CatanBoardTest.kt new file mode 100644 index 0000000..fc73011 --- /dev/null +++ b/app/src/test/java/org/prolibertate/games/game/catan/CatanBoardTest.kt @@ -0,0 +1,192 @@ +package org.prolibertate.games.game.catan + +import org.junit.Assert.assertEquals +import org.junit.Assert.assertTrue +import org.junit.Test + +class CatanBoardTest { + + // -- Geometry ----------------------------------------------------------- + + @Test + fun `the island has 19 hexes, 54 vertices, 72 edges and 30 coastal edges`() { + assertEquals(19, CatanBoard.HEX_COUNT) + assertEquals(54, CatanBoard.VERTEX_COUNT) + assertEquals(72, CatanBoard.EDGE_COUNT) + assertEquals("the coast is one ring of 30 edges", 30, CatanBoard.COASTAL.size) + assertEquals("nine harbour positions", 9, CatanBoard.PORT_POSITIONS.size) + } + + @Test + fun `every hex has six distinct corners and every edge two distinct ends`() { + for (h in 0 until CatanBoard.HEX_COUNT) { + assertEquals("hex $h", 6, CatanBoard.HEX_CORNERS[h].size) + assertEquals("hex $h repeats a corner", 6, CatanBoard.HEX_CORNERS[h].distinct().size) + } + CatanBoard.EDGE_VERTICES.forEach { (a, b) -> assertTrue("edge loops on itself", a != b) } + } + + @Test + fun `two vertices never share a lattice position`() { + assertEquals(CatanBoard.VERTEX_COUNT, CatanBoard.VERTEX_POS.distinct().size) + assertEquals(CatanBoard.HEX_COUNT, (0 until CatanBoard.HEX_COUNT) + .map { CatanBoard.hexCenter(it) } + .distinct().size) + } + + @Test + fun `adjacent hexes share exactly two vertices and one edge`() { + for (h in 0 until CatanBoard.HEX_COUNT) { + for (n in CatanBoard.HEX_NEIGHBORS[h]) { + val shared = CatanBoard.HEX_CORNERS[h].toSet() + .intersect(CatanBoard.HEX_CORNERS[n].toSet()) + assertEquals("hexes $h and $n", 2, shared.size) + val sharedEdge = CatanBoard.EDGE_HEXES.indices.count { e -> + CatanBoard.EDGE_HEXES[e].containsAll(listOf(h, n)) + } + assertEquals("hexes $h and $n", 1, sharedEdge) + } + } + } + + @Test + fun `vertices have two or three edges, each to a distinct neighbour`() { + for (v in 0 until CatanBoard.VERTEX_COUNT) { + assertTrue("vertex $v", CatanBoard.VERTEX_EDGES[v].size in 2..3) + assertEquals("vertex $v", CatanBoard.VERTEX_EDGES[v].size, CatanBoard.VERTEX_NEIGHBORS[v].size) + CatanBoard.VERTEX_NEIGHBORS[v].forEach { n -> + assertTrue( + "vertices $v and $n are not joined by an edge", + CatanBoard.VERTEX_EDGES[v].any { CatanBoard.otherEnd(it, v) == n }, + ) + } + } + } + + @Test + fun `interior edges touch two hexes and coastal edges one`() { + CatanBoard.EDGE_HEXES.forEach { hexes -> assertTrue(hexes.size in 1..2) } + // Nineteen hexes times six edges each, counted per side: 114. + assertEquals(114, CatanBoard.EDGE_HEXES.sumOf { it.size }) + val coastal = CatanBoard.EDGE_HEXES.indices.filter { CatanBoard.EDGE_HEXES[it].size == 1 } + assertEquals(CatanBoard.COASTAL.toSet(), coastal.toSet()) + } + + @Test + fun `the coast is one closed ring and the harbours are spread along it`() { + CatanBoard.COASTAL.forEachIndexed { i, e -> + val next = CatanBoard.COASTAL[(i + 1) % CatanBoard.COASTAL.size] + val shared = ends(e).intersect(ends(next)) + assertTrue("coastal edges $e and $next are not consecutive", shared.isNotEmpty()) + } + + assertEquals(9, CatanBoard.PORT_POSITIONS.distinct().size) + assertTrue(CatanBoard.PORT_POSITIONS.all { it in CatanBoard.COASTAL }) + val ringSpots = CatanBoard.PORT_POSITIONS.map { CatanBoard.COASTAL.indexOf(it) }.sorted() + val gaps = ringSpots.zipWithNext { a, b -> b - a } + + (CatanBoard.COASTAL.size - ringSpots.last() + ringSpots.first()) + assertTrue("harbours sit closer than three edges apart: $gaps", gaps.all { it >= 3 }) + } + + @Test + fun `token odds follow the dice`() { + assertEquals(5, CatanBoard.numberOdds(6)) + assertEquals(5, CatanBoard.numberOdds(8)) + assertEquals(1, CatanBoard.numberOdds(2)) + assertEquals(1, CatanBoard.numberOdds(12)) + assertEquals(36, (2..12).sumOf { CatanBoard.numberOdds(it) }) + } + + // -- Island generation -------------------------------------------------- + + private val terrainCounts = mapOf( + Terrain.FOREST to 4, + Terrain.PASTURE to 4, + Terrain.FIELDS to 4, + Terrain.HILLS to 3, + Terrain.MOUNTAINS to 3, + Terrain.DESERT to 1, + ) + + /** The 18 number tokens dealt to the land, the seven withheld. */ + private val tokens = listOf(6, 6, 8, 8, 2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12) + + @Test + fun `every seed deals the fixed terrain mix`() { + for (seed in 1L..500L) { + val island = CatanBoard.generate(seed) + assertEquals("seed $seed", 19, island.terrains.size) + terrainCounts.forEach { (terrain, n) -> + assertEquals("seed $seed $terrain", n, island.terrains.count { it == terrain }) + } + } + } + + @Test + fun `every seed deals the full token set and the desert stays bare`() { + for (seed in 1L..500L) { + val island = CatanBoard.generate(seed) + val dealt = island.numbers.filter { it > 0 } + assertEquals("seed $seed", 18, dealt.size) + assertEquals("seed $seed", tokens.sorted(), dealt.sorted()) + assertEquals("seed $seed: the desert bears no token", 0, island.numbers[island.robber]) + assertEquals( + "seed $seed: the robber does not start on the desert", + island.terrains.indexOf(Terrain.DESERT), + island.robber, + ) + } + } + + @Test + fun `no seed puts two red tokens on adjacent hexes`() { + for (seed in 1L..500L) { + val island = CatanBoard.generate(seed) + val red = island.numbers.withIndex() + .filter { it.value == 6 || it.value == 8 } + .map { it.index } + assertEquals("seed $seed", 4, red.size) + for (i in red.indices) { + for (j in i + 1 until red.size) { + assertTrue( + "seed $seed: red hexes ${red[i]} and ${red[j]} touch", + !CatanBoard.hexesAdjacent(red[i], red[j]), + ) + } + } + } + } + + @Test + fun `every seed spreads nine harbours, five special and four generic`() { + for (seed in 1L..500L) { + val island = CatanBoard.generate(seed) + assertEquals("seed $seed", 9, island.ports.size) + assertEquals("seed $seed", 5, island.ports.count { it.resource != null }) + assertEquals("seed $seed", 4, island.ports.count { it.resource == null }) + assertTrue("seed $seed", island.ports.all { port -> + port.ratio == if (port.resource == null) 3 else 2 + }) + assertEquals( + "seed $seed: every resource has its own harbour", + Resource.entries, + island.ports.mapNotNull { it.resource }.sorted(), + ) + assertEquals("seed $seed", 9, island.ports.map { it.edge }.distinct().size) + assertTrue("seed $seed", island.ports.all { it.edge in CatanBoard.COASTAL }) + } + } + + @Test + fun `the same seed builds the same island`() { + for (seed in listOf(0L, 7L, 42L, 99L, -1L)) { + assertEquals("seed $seed", CatanBoard.generate(seed), CatanBoard.generate(seed)) + } + } + + /** The two vertices of [edge], as a set. */ + private fun ends(edge: Int): Set { + val (a, b) = CatanBoard.EDGE_VERTICES[edge] + return setOf(a, b) + } +} diff --git a/app/src/test/java/org/prolibertate/games/game/catan/CatanRulesTest.kt b/app/src/test/java/org/prolibertate/games/game/catan/CatanRulesTest.kt new file mode 100644 index 0000000..71c2eb4 --- /dev/null +++ b/app/src/test/java/org/prolibertate/games/game/catan/CatanRulesTest.kt @@ -0,0 +1,861 @@ +package org.prolibertate.games.game.catan + +import kotlinx.serialization.encodeToString +import kotlinx.serialization.json.Json +import org.junit.Assert.assertEquals +import org.junit.Assert.assertFalse +import org.junit.Assert.assertNull +import org.junit.Assert.assertTrue +import org.junit.Test +import org.prolibertate.games.game.GameCatalog +import org.prolibertate.games.game.engine.PlayerKind +import org.prolibertate.games.game.engine.PlayerSlot +import org.prolibertate.games.game.engine.TableConfig + +class CatanRulesTest { + + private val json = Json { encodeDefaults = true } + + private fun config( + options: CatanOptions = CatanOptions(), + seed: Long = 7L, + ) = TableConfig( + gameId = GameCatalog.CATAN, + seats = (0 until options.playerCount).map { + PlayerSlot(seat = it, name = "P$it", kind = PlayerKind.AI, team = it) + }, + optionsJson = json.encodeToString(options), + seed = seed, + ) + + /** + * A mid-game state on some seat's turn, built from a real island so the + * terrain, tokens, robber and harbours are a genuine layout. What a test + * bends with [adjust] is its own business; the moves it then asks about + * are checked against the rules like any other. + */ + private fun craft( + options: CatanOptions = CatanOptions(), + seed: Long = 7L, + turn: Int = 0, + adjust: CatanState.() -> CatanState = { this }, + ): CatanState = CatanRules.initialState(config(options, seed)) + .copy(phase = CatanPhase.PLAYING, turn = turn, turnNumber = 1) + .adjust() + + private fun hand(vararg cards: Pair): Map = + Resource.entries.associateWith { cards.toMap()[it] ?: 0 } + + private fun hands(vararg perSeat: Map, players: Int = 3): List> = + (0 until players).map { perSeat.getOrNull(it) ?: hand() } + + private fun CatanState.withBuilding( + vertex: Int, + type: BuildingType, + owner: Int, + ): CatanState = copy(buildings = buildings.toMutableList().also { it[vertex] = CatanBuilding(type, owner) }) + + private fun CatanState.withRoad(edge: Int, owner: Int): CatanState = + copy(roads = roads.toMutableList().also { it[edge] = owner }) + + /** A roll whose dice add up to [total]. */ + private fun rollFor(total: Int): RollDice { + val first = (total - 1).coerceAtMost(6) + return RollDice(forced = listOf(first, total - first)) + } + + /** A producing hex corner whose other hexes bear a different number. */ + private data class Spot(val resource: Resource, val number: Int, val vertex: Int) + + private fun CatanState.pickSpot(): Spot { + for (h in 0 until CatanBoard.HEX_COUNT) { + val resource = terrains[h].produces ?: continue + val number = numbers[h] + val vertex = CatanBoard.HEX_CORNERS[h].firstOrNull { corner -> + CatanBoard.VERTEX_HEXES[corner].all { it == h || numbers[it] != number } + } + if (vertex != null) return Spot(resource, number, vertex) + } + error("no clean producing corner on this island") + } + + /** The six edges of hex [h], in walking order around it. */ + private fun hexRing(h: Int): List { + val corners = CatanBoard.HEX_CORNERS[h] + return (0..5).map { k -> + val a = corners[k] + val b = corners[(k + 1) % 6] + CatanBoard.EDGE_VERTICES.indices.first { e -> + val (x, y) = CatanBoard.EDGE_VERTICES[e] + (x == a && y == b) || (x == b && y == a) + } + } + } + + private fun sharedVertex(a: Int, b: Int): Int = + ends(a).intersect(ends(b)).single() + + /** The two vertices of [edge], as a set. */ + private fun ends(edge: Int): Set { + val (x, y) = CatanBoard.EDGE_VERTICES[edge] + return setOf(x, y) + } + + /** [count] vertices at least two edges apart, for standing buildings on. */ + private fun scattered(count: Int): List { + val picked = mutableListOf() + var v = 0 + while (picked.size < count) { + if (CatanBoard.VERTEX_NEIGHBORS[v].none { it in picked }) picked += v + v++ + } + return picked + } + + // -- Setup --------------------------------------------------------------- + + @Test + fun `setup runs in snake order and then seat zero leads`() { + var state = CatanRules.initialState(config()) + val order = mutableListOf() + while (state.phase == CatanPhase.SETUP_FIRST || state.phase == CatanPhase.SETUP_SECOND) { + val seat = CatanRules.currentSeat(state)!! + order += seat + state = CatanRules.applyMove( + state, seat, + CatanRules.legalMoves(state, seat).filterIsInstance().first(), + ) + } + assertEquals(listOf(0, 1, 2, 2, 1, 0), order) + assertEquals(CatanPhase.AWAIT_ROLL, state.phase) + assertEquals(0, state.turn) + assertEquals(1, state.turnNumber) + } + + @Test + fun `the second settlement earns one card from each adjacent land`() { + var state = CatanRules.initialState(config()) + while (state.phase == CatanPhase.SETUP_FIRST || state.phase == CatanPhase.SETUP_SECOND) { + val seat = CatanRules.currentSeat(state)!! + val move = CatanRules.legalMoves(state, seat).filterIsInstance().first() + val second = state.phase == CatanPhase.SETUP_SECOND + val before = state.resources[seat] + state = CatanRules.applyMove(state, seat, move) + if (second) { + val expected = CatanBoard.VERTEX_HEXES[move.vertex] + .mapNotNull { state.terrains[it].produces } + .groupingBy { it }.eachCount() + .let { earned -> + before.toMutableMap().also { hand -> + earned.forEach { (res, n) -> hand[res] = (hand[res] ?: 0) + n } + } + } + assertEquals("seat $seat's second income", expected, state.resources[seat]) + } else { + assertEquals("no income during the first pass", before, state.resources[seat]) + } + } + } + + @Test + fun `setup leaves every settlement two edges from its neighbour`() { + var state = CatanRules.initialState(config()) + while (state.phase == CatanPhase.SETUP_FIRST || state.phase == CatanPhase.SETUP_SECOND) { + val seat = CatanRules.currentSeat(state)!! + state = CatanRules.applyMove( + state, seat, + CatanRules.legalMoves(state, seat).filterIsInstance().first(), + ) + } + val placed = state.buildings.withIndex().filter { it.value != null }.map { it.index } + assertEquals(6, placed.size) + placed.forEach { v -> + assertTrue( + "a settlement stands beside $v", + CatanBoard.VERTEX_NEIGHBORS[v].none { state.buildings[it] != null }, + ) + } + // Every road laid in setup touches the settlement it was laid with. + state.roads.withIndex().filter { it.value != NO_PLAYER }.forEach { (edge, _) -> + val (a, b) = CatanBoard.EDGE_VERTICES[edge] + assertTrue( + "road $edge touches no settlement", + state.buildings[a] != null || state.buildings[b] != null, + ) + } + } + + @Test + fun `the island seats three or four`() { + assertThrows { CatanOptions(playerCount = 2) } + assertThrows { CatanOptions(playerCount = 5) } + val fourSeats = config(CatanOptions(playerCount = 3)) + .let { it.copy(seats = it.seats.drop(1)) } + assertThrows { CatanRules.initialState(fourSeats) } + } + + // -- Production ---------------------------------------------------------- + + @Test + fun `a roll pays settlements singly and cities double`() { + val base = craft() + val spot = base.pickSpot() + + val settled = base.withBuilding(spot.vertex, BuildingType.SETTLEMENT, 0) + .copy(phase = CatanPhase.AWAIT_ROLL, resources = hands(hand())) + val afterSettlement = CatanRules.applyMove(settled, 0, rollFor(spot.number)) + assertEquals(1, afterSettlement.resources[0][spot.resource]) + assertEquals(CatanPhase.PLAYING, afterSettlement.phase) + + val raised = base.withBuilding(spot.vertex, BuildingType.CITY, 0) + .copy(phase = CatanPhase.AWAIT_ROLL, resources = hands(hand())) + val afterCity = CatanRules.applyMove(raised, 0, rollFor(spot.number)) + assertEquals(2, afterCity.resources[0][spot.resource]) + } + + @Test + fun `the robber's hex produces nothing`() { + val base = craft() + val spot = base.pickSpot() + val hex = CatanBoard.VERTEX_HEXES[spot.vertex].first { base.numbers[it] == spot.number } + val state = base.withBuilding(spot.vertex, BuildingType.CITY, 0) + .copy(phase = CatanPhase.AWAIT_ROLL, robber = hex, resources = hands(hand())) + val after = CatanRules.applyMove(state, 0, rollFor(spot.number)) + assertEquals("the blocked city takes nothing", 0, after.resources[0][spot.resource]) + } + + @Test + fun `a bank-short resource pays nobody`() { + val base = craft() + val spot = base.pickSpot() + // A city wants two; the bank holds one, because seat 1 hoards the rest. + val state = base.withBuilding(spot.vertex, BuildingType.CITY, 0) + .copy(phase = CatanPhase.AWAIT_ROLL, resources = hands(hand(), hand(spot.resource to 18))) + val after = CatanRules.applyMove(state, 0, rollFor(spot.number)) + assertEquals("the city takes nothing while the bank is short", 0, after.resources[0][spot.resource]) + assertEquals(18, after.resources[1][spot.resource]) + } + + // -- The robber ---------------------------------------------------------- + + @Test + fun `a seven with no overfull hand rides the robber directly`() { + val state = craft().copy( + phase = CatanPhase.AWAIT_ROLL, + resources = hands(hand(), hand(Resource.LUMBER to 7), hand(Resource.BRICK to 7)), + ) + val after = CatanRules.applyMove(state, 0, RollDice(forced = listOf(6, 1))) + assertEquals(CatanPhase.ROBBER, after.phase) + assertNull(after.discardSeat) + assertTrue(after.log.any { it.startsWith("Seat 0 rolls 7") }) + } + + @Test + fun `a seven makes overfull hands discard half in seat order`() { + var state = craft().copy( + phase = CatanPhase.AWAIT_ROLL, + resources = hands( + hand(), + hand(Resource.LUMBER to 2, Resource.BRICK to 3, Resource.WOOL to 4), // 9 cards + hand(Resource.GRAIN to 8), // 8 cards + ), + ) + state = CatanRules.applyMove(state, 0, RollDice(forced = listOf(3, 4))) + assertEquals(CatanPhase.DISCARDING, state.phase) + assertEquals(1, state.discardSeat) + assertEquals(1, CatanRules.currentSeat(state)) + + // Nine cards means four gone, exactly, and no other number of them. + assertTrue(CatanRules.isLegalMove(state, 1, Discard(listOf(Resource.LUMBER, Resource.LUMBER, Resource.BRICK, Resource.BRICK)))) + assertFalse(CatanRules.isLegalMove(state, 1, Discard(listOf(Resource.LUMBER)))) + assertFalse(CatanRules.isLegalMove(state, 1, Discard(List(5) { Resource.WOOL }))) + state = CatanRules.applyMove( + state, 1, + Discard(listOf(Resource.LUMBER, Resource.LUMBER, Resource.BRICK, Resource.BRICK)), + ) + assertEquals("seat 2 still owes the robber", CatanPhase.DISCARDING, state.phase) + assertEquals(2, state.discardSeat) + + state = CatanRules.applyMove(state, 2, Discard(List(4) { Resource.GRAIN })) + assertEquals(CatanPhase.ROBBER, state.phase) + assertEquals("the roller moves the robber", 0, CatanRules.currentSeat(state)) + assertEquals(5, state.resourceCount(1)) + assertEquals(4, state.resourceCount(2)) + } + + @Test + fun `the robber must move and steals one card from a built-up hex`() { + val base = craft() + val spot = base.pickSpot() + val hex = CatanBoard.VERTEX_HEXES[spot.vertex].first { base.numbers[it] == spot.number } + val elsewhere = (0 until CatanBoard.HEX_COUNT) + .first { it != base.robber && it != hex } + val state = base.withBuilding(spot.vertex, BuildingType.SETTLEMENT, 1) + .copy( + phase = CatanPhase.ROBBER, + robber = elsewhere, + resources = hands(hand(), hand(Resource.WOOL to 3)), + ) + + val moves = CatanRules.legalMoves(state, 0).filterIsInstance() + assertTrue( + "the robber may not stay put", + moves.all { it.hex != CatanBoard.HEXES[state.robber] }, + ) + assertEquals("every other hex is reachable", 18, moves.map { it.hex }.distinct().size) + + val steal = moves.first { it.hex == CatanBoard.HEXES[hex] && it.victim == 1 } + val after = CatanRules.applyMove(state, 0, steal) + assertEquals(hex, after.robber) + assertEquals(CatanPhase.PLAYING, after.phase) + assertEquals(2, after.resources[1][Resource.WOOL]) + assertEquals(1, after.resourceCount(0)) + } + + @Test + fun `a forced roll must be two honest dice, and only tests may send it`() { + val state = craft().copy(phase = CatanPhase.AWAIT_ROLL) + assertTrue(CatanRules.isLegalMove(state, 0, RollDice(forced = listOf(3, 4)))) + assertFalse(CatanRules.isLegalMove(state, 0, RollDice(forced = listOf(7, 0)))) + assertFalse(CatanRules.isLegalMove(state, 0, RollDice(forced = listOf(3)))) + // The derived roll is the enumerated move; a forced one is structural only. + assertTrue(RollDice() in CatanRules.legalMoves(state, 0)) + assertFalse(RollDice(forced = listOf(3, 4)) in CatanRules.legalMoves(state, 0)) + } + + // -- Building ------------------------------------------------------------ + + @Test + fun `a road must attach to the builder's own network`() { + val state = craft().copy(resources = hands(hand(Resource.LUMBER to 1, Resource.BRICK to 1))) + assertTrue("nothing to attach to", CatanRules.legalMoves(state, 0).none { it is BuildRoad }) + + val e0 = CatanBoard.VERTEX_EDGES[0][0] + val attached = state.withRoad(e0, 0) + val roads = CatanRules.legalMoves(attached, 0).filterIsInstance() + assertEquals( + "roads may only fan out from the network", + CatanBoard.EDGE_NEIGHBORS[e0].map { BuildRoad(it) }.toSet(), + roads.toSet(), + ) + } + + @Test + fun `a settlement needs an open vertex on the network, a city one of yours`() { + val base = craft() + val homes = scattered(3) + val state = base.withBuilding(homes[0], BuildingType.SETTLEMENT, 0) + .withRoad(CatanBoard.VERTEX_EDGES[homes[1]][0], 0) + .copy(resources = hands(hand(Resource.LUMBER to 1, Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 2, Resource.ORE to 3))) + + // Reachable: open, two edges from anything standing, on seat 0's road. + assertTrue(BuildSettlement(homes[1]) in CatanRules.legalMoves(state, 0)) + // One edge from a standing settlement is too close, network or not. + val tooClose = CatanBoard.VERTEX_NEIGHBORS[homes[0]].first() + assertTrue(BuildSettlement(tooClose) !in CatanRules.legalMoves(state, 0)) + // Open but off the network is out of reach. + assertTrue(BuildSettlement(homes[2]) !in CatanRules.legalMoves(state, 0)) + + // Raising costs two grain and three ore. + val raised = CatanRules.applyMove(state, 0, BuildCity(homes[0])) + assertEquals(BuildingType.CITY, raised.buildings[homes[0]]?.type) + assertEquals(hand(Resource.LUMBER to 1, Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 0, Resource.ORE to 0), raised.resources[0]) + } + + // -- Trade --------------------------------------------------------------- + + @Test + fun `a domestic offer names any two multisets and waits on the table`() { + val state = craft().copy( + resources = hands( + hand(Resource.LUMBER to 3), + hand(Resource.BRICK to 2), + hand(), + ), + ) + val offer = OfferTrade(to = 1, give = listOf(Resource.LUMBER, Resource.LUMBER), get = listOf(Resource.BRICK)) + assertTrue(CatanRules.isLegalMove(state, 0, offer)) + assertFalse("not the addressee's turn", CatanRules.isLegalMove(state, 1, offer)) + assertFalse("never to oneself", CatanRules.isLegalMove(state, 0, offer.copy(to = 0))) + assertFalse( + "like for like is not a trade", + CatanRules.isLegalMove(state, 0, OfferTrade(1, listOf(Resource.LUMBER, Resource.BRICK), listOf(Resource.BRICK, Resource.LUMBER))), + ) + assertFalse( + "an empty leg is not a trade", + CatanRules.isLegalMove(state, 0, OfferTrade(1, listOf(Resource.LUMBER), emptyList())), + ) + assertFalse( + "cards the offerer does not hold cannot be promised", + CatanRules.isLegalMove(state, 0, OfferTrade(1, listOf(Resource.ORE), listOf(Resource.BRICK))), + ) + + val table = CatanRules.applyMove(state, 0, offer) + assertEquals(CatanPhase.TRADE_PENDING, table.phase) + assertEquals(1, CatanRules.currentSeat(table)) + assertEquals(TradeOffer(by = 0, to = 1, give = listOf(Resource.LUMBER, Resource.LUMBER), get = listOf(Resource.BRICK)), table.pendingTrade) + } + + @Test + fun `an accepted offer crosses the cards and a declined one clears the table`() { + val offered = craft().copy( + phase = CatanPhase.TRADE_PENDING, + pendingTrade = TradeOffer( + by = 0, to = 1, + give = listOf(Resource.LUMBER, Resource.LUMBER), + get = listOf(Resource.BRICK), + ), + resources = hands( + hand(Resource.LUMBER to 3), + hand(Resource.BRICK to 2), + hand(), + ), + ) + val accepted = CatanRules.applyMove(offered, 1, AcceptTrade) + assertEquals(CatanPhase.PLAYING, accepted.phase) + assertNull(accepted.pendingTrade) + assertEquals(hand(Resource.LUMBER to 1, Resource.BRICK to 1), accepted.resources[0]) + assertEquals(hand(Resource.LUMBER to 2, Resource.BRICK to 1), accepted.resources[1]) + + val declined = CatanRules.applyMove(offered, 1, DeclineTrade) + assertEquals(CatanPhase.PLAYING, declined.phase) + assertNull(declined.pendingTrade) + assertEquals("a refusal leaves the cards where they were", offered.resources, declined.resources) + } + + @Test + fun `an offer the addressee cannot honour can only be declined`() { + val offered = craft().copy( + phase = CatanPhase.TRADE_PENDING, + pendingTrade = TradeOffer( + by = 0, to = 1, + give = listOf(Resource.LUMBER, Resource.LUMBER), + get = listOf(Resource.BRICK), + ), + resources = hands(hand(Resource.LUMBER to 3), hand(), hand()), + ) + assertEquals(listOf(DeclineTrade), CatanRules.legalMoves(offered, 1)) + } + + @Test + fun `the bank trades four for one and harbours do better`() { + val base = craft() + val lumberPort = base.ports.first { it.resource == Resource.LUMBER } + val genericPort = base.ports.first { it.resource == null } + val portSide = { port: Port -> CatanBoard.EDGE_VERTICES[port.edge].first } + + val plain = base.copy(resources = hands(hand(Resource.LUMBER to 4))) + assertEquals(4, CatanRules.bestPortRatio(plain, 0, Resource.LUMBER)) + val viaBank = CatanRules.applyMove(plain, 0, MaritimeTrade(Resource.LUMBER, Resource.BRICK)) + assertEquals(hand(Resource.BRICK to 1), viaBank.resources[0]) + + val special = base.withBuilding(portSide(lumberPort), BuildingType.SETTLEMENT, 0) + .copy(resources = hands(hand(Resource.LUMBER to 2))) + assertEquals(2, CatanRules.bestPortRatio(special, 0, Resource.LUMBER)) + assertEquals(4, CatanRules.bestPortRatio(special, 0, Resource.BRICK)) + val viaPort = CatanRules.applyMove(special, 0, MaritimeTrade(Resource.LUMBER, Resource.BRICK)) + assertEquals(hand(Resource.BRICK to 1), viaPort.resources[0]) + + val generic = base.withBuilding(portSide(genericPort), BuildingType.SETTLEMENT, 0) + .copy(resources = hands(hand(Resource.LUMBER to 3))) + assertEquals(3, CatanRules.bestPortRatio(generic, 0, Resource.LUMBER)) + val viaGeneric = CatanRules.applyMove(generic, 0, MaritimeTrade(Resource.LUMBER, Resource.BRICK)) + assertEquals(hand(Resource.BRICK to 1), viaGeneric.resources[0]) + } + + @Test + fun `a bank trade needs the cards and a bank with something to give`() { + val base = craft() + assertFalse( + "three is one short of the bank's four", + CatanRules.isLegalMove( + base.copy(resources = hands(hand(Resource.LUMBER to 3))), + 0, + MaritimeTrade(Resource.LUMBER, Resource.BRICK), + ), + ) + assertFalse( + "the bank holds no brick to give", + CatanRules.isLegalMove( + base.copy(resources = hands(hand(Resource.LUMBER to 4), hand(Resource.BRICK to 19))), + 0, + MaritimeTrade(Resource.LUMBER, Resource.BRICK), + ), + ) + assertFalse( + "no resource trades for itself", + CatanRules.isLegalMove( + base.copy(resources = hands(hand(Resource.LUMBER to 4))), + 0, + MaritimeTrade(Resource.LUMBER, Resource.LUMBER), + ), + ) + assertTrue( + CatanRules.isLegalMove( + base.copy(resources = hands(hand(Resource.LUMBER to 4))), + 0, + MaritimeTrade(Resource.LUMBER, Resource.BRICK), + ), + ) + } + + // -- Development cards --------------------------------------------------- + + @Test + fun `buying a card costs wool, grain and ore and hides it until next turn`() { + val base = craft().copy(resources = hands(hand(Resource.WOOL to 1, Resource.GRAIN to 1, Resource.ORE to 1))) + val top = base.devDeck.first() + val state = CatanRules.applyMove(base, 0, BuyDevCard) + assertEquals(hand(), state.resources[0]) + assertEquals(listOf(top.copy(boughtTurn = 1)), state.devHands[0]) + assertEquals(listOf(1, 0, 0), state.devHandCounts) + assertEquals(base.devDeck.drop(1), state.devDeck) + assertTrue("bought this turn, playable next", CatanRules.legalMoves(state, 0).none { it is PlayKnight }) + } + + @Test + fun `a knight may not be played before the roll`() { + val state = craft().copy( + phase = CatanPhase.AWAIT_ROLL, + devHands = listOf(listOf(DevCard(90, DevCardType.KNIGHT, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + ) + assertEquals(listOf(RollDice()), CatanRules.legalMoves(state, 0)) + } + + @Test + fun `a card bought on an earlier turn is playable, one per turn`() { + val knight = DevCard(90, DevCardType.KNIGHT, 0) + val roadBuilding = DevCard(91, DevCardType.ROAD_BUILDING, 0) + val state = craft().copy( + devHands = listOf(listOf(knight, roadBuilding), emptyList(), emptyList()), + devHandCounts = listOf(2, 0, 0), + ) + val moves = CatanRules.legalMoves(state, 0) + assertTrue(PlayKnight(90) in moves) + assertTrue(PlayRoadBuilding(91) in moves) + + val after = CatanRules.applyMove(state, 0, PlayKnight(90)) + assertEquals(CatanPhase.ROBBER, after.phase) + assertEquals(1, after.knightsPlayed[0]) + assertEquals(listOf(roadBuilding), after.devHands[0]) + assertTrue(after.devCardPlayedThisTurn) + + // The robber rides first, then the turn owner may build and trade — + // but not play a second card. + val robberMove = CatanRules.legalMoves(after, 0).filterIsInstance().first() + val playing = CatanRules.applyMove(after, 0, robberMove) + assertEquals(CatanPhase.PLAYING, playing.phase) + assertTrue( + "one development card a turn", + CatanRules.legalMoves(playing, 0).none { it is PlayRoadBuilding }, + ) + } + + @Test + fun `three knights take Largest Army, and only a strictly larger army steals it`() { + val firstToThree = craft().copy( + devHands = listOf(listOf(DevCard(90, DevCardType.KNIGHT, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + knightsPlayed = listOf(2, 0, 0), + ) + val took = CatanRules.applyMove(firstToThree, 0, PlayKnight(90)) + assertEquals(0, took.largestArmyOwner) + assertEquals(5, CatanRules.publicVictoryPoints(took)[0]) + + // A tie does not steal it. + val tied = craft().copy( + devHands = listOf(listOf(DevCard(91, DevCardType.KNIGHT, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + knightsPlayed = listOf(2, 3, 0), + largestArmyOwner = 1, + ) + val kept = CatanRules.applyMove(tied, 0, PlayKnight(91)) + assertEquals("the incumbent keeps a tie", 1, kept.largestArmyOwner) + + // A fourth knight does. + val stronger = craft().copy( + devHands = listOf(listOf(DevCard(92, DevCardType.KNIGHT, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + knightsPlayed = listOf(3, 3, 0), + largestArmyOwner = 1, + ) + val stolen = CatanRules.applyMove(stronger, 0, PlayKnight(92)) + assertEquals(0, stolen.largestArmyOwner) + assertEquals(5, CatanRules.publicVictoryPoints(stolen)[0]) + assertEquals(0, CatanRules.publicVictoryPoints(stolen)[1]) + } + + @Test + fun `Road Building lays two free segments and may be forfeited`() { + val centre = CatanBoard.hexIndex.getValue(HexCoord(0, 0)) + val ring = hexRing(centre) + val base = craft() + .copy( + resources = hands(hand(Resource.LUMBER to 9, Resource.BRICK to 9)), + devHands = listOf(listOf(DevCard(93, DevCardType.ROAD_BUILDING, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + ) + .withRoad(ring[0], 0) + + val opened = CatanRules.applyMove(base, 0, PlayRoadBuilding(93)) + assertEquals(CatanPhase.FREE_ROADS, opened.phase) + assertEquals(2, opened.pendingFreeRoads) + assertTrue(EndFreeRoads in CatanRules.legalMoves(opened, 0)) + + val first = CatanRules.applyMove(opened, 0, BuildRoad(ring[1])) + assertEquals(CatanPhase.FREE_ROADS, first.phase) + assertEquals(1, first.pendingFreeRoads) + assertEquals("free roads cost nothing", base.resources[0], first.resources[0]) + + val forfeited = CatanRules.applyMove(first, 0, EndFreeRoads) + assertEquals(CatanPhase.PLAYING, forfeited.phase) + assertEquals(0, forfeited.pendingFreeRoads) + assertEquals(base.resources[0], forfeited.resources[0]) + assertEquals(2, forfeited.roads.count { it == 0 }) + } + + @Test + fun `Monopoly seizes every card of the named resource`() { + val state = craft().copy( + resources = hands( + hand(Resource.WOOL to 2, Resource.GRAIN to 1), + hand(Resource.WOOL to 3, Resource.BRICK to 1), + hand(Resource.WOOL to 1), + ), + devHands = listOf(listOf(DevCard(94, DevCardType.MONOPOLY, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + ) + val after = CatanRules.applyMove(state, 0, PlayMonopoly(94, Resource.WOOL)) + assertEquals(hand(Resource.WOOL to 6, Resource.GRAIN to 1), after.resources[0]) + assertEquals(hand(Resource.BRICK to 1), after.resources[1]) + assertEquals(hand(), after.resources[2]) + assertTrue(after.devHands[0].isEmpty()) + assertTrue(after.devCardPlayedThisTurn) + assertEquals(CatanPhase.PLAYING, after.phase) + } + + @Test + fun `Year of Plenty takes two cards the bank can pay`() { + val base = craft().copy( + devHands = listOf(listOf(DevCard(95, DevCardType.YEAR_OF_PLENTY, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + ) + val took = CatanRules.applyMove(base, 0, PlayYearOfPlenty(95, listOf(Resource.GRAIN, Resource.ORE))) + assertEquals(hand(Resource.GRAIN to 1, Resource.ORE to 1), took.resources[0]) + + // The bank holds a single grain, seat 1 keeping the other eighteen: + // two grain cannot be taken. + val shortBank = base.copy(resources = hands(hand(), hand(Resource.GRAIN to 18), hand())) + assertTrue( + "two of a kind needs a bank that can pay both", + PlayYearOfPlenty(95, listOf(Resource.GRAIN, Resource.GRAIN)) !in CatanRules.legalMoves(shortBank, 0), + ) + assertTrue( + PlayYearOfPlenty(95, listOf(Resource.GRAIN, Resource.ORE)) in CatanRules.legalMoves(shortBank, 0), + ) + } + + // -- Longest Road -------------------------------------------------------- + + @Test + fun `a closed ring counts as a simple path, not as two loops`() { + val centre = CatanBoard.hexIndex.getValue(HexCoord(0, 0)) + val ring = hexRing(centre) + var state = craft() + ring.forEach { state = state.withRoad(it, 0) } + assertEquals("six segments around one hex count five", 5, CatanRules.longestRoadFor(state, 0)) + } + + @Test + fun `five segments take Longest Road, a tie keeps it, a settlement breaks it`() { + val centre = CatanBoard.hexIndex.getValue(HexCoord(0, 0)) + val ring = hexRing(centre) + // A challenger's path on a hex that touches neither the centre nor its ring. + val far = (0 until CatanBoard.HEX_COUNT).first { h -> + h != centre && CatanBoard.HEX_NEIGHBORS[h].none { it == centre } + }.let { hexRing(it) } + + var state = craft().copy(resources = hands(hand(Resource.LUMBER to 1, Resource.BRICK to 1))) + ring.take(4).forEach { state = state.withRoad(it, 0) } + state = CatanRules.applyMove(state, 0, BuildRoad(ring[4])) + assertEquals("the fifth segment takes the award", 0, state.longestRoadOwner) + assertEquals(5, CatanRules.longestRoadFor(state, 0)) + + // An equal five does not steal it. + var challenger = state.copy(turn = 1, resources = hands(hand(), hand(Resource.LUMBER to 1, Resource.BRICK to 1))) + far.take(4).forEach { challenger = challenger.withRoad(it, 1) } + challenger = CatanRules.applyMove(challenger, 1, BuildRoad(far[4])) + assertEquals("the incumbent keeps a tie", 0, challenger.longestRoadOwner) + assertEquals(5, CatanRules.longestRoadFor(challenger, 1)) + + // An opponent's settlement in the middle breaks the holder's road in + // two, and the award falls to the challenger. + val breakAt = sharedVertex(ring[2], ring[3]) + val spoke = CatanBoard.VERTEX_EDGES[breakAt].first { it != ring[2] && it != ring[3] } + val breaker = challenger + .copy( + resources = hands( + hand(), + hand(Resource.LUMBER to 1, Resource.BRICK to 1, Resource.WOOL to 1, Resource.GRAIN to 1), + ), + ) + .withRoad(spoke, 1) + val broken = CatanRules.applyMove(breaker, 1, BuildSettlement(breakAt)) + assertEquals("the broken road loses the award", 1, broken.longestRoadOwner) + assertEquals(3, CatanRules.longestRoadFor(broken, 0)) + assertEquals(5, CatanRules.longestRoadFor(broken, 1)) + assertEquals(6, CatanRules.publicVictoryPoints(broken)[1]) + assertEquals(0, CatanRules.publicVictoryPoints(broken)[0]) + } + + // -- Winning ------------------------------------------------------------- + + @Test + fun `a tenth point on the builder's own move wins`() { + val homes = scattered(7) + var state = craft() + .withBuilding(homes[0], BuildingType.CITY, 0) + .withBuilding(homes[1], BuildingType.CITY, 0) + homes.drop(2).forEach { state = state.withBuilding(it, BuildingType.SETTLEMENT, 0) } + state = state.copy(resources = hands(hand(Resource.GRAIN to 2, Resource.ORE to 3))) + + val won = CatanRules.applyMove(state, 0, BuildCity(homes[2])) + assertEquals(CatanPhase.GAME_OVER, won.phase) + assertEquals(0, won.winner) + assertTrue(won.log.any { it.contains("Seat 0 reveals 10 victory points and wins") }) + } + + @Test + fun `hidden victory-point cards count and are revealed by winning`() { + val homes = scattered(7) + var state = craft() + .withBuilding(homes[0], BuildingType.CITY, 0) + .withBuilding(homes[1], BuildingType.CITY, 0) + homes.drop(2).forEach { state = state.withBuilding(it, BuildingType.SETTLEMENT, 0) } + state = state.copy( + devHands = listOf(listOf(DevCard(96, DevCardType.VICTORY_POINT, 0)), emptyList(), emptyList()), + devHandCounts = listOf(1, 0, 0), + ) + + // Nine points stand in public, the tenth hides in hand: ending the + // turn wins before the turn passes. + val won = CatanRules.applyMove(state, 0, EndTurn) + assertEquals(CatanPhase.GAME_OVER, won.phase) + assertEquals(0, won.winner) + assertTrue(won.log.any { it.contains("Seat 0 reveals 10 victory points and wins") }) + } + + @Test + fun `a seat already at the target wins when its own turn arrives`() { + val homes = scattered(5) + // Seat 2 ends its turn, so seat 0 is next in the three-seat rotation. + var state = craft(turn = 2) + homes.forEach { state = state.withBuilding(it, BuildingType.CITY, 0) } + + val won = CatanRules.applyMove(state, 2, EndTurn) + assertEquals(CatanPhase.GAME_OVER, won.phase) + assertEquals(0, won.winner) + assertTrue("seat 0 never had to roll", won.log.none { it.startsWith("Seat 0 rolls") }) + } + + // -- Redaction and wire format ------------------------------------------- + + @Test + fun `a seat view hides the deck and other hands but not the counts`() { + val state = craft().copy( + devDeck = listOf( + DevCard(1, DevCardType.KNIGHT), + DevCard(2, DevCardType.VICTORY_POINT), + ), + devHands = listOf( + listOf(DevCard(3, DevCardType.KNIGHT, 1)), + listOf(DevCard(4, DevCardType.MONOPOLY, 1)), + listOf(DevCard(5, DevCardType.YEAR_OF_PLENTY, 1)), + ), + devHandCounts = listOf(1, 1, 1), + ) + val view = CatanRules.viewFor(state, seat = 1) + assertTrue("the deck order is hidden", view.devDeck.isEmpty()) + assertEquals(state.devHands[1], view.devHands[1]) + assertTrue(view.devHands.filterIndexed { i, _ -> i != 1 }.all { it.isEmpty() }) + assertEquals(state.devHandCounts, view.devHandCounts) + // Public information travels whole. + assertEquals(state.resources, view.resources) + assertEquals(state.buildings, view.buildings) + assertEquals(state.log, view.log) + } + + @Test + fun `state and every move survive a wire round trip`() { + val homes = scattered(3) + val state = craft( + options = CatanOptions(playerCount = 4), + seed = 99L, + ) + .withBuilding(homes[0], BuildingType.CITY, 2) + .withRoad(CatanBoard.VERTEX_EDGES[homes[1]][0], 3) + .copy( + resources = hands( + hand(Resource.LUMBER to 2), + hand(Resource.BRICK to 1), + hand(Resource.WOOL to 1, Resource.GRAIN to 1), + hand(Resource.ORE to 4), + players = 4, + ), + pendingTrade = TradeOffer( + by = 0, to = 1, + give = listOf(Resource.LUMBER), + get = listOf(Resource.BRICK, Resource.WOOL), + ), + ) + assertEquals(state, CatanRules.decodeState(CatanRules.encodeState(state))) + + val moves = listOf( + SetupPlace(3, 5), + RollDice(), + RollDice(listOf(3, 4)), + Discard(listOf(Resource.LUMBER, Resource.LUMBER, Resource.BRICK)), + MoveRobber(HexCoord(1, -1), 2), + MoveRobber(HexCoord(-2, 0)), + BuildRoad(11), + BuildSettlement(13), + BuildCity(13), + BuyDevCard, + PlayKnight(21), + PlayRoadBuilding(22), + PlayMonopoly(23, Resource.ORE), + PlayYearOfPlenty(24, listOf(Resource.GRAIN, Resource.GRAIN)), + OfferTrade(1, listOf(Resource.LUMBER, Resource.LUMBER), listOf(Resource.ORE)), + AcceptTrade, + DeclineTrade, + MaritimeTrade(Resource.WOOL, Resource.GRAIN), + EndTurn, + EndFreeRoads, + ) + moves.forEach { assertEquals(it, CatanRules.decodeMove(CatanRules.encodeMove(it))) } + } + + @Test + fun `summary reports the standing points until somebody wins`() { + val state = craft() + assertTrue(CatanRules.summary(state).contains("S0 0")) + val homes = scattered(5) + // Seat 2 ends, seat 0 is next and wins on arrival. + var won = craft(turn = 2) + homes.forEach { won = won.withBuilding(it, BuildingType.CITY, 0) } + won = CatanRules.applyMove(won, 2, EndTurn) + assertEquals("Seat 0 wins", CatanRules.summary(won)) + } + + // -- Helpers ------------------------------------------------------------- + + private fun assertThrows(block: () -> Unit) { + try { + block() + throw AssertionError("expected the rules to reject that") + } catch (expected: IllegalArgumentException) { + // Rejected, which is the point. + } + } +} diff --git a/docs/README.md b/docs/README.md index ee74ff3..1ce10a0 100644 --- a/docs/README.md +++ b/docs/README.md @@ -24,6 +24,7 @@ Naming: the catalogue id, lowercase, e.g. `crazy8s` → `RULES-crazy8s.md`. | Golf | [RULES-golf.md](RULES-golf.md) | | Hearts | — (TODO) | | Kaiser | [RULES-kaiser.md](RULES-kaiser.md) | +| Katan (catalogue id `catan`) | [RULES-catan.md](RULES-catan.md) | | Klondike | — (TODO) | | Mastermind | [RULES-mastermind.md](RULES-mastermind.md) | | Morris | [RULES-morris.md](RULES-morris.md) | diff --git a/docs/RULES-catan.md b/docs/RULES-catan.md new file mode 100644 index 0000000..c1db5fc --- /dev/null +++ b/docs/RULES-catan.md @@ -0,0 +1,304 @@ +# Katan — implemented rules + +This is the ruleset the engine enforces. Anything marked **toggle** is exposed +in the game setup screen. + +Katan is this app's name for the island game the collection is built around. +The catalogue id is `catan` (so this file is `RULES-catan.md` and the code lives +in `game/catan/`), but the printed name is trademarked, so the game is listed +and titled **Katan**. The rules themselves are the base game for three to four +players, as published. + +The engine is a pure state machine (`CatanRules`) with no Android types, and its +behaviour is pinned by `CatanBoardTest`, `CatanRulesTest` and `CatanAiTest`. + +## Table + +- **Players — *toggle*.** Three or four. `CatanOptions.playerCount`; the engine + refuses anything else. +- **Points to win — *toggle*.** Defaults to 10. `CatanOptions.pointsToWin`, at + least 2. A lower target makes a test game short. + +The setup screen that exposes these lands with the screen task; the engine reads +them from the table configuration today. + +## Board + +The island is the standard layout, derived once from axial hex coordinates in +`CatanBoard` and checked at class-init: + +- **19 hexes**, the hexes within distance 2 of the centre. +- **54 vertices** and **72 edges**, shared between neighbouring hexes by exact + integer position, not floating point. `HEX_CORNERS`, `EDGE_VERTICES`, + `VERTEX_EDGES`, `VERTEX_HEXES` and `EDGE_HEXES` are the shared graph. +- **30 coastal edges**, one closed ring. +- **9 harbours**, on fixed positions around the coast. + +Terrain is dealt from the physical mix and shuffled: **4 forest, 4 pasture, +4 fields, 3 hills, 3 mountains, 1 desert**. + +Number tokens are the 18 the game ships, shuffled over the land hexes: four red +tokens (**6, 6, 8, 8**) and fourteen others +(**2, 3, 3, 4, 4, 5, 5, 9, 9, 10, 10, 11, 11, 12**). Seven never appears. The +desert bears no token and the robber starts on it. + +### Keeping 6s and 8s apart + +The published game asks that the two red numbers not sit on adjacent hexes, and +`generate` guarantees it rather than hoping for it: + +1. Shuffle the land and take four hexes; accept the draw if none of the four + touch each other. Retry up to 60 times. +2. If no draw separates them, fall back to four of the six board-corner hexes, + which are pairwise non-adjacent by construction and at most one of which can + be the desert. + +`no seed puts two red tokens on adjacent hexes` runs the whole thing over seeds +1..500. + +Harbours: the nine **positions** are fixed (the physical frame is not shuffled), +but the nine **types** are shuffled onto them — **five 2:1 resource harbours** +(one per resource) and **four generic 3:1 harbours**. The frame positions are +chosen so no two harbours sit closer than three coastal edges apart. + +## Setup + +Placement runs in snake order: seats `0, 1, …, n-1` then `n-1, …, 1, 0`, each +placing one settlement and one road. During setup the distance rule still holds +(a settlement may not sit one edge from any other building) but the road need +not connect to anything already placed. + +A player's **second** settlement earns one resource card for each adjacent +producing hex, supply permitting — duplicates counted, so a second settlement on +two forests earns two lumber. The first pass earns nothing. + +After the last placement, seat 0 leads and the first real turn begins. + +## Turn + +A turn runs through the phases in `CatanPhase`: + +1. **AWAIT_ROLL** — the player on the clock rolls. +2. A seven goes to **DISCARDING** and then **ROBBER**; anything else produces and + goes straight to **PLAYING**. +3. **PLAYING** — build, trade, buy and play development cards, then end the turn. +4. **FREE_ROADS** is a detour inside PLAYING while a Road Building card is being + spent. + +### Rolling + +The dice are derived from the game seed and a monotonic counter (`rngStep`), not +from a random generator stored in the state: the same seed and the same moves +replay identically. `RollDice(forced = …)` exists so tests can stage a number; +it is deliberately **not** a member of the enumerated move list, so a client +cannot send one over the network — only code holding the state directly can use +it. + +### Production + +For a non-seven total, each hex whose number matches pays its producing terrain: +a settlement takes **1**, a city takes **2**. The robber's hex pays nothing. + +**When the bank cannot meet the demand for a resource, nobody receives that +resource this roll.** This is the official ruling, implemented per-resource: +demand is totalled first and, if it exceeds the bank's supply, every gain of +that resource is dropped. + +## The robber + +A **seven** sends the robber: first every player holding **more than seven** +resource cards discards half their hand (rounded down, so nine cards means four +gone), in seat order starting from the lowest overfull seat; then the roller +moves the robber and may steal. + +The robber **must move to a different hex**. Moving onto a hex lets the roller +steal one card from one opponent who has a building on that hex and at least one +card in hand. The card stolen is chosen at random, derived like the dice. A +hex with no opponent holding cards offers only the move, no steal. + +A played Knight enters the same ROBBER phase, so the robber move after a Knight +is the same code path. + +## Trading + +### Domestic + +An offer names **one** addressee and two card multisets: what the offerer gives, +what they want. There are no counter-offers and no open auctions in v1. + +An offer is legal only when the offerer's turn is in PLAYING, the addressee is +another seat, both legs are non-empty, the two legs are not the same multiset +(`countOf(give) != countOf(get)` — like-for-like is not a trade), and the +offerer actually holds the cards being offered. + +The addressee may **accept** only if they hold what was asked and the offerer +still holds what was promised; otherwise only **decline** is offered. A decline +clears the table and leaves every card where it was. + +Offers are free-form intents rather than enumerated moves (the space of card +multisets is combinatorial), so they are validated structurally by +`CatanRules.isLegalMove` and checked by the network driver's gate like any other +move. + +### Maritime + +Bank trade gives `ratio` of one resource for one of another, where the ratio is +the best the seat can get: **4:1** through the bank, **3:1** through a generic +harbour, **2:1** through a harbour matching the resource being given. A harbour +counts when the seat owns a settlement or city on **either** endpoint vertex of +its edge. + +## Building and development cards + +| Build | Cost | +| --- | --- | +| Road | 1 lumber + 1 brick | +| Settlement | 1 lumber + 1 brick + 1 wool + 1 grain | +| City | 2 grain + 3 ore | +| Development card | 1 wool + 1 grain + 1 ore | + +A settlement goes on an **empty vertex** at least two edges from every standing +building and connected to the seat's own road network. A city upgrades one of +the seat's own settlements. A road goes on an empty edge that connects to the +seat's network (a road or a building at one of its ends). + +The development deck is the published 25 cards: **14 Knights, 2 Road Building, +2 Monopoly, 2 Year of Plenty, 5 Victory Point**. Cards are bought blind from the +top of the deck. + +Timing rules the engine enforces: + +- **One development card per turn.** `devCardPlayedThisTurn` gates every play. +- **A card cannot be played the turn it was bought.** Each card records + `boughtTurn` and is skipped while that equals the current turn. +- **Victory Point cards are never played.** They are counted straight from the + hand by `victoryPoints`, and are only revealed by winning. +- **Knight** → the robber phase, and counts toward Largest Army. +- **Road Building** → two free road placements (FREE_ROADS); the player may + forfeit any that remain. +- **Monopoly** → seizes every card of the named resource from the other seats. +- **Year of Plenty** → takes up to two cards from the bank; taking two of a kind + requires the bank to hold both. + +## Scoring and winning + +Victory points are: + +- **Settlement 1, city 2.** +- **Longest Road 5** — the longest single road of **five or more** segments. +- **Largest Army 5** — first to **three** played knights. +- **Victory Point cards**, one each. + +A seat wins on reaching **points to win** (default 10). The win is checked after +every build, when a turn ends, and when a seat's turn arrives — the last covers +points that changed on someone else's turn, such as a broken Longest Road being +re-awarded. A seat already at the target therefore wins at the start of its own +turn rather than having to act. + +### Longest Road + +The award goes to the longest **simple path** over a seat's own roads. The path +never passes *through* an opponent's building (it may run up to one) and never +revisits a vertex — so a figure of two loops sharing an intersection counts as +one road of five, not two roads, because the intersection is a branch. + +Once held, the award is kept until another seat builds a **strictly longer** +road; an equal length leaves it where it is. If the holder's road falls below +five segments the award reopens to the longest road of five or more, lowest seat +first on a tie. A settlement placed across an opponent's road breaks it, and the +award is recomputed for everyone after any settlement. + +### Largest Army + +First to three knights takes it. It is stolen only by a **strictly larger** army: +a tie leaves the incumbent ahead, exactly as Longest Road does. + +## The computer opponent + +`CatanAi` plays a legal, mildly strategic game so a solo player can host against +computers, with the lobby filling empty seats. + +It reads **only public information** — terrain, numbers, buildings, roads, +resource counts, development-card counts and knights played — plus its own hand. +It never looks into the deck, another seat's development cards, or the seed +beyond the roll the rules derive from it. That is a design constraint, not an +accident: it runs on the host, where the authoritative state is fully visible. + +What it does: + +- **Setup.** Rates a settlement by the production its three hexes give (weighted + by the token odds and by how much it wants each resource), plus a bonus for + resource variety and for sitting on a harbour, plus a small term for where the + accompanying road points. +- **Main phase**, in priority order: raise a city, build a settlement, play a + knight, play Year of Plenty or Monopoly when it closes a gap, play Road + Building when two segments are useful, buy a development card, build a road + that reaches a spot worth settling, trade at the bank only when the trade + completes a build this turn, make one domestic offer that closes a build, else + end the turn. +- **The robber.** Moves onto the hex where it blocks the most opposing + production (weighted by token odds), preferring to rob whoever is holding the + most cards and the most points. +- **Trades.** Accepts an offer when what arrives is worth more than what leaves + by its own resource valuations; a mild table, not a shark. +- **Discards.** Throws away what it values least (wool, then brick, then lumber, + before grain and ore). + +It makes **at most one domestic offer a turn**. A declined offer changes nothing, +so re-offering the same thing would only bounce between two seats forever; the +engine allows more offers, the AI chooses not to. + +`CatanAiTest` plays three- and four-seat tables of engines out to a result from +several seeds, refusing any illegal move the AI chooses, and checks the winner +reached the target. + +## Provenance and rule choices + +The rules are the published base game. Where the published rules leave room, the +engine picks one reading and records it here. + +**Followed from the published rules:** the board and its component mix; the +number tokens; 6s and 8s not adjacent; snake-order setup and second-settlement +income; production weighting; the robber on a seven; discard half over seven; +domestic and maritime trade; build costs; the 25-card development deck and its +timing rules; Longest Road and Largest Army worth five; victory at ten. + +**Choices made here, and why:** + +- **A bank short of a resource pays nobody that roll.** This is the official + ruling, and it is implemented per-resource rather than per-player. +- **Longest Road and Largest Army are kept on a tie**, and stolen only by a + strictly longer road or a strictly larger army. The alternative reading lets a + tie steal the award; "strictly better" is the common tournament reading and + keeps the award from flickering. +- **A ring road counts as a simple path.** No vertex is revisited, so six + segments around one hex are worth five, not six. +- **The win is checked when a seat's turn arrives**, not only on that seat's own + action, so points that move on another player's turn still win. +- **A bought Victory Point card does not win immediately.** It is counted when + the win is next checked (a build or the end of the turn), which is when the + holder would reveal it. +- **Year of Plenty two-of-a-kind needs the bank to hold both cards**, not one. +- **The robber must move.** Some printings allow staying put; this engine always + requires a different hex. +- **Offers are one-to-one, no auctions or counter-offers** in v1. + +## Known gaps + +- **No domestic auction or counter-offer.** An offer is addressed to a single + seat. Open trading to the whole table, and counter-offers, are the obvious next + step and are not implemented. +- **No player-to-player trade over the wire beyond accept/decline.** The engine + supports it; whether the UI surfaces it is the screen task's concern. +- **No trading away a development card.** Not part of the base game. +- **The setup screen is not part of this task.** `CatanOptions` (players, target + points) is read from the table configuration; the screen that sets it, and the + catalogue descriptor's `available` flag, land with the screen and verification + tasks. +- **The AI does not look ahead.** It scores one move deep with a fixed resource + valuation. It plays legally and plausibly; it is not a strong opponent, and no + strength claim is made. +- **The board is the standard published layout, generated.** Unlike the Sequence + board there is no unverified substitute here — the geometry is the real one — + but the *island* (terrain and token placement) is freshly generated each game, + so it will not match any particular physical set-up. That is the intent. -- 2.47.3 From fb59372802cc88ee1076e6b4e7f45af9cebc4d24 Mon Sep 17 00:00:00 2001 From: Claude Date: Wed, 14 Oct 2026 20:55:38 +0000 Subject: [PATCH 2/2] Restore the Katan catalogue entry the engine depends on The Option 2 migration dropped Gitea's 5c797c8, which added GameCatalog.CATAN and a Katan entry (available = false: Coming soon on dev, hidden from production). CatanRules.kt references GameCatalog.CATAN, so the merge did not compile without it. Taken verbatim from feature/catan-engine, with the matching CatalogTest assertions. Co-Authored-By: Claude Sonnet 5.5 Claude-Session: https://claude.ai/code/session_01JdMNbY5hLR7FjtfEE712xG --- .../org/prolibertate/games/game/Catalog.kt | 20 +++++++++++++++++++ .../prolibertate/games/game/CatalogTest.kt | 20 ++++++++++--------- 2 files changed, 31 insertions(+), 9 deletions(-) diff --git a/app/src/main/java/org/prolibertate/games/game/Catalog.kt b/app/src/main/java/org/prolibertate/games/game/Catalog.kt index 112e84f..ca9ae3f 100644 --- a/app/src/main/java/org/prolibertate/games/game/Catalog.kt +++ b/app/src/main/java/org/prolibertate/games/game/Catalog.kt @@ -94,6 +94,13 @@ object GameCatalog { const val MORRIS = "morris" const val PIRATES = "pirates" + /** + * The island game the collection is named for. Listed under Board Games + * and marked *Coming soon*; the engine and its screen land with the game + * task, and `available` flips on once two-device play is verified. + */ + const val CATAN = "catan" + val all: List = listOf( GameDescriptor( id = EUCHRE, @@ -333,6 +340,19 @@ object GameCatalog { "because your score multiplies them.", available = true, ), + GameDescriptor( + id = CATAN, + title = "Katan", + menus = setOf(GameMenu.BOARD), + minPlayers = 3, + maxPlayers = 4, + teamBased = false, + blurb = "Trade, build, and settle the island.", + // Listed, not playable: the engine and screen land with the Katan + // game task. Dev builds show the entry as *Coming soon*; a + // production build lists only what can actually be played. + available = false, + ), ) fun byId(id: String): GameDescriptor? = all.firstOrNull { it.id == id } diff --git a/app/src/test/java/org/prolibertate/games/game/CatalogTest.kt b/app/src/test/java/org/prolibertate/games/game/CatalogTest.kt index f4b0663..465e065 100644 --- a/app/src/test/java/org/prolibertate/games/game/CatalogTest.kt +++ b/app/src/test/java/org/prolibertate/games/game/CatalogTest.kt @@ -106,17 +106,19 @@ class CatalogTest { } @Test - fun `every game in the catalogue can be played`() { - // There is nothing left marked "coming soon". The machinery that hides - // unfinished games from a production build is still there and still - // tested above — it simply has nothing to hide at the moment, and this - // is what will fail the day something is added to the list before its - // engine is written. - assertTrue(GameCatalog.all.all { it.available }) + 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. assertEquals( - GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false), - GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = true), + listOf(GameCatalog.CATAN), + 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) - + GameCatalog.inMenu(GameMenu.BOARD, includeComingSoon = false) + assertEquals(listOf(GameCatalog.byId(GameCatalog.CATAN)!!), hiddenFromProduction) } @Test -- 2.47.3