M1: ядро правил дурака (чистый TypeScript, без движка)
Детерминированный конечный автомат: apply(state, action) -> {state, events}.
Весь набор правил из GAMEPLAY.md проверяется headless-тестами.
- карты: Suit/Rank/Card (флайвейт, 36 штук), колода
- GameState + клонирование и сериализация в JSON
- действия (attack/defend/take/pass) и события для слоя отображения
- раздача, выбор первого атакующего, лимиты подкидывания,
взятие карт, добор, выбывание игроков, определение дурака
- 64 теста, strict typecheck
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,71 @@
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import { Card } from '../cards/Card';
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import { PlayerId } from './GameState';
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export enum ActionType {
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/** Lay an attacking card — either the opening card of a turn or an addition. */
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Attack = 'attack',
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/** Beat one attacking card. */
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Defend = 'defend',
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/** Give up the defence and pick the whole table up. */
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Take = 'take',
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/** Declare that nothing more will be added this turn. */
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Pass = 'pass',
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}
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export interface AttackAction {
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readonly type: ActionType.Attack;
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readonly player: PlayerId;
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readonly card: Card;
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}
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export interface DefendAction {
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readonly type: ActionType.Defend;
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readonly player: PlayerId;
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readonly card: Card;
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/** Index into `GameState.table` of the slot being beaten. */
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readonly slot: number;
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}
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export interface TakeAction {
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readonly type: ActionType.Take;
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readonly player: PlayerId;
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}
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export interface PassAction {
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readonly type: ActionType.Pass;
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readonly player: PlayerId;
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}
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export type Action = AttackAction | DefendAction | TakeAction | PassAction;
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export const Actions = {
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attack(player: PlayerId, card: Card): AttackAction {
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return { type: ActionType.Attack, player, card };
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},
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defend(player: PlayerId, card: Card, slot: number): DefendAction {
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return { type: ActionType.Defend, player, card, slot };
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},
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take(player: PlayerId): TakeAction {
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return { type: ActionType.Take, player };
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},
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pass(player: PlayerId): PassAction {
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return { type: ActionType.Pass, player };
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},
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};
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export function describeAction(action: Action): string {
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switch (action.type) {
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case ActionType.Attack: return `${action.player} attacks with ${action.card.code}`;
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case ActionType.Defend: return `${action.player} beats slot ${action.slot} with ${action.card.code}`;
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case ActionType.Take: return `${action.player} takes`;
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case ActionType.Pass: return `${action.player} passes`;
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}
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}
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/** Thrown when an action is not permitted in the current state. */
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export class IllegalActionError extends Error {
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constructor(action: Action, reason: string) {
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super(`Illegal action (${describeAction(action)}): ${reason}`);
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this.name = 'IllegalActionError';
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}
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}
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@@ -0,0 +1,9 @@
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{
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"ver": "4.0.24",
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"importer": "typescript",
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"imported": true,
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"uuid": "9fd385cc-d496-485c-a5d8-64332887084f",
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"files": [],
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"subMetas": {},
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"userData": {}
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}
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@@ -0,0 +1,471 @@
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import { buildDeck, Card } from '../cards/Card';
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import { Rank } from '../cards/Rank';
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import { Suit } from '../cards/Suit';
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import { Rng } from '../util/Rng';
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import { Action, Actions, ActionType, IllegalActionError } from './Action';
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import { GameEvent, GameEventType } from './GameEvent';
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import {
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cloneState, GameState, Phase, PlayerId, PlayerState, Seat, TableSlot,
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} from './GameState';
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/** Cards a player refills to at the end of a turn. */
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export const HAND_SIZE = 6;
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/** Most attacking cards allowed in one turn. */
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export const MAX_TABLE_SLOTS = 6;
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/** The opening turn of a game allows one fewer. */
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export const FIRST_TURN_MAX_TABLE_SLOTS = 5;
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export interface GameOptions {
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/** Seating order, clockwise. At least two. */
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players: PlayerId[];
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seed: number;
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}
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export interface ApplyResult {
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state: GameState;
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events: GameEvent[];
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}
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/** Whether `defence` beats `attack` given the trump suit. */
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export function beats(defence: Card, attack: Card, trumpSuit: Suit): boolean {
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if (defence.suit === attack.suit) {
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return defence.rank > attack.rank;
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}
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return defence.suit === trumpSuit;
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}
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// ---------------------------------------------------------------------------
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// Setup
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// ---------------------------------------------------------------------------
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export function createGame(options: GameOptions): ApplyResult {
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if (options.players.length < 2) {
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throw new RangeError('A game needs at least two players');
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}
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if (new Set(options.players).size !== options.players.length) {
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throw new RangeError('Player ids must be unique');
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}
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if (options.players.length * HAND_SIZE + 1 > 36) {
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throw new RangeError('Too many players for a 36-card deck');
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}
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const rng = new Rng(options.seed);
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const shuffled = rng.shuffle(buildDeck());
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const events: GameEvent[] = [];
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const players: PlayerState[] = options.players.map((id) => ({ id, hand: [], out: false }));
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for (const player of players) {
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player.hand = shuffled.splice(0, HAND_SIZE);
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events.push({ type: GameEventType.Dealt, player: player.id, cards: player.hand.slice() });
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}
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// The next card is turned face up to set the trump, then slid under the draw
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// pile: it is the very last card anyone will draw.
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const trumpCard = shuffled.shift() as Card;
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const deck = [...shuffled, trumpCard];
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events.push({ type: GameEventType.TrumpRevealed, card: trumpCard });
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const attacker = chooseFirstAttacker(players, trumpCard.suit, rng);
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const defender = (attacker + 1) % players.length;
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const state: GameState = {
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players,
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deck,
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trumpCard,
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trumpSuit: trumpCard.suit,
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table: [],
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discard: [],
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phase: Phase.Attack,
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attacker,
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defender,
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turnNumber: 1,
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defenderTook: false,
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passed: players.map(() => false),
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rngState: rng.state,
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loser: null,
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};
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events.push({
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type: GameEventType.TurnStarted,
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turnNumber: 1,
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attacker: players[attacker].id,
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defender: players[defender].id,
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});
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return { state, events };
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}
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/**
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* Lowest trump goes first; if nobody holds a trump, the lowest card of any suit;
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* a remaining tie is broken at random. See GAMEPLAY.md.
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*/
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function chooseFirstAttacker(players: PlayerState[], trumpSuit: Suit, rng: Rng): Seat {
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const lowestTrump = players.map((p) => lowestRankOfSuit(p.hand, trumpSuit));
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let candidates = argMin(lowestTrump);
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if (lowestTrump[candidates[0]] === Infinity) {
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candidates = argMin(players.map((p) => lowestRank(p.hand)));
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}
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return candidates.length === 1 ? candidates[0] : rng.pick(candidates);
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}
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function lowestRankOfSuit(hand: readonly Card[], suit: Suit): number {
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let best = Infinity;
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for (const card of hand) {
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if (card.suit === suit && card.rank < best) best = card.rank;
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}
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return best;
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}
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function lowestRank(hand: readonly Card[]): number {
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let best = Infinity;
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for (const card of hand) {
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if (card.rank < best) best = card.rank;
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}
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return best;
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}
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function argMin(values: readonly number[]): Seat[] {
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const min = Math.min(...values);
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const result: Seat[] = [];
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values.forEach((v, i) => {
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if (v === min) result.push(i);
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});
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return result;
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}
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// ---------------------------------------------------------------------------
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// Queries
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// ---------------------------------------------------------------------------
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export function seatOf(state: GameState, player: PlayerId): Seat {
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const seat = state.players.findIndex((p) => p.id === player);
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if (seat < 0) {
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throw new RangeError(`No player '${player}' in this game`);
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}
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return seat;
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}
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/** Attacking seats this turn: the attacker first, then clockwise, defender excluded. */
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export function attackSeats(state: GameState): Seat[] {
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const seats: Seat[] = [];
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for (let i = 0; i < state.players.length; i++) {
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const seat = (state.attacker + i) % state.players.length;
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if (seat === state.defender || state.players[seat].out) continue;
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seats.push(seat);
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}
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return seats;
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}
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/**
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* The single participant the game is waiting on, or null when the game is over.
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*
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* Real durak lets attackers throw cards in at any moment. Serialising that into
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* one actor at a time costs nothing at this table size and makes a whole match a
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* plain sequence of decisions. See docs/DECISIONS.md.
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*/
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export function currentActor(state: GameState): PlayerId | null {
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switch (state.phase) {
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case Phase.Attack:
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return state.players[state.attacker].id;
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case Phase.Defence:
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return state.players[state.defender].id;
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case Phase.Reinforce: {
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const seat = attackSeats(state).find((s) => !state.passed[s]);
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return seat === undefined ? null : state.players[seat].id;
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}
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case Phase.Finished:
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return null;
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}
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}
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/** Indices of table slots that still need to be beaten. */
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export function unbeatenSlots(state: GameState): number[] {
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const result: number[] = [];
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state.table.forEach((slot, i) => {
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if (slot.defence === null) result.push(i);
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});
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return result;
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}
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export function maxTableSlots(state: GameState): number {
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return state.turnNumber === 1 ? FIRST_TURN_MAX_TABLE_SLOTS : MAX_TABLE_SLOTS;
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}
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function ranksOnTable(state: GameState): Set<Rank> {
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const ranks = new Set<Rank>();
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for (const slot of state.table) {
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ranks.add(slot.attack.rank);
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if (slot.defence) ranks.add(slot.defence.rank);
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}
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return ranks;
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}
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/**
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* Why a card may not be added right now, or null if it may. The three limits are
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* taken from GAMEPLAY.md; how they are read is recorded in docs/DECISIONS.md.
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*/
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export function whyCannotAdd(state: GameState, card: Card): string | null {
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if (state.table.length >= maxTableSlots(state)) {
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return `the table already holds ${state.table.length} attacking cards`;
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}
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if (unbeatenSlots(state).length >= state.players[state.defender].hand.length) {
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return 'the defender does not hold enough cards to answer another one';
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}
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if (state.table.length > 0 && !ranksOnTable(state).has(card.rank)) {
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return `nothing of that rank is on the table`;
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}
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return null;
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}
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function hasAddableCard(state: GameState, seat: Seat): boolean {
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return state.players[seat].hand.some((card) => whyCannotAdd(state, card) === null);
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}
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/** Every action `player` may legally take right now. Empty when it is not their move. */
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export function legalActions(state: GameState, player: PlayerId): Action[] {
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if (currentActor(state) !== player) {
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return [];
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}
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const hand = state.players[seatOf(state, player)].hand;
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switch (state.phase) {
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case Phase.Attack:
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// The opening card of a turn: anything in hand, and no option to skip.
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return hand.map((card) => Actions.attack(player, card));
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case Phase.Defence: {
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const actions: Action[] = [Actions.take(player)];
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for (const slot of unbeatenSlots(state)) {
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for (const card of hand) {
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if (beats(card, state.table[slot].attack, state.trumpSuit)) {
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actions.push(Actions.defend(player, card, slot));
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}
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}
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}
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return actions;
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}
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case Phase.Reinforce: {
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const actions: Action[] = [Actions.pass(player)];
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for (const card of hand) {
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if (whyCannotAdd(state, card) === null) {
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actions.push(Actions.attack(player, card));
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}
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}
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return actions;
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}
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case Phase.Finished:
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return [];
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}
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}
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// ---------------------------------------------------------------------------
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// Transition
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// ---------------------------------------------------------------------------
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/**
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* The one way a game moves forward. Pure: `state` is not modified; a new state
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* and the events describing the change are returned.
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*/
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export function apply(state: GameState, action: Action): ApplyResult {
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const next = cloneState(state);
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const events: GameEvent[] = [];
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if (next.phase === Phase.Finished) {
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throw new IllegalActionError(action, 'the game is over');
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}
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const actor = currentActor(next);
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if (actor !== action.player) {
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throw new IllegalActionError(action, `it is not their move`);
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}
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const seat = seatOf(next, action.player);
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const hand = next.players[seat].hand;
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switch (action.type) {
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case ActionType.Attack: {
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if (next.phase !== Phase.Attack && next.phase !== Phase.Reinforce) {
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throw new IllegalActionError(action, `cannot attack during the ${next.phase} phase`);
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}
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requireInHand(action, hand, action.card);
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const refusal = whyCannotAdd(next, action.card);
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if (refusal) {
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throw new IllegalActionError(action, refusal);
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}
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removeCard(hand, action.card);
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next.table.push({ attack: action.card, defence: null });
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events.push({
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type: GameEventType.Attacked,
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player: action.player,
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card: action.card,
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slot: next.table.length - 1,
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});
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// A new card on the table reopens the decision for everyone who had
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// already declared they were done.
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next.passed.fill(false);
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next.phase = next.defenderTook ? Phase.Reinforce : Phase.Defence;
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break;
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}
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case ActionType.Defend: {
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if (next.phase !== Phase.Defence) {
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throw new IllegalActionError(action, `cannot defend during the ${next.phase} phase`);
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}
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const slot: TableSlot | undefined = next.table[action.slot];
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if (!slot) {
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throw new IllegalActionError(action, `there is no slot ${action.slot}`);
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}
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if (slot.defence !== null) {
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throw new IllegalActionError(action, `slot ${action.slot} is already beaten`);
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}
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requireInHand(action, hand, action.card);
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if (!beats(action.card, slot.attack, next.trumpSuit)) {
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throw new IllegalActionError(action, `${action.card.code} does not beat ${slot.attack.code}`);
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}
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removeCard(hand, action.card);
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slot.defence = action.card;
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events.push({
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type: GameEventType.Defended,
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player: action.player,
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card: action.card,
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slot: action.slot,
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});
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next.passed.fill(false);
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if (unbeatenSlots(next).length === 0) {
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next.phase = Phase.Reinforce;
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}
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break;
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}
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case ActionType.Take: {
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if (next.phase !== Phase.Defence) {
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throw new IllegalActionError(action, `cannot take during the ${next.phase} phase`);
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}
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next.defenderTook = true;
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next.passed.fill(false);
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next.phase = Phase.Reinforce;
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events.push({ type: GameEventType.TookDeclared, player: action.player });
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break;
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}
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case ActionType.Pass: {
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if (next.phase !== Phase.Reinforce) {
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throw new IllegalActionError(action, `cannot pass during the ${next.phase} phase`);
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}
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next.passed[seat] = true;
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events.push({ type: GameEventType.Passed, player: action.player });
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break;
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}
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}
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settle(next, events);
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return { state: next, events };
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}
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function requireInHand(action: Action, hand: readonly Card[], card: Card): void {
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if (!hand.includes(card)) {
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throw new IllegalActionError(action, `${card.code} is not in hand`);
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}
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}
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function removeCard(hand: Card[], card: Card): void {
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hand.splice(hand.indexOf(card), 1);
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}
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/**
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* Advances anything that needs no decision: an attacker with nothing legal to
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* add is passed silently, and a turn where every attacker is done is resolved.
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*/
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function settle(state: GameState, events: GameEvent[]): void {
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while (state.phase === Phase.Reinforce) {
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const pending = attackSeats(state).filter((s) => !state.passed[s]);
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if (pending.length === 0) {
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resolveTurn(state, events);
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return;
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}
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if (hasAddableCard(state, pending[0])) {
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return; // A real choice — wait for it.
|
||||
}
|
||||
state.passed[pending[0]] = true;
|
||||
}
|
||||
}
|
||||
|
||||
function resolveTurn(state: GameState, events: GameEvent[]): void {
|
||||
const tableCards: Card[] = [];
|
||||
for (const slot of state.table) {
|
||||
tableCards.push(slot.attack);
|
||||
if (slot.defence) tableCards.push(slot.defence);
|
||||
}
|
||||
|
||||
if (state.defenderTook) {
|
||||
state.players[state.defender].hand.push(...tableCards);
|
||||
events.push({
|
||||
type: GameEventType.TableTaken,
|
||||
player: state.players[state.defender].id,
|
||||
cards: tableCards.slice(),
|
||||
});
|
||||
} else if (tableCards.length > 0) {
|
||||
state.discard.push(...tableCards);
|
||||
events.push({ type: GameEventType.TableDiscarded, cards: tableCards.slice() });
|
||||
}
|
||||
state.table = [];
|
||||
|
||||
// Refill: the attacker first, then clockwise, and the defender last.
|
||||
for (const seat of [...attackSeats(state), state.defender]) {
|
||||
const player = state.players[seat];
|
||||
if (player.out) continue;
|
||||
const wanted = HAND_SIZE - player.hand.length;
|
||||
if (wanted <= 0 || state.deck.length === 0) continue;
|
||||
const drawn = state.deck.splice(0, wanted);
|
||||
player.hand.push(...drawn);
|
||||
events.push({
|
||||
type: GameEventType.Drew,
|
||||
player: player.id,
|
||||
cards: drawn.slice(),
|
||||
deckRemaining: state.deck.length,
|
||||
});
|
||||
}
|
||||
|
||||
// Anyone who could not refill has run out of cards and leaves the game.
|
||||
for (const player of state.players) {
|
||||
if (!player.out && player.hand.length === 0) {
|
||||
player.out = true;
|
||||
events.push({ type: GameEventType.PlayerOut, player: player.id });
|
||||
}
|
||||
}
|
||||
|
||||
const active = state.players.filter((p) => !p.out);
|
||||
if (active.length <= 1) {
|
||||
state.phase = Phase.Finished;
|
||||
state.loser = active.length === 1 ? active[0].id : null;
|
||||
events.push({ type: GameEventType.GameOver, loser: state.loser });
|
||||
return;
|
||||
}
|
||||
|
||||
// A successful defence hands the attack to the defender; a defender who took
|
||||
// is skipped, so the attack passes to the seat after them.
|
||||
const base = state.defenderTook ? state.defender + 1 : state.defender;
|
||||
state.attacker = nextActiveSeat(state, base);
|
||||
state.defender = nextActiveSeat(state, state.attacker + 1);
|
||||
|
||||
state.turnNumber += 1;
|
||||
state.defenderTook = false;
|
||||
state.passed.fill(false);
|
||||
state.phase = Phase.Attack;
|
||||
events.push({
|
||||
type: GameEventType.TurnStarted,
|
||||
turnNumber: state.turnNumber,
|
||||
attacker: state.players[state.attacker].id,
|
||||
defender: state.players[state.defender].id,
|
||||
});
|
||||
}
|
||||
|
||||
/** The first seat at or after `from` (wrapping) that is still in the game. */
|
||||
function nextActiveSeat(state: GameState, from: Seat): Seat {
|
||||
const n = state.players.length;
|
||||
for (let i = 0; i < n; i++) {
|
||||
const seat = (((from + i) % n) + n) % n;
|
||||
if (!state.players[seat].out) return seat;
|
||||
}
|
||||
throw new Error('No active players left');
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "e28254c5-32f3-4bcd-a3ad-383bac9b2598",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -0,0 +1,57 @@
|
||||
import { Card } from '../cards/Card';
|
||||
import { PlayerId } from './GameState';
|
||||
|
||||
/**
|
||||
* What happened, as opposed to what someone wanted to do. The presentation layer
|
||||
* animates this stream; it is the only thing the view needs in order to stay in
|
||||
* sync with the rules.
|
||||
*
|
||||
* The stream is a god's-eye view — `Dealt` and `Drew` carry real cards. It is
|
||||
* the view's job to show only what the local player may see. Anything that
|
||||
* genuinely must not know (a bot) reads a `PlayerView` instead.
|
||||
*/
|
||||
export enum GameEventType {
|
||||
Dealt = 'dealt',
|
||||
TrumpRevealed = 'trumpRevealed',
|
||||
TurnStarted = 'turnStarted',
|
||||
Attacked = 'attacked',
|
||||
Defended = 'defended',
|
||||
TookDeclared = 'tookDeclared',
|
||||
Passed = 'passed',
|
||||
TableDiscarded = 'tableDiscarded',
|
||||
TableTaken = 'tableTaken',
|
||||
Drew = 'drew',
|
||||
PlayerOut = 'playerOut',
|
||||
GameOver = 'gameOver',
|
||||
}
|
||||
|
||||
export type GameEvent =
|
||||
| { type: GameEventType.Dealt; player: PlayerId; cards: Card[] }
|
||||
| { type: GameEventType.TrumpRevealed; card: Card }
|
||||
| { type: GameEventType.TurnStarted; turnNumber: number; attacker: PlayerId; defender: PlayerId }
|
||||
| { type: GameEventType.Attacked; player: PlayerId; card: Card; slot: number }
|
||||
| { type: GameEventType.Defended; player: PlayerId; card: Card; slot: number }
|
||||
| { type: GameEventType.TookDeclared; player: PlayerId }
|
||||
| { type: GameEventType.Passed; player: PlayerId }
|
||||
| { type: GameEventType.TableDiscarded; cards: Card[] }
|
||||
| { type: GameEventType.TableTaken; player: PlayerId; cards: Card[] }
|
||||
| { type: GameEventType.Drew; player: PlayerId; cards: Card[]; deckRemaining: number }
|
||||
| { type: GameEventType.PlayerOut; player: PlayerId }
|
||||
| { type: GameEventType.GameOver; loser: PlayerId | null };
|
||||
|
||||
export function describeEvent(event: GameEvent): string {
|
||||
switch (event.type) {
|
||||
case GameEventType.Dealt: return `${event.player} was dealt ${event.cards.length} cards`;
|
||||
case GameEventType.TrumpRevealed: return `trump is ${event.card.code}`;
|
||||
case GameEventType.TurnStarted: return `turn ${event.turnNumber}: ${event.attacker} attacks ${event.defender}`;
|
||||
case GameEventType.Attacked: return `${event.player} played ${event.card.code}`;
|
||||
case GameEventType.Defended: return `${event.player} beat slot ${event.slot} with ${event.card.code}`;
|
||||
case GameEventType.TookDeclared: return `${event.player} declared a take`;
|
||||
case GameEventType.Passed: return `${event.player} passed`;
|
||||
case GameEventType.TableDiscarded: return `${event.cards.length} cards discarded`;
|
||||
case GameEventType.TableTaken: return `${event.player} took ${event.cards.length} cards`;
|
||||
case GameEventType.Drew: return `${event.player} drew ${event.cards.length} (${event.deckRemaining} left)`;
|
||||
case GameEventType.PlayerOut: return `${event.player} is out`;
|
||||
case GameEventType.GameOver: return event.loser ? `${event.loser} is the fool` : 'a draw';
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "5953fa1f-076c-4745-be88-e1f887983c72",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
@@ -0,0 +1,136 @@
|
||||
import { Card } from '../cards/Card';
|
||||
import { Suit } from '../cards/Suit';
|
||||
|
||||
export type PlayerId = string;
|
||||
|
||||
/** Seat index into `GameState.players`. */
|
||||
export type Seat = number;
|
||||
|
||||
export enum Phase {
|
||||
/** The attacker must lay the opening card of the turn. Passing is not allowed. */
|
||||
Attack = 'attack',
|
||||
/** At least one attacking card is unbeaten; the defender must beat it or take. */
|
||||
Defence = 'defence',
|
||||
/** Nothing left to beat (or a take was declared); attackers may add or stop. */
|
||||
Reinforce = 'reinforce',
|
||||
Finished = 'finished',
|
||||
}
|
||||
|
||||
/** One attacking card on the table, with the card that beat it if there is one. */
|
||||
export interface TableSlot {
|
||||
attack: Card;
|
||||
defence: Card | null;
|
||||
}
|
||||
|
||||
export interface PlayerState {
|
||||
readonly id: PlayerId;
|
||||
hand: Card[];
|
||||
/** True once the player has run out of cards and left the game. */
|
||||
out: boolean;
|
||||
}
|
||||
|
||||
/**
|
||||
* The complete state of a match. Plain data — no methods, no engine types, no
|
||||
* wall-clock time. Everything that can vary is in here, including the RNG, so a
|
||||
* state plus a sequence of actions replays exactly.
|
||||
*/
|
||||
export interface GameState {
|
||||
/** Seating order, clockwise. Fixed for the whole game, including players who are out. */
|
||||
players: PlayerState[];
|
||||
/** Face-down draw pile. Index 0 is the next card drawn; the last entry is the trump card. */
|
||||
deck: Card[];
|
||||
/** The face-up card that set the trump suit. Kept for display after it has been drawn. */
|
||||
trumpCard: Card;
|
||||
trumpSuit: Suit;
|
||||
table: TableSlot[];
|
||||
discard: Card[];
|
||||
phase: Phase;
|
||||
attacker: Seat;
|
||||
defender: Seat;
|
||||
/** 1-based. The first turn of a game allows only five attacking cards. */
|
||||
turnNumber: number;
|
||||
/** True once the defender has declared a take for the current turn. */
|
||||
defenderTook: boolean;
|
||||
/** Per seat: this attacker has declared they are adding nothing more this turn. */
|
||||
passed: boolean[];
|
||||
rngState: number;
|
||||
/** Set when the game is over: the "fool", or null for the rare mutual finish. */
|
||||
loser: PlayerId | null;
|
||||
}
|
||||
|
||||
export function cloneState(state: GameState): GameState {
|
||||
return {
|
||||
players: state.players.map((p) => ({ id: p.id, hand: p.hand.slice(), out: p.out })),
|
||||
deck: state.deck.slice(),
|
||||
trumpCard: state.trumpCard,
|
||||
trumpSuit: state.trumpSuit,
|
||||
table: state.table.map((s) => ({ attack: s.attack, defence: s.defence })),
|
||||
discard: state.discard.slice(),
|
||||
phase: state.phase,
|
||||
attacker: state.attacker,
|
||||
defender: state.defender,
|
||||
turnNumber: state.turnNumber,
|
||||
defenderTook: state.defenderTook,
|
||||
passed: state.passed.slice(),
|
||||
rngState: state.rngState,
|
||||
loser: state.loser,
|
||||
};
|
||||
}
|
||||
|
||||
/** JSON-safe form of a state, for bug reports and future mid-match saves. */
|
||||
export interface SerializedGameState {
|
||||
players: { id: PlayerId; hand: number[]; out: boolean }[];
|
||||
deck: number[];
|
||||
trumpCard: number;
|
||||
table: { attack: number; defence: number | null }[];
|
||||
discard: number[];
|
||||
phase: Phase;
|
||||
attacker: Seat;
|
||||
defender: Seat;
|
||||
turnNumber: number;
|
||||
defenderTook: boolean;
|
||||
passed: boolean[];
|
||||
rngState: number;
|
||||
loser: PlayerId | null;
|
||||
}
|
||||
|
||||
export function serializeState(state: GameState): SerializedGameState {
|
||||
return {
|
||||
players: state.players.map((p) => ({ id: p.id, hand: p.hand.map((c) => c.id), out: p.out })),
|
||||
deck: state.deck.map((c) => c.id),
|
||||
trumpCard: state.trumpCard.id,
|
||||
table: state.table.map((s) => ({ attack: s.attack.id, defence: s.defence ? s.defence.id : null })),
|
||||
discard: state.discard.map((c) => c.id),
|
||||
phase: state.phase,
|
||||
attacker: state.attacker,
|
||||
defender: state.defender,
|
||||
turnNumber: state.turnNumber,
|
||||
defenderTook: state.defenderTook,
|
||||
passed: state.passed.slice(),
|
||||
rngState: state.rngState,
|
||||
loser: state.loser,
|
||||
};
|
||||
}
|
||||
|
||||
export function deserializeState(data: SerializedGameState): GameState {
|
||||
const trumpCard = Card.byId(data.trumpCard);
|
||||
return {
|
||||
players: data.players.map((p) => ({ id: p.id, hand: p.hand.map(Card.byId), out: p.out })),
|
||||
deck: data.deck.map(Card.byId),
|
||||
trumpCard,
|
||||
trumpSuit: trumpCard.suit,
|
||||
table: data.table.map((s) => ({
|
||||
attack: Card.byId(s.attack),
|
||||
defence: s.defence === null ? null : Card.byId(s.defence),
|
||||
})),
|
||||
discard: data.discard.map(Card.byId),
|
||||
phase: data.phase,
|
||||
attacker: data.attacker,
|
||||
defender: data.defender,
|
||||
turnNumber: data.turnNumber,
|
||||
defenderTook: data.defenderTook,
|
||||
passed: data.passed.slice(),
|
||||
rngState: data.rngState,
|
||||
loser: data.loser,
|
||||
};
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
{
|
||||
"ver": "4.0.24",
|
||||
"importer": "typescript",
|
||||
"imported": true,
|
||||
"uuid": "96d082c1-3dc2-4552-91ff-a73be57f7295",
|
||||
"files": [],
|
||||
"subMetas": {},
|
||||
"userData": {}
|
||||
}
|
||||
Reference in New Issue
Block a user