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fool-cardgame/assets/scripts/core/rules/DurakRules.ts
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ftcandClaude Opus 5 fddab60527 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>
2026-09-13 10:38:49 +03:00

472 lines
16 KiB
TypeScript

import { buildDeck, Card } from '../cards/Card';
import { Rank } from '../cards/Rank';
import { Suit } from '../cards/Suit';
import { Rng } from '../util/Rng';
import { Action, Actions, ActionType, IllegalActionError } from './Action';
import { GameEvent, GameEventType } from './GameEvent';
import {
cloneState, GameState, Phase, PlayerId, PlayerState, Seat, TableSlot,
} from './GameState';
/** Cards a player refills to at the end of a turn. */
export const HAND_SIZE = 6;
/** Most attacking cards allowed in one turn. */
export const MAX_TABLE_SLOTS = 6;
/** The opening turn of a game allows one fewer. */
export const FIRST_TURN_MAX_TABLE_SLOTS = 5;
export interface GameOptions {
/** Seating order, clockwise. At least two. */
players: PlayerId[];
seed: number;
}
export interface ApplyResult {
state: GameState;
events: GameEvent[];
}
/** Whether `defence` beats `attack` given the trump suit. */
export function beats(defence: Card, attack: Card, trumpSuit: Suit): boolean {
if (defence.suit === attack.suit) {
return defence.rank > attack.rank;
}
return defence.suit === trumpSuit;
}
// ---------------------------------------------------------------------------
// Setup
// ---------------------------------------------------------------------------
export function createGame(options: GameOptions): ApplyResult {
if (options.players.length < 2) {
throw new RangeError('A game needs at least two players');
}
if (new Set(options.players).size !== options.players.length) {
throw new RangeError('Player ids must be unique');
}
if (options.players.length * HAND_SIZE + 1 > 36) {
throw new RangeError('Too many players for a 36-card deck');
}
const rng = new Rng(options.seed);
const shuffled = rng.shuffle(buildDeck());
const events: GameEvent[] = [];
const players: PlayerState[] = options.players.map((id) => ({ id, hand: [], out: false }));
for (const player of players) {
player.hand = shuffled.splice(0, HAND_SIZE);
events.push({ type: GameEventType.Dealt, player: player.id, cards: player.hand.slice() });
}
// The next card is turned face up to set the trump, then slid under the draw
// pile: it is the very last card anyone will draw.
const trumpCard = shuffled.shift() as Card;
const deck = [...shuffled, trumpCard];
events.push({ type: GameEventType.TrumpRevealed, card: trumpCard });
const attacker = chooseFirstAttacker(players, trumpCard.suit, rng);
const defender = (attacker + 1) % players.length;
const state: GameState = {
players,
deck,
trumpCard,
trumpSuit: trumpCard.suit,
table: [],
discard: [],
phase: Phase.Attack,
attacker,
defender,
turnNumber: 1,
defenderTook: false,
passed: players.map(() => false),
rngState: rng.state,
loser: null,
};
events.push({
type: GameEventType.TurnStarted,
turnNumber: 1,
attacker: players[attacker].id,
defender: players[defender].id,
});
return { state, events };
}
/**
* Lowest trump goes first; if nobody holds a trump, the lowest card of any suit;
* a remaining tie is broken at random. See GAMEPLAY.md.
*/
function chooseFirstAttacker(players: PlayerState[], trumpSuit: Suit, rng: Rng): Seat {
const lowestTrump = players.map((p) => lowestRankOfSuit(p.hand, trumpSuit));
let candidates = argMin(lowestTrump);
if (lowestTrump[candidates[0]] === Infinity) {
candidates = argMin(players.map((p) => lowestRank(p.hand)));
}
return candidates.length === 1 ? candidates[0] : rng.pick(candidates);
}
function lowestRankOfSuit(hand: readonly Card[], suit: Suit): number {
let best = Infinity;
for (const card of hand) {
if (card.suit === suit && card.rank < best) best = card.rank;
}
return best;
}
function lowestRank(hand: readonly Card[]): number {
let best = Infinity;
for (const card of hand) {
if (card.rank < best) best = card.rank;
}
return best;
}
function argMin(values: readonly number[]): Seat[] {
const min = Math.min(...values);
const result: Seat[] = [];
values.forEach((v, i) => {
if (v === min) result.push(i);
});
return result;
}
// ---------------------------------------------------------------------------
// Queries
// ---------------------------------------------------------------------------
export function seatOf(state: GameState, player: PlayerId): Seat {
const seat = state.players.findIndex((p) => p.id === player);
if (seat < 0) {
throw new RangeError(`No player '${player}' in this game`);
}
return seat;
}
/** Attacking seats this turn: the attacker first, then clockwise, defender excluded. */
export function attackSeats(state: GameState): Seat[] {
const seats: Seat[] = [];
for (let i = 0; i < state.players.length; i++) {
const seat = (state.attacker + i) % state.players.length;
if (seat === state.defender || state.players[seat].out) continue;
seats.push(seat);
}
return seats;
}
/**
* The single participant the game is waiting on, or null when the game is over.
*
* Real durak lets attackers throw cards in at any moment. Serialising that into
* one actor at a time costs nothing at this table size and makes a whole match a
* plain sequence of decisions. See docs/DECISIONS.md.
*/
export function currentActor(state: GameState): PlayerId | null {
switch (state.phase) {
case Phase.Attack:
return state.players[state.attacker].id;
case Phase.Defence:
return state.players[state.defender].id;
case Phase.Reinforce: {
const seat = attackSeats(state).find((s) => !state.passed[s]);
return seat === undefined ? null : state.players[seat].id;
}
case Phase.Finished:
return null;
}
}
/** Indices of table slots that still need to be beaten. */
export function unbeatenSlots(state: GameState): number[] {
const result: number[] = [];
state.table.forEach((slot, i) => {
if (slot.defence === null) result.push(i);
});
return result;
}
export function maxTableSlots(state: GameState): number {
return state.turnNumber === 1 ? FIRST_TURN_MAX_TABLE_SLOTS : MAX_TABLE_SLOTS;
}
function ranksOnTable(state: GameState): Set<Rank> {
const ranks = new Set<Rank>();
for (const slot of state.table) {
ranks.add(slot.attack.rank);
if (slot.defence) ranks.add(slot.defence.rank);
}
return ranks;
}
/**
* Why a card may not be added right now, or null if it may. The three limits are
* taken from GAMEPLAY.md; how they are read is recorded in docs/DECISIONS.md.
*/
export function whyCannotAdd(state: GameState, card: Card): string | null {
if (state.table.length >= maxTableSlots(state)) {
return `the table already holds ${state.table.length} attacking cards`;
}
if (unbeatenSlots(state).length >= state.players[state.defender].hand.length) {
return 'the defender does not hold enough cards to answer another one';
}
if (state.table.length > 0 && !ranksOnTable(state).has(card.rank)) {
return `nothing of that rank is on the table`;
}
return null;
}
function hasAddableCard(state: GameState, seat: Seat): boolean {
return state.players[seat].hand.some((card) => whyCannotAdd(state, card) === null);
}
/** Every action `player` may legally take right now. Empty when it is not their move. */
export function legalActions(state: GameState, player: PlayerId): Action[] {
if (currentActor(state) !== player) {
return [];
}
const hand = state.players[seatOf(state, player)].hand;
switch (state.phase) {
case Phase.Attack:
// The opening card of a turn: anything in hand, and no option to skip.
return hand.map((card) => Actions.attack(player, card));
case Phase.Defence: {
const actions: Action[] = [Actions.take(player)];
for (const slot of unbeatenSlots(state)) {
for (const card of hand) {
if (beats(card, state.table[slot].attack, state.trumpSuit)) {
actions.push(Actions.defend(player, card, slot));
}
}
}
return actions;
}
case Phase.Reinforce: {
const actions: Action[] = [Actions.pass(player)];
for (const card of hand) {
if (whyCannotAdd(state, card) === null) {
actions.push(Actions.attack(player, card));
}
}
return actions;
}
case Phase.Finished:
return [];
}
}
// ---------------------------------------------------------------------------
// Transition
// ---------------------------------------------------------------------------
/**
* The one way a game moves forward. Pure: `state` is not modified; a new state
* and the events describing the change are returned.
*/
export function apply(state: GameState, action: Action): ApplyResult {
const next = cloneState(state);
const events: GameEvent[] = [];
if (next.phase === Phase.Finished) {
throw new IllegalActionError(action, 'the game is over');
}
const actor = currentActor(next);
if (actor !== action.player) {
throw new IllegalActionError(action, `it is not their move`);
}
const seat = seatOf(next, action.player);
const hand = next.players[seat].hand;
switch (action.type) {
case ActionType.Attack: {
if (next.phase !== Phase.Attack && next.phase !== Phase.Reinforce) {
throw new IllegalActionError(action, `cannot attack during the ${next.phase} phase`);
}
requireInHand(action, hand, action.card);
const refusal = whyCannotAdd(next, action.card);
if (refusal) {
throw new IllegalActionError(action, refusal);
}
removeCard(hand, action.card);
next.table.push({ attack: action.card, defence: null });
events.push({
type: GameEventType.Attacked,
player: action.player,
card: action.card,
slot: next.table.length - 1,
});
// A new card on the table reopens the decision for everyone who had
// already declared they were done.
next.passed.fill(false);
next.phase = next.defenderTook ? Phase.Reinforce : Phase.Defence;
break;
}
case ActionType.Defend: {
if (next.phase !== Phase.Defence) {
throw new IllegalActionError(action, `cannot defend during the ${next.phase} phase`);
}
const slot: TableSlot | undefined = next.table[action.slot];
if (!slot) {
throw new IllegalActionError(action, `there is no slot ${action.slot}`);
}
if (slot.defence !== null) {
throw new IllegalActionError(action, `slot ${action.slot} is already beaten`);
}
requireInHand(action, hand, action.card);
if (!beats(action.card, slot.attack, next.trumpSuit)) {
throw new IllegalActionError(action, `${action.card.code} does not beat ${slot.attack.code}`);
}
removeCard(hand, action.card);
slot.defence = action.card;
events.push({
type: GameEventType.Defended,
player: action.player,
card: action.card,
slot: action.slot,
});
next.passed.fill(false);
if (unbeatenSlots(next).length === 0) {
next.phase = Phase.Reinforce;
}
break;
}
case ActionType.Take: {
if (next.phase !== Phase.Defence) {
throw new IllegalActionError(action, `cannot take during the ${next.phase} phase`);
}
next.defenderTook = true;
next.passed.fill(false);
next.phase = Phase.Reinforce;
events.push({ type: GameEventType.TookDeclared, player: action.player });
break;
}
case ActionType.Pass: {
if (next.phase !== Phase.Reinforce) {
throw new IllegalActionError(action, `cannot pass during the ${next.phase} phase`);
}
next.passed[seat] = true;
events.push({ type: GameEventType.Passed, player: action.player });
break;
}
}
settle(next, events);
return { state: next, events };
}
function requireInHand(action: Action, hand: readonly Card[], card: Card): void {
if (!hand.includes(card)) {
throw new IllegalActionError(action, `${card.code} is not in hand`);
}
}
function removeCard(hand: Card[], card: Card): void {
hand.splice(hand.indexOf(card), 1);
}
/**
* Advances anything that needs no decision: an attacker with nothing legal to
* add is passed silently, and a turn where every attacker is done is resolved.
*/
function settle(state: GameState, events: GameEvent[]): void {
while (state.phase === Phase.Reinforce) {
const pending = attackSeats(state).filter((s) => !state.passed[s]);
if (pending.length === 0) {
resolveTurn(state, events);
return;
}
if (hasAddableCard(state, pending[0])) {
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');
}