Add final results modal, active rules display, and UI improvements

- Add big final results modal at game end with rankings and share button
- Add active rules bar showing enabled variants during gameplay
- Increase spacing between player cards and opponents row
- Add Wolfpack bonus rule (2 pairs of Jacks = -5 pts)
- Change joker options to radio buttons (None/Standard/Lucky Swing/Eagle-Eye)
- Update Eagle-Eye jokers: +2 pts unpaired, -4 pts paired
- Add card flip animation on discard pile
- Redesign waiting room layout with side-by-side columns
- Style card backs with red Bee-style diamond crosshatch pattern
- Compact standings panel to show top 4 per category
- Various CSS polish and responsive improvements

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Aaron D. Lee
2026-01-24 23:53:07 -05:00
parent f4275c7a7d
commit 39b78a2ba6
10 changed files with 1283 additions and 438 deletions

View File

@@ -116,7 +116,6 @@ Our implementation supports these optional rule variations:
|--------|--------|
| `lucky_swing` | Single Joker worth **-5** (instead of two -2 Jokers) |
| `super_kings` | Kings worth **-2** (instead of 0) |
| `lucky_sevens` | 7s worth **0** (instead of 7) |
| `ten_penny` | 10s worth **1** (instead of 10) |
## Bonuses & Penalties
@@ -128,13 +127,11 @@ Our implementation supports these optional rule variations:
| `tied_shame` | Tying another player's score = **+5** penalty to both |
| `blackjack` | Exact score of 21 becomes **0** |
## Gameplay Twists
## Special Rules
| Option | Effect |
|--------|--------|
| `queens_wild` | Queens match any rank for column pairing |
| `four_of_a_kind` | 4 cards of same rank in grid = all 4 score 0 |
| `eagle_eye` | Paired Jokers score **-8** (instead of canceling to 0) |
| `eagle_eye` | Jokers worth **+2 unpaired**, **-4 paired** (spot the pair!) |
---

View File

@@ -18,14 +18,9 @@ def get_ai_card_value(card: Card, options: GameOptions) -> int:
return get_card_value(card, options)
def can_make_pair(card1: Card, card2: Card, options: GameOptions) -> bool:
"""Check if two cards can form a pair (with Queens Wild support)."""
if card1.rank == card2.rank:
return True
if options.queens_wild:
if card1.rank == Rank.QUEEN or card2.rank == Rank.QUEEN:
return True
return False
def can_make_pair(card1: Card, card2: Card) -> bool:
"""Check if two cards can form a pair."""
return card1.rank == card2.rank
def estimate_opponent_min_score(player: Player, game: Game) -> int:
@@ -41,11 +36,119 @@ def estimate_opponent_min_score(player: Player, game: Game) -> int:
return min_est
def get_end_game_pressure(player: Player, game: Game) -> float:
"""
Calculate pressure level based on how close opponents are to going out.
Returns 0.0-1.0 where higher means more pressure to improve hand NOW.
Pressure increases when:
- Opponents have few hidden cards (close to going out)
- We have many hidden cards (stuck with unknown values)
"""
my_hidden = sum(1 for c in player.cards if not c.face_up)
# Find the opponent closest to going out
min_opponent_hidden = 6
for p in game.players:
if p.id == player.id:
continue
opponent_hidden = sum(1 for c in p.cards if not c.face_up)
min_opponent_hidden = min(min_opponent_hidden, opponent_hidden)
# No pressure if opponents have lots of hidden cards
if min_opponent_hidden >= 4:
return 0.0
# Pressure scales based on how close opponent is to finishing
# 3 hidden = mild pressure (0.4), 2 hidden = medium (0.7), 1 hidden = high (0.9), 0 = max (1.0)
base_pressure = {0: 1.0, 1: 0.9, 2: 0.7, 3: 0.4}.get(min_opponent_hidden, 0.0)
# Increase pressure further if WE have many hidden cards (more unknowns to worry about)
hidden_risk_bonus = (my_hidden - 2) * 0.05 # +0.05 per hidden card above 2
hidden_risk_bonus = max(0, hidden_risk_bonus)
return min(1.0, base_pressure + hidden_risk_bonus)
def count_rank_in_hand(player: Player, rank: Rank) -> int:
"""Count how many cards of a given rank the player has visible."""
return sum(1 for c in player.cards if c.face_up and c.rank == rank)
def count_visible_cards_by_rank(game: Game) -> dict[Rank, int]:
"""
Count all visible cards of each rank across the entire table.
Includes: all face-up player cards + top of discard pile.
Note: Buried discard cards are NOT counted because they reshuffle
back into the deck when it empties.
"""
counts: dict[Rank, int] = {rank: 0 for rank in Rank}
# Count all face-up cards in all players' hands
for player in game.players:
for card in player.cards:
if card.face_up:
counts[card.rank] += 1
# Count top of discard pile (the only visible discard)
discard_top = game.discard_top()
if discard_top:
counts[discard_top.rank] += 1
return counts
def get_pair_viability(rank: Rank, game: Game, exclude_discard_top: bool = False) -> float:
"""
Calculate how viable it is to pair a card of this rank.
Returns 0.0-1.0 where higher means better odds of finding a pair.
In a standard deck: 4 of each rank (2 Jokers).
If you can see N cards of that rank, only (4-N) remain.
Args:
rank: The rank we want to pair
exclude_discard_top: If True, don't count discard top (useful when
evaluating taking that card - it won't be visible after)
"""
counts = count_visible_cards_by_rank(game)
visible = counts.get(rank, 0)
# Adjust if we're evaluating the discard top card itself
if exclude_discard_top:
discard_top = game.discard_top()
if discard_top and discard_top.rank == rank:
visible = max(0, visible - 1)
# Cards in deck for this rank
max_copies = 2 if rank == Rank.JOKER else 4
remaining = max(0, max_copies - visible)
# Viability scales with remaining copies
# 4 remaining = 1.0, 3 = 0.75, 2 = 0.5, 1 = 0.25, 0 = 0.0
return remaining / max_copies
def get_game_phase(game: Game) -> str:
"""
Determine current game phase based on average hidden cards.
Returns: 'early', 'mid', or 'late'
"""
total_hidden = sum(
sum(1 for c in p.cards if not c.face_up)
for p in game.players
)
avg_hidden = total_hidden / len(game.players) if game.players else 6
if avg_hidden >= 4.5:
return 'early'
elif avg_hidden >= 2.5:
return 'mid'
else:
return 'late'
def has_worse_visible_card(player: Player, card_value: int, options: GameOptions) -> bool:
"""Check if player has a visible card worse than the given value.
@@ -255,29 +358,10 @@ class GolfAI:
if discard_card.rank == Rank.KING:
return True
# Auto-take 7s when lucky_sevens enabled (they're worth 0)
if discard_card.rank == Rank.SEVEN and options.lucky_sevens:
return True
# Auto-take 10s when ten_penny enabled (they're worth 0)
# Auto-take 10s when ten_penny enabled (they're worth 1)
if discard_card.rank == Rank.TEN and options.ten_penny:
return True
# Queens Wild: Queen can complete ANY pair
if options.queens_wild and discard_card.rank == Rank.QUEEN:
for i, card in enumerate(player.cards):
if card.face_up:
pair_pos = (i + 3) % 6 if i < 3 else i - 3
if not player.cards[pair_pos].face_up:
# We have an incomplete column - Queen could pair it
return True
# Four of a Kind: If we have 2+ of this rank, consider taking
if options.four_of_a_kind:
rank_count = count_rank_in_hand(player, discard_card.rank)
if rank_count >= 2:
return True
# Take card if it could make a column pair (but NOT for negative value cards)
# Pairing negative cards is bad - you lose the negative benefit
if discard_value > 0:
@@ -289,15 +373,30 @@ class GolfAI:
if card.face_up and card.rank == discard_card.rank and not pair_card.face_up:
return True
# Queens Wild: check if we can pair with Queen
if options.queens_wild:
if card.face_up and can_make_pair(card, discard_card, options) and not pair_card.face_up:
return True
# Take low cards (using house rule adjusted values)
if discard_value <= 2:
# Threshold adjusts by game phase - early game be picky, late game less so
phase = get_game_phase(game)
base_threshold = {'early': 2, 'mid': 3, 'late': 4}.get(phase, 2)
if discard_value <= base_threshold:
return True
# Calculate end-game pressure from opponents close to going out
pressure = get_end_game_pressure(player, game)
# Under pressure, expand what we consider "worth taking"
# When opponents are close to going out, take decent cards to avoid
# getting stuck with unknown bad cards when the round ends
if pressure > 0.2:
# Scale threshold: at pressure 0.2 take 4s, at 0.5+ take 6s
pressure_threshold = 3 + int(pressure * 6) # 4 to 9 based on pressure
pressure_threshold = min(pressure_threshold, 7) # Cap at 7
if discard_value <= pressure_threshold:
# Only take if we have hidden cards that could be worse
my_hidden = sum(1 for c in player.cards if not c.face_up)
if my_hidden > 0:
return True
# Check if we have cards worse than the discard
worst_visible = -999
for card in player.cards:
@@ -338,15 +437,6 @@ class GolfAI:
if not player.cards[pair_pos].face_up:
return pair_pos
# Four of a Kind: If we have 3 of this rank and draw the 4th, prioritize keeping
if options.four_of_a_kind:
rank_count = count_rank_in_hand(player, drawn_card.rank)
if rank_count >= 3:
# We'd have 4 - swap into any face-down spot
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
if face_down:
return random.choice(face_down)
# Check for column pair opportunity first
# But DON'T pair negative value cards (2s, Jokers) - keeping them unpaired is better!
# Exception: Eagle Eye makes pairing Jokers GOOD (doubled negative)
@@ -366,13 +456,6 @@ class GolfAI:
if pair_card.face_up and pair_card.rank == drawn_card.rank and not card.face_up:
return i
# Queens Wild: Queen can pair with anything
if options.queens_wild:
if card.face_up and can_make_pair(card, drawn_card, options) and not pair_card.face_up:
return pair_pos
if pair_card.face_up and can_make_pair(pair_card, drawn_card, options) and not card.face_up:
return i
# Find best swap among face-up cards that are BAD (positive value)
# Don't swap good cards (Kings, 2s, etc.) just for marginal gains -
# we want to keep good cards and put new good cards into face-down positions
@@ -409,27 +492,44 @@ class GolfAI:
return i
# Consider swapping with face-down cards for very good cards (negative or zero value)
# 7s (lucky_sevens) and 10s (ten_penny) become "excellent" cards worth keeping
# 10s (ten_penny) become "excellent" cards worth keeping
is_excellent = (drawn_value <= 0 or
drawn_card.rank == Rank.ACE or
(options.lucky_sevens and drawn_card.rank == Rank.SEVEN) or
(options.ten_penny and drawn_card.rank == Rank.TEN))
# Calculate pair viability and game phase for smarter decisions
pair_viability = get_pair_viability(drawn_card.rank, game)
phase = get_game_phase(game)
pressure = get_end_game_pressure(player, game)
if is_excellent:
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
if face_down:
# Pair hunters might hold out hoping for matches
if profile.pair_hope > 0.6 and random.random() < profile.pair_hope:
# BUT: reduce hope if pair is unlikely or late game pressure
effective_hope = profile.pair_hope * pair_viability
if phase == 'late' or pressure > 0.5:
effective_hope *= 0.3 # Much less willing to gamble late game
if effective_hope > 0.6 and random.random() < effective_hope:
return None
return random.choice(face_down)
# For medium cards, swap threshold based on profile
if drawn_value <= profile.swap_threshold:
# Late game: be more willing to swap in medium cards
effective_threshold = profile.swap_threshold
if phase == 'late' or pressure > 0.5:
effective_threshold += 2 # Accept higher value cards under pressure
if drawn_value <= effective_threshold:
face_down = [i for i, c in enumerate(player.cards) if not c.face_up]
if face_down:
# Pair hunters hold high cards hoping for matches
if profile.pair_hope > 0.5 and drawn_value >= 6:
if random.random() < profile.pair_hope:
# BUT: check if pairing is actually viable
effective_hope = profile.pair_hope * pair_viability
if phase == 'late' or pressure > 0.5:
effective_hope *= 0.3 # Don't gamble late game
if effective_hope > 0.5 and drawn_value >= 6:
if random.random() < effective_hope:
return None
return random.choice(face_down)

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@@ -8,7 +8,6 @@ from enum import Enum
from constants import (
DEFAULT_CARD_VALUES,
SUPER_KINGS_VALUE,
LUCKY_SEVENS_VALUE,
TEN_PENNY_VALUE,
LUCKY_SWING_JOKER_VALUE,
)
@@ -58,11 +57,11 @@ def get_card_value(card: "Card", options: Optional["GameOptions"] = None) -> int
"""
if options:
if card.rank == Rank.JOKER:
if options.eagle_eye:
return 2 # Eagle-eyed: jokers worth +2 unpaired, -4 when paired (handled in calculate_score)
return LUCKY_SWING_JOKER_VALUE if options.lucky_swing else RANK_VALUES[Rank.JOKER]
if card.rank == Rank.KING and options.super_kings:
return SUPER_KINGS_VALUE
if card.rank == Rank.SEVEN and options.lucky_sevens:
return LUCKY_SEVENS_VALUE
if card.rank == Rank.TEN and options.ten_penny:
return TEN_PENNY_VALUE
return RANK_VALUES[card.rank]
@@ -148,58 +147,39 @@ class Player:
if len(self.cards) != 6:
return 0
def cards_match(card1: Card, card2: Card) -> bool:
"""Check if two cards match for pairing (with Queens Wild support)."""
if card1.rank == card2.rank:
return True
if options and options.queens_wild:
if card1.rank == Rank.QUEEN or card2.rank == Rank.QUEEN:
return True
return False
total = 0
jack_pairs = 0 # Track paired Jacks for Wolfpack bonus
# Cards are arranged in 2 rows x 3 columns
# Position mapping: [0, 1, 2] (top row)
# [3, 4, 5] (bottom row)
# Columns: (0,3), (1,4), (2,5)
# Check for Four of a Kind first (4 cards same rank = all score 0)
four_of_kind_positions: set[int] = set()
if options and options.four_of_a_kind:
from collections import Counter
rank_positions: dict[Rank, list[int]] = {}
for i, card in enumerate(self.cards):
if card.rank not in rank_positions:
rank_positions[card.rank] = []
rank_positions[card.rank].append(i)
for rank, positions in rank_positions.items():
if len(positions) >= 4:
four_of_kind_positions.update(positions)
for col in range(3):
top_idx = col
bottom_idx = col + 3
top_card = self.cards[top_idx]
bottom_card = self.cards[bottom_idx]
# Skip if part of four of a kind
if top_idx in four_of_kind_positions and bottom_idx in four_of_kind_positions:
continue
# Check if column pair matches (same rank or Queens Wild)
if cards_match(top_card, bottom_card):
# Eagle Eye: paired jokers score -8 (2³) instead of canceling
# Check if column pair matches (same rank)
if top_card.rank == bottom_card.rank:
# Track Jack pairs for Wolfpack
if top_card.rank == Rank.JACK:
jack_pairs += 1
# Eagle Eye: paired jokers score -4 (reward for spotting the pair)
if (options and options.eagle_eye and
top_card.rank == Rank.JOKER and bottom_card.rank == Rank.JOKER):
total -= 8
total -= 4
continue
# Normal matching pair scores 0
continue
else:
if top_idx not in four_of_kind_positions:
total += get_card_value(top_card, options)
if bottom_idx not in four_of_kind_positions:
total += get_card_value(bottom_card, options)
total += get_card_value(top_card, options)
total += get_card_value(bottom_card, options)
# Wolfpack bonus: 2 pairs of Jacks = -5 pts
if options and options.wolfpack and jack_pairs >= 2:
total -= 5
self.score = total
return total
@@ -228,7 +208,6 @@ class GameOptions:
# House Rules - Point Modifiers
lucky_swing: bool = False # Single joker worth -5 instead of two -2 jokers
super_kings: bool = False # Kings worth -2 instead of 0
lucky_sevens: bool = False # 7s worth 0 instead of 7
ten_penny: bool = False # 10s worth 1 (like Ace) instead of 10
# House Rules - Bonuses/Penalties
@@ -236,10 +215,9 @@ class GameOptions:
underdog_bonus: bool = False # Lowest score player gets -3 each hole
tied_shame: bool = False # Tie with someone's score = +5 penalty to both
blackjack: bool = False # Hole score of exactly 21 becomes 0
wolfpack: bool = False # 2 pairs of Jacks = -5 bonus
# House Rules - Gameplay Twists
queens_wild: bool = False # Queens count as any rank for pairing
four_of_a_kind: bool = False # 4 cards of same rank in grid = all 4 score 0
# House Rules - Special
eagle_eye: bool = False # Paired jokers double instead of cancel (-4 or -10)
@@ -271,12 +249,12 @@ class Game:
# Apply house rule modifications
if self.options.super_kings:
values['K'] = SUPER_KINGS_VALUE
if self.options.lucky_sevens:
values['7'] = LUCKY_SEVENS_VALUE
if self.options.ten_penny:
values['10'] = TEN_PENNY_VALUE
if self.options.lucky_swing:
values[''] = LUCKY_SWING_JOKER_VALUE
elif self.options.eagle_eye:
values[''] = 2 # Eagle-eyed: +2 unpaired, -4 paired
return values
@@ -613,6 +591,34 @@ class Game:
discard_top = self.discard_top()
# Build active rules list for display
active_rules = []
if self.options:
if self.options.flip_on_discard:
active_rules.append("Flip on Discard")
if self.options.knock_penalty:
active_rules.append("Knock Penalty")
if self.options.use_jokers and not self.options.lucky_swing and not self.options.eagle_eye:
active_rules.append("Jokers")
if self.options.lucky_swing:
active_rules.append("Lucky Swing")
if self.options.eagle_eye:
active_rules.append("Eagle-Eye")
if self.options.super_kings:
active_rules.append("Super Kings")
if self.options.ten_penny:
active_rules.append("Ten Penny")
if self.options.knock_bonus:
active_rules.append("Knock Bonus")
if self.options.underdog_bonus:
active_rules.append("Underdog")
if self.options.tied_shame:
active_rules.append("Tied Shame")
if self.options.blackjack:
active_rules.append("Blackjack")
if self.options.wolfpack:
active_rules.append("Wolfpack")
return {
"phase": self.phase.value,
"players": players_data,
@@ -630,4 +636,5 @@ class Game:
"initial_flips": self.options.initial_flips,
"flip_on_discard": self.flip_on_discard,
"card_values": self.get_card_values(),
"active_rules": active_rules,
}

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@@ -184,17 +184,14 @@ async def websocket_endpoint(websocket: WebSocket):
# House Rules - Point Modifiers
lucky_swing=data.get("lucky_swing", False),
super_kings=data.get("super_kings", False),
lucky_sevens=data.get("lucky_sevens", False),
ten_penny=data.get("ten_penny", False),
# House Rules - Bonuses/Penalties
knock_bonus=data.get("knock_bonus", False),
underdog_bonus=data.get("underdog_bonus", False),
tied_shame=data.get("tied_shame", False),
blackjack=data.get("blackjack", False),
# House Rules - Gameplay Twists
queens_wild=data.get("queens_wild", False),
four_of_a_kind=data.get("four_of_a_kind", False),
eagle_eye=data.get("eagle_eye", False),
wolfpack=data.get("wolfpack", False),
)
# Validate settings
@@ -331,6 +328,37 @@ async def websocket_endpoint(websocket: WebSocket):
await handle_player_leave(current_room, player_id)
current_room = None
elif msg_type == "leave_game":
# Player leaves during an active game
if current_room:
await handle_player_leave(current_room, player_id)
current_room = None
elif msg_type == "end_game":
# Host ends the game for everyone
if not current_room:
continue
room_player = current_room.get_player(player_id)
if not room_player or not room_player.is_host:
await websocket.send_json({
"type": "error",
"message": "Only the host can end the game",
})
continue
# Notify all players that the game has ended
await current_room.broadcast({
"type": "game_ended",
"reason": "Host ended the game",
})
# Clean up the room
for cpu in list(current_room.get_cpu_players()):
current_room.remove_player(cpu.id)
room_manager.remove_room(current_room.code)
current_room = None
except WebSocketDisconnect:
if current_room:
await handle_player_leave(current_room, player_id)

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@@ -235,11 +235,6 @@ def get_test_configs() -> list[tuple[str, GameOptions]]:
super_kings=True,
)))
configs.append(("lucky_sevens", GameOptions(
initial_flips=2,
lucky_sevens=True,
)))
configs.append(("ten_penny", GameOptions(
initial_flips=2,
ten_penny=True,
@@ -267,17 +262,7 @@ def get_test_configs() -> list[tuple[str, GameOptions]]:
blackjack=True,
)))
# === Gameplay Twists ===
configs.append(("queens_wild", GameOptions(
initial_flips=2,
queens_wild=True,
)))
configs.append(("four_of_a_kind", GameOptions(
initial_flips=2,
four_of_a_kind=True,
)))
# === Special Rules ===
configs.append(("eagle_eye", GameOptions(
initial_flips=2,
@@ -292,7 +277,6 @@ def get_test_configs() -> list[tuple[str, GameOptions]]:
use_jokers=True,
lucky_swing=True,
super_kings=True,
lucky_sevens=True,
ten_penny=True,
)))
@@ -311,8 +295,6 @@ def get_test_configs() -> list[tuple[str, GameOptions]]:
configs.append(("WILD CARDS", GameOptions(
initial_flips=2,
use_jokers=True,
queens_wild=True,
four_of_a_kind=True,
eagle_eye=True,
)))
@@ -329,14 +311,11 @@ def get_test_configs() -> list[tuple[str, GameOptions]]:
use_jokers=True,
lucky_swing=True,
super_kings=True,
lucky_sevens=True,
ten_penny=True,
knock_bonus=True,
underdog_bonus=True,
tied_shame=True,
blackjack=True,
queens_wild=True,
four_of_a_kind=True,
eagle_eye=True,
)))
@@ -457,15 +436,6 @@ def print_expected_effects(results: list[RuleTestResult]):
status = "" if diff < 0 else ""
checks.append((r.name, expected, f"{actual} ({diff:+.1f})", status))
# lucky_sevens should lower scores (7s worth 0 instead of 7)
r = find("lucky_sevens")
if r and r.scores:
diff = r.mean_score - baseline.mean_score
expected = "LOWER scores"
actual = "lower" if diff < -1 else "higher" if diff > 1 else "similar"
status = "" if diff < 0 else ""
checks.append((r.name, expected, f"{actual} ({diff:+.1f})", status))
# ten_penny should lower scores (10s worth 1 instead of 10)
r = find("ten_penny")
if r and r.scores:

View File

@@ -145,7 +145,7 @@ class TestMayaBugFix:
When forced to swap (drew from discard), the AI should use
get_ai_card_value() to find the worst card, not raw value().
This matters for house rules like super_kings, lucky_sevens, etc.
This matters for house rules like super_kings, ten_penny, etc.
"""
game = create_test_game()
game.options = GameOptions(super_kings=True) # Kings now worth -2