- Add comprehensive docstrings to game.py, room.py, constants.py - Document all classes, methods, and module-level items - Move active rules display into game header as inline column - Update header to 5-column grid layout - Update joker mode descriptions (Lucky Swing, Eagle-Eye) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
1043 lines
33 KiB
Python
1043 lines
33 KiB
Python
"""
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Game logic for 6-Card Golf.
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This module implements the core game mechanics for the 6-Card Golf card game,
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including card/deck management, player state, scoring rules, and game flow.
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6-Card Golf Rules Summary:
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- Each player has 6 cards arranged in a 2x3 grid (2 rows, 3 columns)
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- Goal: Achieve the lowest score over multiple rounds (holes)
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- On your turn: Draw from deck or discard pile, then swap or discard
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- Matching pairs in a column cancel out (score 0)
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- Game ends when one player reveals all cards, then others get one final turn
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Card Layout:
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[0] [1] [2] <- top row
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[3] [4] [5] <- bottom row
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Columns: (0,3), (1,4), (2,5) - matching ranks in a column score 0
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"""
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import random
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from collections import Counter
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from dataclasses import dataclass, field
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from enum import Enum
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from typing import Optional
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from constants import (
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DEFAULT_CARD_VALUES,
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SUPER_KINGS_VALUE,
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TEN_PENNY_VALUE,
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LUCKY_SWING_JOKER_VALUE,
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)
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class Suit(Enum):
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"""Card suits for a standard deck."""
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HEARTS = "hearts"
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DIAMONDS = "diamonds"
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CLUBS = "clubs"
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SPADES = "spades"
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class Rank(Enum):
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"""
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Card ranks with their display values.
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Standard Golf scoring (can be modified by house rules):
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- Ace: 1 point
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- 2-10: Face value (except Kings)
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- Jack/Queen: 10 points
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- King: 0 points
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- Joker: -2 points (when enabled)
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"""
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ACE = "A"
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TWO = "2"
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THREE = "3"
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FOUR = "4"
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FIVE = "5"
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SIX = "6"
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SEVEN = "7"
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EIGHT = "8"
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NINE = "9"
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TEN = "10"
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JACK = "J"
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QUEEN = "Q"
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KING = "K"
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JOKER = "★"
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# Map Rank enum to point values (derived from constants.py as single source of truth)
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RANK_VALUES: dict[Rank, int] = {rank: DEFAULT_CARD_VALUES[rank.value] for rank in Rank}
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def get_card_value(card: "Card", options: Optional["GameOptions"] = None) -> int:
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"""
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Get point value for a card, with house rules applied.
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This is the single source of truth for Card object value calculations.
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Use this instead of card.value() when house rules need to be considered.
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Args:
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card: Card object to evaluate
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options: Optional GameOptions with house rule flags
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Returns:
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Point value for the card
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"""
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if options:
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if card.rank == Rank.JOKER:
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if options.eagle_eye:
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return 2 # Eagle-eyed: jokers worth +2 unpaired, -4 when paired (handled in calculate_score)
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return LUCKY_SWING_JOKER_VALUE if options.lucky_swing else RANK_VALUES[Rank.JOKER]
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if card.rank == Rank.KING and options.super_kings:
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return SUPER_KINGS_VALUE
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if card.rank == Rank.TEN and options.ten_penny:
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return TEN_PENNY_VALUE
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return RANK_VALUES[card.rank]
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@dataclass
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class Card:
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"""
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A playing card with suit, rank, and face-up state.
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Attributes:
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suit: The card's suit (hearts, diamonds, clubs, spades).
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rank: The card's rank (A, 2-10, J, Q, K, or Joker).
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face_up: Whether the card is visible to all players.
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"""
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suit: Suit
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rank: Rank
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face_up: bool = False
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def to_dict(self, reveal: bool = False) -> dict:
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"""
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Convert card to dictionary for JSON serialization.
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Args:
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reveal: If True, show card details even if face-down.
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Returns:
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Dict with card info, or just {face_up: False} if hidden.
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"""
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if self.face_up or reveal:
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return {
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"suit": self.suit.value,
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"rank": self.rank.value,
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"face_up": self.face_up,
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}
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return {"face_up": False}
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def value(self) -> int:
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"""Get base point value (without house rule modifications)."""
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return RANK_VALUES[self.rank]
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class Deck:
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"""
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A deck of playing cards that can be shuffled and drawn from.
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Supports multiple standard 52-card decks combined, with optional
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jokers in various configurations (standard 2-per-deck or lucky swing).
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"""
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def __init__(
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self,
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num_decks: int = 1,
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use_jokers: bool = False,
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lucky_swing: bool = False,
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) -> None:
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"""
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Initialize a new deck.
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Args:
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num_decks: Number of standard 52-card decks to combine.
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use_jokers: Whether to include joker cards.
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lucky_swing: If True, use single -5 joker instead of two -2 jokers.
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"""
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self.cards: list[Card] = []
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# Build deck(s) with standard cards
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for _ in range(num_decks):
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for suit in Suit:
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for rank in Rank:
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if rank != Rank.JOKER:
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self.cards.append(Card(suit, rank))
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# Standard jokers: 2 per deck, worth -2 each
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if use_jokers and not lucky_swing:
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self.cards.append(Card(Suit.HEARTS, Rank.JOKER))
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self.cards.append(Card(Suit.SPADES, Rank.JOKER))
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# Lucky Swing: Single joker total, worth -5
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if use_jokers and lucky_swing:
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self.cards.append(Card(Suit.HEARTS, Rank.JOKER))
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self.shuffle()
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def shuffle(self) -> None:
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"""Randomize the order of cards in the deck."""
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random.shuffle(self.cards)
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def draw(self) -> Optional[Card]:
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"""
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Draw the top card from the deck.
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Returns:
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The drawn Card, or None if deck is empty.
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"""
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if self.cards:
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return self.cards.pop()
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return None
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def cards_remaining(self) -> int:
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"""Return the number of cards left in the deck."""
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return len(self.cards)
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def add_cards(self, cards: list[Card]) -> None:
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"""
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Add cards to the deck and shuffle.
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Used when reshuffling the discard pile back into the deck.
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Args:
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cards: List of cards to add.
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"""
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self.cards.extend(cards)
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self.shuffle()
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@dataclass
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class Player:
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"""
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A player in the Golf card game.
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Attributes:
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id: Unique identifier for the player.
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name: Display name.
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cards: The player's 6-card hand arranged in a 2x3 grid.
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score: Points scored in the current round.
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total_score: Cumulative points across all rounds.
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rounds_won: Number of rounds where this player had the lowest score.
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"""
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id: str
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name: str
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cards: list[Card] = field(default_factory=list)
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score: int = 0
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total_score: int = 0
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rounds_won: int = 0
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def all_face_up(self) -> bool:
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"""Check if all of the player's cards are revealed."""
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return all(card.face_up for card in self.cards)
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def flip_card(self, position: int) -> None:
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"""
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Reveal a card at the given position.
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Args:
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position: Index 0-5 in the card grid.
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"""
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if 0 <= position < len(self.cards):
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self.cards[position].face_up = True
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def swap_card(self, position: int, new_card: Card) -> Card:
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"""
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Replace a card in the player's hand with a new card.
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Args:
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position: Index 0-5 in the card grid.
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new_card: The card to place in the hand.
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Returns:
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The card that was replaced (now face-up for discard).
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"""
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old_card = self.cards[position]
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new_card.face_up = True
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self.cards[position] = new_card
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return old_card
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def calculate_score(self, options: Optional["GameOptions"] = None) -> int:
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"""
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Calculate the player's score for the current round.
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Scoring rules:
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- Each card contributes its point value
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- Matching pairs in a column (same rank) cancel out (score 0)
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- House rules may modify individual card values or add bonuses
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Card grid layout:
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[0] [1] [2] <- top row
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[3] [4] [5] <- bottom row
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Columns: (0,3), (1,4), (2,5)
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Args:
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options: Game options with house rule flags.
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Returns:
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Total score for this round (lower is better).
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"""
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if len(self.cards) != 6:
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return 0
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total = 0
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jack_pairs = 0 # Track paired Jacks for Wolfpack bonus
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for col in range(3):
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top_idx = col
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bottom_idx = col + 3
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top_card = self.cards[top_idx]
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bottom_card = self.cards[bottom_idx]
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# Check if column pair matches (same rank cancels out)
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if top_card.rank == bottom_card.rank:
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# Track Jack pairs for Wolfpack bonus
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if top_card.rank == Rank.JACK:
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jack_pairs += 1
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# Eagle Eye: paired jokers score -4 instead of 0
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if (options and options.eagle_eye and
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top_card.rank == Rank.JOKER):
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total -= 4
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continue
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# Normal matching pair: scores 0 (skip adding values)
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continue
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# Non-matching cards: add both values
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total += get_card_value(top_card, options)
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total += get_card_value(bottom_card, options)
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# Wolfpack bonus: 2+ pairs of Jacks = -5 pts
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if options and options.wolfpack and jack_pairs >= 2:
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total -= 5
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self.score = total
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return total
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def cards_to_dict(self, reveal: bool = False) -> list[dict]:
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"""
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Convert all cards to dictionaries for JSON serialization.
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Args:
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reveal: If True, show all card details regardless of face-up state.
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Returns:
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List of card dictionaries.
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"""
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return [card.to_dict(reveal) for card in self.cards]
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class GamePhase(Enum):
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"""
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Phases of a Golf game round.
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Flow: WAITING -> INITIAL_FLIP -> PLAYING -> FINAL_TURN -> ROUND_OVER
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After all rounds: GAME_OVER
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"""
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WAITING = "waiting" # Lobby, waiting for players to join
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INITIAL_FLIP = "initial_flip" # Players choosing initial cards to reveal
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PLAYING = "playing" # Normal gameplay, taking turns
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FINAL_TURN = "final_turn" # After someone reveals all cards, others get one turn
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ROUND_OVER = "round_over" # Round complete, showing scores
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GAME_OVER = "game_over" # All rounds complete, showing final standings
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@dataclass
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class GameOptions:
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"""
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Configuration options for game rules and house variants.
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These options can modify scoring, add special rules, and change gameplay.
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All options default to False/standard values for a classic Golf game.
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"""
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# --- Standard Options ---
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flip_on_discard: bool = False
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"""If True, player must flip a face-down card after discarding from deck."""
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initial_flips: int = 2
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"""Number of cards each player reveals at round start (0, 1, or 2)."""
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knock_penalty: bool = False
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"""If True, +10 penalty if you go out but don't have the lowest score."""
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use_jokers: bool = False
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"""If True, add joker cards to the deck."""
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# --- House Rules: Point Modifiers ---
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lucky_swing: bool = False
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"""Use single -5 joker instead of two -2 jokers."""
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super_kings: bool = False
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"""Kings worth -2 instead of 0."""
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ten_penny: bool = False
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"""10s worth 1 point instead of 10."""
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# --- House Rules: Bonuses/Penalties ---
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knock_bonus: bool = False
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"""First player to reveal all cards gets -5 bonus."""
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underdog_bonus: bool = False
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"""Lowest scorer each round gets -3 bonus."""
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tied_shame: bool = False
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"""Players who tie with another get +5 penalty."""
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blackjack: bool = False
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"""Hole score of exactly 21 becomes 0."""
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wolfpack: bool = False
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"""Two pairs of Jacks (all 4 Jacks) grants -5 bonus."""
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# --- House Rules: Special ---
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eagle_eye: bool = False
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"""Jokers worth +2 unpaired, -4 when paired (instead of -2/0)."""
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@dataclass
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class Game:
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"""
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Main game state and logic controller for 6-Card Golf.
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Manages the full game lifecycle including:
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- Player management (add/remove/lookup)
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- Deck and discard pile management
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- Turn flow and phase transitions
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- Scoring with house rules
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- Multi-round game progression
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Attributes:
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players: List of players in the game (max 6).
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deck: The draw pile.
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discard_pile: Face-up cards that have been discarded.
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current_player_index: Index of the player whose turn it is.
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phase: Current game phase (waiting, playing, etc.).
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num_decks: Number of 52-card decks combined.
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num_rounds: Total rounds (holes) to play.
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current_round: Current round number (1-indexed).
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drawn_card: Card currently held by active player (if any).
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drawn_from_discard: Whether drawn_card came from discard pile.
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finisher_id: ID of player who first revealed all cards.
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players_with_final_turn: Set of player IDs who've had final turn.
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initial_flips_done: Set of player IDs who've done initial flips.
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options: Game configuration and house rules.
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"""
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players: list[Player] = field(default_factory=list)
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deck: Optional[Deck] = None
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discard_pile: list[Card] = field(default_factory=list)
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current_player_index: int = 0
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phase: GamePhase = GamePhase.WAITING
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num_decks: int = 1
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num_rounds: int = 1
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current_round: int = 1
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drawn_card: Optional[Card] = None
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drawn_from_discard: bool = False
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finisher_id: Optional[str] = None
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players_with_final_turn: set = field(default_factory=set)
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initial_flips_done: set = field(default_factory=set)
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options: GameOptions = field(default_factory=GameOptions)
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@property
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def flip_on_discard(self) -> bool:
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"""Convenience property for flip_on_discard option."""
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return self.options.flip_on_discard
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def get_card_values(self) -> dict[str, int]:
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"""
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Get card value mapping with house rules applied.
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Returns:
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Dict mapping rank strings to point values.
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"""
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values = DEFAULT_CARD_VALUES.copy()
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if self.options.super_kings:
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values['K'] = SUPER_KINGS_VALUE
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if self.options.ten_penny:
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values['10'] = TEN_PENNY_VALUE
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if self.options.lucky_swing:
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values['★'] = LUCKY_SWING_JOKER_VALUE
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elif self.options.eagle_eye:
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values['★'] = 2 # +2 unpaired, -4 paired (handled in scoring)
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return values
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|
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# -------------------------------------------------------------------------
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# Player Management
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# -------------------------------------------------------------------------
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def add_player(self, player: Player) -> bool:
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"""
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Add a player to the game.
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Args:
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player: The player to add.
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Returns:
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True if added, False if game is full (max 6 players).
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"""
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if len(self.players) >= 6:
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return False
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self.players.append(player)
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return True
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|
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def remove_player(self, player_id: str) -> Optional[Player]:
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"""
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Remove a player from the game by ID.
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|
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Args:
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player_id: The unique ID of the player to remove.
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Returns:
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The removed Player, or None if not found.
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"""
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for i, player in enumerate(self.players):
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if player.id == player_id:
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return self.players.pop(i)
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return None
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|
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def get_player(self, player_id: str) -> Optional[Player]:
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"""
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|
Find a player by their ID.
|
|
|
|
Args:
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player_id: The unique ID to search for.
|
|
|
|
Returns:
|
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The Player if found, None otherwise.
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|
"""
|
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for player in self.players:
|
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if player.id == player_id:
|
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return player
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return None
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|
|
def current_player(self) -> Optional[Player]:
|
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"""Get the player whose turn it currently is."""
|
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if self.players:
|
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return self.players[self.current_player_index]
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return None
|
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|
|
# -------------------------------------------------------------------------
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|
# Game Lifecycle
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|
# -------------------------------------------------------------------------
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|
|
|
def start_game(
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self,
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num_decks: int = 1,
|
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num_rounds: int = 1,
|
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options: Optional[GameOptions] = None,
|
|
) -> None:
|
|
"""
|
|
Initialize and start a new game.
|
|
|
|
Args:
|
|
num_decks: Number of card decks to use (1-3).
|
|
num_rounds: Number of rounds/holes to play.
|
|
options: Game configuration and house rules.
|
|
"""
|
|
self.num_decks = num_decks
|
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self.num_rounds = num_rounds
|
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self.options = options or GameOptions()
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self.current_round = 1
|
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self.start_round()
|
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|
|
def start_round(self) -> None:
|
|
"""
|
|
Initialize a new round.
|
|
|
|
Creates fresh deck, deals 6 cards to each player, starts discard pile,
|
|
and sets phase to INITIAL_FLIP (or PLAYING if no flips required).
|
|
"""
|
|
self.deck = Deck(
|
|
self.num_decks,
|
|
use_jokers=self.options.use_jokers,
|
|
lucky_swing=self.options.lucky_swing,
|
|
)
|
|
self.discard_pile = []
|
|
self.drawn_card = None
|
|
self.drawn_from_discard = False
|
|
self.finisher_id = None
|
|
self.players_with_final_turn = set()
|
|
self.initial_flips_done = set()
|
|
|
|
# Deal 6 cards to each player
|
|
for player in self.players:
|
|
player.cards = []
|
|
player.score = 0
|
|
for _ in range(6):
|
|
card = self.deck.draw()
|
|
if card:
|
|
player.cards.append(card)
|
|
|
|
# Start discard pile with one face-up card
|
|
first_discard = self.deck.draw()
|
|
if first_discard:
|
|
first_discard.face_up = True
|
|
self.discard_pile.append(first_discard)
|
|
|
|
self.current_player_index = 0
|
|
|
|
# Skip initial flip phase if 0 flips required
|
|
if self.options.initial_flips == 0:
|
|
self.phase = GamePhase.PLAYING
|
|
else:
|
|
self.phase = GamePhase.INITIAL_FLIP
|
|
|
|
def flip_initial_cards(self, player_id: str, positions: list[int]) -> bool:
|
|
"""
|
|
Handle a player's initial card flip selection.
|
|
|
|
Called during INITIAL_FLIP phase when player chooses which
|
|
cards to reveal at the start of the round.
|
|
|
|
Args:
|
|
player_id: ID of the player flipping cards.
|
|
positions: List of card positions (0-5) to flip.
|
|
|
|
Returns:
|
|
True if flips were valid and applied, False otherwise.
|
|
"""
|
|
if self.phase != GamePhase.INITIAL_FLIP:
|
|
return False
|
|
|
|
if player_id in self.initial_flips_done:
|
|
return False
|
|
|
|
required_flips = self.options.initial_flips
|
|
if len(positions) != required_flips:
|
|
return False
|
|
|
|
player = self.get_player(player_id)
|
|
if not player:
|
|
return False
|
|
|
|
for pos in positions:
|
|
if not (0 <= pos < 6):
|
|
return False
|
|
player.flip_card(pos)
|
|
|
|
self.initial_flips_done.add(player_id)
|
|
|
|
# Transition to PLAYING when all players have flipped
|
|
if len(self.initial_flips_done) == len(self.players):
|
|
self.phase = GamePhase.PLAYING
|
|
|
|
return True
|
|
|
|
# -------------------------------------------------------------------------
|
|
# Turn Actions
|
|
# -------------------------------------------------------------------------
|
|
|
|
def draw_card(self, player_id: str, source: str) -> Optional[Card]:
|
|
"""
|
|
Draw a card from the deck or discard pile.
|
|
|
|
This is the first action of a player's turn. After drawing, the player
|
|
must either swap the card with one in their hand or discard it (if
|
|
drawn from deck).
|
|
|
|
Args:
|
|
player_id: ID of the player drawing.
|
|
source: Either "deck" or "discard".
|
|
|
|
Returns:
|
|
The drawn Card, or None if action is invalid.
|
|
"""
|
|
player = self.current_player()
|
|
if not player or player.id != player_id:
|
|
return None
|
|
|
|
if self.phase not in (GamePhase.PLAYING, GamePhase.FINAL_TURN):
|
|
return None
|
|
|
|
if self.drawn_card is not None:
|
|
return None
|
|
|
|
if source == "deck":
|
|
card = self.deck.draw()
|
|
if not card:
|
|
# Deck empty - try to reshuffle discard pile
|
|
card = self._reshuffle_discard_pile()
|
|
if card:
|
|
self.drawn_card = card
|
|
self.drawn_from_discard = False
|
|
return card
|
|
# No cards available anywhere - end round gracefully
|
|
self._end_round()
|
|
return None
|
|
|
|
if source == "discard" and self.discard_pile:
|
|
card = self.discard_pile.pop()
|
|
self.drawn_card = card
|
|
self.drawn_from_discard = True
|
|
return card
|
|
|
|
return None
|
|
|
|
def _reshuffle_discard_pile(self) -> Optional[Card]:
|
|
"""
|
|
Reshuffle the discard pile back into the deck.
|
|
|
|
Called when the deck is empty. Keeps the top discard card visible,
|
|
shuffles the rest back into the deck, and draws a card.
|
|
|
|
Returns:
|
|
A drawn Card from the reshuffled deck, or None if not possible.
|
|
"""
|
|
if len(self.discard_pile) <= 1:
|
|
return None
|
|
|
|
# Keep the top card visible, reshuffle the rest
|
|
top_card = self.discard_pile[-1]
|
|
cards_to_reshuffle = self.discard_pile[:-1]
|
|
|
|
for card in cards_to_reshuffle:
|
|
card.face_up = False
|
|
|
|
self.deck.add_cards(cards_to_reshuffle)
|
|
self.discard_pile = [top_card]
|
|
|
|
return self.deck.draw()
|
|
|
|
def swap_card(self, player_id: str, position: int) -> Optional[Card]:
|
|
"""
|
|
Swap the drawn card with a card in the player's hand.
|
|
|
|
The swapped-out card goes to the discard pile face-up.
|
|
|
|
Args:
|
|
player_id: ID of the player swapping.
|
|
position: Index 0-5 in the player's card grid.
|
|
|
|
Returns:
|
|
The card that was replaced, or None if action is invalid.
|
|
"""
|
|
player = self.current_player()
|
|
if not player or player.id != player_id:
|
|
return None
|
|
|
|
if self.drawn_card is None:
|
|
return None
|
|
|
|
if not (0 <= position < 6):
|
|
return None
|
|
|
|
old_card = player.swap_card(position, self.drawn_card)
|
|
old_card.face_up = True
|
|
self.discard_pile.append(old_card)
|
|
self.drawn_card = None
|
|
|
|
self._check_end_turn(player)
|
|
return old_card
|
|
|
|
def can_discard_drawn(self) -> bool:
|
|
"""
|
|
Check if the current player can discard their drawn card.
|
|
|
|
Cards drawn from the discard pile must be swapped (cannot be discarded).
|
|
|
|
Returns:
|
|
True if discard is allowed, False if swap is required.
|
|
"""
|
|
if self.drawn_from_discard:
|
|
return False
|
|
return True
|
|
|
|
def discard_drawn(self, player_id: str) -> bool:
|
|
"""
|
|
Discard the drawn card without swapping.
|
|
|
|
Only allowed when the card was drawn from the deck (not discard pile).
|
|
If flip_on_discard is enabled, player must then flip a face-down card.
|
|
|
|
Args:
|
|
player_id: ID of the player discarding.
|
|
|
|
Returns:
|
|
True if discard was successful, False otherwise.
|
|
"""
|
|
player = self.current_player()
|
|
if not player or player.id != player_id:
|
|
return False
|
|
|
|
if self.drawn_card is None:
|
|
return False
|
|
|
|
if not self.can_discard_drawn():
|
|
return False
|
|
|
|
self.drawn_card.face_up = True
|
|
self.discard_pile.append(self.drawn_card)
|
|
self.drawn_card = None
|
|
|
|
if self.flip_on_discard:
|
|
# Player must flip a card before turn ends
|
|
has_face_down = any(not card.face_up for card in player.cards)
|
|
if not has_face_down:
|
|
self._check_end_turn(player)
|
|
# Otherwise, wait for flip_and_end_turn to be called
|
|
else:
|
|
self._check_end_turn(player)
|
|
|
|
return True
|
|
|
|
def flip_and_end_turn(self, player_id: str, position: int) -> bool:
|
|
"""
|
|
Flip a face-down card to complete turn (flip_on_discard variant).
|
|
|
|
Called after discarding when flip_on_discard option is enabled.
|
|
|
|
Args:
|
|
player_id: ID of the player flipping.
|
|
position: Index 0-5 of the card to flip.
|
|
|
|
Returns:
|
|
True if flip was valid and turn ended, False otherwise.
|
|
"""
|
|
player = self.current_player()
|
|
if not player or player.id != player_id:
|
|
return False
|
|
|
|
if not (0 <= position < 6):
|
|
return False
|
|
|
|
if player.cards[position].face_up:
|
|
return False
|
|
|
|
player.flip_card(position)
|
|
self._check_end_turn(player)
|
|
return True
|
|
|
|
# -------------------------------------------------------------------------
|
|
# Turn & Round Flow (Internal)
|
|
# -------------------------------------------------------------------------
|
|
|
|
def _check_end_turn(self, player: Player) -> None:
|
|
"""
|
|
Check if player triggered end-game and advance to next turn.
|
|
|
|
If the player has revealed all cards and is the first to do so,
|
|
triggers FINAL_TURN phase where other players get one more turn.
|
|
|
|
Args:
|
|
player: The player whose turn just ended.
|
|
"""
|
|
if player.all_face_up() and self.finisher_id is None:
|
|
self.finisher_id = player.id
|
|
self.phase = GamePhase.FINAL_TURN
|
|
self.players_with_final_turn.add(player.id)
|
|
|
|
self._next_turn()
|
|
|
|
def _next_turn(self) -> None:
|
|
"""
|
|
Advance to the next player's turn.
|
|
|
|
In FINAL_TURN phase, tracks which players have had their final turn
|
|
and ends the round when everyone has played.
|
|
"""
|
|
if self.phase == GamePhase.FINAL_TURN:
|
|
next_index = (self.current_player_index + 1) % len(self.players)
|
|
next_player = self.players[next_index]
|
|
|
|
if next_player.id in self.players_with_final_turn:
|
|
# Everyone has had their final turn
|
|
self._end_round()
|
|
return
|
|
|
|
self.current_player_index = next_index
|
|
self.players_with_final_turn.add(next_player.id)
|
|
else:
|
|
self.current_player_index = (self.current_player_index + 1) % len(self.players)
|
|
|
|
# -------------------------------------------------------------------------
|
|
# Scoring & Round End
|
|
# -------------------------------------------------------------------------
|
|
|
|
def _end_round(self) -> None:
|
|
"""
|
|
End the current round and calculate final scores.
|
|
|
|
Reveals all cards, calculates base scores, then applies house rule
|
|
bonuses and penalties in order:
|
|
1. Blackjack (21 -> 0)
|
|
2. Knock penalty (+10 if finisher doesn't have lowest)
|
|
3. Knock bonus (-5 to finisher)
|
|
4. Underdog bonus (-3 to lowest scorer)
|
|
5. Tied shame (+5 to players with matching scores)
|
|
|
|
Finally, updates total scores and awards round wins.
|
|
"""
|
|
self.phase = GamePhase.ROUND_OVER
|
|
|
|
# Reveal all cards and calculate base scores
|
|
for player in self.players:
|
|
for card in player.cards:
|
|
card.face_up = True
|
|
player.calculate_score(self.options)
|
|
|
|
# --- Apply House Rule Bonuses/Penalties ---
|
|
|
|
# Blackjack: exact score of 21 becomes 0
|
|
if self.options.blackjack:
|
|
for player in self.players:
|
|
if player.score == 21:
|
|
player.score = 0
|
|
|
|
# Knock penalty: +10 if finisher doesn't have the lowest score
|
|
if self.options.knock_penalty and self.finisher_id:
|
|
finisher = self.get_player(self.finisher_id)
|
|
if finisher:
|
|
min_score = min(p.score for p in self.players)
|
|
if finisher.score > min_score:
|
|
finisher.score += 10
|
|
|
|
# Knock bonus: -5 to the player who went out first
|
|
if self.options.knock_bonus and self.finisher_id:
|
|
finisher = self.get_player(self.finisher_id)
|
|
if finisher:
|
|
finisher.score -= 5
|
|
|
|
# Underdog bonus: -3 to the lowest scorer(s)
|
|
if self.options.underdog_bonus:
|
|
min_score = min(p.score for p in self.players)
|
|
for player in self.players:
|
|
if player.score == min_score:
|
|
player.score -= 3
|
|
|
|
# Tied shame: +5 to players who share a score with someone
|
|
if self.options.tied_shame:
|
|
score_counts = Counter(p.score for p in self.players)
|
|
for player in self.players:
|
|
if score_counts[player.score] > 1:
|
|
player.score += 5
|
|
|
|
# Update cumulative totals
|
|
for player in self.players:
|
|
player.total_score += player.score
|
|
|
|
# Award round win to lowest scorer(s)
|
|
min_score = min(p.score for p in self.players)
|
|
for player in self.players:
|
|
if player.score == min_score:
|
|
player.rounds_won += 1
|
|
|
|
def start_next_round(self) -> bool:
|
|
"""
|
|
Start the next round of the game.
|
|
|
|
Returns:
|
|
True if next round started, False if game is over or not ready.
|
|
"""
|
|
if self.phase != GamePhase.ROUND_OVER:
|
|
return False
|
|
|
|
if self.current_round >= self.num_rounds:
|
|
self.phase = GamePhase.GAME_OVER
|
|
return False
|
|
|
|
self.current_round += 1
|
|
self.start_round()
|
|
return True
|
|
|
|
# -------------------------------------------------------------------------
|
|
# State Queries
|
|
# -------------------------------------------------------------------------
|
|
|
|
def discard_top(self) -> Optional[Card]:
|
|
"""Get the top card of the discard pile (if any)."""
|
|
if self.discard_pile:
|
|
return self.discard_pile[-1]
|
|
return None
|
|
|
|
def get_state(self, for_player_id: str) -> dict:
|
|
"""
|
|
Get the full game state for a specific player.
|
|
|
|
Returns a dictionary suitable for JSON serialization and sending
|
|
to the client. Hides opponent card values unless the round is over.
|
|
|
|
Args:
|
|
for_player_id: The player who will receive this state.
|
|
Their own cards are always revealed.
|
|
|
|
Returns:
|
|
Dict containing phase, players, current turn, discard pile,
|
|
deck info, round info, and active house rules.
|
|
"""
|
|
current = self.current_player()
|
|
|
|
players_data = []
|
|
for player in self.players:
|
|
reveal = self.phase in (GamePhase.ROUND_OVER, GamePhase.GAME_OVER)
|
|
is_self = player.id == for_player_id
|
|
|
|
players_data.append({
|
|
"id": player.id,
|
|
"name": player.name,
|
|
"cards": player.cards_to_dict(reveal=reveal or is_self),
|
|
"score": player.score if reveal else None,
|
|
"total_score": player.total_score,
|
|
"rounds_won": player.rounds_won,
|
|
"all_face_up": player.all_face_up(),
|
|
})
|
|
|
|
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,
|
|
"current_player_id": current.id if current else None,
|
|
"discard_top": discard_top.to_dict(reveal=True) if discard_top else None,
|
|
"deck_remaining": self.deck.cards_remaining() if self.deck else 0,
|
|
"current_round": self.current_round,
|
|
"total_rounds": self.num_rounds,
|
|
"has_drawn_card": self.drawn_card is not None,
|
|
"can_discard": self.can_discard_drawn() if self.drawn_card else True,
|
|
"waiting_for_initial_flip": (
|
|
self.phase == GamePhase.INITIAL_FLIP and
|
|
for_player_id not in self.initial_flips_done
|
|
),
|
|
"initial_flips": self.options.initial_flips,
|
|
"flip_on_discard": self.flip_on_discard,
|
|
"card_values": self.get_card_values(),
|
|
"active_rules": active_rules,
|
|
}
|