golfgame/server/game.py
Aaron D. Lee d18cea2104 Initial commit: 6-Card Golf with AI opponents
Features:
- Multiplayer WebSocket game server (FastAPI)
- 8 AI personalities with distinct play styles
- 15+ house rule variants
- SQLite game logging for AI analysis
- Comprehensive test suite (80+ tests)

AI improvements:
- Fixed Maya bug (taking bad cards, discarding good ones)
- Personality traits influence style without overriding competence
- Zero blunders detected in 1000+ game simulations

Testing infrastructure:
- Game rules verification (test_game.py)
- AI decision analysis (game_analyzer.py)
- Score distribution analysis (score_analysis.py)
- House rules testing (test_house_rules.py)

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
2026-01-24 19:30:13 -05:00

610 lines
20 KiB
Python

"""Game logic for 6-Card Golf."""
import random
from dataclasses import dataclass, field
from typing import Optional
from enum import Enum
class Suit(Enum):
HEARTS = "hearts"
DIAMONDS = "diamonds"
CLUBS = "clubs"
SPADES = "spades"
class Rank(Enum):
ACE = "A"
TWO = "2"
THREE = "3"
FOUR = "4"
FIVE = "5"
SIX = "6"
SEVEN = "7"
EIGHT = "8"
NINE = "9"
TEN = "10"
JACK = "J"
QUEEN = "Q"
KING = "K"
JOKER = ""
RANK_VALUES = {
Rank.ACE: 1,
Rank.TWO: -2,
Rank.THREE: 3,
Rank.FOUR: 4,
Rank.FIVE: 5,
Rank.SIX: 6,
Rank.SEVEN: 7,
Rank.EIGHT: 8,
Rank.NINE: 9,
Rank.TEN: 10,
Rank.JACK: 10,
Rank.QUEEN: 10,
Rank.KING: 0,
Rank.JOKER: -2,
}
@dataclass
class Card:
suit: Suit
rank: Rank
face_up: bool = False
def to_dict(self, reveal: bool = False) -> dict:
if self.face_up or reveal:
return {
"suit": self.suit.value,
"rank": self.rank.value,
"face_up": self.face_up,
}
return {"face_up": False}
def value(self) -> int:
return RANK_VALUES[self.rank]
class Deck:
def __init__(self, num_decks: int = 1, use_jokers: bool = False, lucky_swing: bool = False):
self.cards: list[Card] = []
for _ in range(num_decks):
for suit in Suit:
for rank in Rank:
if rank != Rank.JOKER:
self.cards.append(Card(suit, rank))
if use_jokers and not lucky_swing:
# Standard: Add 2 jokers worth -2 each per deck
self.cards.append(Card(Suit.HEARTS, Rank.JOKER))
self.cards.append(Card(Suit.SPADES, Rank.JOKER))
# Lucky Swing: Add just 1 joker total (worth -5)
if use_jokers and lucky_swing:
self.cards.append(Card(Suit.HEARTS, Rank.JOKER))
self.shuffle()
def shuffle(self):
random.shuffle(self.cards)
def draw(self) -> Optional[Card]:
if self.cards:
return self.cards.pop()
return None
def cards_remaining(self) -> int:
return len(self.cards)
def add_cards(self, cards: list[Card]):
"""Add cards to the deck and shuffle."""
self.cards.extend(cards)
self.shuffle()
@dataclass
class Player:
id: str
name: str
cards: list[Card] = field(default_factory=list)
score: int = 0
total_score: int = 0
rounds_won: int = 0
def all_face_up(self) -> bool:
return all(card.face_up for card in self.cards)
def flip_card(self, position: int):
if 0 <= position < len(self.cards):
self.cards[position].face_up = True
def swap_card(self, position: int, new_card: Card) -> Card:
old_card = self.cards[position]
new_card.face_up = True
self.cards[position] = new_card
return old_card
def calculate_score(self, options: Optional["GameOptions"] = None) -> int:
"""Calculate score with column pair matching and house rules."""
if len(self.cards) != 6:
return 0
def get_card_value(card: Card) -> int:
"""Get card value with house rules applied."""
if options:
if card.rank == Rank.JOKER:
return -5 if options.lucky_swing else -2
if card.rank == Rank.KING and options.super_kings:
return -2
if card.rank == Rank.SEVEN and options.lucky_sevens:
return 0
if card.rank == Rank.TEN and options.ten_penny:
return 1
return card.value()
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
# 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
if (options and options.eagle_eye and
top_card.rank == Rank.JOKER and bottom_card.rank == Rank.JOKER):
total -= 8
continue
# Normal matching pair scores 0
continue
else:
if top_idx not in four_of_kind_positions:
total += get_card_value(top_card)
if bottom_idx not in four_of_kind_positions:
total += get_card_value(bottom_card)
self.score = total
return total
def cards_to_dict(self, reveal: bool = False) -> list[dict]:
return [card.to_dict(reveal) for card in self.cards]
class GamePhase(Enum):
WAITING = "waiting"
INITIAL_FLIP = "initial_flip"
PLAYING = "playing"
FINAL_TURN = "final_turn"
ROUND_OVER = "round_over"
GAME_OVER = "game_over"
@dataclass
class GameOptions:
# Standard options
flip_on_discard: bool = False # Flip a card when discarding from deck
initial_flips: int = 2 # Cards to flip at start (0, 1, or 2)
knock_penalty: bool = False # +10 if you go out but don't have lowest
use_jokers: bool = False # Add jokers worth -2 points
# 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
knock_bonus: bool = False # First to reveal all cards gets -5 bonus
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
# 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
eagle_eye: bool = False # Paired jokers double instead of cancel (-4 or -10)
@dataclass
class Game:
players: list[Player] = field(default_factory=list)
deck: Optional[Deck] = None
discard_pile: list[Card] = field(default_factory=list)
current_player_index: int = 0
phase: GamePhase = GamePhase.WAITING
num_decks: int = 1
num_rounds: int = 1
current_round: int = 1
drawn_card: Optional[Card] = None
drawn_from_discard: bool = False # Track if current draw was from discard
finisher_id: Optional[str] = None
players_with_final_turn: set = field(default_factory=set)
initial_flips_done: set = field(default_factory=set)
options: GameOptions = field(default_factory=GameOptions)
@property
def flip_on_discard(self) -> bool:
return self.options.flip_on_discard
def add_player(self, player: Player) -> bool:
if len(self.players) >= 6:
return False
self.players.append(player)
return True
def remove_player(self, player_id: str) -> Optional[Player]:
for i, player in enumerate(self.players):
if player.id == player_id:
return self.players.pop(i)
return None
def get_player(self, player_id: str) -> Optional[Player]:
for player in self.players:
if player.id == player_id:
return player
return None
def current_player(self) -> Optional[Player]:
if self.players:
return self.players[self.current_player_index]
return None
def start_game(self, num_decks: int = 1, num_rounds: int = 1, options: Optional[GameOptions] = None):
self.num_decks = num_decks
self.num_rounds = num_rounds
self.options = options or GameOptions()
self.current_round = 1
self.start_round()
def start_round(self):
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 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:
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)
# Check if all players have flipped
if len(self.initial_flips_done) == len(self.players):
self.phase = GamePhase.PLAYING
return True
def draw_card(self, player_id: str, source: str) -> Optional[Card]:
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
else:
# No cards available anywhere - end round gracefully
self._end_round()
return None
elif 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 discard pile into deck, keeping top card. Returns drawn card or None."""
if len(self.discard_pile) <= 1:
# No cards to reshuffle (only top card or empty)
return None
# Keep the top card, take the rest
top_card = self.discard_pile[-1]
cards_to_reshuffle = self.discard_pile[:-1]
# Reset face_up for reshuffled cards
for card in cards_to_reshuffle:
card.face_up = False
# Add to deck and shuffle
self.deck.add_cards(cards_to_reshuffle)
# Keep only top card in discard pile
self.discard_pile = [top_card]
# Draw from the newly shuffled deck
return self.deck.draw()
def swap_card(self, player_id: str, position: int) -> Optional[Card]:
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 player can discard the drawn card."""
# Must swap if taking from discard pile (always enforced)
if self.drawn_from_discard:
return False
return True
def discard_drawn(self, player_id: str) -> bool:
player = self.current_player()
if not player or player.id != player_id:
return False
if self.drawn_card is None:
return False
# Cannot discard if drawn from discard pile (must swap)
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:
# Version 1: Must flip a card after discarding
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:
# Version 2 (default): Just end the turn
self._check_end_turn(player)
return True
def flip_and_end_turn(self, player_id: str, position: int) -> bool:
"""Flip a face-down card after discarding from deck draw."""
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
def _check_end_turn(self, player: Player):
# Check if player finished (all cards face up)
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)
# Move to next player
self._next_turn()
def _next_turn(self):
if self.phase == GamePhase.FINAL_TURN:
# In final turn phase, track who has had their 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)
def _end_round(self):
self.phase = GamePhase.ROUND_OVER
# Reveal all cards and calculate scores
for player in self.players:
for card in player.cards:
card.face_up = True
player.calculate_score(self.options)
# Apply Blackjack rule: score of exactly 21 becomes 0
if self.options.blackjack:
for player in self.players:
if player.score == 21:
player.score = 0
# Apply knock penalty if enabled (+10 if you go out but don't have lowest)
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
# Apply knock bonus if enabled (-5 to first player who reveals all)
if self.options.knock_bonus and self.finisher_id:
finisher = self.get_player(self.finisher_id)
if finisher:
finisher.score -= 5
# Apply underdog bonus (-3 to lowest scorer)
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
# Apply tied shame (+5 to players who tie with someone else)
if self.options.tied_shame:
from collections import Counter
score_counts = Counter(p.score for p in self.players)
for player in self.players:
if score_counts[player.score] > 1:
player.score += 5
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:
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
def discard_top(self) -> Optional[Card]:
if self.discard_pile:
return self.discard_pile[-1]
return None
def get_state(self, for_player_id: str) -> dict:
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()
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,
}