- Add constants.py as the single source of truth for card values - Derive RANK_VALUES from DEFAULT_CARD_VALUES instead of duplicating - Add centralized get_card_value() function in game.py for Card objects - Add get_card_value_for_rank() in constants.py for string-based lookups - Fix bug: AI ten_penny returned 0 instead of 1 per RULES.md - Update ai.py and game_analyzer.py to use centralized functions - UI improvements for client Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
634 lines
21 KiB
Python
634 lines
21 KiB
Python
"""Game logic for 6-Card Golf."""
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import random
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from dataclasses import dataclass, field
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from typing import Optional
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from enum import Enum
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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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LUCKY_SEVENS_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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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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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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# Derive RANK_VALUES from DEFAULT_CARD_VALUES (single source of truth in constants.py)
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RANK_VALUES = {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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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.SEVEN and options.lucky_sevens:
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return LUCKY_SEVENS_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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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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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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return RANK_VALUES[self.rank]
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class Deck:
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def __init__(self, num_decks: int = 1, use_jokers: bool = False, lucky_swing: bool = False):
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self.cards: list[Card] = []
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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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if use_jokers and not lucky_swing:
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# Standard: Add 2 jokers worth -2 each per deck
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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: Add just 1 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):
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random.shuffle(self.cards)
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def draw(self) -> Optional[Card]:
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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 len(self.cards)
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def add_cards(self, cards: list[Card]):
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"""Add cards to the deck and shuffle."""
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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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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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return all(card.face_up for card in self.cards)
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def flip_card(self, position: int):
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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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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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"""Calculate score with column pair matching and house rules."""
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if len(self.cards) != 6:
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return 0
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def cards_match(card1: Card, card2: Card) -> bool:
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"""Check if two cards match for pairing (with Queens Wild support)."""
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if card1.rank == card2.rank:
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return True
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if options and options.queens_wild:
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if card1.rank == Rank.QUEEN or card2.rank == Rank.QUEEN:
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return True
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return False
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total = 0
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# Cards are arranged in 2 rows x 3 columns
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# Position mapping: [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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# Check for Four of a Kind first (4 cards same rank = all score 0)
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four_of_kind_positions: set[int] = set()
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if options and options.four_of_a_kind:
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from collections import Counter
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rank_positions: dict[Rank, list[int]] = {}
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for i, card in enumerate(self.cards):
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if card.rank not in rank_positions:
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rank_positions[card.rank] = []
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rank_positions[card.rank].append(i)
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for rank, positions in rank_positions.items():
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if len(positions) >= 4:
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four_of_kind_positions.update(positions)
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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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# Skip if part of four of a kind
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if top_idx in four_of_kind_positions and bottom_idx in four_of_kind_positions:
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continue
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# Check if column pair matches (same rank or Queens Wild)
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if cards_match(top_card, bottom_card):
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# Eagle Eye: paired jokers score -8 (2³) instead of canceling
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if (options and options.eagle_eye and
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top_card.rank == Rank.JOKER and bottom_card.rank == Rank.JOKER):
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total -= 8
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continue
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# Normal matching pair scores 0
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continue
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else:
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if top_idx not in four_of_kind_positions:
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total += get_card_value(top_card, options)
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if bottom_idx not in four_of_kind_positions:
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total += get_card_value(bottom_card, options)
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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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return [card.to_dict(reveal) for card in self.cards]
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class GamePhase(Enum):
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WAITING = "waiting"
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INITIAL_FLIP = "initial_flip"
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PLAYING = "playing"
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FINAL_TURN = "final_turn"
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ROUND_OVER = "round_over"
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GAME_OVER = "game_over"
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@dataclass
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class GameOptions:
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# Standard options
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flip_on_discard: bool = False # Flip a card when discarding from deck
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initial_flips: int = 2 # Cards to flip at start (0, 1, or 2)
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knock_penalty: bool = False # +10 if you go out but don't have lowest
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use_jokers: bool = False # Add jokers worth -2 points
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# House Rules - Point Modifiers
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lucky_swing: bool = False # Single joker worth -5 instead of two -2 jokers
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super_kings: bool = False # Kings worth -2 instead of 0
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lucky_sevens: bool = False # 7s worth 0 instead of 7
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ten_penny: bool = False # 10s worth 1 (like Ace) instead of 10
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# House Rules - Bonuses/Penalties
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knock_bonus: bool = False # First to reveal all cards gets -5 bonus
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underdog_bonus: bool = False # Lowest score player gets -3 each hole
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tied_shame: bool = False # Tie with someone's score = +5 penalty to both
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blackjack: bool = False # Hole score of exactly 21 becomes 0
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# House Rules - Gameplay Twists
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queens_wild: bool = False # Queens count as any rank for pairing
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four_of_a_kind: bool = False # 4 cards of same rank in grid = all 4 score 0
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eagle_eye: bool = False # Paired jokers double instead of cancel (-4 or -10)
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@dataclass
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class Game:
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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 # Track if current draw was from discard
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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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return self.options.flip_on_discard
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def get_card_values(self) -> dict:
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"""Get current card values with house rules applied."""
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values = DEFAULT_CARD_VALUES.copy()
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# Apply house rule modifications
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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.lucky_sevens:
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values['7'] = LUCKY_SEVENS_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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return values
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def add_player(self, player: Player) -> bool:
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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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def remove_player(self, player_id: str) -> Optional[Player]:
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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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def get_player(self, player_id: str) -> Optional[Player]:
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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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if self.players:
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return self.players[self.current_player_index]
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return None
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def start_game(self, num_decks: int = 1, num_rounds: int = 1, options: Optional[GameOptions] = None):
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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):
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self.deck = Deck(
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self.num_decks,
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use_jokers=self.options.use_jokers,
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lucky_swing=self.options.lucky_swing
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)
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self.discard_pile = []
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self.drawn_card = None
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self.drawn_from_discard = False
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self.finisher_id = None
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self.players_with_final_turn = set()
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self.initial_flips_done = set()
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# Deal 6 cards to each player
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for player in self.players:
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player.cards = []
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player.score = 0
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for _ in range(6):
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card = self.deck.draw()
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if card:
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player.cards.append(card)
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# Start discard pile with one card
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first_discard = self.deck.draw()
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if first_discard:
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first_discard.face_up = True
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self.discard_pile.append(first_discard)
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self.current_player_index = 0
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# Skip initial flip phase if 0 flips required
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if self.options.initial_flips == 0:
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self.phase = GamePhase.PLAYING
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else:
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self.phase = GamePhase.INITIAL_FLIP
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def flip_initial_cards(self, player_id: str, positions: list[int]) -> bool:
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if self.phase != GamePhase.INITIAL_FLIP:
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return False
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if player_id in self.initial_flips_done:
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return False
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required_flips = self.options.initial_flips
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if len(positions) != required_flips:
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return False
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player = self.get_player(player_id)
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if not player:
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return False
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for pos in positions:
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if not (0 <= pos < 6):
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return False
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player.flip_card(pos)
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self.initial_flips_done.add(player_id)
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# Check if all players have flipped
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if len(self.initial_flips_done) == len(self.players):
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self.phase = GamePhase.PLAYING
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return True
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def draw_card(self, player_id: str, source: str) -> Optional[Card]:
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player = self.current_player()
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if not player or player.id != player_id:
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return None
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if self.phase not in (GamePhase.PLAYING, GamePhase.FINAL_TURN):
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return None
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if self.drawn_card is not None:
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return None
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if source == "deck":
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card = self.deck.draw()
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if not card:
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# Deck empty - try to reshuffle discard pile
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card = self._reshuffle_discard_pile()
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if card:
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self.drawn_card = card
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self.drawn_from_discard = False
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return card
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else:
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# No cards available anywhere - end round gracefully
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self._end_round()
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return None
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elif source == "discard" and self.discard_pile:
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card = self.discard_pile.pop()
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self.drawn_card = card
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self.drawn_from_discard = True
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return card
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return None
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def _reshuffle_discard_pile(self) -> Optional[Card]:
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"""Reshuffle discard pile into deck, keeping top card. Returns drawn card or None."""
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if len(self.discard_pile) <= 1:
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# No cards to reshuffle (only top card or empty)
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return None
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# Keep the top card, take the rest
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top_card = self.discard_pile[-1]
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cards_to_reshuffle = self.discard_pile[:-1]
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# Reset face_up for reshuffled cards
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for card in cards_to_reshuffle:
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card.face_up = False
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# Add to deck and shuffle
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self.deck.add_cards(cards_to_reshuffle)
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# Keep only top card in discard pile
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self.discard_pile = [top_card]
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# Draw from the newly shuffled deck
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return self.deck.draw()
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def swap_card(self, player_id: str, position: int) -> Optional[Card]:
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player = self.current_player()
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if not player or player.id != player_id:
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return None
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if self.drawn_card is None:
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return None
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if not (0 <= position < 6):
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return None
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old_card = player.swap_card(position, self.drawn_card)
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old_card.face_up = True
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self.discard_pile.append(old_card)
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self.drawn_card = None
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self._check_end_turn(player)
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return old_card
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def can_discard_drawn(self) -> bool:
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"""Check if player can discard the drawn card."""
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# Must swap if taking from discard pile (always enforced)
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if self.drawn_from_discard:
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return False
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return True
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def discard_drawn(self, player_id: str) -> bool:
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player = self.current_player()
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if not player or player.id != player_id:
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return False
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if self.drawn_card is None:
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return False
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# Cannot discard if drawn from discard pile (must swap)
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if not self.can_discard_drawn():
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return False
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self.drawn_card.face_up = True
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self.discard_pile.append(self.drawn_card)
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self.drawn_card = None
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if self.flip_on_discard:
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# Version 1: Must flip a card after discarding
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has_face_down = any(not card.face_up for card in player.cards)
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if not has_face_down:
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self._check_end_turn(player)
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# Otherwise, wait for flip_and_end_turn to be called
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else:
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# Version 2 (default): Just end the turn
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self._check_end_turn(player)
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return True
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def flip_and_end_turn(self, player_id: str, position: int) -> bool:
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"""Flip a face-down card after discarding from deck draw."""
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player = self.current_player()
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if not player or player.id != player_id:
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return False
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if not (0 <= position < 6):
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return False
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if player.cards[position].face_up:
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return False
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player.flip_card(position)
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self._check_end_turn(player)
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return True
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def _check_end_turn(self, player: Player):
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# Check if player finished (all cards face up)
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if player.all_face_up() and self.finisher_id is None:
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self.finisher_id = player.id
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self.phase = GamePhase.FINAL_TURN
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self.players_with_final_turn.add(player.id)
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# Move to next player
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self._next_turn()
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def _next_turn(self):
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if self.phase == GamePhase.FINAL_TURN:
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# In final turn phase, track who has had their turn
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next_index = (self.current_player_index + 1) % len(self.players)
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next_player = self.players[next_index]
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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,
|
|
"card_values": self.get_card_values(),
|
|
}
|