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PySolFC/pysollib/games/bristol.py
2024-02-06 21:48:10 -05:00

533 lines
17 KiB
Python

#!/usr/bin/env python
# -*- mode: python; coding: utf-8; -*-
# ---------------------------------------------------------------------------
#
# Copyright (C) 1998-2003 Markus Franz Xaver Johannes Oberhumer
# Copyright (C) 2003 Mt. Hood Playing Card Co.
# Copyright (C) 2005-2009 Skomoroh
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ---------------------------------------------------------------------------
from pysollib.game import Game
from pysollib.gamedb import GI, GameInfo, registerGame
from pysollib.hint import CautiousDefaultHint
from pysollib.layout import Layout
from pysollib.pysoltk import MfxCanvasText
from pysollib.stack import \
AC_RowStack, \
KingAC_RowStack, \
OpenStack, \
OpenTalonStack, \
RK_FoundationStack, \
RK_RowStack, \
ReserveStack, \
SS_FoundationStack, \
SS_RowStack, \
StackWrapper, \
TalonStack, \
WasteStack
from pysollib.util import ACE, ANY_RANK, KING, NO_RANK, RANKS, UNLIMITED_CARDS
class Bristol_Hint(CautiousDefaultHint):
# FIXME: demo is not too clever in this game
BONUS_CREATE_EMPTY_ROW = 0 # 0..9000
BONUS_CAN_DROP_ALL_CARDS = 0 # 0..4000
BONUS_CAN_CREATE_EMPTY_ROW = 0 # 0..4000
# Score for moving a pile from stack r to stack t.
# Increased score must be in range 0..9999
def _getMovePileScore(self, score, color, r, t, pile, rpile):
# prefer reserves
if r not in self.game.s.reserves:
score = score - 10000
# an empty pile doesn't gain anything
if len(pile) == len(r.cards):
return -1, color
return CautiousDefaultHint._getMovePileScore(
self, score, color, r, t, pile, rpile)
# ************************************************************************
# * Bristol
# ************************************************************************
class Bristol_Talon(TalonStack):
def dealCards(self, sound=False):
return self.dealRowAvail(rows=self.game.s.reserves, sound=sound)
class Bristol(Game):
RowStack_Class = StackWrapper(
RK_RowStack, base_rank=NO_RANK, max_move=1)
Foundation_Class = RK_FoundationStack
Hint_Class = Bristol_Hint
#
# game layout
#
def createGame(self):
# create layout
l, s = Layout(self), self.s
# set window
self.setSize(l.XM + 10*l.XS, l.YM + 5*l.YS)
# create stacks
x, y, = l.XM + 3*l.XS, l.YM
for i in range(4):
s.foundations.append(self.Foundation_Class(x, y,
self, max_move=0,
suit=i))
x += l.XS
for i in range(2):
y = l.YM + (i*2+3)*l.YS//2
for j in range(4):
x = l.XM + (j*5)*l.XS//2
stack = self.RowStack_Class(x, y, self)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = l.XOFFSET, 0
s.rows.append(stack)
x, y, = l.XM + 3*l.XS, l.YM + 4*l.YS
s.talon = Bristol_Talon(x, y, self)
l.createText(s.talon, "sw")
x += l.XS
for i in range(3):
stack = WasteStack(x, y, self)
l.createText(stack, 'n')
s.reserves.append(stack)
x += l.XS
# define stack-groups
self.sg.openstacks = s.foundations + s.rows
self.sg.talonstacks = [s.talon]
self.sg.dropstacks = s.rows + s.reserves
#
# game overrides
#
def _shuffleHook(self, cards):
# move Kings to bottom of each stack
i, n = 0, len(self.s.rows)
kings = []
for c in cards[:24]: # search the first 24 cards only
if c.rank == KING:
kings.append(i)
i += 1
for i in kings:
j = i % n # j = card index of rowstack bottom
while j < i:
if cards[j].rank != KING:
cards[j], cards[i] = cards[i], cards[j]
break
j += n
cards.reverse()
return cards
def startGame(self):
r = self.s.rows
for i in range(2):
self.s.talon.dealRow(rows=r, frames=0)
self.startDealSample()
self.s.talon.dealRow(rows=r)
self.s.talon.dealCards() # deal first cards to Reserves
shallHighlightMatch = Game._shallHighlightMatch_RK
# ************************************************************************
# * Vincent
# ************************************************************************
class Vincent(Bristol):
RowStack_Class = StackWrapper(SS_RowStack, base_rank=KING)
Foundation_Class = SS_FoundationStack
# ************************************************************************
# * Belvedere
# ************************************************************************
class Belvedere(Bristol):
def _shuffleHook(self, cards):
# remove 1 Ace
for c in cards:
if c.rank == 0:
cards.remove(c)
break
# move Kings to bottom
cards = Bristol._shuffleHook(self, cards)
# re-insert Ace
return cards[:-24] + [c] + cards[-24:]
def startGame(self):
r = self.s.rows
for i in range(2):
self.s.talon.dealRow(rows=r, frames=0)
self.startDealSample()
self.s.talon.dealRow(rows=r)
assert self.s.talon.cards[-1].rank == ACE
self.s.talon.dealRow(rows=self.s.foundations[:1])
self.s.talon.dealCards() # deal first cards to Reserves
# ************************************************************************
# * Dover
# ************************************************************************
class Dover_RowStack(RK_RowStack):
def acceptsCards(self, from_stack, cards):
if not self.cards and from_stack in self.game.s.reserves:
return True
return RK_RowStack.acceptsCards(self, from_stack, cards)
class Dover(Bristol):
Talon_Class = Bristol_Talon
Foundation_Class = StackWrapper(SS_FoundationStack, max_move=0)
RowStack_Class = StackWrapper(
Dover_RowStack, base_rank=NO_RANK, max_move=1)
ReserveStack_Class = StackWrapper(
ReserveStack, max_accept=0, max_cards=UNLIMITED_CARDS)
def createGame(self, rows=8, text=False):
# create layout
l, s = Layout(self), self.s
# set window
max_rows = max(rows, self.gameinfo.decks*4)
w, h = 2*l.XM+l.XS+max_rows*l.XS+l.XS//2, l.YM+l.TEXT_HEIGHT+5*l.YS
self.setSize(w, h)
# create stacks
x, y, = w-l.XS*self.gameinfo.decks*4, l.YM
for j in range(self.gameinfo.decks):
for i in range(4):
s.foundations.append(self.Foundation_Class(x, y, self, suit=i))
x += l.XS
if text:
x, y = w-l.XS, l.YM
tx, ty, ta, tf = l.getTextAttr(None, "ss")
tx, ty = x+tx, y+ty
font = self.app.getFont("canvas_default")
self.texts.info = MfxCanvasText(self.canvas, tx, ty,
anchor=ta, font=font)
x, y = w-rows*l.XS, l.YM+l.YS
if text:
y += l.TEXT_HEIGHT
for i in range(rows):
stack = self.RowStack_Class(x, y, self)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, l.YOFFSET
s.rows.append(stack)
x += l.XS
x, y, = l.XM, l.YM
s.talon = self.Talon_Class(x, y, self)
l.createText(s.talon, "s")
y += l.TEXT_HEIGHT
for i in range(3):
y += l.YS
stack = self.ReserveStack_Class(x, y, self)
s.reserves.append(stack)
l.createText(stack, "se")
# define stack-groups
l.defaultStackGroups()
def _shuffleHook(self, cards):
return cards
# ************************************************************************
# * New York
# ************************************************************************
class NewYork_Hint(CautiousDefaultHint):
def computeHints(self):
CautiousDefaultHint.computeHints(self)
if self.hints:
return
if not self.game.s.talon.cards:
return
c = self.game.s.talon.cards[-1].rank - self.game.base_card.rank
if c < 0:
c += 13
if 0 <= c <= 3:
r = self.game.s.reserves[0]
elif 4 <= c <= 7:
r = self.game.s.reserves[1]
else:
r = self.game.s.reserves[2]
self.addHint(5000, 1, self.game.s.talon, r)
class NewYork_Talon(OpenTalonStack):
rightclickHandler = OpenStack.rightclickHandler
doubleclickHandler = OpenStack.doubleclickHandler
class NewYork_ReserveStack(ReserveStack):
def acceptsCards(self, from_stack, cards):
if not ReserveStack.acceptsCards(self, from_stack, cards):
return False
return from_stack is self.game.s.talon
class NewYork_RowStack(AC_RowStack):
def acceptsCards(self, from_stack, cards):
if not AC_RowStack.acceptsCards(self, from_stack, cards):
return False
if not self.cards:
return (from_stack is self.game.s.talon or
from_stack in self.game.s.reserves)
return True
class NewYork(Dover):
Hint_Class = NewYork_Hint
Foundation_Class = StackWrapper(SS_FoundationStack, mod=13, max_move=0)
Talon_Class = NewYork_Talon
RowStack_Class = StackWrapper(
NewYork_RowStack, base_rank=ANY_RANK, mod=13, max_move=1)
ReserveStack_Class = StackWrapper(
NewYork_ReserveStack, max_accept=1, max_cards=UNLIMITED_CARDS, mod=13)
def createGame(self):
# extra settings
self.base_card = None
Dover.createGame(self, text=True)
self.sg.dropstacks.append(self.s.talon)
def updateText(self):
if self.preview > 1:
return
if not self.base_card:
t = ""
else:
t = RANKS[self.base_card.rank]
self.texts.info.config(text=t)
def startGame(self):
self.startDealSample()
self.base_card = None
self.updateText()
# deal base_card to Foundations, update foundations cap.base_rank
self.base_card = self.s.talon.getCard()
for s in self.s.foundations:
s.cap.base_rank = self.base_card.rank
n = self.base_card.suit
self.flipMove(self.s.talon)
self.moveMove(1, self.s.talon, self.s.foundations[n])
# self.updateText()
self.s.talon.dealRow()
self.s.talon.fillStack()
shallHighlightMatch = Game._shallHighlightMatch_ACW
def _restoreGameHook(self, game):
self.base_card = self.cards[game.loadinfo.base_card_id]
for s in self.s.foundations:
s.cap.base_rank = self.base_card.rank
def _loadGameHook(self, p):
self.loadinfo.addattr(base_card_id=None) # register extra load var.
self.loadinfo.base_card_id = p.load()
def _saveGameHook(self, p):
p.dump(self.base_card.id)
# ************************************************************************
# * Spike
# ************************************************************************
class Spike(Dover):
Foundation_Class = SS_FoundationStack
RowStack_Class = KingAC_RowStack
def createGame(self):
Dover.createGame(self, rows=7)
def startGame(self):
for i in range(1, 7):
self.s.talon.dealRow(rows=self.s.rows[i:], flip=0, frames=0)
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.dealCards()
shallHighlightMatch = Game._shallHighlightMatch_AC
# ************************************************************************
# * Gotham
# ************************************************************************
class Gotham_RowStack(RK_RowStack):
def acceptsCards(self, from_stack, cards):
if not RK_RowStack.acceptsCards(self, from_stack, cards):
return False
if not self.cards:
return (from_stack is self.game.s.talon or
from_stack in self.game.s.reserves)
return True
class Gotham(NewYork):
RowStack_Class = StackWrapper(Gotham_RowStack, base_rank=ANY_RANK, mod=13)
def startGame(self):
self._dealNumRows(2)
NewYork.startGame(self)
shallHighlightMatch = Game._shallHighlightMatch_RKW
# ************************************************************************
# * Interment
# ************************************************************************
class Interment_Hint(CautiousDefaultHint):
def computeHints(self):
CautiousDefaultHint.computeHints(self)
if self.hints:
return
if not self.game.s.talon.cards:
return
c = self.game.s.talon.cards[-1].rank
if 0 <= c <= 3:
r = self.game.s.xwastes[0]
elif 4 <= c <= 7:
r = self.game.s.xwastes[1]
else:
r = self.game.s.xwastes[2]
self.addHint(5000, 1, self.game.s.talon, r)
class Interment_Talon(OpenTalonStack):
rightclickHandler = OpenStack.rightclickHandler
doubleclickHandler = OpenStack.doubleclickHandler
class Interment_Reserve(OpenStack):
def canFlipCard(self):
return False
class Interment_Waste(ReserveStack):
def acceptsCards(self, from_stack, cards):
if not ReserveStack.acceptsCards(self, from_stack, cards):
return False
return from_stack is self.game.s.talon
class Interment(Game):
Hint_Class = Interment_Hint
def createGame(self):
# create layout
l, s = Layout(self), self.s
s.addattr(xwastes=[]) # register extra stack variable
# set window
w, h = l.XM+11*l.XS, l.YM+6*l.YS
self.setSize(w, h)
# create stacks
x, y, = l.XM, l.YM
s.talon = Interment_Talon(x, y, self)
l.createText(s.talon, 'ne')
x += 1.5*l.XS
for i in range(8):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i//2))
x += l.XS
x, y = l.XM, l.YM+l.YS
for i in range(3):
stack = Interment_Waste(x, y, self, max_cards=UNLIMITED_CARDS)
l.createText(stack, 'ne')
s.xwastes.append(stack)
y += l.YS
x, y = l.XM+1.5*l.XS, l.YM+l.YS
for i in range(8):
s.rows.append(SS_RowStack(x, y, self, max_move=1))
x += l.XS
x, y = self.width-l.XS, l.YM
stack = Interment_Reserve(x, y, self)
s.reserves.append(stack)
l.createText(stack, 'nw')
y += l.YS
for i in range(5):
s.reserves.append(OpenStack(x, y, self))
y += l.YS
# define stack-groups
l.defaultStackGroups()
self.sg.dropstacks += s.xwastes
self.sg.openstacks += s.xwastes
self.sg.dropstacks.append(s.talon)
def startGame(self):
for i in range(13):
self.s.talon.dealRow(rows=[self.s.reserves[0]], flip=0, frames=0)
self.s.talon.dealRow(rows=self.s.reserves[1:], frames=0)
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.fillStack()
def fillStack(self, stack):
if not stack.cards:
old_state = self.enterState(self.S_FILL)
if stack in self.s.rows:
if self.s.talon.cards:
self.s.talon.moveMove(1, stack)
if stack in self.s.reserves[1:]:
from_stack = self.s.reserves[0]
if from_stack.cards:
from_stack.flipMove()
from_stack.moveMove(1, stack)
self.leaveState(old_state)
shallHighlightMatch = Game._shallHighlightMatch_SS
def getQuickPlayScore(self, ncards, from_stack, to_stack):
if to_stack in self.s.xwastes:
return 0
return 1+Game.getQuickPlayScore(self, ncards, from_stack, to_stack)
# register the game
registerGame(GameInfo(42, Bristol, "Bristol",
GI.GT_FAN_TYPE, 1, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(214, Belvedere, "Belvedere",
GI.GT_FAN_TYPE, 1, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(266, Dover, "Dover",
GI.GT_FAN_TYPE, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(425, NewYork, "New York",
GI.GT_FAN_TYPE, 2, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(468, Spike, "Spike",
GI.GT_KLONDIKE, 1, 0, GI.SL_BALANCED))
registerGame(GameInfo(519, Gotham, "Gotham",
GI.GT_FAN_TYPE, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(604, Interment, "Interment",
GI.GT_FAN_TYPE, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(949, Vincent, "Vincent",
GI.GT_FAN_TYPE, 1, 0, GI.SL_MOSTLY_SKILL))