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