mirror of
https://github.com/shlomif/PySolFC.git
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1183 lines
38 KiB
Python
1183 lines
38 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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__all__ = []
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# imports
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import sys, types
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# PySol imports
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from pysollib.mygettext import _, n_
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from pysollib.gamedb import registerGame, GameInfo, GI
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from pysollib.util import *
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from pysollib.mfxutil import kwdefault
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from pysollib.stack import *
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from pysollib.game import Game
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from pysollib.layout import Layout
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from pysollib.hint import AbstractHint, DefaultHint, CautiousDefaultHint
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from pysollib.hint import BlackHoleSolverWrapper
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from pysollib.pysoltk import MfxCanvasText
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# ************************************************************************
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# *
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# ************************************************************************
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class Golf_Hint(AbstractHint):
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# FIXME: this is very simple
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def computeHints(self):
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game = self.game
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# for each stack
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for r in game.sg.dropstacks:
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# try if we can drop a card to the Waste
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w, ncards = r.canDropCards(game.s.foundations)
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if not w:
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continue
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# this assertion must hold for Golf
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assert ncards == 1
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# clone the Waste (including the card that will be dropped) to
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# form our new foundations
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ww = (self.ClonedStack(w, stackcards=w.cards+[r.cards[-1]]), )
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# now search for a stack that would benefit from this card
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score, color = 10000 + r.id, None
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for t in game.sg.dropstacks:
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if not t.cards:
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continue
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if t is r:
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t = self.ClonedStack(r, stackcards=r.cards[:-1])
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if t.canFlipCard():
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score = score + 100
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elif t.canDropCards(ww)[0]:
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score = score + 100
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# add hint
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self.addHint(score, ncards, r, w, color)
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# ************************************************************************
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# *
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# ************************************************************************
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class Golf_Talon(WasteTalonStack):
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def canDealCards(self):
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if not WasteTalonStack.canDealCards(self):
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return False
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return not self.game.isGameWon()
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class Golf_Waste(WasteStack):
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def __init__(self, x, y, game, **cap):
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kwdefault(cap, max_move=0, max_accept=1)
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WasteStack.__init__(self, x, y, game, **cap)
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def acceptsCards(self, from_stack, cards):
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if not WasteStack.acceptsCards(self, from_stack, cards):
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return False
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# check cards
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r1, r2 = self.cards[-1].rank, cards[0].rank
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if self.game.getStrictness() == 1:
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# nothing on a King
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if r1 == KING:
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return False
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return (r1 + 1) % self.cap.mod == r2 or (r2 + 1) % self.cap.mod == r1
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def getHelp(self):
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return _('Waste. Build up or down regardless of suit.')
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class Golf_RowStack(BasicRowStack):
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def clickHandler(self, event):
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return self.doubleclickHandler(event)
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def getHelp(self):
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return _('Tableau. No building.')
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# ************************************************************************
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# * Golf
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# ************************************************************************
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class Golf(Game):
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Waste_Class = Golf_Waste
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Hint_Class = Golf_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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playcards = 5
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w1, w2 = 8*l.XS+l.XM, 2*l.XS
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if w2 + 52*l.XOFFSET > w1:
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l.XOFFSET = int((w1 - w2) / 52)
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self.setSize(w1, l.YM+3*l.YS+(playcards-1)*l.YOFFSET+l.TEXT_HEIGHT)
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# create stacks
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x, y = l.XM + l.XS / 2, l.YM
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for i in range(7):
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s.rows.append(Golf_RowStack(x, y, self))
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x = x + l.XS
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x, y = l.XM, self.height - l.YS
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s.talon = Golf_Talon(x, y, self, max_rounds=1)
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l.createText(s.talon, "n")
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x = x + l.XS
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s.waste = self.Waste_Class(x, y, self)
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s.waste.CARD_XOFFSET = l.XOFFSET
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l.createText(s.waste, "n")
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# the Waste is also our only Foundation in this game
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s.foundations.append(s.waste)
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# define stack-groups (non default)
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self.sg.openstacks = [s.waste]
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self.sg.talonstacks = [s.talon]
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self.sg.dropstacks = s.rows
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#
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# game overrides
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#
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def startGame(self):
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for i in range(4):
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self.s.talon.dealRow(frames=0)
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self.startDealSample()
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self.s.talon.dealRow()
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self.s.talon.dealCards() # deal first card to WasteStack
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def isGameWon(self):
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for r in self.s.rows:
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if r.cards:
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return False
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return True
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shallHighlightMatch = Game._shallHighlightMatch_RK
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def getHighlightPilesStacks(self):
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return ()
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def getAutoStacks(self, event=None):
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if event is None:
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# disable auto drop - this would ruin the whole gameplay
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return (self.sg.dropstacks, (), ())
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else:
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# rightclickHandler
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return (self.sg.dropstacks, self.sg.dropstacks, ())
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# ************************************************************************
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# *
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# ************************************************************************
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class DeadKingGolf(Golf):
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def getStrictness(self):
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return 1
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def shallHighlightMatch(self, stack1, card1, stack2, card2):
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if card1.rank == KING:
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return False
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return Golf.shallHighlightMatch(self, stack1, card1, stack2, card2)
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class RelaxedGolf(Golf):
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Waste_Class = StackWrapper(Golf_Waste, mod=13)
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shallHighlightMatch = Game._shallHighlightMatch_RKW
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# ************************************************************************
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# * Elevator - Relaxed Golf in a Pyramid layout
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# ************************************************************************
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class Elevator_RowStack(Golf_RowStack):
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STEP = (1, 2, 2, 3, 3, 3, 4, 4, 4, 4, 5, 5, 5, 5, 5, 6, 6, 6, 6, 6, 6)
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def basicIsBlocked(self):
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r, step = self.game.s.rows, self.STEP
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i, n, l = self.id, 1, len(step)
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while i < l:
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i = i + step[i]
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n = n + 1
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for j in range(i, i+n):
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if r[j].cards:
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return True
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return False
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class Elevator(RelaxedGolf):
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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(9*l.XS+l.XM, 4*l.YS+l.YM)
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# create stacks
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for i in range(7):
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x = l.XM + (8-i) * l.XS / 2
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y = l.YM + i * l.YS / 2
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for j in range(i+1):
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s.rows.append(Elevator_RowStack(x, y, self))
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x = x + l.XS
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x, y = l.XM, l.YM
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s.talon = Golf_Talon(x, y, self, max_rounds=1)
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l.createText(s.talon, "s")
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x = x + l.XS
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s.waste = self.Waste_Class(x, y, self)
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l.createText(s.waste, "s")
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# the Waste is also our only Foundation in this game
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s.foundations.append(s.waste)
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# define stack-groups (non default)
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self.sg.openstacks = [s.waste]
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self.sg.talonstacks = [s.talon]
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self.sg.dropstacks = s.rows
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#
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# game overrides
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#
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def startGame(self):
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self.startDealSample()
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self.s.talon.dealRow(rows=self.s.rows[:21], flip=0)
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self.s.talon.dealRow(rows=self.s.rows[21:])
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self.s.talon.dealCards() # deal first card to WasteStack
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class Escalator(Elevator):
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def startGame(self):
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self.startDealSample()
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self.s.talon.dealRow()
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self.s.talon.dealCards() # deal first card to WasteStack
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# ************************************************************************
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# * Black Hole
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# ************************************************************************
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class BlackHole_Foundation(AbstractFoundationStack):
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def acceptsCards(self, from_stack, cards):
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if not AbstractFoundationStack.acceptsCards(self, from_stack, cards):
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return False
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# check the rank
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if self.cards:
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r1, r2 = self.cards[-1].rank, cards[0].rank
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return (r1 + 1) % self.cap.mod == r2 or (r2 + 1) % self.cap.mod == r1
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return True
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def getHelp(self):
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return _('Foundation. Build up or down regardless of suit.')
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class BlackHole_RowStack(ReserveStack):
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def clickHandler(self, event):
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return self.doubleclickHandler(event)
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def getHelp(self):
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return _('Tableau. No building.')
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class BlackHole(Game):
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RowStack_Class = StackWrapper(BlackHole_RowStack, max_accept=0, max_cards=3)
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Hint_Class = Golf_Hint
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Solver_Class = BlackHoleSolverWrapper(preset='black_hole')
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#
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# game layout
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#
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def createGame(self, playcards=5):
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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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w = max(2*l.XS, l.XS+(playcards-1)*l.XOFFSET)
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self.setSize(l.XM + 5*w, l.YM + 4*l.YS)
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# create stacks
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y = l.YM
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for i in range(5):
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x = l.XM + i*w
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s.rows.append(self.RowStack_Class(x, y, self))
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for i in range(2):
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y = y + l.YS
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for j in (0, 1, 3, 4):
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x = l.XM + j*w
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s.rows.append(self.RowStack_Class(x, y, self))
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y = y + l.YS
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for i in range(4):
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x = l.XM + i*w
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s.rows.append(self.RowStack_Class(x, y, self))
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for r in s.rows:
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r.CARD_XOFFSET = l.XOFFSET
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r.CARD_YOFFSET = 0
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x, y = l.XM + 2*w, l.YM + 3*l.YS/2
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s.foundations.append(BlackHole_Foundation(x, y, self, suit=ANY_SUIT,
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dir=0, mod=13, max_move=0, max_cards=52))
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l.createText(s.foundations[0], "s")
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x, y = l.XM + 4*w, self.height - l.YS
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s.talon = InitialDealTalonStack(x, y, self)
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# define stack-groups
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l.defaultStackGroups()
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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 Ace to bottom of the Talon (i.e. last cards to be dealt)
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return self._shuffleHookMoveToBottom(cards, lambda c: (c.id == 13, c.suit), 1)
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def startGame(self):
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for i in range(2):
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self.s.talon.dealRow(frames=0)
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self.startDealSample()
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self.s.talon.dealRow()
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self.s.talon.dealRow(rows=self.s.foundations)
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def getAutoStacks(self, event=None):
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if event is None:
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# disable auto drop - this would ruin the whole gameplay
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return ((), (), self.sg.dropstacks)
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else:
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# rightclickHandler
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return ((), self.sg.dropstacks, self.sg.dropstacks)
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# ************************************************************************
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# * Four Leaf Clovers
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# ************************************************************************
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class FourLeafClovers_Foundation(AbstractFoundationStack):
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def acceptsCards(self, from_stack, cards):
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if not AbstractFoundationStack.acceptsCards(self, from_stack, cards):
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return False
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# check the rank
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if self.cards:
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r1, r2 = self.cards[-1].rank, cards[0].rank
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return (r1 + 1) % self.cap.mod == r2
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return True
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def getHelp(self):
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return _('Foundation. Build up regardless of suit.')
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class FourLeafClovers(Game):
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Hint_Class = CautiousDefaultHint
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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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h = l.YS + 6*l.YOFFSET
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self.setSize(l.XM + 7*l.XS, l.YM + 2*h)
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# create stacks
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y = l.YM
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for i in range(7):
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x = l.XM + i*l.XS
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s.rows.append(UD_RK_RowStack(x, y, self, mod=13, base_rank=NO_RANK))
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y = l.YM+h
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for i in range(6):
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x = l.XM + i*l.XS
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s.rows.append(UD_RK_RowStack(x, y, self, mod=13, base_rank=NO_RANK))
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stack = FourLeafClovers_Foundation(l.XM+6*l.XS, self.height-l.YS, self,
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suit=ANY_SUIT, dir=0, mod=13,
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max_move=0, max_cards=52)
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s.foundations.append(stack)
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l.createText(stack, 'n')
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x, y = l.XM + 7*l.XS, self.height - l.YS
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s.talon = InitialDealTalonStack(x, y, self)
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# define stack-groups
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l.defaultStackGroups()
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def startGame(self):
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for i in range(3):
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self.s.talon.dealRow(frames=0)
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self.startDealSample()
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self.s.talon.dealRow()
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shallHighlightMatch = Game._shallHighlightMatch_RKW
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# ************************************************************************
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# * All in a Row
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# ************************************************************************
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class AllInARow(BlackHole):
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Solver_Class = BlackHoleSolverWrapper(preset='all_in_a_row')
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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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h = l.YM+l.YS+4*l.YOFFSET
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self.setSize(l.XM+7*l.XS, 3*l.YM+2*h+l.YS)
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# create stacks
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x, y = l.XM, l.YM
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for i in range(7):
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s.rows.append(self.RowStack_Class(x, y, self))
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x += l.XS
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x, y = l.XM, l.YM+h
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for i in range(6):
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s.rows.append(self.RowStack_Class(x, y, self))
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x += l.XS
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for r in s.rows:
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r.CARD_XOFFSET, r.CARD_YOFFSET = 0, l.YOFFSET
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x, y = l.XM, self.height-l.YS
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stack = BlackHole_Foundation(x, y, self, ANY_SUIT, dir=0, mod=13, max_move=0, max_cards=52, base_rank=ANY_RANK)
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s.foundations.append(stack)
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stack.CARD_XOFFSET, stack.CARD_YOFFSET = (self.width-l.XS)/51, 0
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l.createText(stack, 'n')
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x = self.width-l.XS
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s.talon = InitialDealTalonStack(x, y, self)
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# define stack-groups
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l.defaultStackGroups()
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def startGame(self):
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for i in range(3):
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self.s.talon.dealRow(frames=0)
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self.startDealSample()
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self.s.talon.dealRow()
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# ************************************************************************
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# * Robert
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# * Wasatch
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# ************************************************************************
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class Robert(Game):
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def createGame(self, max_rounds=3, num_deal=1):
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l, s = Layout(self), self.s
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self.setSize(l.XM+4*l.XS, l.YM+2*l.YS)
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x, y = l.XM+3*l.XS/2, l.YM
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stack = BlackHole_Foundation(x, y, self, ANY_SUIT,
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dir=0, mod=13, max_move=0, max_cards=52)
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s.foundations.append(stack)
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l.createText(stack, 'ne')
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x, y = l.XM+l.XS, l.YM+l.YS
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s.talon = WasteTalonStack(x, y, self,
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max_rounds=max_rounds, num_deal=num_deal)
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l.createText(s.talon, 'nw')
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if max_rounds > 0:
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l.createRoundText(self.s.talon, 'se', dx=l.XS)
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x += l.XS
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s.waste = WasteStack(x, y, self)
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l.createText(s.waste, 'ne')
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# define stack-groups
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l.defaultStackGroups()
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def startGame(self):
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self.startDealSample()
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self.s.talon.dealRow(rows=self.s.foundations)
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self.s.talon.dealCards()
|
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|
|
|
|
class Wasatch(Robert):
|
|
|
|
def createGame(self):
|
|
Robert.createGame(self, max_rounds=UNLIMITED_REDEALS, num_deal=3)
|
|
|
|
def startGame(self):
|
|
self.startDealSample()
|
|
self.s.talon.dealCards()
|
|
|
|
|
|
# ************************************************************************
|
|
# * Diamond Mine
|
|
# ************************************************************************
|
|
|
|
DIAMOND = 3
|
|
|
|
class DiamondMine_RowStack(RK_RowStack):
|
|
def acceptsCards(self, from_stack, cards):
|
|
if not RK_RowStack.acceptsCards(self, from_stack, cards):
|
|
return False
|
|
if cards[0].suit == DIAMOND:
|
|
return False
|
|
if self.cards:
|
|
return self.cards[-1].suit != DIAMOND
|
|
return True
|
|
|
|
|
|
class DiamondMine(Game):
|
|
|
|
def createGame(self):
|
|
l, s = Layout(self), self.s
|
|
self.setSize(l.XM+13*l.XS, l.YM+2*l.YS+15*l.YOFFSET)
|
|
|
|
x, y = l.XM+6*l.XS, l.YM
|
|
s.foundations.append(SS_FoundationStack(x, y, self,
|
|
base_rank=ANY_RANK, suit=DIAMOND, mod=13))
|
|
x, y = l.XM, l.YM+l.YS
|
|
for i in range(13):
|
|
s.rows.append(DiamondMine_RowStack(x, y, self))
|
|
x += l.XS
|
|
s.talon = InitialDealTalonStack(l.XM, self.height-l.YS, self)
|
|
|
|
l.defaultAll()
|
|
|
|
def startGame(self):
|
|
for i in range(3):
|
|
self.s.talon.dealRow(flip=0, frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
|
|
def isGameWon(self):
|
|
if len(self.s.foundations[0].cards) != 13:
|
|
return False
|
|
for s in self.s.rows:
|
|
if len(s.cards) == 0:
|
|
continue
|
|
if len(s.cards) != 13:
|
|
return False
|
|
if not isSameSuitSequence(s.cards):
|
|
return False
|
|
return True
|
|
|
|
shallHighlightMatch = Game._shallHighlightMatch_RK
|
|
|
|
|
|
# ************************************************************************
|
|
# * Dolphin
|
|
# ************************************************************************
|
|
|
|
class Dolphin(Game):
|
|
|
|
def createGame(self, rows=8, reserves=4, playcards=6):
|
|
l, s = Layout(self), self.s
|
|
self.setSize(l.XM+rows*l.XS, l.YM+3*l.YS+playcards*l.YOFFSET)
|
|
|
|
dx = (self.width-l.XM-(reserves+1)*l.XS)/3
|
|
x, y = l.XM+dx, l.YM
|
|
for i in range(reserves):
|
|
s.reserves.append(ReserveStack(x, y, self))
|
|
x += l.XS
|
|
x += dx
|
|
max_cards = 52*self.gameinfo.decks
|
|
s.foundations.append(RK_FoundationStack(x, y, self,
|
|
base_rank=ANY_RANK, mod=13, max_cards=max_cards))
|
|
l.createText(s.foundations[0], 'ne')
|
|
x, y = l.XM, l.YM+l.YS
|
|
for i in range(rows):
|
|
s.rows.append(BasicRowStack(x, y, self))
|
|
x += l.XS
|
|
s.talon = InitialDealTalonStack(l.XM, self.height-l.YS, self)
|
|
|
|
l.defaultAll()
|
|
|
|
def startGame(self):
|
|
for i in range(5):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
self.s.talon.dealRowAvail()
|
|
|
|
|
|
class DoubleDolphin(Dolphin):
|
|
|
|
def createGame(self):
|
|
Dolphin.createGame(self, rows=10, reserves=5, playcards=10)
|
|
|
|
def startGame(self):
|
|
for i in range(9):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
self.s.talon.dealRowAvail()
|
|
|
|
|
|
# ************************************************************************
|
|
# * Waterfall
|
|
# ************************************************************************
|
|
|
|
class Waterfall_Foundation(AbstractFoundationStack):
|
|
def acceptsCards(self, from_stack, cards):
|
|
if not AbstractFoundationStack.acceptsCards(self, from_stack, cards):
|
|
return False
|
|
c1 = cards[0]
|
|
if not self.cards:
|
|
return c1.rank == ACE and c1.suit == 0
|
|
c2 = self.cards[-1]
|
|
if c2.rank == KING:
|
|
suit = (c2.suit+1) % 4
|
|
rank = ACE
|
|
else:
|
|
suit = c2.suit
|
|
rank = c2.rank+1
|
|
return c1.suit == suit and c1.rank == rank
|
|
|
|
|
|
class Waterfall(Game):
|
|
|
|
def createGame(self):
|
|
rows = 8
|
|
l, s = Layout(self), self.s
|
|
self.setSize(l.XM+rows*l.XS, l.YM+2*l.YS+20*l.YOFFSET)
|
|
|
|
x, y = l.XM, l.YM
|
|
for i in range(rows):
|
|
s.rows.append(RK_RowStack(x, y, self))
|
|
x += l.XS
|
|
x, y = l.XM+(rows-1)*l.XS/2, self.height-l.YS
|
|
s.foundations.append(Waterfall_Foundation(x, y, self, suit=ANY_SUIT,
|
|
max_cards=104))
|
|
stack = s.foundations[0]
|
|
tx, ty, ta, tf = l.getTextAttr(stack, 'se')
|
|
font = self.app.getFont('canvas_default')
|
|
stack.texts.misc = MfxCanvasText(self.canvas, tx, ty,
|
|
anchor=ta, font=font)
|
|
x, y = self.width-l.XS, self.height-l.YS
|
|
s.talon = DealRowTalonStack(x, y, self)
|
|
l.createText(s.talon, 'sw')
|
|
|
|
l.defaultStackGroups()
|
|
|
|
def startGame(self):
|
|
for i in range(3):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
|
|
def updateText(self):
|
|
if self.preview > 1:
|
|
return
|
|
f = self.s.foundations[0]
|
|
if len(f.cards) == 104:
|
|
t = ''
|
|
elif len(f.cards) == 0:
|
|
t = SUITS[0]
|
|
else:
|
|
c = f.cards[-1]
|
|
if c.rank == KING:
|
|
suit = (c.suit+1) % 4
|
|
else:
|
|
suit = c.suit
|
|
t = SUITS[suit]
|
|
f.texts.misc.config(text=t)
|
|
|
|
shallHighlightMatch = Game._shallHighlightMatch_RK
|
|
|
|
|
|
# ************************************************************************
|
|
# * Vague
|
|
# * Thirty Two Cards
|
|
# ************************************************************************
|
|
|
|
class Vague_RowStack(BasicRowStack):
|
|
clickHandler = BasicRowStack.doubleclickHandler
|
|
|
|
|
|
class Vague(Game):
|
|
Foundation_Classes = [StackWrapper(SS_FoundationStack,
|
|
base_rank=ANY_RANK, mod=13)]
|
|
|
|
def createGame(self, rows=3, columns=6):
|
|
l, s = Layout(self), self.s
|
|
decks = self.gameinfo.decks
|
|
maxrows = max(columns, 2+decks*4)
|
|
self.setSize(l.XM+maxrows*l.XS, l.YM+(rows+1)*l.YS)
|
|
|
|
x, y = l.XM, l.YM
|
|
s.talon = TalonStack(x, y, self)
|
|
l.createText(s.talon, 'ne')
|
|
|
|
x, y = l.XM+2*l.XS, l.YM
|
|
for found in self.Foundation_Classes:
|
|
for i in range(4):
|
|
s.foundations.append(found(x, y, self, suit=i))
|
|
x += l.XS
|
|
|
|
y = l.YM+l.YS
|
|
for i in range(rows):
|
|
x = l.XM + (maxrows-columns)*l.XS/2
|
|
for j in range(columns):
|
|
s.rows.append(Vague_RowStack(x, y, self))
|
|
x += l.XS
|
|
y += l.YS
|
|
|
|
l.defaultStackGroups()
|
|
|
|
|
|
def startGame(self):
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
self.s.talon.flipMove()
|
|
|
|
def fillStack(self, stack):
|
|
if stack in self.s.rows and not stack.cards:
|
|
if self.s.talon.cards:
|
|
old_state = self.enterState(self.S_FILL)
|
|
if not self.s.talon.cards[-1].face_up:
|
|
self.s.talon.flipMove()
|
|
self.s.talon.moveMove(1, stack)
|
|
self.leaveState(old_state)
|
|
|
|
def getAutoStacks(self, event=None):
|
|
if event is None:
|
|
# disable auto drop - this would ruin the whole gameplay
|
|
return ((), (), self.sg.dropstacks)
|
|
else:
|
|
# rightclickHandler
|
|
return ((), self.sg.dropstacks, self.sg.dropstacks)
|
|
|
|
|
|
class ThirtyTwoCards(Vague):
|
|
Foundation_Classes = [
|
|
SS_FoundationStack,
|
|
StackWrapper(SS_FoundationStack, base_rank=KING, dir=-1)]
|
|
|
|
def createGame(self):
|
|
Vague.createGame(self, rows=4, columns=8)
|
|
|
|
def startGame(self):
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
|
|
|
|
# ************************************************************************
|
|
# * Devil's Solitaire
|
|
# ************************************************************************
|
|
|
|
class DevilsSolitaire_Foundation(RK_FoundationStack):
|
|
def acceptsCards(self, from_stack, cards):
|
|
if not RK_FoundationStack.acceptsCards(self, from_stack, cards):
|
|
return False
|
|
if self.cards:
|
|
return True
|
|
if self.game.s.reserves[0].cards:
|
|
c = self.game.s.reserves[0].cards[-1]
|
|
return (c.rank+1) % 13 == cards[-1].rank
|
|
return True
|
|
|
|
|
|
class DevilsSolitaire_WasteStack(WasteStack):
|
|
clickHandler = WasteStack.doubleclickHandler
|
|
|
|
|
|
class DevilsSolitaire(Game):
|
|
|
|
def createGame(self):
|
|
l, s = Layout(self), self.s
|
|
self.setSize(l.XM+9*l.XS, l.YM+3*l.YS+7*l.YOFFSET+2*l.TEXT_HEIGHT)
|
|
|
|
x, y = l.XM+4*l.XS, l.YM
|
|
stack = DevilsSolitaire_Foundation(x, y, self,
|
|
suit=ANY_SUIT, base_rank=ANY_RANK, mod=13)
|
|
tx, ty, ta, tf = l.getTextAttr(stack, 'nw')
|
|
font = self.app.getFont('canvas_default')
|
|
stack.texts.misc = MfxCanvasText(self.canvas, tx, ty,
|
|
anchor=ta, font=font)
|
|
s.foundations.append(stack)
|
|
|
|
x, y = self.width-l.XS, l.YM
|
|
stack = AbstractFoundationStack(x, y, self,
|
|
suit=ANY_SUIT, max_move=0, max_cards=104,
|
|
max_accept=0, base_rank=ANY_RANK)
|
|
l.createText(stack, 'nw')
|
|
s.foundations.append(stack)
|
|
|
|
x, y = l.XM, l.YM+l.YS
|
|
for i in range(4):
|
|
s.rows.append(Vague_RowStack(x, y, self))
|
|
x += l.XS
|
|
x += l.XS
|
|
for i in range(4):
|
|
s.rows.append(Vague_RowStack(x, y, self))
|
|
x += l.XS
|
|
|
|
x, y = l.XM+4*l.XS, l.YM+l.YS
|
|
stack = OpenStack(x, y, self)
|
|
stack.CARD_YOFFSET = l.YOFFSET
|
|
s.reserves.append(stack)
|
|
|
|
x, y = l.XM+4.5*l.XS, self.height-l.YS
|
|
s.talon = WasteTalonStack(x, y, self, max_rounds=3)
|
|
l.createText(s.talon, 'n')
|
|
l.createRoundText(s.talon, 'nnn')
|
|
x -= l.XS
|
|
s.waste = DevilsSolitaire_WasteStack(x, y, self)
|
|
l.createText(s.waste, 'n')
|
|
|
|
l.defaultStackGroups()
|
|
|
|
|
|
def startGame(self):
|
|
for i in range(8):
|
|
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
self.s.talon.dealCards()
|
|
|
|
def fillStack(self, stack):
|
|
old_state = self.enterState(self.S_FILL)
|
|
if stack in self.s.rows and not stack.cards:
|
|
if not self.s.waste.cards:
|
|
self.s.talon.dealCards()
|
|
if self.s.waste.cards:
|
|
self.s.waste.moveMove(1, stack)
|
|
f0 = self.s.foundations[0]
|
|
if len(f0.cards) == 12:
|
|
self.moveMove(1, self.s.reserves[0], f0, frames=4)
|
|
f1 = self.s.foundations[1]
|
|
for i in range(13):
|
|
self.moveMove(1, f0, f1, frames=4)
|
|
self.leaveState(old_state)
|
|
|
|
def updateText(self):
|
|
if self.preview > 1:
|
|
return
|
|
f = self.s.foundations[0]
|
|
r = self.s.reserves[0]
|
|
if not r.cards:
|
|
t = ''
|
|
else:
|
|
c = r.cards[-1]
|
|
t = RANKS[(c.rank+1) % 13]
|
|
f.texts.misc.config(text=t)
|
|
|
|
|
|
# ************************************************************************
|
|
# * Three Fir-trees
|
|
# ************************************************************************
|
|
|
|
class ThreeFirTrees_RowStack(Golf_RowStack):
|
|
def __init__(self, x, y, game):
|
|
Golf_RowStack.__init__(self, x, y, game, max_accept=0, max_cards=1)
|
|
self.CARD_YOFFSET = 0
|
|
self.blockmap = []
|
|
|
|
def basicIsBlocked(self):
|
|
for r in self.blockmap:
|
|
if r.cards:
|
|
return True
|
|
return False
|
|
|
|
getBottomImage = Stack._getNoneBottomImage
|
|
|
|
|
|
class FirTree_GameMethods:
|
|
def _createFirTree(self, l, x0, y0):
|
|
rows = []
|
|
# create stacks
|
|
for i in range(11):
|
|
x = x0 + ((i+1)%2) * l.XS / 2
|
|
y = y0 + i * l.YS / 4
|
|
for j in range((i%2) + 1):
|
|
rows.append(ThreeFirTrees_RowStack(x, y, self))
|
|
x += l.XS
|
|
# compute blocking
|
|
n = 0
|
|
for i in range(10):
|
|
if i%2:
|
|
rows[n].blockmap = [rows[n+2]]
|
|
rows[n+1].blockmap = [rows[n+2]]
|
|
n += 2
|
|
else:
|
|
rows[n].blockmap = [rows[n+1],rows[n+2]]
|
|
n += 1
|
|
return rows
|
|
|
|
|
|
class ThreeFirTrees(Golf, FirTree_GameMethods):
|
|
Hint_Class = CautiousDefaultHint
|
|
Waste_Class = Golf_Waste
|
|
|
|
def createGame(self):
|
|
|
|
l, s = Layout(self), self.s
|
|
self.setSize(l.XM+max(7*l.XS, 2*l.XS+26*l.XOFFSET), l.YM+5*l.YS)
|
|
|
|
x0, y0 = (self.width-7*l.XS)/2, l.YM
|
|
for i in range(3):
|
|
s.rows += self._createFirTree(l, x0, y0)
|
|
x0 += 2.5*l.XS
|
|
|
|
x, y = l.XM, self.height - l.YS
|
|
s.talon = Golf_Talon(x, y, self, max_rounds=1)
|
|
l.createText(s.talon, 'n')
|
|
x += l.XS
|
|
s.waste = self.Waste_Class(x, y, self)
|
|
s.waste.CARD_XOFFSET = l.XOFFSET/4
|
|
l.createText(s.waste, 'n')
|
|
# the Waste is also our only Foundation in this game
|
|
s.foundations.append(s.waste)
|
|
|
|
# define stack-groups (non default)
|
|
self.sg.openstacks = [s.waste]
|
|
self.sg.talonstacks = [s.talon]
|
|
self.sg.dropstacks = s.rows
|
|
|
|
def startGame(self):
|
|
self.startDealSample()
|
|
self.s.talon.dealRow(frames=4)
|
|
self.s.talon.dealCards()
|
|
|
|
|
|
class RelaxedThreeFirTrees(ThreeFirTrees):
|
|
Waste_Class = StackWrapper(Golf_Waste, mod=13)
|
|
|
|
|
|
# ************************************************************************
|
|
# * Napoleon Takes Moscow
|
|
# * Napoleon Leaves Moscow
|
|
# ************************************************************************
|
|
|
|
class NapoleonTakesMoscow(Game, FirTree_GameMethods):
|
|
RowStack_Class = StackWrapper(SS_RowStack, base_rank=KING, max_move=1)
|
|
Hint_Class = CautiousDefaultHint
|
|
|
|
def createGame(self):
|
|
|
|
l, s = Layout(self), self.s
|
|
self.setSize(l.XM+10*l.XS, l.YM+3*l.YS+15*l.YOFFSET)
|
|
|
|
x, y = l.XM+l.XS, l.YM
|
|
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(2):
|
|
for j in range(4):
|
|
s.rows.append(self.RowStack_Class(x, y, self))
|
|
x += l.XS
|
|
x += 2*l.XS
|
|
|
|
x, y = l.XM+4*l.XS, l.YM+l.YS
|
|
s.reserves += self._createFirTree(l, x, y)
|
|
|
|
x, y = l.XM, self.height-l.YS
|
|
s.talon = WasteTalonStack(x, y, self, max_rounds=3)
|
|
l.createText(s.talon, 'n')
|
|
l.createRoundText(s.talon, 'nnn')
|
|
x += l.XS
|
|
s.waste = WasteStack(x, y, self)
|
|
l.createText(s.waste, 'n')
|
|
|
|
# define stack-groups
|
|
l.defaultStackGroups()
|
|
|
|
def startGame(self):
|
|
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
|
|
for i in range(3):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
self.s.talon.dealCards()
|
|
|
|
shallHighlightMatch = Game._shallHighlightMatch_SS
|
|
|
|
|
|
class NapoleonLeavesMoscow(NapoleonTakesMoscow):
|
|
RowStack_Class = StackWrapper(SS_RowStack, base_rank=KING)
|
|
Hint_Class = DefaultHint
|
|
|
|
def startGame(self):
|
|
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
|
|
for i in range(4):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
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self.s.talon.dealCards()
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|
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# ************************************************************************
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# * Flake
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# * Flake (2 decks)
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# ************************************************************************
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from pileon import FourByFour_Hint
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class Flake(Game):
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Hint_Class = FourByFour_Hint #CautiousDefaultHint
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def createGame(self, rows=6, playcards=18):
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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 + rows*l.XS, l.YM + 2*l.YS + playcards*l.XOFFSET)
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|
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# create stacks
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x, y, = l.XM, l.YM+l.YS
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for i in range(rows):
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s.rows.append(UD_RK_RowStack(x, y, self, mod=13))
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x += l.XS
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x, y = l.XM + (rows-1)*l.XS/2, l.YM
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stack = BlackHole_Foundation(x, y, self, max_move=0, suit=ANY_SUIT,
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base_rank=ANY_RANK, dir=0, mod=13,
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max_cards=52*self.gameinfo.decks)
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s.foundations.append(stack)
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l.createText(stack, 'ne')
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|
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x, y = l.XM, self.height-l.YS
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s.talon = InitialDealTalonStack(x, y, self)
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|
|
|
# define stack-groups
|
|
l.defaultStackGroups()
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|
|
|
def startGame(self):
|
|
for i in range(7):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
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|
self.s.talon.dealRowAvail()
|
|
|
|
shallHighlightMatch = Game._shallHighlightMatch_RKW
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|
|
|
|
class Flake2Decks(Flake):
|
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def createGame(self):
|
|
Flake.createGame(self, rows=8, playcards=22)
|
|
def startGame(self):
|
|
for i in range(12):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
|
|
|
|
# ************************************************************************
|
|
# * Beacon
|
|
# ************************************************************************
|
|
|
|
class Beacon(Game):
|
|
|
|
def createGame(self, rows=8):
|
|
# create layout
|
|
l, s = Layout(self), self.s
|
|
|
|
# set window
|
|
playcards = 12
|
|
self.setSize(l.XM+rows*l.XS, l.YM+3*l.YS+playcards*l.YOFFSET)
|
|
|
|
# create stacks
|
|
x, y = l.XM + (rows-1)*l.XS/2, l.YM
|
|
stack = RK_FoundationStack(x, y, self, base_rank=ANY_RANK,
|
|
max_cards=52, mod=13)
|
|
s.foundations.append(stack)
|
|
l.createText(stack, 'ne')
|
|
|
|
x, y = l.XM, l.YM+l.YS
|
|
for i in range(rows):
|
|
s.rows.append(RK_RowStack(x, y, self, base_rank=NO_RANK, mod=13))
|
|
x += l.XS
|
|
|
|
x, y = l.XM, self.height-l.YS
|
|
s.talon = TalonStack(x, y, self)
|
|
l.createText(s.talon, 'se')
|
|
|
|
# define stack-groups
|
|
l.defaultStackGroups()
|
|
|
|
def startGame(self):
|
|
for i in range(3):
|
|
self.s.talon.dealRow(frames=0)
|
|
self.startDealSample()
|
|
self.s.talon.dealRow()
|
|
|
|
def fillStack(self, stack):
|
|
if stack in self.s.rows and not stack.cards:
|
|
if self.s.talon.cards:
|
|
old_state = self.enterState(self.S_FILL)
|
|
self.s.talon.flipMove()
|
|
self.s.talon.moveMove(1, stack)
|
|
self.leaveState(old_state)
|
|
|
|
shallHighlightMatch = Game._shallHighlightMatch_RKW
|
|
|
|
|
|
|
|
# register the game
|
|
registerGame(GameInfo(36, Golf, "Golf",
|
|
GI.GT_GOLF, 1, 0, GI.SL_BALANCED))
|
|
registerGame(GameInfo(259, DeadKingGolf, "Dead King Golf",
|
|
GI.GT_GOLF, 1, 0, GI.SL_BALANCED))
|
|
registerGame(GameInfo(260, RelaxedGolf, "Relaxed Golf",
|
|
GI.GT_GOLF | GI.GT_RELAXED, 1, 0, GI.SL_BALANCED,
|
|
altnames=("Putt Putt",) ))
|
|
registerGame(GameInfo(40, Elevator, "Elevator",
|
|
GI.GT_GOLF, 1, 0, GI.SL_BALANCED,
|
|
altnames=("Egyptian Solitaire", "Pyramid Golf") ))
|
|
registerGame(GameInfo(98, BlackHole, "Black Hole",
|
|
GI.GT_GOLF | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(267, FourLeafClovers, "Four Leaf Clovers",
|
|
GI.GT_GOLF | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(281, Escalator, "Escalator",
|
|
GI.GT_GOLF, 1, 0, GI.SL_BALANCED))
|
|
registerGame(GameInfo(405, AllInARow, "All in a Row",
|
|
GI.GT_GOLF | GI.GT_OPEN, 1, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(432, Robert, "Robert",
|
|
GI.GT_GOLF, 1, 2, GI.SL_LUCK))
|
|
registerGame(GameInfo(551, DiamondMine, "Diamond Mine",
|
|
GI.GT_1DECK_TYPE, 1, 0, GI.SL_BALANCED))
|
|
registerGame(GameInfo(661, Dolphin, "Dolphin",
|
|
GI.GT_GOLF | GI.GT_ORIGINAL, 1, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(662, DoubleDolphin, "Double Dolphin",
|
|
GI.GT_GOLF | GI.GT_ORIGINAL, 2, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(709, Waterfall, "Waterfall",
|
|
GI.GT_2DECK_TYPE | GI.GT_ORIGINAL, 2, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(720, Vague, "Vague",
|
|
GI.GT_1DECK_TYPE, 1, 0, GI.SL_MOSTLY_LUCK))
|
|
registerGame(GameInfo(723, DevilsSolitaire, "Devil's Solitaire",
|
|
GI.GT_2DECK_TYPE, 2, 2, GI.SL_BALANCED,
|
|
altnames=('Banner',) ))
|
|
registerGame(GameInfo(728, ThirtyTwoCards, "Thirty Two Cards",
|
|
GI.GT_2DECK_TYPE, 2, 0, GI.SL_LUCK))
|
|
registerGame(GameInfo(731, ThreeFirTrees, "Three Fir-trees",
|
|
GI.GT_GOLF, 2, 0, GI.SL_BALANCED))
|
|
registerGame(GameInfo(733, NapoleonTakesMoscow, "Napoleon Takes Moscow",
|
|
GI.GT_2DECK_TYPE, 2, 2, GI.SL_BALANCED))
|
|
registerGame(GameInfo(734, NapoleonLeavesMoscow, "Napoleon Leaves Moscow",
|
|
GI.GT_2DECK_TYPE, 2, 2, GI.SL_BALANCED))
|
|
registerGame(GameInfo(749, Flake, "Flake",
|
|
GI.GT_GOLF | GI.GT_OPEN | GI.GT_ORIGINAL,
|
|
1, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(750, Flake2Decks, "Flake (2 decks)",
|
|
GI.GT_GOLF | GI.GT_OPEN | GI.GT_ORIGINAL,
|
|
2, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(763, Wasatch, "Wasatch",
|
|
GI.GT_1DECK_TYPE, 1, UNLIMITED_REDEALS, GI.SL_MOSTLY_LUCK))
|
|
registerGame(GameInfo(764, Beacon, "Beacon",
|
|
GI.GT_1DECK_TYPE | GI.GT_ORIGINAL, 1, 0, GI.SL_MOSTLY_SKILL))
|
|
registerGame(GameInfo(768, RelaxedThreeFirTrees, "Relaxed Three Fir-trees",
|
|
GI.GT_GOLF, 2, 0, GI.SL_BALANCED))
|
|
|