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PySolFC/pysollib/games/sultan.py
2019-01-11 23:55:06 +02:00

1405 lines
45 KiB
Python

#!/usr/bin/env python
# -*- mode: python; coding: utf-8; -*-
# ---------------------------------------------------------------------------
#
# Copyright (C) 1998-2003 Markus Franz Xaver Johannes Oberhumer
# Copyright (C) 2003 Mt. Hood Playing Card Co.
# Copyright (C) 2005-2009 Skomoroh
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ---------------------------------------------------------------------------
from pysollib.game import Game
from pysollib.gamedb import GI, GameInfo, registerGame
from pysollib.hint import CautiousDefaultHint
from pysollib.layout import Layout
from pysollib.stack import \
AC_FoundationStack, \
AbstractFoundationStack, \
BasicRowStack, \
DealRowRedealTalonStack, \
DealRowTalonStack, \
InitialDealTalonStack, \
KingAC_RowStack, \
OpenStack, \
RK_FoundationStack, \
RK_RowStack, \
ReserveStack, \
SS_FoundationStack, \
SS_RowStack, \
Stack, \
StackWrapper, \
TalonStack, \
UD_AC_RowStack, \
UD_SS_RowStack, \
WasteStack, \
WasteTalonStack
from pysollib.util import ACE, ANY_SUIT, JACK, KING, NO_RANK, QUEEN, \
UNLIMITED_REDEALS
# ************************************************************************
# * Sultan
# ************************************************************************
class Sultan(Game):
#
# game layout
#
def createGame(self, reserves=6):
# create layout
l, s = Layout(self), self.s
# set window
w, h = 3*l.XM+5*l.XS, l.YM+4*l.YS+l.TEXT_HEIGHT+l.TEXT_MARGIN
self.setSize(w, h)
# create stacks
lay = ((0, 0, 0, 1, 13),
(2, 0, 0, 1, 13),
(0, 1, 1, 1, 13),
(2, 1, 1, 1, 13),
(1, 1, 2, 0, 1),
(1, 2, 2, 1, 13),
(0, 2, 3, 1, 13),
(2, 2, 3, 1, 13),
(1, 0, 2, 1, 12),
)
for i, j, suit, max_accept, max_cards in lay:
x, y = 2*l.XM+l.XS+i*l.XS, l.YM+j*l.YS
stack = SS_FoundationStack(
x, y, self, suit=suit,
max_move=0, max_accept=max_accept, max_cards=max_cards, mod=13)
s.foundations.append(stack)
x, y = l.XM, l.YM
for i in range(reserves//2):
s.rows.append(ReserveStack(x, y, self))
y += l.YS
x, y = 3*l.XM+4*l.XS, l.YM
for i in range(reserves//2):
s.rows.append(ReserveStack(x, y, self))
y += l.YS
x, y = 2*l.XM+1.5*l.XS, l.YM+3*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=3)
l.createText(s.talon, "s")
l.createRoundText(self.s.talon, 'sss')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, "s")
# define stack-groups
l.defaultStackGroups()
#
# game overrides
#
def _shuffleHook(self, cards):
cards = self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank == ACE and c.suit == 2 and c.deck == 0, c.suit))
cards = self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank == KING, c.suit))
return cards
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self._startAndDealRowAndCards()
def getAutoStacks(self, event=None):
return (self.sg.dropstacks, (), self.sg.dropstacks)
class SultanPlus(Sultan):
def createGame(self):
Sultan.createGame(self, reserves=8)
# ************************************************************************
# * Boudoir
# ************************************************************************
class Boudoir(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+5.5*l.XS, l.YM+4*l.YS)
x, y = l.XM, l.YM+l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=3)
l.createText(s.talon, 'ne')
l.createRoundText(s.talon, 'nn')
y += l.YS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'ne')
x, y = l.XM+1.5*l.XS, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
max_cards=13))
x += l.XS
x = l.XM+1.5*l.XS
y += l.YS
for i in range(4):
s.rows.append(AbstractFoundationStack(x, y, self, suit=i,
max_cards=1, max_move=0, base_rank=QUEEN))
x += l.XS
x = l.XM+1.5*l.XS
y += l.YS
for i in range(4):
s.rows.append(AbstractFoundationStack(x, y, self, suit=i,
max_cards=1, max_move=0, base_rank=JACK))
x += l.XS
x = l.XM+1.5*l.XS
y += l.YS
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
mod=13, max_cards=11, base_rank=9, dir=-1))
x += l.XS
l.defaultStackGroups()
def _shuffleHook(self, cards):
# move 4 Queens to top of the Talon (i.e. first cards to be dealt)
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank == QUEEN and c.deck == 0, c.suit))
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(rows=self.s.rows[:4])
self.s.talon.dealCards() # deal first card to WasteStack
def isGameWon(self):
return (len(self.s.talon.cards) + len(self.s.waste.cards)) == 0
# ************************************************************************
# * Captive Queens
# ************************************************************************
class CaptiveQueens(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+5.5*l.XS, l.YM+3*l.YS)
x, y = l.XM, l.YM+l.YS//2
s.talon = WasteTalonStack(x, y, self, max_rounds=3)
l.createText(s.talon, "se")
l.createRoundText(s.talon, 'nn')
y += l.YS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, "se")
x, y = l.XM+1.5*l.XS, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
mod=13, max_cards=6, base_rank=4, dir=-1))
x += l.XS
x, y = l.XM+1.5*l.XS, l.YM+l.YS
for i in range(4):
s.foundations.append(AbstractFoundationStack(x, y, self, suit=i,
max_cards=1, max_move=0, base_rank=QUEEN))
x += l.XS
x, y = l.XM+1.5*l.XS, l.YM+2*l.YS
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
mod=13, max_cards=6, base_rank=5))
x += l.XS
l.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealCards()
def isGameWon(self):
return (len(self.s.talon.cards) + len(self.s.waste.cards)) == 0
# ************************************************************************
# * Contradance
# ************************************************************************
class Contradance(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+8*l.XS, l.YM+4*l.YS)
x, y = l.XM, l.YM
for i in range(8):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i//2,
base_rank=4, dir=-1, mod=13, max_cards=6))
x += l.XS
x, y = l.XM, l.YM+l.YS
for i in range(8):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i//2,
base_rank=5, max_cards=7))
x += l.XS
x, y = l.XM+3*l.XS, l.YM+3*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=2)
l.createText(s.talon, 'n')
l.createRoundText(self.s.talon, 'nnn')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'n')
l.defaultStackGroups()
def _shuffleHook(self, cards):
# move 5's and 6's to top of the Talon (i.e. first cards to be dealt)
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (4, 5), (c.rank, c.suit)))
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(rows=self.s.foundations)
self.s.talon.dealCards() # deal first card to WasteStack
# ************************************************************************
# * Idle Aces
# ************************************************************************
class IdleAces_AceFoundation(AbstractFoundationStack):
def getBottomImage(self):
return self.game.app.images.getLetter(ACE)
class IdleAces(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+7*l.XS, l.YM+4*l.YS)
x, y = l.XM, l.YM
s.talon = WasteTalonStack(x, y, self, max_rounds=3)
l.createText(s.talon, 's')
l.createRoundText(s.talon, 'ne', dx=l.XS)
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 's')
x0, y0 = l.XM+2*l.XS, l.YM
k = 0
for i, j in((2, 0), (0, 1.5), (4, 1.5), (2, 3)):
x, y = x0+i*l.XS, y0+j*l.YS
s.foundations.append(
RK_FoundationStack(
x, y, self,
# suit=ANY_SUIT,
base_rank=KING, dir=-1, max_move=0))
k += 1
k = 0
for i, j in((2, 1), (1, 1.5), (3, 1.5), (2, 2)):
x, y = x0+i*l.XS, y0+j*l.YS
s.foundations.append(
RK_FoundationStack(
x, y, self,
# suit=ANY_SUIT,
base_rank=1, max_move=0, max_cards=12))
k += 1
k = 0
for i, j in((1, 0.2), (3, 0.2), (1, 2.8), (3, 2.8)):
x, y = x0+i*l.XS, y0+j*l.YS
s.foundations.append(IdleAces_AceFoundation(x, y, self,
suit=k, max_cards=1, max_move=0))
k += 1
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (1, KING) and c.deck == 0, (-c.rank, c.suit)))
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(rows=self.s.foundations[:8])
self.s.talon.dealCards()
# ************************************************************************
# * Lady of the Manor
# * Archway
# ************************************************************************
class LadyOfTheManor_RowStack(BasicRowStack):
clickHandler = BasicRowStack.doubleclickHandler
class LadyOfTheManor_Reserve(OpenStack):
clickHandler = OpenStack.doubleclickHandler
class LadyOfTheManor(Game):
Foundation_Class_1 = RK_FoundationStack
Foundation_Class_2 = RK_FoundationStack
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+8*l.XS, l.YM+max(4*l.YS, 3*l.YS+14*l.YOFFSET))
x, y = l.XM, self.height-l.YS
for i in range(4):
suit = i
if self.Foundation_Class_1 is RK_FoundationStack:
suit = ANY_SUIT
s.foundations.append(
self.Foundation_Class_1(x, y, self, suit=suit))
x += l.XS
for i in range(4):
suit = i
if self.Foundation_Class_1 is RK_FoundationStack:
suit = ANY_SUIT
s.foundations.append(
self.Foundation_Class_2(x, y, self, suit=suit))
x += l.XS
x, y = l.XM+2*l.XS, l.YM+l.YS
for i in range(4):
s.rows.append(LadyOfTheManor_RowStack(x, y, self, max_accept=0))
x += l.XS
for i, j in ((0, 2), (0, 1), (0, 0),
(1, 0), (2, 0), (3, 0), (4, 0), (5, 0), (6, 0),
(7, 0), (7, 1), (7, 2), ):
x, y = l.XM+i*l.XS, l.YM+j*l.YS
s.reserves.append(LadyOfTheManor_Reserve(x, y, self, max_accept=0))
s.talon = InitialDealTalonStack(
self.width-l.XS, self.height-2*l.YS, self)
l.defaultAll()
def _shuffleHook(self, cards):
# move Aces to top of the Talon (i.e. first cards to be dealt)
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank == ACE, c.suit))
def startGame(self, flip=False):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
for i in range(11):
self.s.talon.dealRow(frames=0, flip=flip)
self.s.talon.dealRow(frames=0)
self.startDealSample()
while self.s.talon.cards:
self.flipMove(self.s.talon)
c = self.s.talon.cards[-1]
r = self.s.reserves[c.rank-1]
self.moveMove(1, self.s.talon, r, frames=4)
# ************************************************************************
# * Matrimony
# ************************************************************************
class Matrimony_Talon(DealRowTalonStack):
def canDealCards(self):
if self.round == self.max_rounds and not self.cards:
return False
return not self.game.isGameWon()
def _redeal(self):
num_cards = 0
assert len(self.cards) == 0
r = self.game.s.rows[-self.round]
for i in range(len(r.cards)):
num_cards += 1
self.game.moveMove(1, r, self, frames=4)
self.game.flipMove(self)
assert len(self.cards) == num_cards
self.game.nextRoundMove(self)
return num_cards
def dealCards(self, sound=False):
if sound:
self.game.startDealSample()
num_cards = 0
if len(self.cards) == 0:
num_cards += self._redeal()
if self.round == 1:
num_cards += self.dealRowAvail(sound=False)
else:
rows = self.game.s.rows[-self.round+1:]
num_cards += self.dealRowAvail(rows=rows, sound=False)
while self.cards:
num_cards += self.dealRowAvail(
rows=self.game.s.rows, sound=False)
if sound:
self.game.stopSamples()
return num_cards
class Matrimony(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+8*l.XS, l.YM+4*l.YS)
s.talon = Matrimony_Talon(l.XM, l.YM, self, max_rounds=17)
l.createText(s.talon, 'se')
l.createRoundText(s.talon, 'ne')
x, y = l.XM+2*l.XS, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
base_rank=JACK, dir=-1, mod=13))
x += l.XS
x, y = l.XM+2*l.XS, l.YM+l.YS
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
base_rank=QUEEN, dir=1, mod=13))
x += l.XS
y = l.YM+2*l.YS
for i in range(2):
x = l.XM
for j in range(8):
stack = LadyOfTheManor_RowStack(x, y, self, max_accept=0)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, 0
s.rows.append(stack)
x += l.XS
y += l.YS
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (JACK, QUEEN) and c.deck == 0 and c.suit == 3,
(c.rank, c.suit)))
def startGame(self):
self.s.talon.dealRow(rows=[self.s.foundations[3],
self.s.foundations[7]], frames=0)
self._startAndDealRow()
# ************************************************************************
# * Picture Patience
# * Patriarchs
# ************************************************************************
class PicturePatience(Game):
def createGame(self, max_rounds=1):
l, s = Layout(self), self.s
w, h = 3*l.XM+5*l.XS, l.YM+4*l.YS
if max_rounds > 1:
h += l.TEXT_HEIGHT+l.TEXT_MARGIN
self.setSize(w, h)
x, y = l.XM, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i))
y += l.YS
x, y = 3*l.XM+4*l.XS, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
base_rank=KING, dir=-1))
y += l.YS
y = l.YM
for i in range(3):
x = 2*l.XM+l.XS
for j in range(3):
s.rows.append(BasicRowStack(x, y, self,
max_cards=1, max_accept=1))
x += l.XS
y += l.YS
x, y = 2*l.XM+l.XS+l.XS//2, l.YM+3*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=max_rounds)
x += l.XS
s.waste = WasteStack(x, y, self)
if max_rounds > 1:
l.createText(s.talon, 's')
l.createRoundText(s.talon, 'sss')
l.createText(s.waste, 's')
else:
l.createText(s.talon, 'sw')
l.createText(s.waste, 'se')
l.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.dealCards()
def fillStack(self, stack):
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)
class Patriarchs(PicturePatience):
def createGame(self):
PicturePatience.createGame(self, max_rounds=2)
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (ACE, KING) and c.deck == 0,
(c.rank, c.suit)))
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.dealCards()
# ************************************************************************
# * Sixes and Sevens
# * Two Rings
# ************************************************************************
class SixesAndSevens(Game):
def createGame(self, max_rounds=2):
l, s = Layout(self), self.s
self.setSize(l.XM+8*l.XS, l.YM+4*l.YS)
y = l.YM
for i in range(2):
x = l.XM
for j in range(4):
s.foundations.append(SS_FoundationStack(x, y, self,
suit=j, base_rank=6, max_cards=7))
x += l.XS
y += l.YS
for i in range(2):
x = l.XM
for j in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=j,
base_rank=5, dir=-1, max_cards=6))
x += l.XS
y += l.YS
y = l.YM
for i in range(3):
x = l.XM+5*l.XS
for j in range(3):
s.rows.append(ReserveStack(x, y, self))
x += l.XS
y += l.YS
x, y = l.XM+5*l.XS, l.YM+3*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=1)
l.createText(s.talon, 'sw')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'se')
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (5, 6), (-c.rank, c.deck, c.suit)))
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.dealCards()
class TwoRings(Game):
def createGame(self, max_rounds=2):
l, s = Layout(self), self.s
self.setSize(l.XM+10*l.XS, l.YM+5*l.YS)
lay = (
(1.5, 0),
(2.5, 0.3),
(3, 1.3),
(2.5, 2.3),
(1.5, 2.6),
(0.5, 2.3),
(0, 1.3),
(0.5, 0.3),
)
suit = 0
x0, y0 = l.XM+l.XS, l.YM
for xx, yy in lay:
x, y = x0+xx*l.XS, y0+yy*l.YS
s.foundations.append(SS_FoundationStack(x, y, self, suit=suit//2,
base_rank=6, max_cards=7))
suit += 1
suit = 0
x0, y0 = l.XM+5*l.XS, l.YM
for xx, yy in lay:
x, y = x0+xx*l.XS, y0+yy*l.YS
s.foundations.append(SS_FoundationStack(x, y, self, suit=suit//2,
base_rank=5, dir=-1, max_cards=6))
suit += 1
x, y = l.XM, l.YM+4*l.YS
for i in range(8):
stack = BasicRowStack(x, y, self)
stack.CARD_YOFFSET = 0
s.rows.append(stack)
x += l.XS
x += l.XS
s.talon = DealRowRedealTalonStack(x, y, self, max_rounds=2)
l.createText(s.talon, 'nw')
l.createRoundText(s.talon, 'sw')
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (5, 6), (-c.rank, c.suit)))
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self._startAndDealRow()
# ************************************************************************
# * Corner Suite
# ************************************************************************
class CornerSuite_RowStack(RK_RowStack):
def acceptsCards(self, from_stack, cards):
if not RK_RowStack.acceptsCards(self, from_stack, cards):
return False
if not self.cards:
return from_stack is self.game.s.waste
return True
getBottomImage = Stack._getReserveBottomImage
class CornerSuite(Game):
Hint_Class = CautiousDefaultHint
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+5*l.XS, l.YM+5*l.YS)
suit = 0
for x, y in ((0, 0), (4, 0), (0, 4), (4, 4)):
x, y = l.XM+x*l.XS, l.YM+y*l.YS
s.foundations.append(SS_FoundationStack(x, y, self, suit=suit))
suit += 1
x, y = l.XM+3*l.XS//2, l.YM
s.talon = WasteTalonStack(x, y, self, max_rounds=1)
l.createText(s.talon, 'nw')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'ne')
y = l.YM+l.YS
for i in range(3):
x = l.XM+l.XS
for j in range(3):
stack = CornerSuite_RowStack(x, y, self, max_move=1)
s.rows.append(stack)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, 0
x += l.XS
y += l.YS
l.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealCards()
shallHighlightMatch = Game._shallHighlightMatch_RK
# ************************************************************************
# * Marshal
# ************************************************************************
class Marshal_Hint(CautiousDefaultHint):
def _getDropCardScore(self, score, color, r, t, ncards):
return 93000, color
class Marshal(Game):
Hint_Class = Marshal_Hint
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+9*l.XS, l.YM+5*l.YS)
x, y = l.XM, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i))
y += l.YS
x, y = self.width-l.XS, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self,
suit=i, base_rank=KING, dir=-1))
y += l.YS
x, y = (self.width-l.XS)//2, self.height-l.YS
s.talon = DealRowTalonStack(x, y, self)
l.createText(s.talon, 'se')
y = l.YM
for i in range(4):
x = l.XM+l.XS*3//2
for j in range(6):
stack = UD_SS_RowStack(x, y, self, base_rank=NO_RANK)
s.rows.append(stack)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, 0
x += l.XS
y += l.YS
l.defaultStackGroups()
def startGame(self):
self._startAndDealRow()
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.flipMove(self.s.talon)
self.moveMove(1, self.s.talon, stack)
self.leaveState(old_state)
shallHighlightMatch = Game._shallHighlightMatch_SS
# ************************************************************************
# * Royal Aids
# ************************************************************************
class RoyalAids(Game):
Hint_Class = CautiousDefaultHint
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+8*l.XS, l.YM+4*l.YS+l.TEXT_HEIGHT)
x0 = l.XM+1.5*l.XS
for k in (0, 1):
suit = 0
for i, j in ((1, 0), (0, 0.5), (2, 0.5), (1, 1)):
x, y = x0+i*l.XS, l.YM+j*l.YS
s.foundations.append(AC_FoundationStack(x, y, self, suit=suit))
suit += 1
x0 += 3.5*l.XS
x, y = l.XM, l.YM+l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=UNLIMITED_REDEALS)
l.createText(s.talon, 'se')
y += l.YS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'se')
x, y = l.XM+3.75*l.XS, l.YM+2*l.YS
for i in (0, 1):
stack = KingAC_RowStack(x, y, self, max_move=1)
stack.getBottomImage = stack._getReserveBottomImage
s.rows.append(stack)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, 0
x += l.XS
x, y = l.XM+2.75*l.XS, l.YM+3*l.YS
for i in range(4):
stack = BasicRowStack(x, y, self)
s.reserves.append(stack)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = 0, 0
l.createText(stack, 's')
x += l.XS
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank == ACE, (c.deck, c.suit)))
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
for i in range(6):
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
self.startDealSample()
for i in range(4):
self.s.talon.dealRow(rows=self.s.reserves)
self.s.talon.dealCards()
shallHighlightMatch = Game._shallHighlightMatch_AC
# ************************************************************************
# * Circle Eight
# ************************************************************************
class CircleEight(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+5*l.XS, l.YM+4*l.YS)
for i, j in ((1, 0),
(2, 0),
(3, 0),
(4, 1.5),
(3, 3),
(2, 3),
(1, 3),
(0, 1.5),
):
x, y = l.XM+i*l.XS, l.YM+j*l.YS
stack = RK_RowStack(x, y, self, dir=1, mod=13, max_move=0)
s.rows.append(stack)
stack.CARD_YOFFSET = 0
x, y = l.XM+1.5*l.XS, l.YM+1.5*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=2)
l.createText(s.talon, 'nw')
l.createRoundText(self.s.talon, 'nn')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'ne')
l.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.dealCards()
def isGameWon(self):
return len(self.s.talon.cards) == 0 and len(self.s.waste.cards) == 0
shallHighlightMatch = Game._shallHighlightMatch_RKW
# ************************************************************************
# * Adela
# ************************************************************************
class Adela_Foundation(SS_FoundationStack):
def acceptsCards(self, from_stack, cards):
if not SS_FoundationStack.acceptsCards(self, from_stack, cards):
return False
index = list(self.game.s.foundations).index(self)
index %= 8
return len(self.game.s.foundations[index].cards) > 0
class Adela(Game):
Hint_Class = CautiousDefaultHint
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+9.5*l.XS, l.YM+4*l.YS)
x, y = l.XM+l.XS, l.YM
for i in range(8):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i % 4,
base_rank=JACK, dir=-1, max_cards=11))
x += l.XS
x, y = l.XM+l.XS, l.YM+l.YS
for i in range(8):
s.foundations.append(Adela_Foundation(x, y, self, suit=i % 4,
base_rank=QUEEN, max_cards=1))
x += l.XS
x, y = l.XM+l.XS, l.YM+2*l.YS
for i in range(8):
s.foundations.append(Adela_Foundation(x, y, self, suit=i % 4,
base_rank=KING, max_cards=1))
x += l.XS
x, y = l.XM, l.YM+l.YS
s.talon = DealRowTalonStack(x, y, self)
l.createText(s.talon, 'n')
x, y = l.XM+l.XS//2, l.YM+3*l.YS
for i in range(9):
stack = SS_RowStack(x, y, self, max_move=1, dir=1)
s.rows.append(stack)
stack.CARD_YOFFSET = 0
x += l.XS
l.defaultStackGroups()
def startGame(self):
self._startAndDealRow()
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.flipMove(self.s.talon)
self.moveMove(1, self.s.talon, stack)
self.leaveState(old_state)
shallHighlightMatch = Game._shallHighlightMatch_SS
# ************************************************************************
# * Toni
# ************************************************************************
class Toni(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+8.5*l.XS, l.YM+4*l.YS)
y = l.YM
suit = 0
for i in (0, 1, 3, 4):
x = l.XM+(2+i)*l.XS
s.foundations.append(SS_FoundationStack(x, y, self, suit=suit))
suit += 1
x, y = l.XM+4*l.XS, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i,
base_rank=KING, dir=-1))
y += l.YS
for i, j in ((0, 0), (1, 0), (2, 0), (5, 0), (6, 0), (7, 0),
(0, 1), (1, 1), (2, 1), (5, 1), (6, 1), (7, 1),
):
x, y = l.XM+(0.5+i)*l.XS, l.YM+(1.5+j)*l.YS
stack = BasicRowStack(x, y, self, max_accept=0)
s.rows.append(stack)
stack.CARD_YOFFSET = 0
x, y = l.XM, l.YM
s.talon = DealRowRedealTalonStack(x, y, self, max_rounds=3)
l.createText(s.talon, 'se')
l.createRoundText(s.talon, 'ne')
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank in (ACE, KING) and c.deck == 0,
(c.rank, c.suit)))
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self._startAndDealRow()
# ************************************************************************
# * Khedive
# ************************************************************************
class Khedive(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+10*l.XS, l.YM+5*l.YS)
x, y = l.XM, l.YM
for i in range(4):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i))
s.foundations.append(SS_FoundationStack(x+6*l.XS, y, self, suit=i))
x += l.XS
x, y = l.XM+4*l.XS, l.YM
r = list(range(11))
for i in range(5, 0, -1):
for j in r[i:-i]:
x, y = l.XM+(j-0.5)*l.XS, l.YM+(5-i)*l.YS
s.rows.append(BasicRowStack(x, y, self, max_accept=0))
x, y = l.XM, l.YM+1.5*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=1)
l.createText(s.talon, 'ne')
y += l.YS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'ne')
l.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(frames=4)
self.s.talon.dealCards()
def fillStack(self, stack):
if stack in self.s.rows and not stack.cards:
old_state = self.enterState(self.S_FILL)
if not self.s.waste.cards:
self.s.talon.dealCards()
if self.s.waste.cards:
self.s.waste.moveMove(1, stack)
self.leaveState(old_state)
# ************************************************************************
# * Phalanx
# ************************************************************************
class Phalanx(Game):
def createGame(self):
l, s = Layout(self), self.s
self.setSize(l.XM+8*l.XS, l.YM+5*l.YS)
y = l.YM
for i in range(5):
x = l.XM+(8-i)*l.XS//2
for j in range(i+1):
s.rows.append(ReserveStack(x, y, self))
x += l.XS
y += l.YS
suit = 0
for xx, yy in ((1.5, 1.5),
(1, 2.5),
(6.5, 1.5),
(7, 2.5)):
x, y = l.XM+xx*l.XS, l.YM+yy*l.YS
s.foundations.append(SS_FoundationStack(x, y, self, suit))
suit += 1
x, y = l.XM, l.YM
s.talon = WasteTalonStack(x, y, self, max_rounds=1)
l.createText(s.talon, 's')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 's')
l.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(frames=4)
self.s.talon.dealCards()
# ************************************************************************
# * Grandee
# * Turncoats
# * Voracious
# ************************************************************************
class Grandee(Game):
Hint_Class = CautiousDefaultHint
Talon_Class = DealRowTalonStack
RowStack_Class = SS_RowStack
def createGame(self, waste=False, rows=14):
# create layout
l, s = Layout(self), self.s
# set window
decks = self.gameinfo.decks
w = max(decks*4, rows//2)
self.setSize(l.XM+w*l.XS, l.YM+5*l.YS)
# create stacks
x, y = l.XM + (w-decks*4)*l.XS//2, l.YM
for i in range(4):
for j in range(decks):
s.foundations.append(SS_FoundationStack(x, y, self, suit=i))
x += l.XS
y = l.YM+1.5*l.YS
for i in range(2):
x = l.XM + (w-rows//2)*l.XS//2
for j in range(rows//2):
stack = self.RowStack_Class(x, y, self, max_move=1)
stack.CARD_YOFFSET = 0
s.rows.append(stack)
x += l.XS
y += l.YS
x, y = self.width-l.XS, self.height-l.YS
s.talon = self.Talon_Class(x, y, self)
if waste:
l.createText(s.talon, 'n')
x -= l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'n')
else:
l.createText(s.talon, 'sw')
# define stack-groups
l.defaultStackGroups()
def startGame(self):
self._startAndDealRow()
shallHighlightMatch = Game._shallHighlightMatch_SS
class Turncoats(Grandee):
Talon_Class = TalonStack
RowStack_Class = StackWrapper(UD_AC_RowStack, base_rank=NO_RANK)
def createGame(self):
Grandee.createGame(self, rows=12)
def fillStack(self, stack):
if not stack.cards:
if stack in self.s.rows and 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_AC
class Voracious(Grandee):
Talon_Class = StackWrapper(WasteTalonStack, max_rounds=1)
RowStack_Class = StackWrapper(SS_RowStack, base_rank=NO_RANK)
def createGame(self):
Grandee.createGame(self, waste=True, rows=12)
def startGame(self):
self.startDealSample()
self.s.talon.dealRow()
self.s.talon.dealCards()
def fillStack(self, stack):
if not stack.cards:
if stack in self.s.rows:
old_state = self.enterState(self.S_FILL)
if not self.s.waste.cards:
self.s.talon.dealCards()
if self.s.waste.cards:
self.s.waste.moveMove(1, stack)
self.leaveState(old_state)
# ************************************************************************
# * Desert Island
# ************************************************************************
class DesertIsland(Game):
def createGame(self):
# create layout
l, s = Layout(self), self.s
# set window
self.setSize(l.XM+8*l.XS, l.YM+5*l.YS)
# create stacks
x, y = l.XM, l.YM
for i in range(8):
s.foundations.append(SS_FoundationStack(x, y, self,
suit=i//2, max_cards=10))
x += l.XS
y = l.YM+l.YS
for i in range(3):
x = l.XM
for j in range(8):
# stack = SS_RowStack(x, y, self, max_move=1)
stack = ReserveStack(x, y, self)
stack.CARD_YOFFSET = 0
s.rows.append(stack)
x += l.XS
y += l.YS
x, y = self.width-l.XS, self.height-l.YS
s.talon = DealRowTalonStack(x, y, self)
l.createText(s.talon, 'sw')
# define stack-groups
l.defaultStackGroups()
def _shuffleHook(self, cards):
return self._shuffleHookMoveToTop(
cards,
lambda c: (c.rank == ACE, c.suit))
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self._startAndDealRow()
def isGameWon(self):
for s in self.s.foundations:
if len(s.cards) != 10:
return False
return True
# ************************************************************************
# * Catherine the Great
# ************************************************************************
class CatherineTheGreat(Game):
Hint_Class = CautiousDefaultHint
def createGame(self, reserves=6):
l, s = Layout(self), self.s
w, h = 3*l.XM+5*l.XS, l.YM+5*l.YS
self.setSize(w, h)
lay = ((0, 2, 0, QUEEN, -1),
(0, 1, 0, QUEEN, -1),
(0, 0, 1, QUEEN, -1),
(2, 0, 1, QUEEN, -1),
(1, 0, 2, QUEEN, -1),
(2, 1, 3, QUEEN, -1),
(2, 2, 3, QUEEN, -1),
(1, 1, 2, KING, 1),
)
for xx, yy, suit, base_rank, dir in lay:
x, y = 2*l.XM+l.XS+xx*l.XS, l.YM+yy*l.YS
stack = SS_FoundationStack(x, y, self, suit=suit,
max_move=0, base_rank=base_rank,
dir=dir, mod=13)
s.foundations.append(stack)
for x, y in ((l.XM, l.YM),
(3*l.XM+4*l.XS, l.YM)):
for i in range(5):
stack = RK_RowStack(x, y, self, dir=1,
base_rank=NO_RANK,
max_move=1, mod=13)
stack.CARD_YOFFSET = 0
s.rows.append(stack)
y += l.YS
x, y = 2*l.XM+1.5*l.XS, l.YM+4*l.YS
s.talon = WasteTalonStack(x, y, self, max_rounds=1)
l.createText(s.talon, 'n')
x += l.XS
s.waste = WasteStack(x, y, self)
l.createText(s.waste, 'n')
l.defaultStackGroups()
def _shuffleHook(self, cards):
def select_func(card):
if card.rank == KING and card.suit == 2 and card.deck == 0:
return (True, 999)
if card.rank == QUEEN:
if card.suit == 2 and card.deck == 0:
return (False, 0)
return (True, card.suit)
return (False, 0)
cards = self._shuffleHookMoveToTop(
cards, select_func)
return cards
def startGame(self):
self.s.talon.dealRow(rows=self.s.foundations, frames=0)
self._startAndDealRowAndCards()
def fillStack(self, stack):
if stack in self.s.rows and not stack.cards:
old_state = self.enterState(self.S_FILL)
if not self.s.waste.cards:
self.s.talon.dealCards()
if self.s.waste.cards:
self.s.waste.moveMove(1, stack)
self.leaveState(old_state)
shallHighlightMatch = Game._shallHighlightMatch_RKW
# register the game
registerGame(GameInfo(330, Sultan, "Sultan",
GI.GT_2DECK_TYPE, 2, 2, GI.SL_MOSTLY_LUCK,
altnames=("Sultan of Turkey",)))
registerGame(GameInfo(331, SultanPlus, "Sultan +",
GI.GT_2DECK_TYPE, 2, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(354, Boudoir, "Boudoir",
GI.GT_2DECK_TYPE, 2, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(410, CaptiveQueens, "Captive Queens",
GI.GT_1DECK_TYPE, 1, 2, GI.SL_MOSTLY_LUCK,
altnames=("Quadrille",)))
registerGame(GameInfo(418, Contradance, "Contradance",
GI.GT_2DECK_TYPE, 2, 1, GI.SL_LUCK,
altnames=("Cotillion",)))
registerGame(GameInfo(419, IdleAces, "Idle Aces",
GI.GT_2DECK_TYPE, 2, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(423, LadyOfTheManor, "Lady of the Manor",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_MOSTLY_LUCK,
altnames=("Vassal", "La Chatelaine")))
registerGame(GameInfo(424, Matrimony, "Matrimony",
GI.GT_2DECK_TYPE, 2, 16, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(429, Patriarchs, "Patriarchs",
GI.GT_2DECK_TYPE, 2, 1, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(438, SixesAndSevens, "Sixes and Sevens",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(477, CornerSuite, "Corner Suite",
GI.GT_2DECK_TYPE, 1, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(559, Marshal, "Marshal",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(565, RoyalAids, "Royal Aids",
GI.GT_2DECK_TYPE, 2, UNLIMITED_REDEALS, GI.SL_BALANCED))
registerGame(GameInfo(598, PicturePatience, "Picture Patience",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_MOSTLY_LUCK,
rules_filename="patriarchs.html"))
registerGame(GameInfo(635, CircleEight, "Circle Eight",
GI.GT_1DECK_TYPE, 1, 1, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(646, Adela, "Adela",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(660, Toni, "Toni",
GI.GT_2DECK_TYPE, 2, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(691, Khedive, "Khedive",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(729, TwoRings, "Two Rings",
GI.GT_2DECK_TYPE, 2, 1, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(730, Phalanx, "Phalanx",
GI.GT_1DECK_TYPE, 1, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(742, Grandee, "Grandee",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(743, Turncoats, "Turncoats",
GI.GT_1DECK_TYPE, 1, 0, GI.SL_BALANCED))
registerGame(GameInfo(744, Voracious, "Voracious",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(745, DesertIsland, "Desert Island",
GI.GT_2DECK_TYPE | GI.GT_ORIGINAL, 2, 0, GI.SL_BALANCED))
registerGame(GameInfo(761, CatherineTheGreat, "Catherine the Great",
GI.GT_2DECK_TYPE, 2, 0, GI.SL_BALANCED))