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PySolFC/pysollib/games/pyramid.py
2025-02-17 21:24:26 -05:00

1966 lines
66 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 DefaultHint
from pysollib.layout import Layout
from pysollib.pysoltk import MfxCanvasText
from pysollib.stack import \
AbstractFoundationStack, \
AutoDealTalonStack, \
BasicRowStack, \
DealReserveRedealTalonStack, \
DealRowTalonStack, \
FaceUpWasteTalonStack, \
InitialDealTalonStack, \
OpenStack, \
ReserveStack, \
Stack, \
StackWrapper, \
WasteStack, \
WasteTalonStack, \
getNumberOfFreeStacks
from pysollib.util import ANY_RANK, ANY_SUIT, JACK, KING, NO_RANK, QUEEN, \
UNLIMITED_CARDS, UNLIMITED_REDEALS
# ************************************************************************
# *
# ************************************************************************
class Pyramid_Hint(DefaultHint):
# consider moving card to the Talon as well
def step010(self, dropstacks, rows):
rows = rows + (self.game.s.talon,)
return DefaultHint.step010(self, dropstacks, rows)
# ************************************************************************
# * basic logic for Talon, Waste and Rows
# ************************************************************************
class Pyramid_StackMethods:
def acceptsCards(self, from_stack, cards):
if self.basicIsBlocked():
return False
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return c.face_up and cards[0].face_up and cards[0].rank + c.rank == 11
def _dropKingClickHandler(self, event):
if not self.cards:
return 0
c = self.cards[-1]
if c.face_up and c.rank == KING and not self.basicIsBlocked():
self.game.playSample("autodrop", priority=20)
self.playMoveMove(1, self.game.s.foundations[0], sound=False)
return 1
return 0
def _dropPairMove(self, n, other_stack, frames=-1, shadow=-1):
if not self.game.demo:
self.game.playSample("droppair", priority=200)
if not (n == 1
and other_stack.cards
and self.acceptsCards(other_stack, [other_stack.cards[-1]])):
return
old_state = self.game.enterState(self.game.S_FILL)
f = self.game.s.foundations[0]
self.game.moveMove(n, self, f, frames=frames, shadow=shadow)
self.game.moveMove(n, other_stack, f, frames=frames, shadow=shadow)
self.game.leaveState(old_state)
self.fillStack()
other_stack.fillStack()
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.foundations:
self.game.moveMove(
ncards, self, to_stack, frames=frames, shadow=shadow)
self.fillStack()
else:
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
# ************************************************************************
# *
# ************************************************************************
class Pyramid_Foundation(AbstractFoundationStack):
def acceptsCards(self, from_stack, cards):
if not AbstractFoundationStack.acceptsCards(self, from_stack, cards):
return False
# We accept any King. Pairs will get delivered by _dropPairMove.
return cards[0].rank == KING
# note that this Talon can accept and drop cards
class Pyramid_Talon(Pyramid_StackMethods, FaceUpWasteTalonStack):
def clickHandler(self, event):
if self._dropKingClickHandler(event):
return 1
return FaceUpWasteTalonStack.clickHandler(self, event)
def releaseHandler(self, event, drag, sound=True):
if self.game.app.opt.mouse_type == 'point-n-click':
drag.stack.dragMove(drag, self, sound=sound)
return
FaceUpWasteTalonStack.releaseHandler(self, event, drag, sound)
def canDealCards(self):
if not FaceUpWasteTalonStack.canDealCards(self):
return False
return not self.game.isGameWon()
def canDropCards(self, stacks):
if self.cards:
cards = self.cards[-1:]
for s in stacks:
if s is not self and s.acceptsCards(self, cards):
return (s, 1)
return (None, 0)
class Pyramid_Waste(Pyramid_StackMethods, WasteStack):
def clickHandler(self, event):
if self._dropKingClickHandler(event):
return 1
return WasteStack.clickHandler(self, event)
class Pyramid_RowStack(Pyramid_StackMethods, OpenStack):
def __init__(self, x, y, game):
OpenStack.__init__(self, x, y, game, max_accept=1, max_cards=2)
self.CARD_YOFFSET = 1
self.blockmap = []
def basicIsBlocked(self):
for r in self.blockmap:
if r.cards:
return True
return False
def clickHandler(self, event):
if self._dropKingClickHandler(event):
return 1
return OpenStack.clickHandler(self, event)
getBottomImage = Stack._getNoneBottomImage
def copyModel(self, clone):
OpenStack.copyModel(self, clone)
clone.blockmap = self.blockmap
# ************************************************************************
# * Pyramid
# ************************************************************************
class Pyramid(Game):
Hint_Class = Pyramid_Hint
Foundation_Class = Pyramid_Foundation
Talon_Class = StackWrapper(Pyramid_Talon, max_rounds=3, max_accept=1)
RowStack_Class = Pyramid_RowStack
WasteStack_Class = Pyramid_Waste
PYRAMID_Y_FACTOR = 2
#
# game layout
#
def _createPyramid(self, layout, x0, y0, size):
rows = []
# create stacks
for i in range(size):
x = x0 + (size-1-i) * layout.XS // 2
y = y0 + i * layout.YS // self.PYRAMID_Y_FACTOR
for j in range(i+1):
stack = self.RowStack_Class(x, y, self)
rows.append(stack)
x = x + layout.XS
# compute blocking
n = 0
for i in range(size-1):
for j in range(i+1):
k = n+i+1
rows[n].blockmap = [rows[k], rows[k+1]]
n += 1
return rows
def _createInvertedPyramid(self, layout, x0, y0, size):
rows = []
# create stacks
for i in range(size):
x = x0 + i * layout.XS // 2
y = y0 + i * layout.YS // self.PYRAMID_Y_FACTOR
for j in range(size-i):
stack = self.RowStack_Class(x, y, self)
rows.append(stack)
x = x + layout.XS
# compute blocking
n = 0
for i in range(size-1):
for j in range(size-i):
k = n+(size-i)
if j == 0: # left
rows[n].blockmap = [rows[k]]
elif j == size-i-1: # right
rows[n].blockmap = [rows[k-1]]
else:
rows[n].blockmap = [rows[k-1], rows[k]]
n += 1
return rows
def createGame(self, pyramid_len=7, reserves=0, waste=True,
texts=True, playcards=2):
# create layout
layout, s = Layout(self), self.s
# set window
max_rows = max(pyramid_len+2, reserves)
w = layout.XM + max_rows*layout.XS
h = layout.YM + layout.YS + \
(pyramid_len-1)*layout.YS//self.PYRAMID_Y_FACTOR
if reserves:
h += layout.YS + playcards * layout.YOFFSET
self.setSize(w, h)
# create stacks
decks = self.gameinfo.decks
x, y = layout.XM+layout.XS, layout.YM
s.rows = self._createPyramid(layout, x, y, pyramid_len)
x, y = layout.XM, layout.YM
s.talon = self.Talon_Class(x, y, self)
if texts:
layout.createText(s.talon, "se")
if s.talon.max_rounds > 1:
layout.createRoundText(s.talon, 'ne')
if waste:
y = y + layout.YS
s.waste = self.WasteStack_Class(x, y, self, max_accept=1)
layout.createText(s.waste, "se")
x, y = self.width - layout.XS, layout.YM
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52*decks))
layout.createText(s.foundations[0], 's')
if reserves:
x = layout.XM+(max_rows-reserves)*layout.XS//2
y = layout.YM+4*layout.YS
for i in range(reserves):
stack = self.Reserve_Class(x, y, self)
s.reserves.append(stack)
stack.CARD_YOFFSET = layout.YOFFSET
x += layout.XS
# define stack-groups
layout.defaultStackGroups()
self.sg.openstacks.append(s.talon)
self.sg.dropstacks.append(s.talon)
if s.waste:
self.sg.openstacks.append(s.waste)
#
# game overrides
#
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(frames=4)
self.s.talon.dealCards() # deal first card to WasteStack
def getAutoStacks(self, event=None):
return (self.sg.dropstacks, self.sg.dropstacks, ())
def shallHighlightMatch(self, stack1, card1, stack2, card2):
return card1.rank + card2.rank == 11
# ************************************************************************
# * Relaxed Pyramid
# ************************************************************************
class RelaxedPyramid(Pyramid):
# the pyramid must be empty
def isGameWon(self):
return getNumberOfFreeStacks(self.s.rows) == len(self.s.rows)
# ************************************************************************
# * Giza
# ************************************************************************
class Giza_Reserve(Pyramid_StackMethods, OpenStack):
def clickHandler(self, event):
if self._dropKingClickHandler(event):
return 1
return OpenStack.clickHandler(self, event)
class Giza(Pyramid):
Talon_Class = InitialDealTalonStack
Reserve_Class = StackWrapper(Giza_Reserve, max_accept=1)
def createGame(self):
Pyramid.createGame(self, reserves=8, waste=False, texts=False)
def startGame(self):
for i in range(3):
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
self.startDealSample()
self.s.talon.dealRow(frames=4)
# ************************************************************************
# * Pyramid Dozen
# ************************************************************************
class PyramidDozen_StackMethods():
def acceptsCards(self, from_stack, cards):
if self.basicIsBlocked():
return False
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return c.face_up and cards[0].face_up and \
(cards[0].rank + c.rank == 10 or cards[0].rank + c.rank == 23)
def _dropKingClickHandler(self, event):
return 0
class PyramidDozen_RowStack(PyramidDozen_StackMethods, Pyramid_RowStack):
pass
class PyramidDozen_Reserve(PyramidDozen_StackMethods, Giza_Reserve):
pass
class PyramidDozen_Foundation(AbstractFoundationStack):
def acceptsCards(self, from_stack, cards):
return False
class PyramidDozen(Giza):
RowStack_Class = PyramidDozen_RowStack
Reserve_Class = StackWrapper(PyramidDozen_Reserve, max_accept=1)
Foundation_Class = PyramidDozen_Foundation
def createGame(self):
Pyramid.createGame(self, reserves=6, waste=False, texts=False,
playcards=3)
def startGame(self):
for i in range(4):
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
self.startDealSample()
self.s.talon.dealRow(frames=4)
# ************************************************************************
# * Thirteen
# * FIXME: UNFINISHED
# * (this doesn't work yet as 2 cards of the Waste should be playable)
# ************************************************************************
class Thirteen(Pyramid):
#
# game layout
#
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
self.setSize(7*layout.XS+layout.XM, 5*layout.YS+layout.YM)
# create stacks
for i in range(7):
x = layout.XM + (6-i) * layout.XS // 2
y = layout.YM + layout.YS + i * layout.YS // 2
for j in range(i+1):
s.rows.append(Pyramid_RowStack(x, y, self))
x = x + layout.XS
x, y = layout.XM, layout.YM
s.talon = WasteTalonStack(x, y, self, max_rounds=1)
layout.createText(s.talon, "s")
x = x + layout.XS
s.waste = Pyramid_Waste(x, y, self, max_accept=1)
layout.createText(s.waste, "s")
s.waste.CARD_XOFFSET = 14
x, y = self.width - layout.XS, layout.YM
s.foundations.append(Pyramid_Foundation(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
# define stack-groups
self.sg.talonstacks = [s.talon] + [s.waste]
self.sg.openstacks = s.rows + self.sg.talonstacks
self.sg.dropstacks = s.rows + self.sg.talonstacks
#
# game overrides
#
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(rows=self.s.rows[:21], flip=0)
self.s.talon.dealRow(rows=self.s.rows[21:])
self.s.talon.dealCards() # deal first card to WasteStack
# ************************************************************************
# * Thirteens
# ************************************************************************
class Thirteens(Pyramid):
RowStack_Class = Giza_Reserve
Foundation_Class = Pyramid_Foundation
Talon_Class = AutoDealTalonStack
EXTRA_PILE = False
def createGame(self, rows=2, cols=5):
# create layout
layout, s = Layout(self), self.s
# set window
self.setSize(layout.XM + cols * layout.XS,
layout.YM + (rows + 2) * layout.YS)
# create stacks
x, y = layout.XM, layout.YM
for i in range(rows):
x = layout.XM
for j in range(cols):
s.rows.append(self.RowStack_Class(x, y, self, max_accept=1))
x += layout.XS
y += layout.YS
x, y = layout.XM, self.height-layout.YS
s.talon = self.Talon_Class(x, y, self)
if self.EXTRA_PILE:
s.reserves.append(self.RowStack_Class(x + layout.XS, y, self))
layout.createText(s.talon, 'n')
x, y = self.width-layout.XS, self.height-layout.YS
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
layout.createText(s.foundations[0], 'n')
# define stack-groups
layout.defaultStackGroups()
def startGame(self):
self._startAndDealRow()
def fillStack(self, stack):
if stack in self.s.rows:
if not stack.cards 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)
# ************************************************************************
# * Elevens
# * Elevens Too
# * Suit Elevens
# ************************************************************************
class Elevens_RowStack(Giza_Reserve):
ACCEPTED_SUM = 9
def acceptsCards(self, from_stack, cards):
# if self.basicIsBlocked():
# return False
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return (c.face_up and cards[0].face_up and
cards[0].rank + c.rank == self.ACCEPTED_SUM)
def clickHandler(self, event):
return OpenStack.clickHandler(self, event)
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.rows:
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
else:
self.game.moveMove(ncards, self, to_stack,
frames=frames, shadow=shadow)
self.fillStack()
class Elevens_Reserve(ReserveStack):
ACCEPTED_CARDS = (JACK, QUEEN, KING)
def acceptsCards(self, from_stack, cards):
if not ReserveStack.acceptsCards(self, from_stack, cards):
return False
c = cards[0]
if c.rank not in self.ACCEPTED_CARDS:
return False
for s in self.game.s.reserves:
if s.cards and s.cards[0].rank == c.rank:
return False
return True
class Elevens(Pyramid):
RowStack_Class = Elevens_RowStack
Reserve_Class = Elevens_Reserve
Foundation_Class = AbstractFoundationStack
Talon_Class = AutoDealTalonStack
Waste_Class = None
def createGame(self, rows=3, cols=3, reserves=3, maxpiles=-1, texts=False):
layout, s = Layout(self), self.s
rp = 0
if reserves > 0:
rp = 1.5
self.setSize(
layout.XM + (cols + 2) * layout.XS,
layout.YM + (rows + rp) * layout.YS)
x, y = self.width-layout.XS, layout.YM
s.talon = self.Talon_Class(x, y, self)
if self.Waste_Class is None:
layout.createText(s.talon, 's')
else:
layout.createText(s.talon, 'nw')
y += layout.YS
s.waste = self.Waste_Class(x, y, self)
x, y = self.width-layout.XS, self.height-layout.YS
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, max_accept=0,
max_move=0, max_cards=52 * self.gameinfo.decks))
layout.createText(s.foundations[0], 'n')
y = layout.YM
piles = 0
for i in range(rows):
x = layout.XM
for j in range(cols):
if 0 < maxpiles <= piles:
break
s.rows.append(self.RowStack_Class(x, y, self, max_accept=1))
piles += 1
x += layout.XS
y += layout.YS
x, y = layout.XM, self.height-layout.YS
for i in range(reserves):
stack = self.Reserve_Class(x, y, self)
s.reserves.append(stack)
stack.CARD_XOFFSET = layout.XOFFSET # for fifteens
x += layout.XS
if texts:
stack = s.reserves[0]
tx, ty, ta, tf = layout.getTextAttr(stack, "n")
font = self.app.getFont("canvas_default")
stack.texts.misc = MfxCanvasText(self.canvas, tx, ty,
anchor=ta, font=font)
layout.defaultStackGroups()
def startGame(self):
self._startAndDealRow()
def fillStack(self, stack):
old_state = self.enterState(self.S_FILL)
if stack in self.s.rows:
if not stack.cards and self.s.talon.cards:
self.s.talon.flipMove()
self.s.talon.moveMove(1, stack)
reserves_ncards = 0
for s in self.s.reserves:
if s.cards:
reserves_ncards += 1
if (reserves_ncards == len(self.s.reserves) and
len(self.s.reserves) > 0):
if not self.demo:
self.playSample("droppair", priority=200)
for s in self.s.reserves:
s.moveMove(1, self.s.foundations[0], frames=4)
self.leaveState(old_state)
def shallHighlightMatch(self, stack1, card1, stack2, card2):
# FIXME
return False
class ElevensToo(Elevens):
def fillStack(self, stack):
old_state = self.enterState(self.S_FILL)
reserves_ncards = 0
for s in self.s.reserves:
if s.cards:
reserves_ncards += 1
if reserves_ncards == 0:
for r in self.s.rows:
if not r.cards and self.s.talon.cards:
self.s.talon.flipMove()
self.s.talon.moveMove(1, r)
elif reserves_ncards == len(self.s.reserves):
if not self.demo:
self.playSample("droppair", priority=200)
for s in self.s.reserves:
s.moveMove(1, self.s.foundations[0], frames=4)
self.fillStack(stack)
self.leaveState(old_state)
class SuitElevens_RowStack(Elevens_RowStack):
def acceptsCards(self, from_stack, cards):
if not Elevens_RowStack.acceptsCards(self, from_stack, cards):
return False
return cards[0].suit == self.cards[0].suit
class SuitElevens_Reserve(Elevens_Reserve):
def acceptsCards(self, from_stack, cards):
if not Elevens_Reserve.acceptsCards(self, from_stack, cards):
return False
for r in self.game.s.reserves:
if r.cards and r.cards[0].suit != cards[0].suit:
return False
return True
class SuitElevens(Elevens):
RowStack_Class = SuitElevens_RowStack
Reserve_Class = SuitElevens_Reserve
def createGame(self):
Elevens.createGame(self, rows=3, cols=5)
# ************************************************************************
# * Tens
# * Nines
# ************************************************************************
class Tens_RowStack(Elevens_RowStack):
ACCEPTED_SUM = 8
class Tens_Reserve(ReserveStack):
ACCEPTED_CARDS = (9, JACK, QUEEN, KING)
def acceptsCards(self, from_stack, cards):
if not ReserveStack.acceptsCards(self, from_stack, cards):
return False
c = cards[0]
if c.rank not in self.ACCEPTED_CARDS:
return False
for s in self.game.s.reserves:
if s.cards and s.cards[0].rank != c.rank:
return False
return True
class Tens(ElevensToo):
RowStack_Class = Tens_RowStack
Reserve_Class = Tens_Reserve
def createGame(self):
Elevens.createGame(self, rows=2, cols=7, maxpiles=13, reserves=4)
class Nines_RowStack(Elevens_RowStack):
ACCEPTED_SUM = 7
def clickHandler(self, event):
if not self.cards:
return 0
c = self.cards[-1]
if c.face_up and c.rank == 8 and not self.basicIsBlocked():
self.game.playSample("autodrop", priority=20)
self.playMoveMove(1, self.game.s.foundations[0], sound=False)
return 1
return OpenStack.clickHandler(self, event)
class Nines_Reserve(Tens_Reserve):
def acceptsCards(self, from_stack, cards):
if not ReserveStack.acceptsCards(self, from_stack, cards):
return False
c = cards[0]
if c.rank not in self.ACCEPTED_CARDS:
return False
for s in self.game.s.reserves:
if s.cards and s.cards[0].rank == c.rank:
return False
return True
class Nines_Foundation(AbstractFoundationStack):
def acceptsCards(self, from_stack, cards):
if cards[0].rank == 8:
return True
# We accept any nine. Pairs will get delivered by _dropPairMove.
return AbstractFoundationStack.acceptsCards(self, from_stack, cards)
class Nines(Tens):
RowStack_Class = Nines_RowStack
Reserve_Class = Nines_Reserve
Foundation_Class = Nines_Foundation
def createGame(self):
Elevens.createGame(self, rows=3, cols=3, reserves=4)
# ************************************************************************
# * The Lucky Number
# ************************************************************************
class TheLuckyNumber_Talon(WasteTalonStack):
def canDealCards(self):
for s in self.game.s.reserves:
if s.cards:
return False
return WasteTalonStack.canDealCards(self)
class TheLuckyNumber_Waste(WasteStack):
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.rows and len(to_stack.cards) > 0:
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
else:
self.game.moveMove(ncards, self, to_stack,
frames=frames, shadow=shadow)
self.fillStack()
def _dropPairMove(self, n, other_stack, frames=-1, shadow=-1):
if not self.game.demo:
self.game.playSample("droppair", priority=200)
if not (n == 1 and other_stack.cards):
return
old_state = self.game.enterState(self.game.S_FILL)
f = self.game.s.foundations[0]
self.game.moveMove(n, self, f, frames=frames, shadow=shadow)
self.game.moveMove(n, other_stack, f, frames=frames, shadow=shadow)
self.game.leaveState(old_state)
other_stack.fillStack()
class TheLuckyNumber(Elevens):
Talon_Class = StackWrapper(TheLuckyNumber_Talon, max_rounds=1)
Waste_Class = TheLuckyNumber_Waste
def createGame(self):
Elevens.createGame(self, cols=4)
def startGame(self):
for i in range(3):
self.s.talon.dealRow(frames=0)
self._startAndDealRow()
self.s.talon.dealCards()
def fillStack(self, stack):
old_state = self.enterState(self.S_FILL)
reserves_ncards = 0
for s in self.s.reserves:
if s.cards:
reserves_ncards += 1
if reserves_ncards == 0:
for r in self.s.rows:
if not r.cards:
if self.s.waste.cards:
self.s.waste.moveMove(1, r)
elif self.s.talon.cards:
self.s.talon.flipMove()
self.s.talon.moveMove(1, r)
elif reserves_ncards == len(self.s.reserves):
if not self.demo:
self.playSample("droppair", priority=200)
for s in self.s.reserves:
s.moveMove(1, self.s.foundations[0], frames=4)
self.fillStack(stack)
self.leaveState(old_state)
# ************************************************************************
# * Fifteens
# ************************************************************************
class Fifteens_RowStack(Elevens_RowStack):
ACCEPTED_SUM = 13
def acceptsCards(self, from_stack, cards):
if not Elevens_RowStack.acceptsCards(self, from_stack, cards):
return False
return cards[0].rank < 9 and self.cards[0].rank < 9
class Fifteens_Reserve(ReserveStack):
def updateText(self):
if self.game.preview > 1 or self.texts.misc is None:
return
t = ''
if self.cards:
ranks = [c.rank for c in self.cards]
for r in (9, JACK, QUEEN, KING):
if r in ranks:
break
else:
n = sum([i+1 for i in ranks])
t = str(n)
self.texts.misc.config(text=t)
class Fifteens(Elevens):
Hint_Class = None
RowStack_Class = Fifteens_RowStack
Reserve_Class = StackWrapper(Fifteens_Reserve, max_cards=UNLIMITED_CARDS)
def createGame(self):
Elevens.createGame(self, rows=4, cols=4, reserves=1, texts=True)
def _dropReserve(self):
reserve = self.s.reserves[0]
if not self.demo:
self.playSample("droppair", priority=200)
while reserve.cards:
reserve.moveMove(1, self.s.foundations[0], frames=4)
self.fillStack()
def fillStack(self, stack=None):
old_state = self.enterState(self.S_FILL)
reserve = self.s.reserves[0]
if len(reserve.cards) == 0:
for r in self.s.rows:
if not r.cards and self.s.talon.cards:
self.s.talon.flipMove()
self.s.talon.moveMove(1, r)
else:
reserve_ranks = [c.rank for c in reserve.cards]
reserve_ranks.sort()
if (9 in reserve_ranks or JACK in reserve_ranks or
QUEEN in reserve_ranks or KING in reserve_ranks):
if reserve_ranks == [9, JACK, QUEEN, KING]:
self._dropReserve()
else:
reserve_sum = sum([c.rank+1 for c in reserve.cards])
if reserve_sum == 15:
self._dropReserve()
self.leaveState(old_state)
# ************************************************************************
# * Eighteens
# ************************************************************************
class Eighteens_RowStack(Elevens_RowStack):
def acceptsCards(self, from_stack, cards):
return False
def clickHandler(self, event):
game = self.game
if not self.cards:
return False
if self.cards[0].rank == 0:
game.playSample("autodrop", priority=20)
self.playMoveMove(1, game.s.foundations[0], sound=False)
self.fillStack()
return True
elif self.game.s.reserves[0].acceptsCards(self, self.cards):
return self.playMoveMove(1, self.game.s.reserves[0])
return False
class Eighteens_Reserve(ReserveStack):
def acceptsCards(self, from_stack, cards):
sum = 0
numcards = 0
if len(self.cards) > 3:
return False
for c in self.cards:
if ((c.rank > 9 and cards[0].rank > 9)
or (c.rank == cards[0].rank)):
return False
if cards[0].rank <= 9 and c.rank <= 9:
sum += c.rank + 1
numcards += 1
newsum = sum + cards[0].rank + 1
if newsum > 18 or (numcards == 2 and newsum < 18):
return False
return True
def updateText(self):
if self.game.preview > 1 or self.texts.misc is None:
return
t = ''
if self.cards:
t = 0
for c in self.cards:
if c.rank < JACK:
t += c.rank + 1
self.texts.misc.config(text=t)
class Eighteens_Foundation(AbstractFoundationStack):
def acceptsCards(self, from_stack, cards):
if not AbstractFoundationStack.acceptsCards(self, from_stack, cards):
return False
# We accept any aces.
return cards[0].rank == 0
class Eighteens(Fifteens):
RowStack_Class = Eighteens_RowStack
Reserve_Class = StackWrapper(Eighteens_Reserve, max_cards=4)
Foundation_Class = StackWrapper(Eighteens_Foundation, max_accept=1)
def createGame(self):
Elevens.createGame(self, rows=3, cols=4, reserves=1, texts=True)
def fillStack(self, stack=None):
old_state = self.enterState(self.S_FILL)
reserve = self.s.reserves[0]
if len(reserve.cards) == 0:
for r in self.s.rows:
if not r.cards and self.s.talon.cards:
self.s.talon.flipMove()
self.s.talon.moveMove(1, r)
else:
facecards = 0
reserve_sum = 0
for c in reserve.cards:
if c.rank < JACK:
reserve_sum += c.rank + 1
else:
facecards += 1
if (reserve_sum == 18 and facecards == 1
and len(reserve.cards) == 4):
self._dropReserve()
self.leaveState(old_state)
# ************************************************************************
# * Neptune
# ************************************************************************
class Neptune_RowStack(Elevens_RowStack):
def acceptsCards(self, from_stack, cards):
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return (c.face_up and cards[0].face_up and
(cards[0].rank == c.rank - 1 or cards[0].rank == c.rank + 1))
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.rows:
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
self.fillStack()
class Neptune(Thirteens):
RowStack_Class = Neptune_RowStack
def createGame(self):
Thirteens.createGame(self, rows=2, cols=4)
def isGameWon(self):
return len(self.s.talon.cards) == 0
# ************************************************************************
# * Eight Cards
# ************************************************************************
class EightCards_RowStack(Elevens_RowStack):
def acceptsCards(self, from_stack, cards):
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return (c.face_up and cards[0].face_up and
(cards[0].rank + c.rank == 9))
def clickHandler(self, event):
game = self.game
if self.cards and self.cards[0].rank > 9:
game.playSample("autodrop", priority=20)
self.playMoveMove(1, game.s.foundations[0], sound=False)
self.fillStack()
return True
return False
# second selection to reserves stack: should also move the
# pair - not ?
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.rows + self.game.s.reserves:
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
else:
self.game.moveMove(ncards, self, to_stack,
frames=frames, shadow=shadow)
self.fillStack()
class EightCards_Foundation(AbstractFoundationStack):
def acceptsCards(self, from_stack, cards):
if not AbstractFoundationStack.acceptsCards(self, from_stack, cards):
return False
# We accept any picture cards.
return cards[0].rank > 9
class EightCards_Talon(AutoDealTalonStack):
def canDealCards(self):
if len(self.cards) < 1: return False # noqa E701
return self.game.draws > 0 and len(self.game.s.reserves[0].cards) < 1
def dealCards(self, sound=False):
self.game.playSample("dealwaste")
self.flipMove()
self.moveMove(1, self.game.s.reserves[0])
old_state = self.game.enterState(self.game.S_FILL)
self.game.saveStateMove(2 | 16) # for undo
self.game.draws -= 1
self.game.saveStateMove(1 | 16) # for redo
self.game.leaveState(old_state)
class EightCards(Thirteens):
RowStack_Class = EightCards_RowStack
Foundation_Class = EightCards_Foundation
Talon_Class = EightCards_Talon
EXTRA_PILE = True
draws = 2
def createGame(self):
Thirteens.createGame(self, rows=2, cols=4)
def startGame(self):
self._startAndDealRow()
self.draws = 2
def _restoreGameHook(self, game):
self.draws = game.loadinfo.draws
def _loadGameHook(self, p):
self.loadinfo.addattr(draws=p.load())
def _saveGameHook(self, p):
p.dump(self.draws)
def setState(self, state):
# restore saved vars (from undo/redo)
self.draws = state[0]
def getState(self):
# save vars (for undo/redo)
return [self.draws]
# ************************************************************************
# * Triple Alliance
# ************************************************************************
class TripleAlliance_Reserve(ReserveStack):
def acceptsCards(self, from_stack, cards):
if not ReserveStack.acceptsCards(self, from_stack, cards):
return False
r_ranks = []
for r in self.game.s.reserves:
if r.cards:
r_ranks.append(r.cards[0].rank)
if not r_ranks:
return True
r_ranks.append(cards[0].rank)
r_ranks.sort()
if len(r_ranks) == 2:
return r_ranks[1]-r_ranks[0] in (1, 12)
for i in range(3):
j, k = (i+1) % 3, (i+2) % 3
if ((r_ranks[i]+1) % 13 == r_ranks[j] and
(r_ranks[j]+1) % 13 == r_ranks[k]):
return True
return False
class TripleAlliance(Game):
CARDS_PER_PILE = 3
CARDS_PER_SMALL_PILE = 2
def createGame(self):
layout, s = Layout(self), self.s
w0 = layout.XS + (2 + self.CARDS_PER_PILE) * layout.XOFFSET
self.setSize(layout.XM+5*w0, layout.YM+5*layout.YS)
x, y = layout.XM, layout.YM
for i in range(3):
s.reserves.append(TripleAlliance_Reserve(x, y, self))
x += layout.XS
x, y = self.width-layout.XS, layout.YM
s.foundations.append(AbstractFoundationStack(x, y, self, suit=ANY_SUIT,
max_move=0, max_accept=0, max_cards=52))
layout.createText(s.foundations[0], 'nw')
y = layout.YM+layout.YS
nstacks = 0
for i in range(4):
x = layout.XM
for j in range(5):
stack = BasicRowStack(x, y, self, max_accept=0)
s.rows.append(stack)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = layout.XOFFSET, 0
x += w0
nstacks += 1
if nstacks >= 18:
break
y += layout.YS
x, y = self.width-layout.XS, self.height-layout.YS
s.talon = InitialDealTalonStack(x, y, self)
layout.defaultStackGroups()
def startGame(self):
self._startDealNumRows(self.CARDS_PER_SMALL_PILE)
for i in range(self.CARDS_PER_PILE - self.CARDS_PER_SMALL_PILE - 1):
self.s.talon.dealRowAvail(self.s.rows[:16], frames=0)
self.s.talon.dealRowAvail(self.s.rows[:16])
def fillStack(self, stack):
for r in self.s.reserves:
if not r.cards:
return
if not self.demo:
self.playSample("droppair", priority=200)
old_state = self.enterState(self.S_FILL)
for r in self.s.reserves:
r.moveMove(1, self.s.foundations[0])
self.leaveState(old_state)
def isGameWon(self):
return len(self.s.foundations[0].cards) == 51 * self.gameinfo.decks
class TripleAlliance2Decks(TripleAlliance):
CARDS_PER_PILE = 6
CARDS_PER_SMALL_PILE = 4
# ************************************************************************
# * Pharaohs
# ************************************************************************
class Pharaohs(Pyramid):
Talon_Class = InitialDealTalonStack
RowStack_Class = Pyramid_RowStack
PYRAMID_Y_FACTOR = 3
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
w = layout.XM + 9*layout.XS
h = layout.YM + 5.67*layout.YS
self.setSize(w, h)
# create stacks
x, y = layout.XM, layout.YM
s.rows += self._createPyramid(layout, x, y, 2)
x, y = layout.XM+2*layout.XS, layout.YM
s.rows += self._createPyramid(layout, x, y, 7)
x, y = layout.XM+2.5*layout.XS, layout.YM+3*layout.YS
s.rows += self._createPyramid(layout, x, y, 6)
x, y = layout.XM, self.height-layout.YS
s.talon = self.Talon_Class(x, y, self)
x, y = self.width - layout.XS, layout.YM
s.foundations.append(Pyramid_Foundation(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
layout.createText(s.foundations[0], 's')
# define stack-groups
layout.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(frames=4)
def shallHighlightMatch(self, stack1, card1, stack2, card2):
return (card1.rank + card2.rank == 11 or
card1.rank == card2.rank)
# ************************************************************************
# * Baroness
# ************************************************************************
class Baroness_Talon(DealRowTalonStack):
def dealCards(self, sound=False):
rows = self.game.s.rows
if len(self.cards) == 7:
rows += self.game.s.reserves
return self.dealRowAvail(rows=rows, sound=sound)
class Baroness_RowStack(Giza_Reserve):
def acceptsCards(self, from_stack, cards):
if not self.basicAcceptsCards(from_stack, cards):
return False
if not self.cards:
return True
return cards[0].rank + self.cards[-1].rank == 11
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.rows and not to_stack.cards:
return OpenStack.moveMove(self, ncards, to_stack, frames, shadow)
return Giza_Reserve.moveMove(self, ncards, to_stack, frames, shadow)
class Baroness(Pyramid):
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
self.setSize(
layout.XM+9*layout.XS,
layout.YM+max(3.5*layout.YS, layout.YS+12*layout.YOFFSET)
)
# create stacks
x, y = layout.XM, layout.YM
s.talon = Baroness_Talon(x, y, self)
layout.createText(s.talon, 's')
x += 2*layout.XS
for i in range(5):
stack = Baroness_RowStack(x, y, self, max_accept=1)
s.rows.append(stack)
stack.CARD_YOFFSET = layout.YOFFSET
x += layout.XS
x += layout.XS
s.foundations.append(Pyramid_Foundation(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
layout.createText(s.foundations[0], 's')
x, y = layout.XM, self.height-layout.YS
s.reserves.append(Giza_Reserve(x, y, self, max_accept=1))
y -= layout.YS
s.reserves.append(Giza_Reserve(x, y, self, max_accept=1))
# define stack-groups
layout.defaultStackGroups()
def startGame(self):
self._startAndDealRow()
# ************************************************************************
# * Apophis
# ************************************************************************
class Apophis_Hint(Pyramid_Hint):
def computeHints(self):
DefaultHint.computeHints(self)
if self.hints:
return
reserves = self.game.s.reserves
for i in range(3):
for j in range(i+1, 3):
r1 = reserves[i]
r2 = reserves[j]
if r1.cards and r2.acceptsCards(r1, r1.cards[-1:]):
self.addHint(50000+len(r1.cards)+len(r2.cards), 1, r1, r2)
class Apophis_RowStack(Pyramid_RowStack):
def acceptsCards(self, from_stack, cards):
if not self.basicAcceptsCards(from_stack, cards):
return False
if not self.cards:
return False
r0, r1 = cards[0].rank, self.cards[-1].rank
return r0+r1 == 11
class Apophis(Pharaohs):
Hint_Class = Apophis_Hint
RowStack_Class = Apophis_RowStack
Waste_Class = Pyramid_Waste
Foundation_Class = Pyramid_Foundation
PYRAMID_Y_FACTOR = 2
INVERT = False
MAX_ROUNDS = 3
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
cols = 9
if self.INVERT:
cols = 10
w = layout.XM + cols * layout.XS
h = layout.YM + 4 * layout.YS
self.setSize(w, h)
# create stacks
x, y = layout.XM+1.5*layout.XS, layout.YM
if self.INVERT:
s.rows = self._createInvertedPyramid(layout, x, y, 7)
else:
s.rows = self._createPyramid(layout, x, y, 7)
x, y = layout.XM, layout.YM
s.talon = DealReserveRedealTalonStack(x, y, self,
max_rounds=self.MAX_ROUNDS)
layout.createText(s.talon, 'se')
if s.talon.max_rounds > 1:
layout.createRoundText(s.talon, 'ne')
y += layout.YS
for i in range(3):
stack = self.Waste_Class(x, y, self, max_accept=1)
s.reserves.append(stack)
layout.createText(stack, 'se')
y += layout.YS
x, y = self.width - layout.XS, layout.YM
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
layout.createText(s.foundations[0], 'nw')
# define stack-groups
layout.defaultStackGroups()
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(frames=4)
self.s.talon.dealCards()
def shallHighlightMatch(self, stack1, card1, stack2, card2):
return card1.rank + card2.rank == 11
# ************************************************************************
# * Eleven Triangle
# ************************************************************************
class ElevenTriangle_StackMethods():
def acceptsCards(self, from_stack, cards):
if self.basicIsBlocked():
return False
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return c.face_up and cards[0].face_up and \
(cards[0].rank + c.rank == 9 or (cards[0].rank > 9 and
cards[0].rank == c.rank))
def _dropKingClickHandler(self, event):
return 0
class ElevenTriangle_RowStack(ElevenTriangle_StackMethods, Pyramid_RowStack):
pass
class ElevenTriangle_Waste(ElevenTriangle_StackMethods, Pyramid_Waste):
pass
class ElevenTriangle(Apophis):
RowStack_Class = ElevenTriangle_RowStack
Waste_Class = ElevenTriangle_Waste
Foundation_Class = PyramidDozen_Foundation
INVERT = True
MAX_ROUNDS = 1
# ************************************************************************
# * Cheops
# ************************************************************************
class Cheops_StackMethods(Pyramid_StackMethods):
def acceptsCards(self, from_stack, cards):
if self.basicIsBlocked():
return False
if from_stack is self or not self.cards or len(cards) != 1:
return False
c = self.cards[-1]
return (c.face_up and cards[0].face_up and
abs(cards[0].rank-c.rank) in (0, 1))
class Cheops_Talon(Cheops_StackMethods, Pyramid_Talon):
def clickHandler(self, event):
return FaceUpWasteTalonStack.clickHandler(self, event)
class Cheops_Waste(Cheops_StackMethods, Pyramid_Waste):
def clickHandler(self, event):
return WasteStack.clickHandler(self, event)
class Cheops_RowStack(Cheops_StackMethods, Pyramid_RowStack):
def clickHandler(self, event):
return OpenStack.clickHandler(self, event)
class Cheops(Pyramid):
Foundation_Class = StackWrapper(AbstractFoundationStack, max_accept=0)
Talon_Class = StackWrapper(Cheops_Talon, max_rounds=1, max_accept=1)
RowStack_Class = Cheops_RowStack
WasteStack_Class = Cheops_Waste
def shallHighlightMatch(self, stack1, card1, stack2, card2):
return abs(card1.rank-card2.rank) in (0, 1)
# ************************************************************************
# * Exit
# * Relaxed Exit
# ************************************************************************
class Exit_RowStack(Elevens_RowStack):
def acceptsCards(self, from_stack, cards):
# if self.basicIsBlocked():
# return False
if from_stack is self or not self.cards or len(cards) != 1:
return False
c1 = self.cards[-1]
c2 = cards[0]
# if not c1.face_up or not c2.face_up:
# return False
return self.game._checkPair(c1, c2)
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
class Exit(Game):
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
h1 = layout.YS+5*layout.YOFFSET
self.setSize(layout.XM+7*layout.XS, layout.YM+2*h1+layout.YS)
# create stacks
y = layout.YM
for i in (0, 1):
x = layout.XM
for j in range(5):
stack = Exit_RowStack(x, y, self, base_rank=NO_RANK,
max_move=1, max_accept=1, dir=0)
s.rows.append(stack)
stack.CARD_YOFFSET = layout.YOFFSET
x += layout.XS
y += h1
x, y = self.width-layout.XS, layout.YM
stack = Exit_RowStack(x, y, self, base_rank=NO_RANK,
max_move=1, max_accept=1, dir=0)
s.reserves.append(stack)
stack.CARD_YOFFSET = layout.YOFFSET
x, y = self.width-layout.XS, self.height-layout.YS
s.foundations.append(AbstractFoundationStack(x, y, self, suit=ANY_SUIT,
max_accept=0, max_move=0, max_cards=52))
layout.createText(s.foundations[0], "n")
x, y = layout.XM, self.height-layout.YS
s.talon = InitialDealTalonStack(x, y, self)
# define stack-groups
layout.defaultStackGroups()
def _checkPair(self, c1, c2):
if c1.rank + c2.rank == 9: # A-10, 2-9, 3-8, 4-7, 5-6
return True
if c1.rank == JACK and c2.rank == JACK:
return True
if c1.rank + c2.rank == 23 and c1.suit != c2.suit: # Q-K
return True
return False
def _shuffleHook(self, cards):
swap_index = None
for i in range(10):
jack_indexes = []
for j in range(5):
k = i*5+j
c = cards[k]
if c.rank == JACK:
jack_indexes.append(k)
if len(jack_indexes) == 3:
swap_index = jack_indexes[1]
if len(jack_indexes) >= 2:
break
if swap_index is not None:
i = -1
if cards[-1].rank == JACK: # paranoia
i = -2
cards[swap_index], cards[i] = cards[i], cards[swap_index]
cards.reverse()
return cards
def startGame(self):
self.startDealSample()
for i in range(10):
for j in range(5):
self.s.talon.dealRow(rows=[self.s.rows[i]], frames=4)
self.s.talon.dealRow(rows=self.s.reserves, frames=4)
self.s.talon.dealRow(rows=self.s.reserves, frames=4)
# def getAutoStacks(self, event=None):
# return ((), (), self.sg.dropstacks)
def shallHighlightMatch(self, stack1, card1, stack2, card2):
return self._checkPair(card1, card2)
class RelaxedExit(Exit):
def _checkPair(self, c1, c2):
if c1.rank + c2.rank == 9: # A-10, 2-9, 3-8, 4-7, 5-6
return True
if c1.rank == JACK and c2.rank == JACK:
return True
if c1.rank + c2.rank == 23: # Q-K
return True
return False
# ************************************************************************
# * Two Pyramids
# ************************************************************************
class TwoPyramids(Pyramid):
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
w = layout.XM + 14*layout.XS
h = layout.YM + 5*layout.YS
self.setSize(w, h)
# create stacks
x, y = layout.XM, layout.YM+layout.YS
s.rows = self._createPyramid(layout, x, y, 7)
x += 7*layout.XS
s.rows += self._createPyramid(layout, x, y, 7)
x, y = layout.XM, layout.YM
s.talon = self.Talon_Class(x, y, self)
layout.createText(s.talon, "se")
layout.createRoundText(s.talon, 'ne')
y += layout.YS
s.waste = self.WasteStack_Class(x, y, self, max_accept=1)
layout.createText(s.waste, "se")
x, y = self.width-layout.XS, layout.YM
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=104))
layout.createText(s.foundations[0], 'nw')
# define stack-groups
layout.defaultStackGroups()
self.sg.openstacks.append(s.talon)
self.sg.dropstacks.append(s.talon)
self.sg.openstacks.append(s.waste)
# ************************************************************************
# * King Tut
# ************************************************************************
class KingTut(RelaxedPyramid):
def createGame(self):
layout, s = Layout(self), self.s
w = layout.XM + max(7*layout.XS, 2*layout.XS+23*layout.XOFFSET)
h = layout.YM + 5.5*layout.YS
self.setSize(w, h)
x, y = layout.XM+(w-7*layout.XS)//2, layout.YM
s.rows = self._createPyramid(layout, x, y, 7)
x, y = layout.XM, self.height-layout.YS
s.talon = WasteTalonStack(
x, y, self, max_rounds=UNLIMITED_REDEALS, num_deal=3)
layout.createText(s.talon, "n")
x += layout.XS
s.waste = Pyramid_Waste(x, y, self, max_accept=1)
s.waste.CARD_XOFFSET = layout.XOFFSET
layout.createText(s.waste, "n")
x, y = self.width - layout.XS, layout.YM
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
layout.createText(s.foundations[0], 'nw')
layout.defaultStackGroups()
self.sg.openstacks.append(s.waste)
# ************************************************************************
# * Double Pyramid
# ************************************************************************
class DoublePyramid(Pyramid):
def createGame(self):
Pyramid.createGame(self, pyramid_len=9)
# ************************************************************************
# * Triangle
# ************************************************************************
class Triangle(Pyramid):
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
w = layout.XM + 10.5*layout.XS
h = layout.YM + 4*layout.YS
self.setSize(w, h)
# create stacks
x, y = layout.XM+2*layout.XS, layout.YM
s.rows = self._createInvertedPyramid(layout, x, y, 7)
x, y = layout.XM, layout.YM
s.talon = self.Talon_Class(x, y, self)
layout.createText(s.talon, "se")
layout.createRoundText(s.talon, 'ne')
y += layout.YS
s.waste = self.WasteStack_Class(x, y, self, max_accept=1)
layout.createText(s.waste, "se")
x, y = self.width - layout.XS, layout.YM
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=52))
# define stack-groups
layout.defaultStackGroups()
self.sg.openstacks.append(s.talon)
self.sg.dropstacks.append(s.talon)
self.sg.openstacks.append(s.waste)
# ************************************************************************
# * Up and Down
# ************************************************************************
class UpAndDown(Pyramid):
def createGame(self, pyramid_len=7, reserves=0, waste=True, texts=True):
# create layout
layout, s = Layout(self), self.s
# set window
w = layout.XM + 13*layout.XS
h = layout.YM + 4*layout.YS
self.setSize(w, h)
# create stacks
x, y = layout.XM+layout.XS//2, layout.YM
s.rows = self._createPyramid(layout, x, y, 7)
x += 5.5*layout.XS
s.rows += self._createInvertedPyramid(layout, x, y, 7)
x, y = layout.XM, layout.YM
s.talon = self.Talon_Class(x, y, self)
layout.createText(s.talon, "se")
layout.createRoundText(s.talon, 'ne')
y += layout.YS
s.waste = self.WasteStack_Class(x, y, self, max_accept=1)
layout.createText(s.waste, "se")
x, y = self.width - layout.XS, self.height-layout.YS
s.foundations.append(self.Foundation_Class(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_move=0, max_cards=104))
layout.createText(s.foundations[0], 'sw')
# define stack-groups
layout.defaultStackGroups()
self.sg.openstacks.append(s.talon)
self.sg.dropstacks.append(s.talon)
self.sg.openstacks.append(s.waste)
def startGame(self):
self.startDealSample()
self.s.talon.dealRow(frames=4)
self.s.talon.dealCards() # deal first card to WasteStack
# ************************************************************************
# * Hurricane
# ************************************************************************
class Hurricane_Hint(DefaultHint):
def step010(self, dropstacks, rows):
rows = rows + self.game.s.reserves
return DefaultHint.step010(self, dropstacks, rows)
class Hurricane_StackMethods(Pyramid_StackMethods):
def acceptsCards(self, from_stack, cards):
if from_stack is self:
return False
if len(cards) != 1:
return False
if not self.cards:
return False
c1 = self.cards[-1]
c2 = cards[0]
return c1.face_up and c2.face_up and c1.rank + c2.rank == 12
def moveMove(self, ncards, to_stack, frames=-1, shadow=-1):
if to_stack in self.game.s.rows or \
to_stack in self.game.s.reserves:
self._dropPairMove(ncards, to_stack, frames=-1, shadow=shadow)
else:
self.game.moveMove(ncards, self, to_stack,
frames=frames, shadow=shadow)
self.fillStack()
class Hurricane_RowStack(Hurricane_StackMethods, BasicRowStack):
pass
class Hurricane_Reserve(Hurricane_StackMethods, OpenStack):
pass
class Hurricane(Pyramid):
Hint_Class = Hurricane_Hint
RowStack_Class = Hurricane_RowStack
Reserve_Class = Hurricane_Reserve
def createGame(self):
# create layout
layout, s = Layout(self), self.s
# set window
ww = layout.XS + max(2*layout.XOFFSET, layout.XS//2)
w = layout.XM + 1.5*layout.XS + 4*ww
h = layout.YM + 3*layout.YS
self.setSize(w, h)
# create stacks
for xx, yy in ((0, 0), (1, 0), (2, 0), (3, 0),
(0, 1), (3, 1),
(0, 2), (1, 2), (2, 2), (3, 2),
):
x, y = layout.XM + 1.5*layout.XS + ww*xx, layout.YM + layout.YS*yy
stack = self.Reserve_Class(x, y, self, max_accept=1)
stack.CARD_XOFFSET, stack.CARD_YOFFSET = layout.XOFFSET, 0
s.reserves.append(stack)
d = 3*ww - 4*layout.XS - 2*layout.XOFFSET
x = layout.XM + 1.5*layout.XS + layout.XS+2*layout.XOFFSET + d//2
y = layout.YM+layout.YS
for i in range(3):
stack = self.RowStack_Class(x, y, self, max_accept=1)
s.rows.append(stack)
x += layout.XS
x, y = layout.XM, layout.YM
s.talon = AutoDealTalonStack(x, y, self)
layout.createText(s.talon, 'ne')
y += 2*layout.YS
s.foundations.append(AbstractFoundationStack(x, y, self,
suit=ANY_SUIT, dir=0, base_rank=ANY_RANK,
max_accept=0, max_move=0, max_cards=52))
layout.createText(s.foundations[0], 'ne')
# define stack-groups
layout.defaultStackGroups()
def startGame(self):
for i in range(2):
self.s.talon.dealRow(rows=self.s.reserves, frames=0)
self.startDealSample()
self.s.talon.dealRow(rows=self.s.reserves)
self.s.talon.dealRow()
def fillStack(self, stack):
if stack in self.s.rows and not stack.cards 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)
# ************************************************************************
# * Ides of March
# ************************************************************************
class IdesOfMarch_StackMethods(Pyramid_StackMethods):
def acceptsCards(self, from_stack, cards):
if from_stack is self:
return False
if len(cards) != 1:
return False
if not self.cards:
return False
c1 = self.cards[-1]
c2 = cards[0]
return (c1.face_up and c2.face_up and
(c1.rank + c2.rank == 13 or c1.rank + c2.rank == 0))
class IdesOfMarch_RowStack(IdesOfMarch_StackMethods, BasicRowStack):
pass
class IdesOfMarch_Reserve(IdesOfMarch_StackMethods, OpenStack):
pass
class IdesOfMarch(Hurricane):
RowStack_Class = IdesOfMarch_RowStack
Reserve_Class = IdesOfMarch_Reserve
# register the game
registerGame(GameInfo(38, Pyramid, "Pyramid",
GI.GT_PAIRING_TYPE, 1, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(193, RelaxedPyramid, "Relaxed Pyramid",
GI.GT_PAIRING_TYPE | GI.GT_RELAXED, 1, 2,
GI.SL_MOSTLY_LUCK,
altnames=("Pyramid's Stones", "Pyramid Clear")))
# registerGame(GameInfo(44, Thirteen, "Thirteen",
# GI.GT_PAIRING_TYPE, 1, 0))
registerGame(GameInfo(592, Giza, "Giza",
GI.GT_PAIRING_TYPE | GI.GT_OPEN, 1, 0, GI.SL_BALANCED))
registerGame(GameInfo(593, Thirteens, "Thirteens",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK,
altnames=('Helsinki', "Good Thirteen")))
registerGame(GameInfo(594, Elevens, "Elevens",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK,
altnames=('Eleven Away',)))
registerGame(GameInfo(595, ElevensToo, "Elevens Too",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK))
registerGame(GameInfo(596, SuitElevens, "Suit Elevens",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK))
registerGame(GameInfo(597, Fifteens, "Fifteens",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(619, TripleAlliance, "Triple Alliance",
GI.GT_PAIRING_TYPE | GI.GT_OPEN, 1, 0,
GI.SL_MOSTLY_SKILL, altnames=('Triplets',)))
registerGame(GameInfo(655, Pharaohs, "Pharaohs",
GI.GT_PAIRING_TYPE | GI.GT_OPEN, 1, 0, GI.SL_BALANCED))
registerGame(GameInfo(657, Baroness, "Baroness",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_BALANCED,
altnames=('Five Piles',)))
registerGame(GameInfo(658, Apophis, "Apophis",
GI.GT_PAIRING_TYPE, 1, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(659, Cheops, "Cheops",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(674, RelaxedExit, "Relaxed Exit",
GI.GT_PAIRING_TYPE | GI.GT_OPEN | GI.GT_RELAXED,
1, 0, GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(677, TwoPyramids, "Two Pyramids",
GI.GT_PAIRING_TYPE | GI.GT_ORIGINAL, 2, 2,
GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(681, KingTut, "King Tut",
GI.GT_PAIRING_TYPE, 1, -1, GI.SL_MOSTLY_LUCK,
altnames=("Tut's Tomb",)))
registerGame(GameInfo(699, DoublePyramid, "Double Pyramid",
GI.GT_PAIRING_TYPE, 2, 2, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(700, Triangle, "Triangle",
GI.GT_PAIRING_TYPE, 1, 2, GI.SL_MOSTLY_LUCK,
altnames=('Yield', 'Funnel')))
registerGame(GameInfo(701, UpAndDown, "Up and Down",
GI.GT_PAIRING_TYPE | GI.GT_ORIGINAL, 2, 2,
GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(735, Hurricane, "Hurricane",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(796, Exit, "Exit",
GI.GT_PAIRING_TYPE | GI.GT_OPEN, 1, 0,
GI.SL_MOSTLY_SKILL, altnames=('Gay Gordons',)))
registerGame(GameInfo(802, TripleAlliance2Decks, "Triple Alliance (2 Decks)",
GI.GT_PAIRING_TYPE | GI.GT_OPEN, 2, 0,
GI.SL_MOSTLY_SKILL))
registerGame(GameInfo(846, PyramidDozen, "Pyramid Dozen",
GI.GT_PAIRING_TYPE | GI.GT_OPEN, 1, 0, GI.SL_BALANCED))
registerGame(GameInfo(854, Neptune, "Neptune",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_BALANCED,
altnames=('Mixtures',)))
registerGame(GameInfo(916, Tens, "Tens",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK,
altnames=('Take Ten',)))
registerGame(GameInfo(929, EightCards, "Eight Cards",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK,
altnames=('Acht Karten',)))
registerGame(GameInfo(937, TheLuckyNumber, "The Lucky Number",
GI.GT_PAIRING_TYPE, 2, 0, GI.SL_LUCK))
registerGame(GameInfo(950, Eighteens, "Eighteens",
GI.GT_PAIRING_TYPE, 2, 0, GI.SL_MOSTLY_LUCK,
altnames=("Steel Wheels",)))
registerGame(GameInfo(961, Nines, "Nines",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_LUCK))
registerGame(GameInfo(969, ElevenTriangle, "Eleven Triangle",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_MOSTLY_LUCK))
registerGame(GameInfo(974, IdesOfMarch, "Ides of March",
GI.GT_PAIRING_TYPE, 1, 0, GI.SL_MOSTLY_LUCK,
altnames=("XV",)))