feat(gems): add multiplayer gem game with custom content packs
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- implement FastAPI and HTMX lobby and game interfaces - support up to four human and AI-controlled players - add configurable rules, victory conditions, and expansion modules - support validated JSON cards, patrons, objectives, and outposts
This commit was merged in pull request #43.
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@@ -0,0 +1,903 @@
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"""Deterministic, server-authoritative Gems rule engine."""
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from __future__ import annotations
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import random
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from typing import Any
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from .models import (
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CardDefinition,
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CardEffectKind,
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ContentPack,
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GameCommand,
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GameSettings,
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GameState,
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OutpostDefinition,
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OutpostPower,
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OwnedCard,
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PendingChoice,
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PlayerState,
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)
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from .requirements import requirements_met
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MAX_PLAYERS = 4
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TWO_PLAYER_COUNT = 2
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THREE_PLAYER_COUNT = 3
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DISTINCT_TAKE_COUNT = 3
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DOUBLE_TAKE_MINIMUM = 4
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BLIND_RESERVE_DRAW_COUNT = 2
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class RuleError(ValueError):
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"""A command was not legal for the current state."""
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def deck_key(deck: str, tier: int) -> str:
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"""Build the state key for a named deck and tier."""
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return f"{deck}:{tier}"
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def new_game(
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room_code: str,
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names: list[str],
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pack: ContentPack,
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settings: GameSettings,
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*,
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seed: int,
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) -> GameState:
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"""Create and deal a deterministic game."""
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if not 1 <= len(names) <= MAX_PLAYERS:
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error = "Games require one to four seats"
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raise RuleError(error)
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if settings.first_player_mode == "selected" and settings.first_player_seat >= len(names):
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error = "The selected first player is no longer in the room"
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raise RuleError(error)
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_validate_startable(pack, settings)
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rng = random.Random(seed) # noqa: S311 - deterministic seeded shuffle
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first_seat = settings.first_player_seat if settings.first_player_mode == "selected" else rng.randrange(len(names))
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normal_count = 4 if len(names) <= TWO_PLAYER_COUNT else 5 if len(names) == THREE_PLAYER_COUNT else 7
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supply = dict.fromkeys(pack.resource_ids, normal_count)
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supply[pack.wild_resource.id] = 5
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players = [
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PlayerState(
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seat=index,
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name=name,
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tokens=dict.fromkeys((*pack.resource_ids, pack.wild_resource.id), 0),
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fortifications_available=settings.fortifications_per_player if settings.modules.fortifications else 0,
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)
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for index, name in enumerate(names)
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]
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decks: dict[str, list[str]] = {}
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markets: dict[str, list[str]] = {}
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for source in ("base", "eastern"):
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if source == "eastern" and not settings.modules.eastern_decks:
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continue
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market_size = settings.base_market_size if source == "base" else settings.eastern_market_size
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for tier in (1, 2, 3):
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key = deck_key(source, tier)
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cards = [card.id for card in pack.cards if card.deck == source and card.tier == tier]
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rng.shuffle(cards)
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markets[key] = [cards.pop() for _ in range(min(market_size, len(cards)))]
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decks[key] = cards
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patrons = [patron.id for patron in pack.patrons]
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rng.shuffle(patrons)
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patrons = patrons[: min(len(patrons), len(players) + 1)]
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objectives = [objective.id for objective in pack.objectives]
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rng.shuffle(objectives)
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objectives = objectives[: settings.objective_count] if settings.modules.objectives else []
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return GameState(
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room_code=room_code,
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seed=seed,
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players=players,
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supply=supply,
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decks=decks,
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markets=markets,
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available_patrons=[] if settings.modules.objectives else patrons,
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available_objectives=objectives,
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current_seat=first_seat,
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first_seat=first_seat,
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)
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def _validate_startable(pack: ContentPack, settings: GameSettings) -> None:
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for tier in (1, 2, 3):
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if not any(card.deck == "base" and card.tier == tier for card in pack.cards):
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error = f"The base deck has no tier-{tier} cards"
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raise RuleError(error)
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if settings.modules.eastern_decks and not any(
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card.deck == "eastern" and card.tier == tier for card in pack.cards
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):
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error = f"The eastern deck has no tier-{tier} cards"
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raise RuleError(error)
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if settings.modules.objectives and not pack.objectives:
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error = "The Objectives module needs objective definitions"
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raise RuleError(error)
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if settings.modules.outposts and not pack.outposts:
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error = "The Outposts module needs outpost definitions"
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raise RuleError(error)
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def card_map(pack: ContentPack) -> dict[str, CardDefinition]:
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"""Index all cards in a content pack by identifier."""
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return {card.id: card for card in pack.cards}
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def bonuses(player: PlayerState, pack: ContentPack) -> dict[str, int]:
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"""Calculate effective bonuses after copies, multiples, and discards."""
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cards = card_map(pack)
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result = dict.fromkeys(pack.resource_ids, 0)
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for owned in player.cards:
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definition = cards[owned.card_id]
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resource = owned.copied_resource or definition.bonus_resource
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if resource is not None:
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result[resource] += definition.effect.amount if definition.effect.kind == CardEffectKind.MULTI_BONUS else 1
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return result
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def score(player: PlayerState, pack: ContentPack) -> int:
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"""Calculate a player's score from cards, patrons, and outposts."""
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cards = card_map(pack)
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patrons = {patron.id: patron for patron in pack.patrons}
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outposts = {outpost.id: outpost for outpost in pack.outposts}
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value = sum(cards[item.card_id].points for item in player.cards)
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value += sum(patrons[item].points for item in player.patrons)
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for item in player.outposts:
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definition = outposts[item]
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if definition.power == OutpostPower.POINTS_PER_OUTPOST:
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value += definition.value * len(player.outposts)
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return value
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def affordable_payments(player: PlayerState, card: CardDefinition, pack: ContentPack, *, double_wild: bool) -> bool:
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"""Report whether a player can cover a card's standard cost."""
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discount = bonuses(player, pack)
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shortage = sum(
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max(0, amount - discount.get(resource, 0) - player.tokens.get(resource, 0))
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for resource, amount in card.cost.items()
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)
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wild_value = 2 if double_wild else 1
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return shortage <= player.tokens.get(pack.wild_resource.id, 0) * wild_value
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def visible_cards(state: GameState) -> set[str]:
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"""Return the identifiers of cards currently visible in markets."""
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return {card for market in state.markets.values() for card in market}
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def apply_command(
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state: GameState,
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command: GameCommand,
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pack: ContentPack,
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settings: GameSettings,
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*,
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actor_seat: int,
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) -> GameState:
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"""Validate and apply one command, returning a new state snapshot."""
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if state.finished:
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error = "The game is finished"
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raise RuleError(error)
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if command.expected_revision != state.revision:
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error = "The board changed; refresh and try again"
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raise RuleError(error)
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if actor_seat != state.current_seat:
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error = "It is not your turn"
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raise RuleError(error)
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if state.pending and state.pending.seat != actor_seat:
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error = "Another player must resolve the pending choice"
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raise RuleError(error)
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result = state.model_copy(deep=True)
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if result.pending:
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_apply_pending(result, command, pack, settings)
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elif command.type == "take_distinct":
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_take_distinct(result, command.payload, pack, settings)
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elif command.type == "take_double":
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_take_double(result, command.payload, pack, settings)
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elif command.type == "reserve":
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_reserve(result, command.payload, pack, settings)
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elif command.type == "purchase":
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_purchase(result, command.payload, pack, settings, is_conquest=False)
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else:
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error = "Choose a normal turn action"
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raise RuleError(error)
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result.revision += 1
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return result
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def _take_distinct(state: GameState, payload: dict[str, Any], pack: ContentPack, settings: GameSettings) -> None:
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colors = payload.get("resources")
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if not isinstance(colors, list) or len(colors) != len(set(colors)):
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error = "Choose distinct resources"
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raise RuleError(error)
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available = [resource for resource in pack.resource_ids if state.supply.get(resource, 0) > 0]
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required = DISTINCT_TAKE_COUNT if len(available) >= DISTINCT_TAKE_COUNT else None
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if required is not None and len(colors) != required:
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error = "Take exactly three different resources when possible"
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raise RuleError(error)
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if required is None and not 1 <= len(colors) <= len(available):
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error = "Choose one or more available resources"
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raise RuleError(error)
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if not set(colors) <= set(available):
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error = "A selected resource is unavailable"
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raise RuleError(error)
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player = state.players[state.current_seat]
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for resource in colors:
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state.supply[resource] -= 1
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player.tokens[resource] += 1
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state.log.append(f"{player.name} took {len(colors)} different resources")
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_after_standard_action(state, pack, settings, action="take_distinct")
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def _take_double(state: GameState, payload: dict[str, Any], pack: ContentPack, settings: GameSettings) -> None:
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resource = payload.get("resource")
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if resource not in pack.resource_ids or state.supply.get(resource, 0) < DOUBLE_TAKE_MINIMUM:
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error = "That resource cannot be taken twice"
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raise RuleError(error)
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player = state.players[state.current_seat]
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state.supply[resource] -= 2
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player.tokens[resource] += 2
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state.log.append(f"{player.name} took two {resource} resources")
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extra = _owned_outpost(player, pack, OutpostPower.RESOURCE_AFTER_DOUBLE)
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if settings.modules.outposts and extra:
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options = [item for item in pack.resource_ids if item != resource and state.supply.get(item, 0) > 0]
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if options:
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state.pending = PendingChoice(
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kind="resource", seat=player.seat, options=options, context={"next": "after_action"}
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)
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return
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_after_standard_action(state, pack, settings, action="take_double")
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def _reserve(state: GameState, payload: dict[str, Any], pack: ContentPack, settings: GameSettings) -> None:
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player = state.players[state.current_seat]
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if len(player.reserved) >= settings.reserve_limit:
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error = "Your reserve is full"
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raise RuleError(error)
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card_id = payload.get("card_id")
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source = payload.get("deck")
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drawn: list[str]
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if card_id:
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if card_id not in visible_cards(state):
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error = "That card is not visible"
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raise RuleError(error)
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_assert_not_blocked(state, card_id, player.seat)
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_remove_visible(state, card_id)
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drawn = [card_id]
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elif isinstance(source, str) and source in state.decks:
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if not state.decks[source]:
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error = "That deck is empty"
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raise RuleError(error)
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draw_count = 1
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post = _owned_outpost(player, pack, OutpostPower.BLIND_RESERVE_TWO)
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if post and (not source.startswith("eastern:") or settings.interactions.outpost_reserve_applies_eastern):
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draw_count = min(BLIND_RESERVE_DRAW_COUNT, len(state.decks[source]))
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drawn = [state.decks[source].pop() for _ in range(draw_count)]
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else:
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error = "Choose a visible card or deck"
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raise RuleError(error)
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if len(drawn) == BLIND_RESERVE_DRAW_COUNT:
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state.pending = PendingChoice(kind="reserve_keep", seat=player.seat, options=drawn, context={"deck": source})
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return
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_finish_reserve(state, drawn[0], pack, settings)
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def _finish_reserve(state: GameState, card_id: str, pack: ContentPack, settings: GameSettings) -> None:
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player = state.players[state.current_seat]
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player.reserved.append(card_id)
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_refill_markets(state, settings)
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wild = pack.wild_resource.id
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if state.supply[wild] > 0:
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state.supply[wild] -= 1
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player.tokens[wild] += 1
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state.log.append(f"{player.name} reserved a card")
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_after_standard_action(state, pack, settings, action="reserve")
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def _purchase(
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state: GameState,
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payload: dict[str, Any],
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pack: ContentPack,
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settings: GameSettings,
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*,
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is_conquest: bool,
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) -> None:
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player = state.players[state.current_seat]
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card_id = payload.get("card_id")
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if not isinstance(card_id, str):
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error = "Choose a card"
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raise RuleError(error)
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from_reserve = card_id in player.reserved
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if not from_reserve:
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if card_id not in visible_cards(state):
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error = "That card is not available"
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raise RuleError(error)
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_assert_not_blocked(state, card_id, player.seat)
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if is_conquest and state.fortifications.get(card_id, {}).get(player.seat, 0) < settings.fortifications_per_player:
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error = "All your fortifications must occupy the conquest card"
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raise RuleError(error)
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card = pack.card(card_id)
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_pay_for_purchase(state, player, card, payload, pack, settings)
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if from_reserve:
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player.reserved.remove(card_id)
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else:
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_remove_visible(state, card_id)
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_return_fortifications(state, card_id)
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owned = OwnedCard(card_id=card_id)
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player.cards.append(owned)
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player.purchased_card_count += 1
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state.turn_purchase_count += 1
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state.log.append(f"{player.name} purchased {card.label}")
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if card.effect.kind in {CardEffectKind.COPY_BONUS, CardEffectKind.COPY_AND_CLAIM}:
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# Do not allow the new copy card to satisfy its own target requirement.
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prior = player.cards.pop()
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options = sorted(resource for resource, amount in bonuses(player, pack).items() if amount)
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player.cards.append(prior)
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if not options:
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error = "This card requires an existing bonus to copy"
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raise RuleError(error)
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state.pending = PendingChoice(
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kind="copy_bonus",
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seat=player.seat,
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options=options,
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context={"card_id": card_id, "is_conquest": is_conquest},
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)
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return
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if card.effect.kind == CardEffectKind.CLAIM_FREE:
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_queue_free_card(state, card, pack, settings, is_conquest=is_conquest)
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return
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_after_purchase(state, pack, settings, is_conquest=is_conquest)
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def _pay_for_purchase(
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state: GameState,
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player: PlayerState,
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card: CardDefinition,
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payload: dict[str, Any],
|
||||
pack: ContentPack,
|
||||
settings: GameSettings,
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||||
) -> None:
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if card.alternate_cost:
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||||
discarded = payload.get("discard_cards", [])
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||||
_pay_alternate(player, card, discarded, pack)
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if not settings.interactions.retain_outposts_after_discard:
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_reconcile_outposts(player, pack)
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else:
|
||||
payment = payload.get("payment", {})
|
||||
virtual_cards = payload.get("virtual_wild_cards", [])
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||||
_pay_tokens(state, player, card, payment, virtual_cards, pack, settings)
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||||
|
||||
|
||||
def _pay_tokens( # noqa: C901 - payment validation mirrors the rule sequence
|
||||
state: GameState,
|
||||
player: PlayerState,
|
||||
card: CardDefinition,
|
||||
payment: object,
|
||||
virtual_cards: object,
|
||||
pack: ContentPack,
|
||||
settings: GameSettings,
|
||||
) -> None:
|
||||
if not isinstance(payment, dict) or any(not isinstance(value, int) or value < 0 for value in payment.values()):
|
||||
error = "Provide a valid payment"
|
||||
raise RuleError(error)
|
||||
allowed = {*pack.resource_ids, pack.wild_resource.id}
|
||||
if not set(payment) <= allowed:
|
||||
error = "Payment contains an unknown resource"
|
||||
raise RuleError(error)
|
||||
if any(payment.get(resource, 0) > player.tokens.get(resource, 0) for resource in allowed):
|
||||
error = "Payment uses resources you do not have"
|
||||
raise RuleError(error)
|
||||
discount = bonuses(player, pack)
|
||||
if not isinstance(virtual_cards, list) or len(virtual_cards) != len(set(virtual_cards)):
|
||||
error = "Virtual-wild selections must be unique"
|
||||
raise RuleError(error)
|
||||
owned_by_id = {item.card_id: item for item in player.cards}
|
||||
virtual_value = 0
|
||||
for card_id in virtual_cards:
|
||||
owned = owned_by_id.get(card_id)
|
||||
if owned is None:
|
||||
error = "You do not own a selected virtual-wild card"
|
||||
raise RuleError(error)
|
||||
definition = pack.card(card_id)
|
||||
if definition.effect.kind != CardEffectKind.VIRTUAL_WILD:
|
||||
error = "A selected card does not grant virtual wild resources"
|
||||
raise RuleError(error)
|
||||
virtual_value += definition.effect.amount
|
||||
wild = payment.get(pack.wild_resource.id, 0)
|
||||
double = bool(_owned_outpost(player, pack, OutpostPower.DOUBLE_WILD))
|
||||
wild_value = 2 if double else 1
|
||||
virtual_multiplier = 2 if double and settings.interactions.virtual_wild_can_double else 1
|
||||
remaining_wild_value = wild * wild_value + virtual_value * virtual_multiplier
|
||||
for resource in pack.resource_ids:
|
||||
due = max(0, card.cost.get(resource, 0) - discount.get(resource, 0))
|
||||
normal = payment.get(resource, 0)
|
||||
if normal > due:
|
||||
error = "Payment overpays a normal resource"
|
||||
raise RuleError(error)
|
||||
remaining_wild_value -= due - normal
|
||||
if remaining_wild_value < 0:
|
||||
error = "Payment does not exactly cover the card cost"
|
||||
raise RuleError(error)
|
||||
for resource, amount in payment.items():
|
||||
player.tokens[resource] -= amount
|
||||
state.supply[resource] += amount
|
||||
if virtual_cards:
|
||||
player.cards = [item for item in player.cards if item.card_id not in virtual_cards]
|
||||
|
||||
|
||||
def _pay_alternate(player: PlayerState, card: CardDefinition, selected: object, pack: ContentPack) -> None:
|
||||
if not isinstance(selected, list) or not card.alternate_cost or len(selected) != card.alternate_cost.count:
|
||||
error = "Choose the required owned cards to discard"
|
||||
raise RuleError(error)
|
||||
if len(selected) != len(set(selected)):
|
||||
error = "A card can only be discarded once"
|
||||
raise RuleError(error)
|
||||
owned_by_id = {item.card_id: item for item in player.cards}
|
||||
for card_id in selected:
|
||||
owned = owned_by_id.get(card_id)
|
||||
if owned is None:
|
||||
error = "You do not own a selected discard"
|
||||
raise RuleError(error)
|
||||
definition = pack.card(card_id)
|
||||
effective = owned.copied_resource or definition.bonus_resource
|
||||
if effective != card.alternate_cost.discard_resource:
|
||||
error = "A selected discard has the wrong color"
|
||||
raise RuleError(error)
|
||||
# Copy cards of the effective color must be discarded first.
|
||||
matching_copies = [
|
||||
item.card_id for item in player.cards if item.copied_resource == card.alternate_cost.discard_resource
|
||||
]
|
||||
if any(item not in selected for item in matching_copies[: min(len(matching_copies), len(selected))]):
|
||||
error = "Copied cards of this color must be discarded first"
|
||||
raise RuleError(error)
|
||||
player.cards = [item for item in player.cards if item.card_id not in selected]
|
||||
|
||||
|
||||
def _apply_pending( # noqa: C901, PLR0911, PLR0912, PLR0915 - explicit pending-choice state machine
|
||||
state: GameState, command: GameCommand, pack: ContentPack, settings: GameSettings
|
||||
) -> None:
|
||||
pending = state.pending
|
||||
if pending is None or command.type not in {"choose", "decline", "purchase"}:
|
||||
error = "Resolve the pending choice"
|
||||
raise RuleError(error)
|
||||
player = state.players[state.current_seat]
|
||||
choice = command.payload.get("choice")
|
||||
if pending.kind == "reserve_keep":
|
||||
if choice not in pending.options:
|
||||
error = "Choose one of the drawn cards"
|
||||
raise RuleError(error)
|
||||
other = next(item for item in pending.options if item != choice)
|
||||
state.decks[pending.context["deck"]].insert(0, other)
|
||||
state.pending = None
|
||||
_finish_reserve(state, choice, pack, settings)
|
||||
return
|
||||
if pending.kind == "copy_bonus":
|
||||
if choice not in pending.options:
|
||||
error = "Choose an existing bonus"
|
||||
raise RuleError(error)
|
||||
card_id = pending.context["card_id"]
|
||||
owned = next(item for item in reversed(player.cards) if item.card_id == card_id)
|
||||
owned.copied_resource = choice
|
||||
definition = pack.card(card_id)
|
||||
state.pending = None
|
||||
if definition.effect.kind == CardEffectKind.COPY_AND_CLAIM:
|
||||
_queue_free_card(state, definition, pack, settings, is_conquest=bool(pending.context.get("is_conquest")))
|
||||
else:
|
||||
_after_purchase(
|
||||
state,
|
||||
pack,
|
||||
settings,
|
||||
is_conquest=bool(pending.context.get("is_conquest")),
|
||||
chained=bool(pending.context.get("chained")),
|
||||
)
|
||||
return
|
||||
if pending.kind == "free_card":
|
||||
if choice not in pending.options:
|
||||
error = "Choose an eligible free card"
|
||||
raise RuleError(error)
|
||||
if settings.interactions.fortifications_block_free_claim:
|
||||
_assert_not_blocked(state, choice, player.seat)
|
||||
_remove_visible(state, choice)
|
||||
_return_fortifications(state, choice)
|
||||
claimed = pack.card(choice)
|
||||
player.cards.append(OwnedCard(card_id=choice))
|
||||
state.turn_chain_free_count += 1
|
||||
state.log.append(f"{player.name} claimed {claimed.label} without payment")
|
||||
state.pending = None
|
||||
if claimed.effect.kind in {CardEffectKind.COPY_BONUS, CardEffectKind.COPY_AND_CLAIM}:
|
||||
prior = player.cards.pop()
|
||||
options = sorted(resource for resource, amount in bonuses(player, pack).items() if amount)
|
||||
player.cards.append(prior)
|
||||
if options:
|
||||
state.pending = PendingChoice(
|
||||
kind="copy_bonus",
|
||||
seat=player.seat,
|
||||
options=options,
|
||||
context={
|
||||
"card_id": choice,
|
||||
"is_conquest": pending.context.get("is_conquest", False),
|
||||
"chained": True,
|
||||
},
|
||||
)
|
||||
return
|
||||
_after_purchase(state, pack, settings, is_conquest=bool(pending.context.get("is_conquest")), chained=True)
|
||||
return
|
||||
if pending.kind == "resource":
|
||||
if choice not in pending.options or state.supply.get(str(choice), 0) <= 0:
|
||||
error = "Choose an available resource"
|
||||
raise RuleError(error)
|
||||
state.supply[str(choice)] -= 1
|
||||
player.tokens[str(choice)] += 1
|
||||
context = pending.context
|
||||
state.pending = None
|
||||
remaining = int(context.get("remaining", 1))
|
||||
if context.get("next") == "after_purchase" and remaining > 1:
|
||||
options = [item for item in pack.resource_ids if state.supply.get(item, 0) > 0]
|
||||
if options:
|
||||
state.pending = PendingChoice(
|
||||
kind="resource",
|
||||
seat=player.seat,
|
||||
options=options,
|
||||
context={**context, "remaining": remaining - 1},
|
||||
)
|
||||
return
|
||||
if context.get("next") == "after_purchase":
|
||||
_after_purchase(state, pack, settings, is_conquest=bool(context.get("is_conquest")), skip_resource=True)
|
||||
else:
|
||||
_after_standard_action(state, pack, settings, action="take_double")
|
||||
return
|
||||
if pending.kind == "discard_tokens":
|
||||
discard = command.payload.get("tokens", {})
|
||||
allowed = {*pack.resource_ids, pack.wild_resource.id}
|
||||
if not isinstance(discard, dict) or not set(discard) <= allowed or sum(discard.values()) != pending.amount:
|
||||
error = "Discard exactly the required number of resources"
|
||||
raise RuleError(error)
|
||||
for resource, amount in discard.items():
|
||||
if not isinstance(amount, int) or amount <= 0 or amount > player.tokens.get(resource, 0):
|
||||
error = "Invalid token discard"
|
||||
raise RuleError(error)
|
||||
for resource, amount in discard.items():
|
||||
player.tokens[resource] -= amount
|
||||
state.supply[resource] += amount
|
||||
state.pending = None
|
||||
_end_checks(state, pack, settings)
|
||||
return
|
||||
if pending.kind == "patron":
|
||||
if choice not in pending.options:
|
||||
error = "Choose an eligible patron"
|
||||
raise RuleError(error)
|
||||
player.patrons.append(choice)
|
||||
state.available_patrons.remove(choice)
|
||||
state.pending = None
|
||||
_check_outposts_or_objectives(state, pack, settings)
|
||||
return
|
||||
if pending.kind == "outpost":
|
||||
if choice not in pending.options:
|
||||
error = "Choose an eligible outpost"
|
||||
raise RuleError(error)
|
||||
player.outposts.append(choice)
|
||||
state.pending = None
|
||||
_check_objectives(state, pack, settings)
|
||||
return
|
||||
if pending.kind == "fortification":
|
||||
target = command.payload.get("card_id")
|
||||
mode = command.payload.get("mode")
|
||||
if target not in visible_cards(state):
|
||||
error = "Choose a visible card"
|
||||
raise RuleError(error)
|
||||
if (
|
||||
target in state.markets.get(deck_key("eastern", pack.card(target).tier), [])
|
||||
and not settings.interactions.fortifications_on_eastern
|
||||
):
|
||||
error = "Fortifications cannot occupy eastern cards with this setting"
|
||||
raise RuleError(error)
|
||||
if mode == "place":
|
||||
occupants = state.fortifications.get(target, {})
|
||||
if any(seat != player.seat and count for seat, count in occupants.items()):
|
||||
error = "An opponent occupies that card"
|
||||
raise RuleError(error)
|
||||
source = command.payload.get("from_card")
|
||||
if source:
|
||||
if state.fortifications.get(source, {}).get(player.seat, 0) <= 0:
|
||||
error = "You have no fortification there"
|
||||
raise RuleError(error)
|
||||
state.fortifications[source][player.seat] -= 1
|
||||
elif player.fortifications_available > 0:
|
||||
player.fortifications_available -= 1
|
||||
else:
|
||||
error = "Move one of your placed fortifications"
|
||||
raise RuleError(error)
|
||||
state.fortifications.setdefault(target, {})[player.seat] = occupants.get(player.seat, 0) + 1
|
||||
elif mode == "remove":
|
||||
occupants = state.fortifications.get(target, {})
|
||||
opponents = [(seat, count) for seat, count in occupants.items() if seat != player.seat and count == 1]
|
||||
if len(opponents) != 1:
|
||||
error = "Choose a card with exactly one opposing fortification"
|
||||
raise RuleError(error)
|
||||
seat, _ = opponents[0]
|
||||
occupants[seat] = 0
|
||||
state.players[seat].fortifications_available += 1
|
||||
else:
|
||||
error = "Choose place or remove"
|
||||
raise RuleError(error)
|
||||
remaining = int(pending.context.get("remaining", 1))
|
||||
state.pending = None
|
||||
if remaining > 1 and _queue_fortification(state, pack, settings, remaining=remaining - 1):
|
||||
return
|
||||
_after_fortification(state, pack, settings)
|
||||
return
|
||||
if pending.kind == "conquest":
|
||||
if command.type == "decline":
|
||||
state.pending = None
|
||||
_enforce_token_limit_or_checks(state, pack, settings)
|
||||
return
|
||||
if command.type != "purchase":
|
||||
error = "Purchase the conquest card or decline"
|
||||
raise RuleError(error)
|
||||
state.pending = None
|
||||
_purchase(state, command.payload, pack, settings, is_conquest=True)
|
||||
return
|
||||
error = "Unsupported pending choice"
|
||||
raise RuleError(error)
|
||||
|
||||
|
||||
def _queue_free_card(
|
||||
state: GameState, card: CardDefinition, pack: ContentPack, settings: GameSettings, *, is_conquest: bool
|
||||
) -> None:
|
||||
options = []
|
||||
for card_id in visible_cards(state):
|
||||
candidate = pack.card(card_id)
|
||||
if candidate.tier != card.effect.target_tier:
|
||||
continue
|
||||
if settings.interactions.fortifications_block_free_claim:
|
||||
occupants = state.fortifications.get(card_id, {})
|
||||
if any(seat != state.current_seat and count for seat, count in occupants.items()):
|
||||
continue
|
||||
options.append(card_id)
|
||||
if options:
|
||||
state.pending = PendingChoice(
|
||||
kind="free_card", seat=state.current_seat, options=sorted(options), context={"is_conquest": is_conquest}
|
||||
)
|
||||
else:
|
||||
_after_purchase(state, pack, settings, is_conquest=is_conquest)
|
||||
|
||||
|
||||
def _after_purchase(
|
||||
state: GameState,
|
||||
pack: ContentPack,
|
||||
settings: GameSettings,
|
||||
*,
|
||||
is_conquest: bool,
|
||||
chained: bool = False,
|
||||
skip_resource: bool = False,
|
||||
) -> None:
|
||||
player = state.players[state.current_seat]
|
||||
_refill_markets(state, settings)
|
||||
resource_post = _owned_outpost(player, pack, OutpostPower.RESOURCE_AFTER_PURCHASE)
|
||||
triggers = not is_conquest or settings.interactions.purchase_resource_on_conquest
|
||||
if settings.modules.outposts and resource_post and triggers and not skip_resource:
|
||||
options = [item for item in pack.resource_ids if state.supply.get(item, 0) > 0]
|
||||
if options:
|
||||
remaining = 1
|
||||
if chained and not settings.interactions.chained_claim_is_not_purchase:
|
||||
remaining += state.turn_chain_free_count
|
||||
state.pending = PendingChoice(
|
||||
kind="resource",
|
||||
seat=player.seat,
|
||||
options=options,
|
||||
context={"next": "after_purchase", "is_conquest": is_conquest, "remaining": remaining},
|
||||
)
|
||||
return
|
||||
if settings.modules.fortifications:
|
||||
remaining = 1
|
||||
if chained and not settings.interactions.one_fortification_decision_per_purchase_chain:
|
||||
remaining += state.turn_chain_free_count
|
||||
if _queue_fortification(state, pack, settings, remaining=remaining):
|
||||
return
|
||||
_after_fortification(state, pack, settings)
|
||||
|
||||
|
||||
def _after_fortification(state: GameState, pack: ContentPack, settings: GameSettings) -> None:
|
||||
player = state.players[state.current_seat]
|
||||
conquest = [
|
||||
card_id
|
||||
for card_id, occupants in state.fortifications.items()
|
||||
if occupants.get(player.seat, 0) >= settings.fortifications_per_player and card_id in visible_cards(state)
|
||||
]
|
||||
if settings.modules.fortifications and conquest:
|
||||
state.turn_chain_free_count = 0
|
||||
state.pending = PendingChoice(kind="conquest", seat=player.seat, options=conquest)
|
||||
return
|
||||
state.turn_chain_free_count = 0
|
||||
_enforce_token_limit_or_checks(state, pack, settings)
|
||||
|
||||
|
||||
def _queue_fortification(
|
||||
state: GameState,
|
||||
pack: ContentPack,
|
||||
settings: GameSettings,
|
||||
*,
|
||||
remaining: int,
|
||||
) -> bool:
|
||||
player = state.players[state.current_seat]
|
||||
options = [
|
||||
card_id
|
||||
for card_id in visible_cards(state)
|
||||
if settings.interactions.fortifications_on_eastern or pack.card(card_id).deck != "eastern"
|
||||
]
|
||||
can_act = False
|
||||
for card_id in options:
|
||||
occupants = state.fortifications.get(card_id, {})
|
||||
can_place = not any(seat != player.seat and count for seat, count in occupants.items())
|
||||
can_remove = any(seat != player.seat and count == 1 for seat, count in occupants.items())
|
||||
if can_place or can_remove:
|
||||
can_act = True
|
||||
break
|
||||
if not can_act:
|
||||
return False
|
||||
state.pending = PendingChoice(
|
||||
kind="fortification",
|
||||
seat=player.seat,
|
||||
options=sorted(options),
|
||||
context={"remaining": remaining},
|
||||
)
|
||||
return True
|
||||
|
||||
|
||||
def _after_standard_action(state: GameState, pack: ContentPack, settings: GameSettings, *, action: str) -> None:
|
||||
del action
|
||||
if settings.modules.fortifications and state.turn_purchase_count:
|
||||
_after_purchase(state, pack, settings, is_conquest=False)
|
||||
else:
|
||||
_enforce_token_limit_or_checks(state, pack, settings)
|
||||
|
||||
|
||||
def _enforce_token_limit_or_checks(state: GameState, pack: ContentPack, settings: GameSettings) -> None:
|
||||
player = state.players[state.current_seat]
|
||||
excess = sum(player.tokens.values()) - settings.token_limit
|
||||
if excess > 0:
|
||||
state.pending = PendingChoice(kind="discard_tokens", seat=player.seat, amount=excess)
|
||||
return
|
||||
_end_checks(state, pack, settings)
|
||||
|
||||
|
||||
def _end_checks(state: GameState, pack: ContentPack, settings: GameSettings) -> None:
|
||||
player = state.players[state.current_seat]
|
||||
bonus = bonuses(player, pack)
|
||||
eligible_patrons = [
|
||||
patron.id
|
||||
for patron in pack.patrons
|
||||
if patron.id in state.available_patrons and requirements_met(patron.requirements, bonus)
|
||||
]
|
||||
if eligible_patrons:
|
||||
state.pending = PendingChoice(kind="patron", seat=player.seat, options=eligible_patrons)
|
||||
return
|
||||
_check_outposts_or_objectives(state, pack, settings)
|
||||
|
||||
|
||||
def _check_outposts_or_objectives(state: GameState, pack: ContentPack, settings: GameSettings) -> None:
|
||||
if settings.modules.outposts and settings.interactions.outposts_before_objectives and _queue_outpost(state, pack):
|
||||
return
|
||||
_check_objectives(state, pack, settings)
|
||||
|
||||
|
||||
def _queue_outpost(state: GameState, pack: ContentPack) -> bool:
|
||||
player = state.players[state.current_seat]
|
||||
bonus = bonuses(player, pack)
|
||||
choices = [
|
||||
outpost.id
|
||||
for outpost in pack.outposts
|
||||
if outpost.id not in player.outposts and requirements_met(outpost.requirements, bonus)
|
||||
]
|
||||
if choices:
|
||||
state.pending = PendingChoice(kind="outpost", seat=player.seat, options=choices)
|
||||
return True
|
||||
return False
|
||||
|
||||
|
||||
def _check_objectives(state: GameState, pack: ContentPack, settings: GameSettings) -> None:
|
||||
player = state.players[state.current_seat]
|
||||
if settings.modules.objectives:
|
||||
bonus = bonuses(player, pack)
|
||||
choices = [
|
||||
objective.id
|
||||
for objective in pack.objectives
|
||||
if objective.id in state.available_objectives
|
||||
and score(player, pack) >= objective.minimum_score
|
||||
and requirements_met(objective.requirements, bonus)
|
||||
]
|
||||
if choices:
|
||||
player.objective_met = choices[0]
|
||||
if player.seat not in state.objective_qualifiers:
|
||||
state.objective_qualifiers.append(player.seat)
|
||||
if (
|
||||
settings.modules.outposts
|
||||
and not settings.interactions.outposts_before_objectives
|
||||
and _queue_outpost(state, pack)
|
||||
):
|
||||
return
|
||||
_finish_turn(state, pack, settings)
|
||||
|
||||
|
||||
def _finish_turn(state: GameState, pack: ContentPack, settings: GameSettings) -> None:
|
||||
player = state.players[state.current_seat]
|
||||
has_score = score(player, pack) >= settings.target_score
|
||||
has_objective = player.objective_met is not None
|
||||
triggered = {
|
||||
"score": has_score,
|
||||
"objective": has_objective,
|
||||
"either": has_score or has_objective,
|
||||
"both": has_score and has_objective,
|
||||
}[settings.victory_condition]
|
||||
if triggered and state.finish_at_seat is None:
|
||||
state.finish_at_seat = (state.first_seat - 1) % len(state.players)
|
||||
if state.finish_at_seat == state.current_seat:
|
||||
candidates = (
|
||||
state.objective_qualifiers if settings.victory_condition == "objective" else list(range(len(state.players)))
|
||||
)
|
||||
if not candidates:
|
||||
candidates = list(range(len(state.players)))
|
||||
best_score = max(score(state.players[seat], pack) for seat in candidates)
|
||||
candidates = [seat for seat in candidates if score(state.players[seat], pack) == best_score]
|
||||
fewest = min(state.players[seat].purchased_card_count for seat in candidates)
|
||||
state.winners = [seat for seat in candidates if state.players[seat].purchased_card_count == fewest]
|
||||
state.finished = True
|
||||
state.pending = None
|
||||
return
|
||||
state.current_seat = (state.current_seat + 1) % len(state.players)
|
||||
if state.current_seat == state.first_seat:
|
||||
state.round_number += 1
|
||||
state.turn_purchase_count = 0
|
||||
state.turn_chain_free_count = 0
|
||||
|
||||
|
||||
def _remove_visible(state: GameState, card_id: str) -> None:
|
||||
for market in state.markets.values():
|
||||
if card_id in market:
|
||||
market.remove(card_id)
|
||||
return
|
||||
error = "Card is not visible"
|
||||
raise RuleError(error)
|
||||
|
||||
|
||||
def _refill_markets(state: GameState, settings: GameSettings) -> None:
|
||||
for key, market in state.markets.items():
|
||||
desired = settings.eastern_market_size if key.startswith("eastern:") else settings.base_market_size
|
||||
deck = state.decks[key]
|
||||
while len(market) < desired and deck:
|
||||
market.append(deck.pop())
|
||||
|
||||
|
||||
def _assert_not_blocked(state: GameState, card_id: str, seat: int) -> None:
|
||||
occupants = state.fortifications.get(card_id, {})
|
||||
if any(owner != seat and count > 0 for owner, count in occupants.items()):
|
||||
error = "An opponent's fortification protects that card"
|
||||
raise RuleError(error)
|
||||
|
||||
|
||||
def _return_fortifications(state: GameState, card_id: str) -> None:
|
||||
for seat, count in state.fortifications.pop(card_id, {}).items():
|
||||
state.players[seat].fortifications_available += count
|
||||
|
||||
|
||||
def _owned_outpost(player: PlayerState, pack: ContentPack, power: OutpostPower) -> OutpostDefinition | None:
|
||||
definitions = {item.id: item for item in pack.outposts}
|
||||
return next((definitions[item] for item in player.outposts if definitions[item].power == power), None)
|
||||
|
||||
|
||||
def _reconcile_outposts(player: PlayerState, pack: ContentPack) -> None:
|
||||
definitions = {item.id: item for item in pack.outposts}
|
||||
bonus = bonuses(player, pack)
|
||||
player.outposts = [item for item in player.outposts if requirements_met(definitions[item].requirements, bonus)]
|
||||
|
||||
|
||||
def public_state(state: GameState, viewer_seat: int | None) -> dict[str, Any]:
|
||||
"""Serialize state while redacting other players' reserved cards and deck order."""
|
||||
data = state.model_dump(mode="json")
|
||||
for player in data["players"]:
|
||||
if player["seat"] != viewer_seat:
|
||||
player["reserved"] = [None] * len(player["reserved"])
|
||||
data["decks"] = {key: len(value) for key, value in state.decks.items()}
|
||||
if state.pending and state.pending.seat != viewer_seat:
|
||||
data["pending"]["options"] = []
|
||||
data["pending"]["context"] = {}
|
||||
return data
|
||||
Reference in new issue
Block a user