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dotfiles/python/gems/domain/legal_actions.py
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feat(gems): add multiplayer gem game with custom content packs
- 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
2026-07-22 20:47:03 -04:00

160 lines
7.2 KiB
Python

"""Legal command generation used by bots and server-rendered controls."""
from __future__ import annotations
import itertools
import math
import uuid
from .engine import bonuses, visible_cards
from .models import ContentPack, GameCommand, GameSettings, GameState, OutpostPower
DISTINCT_TAKE_COUNT = 3
DOUBLE_TAKE_MINIMUM = 4
def command(state: GameState, type_: str, payload: dict | None = None) -> GameCommand:
"""Create a command targeting the state's current revision."""
return GameCommand(
command_id=uuid.uuid4().hex,
expected_revision=state.revision,
type=type_, # type: ignore[arg-type]
payload=payload or {},
)
def legal_commands( # noqa: C901, PLR0911, PLR0912 - mirrors pending and normal action branches
state: GameState, pack: ContentPack, settings: GameSettings, seat: int
) -> list[GameCommand]:
"""Enumerate meaningful legal commands without revealing hidden information."""
if state.finished or seat != state.current_seat:
return []
player = state.players[seat]
if state.pending:
pending = state.pending
if pending.seat != seat:
return []
if pending.kind == "discard_tokens":
available = [item for item, amount in player.tokens.items() for _ in range(amount)]
payload: dict[str, int] = {}
for item in available[: pending.amount]:
payload[item] = payload.get(item, 0) + 1
return [command(state, "choose", {"tokens": payload})]
if pending.kind == "fortification":
pending_results = []
for target in pending.options:
occupants = state.fortifications.get(target, {})
if not any(owner != seat and count for owner, count in occupants.items()):
if player.fortifications_available:
pending_results.append(command(state, "choose", {"card_id": target, "mode": "place"}))
for source, source_occupants in state.fortifications.items():
if source_occupants.get(seat, 0):
pending_results.append(
command(state, "choose", {"card_id": target, "from_card": source, "mode": "place"})
)
if any(owner != seat and count == 1 for owner, count in occupants.items()):
pending_results.append(command(state, "choose", {"card_id": target, "mode": "remove"}))
return pending_results
if pending.kind == "conquest":
conquest_results = [command(state, "decline")]
for card_id in pending.options:
payment = default_payment(state, pack, settings, card_id, seat)
if payment is not None:
conquest_results.append(command(state, "purchase", {"card_id": card_id, **payment}))
return conquest_results
return [command(state, "choose", {"choice": item}) for item in pending.options]
results: list[GameCommand] = []
available = [resource for resource in pack.resource_ids if state.supply.get(resource, 0)]
take_size = DISTINCT_TAKE_COUNT if len(available) >= DISTINCT_TAKE_COUNT else 1
sizes = [take_size] if len(available) >= DISTINCT_TAKE_COUNT else list(range(1, len(available) + 1))
for size in sizes:
results.extend(
command(state, "take_distinct", {"resources": list(items)})
for items in itertools.combinations(available, size)
)
results.extend(
command(state, "take_double", {"resource": resource})
for resource in pack.resource_ids
if state.supply.get(resource, 0) >= DOUBLE_TAKE_MINIMUM
)
if len(player.reserved) < settings.reserve_limit:
results.extend(
command(state, "reserve", {"card_id": card_id})
for card_id in visible_cards(state)
if not _blocked(state, card_id, seat)
)
results.extend(command(state, "reserve", {"deck": key}) for key, cards in state.decks.items() if cards)
for card_id in [*visible_cards(state), *player.reserved]:
if card_id not in player.reserved and _blocked(state, card_id, seat):
continue
payment = default_payment(state, pack, settings, card_id, seat)
if payment is not None:
results.append(command(state, "purchase", {"card_id": card_id, **payment}))
return results
def default_payment( # noqa: C901, PLR0912 - ordered payment rules are intentionally explicit
state: GameState,
pack: ContentPack,
settings: GameSettings,
card_id: str,
seat: int,
) -> dict | None:
"""Return one legal colored-first payment, or None when unaffordable."""
player = state.players[seat]
card = pack.card(card_id)
if card.alternate_cost:
matching = []
definitions = {item.id: item for item in pack.cards}
for owned in player.cards:
resource = owned.copied_resource or definitions[owned.card_id].bonus_resource
if resource == card.alternate_cost.discard_resource:
matching.append(owned.card_id)
copies = [
item for item in matching if next(owned for owned in player.cards if owned.card_id == item).copied_resource
]
ordered = [*copies, *(item for item in matching if item not in copies)]
if len(ordered) < card.alternate_cost.count:
return None
return {"discard_cards": ordered[: card.alternate_cost.count]}
discount = bonuses(player, pack)
payment: dict[str, int] = {}
shortage = 0
for resource in pack.resource_ids:
due = max(0, card.cost.get(resource, 0) - discount.get(resource, 0))
amount = min(due, player.tokens.get(resource, 0))
if amount:
payment[resource] = amount
shortage += due - amount
double_wild = any(
outpost.power == OutpostPower.DOUBLE_WILD and outpost.id in player.outposts for outpost in pack.outposts
)
wild_value = 2 if double_wild else 1
virtual_multiplier = 2 if double_wild and settings.interactions.virtual_wild_can_double else 1
virtual_cards: list[str] = []
virtual_total = 0
if shortage > player.tokens.get(pack.wild_resource.id, 0) * wild_value:
for owned in player.cards:
definition = pack.card(owned.card_id)
if definition.effect.kind.value != "virtual_wild":
continue
virtual_cards.append(owned.card_id)
virtual_total += definition.effect.amount * virtual_multiplier
if virtual_total + player.tokens.get(pack.wild_resource.id, 0) * wild_value >= shortage:
break
remaining = max(0, shortage - virtual_total)
wild_needed = math.ceil(remaining / wild_value)
if wild_needed > player.tokens.get(pack.wild_resource.id, 0) or virtual_total + wild_needed * wild_value < shortage:
return None
if wild_needed:
payment[pack.wild_resource.id] = wild_needed
result: dict[str, object] = {"payment": payment}
if virtual_cards:
result["virtual_wild_cards"] = virtual_cards
return result
def _blocked(state: GameState, card_id: str, seat: int) -> bool:
return any(owner != seat and count for owner, count in state.fortifications.get(card_id, {}).items())