Sync push

This commit is contained in:
Christoph Hagen
2021-12-03 18:03:29 +01:00
parent 4fe71136a2
commit 3db9652cad
27 changed files with 1540 additions and 898 deletions

View File

@ -73,6 +73,15 @@ struct Card: Codable {
var points: Int {
symbol.points
}
static let allCards: Set<Card> = {
let all = Card.Suit.allCases.map { suit in
Card.Symbol.allCases.map { symbol in
Card(suit: suit, symbol: symbol)
}
}.joined()
return Set(all)
}()
}
extension Card: CustomStringConvertible {
@ -86,3 +95,20 @@ extension Card: Hashable {
}
struct PlayableCard {
let card: Card
let isPlayable: Bool
var cardInfo: CardInfo {
.init(card: card.id, playable: isPlayable)
}
}
struct CardInfo: Codable, Equatable {
let card: CardId
let playable: Bool
}

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@ -0,0 +1,49 @@
//
// File.swift
//
//
// Created by iMac on 03.12.21.
//
import Foundation
enum CardOrderType {
/// The sorting for most games, where heart is trump
case normal
case wenz
case geier
case soloEichel
case soloBlatt
case soloSchelln
}
protocol CardOrder {
static var trumpOrder: [Card] { get }
static var sortIndex: [Card : Int] { get }
}
extension CardOrder {
static func consecutiveTrumps(_ cards: [Card]) -> Int {
var count = 0
while cards.contains(trumpOrder[count]) {
count += 1
}
guard count >= 3 else {
return 0
}
return count
}
static func sort(_ cards: [Card]) -> [Card] {
cards.sorted { sortIndex[$0]! < sortIndex[$1]! }
}
}

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@ -0,0 +1,58 @@
//
// File.swift
//
//
// Created by iMac on 03.12.21.
//
import Foundation
struct NormalCardOrder: CardOrder {
private static let cardOrder = [
Card(.eichel, .ober),
Card(.blatt, .ober),
Card(.herz, .ober),
Card(.schelln, .ober),
Card(.eichel, .unter),
Card(.blatt, .unter),
Card(.herz, .unter),
Card(.schelln, .unter),
Card(.herz, .ass),
Card(.herz, .zehn),
Card(.herz, .könig),
Card(.herz, .neun),
Card(.herz, .acht),
Card(.herz, .sieben),
Card(.eichel, .ass),
Card(.eichel, .zehn),
Card(.eichel, .könig),
Card(.eichel, .neun),
Card(.eichel, .acht),
Card(.eichel, .sieben),
Card(.blatt, .ass),
Card(.blatt, .zehn),
Card(.blatt, .könig),
Card(.blatt, .neun),
Card(.blatt, .acht),
Card(.blatt, .sieben),
Card(.schelln, .ass),
Card(.schelln, .zehn),
Card(.schelln, .könig),
Card(.schelln, .neun),
Card(.schelln, .acht),
Card(.schelln, .sieben),
]
private static let sortIndex: [Card : Int] = {
cardOrder.enumerated().reduce(into: [:]) { $0[$1.element] = $1.offset }
}()
static let trumpOrder: [Card] = Array(cardOrder[0..<8])
private static let trumps: Set<Card> = Set(trumpOrder)
static func trumpCount(_ cards: [Card]) -> Int {
cards.filter { trumps.contains(card) }.count
}
}

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@ -0,0 +1,312 @@
import Foundation
private let wenzCardOder = [
Card(.eichel, .unter),
Card(.blatt, .unter),
Card(.herz, .unter),
Card(.schelln, .unter),
Card(.herz, .ass),
Card(.herz, .zehn),
Card(.herz, .könig),
Card(.herz, .ober),
Card(.herz, .neun),
Card(.herz, .acht),
Card(.herz, .sieben),
Card(.eichel, .ass),
Card(.eichel, .zehn),
Card(.eichel, .könig),
Card(.eichel, .ober),
Card(.eichel, .neun),
Card(.eichel, .acht),
Card(.eichel, .sieben),
Card(.blatt, .ass),
Card(.blatt, .zehn),
Card(.blatt, .könig),
Card(.blatt, .ober),
Card(.blatt, .neun),
Card(.blatt, .acht),
Card(.blatt, .sieben),
Card(.schelln, .ass),
Card(.schelln, .zehn),
Card(.schelln, .könig),
Card(.schelln, .ober),
Card(.schelln, .neun),
Card(.schelln, .acht),
Card(.schelln, .sieben),
]
private let geierCardOrder = [
Card(.eichel, .ober),
Card(.blatt, .ober),
Card(.herz, .ober),
Card(.schelln, .ober),
Card(.herz, .ass),
Card(.herz, .zehn),
Card(.herz, .könig),
Card(.herz, .unter),
Card(.herz, .neun),
Card(.herz, .acht),
Card(.herz, .sieben),
Card(.eichel, .ass),
Card(.eichel, .zehn),
Card(.eichel, .könig),
Card(.eichel, .unter),
Card(.eichel, .neun),
Card(.eichel, .acht),
Card(.eichel, .sieben),
Card(.blatt, .ass),
Card(.blatt, .zehn),
Card(.blatt, .könig),
Card(.blatt, .unter),
Card(.blatt, .neun),
Card(.blatt, .acht),
Card(.blatt, .sieben),
Card(.schelln, .ass),
Card(.schelln, .zehn),
Card(.schelln, .könig),
Card(.schelln, .unter),
Card(.schelln, .neun),
Card(.schelln, .acht),
Card(.schelln, .sieben),
]
private let eichelCardOrder = [
Card(.eichel, .ober),
Card(.blatt, .ober),
Card(.herz, .ober),
Card(.schelln, .ober),
Card(.eichel, .unter),
Card(.blatt, .unter),
Card(.herz, .unter),
Card(.schelln, .unter),
Card(.eichel, .ass),
Card(.eichel, .zehn),
Card(.eichel, .könig),
Card(.eichel, .neun),
Card(.eichel, .acht),
Card(.eichel, .sieben),
Card(.blatt, .ass),
Card(.blatt, .zehn),
Card(.blatt, .könig),
Card(.blatt, .neun),
Card(.blatt, .acht),
Card(.blatt, .sieben),
Card(.herz, .ass),
Card(.herz, .zehn),
Card(.herz, .könig),
Card(.herz, .neun),
Card(.herz, .acht),
Card(.herz, .sieben),
Card(.schelln, .ass),
Card(.schelln, .zehn),
Card(.schelln, .könig),
Card(.schelln, .neun),
Card(.schelln, .acht),
Card(.schelln, .sieben),
]
private let blattCardOrder = [
Card(.eichel, .ober),
Card(.blatt, .ober),
Card(.herz, .ober),
Card(.schelln, .ober),
Card(.eichel, .unter),
Card(.blatt, .unter),
Card(.herz, .unter),
Card(.schelln, .unter),
Card(.blatt, .ass),
Card(.blatt, .zehn),
Card(.blatt, .könig),
Card(.blatt, .neun),
Card(.blatt, .acht),
Card(.blatt, .sieben),
Card(.eichel, .ass),
Card(.eichel, .zehn),
Card(.eichel, .könig),
Card(.eichel, .neun),
Card(.eichel, .acht),
Card(.eichel, .sieben),
Card(.herz, .ass),
Card(.herz, .zehn),
Card(.herz, .könig),
Card(.herz, .neun),
Card(.herz, .acht),
Card(.herz, .sieben),
Card(.schelln, .ass),
Card(.schelln, .zehn),
Card(.schelln, .könig),
Card(.schelln, .neun),
Card(.schelln, .acht),
Card(.schelln, .sieben),
]
private let schellnCardOrder = [
Card(.eichel, .ober),
Card(.blatt, .ober),
Card(.herz, .ober),
Card(.schelln, .ober),
Card(.eichel, .unter),
Card(.blatt, .unter),
Card(.herz, .unter),
Card(.schelln, .unter),
Card(.schelln, .ass),
Card(.schelln, .zehn),
Card(.schelln, .könig),
Card(.schelln, .neun),
Card(.schelln, .acht),
Card(.schelln, .sieben),
Card(.eichel, .ass),
Card(.eichel, .zehn),
Card(.eichel, .könig),
Card(.eichel, .neun),
Card(.eichel, .acht),
Card(.eichel, .sieben),
Card(.blatt, .ass),
Card(.blatt, .zehn),
Card(.blatt, .könig),
Card(.blatt, .neun),
Card(.blatt, .acht),
Card(.blatt, .sieben),
Card(.herz, .ass),
Card(.herz, .zehn),
Card(.herz, .könig),
Card(.herz, .neun),
Card(.herz, .acht),
Card(.herz, .sieben),
]
private let wenzSortIndex: [Card : Int] = {
wenzCardOder.enumerated().reduce(into: [:]) { $0[$1.element] = $1.offset }
}()
private let geierSortIndex: [Card : Int] = {
geierCardOrder.enumerated().reduce(into: [:]) { $0[$1.element] = $1.offset }
}()
private let eichelSortIndex: [Card : Int] = {
eichelCardOrder.enumerated().reduce(into: [:]) { $0[$1.element] = $1.offset }
}()
private let blattSortIndex: [Card : Int] = {
blattCardOrder.enumerated().reduce(into: [:]) { $0[$1.element] = $1.offset }
}()
private let schellnSortIndex: [Card : Int] = {
schellnCardOrder.enumerated().reduce(into: [:]) { $0[$1.element] = $1.offset }
}()
private let wenzTrumps: [Card] = wenzCardOder[0..<4]
private let geierTrumps: [Card] = geierCardOrder[0..<4]
private let eichelTrumps: [Card] = eichelCardOrder[0..<8]
private let blattTrumps: [Card] = blattCardOrder[0..<8]
private let schellnTrumps: [Card] = schellnCardOrder[0..<8]
extension Card {
func isTrump(in game: GameType) -> Bool {
switch game.sortingType {
case .normal:
trumpsInOrder = normalCardOrder[0..<8]
case .wenz:
trumpsInOrder = wenzCardOder[0..<4]
case .geier:
trumpsInOrder = geierCardOrder[0..<4]
case .soloEichel:
trumpsInOrder = eichelCardOrder[0..<8]
case .soloBlatt:
trumpsInOrder = blattCardOrder[0..<8]
case .soloSchelln:
trumpsInOrder = schellnCardOrder[0..<8]
}
}
}
extension Array where Element == Card {
func sorted(cardOrder order: CardOrder) -> [Card] {
switch order {
case .normal:
return sorted { normalSortIndex[$0]! < normalSortIndex[$1]! }
case .wenz:
return sorted { wenzSortIndex[$0]! < wenzSortIndex[$1]! }
case .geier:
return sorted { geierSortIndex[$0]! < geierSortIndex[$1]! }
case .soloEichel:
return sorted { eichelSortIndex[$0]! < eichelSortIndex[$1]! }
case .soloBlatt:
return sorted { blattSortIndex[$0]! < blattSortIndex[$1]! }
case .soloSchelln:
return sorted { schellnSortIndex[$0]! < schellnSortIndex[$1]! }
}
}
func consecutiveTrumps(for game: GameType) -> Int {
var count = 0
let trumpsInOrder: Array<Card>.SubSequence
switch game.sortingType {
case .normal:
trumpsInOrder = normalCardOrder[0..<8]
case .wenz:
trumpsInOrder = wenzCardOder[0..<4]
case .geier:
trumpsInOrder = geierCardOrder[0..<4]
case .soloEichel:
trumpsInOrder = eichelCardOrder[0..<8]
case .soloBlatt:
trumpsInOrder = blattCardOrder[0..<8]
case .soloSchelln:
trumpsInOrder = schellnCardOrder[0..<8]
}
while contains(trumpsInOrder[count]) {
count += 1
}
guard count >= 3 else {
return 0
}
return count
}
func trumpCount(for game: GameType) -> Int {
}
/**
Split cards into chunks to assign them to players.
- Note: The array must contain a multiple of the `size` parameter
*/
func split(intoChunksOf size: Int) -> [Hand] {
stride(from: 0, to: count, by: size).map { i in
Array(self[i..<i+4])
}
}
var canOfferWedding: Bool {
NormalCardOrder.trumpCount(self) == 1
}
}
struct Dealer {
/**
Creates a random assignment of 4 cards per 4 players for the initial round of doubling.
*/
static func dealFirstCards() -> [Hand] {
// Select 16 random cards for the first hands
Array(Card.allCards.shuffled()[0..<16])
.split(intoChunksOf: 4)
.map { $0.sorted(cardOrder: .normal) }
}
static func dealRemainingCards(of initial: [Hand]) -> [Hand] {
Card.allCards
.subtracting(initial.reduce([], +))
.shuffled()
.split(intoChunksOf: 4)
}
}

View File

@ -32,9 +32,8 @@ struct Game: Codable {
self.numberOfDoubles = doubles
self.cards = cards
self.leaders = leaders
self.consecutiveTrumps = Dealer.consecutiveTrumps(
in: leaders.map { cards[$0] }.joined(),
for: type)
self.consecutiveTrumps = Array(leaders.map { cards[$0] }.joined())
.consecutiveTrumps(for: type)
self.currentActor = starter
self.lastTrickWinner = starter
self.completedTricks = []

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@ -0,0 +1,78 @@
import Foundation
enum GameType: Codable {
enum GameClass: Int {
case ruf = 1
case hochzeit = 2
case bettel = 3
case wenzGeier = 4
case solo = 5
var cost: Int {
switch self {
case .ruf: return 5
case .hochzeit: return 10
case .bettel: return 15
case .wenzGeier, .solo: return 20
}
}
}
case rufEichel
case rufBlatt
case rufSchelln
case hochzeit
case bettel
case wenz
case geier
case soloEichel
case soloBlatt
case soloHerz
case soloSchelln
var gameClass: GameClass {
switch self {
case .rufEichel, .rufBlatt, .rufSchelln:
return .ruf
case .hochzeit:
return .hochzeit
case .bettel:
return .bettel
case .wenz, .geier:
return .wenzGeier
case .soloEichel, .soloBlatt, .soloHerz, .soloSchelln:
return .solo
}
}
var isSingleGame: Bool {
switch self {
case .rufEichel, .rufBlatt, .rufSchelln, .hochzeit:
return false
default:
return true
}
}
var basicCost: Int {
gameClass.cost
}
var sortingType: CardOrderType {
switch self {
case .wenz:
return .wenz
case .geier:
return .geier
case .soloEichel:
return .soloEichel
case .soloBlatt:
return .soloBlatt
case .soloSchelln:
return .soloSchelln
default:
return .normal
}
}
}

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@ -0,0 +1,195 @@
import Foundation
import WebSocketKit
import CloudKit
private let encoder = JSONEncoder()
final class Player {
let name: PlayerName
/// The player is the first to play a card in a new game
var playsFirstCard = false
/// The player is the next to perform an action (e.g. play a card)
var isNextActor = false
/// The player must select the game to play after winning the auction
var selectsGame = false
/// The players plays/played the first card for the current trick
var startedCurrentTrick = false
/// The action available to the player
var actions: [Action] = []
/// Indicates if the player doubled ("legen")
var didDoubleAfterFourCards: Bool? = nil
/// Indicates if the player is still involved in the bidding process
var isStillBidding = true
/// Indicates that the player leads the game ("Spieler")
var isGameLeader = false
/// Indicates the number of raises ("Schuss") of the player
var numberOfRaises = 0
/// The remaining cards of the player
var handCards: [PlayableCard] = []
/// The card played for the current trick
var playedCard: Card? = nil
/// All tricks won by the player in this game
var wonTricks: [Trick] = []
var socket: WebSocket? = nil
init(name: PlayerName) {
self.name = name
}
var rawCards: [Card] {
handCards.map { $0.card }
}
func connect(using socket: WebSocket) {
_ = self.socket?.close()
self.socket = socket
}
func send(_ info: TableInfo) {
try? socket?.send(encodeJSON(info))
}
func disconnect() -> Bool {
guard let socket = socket else {
return false
}
do {
try socket.close().wait()
} catch {
print("Failed to close socket for player: \(name): \(error)")
}
self.socket = nil
return true
}
func prepareForFirstGame(isFirstPlayer: Bool) {
playsFirstCard = isFirstPlayer
isNextActor = isFirstPlayer
selectsGame = false // Not relevant in this phase
startedCurrentTrick = isFirstPlayer
actions = [.deal]
didDoubleAfterFourCards = nil // Not relevant in this phase
isStillBidding = false // Not relevant in this phase
isGameLeader = false // Not relevant in this phase
numberOfRaises = 0 // Not relevant in this phase
handCards = []
playedCard = nil
wonTricks = []
}
func assignFirstCards(_ cards: Hand) {
selectsGame = false // Not relevant in this phase
actions = [.initialDoubleCost, .noDoubleCost]
didDoubleAfterFourCards = nil
isStillBidding = false // Not relevant in this phase
isGameLeader = false // Not relevant in this phase
numberOfRaises = 0 // Not relevant in this phase
handCards = cards.map { .init(card: $0, isPlayable: false) }
playedCard = nil
wonTricks = []
}
func didDouble(_ double: Bool) {
selectsGame = false // Not relevant in this phase
actions = []
didDoubleAfterFourCards = double
isStillBidding = false // Not relevant in this phase
isGameLeader = false // Not relevant in this phase
numberOfRaises = 0 // Not relevant in this phase
playedCard = nil
wonTricks = []
}
func assignRemainingCards(_ cards: Hand) {
isStillBidding = true
isGameLeader = false
numberOfRaises = 0
handCards = (rawCards + cards)
.sorted(CardOrderType: .normal)
.map { .init(card: $0, isPlayable: false) }
playedCard = nil
wonTricks = []
}
func startAuction() {
selectsGame = false // Not relevant in this phase
if playsFirstCard {
actions = [.withdrawFromAuction, .increaseOrMatchGame]
} else {
}
actions = []
isStillBidding = true
isGameLeader = false // Not relevant in this phase
numberOfRaises = 0 // Not relevant in this phase
playedCard = nil
wonTricks = []
}
func info(masked: Bool) -> PlayerInfo {
.init(player: self, isMasked: masked)
}
}
extension Player {
/// Indicate that the player is connected when at a table
var isConnected: Bool {
guard let socket = socket else {
return false
}
guard !socket.isClosed else {
self.socket = nil
return false
}
return true
}
}
extension Player {
enum Action: String, Codable {
/// The player can request cards to be dealt
case deal = "deal"
/// The player doubles on the initial four cards
case initialDoubleCost = "double"
/// The player does not double on the initial four cards
case noDoubleCost = "skip"
/// The player offers a wedding (one trump card)
case offerWedding = "wedding"
/// The player can choose to accept the wedding
case acceptWedding = "accept"
/// The player matches or increases the game during auction
case increaseOrMatchGame = "bid"
/// The player does not want to play
case withdrawFromAuction = "out"
/// The player claims to win and doubles the game cost ("schießen")
case doubleDuringGame = "raise"
/// The url path for the client to call (e.g. /player/deal)
var path: String {
rawValue
}
}
}

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@ -0,0 +1,233 @@
import Foundation
import WebSocketKit
private extension Int {
mutating func advanceInTable() {
self = (self + 1) % maximumPlayersPerTable
}
}
final class Table {
let id: TableId
let name: TableName
let isPublic: Bool
var players: [Player] = []
var phase: GamePhase = .waitingForPlayers
var gameType: GameType? = nil
var minimumPlayableGame: GameType.GameClass = .ruf
/// Indicates if doubles are still allowed
var canDoubleDuringGame = false
/// Indicates if any player doubled during the current round, extending it to the next round
var didDoubleInCurrentRound = false
/// Indicates that all players acted after the first four cards
var allPlayersFinishedDoubling: Bool {
!players.contains { $0.didDoubleAfterFourCards == nil }
}
init(id: TableId, name: TableName, isPublic: Bool) {
self.id = id
self.name = name
self.isPublic = isPublic
}
init(newTable name: TableName, isPublic: Bool) {
self.id = .newToken()
self.name = name
self.isPublic = isPublic
}
func add(player: PlayerName) -> Bool {
guard !isFull else {
return false
}
let player = Player(name: player)
players.append(player)
if isFull {
prepareTableForFirstGame()
}
sendUpdateToAllPlayers()
return true
}
func contains(player: PlayerName) -> Bool {
players.contains { $0.name == player }
}
func select(player: PlayerName) -> Player? {
players.first { $0.name == player }
}
func player(leftOf index: Int) -> Player? {
player(at: (index + 1) % 4)
}
func player(acrossOf index: Int) -> Player? {
player(at: (index + 2) % 4)
}
func player(rightOf index: Int) -> Player? {
player(at: (index + 3) % 4)
}
func player(at index: Int) -> Player? {
guard index < players.count else {
return nil
}
return players[index]
}
func remove(player: PlayerName) {
guard contains(player: player) else {
return
}
players = players.filter { $0.name != player }
reset()
}
func connect(player name: PlayerName, using socket: WebSocket) -> Bool {
guard let player = select(player: name) else {
return false
}
player.connect(using: socket)
sendUpdateToAllPlayers()
return true
}
func disconnect(player name: PlayerName) {
guard let player = select(player: name) else {
return
}
guard player.disconnect() else {
return
}
sendUpdateToAllPlayers()
return
}
private func prepareTableForFirstGame() {
self.phase = .waitingForPlayers
self.gameType = nil
self.minimumPlayableGame = .ruf // Not relevant in this phase
self.canDoubleDuringGame = true // Not relevant in this phase
self.didDoubleInCurrentRound = false // Not relevant in this phase
let index = players.firstIndex { $0.playsFirstCard } ?? 0
for i in 0..<maximumPlayersPerTable {
players[i].prepareForFirstGame(isFirstPlayer: i == index)
}
}
private func sendUpdateToAllPlayers() {
players.enumerated().forEach { playerIndex, player in
guard player.isConnected else {
return
}
let info = TableInfo(self, forPlayerAt: playerIndex)
player.send(info)
}
}
// MARK: Player actions
func perform(action: Player.Action, forPlayer player: PlayerName) -> PlayerActionResult {
defer { sendUpdateToAllPlayers() }
switch action {
case .deal:
return dealInitialCards()
case .initialDoubleCost:
return perform(double: true, forPlayer: player)
case .noDoubleCost:
return perform(double: false, forPlayer: player)
case .offerWedding:
fatalError()
case .acceptWedding:
fatalError()
case .increaseOrMatchGame:
fatalError()
case .withdrawFromAuction:
fatalError()
case .doubleDuringGame:
fatalError()
}
}
private func dealInitialCards() -> PlayerActionResult {
guard isFull else {
return .tableNotFull
}
guard phase == .waitingForPlayers else {
return .tableStateInvalid
}
phase = .collectingDoubles
gameType = nil
minimumPlayableGame = .ruf
let cards = Dealer.dealFirstCards()
for (index, player) in players.enumerated() {
player.assignFirstCards(cards[index])
}
return .success
}
func perform(double: Bool, forPlayer name: PlayerName) -> PlayerActionResult {
let player = select(player: player)!
player.didDouble(double)
if allPlayersFinishedDoubling {
dealAdditionalCards()
}
return .success
}
private func dealAdditionalCards() {
let cards = Dealer.dealRemainingCards(of: players.map { $0.rawCards })
for (index, player) in players.enumerated() {
player.assignRemainingCards(cards[index])
}
return .success
}
private func startAuction() {
players.forEach { $0.startAuction() }
minimumPlayableGame = .ruf
}
private func reset() {
phase = .waitingForPlayers
gameType = nil
minimumPlayableGame = .ruf
}
}
extension Table {
var isFull: Bool {
players.count == maximumPlayersPerTable
}
var publicInfo: PublicTableInfo {
.init(id: id, name: name, players: playerNames)
}
var playerNames: [PlayerName] {
players.map { $0.name }
}
func compileInfo(for player: PlayerName) -> TableInfo? {
guard let index = players.firstIndex(where: { $0.name == player }) else {
return nil
}
return TableInfo(self, forPlayerAt: index)
}
}

View File

@ -5,7 +5,7 @@ typealias Trick = [Card]
extension Trick {
func winnerIndex(forGameType type: GameType) -> Int {
let highCard = Dealer.sort(cards: self, using: type.sortingType).first!
let highCard = sorted(cardOrder: type.sortingType).first!
return firstIndex(of: highCard)!
}