Make an absent chiamata bidder pass instead of bidding randomly
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CI / Build and push docker image (push) Successful in 1m37s
The auction timeout bid a random legal rank, which could hand the auction (and the call) to a disconnected player. An absent bidder now always passes; only the last player standing before any bid cannot pass, and is made to bid the ace - its suit is picked at random by the existing call timeout. This keeps a deal from stalling without a caller while never letting an absent player outbid someone. The deadline log line now says which of the two happened.
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@@ -41,9 +41,11 @@ Three variants share one rules core:
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Timeouts are constructor arguments (`turn_timeout_seconds`,
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`hand_ack_timeout_seconds`), wired from the environment by the
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application composition root. Briscola chiamata uses the turn timeout
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for its auction bids, the called-card choice and the plays; it never
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enters the between-deals acknowledgement phase (a single deal ends the
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match), so the hand-ack timeout is accepted but unused.
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for its auction turns, the called-card choice and the plays: an absent
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bidder passes, the last player standing with no bid is made to bid the
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ace, and an absent winner's call names a random suit of the won rank. It
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never enters the between-deals acknowledgement phase (a single deal ends
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the match), so the hand-ack timeout is accepted but unused.
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## Rules
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@@ -797,12 +797,13 @@ def _end_deal(state: ChiamataState) -> None:
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# -- server-side auto actions ---------------------------------------------------
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def auto_bid(state: ChiamataState, rng: Optional[random.Random] = None) -> None:
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"""Act for the bidder on turn: bid a random legal rank, else pass.
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def auto_bid(state: ChiamataState) -> None:
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"""Act for the bidder on turn: always pass, unless forced to bid.
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The only player who cannot afford to pass — the last one standing
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before any bid — always has every rank available, so a bid is always
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possible there.
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An absent player never outbids anyone: they leave the auction. Only
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the last player standing before any bid cannot pass — they are made
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to bid the ace, whose suit :func:`auto_call` picks at random if the
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call itself times out too.
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"""
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if state.phase != PHASE_AUCTION:
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raise GameNotStarted("the auction is not open")
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@@ -810,10 +811,8 @@ def auto_bid(state: ChiamataState, rng: Optional[random.Random] = None) -> None:
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if auction is None: # pragma: no cover - guarded by phase
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raise GameNotStarted("the auction is not open")
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player = _player_at(state, auction.turn)
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ranks = legal_bid_ranks(state)
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if ranks:
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chooser = rng or _rng
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bid_rank(state, player.sub, chooser.choice(ranks))
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if len(auction.active) == 1 and auction.current is None:
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bid_rank(state, player.sub, 1)
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return
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pass_auction(state, player.sub)
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@@ -485,10 +485,18 @@ class BriscolaChiamataEngine(GameEngine):
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state: ChiamataState = session.state
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if kind == "auction":
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seat = state.turn
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auction = state.auction
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passed_before = len(auction.passed) if auction is not None else 0
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chiamata.auto_bid(state)
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action = (
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"auto-passed"
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if auction is not None and len(auction.passed) > passed_before
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else "forced to bid the ace"
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)
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log.info(
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"auto-bid for seat %s (auction timeout, deal %d)",
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"seat %s %s (auction timeout, deal %d)",
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seat,
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action,
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state.hand_number,
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)
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elif kind == "call":
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@@ -240,18 +240,43 @@ class AuctionTest(unittest.TestCase):
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self.assertEqual(63, view["legal_bids"]["points_min"])
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self.assertEqual(120, view["legal_bids"]["points_max"])
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def test_auto_bid_bids_or_passes(self) -> None:
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def test_auto_bid_always_passes_when_legal(self) -> None:
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state = started_state()
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rules.auto_bid(state, random.Random(1))
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assert state.auction is not None
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self.assertIsNotNone(state.auction.current)
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# The auction keeps moving and eventually concludes.
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for _ in range(50):
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if state.phase != PHASE_AUCTION:
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break
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rules.auto_bid(state, random.Random(2))
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rules.auto_bid(state)
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# Seat 1 passes: nobody has bid and the turn moves on.
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self.assertEqual([1], state.auction.passed)
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self.assertIsNone(state.auction.current)
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self.assertEqual(2, state.auction.turn)
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# An absent bidder still passes when there is a standing bid.
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rules.bid_rank(state, "p2", 10)
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rules.auto_bid(state)
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self.assertEqual([1, 3], state.auction.passed)
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assert state.auction.current is not None
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self.assertEqual(10, state.auction.current.rank)
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def test_auto_bid_passes_at_the_point_stage(self) -> None:
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state = started_state()
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rules.bid_rank(state, "p1", 2)
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rules.bid_points(state, "p2", 62)
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rules.auto_bid(state) # seat 3
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assert state.auction is not None
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self.assertIn(3, state.auction.passed)
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assert state.auction.current is not None
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self.assertEqual(62, state.auction.current.points)
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def test_auto_bid_forced_to_call_the_ace(self) -> None:
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state = started_state()
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for seat in (1, 2, 3, 4):
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rules.pass_auction(state, f"p{seat}")
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# Seat 0 is the last one standing and nobody has bid yet: the
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# forced auto-bid calls the ace.
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rules.auto_bid(state)
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self.assertEqual(PHASE_CALLING, state.phase)
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self.assertIsNotNone(state.caller)
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self.assertEqual(0, state.caller)
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assert state.auction is not None and state.auction.current is not None
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self.assertEqual(1, state.auction.current.rank)
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self.assertEqual(61, state.declared_target)
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class CallTest(unittest.TestCase):
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@@ -543,7 +568,7 @@ class ScoringTest(unittest.TestCase):
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moves = 0
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while state.phase != PHASE_FINISHED and moves < 5000:
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if state.phase == PHASE_AUCTION:
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rules.auto_bid(state, rng)
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rules.auto_bid(state)
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elif state.phase == PHASE_CALLING:
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rules.auto_call(state, rng)
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else:
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