Auto-play a random legal card when the turn timeout expires
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@@ -64,6 +64,11 @@ PLAYERS = 4
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# the HAND_ACK_TIMEOUT_SECONDS environment variable).
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DEFAULT_HAND_ACK_TIMEOUT_SECONDS = 30
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# Default seconds a player has to play before the server plays a random
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# legal card for them. Games carry their own copy in
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# ``GameState.turn_timeout`` (configurable via TURN_TIMEOUT_SECONDS).
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DEFAULT_TURN_TIMEOUT_SECONDS = 30
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# Primiera card values: sevens are best, then sixes, then aces, then the
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# remaining ranks in descending order. All of 8/9/10 are worth 10.
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PRIMIERA_VALUES: Dict[int, int] = {
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@@ -124,6 +129,7 @@ def create_game(
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creator_name: str,
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target_score: int = DEFAULT_TARGET_SCORE,
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hand_ack_timeout: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
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turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS,
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) -> GameState:
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"""Create a lobby game with the creator seated first."""
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if target_score < 1 or target_score > 100:
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@@ -136,6 +142,7 @@ def create_game(
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phase=PHASE_LOBBY,
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players=[PlayerState(sub=creator_sub, name=creator_name, seat=0)],
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hand_ack_timeout=hand_ack_timeout,
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turn_timeout=turn_timeout,
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created_at=datetime.now(timezone.utc).isoformat(),
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)
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@@ -162,6 +169,12 @@ def start_game(state: GameState) -> None:
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_deal_hand(state)
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def _set_turn_deadline(state: GameState) -> None:
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"""Arm the auto-play deadline for whoever is on turn."""
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deadline = datetime.now(timezone.utc) + timedelta(seconds=state.turn_timeout)
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state.turn_deadline = deadline.isoformat()
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def _deal_hand(state: GameState) -> None:
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deck = shuffled_deck()
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for player in state.players:
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@@ -173,6 +186,7 @@ def _deal_hand(state: GameState) -> None:
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# Dealer rotates each hand; the first card is played by the player to
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# the dealer's left.
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state.turn = (state.dealer + 1) % PLAYERS
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_set_turn_deadline(state)
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for offset in range(HAND_SIZE):
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for seat in range(PLAYERS):
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player = _player_at(state, (state.dealer + 1 + seat) % PLAYERS)
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@@ -254,6 +268,7 @@ def play(
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_end_hand(state)
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else:
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state.turn = (state.turn + 1) % PLAYERS
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_set_turn_deadline(state)
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def _match_option(
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@@ -269,6 +284,32 @@ def _match_option(
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return None
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def auto_play(state: GameState, rng: Optional[random.Random] = None) -> None:
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"""Play a random legal move for the player currently on turn.
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A card is drawn at random from that player's hand; if it can capture,
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one of the legal captures is chosen at random (the rules require a
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capture when one exists). Delegates to :func:`play`, so the move is
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fully validated and can end the hand or the match. Pass ``rng`` for
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deterministic tests.
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"""
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if state.phase != PHASE_PLAYING:
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raise GameNotStarted("the game has not started yet")
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player = _player_at(state, state.turn)
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if not player.hand:
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raise IllegalMove("the player on turn has no cards")
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chooser = rng or _rng
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card = chooser.choice(player.hand)
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options = legal_captures(state.table, card)
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capture = chooser.choice(options) if options else None
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play(
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state,
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player.sub,
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card.code,
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[c.code for c in capture] if capture else None,
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)
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def _end_hand(state: GameState) -> None:
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"""Sweep the table and score the hand.
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@@ -278,6 +319,7 @@ def _end_hand(state: GameState) -> None:
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the hand-end timeout in the websocket layer). If the match is over the
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game goes to ``finished`` immediately.
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"""
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state.turn_deadline = None
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if state.table and state.last_taker is not None:
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taker = _player_at(state, state.last_taker)
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taker.captured.extend(state.table)
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@@ -444,6 +486,7 @@ def state_for_player(state: GameState, sub: str) -> Dict[str, object]:
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"last_move": state.last_move.to_json() if state.last_move else None,
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"acknowledged": list(state.acked),
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"hand_end_deadline": state.hand_end_deadline,
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"turn_deadline": state.turn_deadline,
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}
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if viewer is not None and state.phase == PHASE_PLAYING and viewer.seat == state.turn:
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payload["your_turn"] = True
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