Add scopa: classic two-player and scopa a quattro

New tavolo-scopa package with a pure rules engine and the platform
adapters for two-player scopa and four-player fixed-partnership scopa a
quattro: three cards each and four on the table, capture by rank or sum,
sweep for scope and score carte/denara/settebello/primiera.

The optional asso pigliatutto creation option turns either variant into
scopa d'assi (an ace sweeps the whole table and scores no scopa), reusing
scopone's rule semantics.

Wire both engines into the app and the Docker install, add the scopa
table view to the SPA (duo and four-seat layouts, deck count,
captured/scope stats, hand-summary and final screens, player names in the
two-player summary), and cover the rules, the platform contract, the
REST/WebSocket flows, match persistence and Elo.
This commit is contained in:
2026-10-09 14:45:20 +08:00
parent 9eea293471
commit 68200bbe62
27 changed files with 3401 additions and 116 deletions
+24 -18
View File
@@ -1,17 +1,21 @@
# tavolo
A platform for multiplayer card games. Three games are included:
A platform for multiplayer card games. Four games are included:
**scopone scientifico** — the four-player, fixed-partnership Italian card
game — **briscola**, in its classic two-player and four-player
partnership (*briscola a quattro*) variants, and **briscola chiamata** —
the five-player variant with a calling auction and a secret partner:
game — **scopa**, in its classic two-player and four-player partnership
(*scopa a quattro*) variants, with the *asso pigliatutto* option turning
either into **scopa d'assi** — **briscola**, in its classic two-player
and four-player partnership (*briscola a quattro*) variants, and
**briscola chiamata** — the five-player variant with a calling auction
and a secret partner:
- **`server/`** — backend: Python + [kaya](https://github.com/woggioni/kaya)
framework, OIDC login, live games in Redis, match statistics in Postgres.
A monorepo of four distributions sharing the `tavolo` namespace: the
game-independent `tavolo-platform`, the `tavolo-scopone` and
`tavolo-briscola` games, and the `tavolo-app` composition root wiring
them together. See [server/README.md](server/README.md).
A monorepo of five distributions sharing the `tavolo` namespace: the
game-independent `tavolo-platform`, the `tavolo-scopone`,
`tavolo-scopa` and `tavolo-briscola` games, and the `tavolo-app`
composition root wiring them together. See
[server/README.md](server/README.md).
- **`web/`** — frontend: Rust + [Sycamore](https://sycamore.dev) compiled to
WebAssembly, built with [Trunk](https://trunkrs.dev) and styled with
[Bootstrap](https://getbootstrap.com) 5.3 (MIT, vendored under
@@ -40,15 +44,16 @@ echo "127.0.0.1 mockoauth" | sudo tee -a /etc/hosts
## Between hands
When a hand ends but the match is not decided, the game pauses on a
**scoring summary screen**: scopone players see how each category was won
(carte, denara, settebello, primiera, scope — plus napola and asso
pigliatutto when enabled), briscola players see the deal's points and any
*patta*; both see the running totals and must click "Understood" before
the next hand is dealt. If someone is away the next hand is dealt
automatically after `HAND_ACK_TIMEOUT_SECONDS` (default 30s). The
match-ending hand is explained on the final screen. Briscola chiamata
plays a single deal per match, so it goes straight from the last trick to
the final scoring screen; a 60–60 *patta* is replayed immediately.
**scoring summary screen**: scopone and scopa players see how each
category was won (carte, denara, settebello, primiera, scope — plus
napola and asso pigliatutto when enabled), briscola players see the
deal's points and any *patta*; both see the running totals and must click
"Understood" before the next hand is dealt. If someone is away the next
hand is dealt automatically after `HAND_ACK_TIMEOUT_SECONDS` (default
30s). The match-ending hand is explained on the final screen. Briscola
chiamata plays a single deal per match, so it goes straight from the last
trick to the final scoring screen; a 60–60 *patta* is replayed
immediately.
## On your turn
@@ -80,10 +85,11 @@ Backend (from `server/`):
cd server
python3 -m venv .venv
.venv/bin/pip install -r requirements.txt
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -e ./packages/tavolo-briscola -e './packages/tavolo-app[dev]'
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -e ./packages/tavolo-scopa -e ./packages/tavolo-briscola -e './packages/tavolo-app[dev]'
.venv/bin/python -m unittest discover -s tests -t .
.venv/bin/python -m unittest discover -s packages/tavolo-platform/tests
.venv/bin/python -m unittest discover -s packages/tavolo-scopone/tests
.venv/bin/python -m unittest discover -s packages/tavolo-scopa/tests
.venv/bin/python -m unittest discover -s packages/tavolo-briscola/tests
```
+2 -2
View File
@@ -58,13 +58,13 @@ RUN --mount=type=cache,target=/root/.cache/pip \
&& /opt/venv/bin/pip install --upgrade pip \
&& /opt/venv/bin/pip install -r requirements.txt
# The four sibling distributions, installed from the local tree (PEP 420
# The five sibling distributions, installed from the local tree (PEP 420
# namespace packages sharing the `tavolo` namespace). --no-deps: every
# third-party dependency — including the tavolo-app `otel` extra — is
# already pinned in requirements.txt.
COPY server/packages/ ./packages/
RUN --mount=type=cache,target=/root/.cache/pip \
/opt/venv/bin/pip install --no-deps ./packages/tavolo-platform ./packages/tavolo-scopone ./packages/tavolo-briscola ./packages/tavolo-app
/opt/venv/bin/pip install --no-deps ./packages/tavolo-platform ./packages/tavolo-scopone ./packages/tavolo-scopa ./packages/tavolo-briscola ./packages/tavolo-app
# server/pyproject.toml only carries the [tool.aerich] section (the
# db-migrate compose service runs `aerich upgrade` with working_dir=/app,
# next to ./migrations).
+58 -13
View File
@@ -1,10 +1,11 @@
# tavolo (backend)
The backend for a multiplayer card-game platform, built on the
[kaya](../kaya) framework. It is a monorepo of four distributions
[kaya](../kaya) framework. It is a monorepo of five distributions
sharing the `tavolo` namespace (see
[`packages/tavolo-platform/README.md`](packages/tavolo-platform/README.md),
[`packages/tavolo-scopone/README.md`](packages/tavolo-scopone/README.md)
[`packages/tavolo-scopone/README.md`](packages/tavolo-scopone/README.md),
[`packages/tavolo-scopa/README.md`](packages/tavolo-scopa/README.md)
and
[`packages/tavolo-briscola/README.md`](packages/tavolo-briscola/README.md)):
@@ -15,6 +16,10 @@ and
- **`tavolo-scopone`** (`packages/tavolo-scopone/`) — scopone
scientifico, the four-player, fixed-partnership variant of the classic
Italian card game: pure rules plus the platform adapter.
- **`tavolo-scopa`** (`packages/tavolo-scopa/`) — scopa, the classic
Italian fishing game, in its two-player (`scopa`) and four-player
fixed-partnership (`scopa_a_quattro`) variants, with the optional asso
pigliatutto rule (scopa d'assi): pure rules plus the platform adapters.
- **`tavolo-briscola`** (`packages/tavolo-briscola/`) — briscola, the
Italian trick-taking game, in its classic two-player (`briscola`),
four-player partnership (`briscola_a_quattro`) and five-player
@@ -236,9 +241,11 @@ aggregate with `max`, not `sum`.
scoped per game), start/finish timestamps, and the game-specific outcome
as reported by the engine (`result` JSON — for scopone: both teams'
final scores, winner, target score, hands played and the per-hand
audit; for briscola: the final scores, winner, target score, deals
played and the per-deal audit; for briscola chiamata: the calling side's
points against the defenders', the declared target, the called card and
audit; for scopa: both sides' final scores, winner, target score, the
asso pigliatutto flag, hands played and the per-hand audit; for
briscola: the final scores, winner, target score, deals played and the
per-deal audit; for briscola chiamata: the calling side's points
against the defenders', the declared target, the called card and
whether the caller played alone).
- `match_player` — one row per participant: the OIDC `sub`, display name,
seat, game-defined team label (nullable), whether they won, the points
@@ -278,7 +285,7 @@ All endpoints except `/api/health`, `/api/docs`, `/api/openapi.json`,
| Method | Path | Description |
|---|---|---|
| `GET` | `/api/game-types` | The games the platform can host (for the creation dropdown), each with its `options_schema` |
| `POST` | `/api/games` | Create a lobby game. Optional body `{"game_type": "scopone_scientifico", "options": {"target_score": 11, "napola": true, "asso_pigliatutto": false}}`; briscola games use `{"game_type": "briscola"}` or `{"game_type": "briscola_a_quattro"}` with an optional `{"target_score": 61}`, and briscola chiamata uses `{"game_type": "briscola_chiamata"}` with no options. Returns the lobby (`{id, join_code, players, seats_open, ...}`) |
| `POST` | `/api/games` | Create a lobby game. Optional body `{"game_type": "scopone_scientifico", "options": {"target_score": 11, "napola": true, "asso_pigliatutto": false}}`; scopa games use `{"game_type": "scopa"}` or `{"game_type": "scopa_a_quattro"}` with an optional `{"target_score": 11, "asso_pigliatutto": false}` (the asso pigliatutto rule makes it scopa d'assi); briscola games use `{"game_type": "briscola"}` or `{"game_type": "briscola_a_quattro"}` with an optional `{"target_score": 61}`, and briscola chiamata uses `{"game_type": "briscola_chiamata"}` with no options. Returns the lobby (`{id, join_code, players, seats_open, ...}`) |
| `POST` | `/api/games/join` | Join with `{"code": "ABC123"}`. The last player triggers the start and gets the game view back |
| `GET` | `/api/games/preview?code=ABC123` | Pre-join summary of the lobby behind a code: game name/description, seated players, open seats and the engine-echoed options. `404` when the code is unknown |
| `GET` | `/api/games/{id}` | Game snapshot. Seated players get the personalized view (own hand plus the join code); anyone else gets the read-only spectator view: table, scores, captured counts and scope, no hands and no join code |
@@ -312,7 +319,7 @@ platform handles `state` (resend the snapshot) itself; every other action
is dispatched to the session's game engine with the rest of the message
as its payload. Spectators may only send `state`/`sync`: any other
action is answered with an `error` whose `code` is `forbidden`. For
scopone scientifico:
scopone scientifico and scopa (both variants):
```json
{"action": "play", "card": "07D", "capture": ["02D", "05C"]}
@@ -384,11 +391,11 @@ for the called-card choice (a random suit of the won rank).
When a hand finishes but the match continues, the game enters the
`hand_end` phase instead of dealing immediately: the state carries the
scoring breakdown of the hand just played (`last_hand` with an `award`
map naming the team that won each scopone category; `last_deal` with the
deal's points and running totals for briscola), the `acknowledged` seats
and a `hand_end_deadline`. The frontend renders this as a screen every
player must dismiss. A play attempted in this phase is rejected with an
`illegal_move` error.
map naming the side that won each scopone/scopa category; `last_deal`
with the deal's points and running totals for briscola), the
`acknowledged` seats and a `hand_end_deadline`. The frontend renders this
as a screen every player must dismiss. A play attempted in this phase is
rejected with an `illegal_move` error.
## Rules implemented
@@ -417,6 +424,36 @@ player must dismiss. A play attempted in this phase is rejected with an
configurable per game via the `target_score` creation option) with a
clear lead; a tie at or above the target is broken by another hand.
### Scopa
- 40-card Italian deck; three cards per player and four cards face up on
the table at the start of every hand. When every hand is empty the
dealer deals three more cards to each player (no new table cards) until
the deck is exhausted: two players play six rounds per hand, four
players three.
- A card captures a **single card of equal rank** (mandatory when present)
or a **combination of table cards whose ranks sum to its own**; when any
capture exists it must be taken. Remaining table cards at the end of the
hand go to the player who made the last capture.
- Emptying the table scores a *scopa* (+1), except on the last play of the
hand (a sweep on the last play of a round still scores when the deck has
cards left).
- Hand points: `carte`, `denara`, `settebello` and `primiera` (same values
and all-four-suits requirement as scopone), plus one point per scopa.
Ties award nothing. There is no napola.
- Optional *asso pigliatutto* rule (per-game `asso_pigliatutto` creation
option, default off; scopa d'assi): an ace played when no equal rank is
on the table sweeps every card on the table — or captures itself when
the table is empty. The capture never scores a scopa, but it counts as
the last capture, and the mandatory equal-rank capture still applies
when another ace is on the table.
- The match ends when a side reaches the target score (default 11,
configurable per game via the `target_score` creation option) with a
clear lead; a tie at or above the target is broken by another hand.
- `scopa` is the classic two-player game; `scopa_a_quattro` seats four
players in two fixed partnerships (seats 0/2 vs 1/3, partners
opposite).
### Briscola
- 40-card Italian deck, three cards per player. The card turned up after
@@ -470,16 +507,18 @@ player must dismiss. A play attempted in this phase is rejected with an
```sh
python3 -m venv .venv
.venv/bin/pip install -r requirements.txt
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -e ./packages/tavolo-briscola -e './packages/tavolo-app[dev]'
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -e ./packages/tavolo-scopa -e ./packages/tavolo-briscola -e './packages/tavolo-app[dev]'
# app integration suite:
.venv/bin/python -m unittest discover -s tests -t .
# per-package suites (each package is self-contained):
.venv/bin/python -m unittest discover -s packages/tavolo-platform/tests
.venv/bin/python -m unittest discover -s packages/tavolo-scopone/tests
.venv/bin/python -m unittest discover -s packages/tavolo-scopa/tests
.venv/bin/python -m unittest discover -s packages/tavolo-briscola/tests
# type checks (see packages/tavolo-app/README.md for the app modules):
.venv/bin/python -m mypy -p tavolo.platform
.venv/bin/python -m mypy -p tavolo.scopone
.venv/bin/python -m mypy -p tavolo.scopa
.venv/bin/python -m mypy -p tavolo.briscola
```
@@ -538,6 +577,12 @@ packages/tavolo-scopone/ # scopone scientifico game (own pyproject + tests)
├── engine.py # pure scopone scientifico rules
├── errors.py # scopone-specific rule violations
└── plugin.py # ScoponeEngine: the GameEngine adapter
packages/tavolo-scopa/ # scopa game (own pyproject + tests)
src/tavolo/scopa/
├── state.py # ScopaState / PlayerState / Card / Move, JSON (de)serialization
├── engine.py # pure scopa rules (two- and four-player)
├── errors.py # scopa-specific rule violations
└── plugin.py # ScopaEngine + ScopaQuattroEngine adapters
packages/tavolo-briscola/ # briscola game (own pyproject + tests)
src/tavolo/briscola/
├── state.py # BriscolaState / PlayerState / Card / Trick, JSON (de)serialization
+5 -3
View File
@@ -2,15 +2,17 @@
The deployable tavolo application: the composition root wiring
[`tavolo-platform`](../tavolo-platform/README.md) to the
[`tavolo-scopone`](../tavolo-scopone/README.md) and
[`tavolo-scopone`](../tavolo-scopone/README.md),
[`tavolo-scopa`](../tavolo-scopa/README.md) and
[`tavolo-briscola`](../tavolo-briscola/README.md) games.
## Contents
- `app.py` — assembles the `KayaApp` (session/OIDC/Tortoise/OpenAPI
mixins plus `PlatformMixin` and the deadline scheduler), registers the
`ScoponeEngine`, `BriscolaEngine` and `BriscolaQuattroEngine` with
their configured timeouts, and exposes `tavolo.app:app` for granian.
`ScoponeEngine`, `ScopaEngine`, `ScopaQuattroEngine`, `BriscolaEngine`,
`BriscolaQuattroEngine` and `BriscolaChiamataEngine` with their
configured timeouts, and exposes `tavolo.app:app` for granian.
- `config.py` — environment-driven frozen `Settings`.
- `telemetry.py` — the optional OpenTelemetry wiring beyond kaya-otel:
meter/tracer/logger providers, the
@@ -11,6 +11,7 @@ requires-python = ">=3.10"
dependencies = [
"tavolo-platform",
"tavolo-scopone",
"tavolo-scopa",
"tavolo-briscola",
"kaya-core",
"kaya-cors",
@@ -48,6 +48,7 @@ from tavolo.platform import GameRegistry, Platform, PlatformMixin
from tavolo.platform.deadlines import DeadlineScheduler, DeadlineSchedulerMixin
from tavolo.platform.store import GameStore, InMemoryGameStore, RedisGameStore
from tavolo.platform.tortoise_mixin import TortoiseMixin
from tavolo.scopa import ScopaEngine, ScopaQuattroEngine
from tavolo.scopone import ScoponeEngine
from .config import Settings, settings
@@ -136,6 +137,18 @@ registry.register(
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
registry.register(
ScopaEngine(
turn_timeout_seconds=settings.turn_timeout_seconds,
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
registry.register(
ScopaQuattroEngine(
turn_timeout_seconds=settings.turn_timeout_seconds,
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
registry.register(
BriscolaEngine(
turn_timeout_seconds=settings.turn_timeout_seconds,
+2 -1
View File
@@ -48,7 +48,8 @@ itself ships no game.
Implement `GameEngine` (see `engine.py` for the full contract), register
it in a `GameRegistry`, and mount `PlatformMixin(Platform(...))` on a
`KayaApp` — see the composition root in `tavolo.app`. The canonical
examples are [`tavolo-scopone`](../tavolo-scopone/README.md) and
examples are [`tavolo-scopone`](../tavolo-scopone/README.md),
[`tavolo-scopa`](../tavolo-scopa/README.md) and
[`tavolo-briscola`](../tavolo-briscola/README.md).
## Development (from `server/`)
+42
View File
@@ -0,0 +1,42 @@
# tavolo-scopa
Scopa — the classic Italian fishing game — in its two-player form and in
the four-player fixed-partnership variant (*scopa a quattro*), as
[`tavolo-platform`](../tavolo-platform/README.md) game implementations.
The optional *asso pigliatutto* creation option turns either variant into
**scopa d'assi**.
## Contents
- `state.py` — `ScopaState` (pure game data: phases, players, hands,
table, the deck persisting between rounds, scores, deadlines),
`PlayerState`, `Card`, `Move`, with JSON (de)serialization. No session
envelope, no transport, no I/O.
- `engine.py` — the pure rules engine: deck, legal captures, plays,
auto-play, round re-dealing, hand scoring (carte, denara, settebello,
primiera, scope), the optional asso pigliatutto capture, hand-end
acknowledgements. Deterministic and I/O-free apart from logging, so the
whole rule set is unit-testable.
- `errors.py` — scopa-specific errors (`CardNotInHand`); every other
failure mode is a shared `tavolo.platform.errors` subclass.
- `plugin.py` — `ScopaEngine` (two players) and `ScopaQuattroEngine`
(four players in fixed partnerships): the platform-facing adapters.
They translate create/join/websocket actions/deadlines into
rules-engine calls and back, validate the
`target_score`/`asso_pigliatutto` creation options, and extract the
`MatchResult` (teams, winner, per-player scores and the match summary
persisted as the match's JSON `result`).
Timeouts are constructor arguments (`turn_timeout_seconds`,
`hand_ack_timeout_seconds`), wired from the environment by the
application composition root.
## Development (from `server/`)
```sh
.venv/bin/python -m unittest discover -s packages/tavolo-scopa/tests
.venv/bin/python -m mypy -p tavolo.scopa
```
`test_engine.py` covers the pure rules; `test_plugin.py` covers the
platform contract (actions, deadlines, serialization, results).
@@ -0,0 +1,22 @@
[build-system]
requires = ["setuptools>=68"]
build-backend = "setuptools.build_meta"
[project]
name = "tavolo-scopa"
version = "0.1.0"
description = "Scopa game implementation for the tavolo platform"
readme = "README.md"
requires-python = ">=3.10"
dependencies = [
"tavolo-platform",
]
[tool.setuptools.packages.find]
where = ["src"]
namespaces = true
[tool.mypy]
python_version = "3.12"
ignore_missing_imports = true
plugins = []
@@ -0,0 +1,15 @@
"""Scopa: the classic Italian fishing game.
The pure rules (:mod:`tavolo.scopa.engine`, :mod:`tavolo.scopa.state`)
know nothing about HTTP, Redis or Postgres; :mod:`tavolo.scopa.plugin`
adapts them to the platform's
:class:`~tavolo.platform.engine.GameEngine` contract so the
game-independent platform can host them. Two variants are provided:
:class:`ScopaEngine` (two players) and :class:`ScopaQuattroEngine` (four
players in fixed partnerships).
"""
from __future__ import annotations
from .plugin import ScopaEngine, ScopaQuattroEngine
__all__ = ["ScopaEngine", "ScopaQuattroEngine"]
@@ -0,0 +1,589 @@
"""Pure rules engine for scopa.
Every function here is deterministic and I/O-free (the only side effect is
debug logging): it mutates (or reads) :class:`~tavolo.scopa.state.ScopaState`
and raises :class:`~tavolo.platform.errors.GameError` subclasses on rule
violations. This makes the whole rule set unit-testable without Redis,
Postgres or HTTP. The platform-facing adapter is
:class:`~tavolo.scopa.plugin.ScopaEngine`.
Rules implemented
-----------------
* 40-card Italian deck; three cards per player and four cards face up on
the table at the start of every hand; the rest of the deck stays out of
play until the next round of the hand.
* When every hand is empty the dealer deals three more cards to each
player (no new table cards) and play resumes; this repeats until the
deck is exhausted. Two players play six rounds per hand, four players
three.
* A card captures either a **single card of equal rank** or a **combination
of cards whose ranks sum to its own**. When an equal-ranked card is on the
table that capture is mandatory; the player may not take an alternative
combination instead. When any capture exists it must be taken.
* Emptying the table with a capture is a **scopa** (+1), except on the very
last play of a hand — a sweep on the last play of a round still scores
when the deck has cards left.
* At the end of a hand the remaining table cards go to the player who made
the last capture.
* Hand points: ``carte`` (most captured cards), ``denara`` (most diamond
cards), ``settebello`` (the 7 of diamonds), ``primiera`` (best
seven/five/four/three card of each suit, all four suits required), plus
one point per ``scopa``. Ties on carte/denara/primiera award nothing.
With four players the partners' piles and scope are pooled.
* Optional ``asso_pigliatutto`` rule (disabled by default; scopa d'assi):
an ace played when no equal rank is on the table sweeps the whole table
— or captures itself, leaving the table empty, when the table is bare.
The sweep never scores a scopa, even when cards remain in hand or in the
deck, but it counts as a capture for the last-taker rule. When another
ace is on the table the mandatory equal-rank capture still applies.
* The match ends when a side reaches the target score with a clear lead; a
tie at or above the target is broken by playing another hand.
"""
from __future__ import annotations
import random
from datetime import datetime, timedelta, timezone
from itertools import combinations
from logging import getLogger
from typing import Dict, List, Optional, Sequence, Tuple
from tavolo.platform.errors import (
AlreadyJoined,
GameFinished,
GameNotStarted,
IllegalMove,
LobbyFull,
NotYourTurn,
)
from .errors import CardNotInHand
from .state import (
DEFAULT_PLAYER_COUNT,
DEFAULT_TARGET_SCORE,
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_LOBBY,
PHASE_PLAYING,
PLAYER_COUNTS,
SUITS,
TEAM_NAMES,
Card,
Move,
PlayerState,
ScopaState,
parse_card,
)
log = getLogger(__name__)
# Number of cards dealt to each player at a time.
HAND_SIZE = 3
# Cards dealt face up on the table at the start of every hand.
TABLE_CARDS = 4
# Default seconds the hand-end summary waits before dealing anyway. Games
# carry their own copy in ``ScopaState.hand_ack_timeout``.
DEFAULT_HAND_ACK_TIMEOUT_SECONDS = 30
# Default seconds a player has to play before the server plays a random
# legal card for them. Games carry their own copy in
# ``ScopaState.turn_timeout``.
DEFAULT_TURN_TIMEOUT_SECONDS = 30
# Primiera card values: sevens are best, then sixes, then aces, then the
# remaining ranks in descending order. All of 8/9/10 are worth 10.
PRIMIERA_VALUES: Dict[int, int] = {
7: 21,
6: 18,
1: 16,
5: 15,
4: 14,
3: 13,
2: 12,
8: 10,
9: 10,
10: 10,
}
_rng = random.SystemRandom()
def full_deck() -> List[Card]:
"""Return the 40 cards of the Italian deck in canonical order."""
return [Card(rank=rank, suit=suit) for suit in SUITS for rank in range(1, 11)]
def shuffled_deck(rng: Optional[random.Random] = None) -> List[Card]:
"""Return a shuffled deck. Pass ``rng`` for deterministic tests."""
deck = full_deck()
(rng or _rng).shuffle(deck)
return deck
def legal_captures(
table: Sequence[Card], card: Card, *, asso_pigliatutto: bool = False
) -> List[List[Card]]:
"""Return every legal capture (a list of card sets) for ``card``.
If an equal-ranked card is on the table, only those single-card
captures are returned (the rule forbids taking a combination instead).
Otherwise, when ``asso_pigliatutto`` is enabled and ``card`` is an ace,
the only capture is the whole table — or an empty capture when the
table is bare, the ace taking itself. Without the option every subset
of the table whose ranks sum to ``card.rank`` is returned.
"""
equal = [c for c in table if c.rank == card.rank]
if equal:
return [[c] for c in equal]
if asso_pigliatutto and card.rank == 1:
return [list(table)]
candidates = [c for c in table if c.rank <= card.rank]
captures: List[List[Card]] = []
# A sum-equal capture needs at least two cards (single non-equal cards
# cannot sum to the played card).
for size in range(2, len(candidates) + 1):
for combo in combinations(candidates, size):
if sum(c.rank for c in combo) == card.rank:
captures.append(list(combo))
return captures
def create_game(
creator_sub: str,
creator_name: str,
player_count: int = DEFAULT_PLAYER_COUNT,
target_score: int = DEFAULT_TARGET_SCORE,
hand_ack_timeout: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS,
asso_pigliatutto: bool = False,
) -> ScopaState:
"""Create a lobby game with the creator seated first."""
if player_count not in PLAYER_COUNTS:
raise IllegalMove(
"player_count must be one of: "
+ ", ".join(str(count) for count in PLAYER_COUNTS)
)
if target_score < 1 or target_score > 100:
raise IllegalMove("target_score must be between 1 and 100")
return ScopaState(
player_count=player_count,
target_score=target_score,
asso_pigliatutto=asso_pigliatutto,
phase=PHASE_LOBBY,
players=[PlayerState(sub=creator_sub, name=creator_name, seat=0)],
hand_ack_timeout=hand_ack_timeout,
turn_timeout=turn_timeout,
)
def join_game(state: ScopaState, sub: str, name: str) -> None:
"""Seat ``sub`` in the next free chair, starting the match when full."""
if state.phase != PHASE_LOBBY:
raise GameNotStarted("game has already started")
if state.seated(sub):
raise AlreadyJoined("already joined this game")
if len(state.players) >= state.player_count:
raise LobbyFull("game is full")
seat = len(state.players)
state.players.append(PlayerState(sub=sub, name=name, seat=seat))
if len(state.players) == state.player_count:
start_game(state)
def start_game(state: ScopaState) -> None:
"""Deal the first hand and switch the game to playing."""
if len(state.players) != state.player_count:
raise GameNotStarted(
f"need exactly {state.player_count} players to start"
)
state.phase = PHASE_PLAYING
_deal_hand(state)
def _set_turn_deadline(state: ScopaState) -> None:
"""Arm the auto-play deadline for whoever is on turn."""
deadline = datetime.now(timezone.utc) + timedelta(seconds=state.turn_timeout)
state.turn_deadline = deadline.isoformat()
def _player_at(state: ScopaState, seat: int) -> PlayerState:
for player in state.players:
if player.seat == seat:
return player
raise IllegalMove(f"no player in seat {seat}")
def _deal_hand(state: ScopaState) -> None:
"""Start a new hand: shuffle, lay the table, deal the first round."""
deck = shuffled_deck()
for player in state.players:
player.hand = []
player.captured = []
player.scope = 0
state.table = []
state.last_taker = None
for _ in range(TABLE_CARDS):
state.table.append(deck.pop())
state.deck = deck
_deal_round(state)
log.debug(
"hand %d dealt (dealer seat %d, %d players, %d on the table)",
state.hand_number,
state.dealer,
state.player_count,
len(state.table),
)
def _deal_round(state: ScopaState) -> None:
"""Deal three cards to every player and give the lead to the player
after the dealer."""
for player in state.players:
player.hand = []
for _ in range(HAND_SIZE):
for offset in range(state.player_count):
player = _player_at(state, (state.dealer + 1 + offset) % state.player_count)
player.hand.append(state.deck.pop())
state.turn = (state.dealer + 1) % state.player_count
_set_turn_deadline(state)
def play(
state: ScopaState,
sub: str,
card_code: str,
capture_codes: Optional[Sequence[str]] = None,
) -> None:
"""Apply one move by the player identified by ``sub``.
``capture_codes`` selects which table cards to capture; it must be a
legal capture (see :func:`legal_captures`) when one exists and empty
otherwise. Raises a :class:`~tavolo.platform.errors.GameError` subclass
on any violation.
"""
if state.phase == PHASE_FINISHED:
raise GameFinished("the match is over")
if state.phase == PHASE_HAND_END:
raise IllegalMove("the hand is over; acknowledge the summary to continue")
if state.phase != PHASE_PLAYING:
raise GameNotStarted("the game has not started yet")
player = state.player_for(sub)
if player is None or player.seat != state.turn:
raise NotYourTurn("it is not your turn")
card = parse_card(card_code)
if card not in player.hand:
raise CardNotInHand(f"card {card.code} is not in your hand")
# Remove the card now so the scopa check below can tell whether this
# was the last play of the hand.
player.hand.remove(card)
requested = [parse_card(c) for c in (capture_codes or [])]
table_before = list(state.table)
options = legal_captures(
table_before, card, asso_pigliatutto=state.asso_pigliatutto
)
# An asso pigliatutto capture: the ace takes the whole table because no
# equal rank was on it, or takes itself when the table is bare. Such a
# capture never scores a scopa.
pigliatutto = (
state.asso_pigliatutto
and card.rank == 1
and all(c.rank != card.rank for c in table_before)
)
taken: List[Card] = []
scopa = False
if not options:
if requested:
raise IllegalMove("no capture is possible with that card")
state.table.append(card)
else:
chosen = _match_option(options, requested)
if chosen is None:
raise IllegalMove("the requested capture is not legal")
taken = chosen
for captured in chosen:
state.table.remove(captured)
player.captured.append(captured)
player.captured.append(card)
state.last_taker = player.seat
# A scopa scores only if cards remain to be played this hand: a
# sweep on the last play of a round still scores when the deck has
# cards left to deal.
cards_left = bool(state.deck) or any(p.hand for p in state.players)
if not state.table and cards_left and not pigliatutto:
player.scope += 1
scopa = True
state.last_move = Move(
seat=player.seat,
name=player.name,
card=card.code,
captured=[c.code for c in taken],
scopa=scopa,
pigliatutto=pigliatutto,
)
if all(not p.hand for p in state.players):
if state.deck:
# Same hand continues with a fresh round of three cards each.
_deal_round(state)
else:
_end_hand(state)
else:
state.turn = (state.turn + 1) % state.player_count
_set_turn_deadline(state)
def _match_option(
options: Sequence[Sequence[Card]], requested: Sequence[Card]
) -> Optional[List[Card]]:
"""Return the option matching ``requested`` exactly, if any.
An empty request matches only an empty option — the asso pigliatutto
self-capture — so requesting nothing never satisfies a real capture.
"""
wanted = sorted(c.code for c in requested)
for option in options:
if sorted(c.code for c in option) == wanted:
return list(option)
return None
def auto_play(state: ScopaState, rng: Optional[random.Random] = None) -> None:
"""Play a random legal move for the player currently on turn.
A card is drawn at random from that player's hand; if it can capture,
one of the legal captures is chosen at random (the rules require a
capture when one exists). Delegates to :func:`play`, so the move is
fully validated and can end the hand or the match. Pass ``rng`` for
deterministic tests.
"""
if state.phase != PHASE_PLAYING:
raise GameNotStarted("the game has not started yet")
player = _player_at(state, state.turn)
if not player.hand:
raise IllegalMove("the player on turn has no cards")
chooser = rng or _rng
card = chooser.choice(player.hand)
options = legal_captures(
state.table, card, asso_pigliatutto=state.asso_pigliatutto
)
capture = chooser.choice(options) if options else None
play(
state,
player.sub,
card.code,
[c.code for c in capture] if capture is not None else None,
)
def _end_hand(state: ScopaState) -> None:
"""Sweep the table and score the hand.
If the match continues, the game pauses in the ``hand_end`` phase so
every player can read the scoring summary; the next hand is dealt by
:func:`acknowledge_hand` once every player has acknowledged (or by the
hand-end timeout fired by the platform's deadline scheduler). If the
match is over the game goes to ``finished`` immediately.
"""
state.turn_deadline = None
if state.table and state.last_taker is not None:
taker = _player_at(state, state.last_taker)
taker.captured.extend(state.table)
state.table = []
points, details = hand_points(state)
for team in (0, 1):
state.scores[team] += points[team]
details["hand"] = state.hand_number
details["team_a_points"] = points[0]
details["team_b_points"] = points[1]
state.hand_scores.append(details)
a, b = state.scores
log.debug(
"hand %d scored A+%d B+%d (totals %d-%d)",
state.hand_number,
points[0],
points[1],
a,
b,
)
reached = max(a, b) >= state.target_score
if reached and a != b:
state.phase = PHASE_FINISHED
state.winner = 0 if a > b else 1
log.debug("match ended, team %s wins", TEAM_NAMES[state.winner])
return
# Pause for the scoring summary instead of dealing immediately.
state.phase = PHASE_HAND_END
state.acked = []
deadline = datetime.now(timezone.utc) + timedelta(seconds=state.hand_ack_timeout)
state.hand_end_deadline = deadline.isoformat()
def acknowledge_hand(state: ScopaState, sub: str) -> None:
"""Record that ``sub`` has read the hand-end summary.
When every player has acknowledged, the next hand is dealt. Acknowledging
twice is a no-op; acknowledging outside the ``hand_end`` phase raises an
error.
"""
if state.phase != PHASE_HAND_END:
raise IllegalMove("no hand summary is waiting for acknowledgement")
player = state.player_for(sub)
if player is None:
raise NotYourTurn("you are not seated in this game")
if player.seat in state.acked:
return
state.acked.append(player.seat)
if len(state.acked) < state.player_count:
return
state.hand_number += 1
state.dealer = (state.dealer + 1) % state.player_count
state.acked = []
state.hand_end_deadline = None
state.last_move = None
state.phase = PHASE_PLAYING
_deal_hand(state)
def primiera_score(captured: Sequence[Card]) -> int:
"""Return the primiera value of a capture pile (0 if a suit is absent)."""
best: Dict[str, int] = {}
for card in captured:
value = PRIMIERA_VALUES[card.rank]
if card.suit not in best or value > best[card.suit]:
best[card.suit] = value
if len(best) < len(SUITS):
return 0
return sum(best.values())
def hand_points(state: ScopaState) -> Tuple[List[int], Dict[str, object]]:
"""Compute the hand points for both sides (index 0 = team A).
With four players the partners' piles and scopa counts are pooled; with
two each player is their own side.
"""
piles: List[List[Card]] = [[], []]
scope: List[int] = [0, 0]
for player in state.players:
piles[player.team].extend(player.captured)
scope[player.team] += player.scope
points = [0, 0]
award: Dict[str, Optional[str]] = {}
# Carte: most captured cards. Ties award nothing.
cards = [len(piles[0]), len(piles[1])]
if cards[0] != cards[1]:
winner = 0 if cards[0] > cards[1] else 1
points[winner] += 1
award["carte"] = TEAM_NAMES[winner]
else:
award["carte"] = None
# Denara: most diamond cards. Ties award nothing.
coins = [
sum(1 for c in piles[t] if c.suit == "D") for t in (0, 1)
]
if coins[0] != coins[1]:
winner = 0 if coins[0] > coins[1] else 1
points[winner] += 1
award["denara"] = TEAM_NAMES[winner]
else:
award["denara"] = None
# Settebello: the 7 of diamonds always belongs to someone.
settebello = [
any(c.rank == 7 and c.suit == "D" for c in piles[t]) for t in (0, 1)
]
if settebello[0] != settebello[1]:
winner = 0 if settebello[0] else 1
points[winner] += 1
award["settebello"] = TEAM_NAMES[winner]
# Primiera: highest value, only if the side holds all four suits.
primiera = [primiera_score(piles[t]) for t in (0, 1)]
if primiera[0] != primiera[1]:
winner = 0 if primiera[0] > primiera[1] else 1
points[winner] += 1
award["primiera"] = TEAM_NAMES[winner]
else:
award["primiera"] = None
# Scope: one point each.
points[0] += scope[0]
points[1] += scope[1]
return points, {
"cards": {"A": cards[0], "B": cards[1]},
"denara": {"A": coins[0], "B": coins[1]},
"settebello": {"A": settebello[0], "B": settebello[1]},
"primiera": {"A": primiera[0], "B": primiera[1]},
"scope": {"A": scope[0], "B": scope[1]},
"award": award,
}
def state_for_player(state: ScopaState, sub: Optional[str]) -> Dict[str, object]:
"""Serialize ``state`` hiding other players' hands.
Hands are reduced to a count, except for the requesting player's own
hand. Non-seated viewers — including spectators, for whom ``sub`` is
``None`` — simply see no hand at all. The platform merges the session
envelope (``id``, ``join_code`` for seated players, ``game_type``,
``spectator``) into the view itself.
"""
viewer = state.player_for(sub)
players: List[Dict[str, object]] = []
for player in state.players:
view: Dict[str, object] = {
"sub": player.sub,
"name": player.name,
"seat": player.seat,
"team": TEAM_NAMES[player.team],
"cards_left": len(player.hand),
"captured_count": len(player.captured),
"scope": player.scope,
}
if viewer is not None and viewer.seat == player.seat:
view["hand"] = [c.code for c in player.hand]
players.append(view)
payload: Dict[str, object] = {
"phase": state.phase,
"player_count": state.player_count,
"target_score": state.target_score,
"asso_pigliatutto": state.asso_pigliatutto,
"hand_number": state.hand_number,
"dealer": state.dealer,
"turn": state.turn,
"deck_count": len(state.deck),
"scores": {"A": state.scores[0], "B": state.scores[1]},
"winner": None if state.winner is None else TEAM_NAMES[state.winner],
"table": [c.code for c in state.table],
"players": players,
"last_hand": state.hand_scores[-1] if state.hand_scores else None,
"last_move": state.last_move.to_json() if state.last_move else None,
"acknowledged": list(state.acked),
"hand_end_deadline": state.hand_end_deadline,
"turn_deadline": state.turn_deadline,
}
if viewer is not None and state.phase == PHASE_PLAYING and viewer.seat == state.turn:
payload["your_turn"] = True
# Only the player on turn receives their legal captures, so all the
# rule logic stays server-side.
legal_moves: Dict[str, List[List[str]]] = {}
for hand_card in viewer.hand:
options = legal_captures(
state.table, hand_card, asso_pigliatutto=state.asso_pigliatutto
)
if options:
legal_moves[hand_card.code] = [
[c.code for c in option] for option in options
]
payload["legal_moves"] = legal_moves
return payload
@@ -0,0 +1,34 @@
"""Scopa errors.
Most failure modes are game-independent and live in
:mod:`tavolo.platform.errors`; only genuinely scopa-specific errors
are defined here.
"""
from __future__ import annotations
from tavolo.platform.errors import (
AlreadyJoined,
GameError,
GameFinished,
GameNotFound,
GameNotStarted,
IllegalMove,
LobbyFull,
NotYourTurn,
)
__all__ = [
"AlreadyJoined",
"CardNotInHand",
"GameError",
"GameFinished",
"GameNotFound",
"GameNotStarted",
"IllegalMove",
"LobbyFull",
"NotYourTurn",
]
class CardNotInHand(GameError):
"""The played card is not held by the player."""
@@ -0,0 +1,294 @@
"""The platform-facing adapter for scopa.
:class:`ScopaEngine` (classic two-player) and
:class:`ScopaQuattroEngine` (four-player fixed partnerships) implement
:class:`~tavolo.platform.engine.GameEngine` on top of the pure rules in
:mod:`tavolo.scopa.engine`: they translate platform calls (create, join,
websocket actions, deadlines) into rules-engine calls and back, keeping
all scopa knowledge inside this package. Nothing outside ``tavolo.scopa``
needs to know about phases, turns or hand scoring.
"""
from __future__ import annotations
from datetime import datetime, timezone
from logging import getLogger
from typing import Any, Dict, Mapping, Optional
from tavolo.platform.engine import (
Deadline,
GameEngine,
GameSession,
MatchResult,
PlayerResult,
Seat,
)
from tavolo.platform.errors import GameError, IllegalMove
from . import engine
from .state import (
DEFAULT_TARGET_SCORE,
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_LOBBY,
PHASE_PLAYING,
TEAM_NAMES,
ScopaState,
)
log = getLogger(__name__)
def _deadline_ms(iso: Optional[str]) -> Optional[int]:
"""Epoch milliseconds for an ISO-8601 deadline, ``None`` when absent
or unparseable."""
if not iso:
return None
try:
return int(datetime.fromisoformat(iso).timestamp() * 1000)
except ValueError:
return None
class _ScopaBase(GameEngine):
"""Shared platform adapter for the two-player and four-player games."""
player_count: int
options_schema = {
"type": "object",
"properties": {
"target_score": {
"type": "integer",
"minimum": 1,
"maximum": 100,
"default": DEFAULT_TARGET_SCORE,
"description": "Match points the winning side must reach.",
},
"asso_pigliatutto": {
"type": "boolean",
"default": False,
"description": "Scopa d'assi: an ace sweeps the whole "
"table (no scopa)",
},
},
}
def __init__(
self,
turn_timeout_seconds: int = engine.DEFAULT_TURN_TIMEOUT_SECONDS,
hand_ack_timeout_seconds: int = engine.DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
) -> None:
self._turn_timeout = turn_timeout_seconds
self._hand_ack_timeout = hand_ack_timeout_seconds
# -- lobby ------------------------------------------------------------
def create(self, session: GameSession, options: Mapping[str, Any]) -> None:
target_score = options.get("target_score", DEFAULT_TARGET_SCORE)
if isinstance(target_score, bool) or not isinstance(target_score, int):
raise IllegalMove("target_score must be an integer")
asso_pigliatutto = options.get("asso_pigliatutto", False)
if not isinstance(asso_pigliatutto, bool):
raise IllegalMove("asso_pigliatutto must be a boolean")
creator = session.players[0]
session.state = engine.create_game(
creator_sub=creator.user_sub,
creator_name=creator.display_name,
player_count=self.player_count,
target_score=target_score,
hand_ack_timeout=self._hand_ack_timeout,
turn_timeout=self._turn_timeout,
asso_pigliatutto=asso_pigliatutto,
)
session.players[0] = Seat(
user_sub=creator.user_sub,
display_name=creator.display_name,
team=TEAM_NAMES[0],
)
def join(self, session: GameSession, user_sub: str, display_name: str) -> None:
seat = len(session.players)
engine.join_game(session.state, user_sub, display_name)
# join_game raises before appending on any violation, so the seat
# list stays in sync with the engine's players.
session.players.append(
Seat(
user_sub=user_sub,
display_name=display_name,
team=TEAM_NAMES[seat % 2],
)
)
def in_lobby(self, session: GameSession) -> bool:
return session.state.phase == PHASE_LOBBY
def lobby_view(self, session: GameSession) -> Dict[str, Any]:
state: ScopaState = session.state
return {
"phase": state.phase,
"target_score": state.target_score,
"asso_pigliatutto": state.asso_pigliatutto,
}
# -- play -------------------------------------------------------------
def handle_action(
self, session: GameSession, user_sub: str, action: str, payload: Mapping[str, Any]
) -> None:
state: ScopaState = session.state
if action == "play":
card = payload.get("card")
capture = payload.get("capture")
if not isinstance(card, str):
raise IllegalMove("'card' must be a card code string")
if capture is not None and (
not isinstance(capture, list)
or any(not isinstance(item, str) for item in capture)
):
raise IllegalMove("'capture' must be a list of card codes")
try:
engine.play(state, user_sub, card, capture)
except ValueError:
raise IllegalMove("invalid card code")
elif action == "ack":
engine.acknowledge_hand(state, user_sub)
else:
raise IllegalMove(f"unknown action: {action!r}")
def view_for(self, session: GameSession, user_sub: Optional[str]) -> Dict[str, Any]:
return engine.state_for_player(session.state, user_sub)
def is_finished(self, session: GameSession) -> bool:
return session.state.phase == PHASE_FINISHED
def game_over_view(self, session: GameSession, user_sub: Optional[str]) -> Dict[str, Any]:
state: ScopaState = session.state
return {
"scores": {"A": state.scores[0], "B": state.scores[1]},
"winner": None if state.winner is None else TEAM_NAMES[state.winner],
}
# -- (de)serialization -------------------------------------------------
def state_to_json(self, state: Any) -> Dict[str, Any]:
assert isinstance(state, ScopaState)
return state.to_json()
def state_from_json(self, data: Mapping[str, Any]) -> Any:
return ScopaState.from_json(dict(data))
# -- deadlines ----------------------------------------------------------
def next_deadline(self, session: GameSession) -> Optional[Deadline]:
state: ScopaState = session.state
if state.phase == PHASE_PLAYING and state.turn_deadline:
due_ms = _deadline_ms(state.turn_deadline)
if due_ms is None:
return None
return Deadline(
kind="turn",
due_at=datetime.fromtimestamp(due_ms / 1000, tz=timezone.utc),
token=f"turn:{state.hand_number}:{state.turn}:{due_ms}",
)
if state.phase == PHASE_HAND_END and state.hand_end_deadline:
due_ms = _deadline_ms(state.hand_end_deadline)
if due_ms is None:
return None
return Deadline(
kind="hand_end",
due_at=datetime.fromtimestamp(due_ms / 1000, tz=timezone.utc),
token=f"hand_end:{state.hand_number}:{due_ms}",
)
return None
def fire_deadline(self, session: GameSession, kind: str, token: str) -> None:
current = self.next_deadline(session)
if current is None or current.kind != kind or current.token != token:
# Overtaken by events (a play landed in time, the hand was
# acknowledged, the deadline moved): nothing to do.
raise GameError("stale deadline")
state: ScopaState = session.state
if kind == "turn":
engine.auto_play(state)
actor = state.last_move.seat if state.last_move is not None else None
log.info(
"auto-played for seat %s (turn timeout, hand %d)",
actor,
state.hand_number,
)
elif kind == "hand_end":
for player in state.players:
engine.acknowledge_hand(state, player.sub)
log.info(
"hand %d auto-advanced after the acknowledgement timeout",
state.hand_number,
)
else: # pragma: no cover - next_deadline never emits other kinds
raise GameError(f"unknown deadline kind: {kind!r}")
# -- results -------------------------------------------------------------
def result(self, session: GameSession) -> MatchResult:
state: ScopaState = session.state
if state.winner is None:
raise GameError("no result: the match is not finished")
teams = [
[p.sub for p in state.players if p.team == 0],
[p.sub for p in state.players if p.team == 1],
]
return MatchResult(
teams=teams,
winner_team=state.winner,
players=[
PlayerResult(
user_sub=player.sub,
seat=player.seat,
won=player.team == state.winner,
team=TEAM_NAMES[player.team],
score=float(state.scores[player.team]),
details={
"scope": player.scope,
"captured_cards": len(player.captured),
},
)
for player in state.players
],
summary={
"team_a_score": state.scores[0],
"team_b_score": state.scores[1],
"winner_team": TEAM_NAMES[state.winner],
"target_score": state.target_score,
"asso_pigliatutto": state.asso_pigliatutto,
"hands_played": state.hand_number,
"hand_scores": state.hand_scores,
},
)
class ScopaEngine(_ScopaBase):
"""Classic two-player scopa as a platform game engine."""
id = "scopa"
name = "Scopa"
description = (
"The classic two-player Italian fishing game: three cards each, "
"four on the table, capture by rank or sum and sweep for scope. "
"First to the target score wins."
)
min_players = 2
max_players = 2
player_count = 2
class ScopaQuattroEngine(_ScopaBase):
"""Four-player partnership scopa as a platform game engine."""
id = "scopa_a_quattro"
name = "Scopa a quattro"
description = (
"Scopa for four players in fixed partnerships: three cards each, "
"four on the table, capture by rank or sum and sweep for scope. "
"First side to the target score wins."
)
min_players = 4
max_players = 4
player_count = 4
@@ -0,0 +1,261 @@
"""In-memory representation of a scopa game.
The whole mutable game lives in :class:`ScopaState`, which is serialized
to and from plain JSON for storage inside the platform's session envelope
(see :mod:`tavolo.platform.store`). Keeping the representation JSON-native
means the store needs no custom codecs and the state is inspectable with
``redis-cli``.
The same state serves the classic two-player game and the four-player
partnership variant (``player_count``): with two players the two seats
are individual sides, with four they are fixed partnerships (0/2 vs 1/3),
and either way the side is the seat's parity. Within a hand the deck is
dealt in rounds of three cards per player and persists across rounds in
:attr:`ScopaState.deck`.
The state contains only game data: the platform owns the session envelope
(id, join code, seats, timestamps, stats persistence) — see
:class:`tavolo.platform.engine.GameSession`.
Deck convention: a 40-card Italian deck. Suits are ``D`` (denari),
``C`` (coppe), ``S`` (spade) and ``B`` (bastoni); ranks are ``1``..``10``.
A card is rendered as ``RRSUIT`` (e.g. ``07D`` is the settebello).
"""
from __future__ import annotations
from dataclasses import dataclass, field
from typing import Any, Dict, List, Optional
SUITS = ("D", "C", "S", "B")
RANKS = tuple(range(1, 11))
# Teams are derived from the seat parity: seats 0 and 2 form team A
# (index 0), seats 1 and 3 form team B (index 1). In the two-player game
# that makes the two players their own sides (seats 0 and 1); in the
# four-player game partners sit opposite each other.
TEAM_A = 0
TEAM_B = 1
TEAM_NAMES = ("A", "B")
PHASE_LOBBY = "lobby"
PHASE_PLAYING = "playing"
# Between hands of an unfinished match: scoring summary shown to every
# player; the next hand is dealt once everyone acknowledges (or the
# hand-end timeout elapses).
PHASE_HAND_END = "hand_end"
PHASE_FINISHED = "finished"
DEFAULT_TARGET_SCORE = 11
DEFAULT_PLAYER_COUNT = 2
PLAYER_COUNTS = (2, 4)
def team_of(seat: int) -> int:
return seat % 2
@dataclass(frozen=True)
class Card:
rank: int
suit: str
def __post_init__(self) -> None:
if self.suit not in SUITS:
raise ValueError(f"invalid suit: {self.suit!r}")
if self.rank not in RANKS:
raise ValueError(f"invalid rank: {self.rank!r}")
@property
def code(self) -> str:
return f"{self.rank:02d}{self.suit}"
@staticmethod
def parse(code: str) -> "Card":
code = str(code).upper()
if len(code) != 3 or not code[:2].isdigit():
raise ValueError(f"invalid card code: {code!r}")
return Card(rank=int(code[:2]), suit=code[2])
def to_json(self) -> str:
return self.code
@staticmethod
def from_json(value: Any) -> "Card":
return Card.parse(str(value))
def parse_card(code: Any) -> Card:
"""Parse a card code, raising :class:`ValueError` on malformed input."""
return Card.parse(str(code))
@dataclass
class Move:
"""Record of a single play, broadcast so every client can show who
played which card and what it captured."""
seat: int
name: str
card: str
captured: List[str] = field(default_factory=list)
scopa: bool = False
# The play was an asso pigliatutto capture (the whole table, or the
# ace itself when the table was empty).
pigliatutto: bool = False
def to_json(self) -> Dict[str, Any]:
return {
"seat": self.seat,
"name": self.name,
"card": self.card,
"captured": list(self.captured),
"scopa": self.scopa,
"pigliatutto": self.pigliatutto,
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "Move":
return Move(
seat=int(data["seat"]),
name=str(data["name"]),
card=str(data["card"]),
captured=[str(c) for c in data.get("captured", [])],
scopa=bool(data.get("scopa", False)),
pigliatutto=bool(data.get("pigliatutto", False)),
)
@dataclass
class PlayerState:
sub: str
name: str
seat: int
hand: List[Card] = field(default_factory=list)
captured: List[Card] = field(default_factory=list)
scope: int = 0
@property
def team(self) -> int:
return team_of(self.seat)
def to_json(self) -> Dict[str, Any]:
return {
"sub": self.sub,
"name": self.name,
"seat": self.seat,
"hand": [c.to_json() for c in self.hand],
"captured": [c.to_json() for c in self.captured],
"scope": self.scope,
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "PlayerState":
return PlayerState(
sub=str(data["sub"]),
name=str(data["name"]),
seat=int(data["seat"]),
hand=[Card.from_json(c) for c in data.get("hand", [])],
captured=[Card.from_json(c) for c in data.get("captured", [])],
scope=int(data.get("scope", 0)),
)
@dataclass
class ScopaState:
# 2 (individual) or 4 (fixed partnerships). Fixed for the session.
player_count: int = DEFAULT_PLAYER_COUNT
target_score: int = DEFAULT_TARGET_SCORE
# Whether the asso pigliatutto rule is scored (scopa d'assi: an ace
# sweeps the whole table when no equal rank is on it, or captures
# itself when the table is empty; the capture never scores a scopa).
# Default off, also for states serialized before the option existed.
asso_pigliatutto: bool = False
phase: str = PHASE_LOBBY
players: List[PlayerState] = field(default_factory=list)
table: List[Card] = field(default_factory=list)
# Cards of the current hand not dealt yet: scopa deals three cards per
# player at a time, and re-deals when every hand is empty until the
# deck is exhausted.
deck: List[Card] = field(default_factory=list)
dealer: int = 0
turn: int = 0
hand_number: int = 1
scores: List[int] = field(default_factory=lambda: [0, 0])
winner: Optional[int] = None
last_taker: Optional[int] = None
# Per-hand points awarded, for a compact audit trail in the API.
hand_scores: List[Dict[str, Any]] = field(default_factory=list)
# The most recent play in the current hand, for move announcements.
last_move: Optional[Move] = None
# While phase == "hand_end": seats that acknowledged the summary, and
# when the auto-continue timeout fires.
acked: List[int] = field(default_factory=list)
hand_end_deadline: Optional[str] = None
# Seconds the hand-end summary waits before dealing anyway.
hand_ack_timeout: int = 30
# While phase == "playing": when the server plays a random legal card
# for the player on turn.
turn_deadline: Optional[str] = None
turn_timeout: int = 30
# -- serialization ----------------------------------------------------
def to_json(self) -> Dict[str, Any]:
return {
"player_count": self.player_count,
"target_score": self.target_score,
"asso_pigliatutto": self.asso_pigliatutto,
"phase": self.phase,
"players": [p.to_json() for p in self.players],
"table": [c.to_json() for c in self.table],
"deck": [c.to_json() for c in self.deck],
"dealer": self.dealer,
"turn": self.turn,
"hand_number": self.hand_number,
"scores": list(self.scores),
"winner": self.winner,
"last_taker": self.last_taker,
"hand_scores": list(self.hand_scores),
"last_move": self.last_move.to_json() if self.last_move else None,
"acked": list(self.acked),
"hand_end_deadline": self.hand_end_deadline,
"hand_ack_timeout": self.hand_ack_timeout,
"turn_deadline": self.turn_deadline,
"turn_timeout": self.turn_timeout,
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "ScopaState":
return ScopaState(
player_count=int(data.get("player_count", DEFAULT_PLAYER_COUNT)),
target_score=int(data.get("target_score", DEFAULT_TARGET_SCORE)),
asso_pigliatutto=bool(data.get("asso_pigliatutto", False)),
phase=str(data.get("phase", PHASE_LOBBY)),
players=[PlayerState.from_json(p) for p in data.get("players", [])],
table=[Card.from_json(c) for c in data.get("table", [])],
deck=[Card.from_json(c) for c in data.get("deck", [])],
dealer=int(data.get("dealer", 0)),
turn=int(data.get("turn", 0)),
hand_number=int(data.get("hand_number", 1)),
scores=[int(x) for x in data.get("scores", [0, 0])],
winner=data.get("winner"),
last_taker=data.get("last_taker"),
hand_scores=list(data.get("hand_scores", [])),
last_move=Move.from_json(data["last_move"]) if data.get("last_move") else None,
acked=[int(s) for s in data.get("acked", [])],
hand_end_deadline=data.get("hand_end_deadline"),
hand_ack_timeout=int(data.get("hand_ack_timeout", 30)),
turn_deadline=data.get("turn_deadline"),
turn_timeout=int(data.get("turn_timeout", 30)),
)
# -- helpers ----------------------------------------------------------
def player_for(self, sub: Optional[str]) -> Optional[PlayerState]:
for player in self.players:
if player.sub == sub:
return player
return None
def seated(self, sub: str) -> bool:
return self.player_for(sub) is not None
@@ -0,0 +1,616 @@
"""Rule engine tests: deals, captures, scope, scoring and full matches."""
from __future__ import annotations
import random
import unittest
from tavolo.scopa import engine
from tavolo.scopa.errors import (
AlreadyJoined,
CardNotInHand,
GameFinished,
GameNotStarted,
IllegalMove,
NotYourTurn,
)
from tavolo.scopa.state import (
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_PLAYING,
Card,
PlayerState,
ScopaState,
)
def card(code: str) -> Card:
return Card.parse(code)
def make_state(
hands,
table,
turn: int = 0,
*,
dealer: int = 0,
captured=None,
scope=None,
target: int = 11,
last_taker=None,
deck=None,
asso_pigliatutto: bool = False,
) -> ScopaState:
"""Build a controlled game state directly (bypassing the deal)."""
state = ScopaState(
player_count=len(hands),
target_score=target,
asso_pigliatutto=asso_pigliatutto,
phase=PHASE_PLAYING,
dealer=dealer,
turn=turn,
last_taker=last_taker,
)
for seat, hand in enumerate(hands):
state.players.append(
PlayerState(sub=f"p{seat}", name=f"p{seat}", seat=seat,
hand=[card(c) for c in hand])
)
if captured is not None:
for player, codes in zip(state.players, captured):
player.captured = [card(c) for c in codes]
if scope is not None:
for player, value in zip(state.players, scope):
player.scope = value
state.table = [card(c) for c in table]
state.deck = [card(c) for c in (deck or [])]
return state
class DeckTest(unittest.TestCase):
def test_full_deck_has_40_unique_cards(self) -> None:
deck = engine.full_deck()
self.assertEqual(40, len(deck))
self.assertEqual(40, len({c.code for c in deck}))
self.assertEqual(4, len({c.suit for c in deck}))
self.assertEqual(4, sum(1 for c in deck if c.rank == 7))
def test_shuffled_deck_is_permutation(self) -> None:
deck = engine.shuffled_deck()
self.assertEqual(
sorted(c.code for c in engine.full_deck()),
sorted(c.code for c in deck),
)
class CaptureTest(unittest.TestCase):
def test_equal_card_is_mandatory(self) -> None:
table = [card("05C"), card("02D"), card("03S")]
options = engine.legal_captures(table, card("05D"))
self.assertEqual([["05C"]], [[c.code for c in o] for o in options])
def test_sum_combination(self) -> None:
table = [card("01C"), card("03C"), card("02S")]
options = engine.legal_captures(table, card("04D"))
self.assertEqual([["01C", "03C"]], [[c.code for c in o] for o in options])
def test_multiple_equal_cards_each_a_separate_option(self) -> None:
table = [card("05C"), card("05S")]
options = engine.legal_captures(table, card("05D"))
self.assertEqual(
[["05C"], ["05S"]], sorted([[c.code for c in o] for o in options])
)
def test_no_capture(self) -> None:
table = [card("09C"), card("08S")]
self.assertEqual([], engine.legal_captures(table, card("02D")))
def test_play_without_capture_places_card_on_table(self) -> None:
state = make_state([["02D", "03D"], ["01C"]], table=["09C"])
engine.play(state, "p0", "02D")
self.assertIn("02D", [c.code for c in state.table])
self.assertNotIn("02D", [c.code for c in state.players[0].hand])
self.assertEqual(1, state.turn)
def test_play_capture_and_scopa(self) -> None:
state = make_state([["02D", "09C"], ["01C"]], table=["02C"])
engine.play(state, "p0", "02D", ["02C"])
self.assertEqual(1, state.players[0].scope)
self.assertEqual([], state.table)
self.assertEqual(
["02C", "02D"], [c.code for c in state.players[0].captured]
)
# The move is recorded for the "who played what" announcement.
assert state.last_move is not None
self.assertEqual(0, state.last_move.seat)
self.assertEqual("p0", state.last_move.name)
self.assertEqual("02D", state.last_move.card)
self.assertEqual(["02C"], state.last_move.captured)
self.assertTrue(state.last_move.scopa)
def test_play_without_capture_records_move(self) -> None:
state = make_state([["02D", "03D"], ["01C"]], table=["09C"])
engine.play(state, "p0", "02D")
assert state.last_move is not None
self.assertEqual("02D", state.last_move.card)
self.assertEqual([], state.last_move.captured)
self.assertFalse(state.last_move.scopa)
def test_illegal_combination_when_equal_card_present(self) -> None:
state = make_state([["05D"], ["01C"]],
table=["05C", "02D", "03S"])
with self.assertRaises(IllegalMove):
engine.play(state, "p0", "05D", ["02D", "03S"])
def test_illegal_capture_rejected(self) -> None:
state = make_state([["04D"], ["01C"]], table=["02C", "03S"])
with self.assertRaises(IllegalMove):
engine.play(state, "p0", "04D", ["02C"])
def test_no_capture_requested_when_capture_possible(self) -> None:
state = make_state([["05D"], ["01C"]], table=["05C"])
with self.assertRaises(IllegalMove):
engine.play(state, "p0", "05D")
def test_not_your_turn(self) -> None:
state = make_state([["02D"], ["03D"]], table=[], turn=1)
with self.assertRaises(NotYourTurn):
engine.play(state, "p0", "02D")
def test_card_not_in_hand(self) -> None:
state = make_state([["02D"], ["03D"]], table=[])
with self.assertRaises(CardNotInHand):
engine.play(state, "p0", "07D")
def test_finished_game_rejects_moves(self) -> None:
state = make_state([["02D"], ["03D"]], table=[])
state.phase = PHASE_FINISHED
with self.assertRaises(GameFinished):
engine.play(state, "p0", "02D")
class DealTest(unittest.TestCase):
def test_create_game_defaults(self) -> None:
state = engine.create_game("p0", "p0")
self.assertEqual(2, state.player_count)
self.assertEqual(11, state.target_score)
self.assertFalse(state.asso_pigliatutto)
self.assertEqual("p0", state.players[0].sub)
self.assertEqual("lobby", state.phase)
def test_create_game_player_count_validation(self) -> None:
for bad in (1, 3, 5, 0):
with self.assertRaises(IllegalMove):
engine.create_game("p0", "p0", player_count=bad)
def test_join_starts_two_player_game(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertEqual(4, len(state.table))
self.assertEqual(4, len({c.code for c in state.table}))
for player in state.players:
self.assertEqual(3, len(player.hand))
# 40 - 4 on the table - 6 in hand.
self.assertEqual(30, len(state.deck))
self.assertEqual(1, state.turn)
def test_join_starts_four_player_game(self) -> None:
state = engine.create_game("p0", "p0", player_count=4)
for seat in range(1, 4):
engine.join_game(state, f"p{seat}", f"p{seat}")
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertEqual(4, len(state.table))
for player in state.players:
self.assertEqual(3, len(player.hand))
# 40 - 4 on the table - 12 in hand.
self.assertEqual(24, len(state.deck))
self.assertEqual(1, state.turn)
for seat in range(4):
self.assertEqual(seat % 2, engine._player_at(state, seat).team)
def test_join_errors(self) -> None:
state = engine.create_game("p0", "p0")
with self.assertRaises(AlreadyJoined):
engine.join_game(state, "p0", "p0")
engine.join_game(state, "p1", "p1")
# The lobby filled up and the match started.
with self.assertRaises(GameNotStarted):
engine.join_game(state, "p2", "p2")
def test_start_requires_full_table(self) -> None:
state = engine.create_game("p0", "p0", player_count=4)
engine.join_game(state, "p1", "p1")
with self.assertRaises(GameNotStarted):
engine.start_game(state)
class RoundTest(unittest.TestCase):
def test_redeal_when_hands_empty_and_deck_has_cards(self) -> None:
deck = [f"{rank:02d}{suit}" for rank in (4, 5, 6)
for suit in ("D", "C")]
state = make_state([["02D"], ["03D"]], table=["09C"],
deck=deck, turn=0, dealer=0)
engine.play(state, "p0", "02D")
self.assertEqual(1, state.turn)
# The last card of the round: the next three cards are dealt.
engine.play(state, "p1", "03D")
self.assertEqual(PHASE_PLAYING, state.phase)
for player in state.players:
self.assertEqual(3, len(player.hand))
self.assertEqual([], state.deck)
# The table is never topped up.
self.assertEqual(
{"09C", "02D", "03D"}, {c.code for c in state.table}
)
# The player after the dealer leads every round again.
self.assertEqual(1, state.turn)
def test_redeal_gives_the_lead_back_to_the_non_dealer(self) -> None:
deck = [f"{rank:02d}{suit}" for rank in (4, 5, 6)
for suit in ("D", "C")]
state = make_state([["02D"], ["03D"]], table=[], deck=deck,
turn=0, dealer=1)
engine.play(state, "p0", "02D")
engine.play(state, "p1", "03D")
# Dealer seat 1: the lead is seat 0 again.
self.assertEqual(0, state.turn)
def test_hand_ends_when_deck_is_exhausted(self) -> None:
state = make_state([["02D"], ["03D"]], table=[], deck=[], target=100)
engine.play(state, "p0", "02D")
engine.play(state, "p1", "03D")
self.assertEqual(PHASE_HAND_END, state.phase)
class ScopaTest(unittest.TestCase):
def test_scopa_on_the_last_play_of_a_round_with_deck_left(self) -> None:
deck = [f"{rank:02d}{suit}" for rank in (4, 5, 6)
for suit in ("D", "C")]
state = make_state([["02D"], []], table=["02C"], deck=deck, turn=0)
engine.play(state, "p0", "02D", ["02C"])
# Cards remain in the deck: the sweep is a scopa, and the round is
# re-dealt immediately.
self.assertEqual(1, state.players[0].scope)
assert state.last_move is not None
self.assertTrue(state.last_move.scopa)
for player in state.players:
self.assertEqual(3, len(player.hand))
def test_no_scopa_on_the_last_play_of_the_hand(self) -> None:
state = make_state([["02D"], []], table=["02C"], deck=[],
turn=0, target=100)
engine.play(state, "p0", "02D", ["02C"])
self.assertEqual(0, state.players[0].scope)
assert state.last_move is not None
self.assertFalse(state.last_move.scopa)
self.assertEqual(PHASE_HAND_END, state.phase)
self.assertEqual(0, state.hand_scores[-1]["scope"]["A"])
class AssoPigliatuttoTest(unittest.TestCase):
def test_ace_sweeps_the_whole_table_without_scopa(self) -> None:
# p1 still holds cards, so emptying the table would normally score
# a scopa: the sweep must suppress it.
state = make_state(
[["01D", "09C"], ["04D"]],
table=["05C", "02D", "03S"],
asso_pigliatutto=True,
)
engine.play(state, "p0", "01D", ["05C", "02D", "03S"])
self.assertEqual([], state.table)
self.assertEqual(
{"05C", "02D", "03S", "01D"},
{c.code for c in state.players[0].captured},
)
self.assertEqual(0, state.players[0].scope)
assert state.last_move is not None
self.assertTrue(state.last_move.pigliatutto)
self.assertFalse(state.last_move.scopa)
def test_legal_captures_offer_only_the_whole_table(self) -> None:
table = [card("05C"), card("02D"), card("03S")]
options = engine.legal_captures(
table, card("01D"), asso_pigliatutto=True
)
self.assertEqual(
[["05C", "02D", "03S"]], [[c.code for c in o] for o in options]
)
# A bare table leaves only the self-capture option; without the
# rule the ace stays on the table.
self.assertEqual(
[[]], engine.legal_captures([], card("01D"), asso_pigliatutto=True)
)
self.assertEqual(
[], engine.legal_captures([], card("01D"), asso_pigliatutto=False)
)
# Non-ace cards keep the normal rules.
self.assertEqual(
[],
engine.legal_captures(table, card("04B"), asso_pigliatutto=True),
)
def test_equal_rank_ace_blocks_the_sweep(self) -> None:
state = make_state(
[["01D"], ["04D"]],
table=["01C", "02D"],
asso_pigliatutto=True,
)
options = engine.legal_captures(
state.table, card("01D"), asso_pigliatutto=True
)
self.assertEqual([["01C"]], [[c.code for c in o] for o in options])
with self.assertRaises(IllegalMove):
engine.play(state, "p0", "01D", ["01C", "02D"])
# A rejected play consumes the card, so retry on a fresh state.
state = make_state(
[["01D"], ["04D"]],
table=["01C", "02D"],
asso_pigliatutto=True,
)
engine.play(state, "p0", "01D", ["01C"])
self.assertEqual(["02D"], [c.code for c in state.table])
assert state.last_move is not None
self.assertFalse(state.last_move.pigliatutto)
def test_disabled_by_default(self) -> None:
state = make_state([["01D", "09C"], ["04D"]], table=["05C", "02D"])
engine.play(state, "p0", "01D")
# Without the rule an ace captures nothing here and stays on the
# table.
self.assertEqual({"05C", "02D", "01D"}, {c.code for c in state.table})
assert state.last_move is not None
self.assertFalse(state.last_move.pigliatutto)
# ... and on a bare table it stays there too.
state = make_state([["01D", "09C"], ["04D"]], table=[])
engine.play(state, "p0", "01D")
self.assertEqual(["01D"], [c.code for c in state.table])
self.assertEqual([], state.players[0].captured)
def test_ace_on_empty_table_captures_itself(self) -> None:
# The self-capture makes p0 the last taker and scores no scopa.
state = make_state(
[["01D", "09C"], ["04D"]],
table=[],
last_taker=1,
asso_pigliatutto=True,
)
engine.play(state, "p0", "01D")
self.assertEqual([], state.table)
self.assertEqual(["01D"], [c.code for c in state.players[0].captured])
self.assertEqual(0, state.players[0].scope)
self.assertEqual(0, state.last_taker)
assert state.last_move is not None
self.assertTrue(state.last_move.pigliatutto)
self.assertEqual([], state.last_move.captured)
self.assertFalse(state.last_move.scopa)
def test_non_ace_on_empty_table_stays(self) -> None:
state = make_state(
[["02D", "09C"], ["04D"]], table=[], asso_pigliatutto=True
)
engine.play(state, "p0", "02D")
self.assertEqual(["02D"], [c.code for c in state.table])
self.assertEqual([], state.players[0].captured)
assert state.last_move is not None
self.assertFalse(state.last_move.pigliatutto)
class HandEndTest(unittest.TestCase):
def test_table_swept_to_last_taker(self) -> None:
state = make_state([["02D"], []], table=["05C", "04D"],
last_taker=1, deck=[], target=100)
engine.play(state, "p0", "02D")
captured = {c.code for c in state.players[1].captured}
self.assertEqual({"05C", "04D", "02D"}, captured)
self.assertEqual(PHASE_HAND_END, state.phase)
def test_match_ends_at_target_with_clear_lead(self) -> None:
state = make_state([["02D"], []], table=[], deck=[], turn=0,
target=1, captured=[["07D"], []])
engine.play(state, "p0", "02D")
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertEqual(0, state.winner)
def test_tie_at_target_plays_another_hand(self) -> None:
state = make_state(
[["02D"], []],
table=[],
deck=[],
target=1,
captured=[["01D", "02C"], ["02D", "01C"]],
)
state.scores = [1, 1]
engine.play(state, "p0", "02D")
# A 0-0 hand at the target is not a win: another hand is played.
self.assertEqual(PHASE_HAND_END, state.phase)
self.assertIsNone(state.winner)
def test_acknowledge_deals_next_hand(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
state.phase = PHASE_HAND_END
engine.acknowledge_hand(state, "p0")
self.assertEqual(PHASE_HAND_END, state.phase)
engine.acknowledge_hand(state, "p1")
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertEqual(2, state.hand_number)
self.assertEqual(1, state.dealer)
self.assertEqual(4, len(state.table))
for player in state.players:
self.assertEqual(3, len(player.hand))
def test_acknowledge_rejects_outside_hand_end(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
with self.assertRaises(IllegalMove):
engine.acknowledge_hand(state, "p0")
def test_hand_summary_has_no_napola(self) -> None:
state = make_state([["02D"], []], table=[], deck=[], target=1,
captured=[["07D"], []])
engine.play(state, "p0", "02D")
self.assertNotIn("napola", state.hand_scores[-1])
class ScoringTest(unittest.TestCase):
def test_primiera_values_and_all_suits_requirement(self) -> None:
self.assertEqual(70, engine.primiera_score(
[card(c) for c in ["07D", "06C", "01S", "05B"]]))
self.assertEqual(0, engine.primiera_score(
[card(c) for c in ["07D", "06C", "01S"]]))
self.assertEqual(40, engine.primiera_score(
[card(c) for c in ["08D", "09C", "10S", "10B"]]))
def test_two_player_hand_points(self) -> None:
state = make_state(
[[], []],
table=[],
captured=[
["07D", "06C", "01S", "05B"],
["03D", "04C", "07S", "02B"],
],
scope=[1, 0],
)
points, details = engine.hand_points(state)
# Carte and denara tie; A takes settebello and primiera, plus one
# scopa: A+3.
self.assertEqual({"A": 4, "B": 4}, details["cards"])
self.assertEqual({"A": 1, "B": 1}, details["denara"])
self.assertEqual({"A": True, "B": False}, details["settebello"])
self.assertEqual({"A": 70, "B": 60}, details["primiera"])
self.assertEqual({"A": 1, "B": 0}, details["scope"])
self.assertEqual([3, 0], points)
def test_ties_award_nothing(self) -> None:
state = make_state(
[[], []],
table=[],
captured=[
["06C", "01S", "05B", "02D"],
["06S", "01B", "05D", "02C"],
],
scope=[0, 0],
)
points, _ = engine.hand_points(state)
# Equal cards, equal denara, equal primiera and no settebello:
# everything ties, so no points at all.
self.assertEqual([0, 0], points)
def test_four_player_pools_the_partners(self) -> None:
state = make_state(
[[], [], [], []],
table=[],
captured=[
["07D", "06C", "01S", "05B"], # seat 0, team A
["03D", "04C", "07S", "02B"], # seat 1, team B
["02D"], # seat 2, team A
["10D", "10C", "10S", "10B"], # seat 3, team B
],
scope=[1, 0, 0, 2],
)
points, details = engine.hand_points(state)
self.assertEqual([3, 3], points)
self.assertEqual({"A": 5, "B": 8}, details["cards"])
self.assertEqual({"A": 2, "B": 2}, details["denara"])
self.assertEqual({"A": True, "B": False}, details["settebello"])
self.assertEqual({"A": 70, "B": 60}, details["primiera"])
self.assertEqual({"A": 1, "B": 2}, details["scope"])
self.assertNotIn("napola", details)
class SerializationTest(unittest.TestCase):
def test_state_roundtrip(self) -> None:
state = engine.create_game(
"p0", "p0", player_count=4, target_score=16,
asso_pigliatutto=True,
)
for seat in range(1, 4):
engine.join_game(state, f"p{seat}", f"p{seat}")
restored = ScopaState.from_json(state.to_json())
self.assertEqual(4, restored.player_count)
self.assertEqual(16, restored.target_score)
self.assertTrue(restored.asso_pigliatutto)
self.assertEqual(
[c.code for c in state.deck], [c.code for c in restored.deck]
)
self.assertEqual(
[c.code for c in state.table], [c.code for c in restored.table]
)
self.assertEqual(state.phase, restored.phase)
self.assertEqual(state.turn, restored.turn)
self.assertEqual(
[p.sub for p in state.players], [p.sub for p in restored.players]
)
def test_asso_pigliatutto_defaults_off(self) -> None:
state = make_state([["02D"], ["03D"]], table=[])
data = state.to_json()
del data["asso_pigliatutto"]
self.assertFalse(ScopaState.from_json(data).asso_pigliatutto)
def test_player_count_defaults_to_two(self) -> None:
data = ScopaState().to_json()
del data["player_count"]
self.assertEqual(2, ScopaState.from_json(data).player_count)
class AutoPlayTest(unittest.TestCase):
def test_auto_play_applies_a_legal_move(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
rng = random.Random(7)
player = engine._player_at(state, state.turn)
hand_size = len(player.hand)
engine.auto_play(state, rng)
self.assertEqual(hand_size - 1, len(player.hand))
assert state.last_move is not None
self.assertEqual(player.seat, state.last_move.seat)
class FullMatchTest(unittest.TestCase):
def _play_out(self, player_count: int, target: int) -> ScopaState:
state = engine.create_game("p0", "p0", player_count=player_count,
target_score=target)
for seat in range(1, player_count):
engine.join_game(state, f"p{seat}", f"p{seat}")
rng = random.Random(1234 + player_count)
steps = 0
while state.phase != PHASE_FINISHED and steps < 100_000:
if state.phase == PHASE_HAND_END:
for player in state.players:
engine.acknowledge_hand(state, player.sub)
continue
engine.auto_play(state, rng)
steps += 1
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertIsNotNone(state.winner)
self.assertGreaterEqual(max(state.scores), target)
self.assertNotEqual(state.scores[0], state.scores[1])
return state
def test_random_two_player_match_reaches_a_winner(self) -> None:
state = self._play_out(2, 5)
for hand in state.hand_scores:
self.assertIn("cards", hand)
self.assertIn("scope", hand)
def test_random_four_player_match_reaches_a_winner(self) -> None:
state = self._play_out(4, 5)
self.assertEqual(4, len(state.players))
def test_all_cards_are_captured_by_the_end_of_a_hand(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
rng = random.Random(99)
# Finish exactly one hand (target 100 keeps the match alive).
state.target_score = 100
while state.phase != PHASE_HAND_END:
engine.auto_play(state, rng)
self.assertIsNotNone(state.last_taker)
self.assertEqual(
40, sum(len(p.captured) for p in state.players)
)
if __name__ == "__main__":
unittest.main()
@@ -0,0 +1,335 @@
"""Adapter tests: the platform contract over the pure scopa rules."""
from __future__ import annotations
import unittest
from datetime import datetime, timedelta, timezone
from tavolo.platform import GameSession, Seat
from tavolo.platform.errors import (
AlreadyJoined,
GameError,
GameFinished,
GameNotStarted,
IllegalMove,
)
from tavolo.scopa import ScopaEngine, ScopaQuattroEngine
from tavolo.scopa import engine as rules
from tavolo.scopa.state import (
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_PLAYING,
ScopaState,
)
ENGINES = (ScopaEngine, ScopaQuattroEngine)
def _session(engine, **options) -> GameSession:
session = GameSession(
id="s1",
game_type=engine.id,
join_code="CODE01",
creator_sub="alice",
players=[Seat(user_sub="alice", display_name="Alice")],
)
engine.create(session, options)
return session
def _started(engine, **options) -> GameSession:
session = _session(engine, **options)
for seat in range(1, engine.max_players):
engine.join(session, f"p{seat}", f"P{seat}")
return session
def _drive_to_end(engine, session: GameSession) -> None:
"""Play the match out with the first legal move each turn."""
moves = 0
while not engine.is_finished(session) and moves < 200_000:
state = session.state
if state.phase == PHASE_HAND_END:
for player in state.players:
engine.handle_action(session, player.sub, "ack", {})
continue
player = next(p for p in state.players if p.seat == state.turn)
played = player.hand[0]
options = rules.legal_captures(
state.table, played, asso_pigliatutto=state.asso_pigliatutto
)
payload = {"card": played.code}
if options:
payload["capture"] = [c.code for c in options[0]]
engine.handle_action(session, player.sub, "play", payload)
moves += 1
class CreateTest(unittest.TestCase):
def test_create_seats_creator_on_side_a(self) -> None:
for engine_type in ENGINES:
engine = engine_type()
session = _session(engine)
self.assertEqual("A", session.players[0].team)
self.assertIsInstance(session.state, ScopaState)
self.assertEqual(11, session.state.target_score)
self.assertFalse(session.state.asso_pigliatutto)
def test_create_options(self) -> None:
engine = ScopaEngine()
session = _session(engine, target_score=21, asso_pigliatutto=True)
self.assertEqual(21, session.state.target_score)
self.assertTrue(session.state.asso_pigliatutto)
def test_create_rejects_bad_options(self) -> None:
engine = ScopaEngine()
with self.assertRaises(IllegalMove):
_session(engine, target_score=0)
with self.assertRaises(IllegalMove):
_session(engine, target_score=101)
with self.assertRaises(IllegalMove):
_session(engine, target_score="eleven")
with self.assertRaises(IllegalMove):
_session(engine, target_score=True)
with self.assertRaises(IllegalMove):
_session(engine, asso_pigliatutto="yes")
def test_timeouts_come_from_the_engine(self) -> None:
engine = ScopaEngine(turn_timeout_seconds=7, hand_ack_timeout_seconds=9)
session = _session(engine)
self.assertEqual(7, session.state.turn_timeout)
self.assertEqual(9, session.state.hand_ack_timeout)
class JoinTest(unittest.TestCase):
def test_join_starts_two_player_game(self) -> None:
engine = ScopaEngine()
session = _session(engine)
self.assertTrue(engine.in_lobby(session))
engine.join(session, "bob", "Bob")
self.assertFalse(engine.in_lobby(session))
self.assertEqual(PHASE_PLAYING, session.state.phase)
self.assertEqual(["A", "B"], [p.team for p in session.players])
def test_join_starts_four_player_game_with_teams(self) -> None:
engine = ScopaQuattroEngine()
session = _session(engine)
for seat, team in ((1, "B"), (2, "A"), (3, "B")):
engine.join(session, f"p{seat}", f"P{seat}")
self.assertEqual(team, session.players[-1].team)
self.assertFalse(engine.in_lobby(session))
self.assertEqual(PHASE_PLAYING, session.state.phase)
def test_join_errors(self) -> None:
engine = ScopaEngine()
session = _session(engine)
with self.assertRaises(AlreadyJoined):
engine.join(session, "alice", "Alice")
engine.join(session, "bob", "Bob")
with self.assertRaises(GameNotStarted):
engine.join(session, "carol", "Carol")
with self.assertRaises(GameNotStarted):
engine.join(session, "alice", "Alice")
class ActionTest(unittest.TestCase):
def test_unknown_action_rejected(self) -> None:
engine = ScopaEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "alice", "dance", {})
def test_play_validates_payload(self) -> None:
engine = ScopaEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "play", {"card": 42})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "play", {})
with self.assertRaises(IllegalMove):
engine.handle_action(
session, "p1", "play", {"card": "01D", "capture": "02C"}
)
def test_invalid_card_code_is_illegal_move(self) -> None:
engine = ScopaEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "play", {"card": "nope"})
def test_finished_match_rejects_actions(self) -> None:
engine = ScopaEngine()
session = _started(engine, target_score=1)
_drive_to_end(engine, session)
self.assertTrue(engine.is_finished(session))
with self.assertRaises(GameFinished):
engine.handle_action(session, "alice", "play", {"card": "01D"})
class ViewTest(unittest.TestCase):
def test_view_hides_other_hands_and_reports_the_deck(self) -> None:
engine = ScopaEngine()
session = _started(engine)
view = engine.view_for(session, "alice")
players = {p["seat"]: p for p in view["players"]}
self.assertIn("hand", players[0])
self.assertNotIn("hand", players[1])
self.assertEqual(2, view["player_count"])
self.assertEqual(30, view["deck_count"])
self.assertEqual(4, len(view["table"]))
# The envelope is the platform's job, not the view's.
self.assertNotIn("id", view)
self.assertNotIn("join_code", view)
self.assertNotIn("game_type", view)
def test_view_for_spectator_hides_all_hands(self) -> None:
engine = ScopaQuattroEngine()
session = _started(engine)
view = engine.view_for(session, None)
for player in view["players"]:
self.assertNotIn("hand", player)
self.assertNotIn("your_turn", view)
self.assertNotIn("legal_moves", view)
self.assertIn("table", view)
self.assertEqual(4, view["player_count"])
def test_lobby_view(self) -> None:
engine = ScopaEngine()
session = _session(engine, target_score=16, asso_pigliatutto=True)
lobby = engine.lobby_view(session)
self.assertEqual("lobby", lobby["phase"])
self.assertEqual(16, lobby["target_score"])
self.assertTrue(lobby["asso_pigliatutto"])
class SerializationTest(unittest.TestCase):
def test_state_roundtrip(self) -> None:
engine = ScopaQuattroEngine()
session = _started(engine)
restored = engine.state_from_json(engine.state_to_json(session.state))
self.assertIsInstance(restored, ScopaState)
self.assertEqual(session.state.phase, restored.phase)
self.assertEqual(session.state.turn, restored.turn)
self.assertEqual(
[p.sub for p in session.state.players],
[p.sub for p in restored.players],
)
self.assertEqual(
[c.code for c in session.state.deck],
[c.code for c in restored.deck],
)
class DeadlineTest(unittest.TestCase):
def test_no_deadline_in_lobby(self) -> None:
engine = ScopaEngine()
self.assertIsNone(engine.next_deadline(_session(engine)))
def test_turn_deadline_and_revalidation(self) -> None:
engine = ScopaEngine()
session = _started(engine)
deadline = engine.next_deadline(session)
assert deadline is not None
self.assertEqual("turn", deadline.kind)
# A forged token is stale.
with self.assertRaises(GameError):
engine.fire_deadline(session, "turn", "turn:1:1:0")
turn_before = session.state.turn
engine.fire_deadline(session, deadline.kind, deadline.token)
self.assertNotEqual(turn_before, session.state.turn)
def test_stale_deadline_after_play(self) -> None:
engine = ScopaEngine()
session = _started(engine)
deadline = engine.next_deadline(session)
assert deadline is not None
state = session.state
player = next(p for p in state.players if p.seat == state.turn)
played = player.hand[0]
options = rules.legal_captures(state.table, played)
payload = {"card": played.code}
if options:
payload["capture"] = [c.code for c in options[0]]
engine.handle_action(session, player.sub, "play", payload)
with self.assertRaises(GameError):
engine.fire_deadline(session, deadline.kind, deadline.token)
def test_hand_end_deadline_advances(self) -> None:
engine = ScopaEngine()
session = _started(engine)
state = session.state
# Force the hand-end phase with an imminent deadline.
state.phase = PHASE_HAND_END
state.hand_end_deadline = (
datetime.now(timezone.utc) + timedelta(seconds=60)
).isoformat()
deadline = engine.next_deadline(session)
assert deadline is not None
self.assertEqual("hand_end", deadline.kind)
engine.fire_deadline(session, deadline.kind, deadline.token)
self.assertEqual(PHASE_PLAYING, session.state.phase)
self.assertEqual(2, session.state.hand_number)
class ResultTest(unittest.TestCase):
def test_result_of_finished_two_player_match(self) -> None:
engine = ScopaEngine()
session = _started(engine, target_score=1)
_drive_to_end(engine, session)
result = engine.result(session)
self.assertEqual(2, len(result.teams))
self.assertEqual(1, len(result.teams[0]))
self.assertEqual(1, len(result.teams[1]))
self.assertIn(result.winner_team, (0, 1))
self.assertEqual(2, len(result.players))
for player in result.players:
self.assertEqual(
player.won,
player.team == ("A" if result.winner_team == 0 else "B"),
)
self.assertIn("team_a_score", result.summary)
self.assertIn("hands_played", result.summary)
self.assertIn("asso_pigliatutto", result.summary)
def test_result_of_finished_four_player_match(self) -> None:
engine = ScopaQuattroEngine()
session = _started(engine, target_score=1)
_drive_to_end(engine, session)
result = engine.result(session)
self.assertEqual([2, 2], [len(team) for team in result.teams])
self.assertEqual(4, len(result.players))
def test_result_requires_finished_match(self) -> None:
engine = ScopaEngine()
with self.assertRaises(GameError):
engine.result(_started(engine))
def test_game_over_view(self) -> None:
engine = ScopaEngine()
session = _started(engine)
session.state.phase = PHASE_FINISHED
session.state.winner = 1
session.state.scores = [3, 11]
over = engine.game_over_view(session, "alice")
self.assertEqual({"A": 3, "B": 11}, over["scores"])
self.assertEqual("B", over["winner"])
def test_registry_metadata(self) -> None:
two = ScopaEngine()
self.assertEqual("scopa", two.id)
self.assertEqual("Scopa", two.name)
self.assertEqual(2, two.min_players)
self.assertEqual(2, two.max_players)
four = ScopaQuattroEngine()
self.assertEqual("scopa_a_quattro", four.id)
self.assertEqual("Scopa a quattro", four.name)
self.assertEqual(4, four.min_players)
self.assertEqual(4, four.max_players)
for engine in (two, four):
self.assertIn("target_score", engine.options_schema["properties"])
self.assertIn(
"asso_pigliatutto", engine.options_schema["properties"]
)
if __name__ == "__main__":
unittest.main()
+5 -3
View File
@@ -4,10 +4,12 @@
#
# pip-compile --allow-unsafe --extra otel --extra-index-url=https://pypi.org/simple --index-url=https://gitea.woggioni.net/api/packages/woggioni/pypi/simple --output-file=../../requirements.txt pyproject.toml
#
# NOTE: the tavolo-platform, tavolo-scopone, tavolo-briscola and tavolo-app
# sibling packages are NOT pinned here: they are installed from ./packages in
# NOTE: the tavolo-platform, tavolo-scopone, tavolo-scopa, tavolo-briscola
# and tavolo-app sibling packages are NOT pinned here: they are installed
# from ./packages in
# the Dockerfile and in development (pip install -e ./packages/tavolo-platform
# -e ./packages/tavolo-scopone -e ./packages/tavolo-briscola
# -e ./packages/tavolo-scopone -e ./packages/tavolo-scopa
# -e ./packages/tavolo-briscola
# -e ./packages/tavolo-app). All of their
# third-party dependencies are direct dependencies of tavolo-app, so this
# lock covers the full closure. The otel extra (kaya-otel and its
+25 -3
View File
@@ -302,6 +302,8 @@ class GameTypesRouteTest(unittest.TestCase):
self.assertEqual(
[
"scopone_scientifico",
"scopa",
"scopa_a_quattro",
"briscola",
"briscola_a_quattro",
"briscola_chiamata",
@@ -318,19 +320,39 @@ class GameTypesRouteTest(unittest.TestCase):
self.assertIn(
"asso_pigliatutto", scopone["options_schema"]["properties"]
)
briscola = results[1]
scopa = results[1]
self.assertEqual("Scopa", scopa["name"])
self.assertTrue(scopa["description"])
self.assertEqual(2, scopa["min_players"])
self.assertEqual(2, scopa["max_players"])
self.assertIn("target_score", scopa["options_schema"]["properties"])
self.assertIn(
"asso_pigliatutto", scopa["options_schema"]["properties"]
)
scopa_quattro = results[2]
self.assertEqual("Scopa a quattro", scopa_quattro["name"])
self.assertTrue(scopa_quattro["description"])
self.assertEqual(4, scopa_quattro["min_players"])
self.assertEqual(4, scopa_quattro["max_players"])
self.assertIn(
"target_score", scopa_quattro["options_schema"]["properties"]
)
self.assertIn(
"asso_pigliatutto", scopa_quattro["options_schema"]["properties"]
)
briscola = results[3]
self.assertEqual("Briscola", briscola["name"])
self.assertTrue(briscola["description"])
self.assertEqual(2, briscola["min_players"])
self.assertEqual(2, briscola["max_players"])
self.assertIn("target_score", briscola["options_schema"]["properties"])
quattro = results[2]
quattro = results[4]
self.assertEqual("Briscola a quattro", quattro["name"])
self.assertTrue(quattro["description"])
self.assertEqual(4, quattro["min_players"])
self.assertEqual(4, quattro["max_players"])
self.assertIn("target_score", quattro["options_schema"]["properties"])
chiamata = results[3]
chiamata = results[5]
self.assertEqual("Briscola chiamata", chiamata["name"])
self.assertTrue(chiamata["description"])
self.assertEqual(5, chiamata["min_players"])
+412
View File
@@ -0,0 +1,412 @@
"""Scopa integration tests: lobby, websocket play, timeouts and summaries.
The per-package suites cover the rules and the engine contract; these
tests wire both scopa variants through the full platform stack (REST,
WebSocket, deadline scheduler).
"""
from __future__ import annotations
import asyncio
import contextlib
import unittest
from httpx import ASGITransport, AsyncClient
from httpx_ws import aconnect_ws
from httpx_ws.transport import ASGIWebSocketTransport
from tavolo.app import app, game_store, platform
from tavolo.scopa.state import (
PHASE_HAND_END,
PHASE_PLAYING,
Card,
PlayerState,
ScopaState,
)
from tavolo.platform import GameSession, Seat
from tests.helpers import async_test, make_user, oidc_user, ws_users
class ScopaRoutesTest(unittest.TestCase):
@async_test
async def test_create_and_start_two_player_game(self) -> None:
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
with oidc_user("alice"):
created = await client.post(
"/api/games",
json={
"game_type": "scopa",
"options": {"target_score": 21, "asso_pigliatutto": True},
},
)
self.assertEqual(201, created.status_code)
body = created.json()
self.assertEqual("scopa", body["game_type"])
self.assertEqual("lobby", body["phase"])
self.assertEqual(1, body["seats_open"])
self.assertEqual(21, body["target_score"])
self.assertTrue(body["asso_pigliatutto"])
self.assertEqual("A", body["players"][0]["team"])
code = body["join_code"]
with oidc_user("bob"):
started = await client.post("/api/games/join", json={"code": code})
self.assertEqual(200, started.status_code)
state = started.json()
self.assertEqual("playing", state["phase"])
self.assertEqual(2, len(state["players"]))
self.assertEqual(["A", "B"], [p["team"] for p in state["players"]])
for participant in state["players"]:
self.assertEqual(3, participant["cards_left"])
self.assertEqual(4, len(state["table"]))
self.assertEqual(30, state["deck_count"])
self.assertEqual(1, state["turn"])
self.assertTrue(state["asso_pigliatutto"])
# Bob's view carries his own hand only.
self.assertIn("hand", state["players"][1])
self.assertNotIn("hand", state["players"][0])
# A non-player watches without a hand or the join code.
watched = await client.get(f"/api/games/{state['id']}")
self.assertEqual(200, watched.status_code)
spectator = watched.json()
self.assertTrue(spectator["spectator"])
self.assertNotIn("join_code", spectator)
for participant in spectator["players"]:
self.assertNotIn("hand", participant)
@async_test
async def test_create_and_start_four_player_game(self) -> None:
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
with oidc_user("alice"):
created = await client.post(
"/api/games", json={"game_type": "scopa_a_quattro"}
)
self.assertEqual(201, created.status_code)
body = created.json()
self.assertEqual("scopa_a_quattro", body["game_type"])
self.assertEqual(3, body["seats_open"])
code = body["join_code"]
for player in ("bob", "carol"):
with oidc_user(player):
joined = await client.post("/api/games/join", json={"code": code})
self.assertEqual("lobby", joined.json()["phase"])
with oidc_user("dave"):
started = await client.post("/api/games/join", json={"code": code})
state = started.json()
self.assertEqual("playing", state["phase"])
self.assertEqual(["A", "B", "A", "B"], [p["team"] for p in state["players"]])
for participant in state["players"]:
self.assertEqual(3, participant["cards_left"])
self.assertEqual(4, len(state["table"]))
self.assertEqual(24, state["deck_count"])
@async_test
async def test_preview_shows_scopa_options(self) -> None:
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
with oidc_user("alice"):
created = await client.post(
"/api/games",
json={
"game_type": "scopa",
"options": {"target_score": 21, "asso_pigliatutto": True},
},
)
code = created.json()["join_code"]
with oidc_user("bob"):
preview = await client.get(f"/api/games/preview?code={code}")
self.assertEqual(200, preview.status_code)
body = preview.json()
self.assertEqual("scopa", body["game_type"])
self.assertEqual("Scopa", body["game_name"])
self.assertTrue(body["game_description"])
self.assertEqual(21, body["target_score"])
self.assertTrue(body["asso_pigliatutto"])
self.assertEqual(1, body["seats_open"])
@async_test
async def test_create_rejects_bad_options(self) -> None:
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
for bad in (0, 101, "eleven", True):
with oidc_user("alice"):
response = await client.post(
"/api/games",
json={"game_type": "scopa", "options": {"target_score": bad}},
)
self.assertEqual(400, response.status_code, bad)
with oidc_user("alice"):
response = await client.post(
"/api/games",
json={"game_type": "scopa", "options": {"asso_pigliatutto": "yes"}},
)
self.assertEqual(400, response.status_code)
class ScopaWebSocketTest(unittest.TestCase):
async def _started_two_player(self, client: AsyncClient) -> dict:
with oidc_user("alice"):
created = await client.post("/api/games", json={"game_type": "scopa"})
code = created.json()["join_code"]
with oidc_user("bob"):
started = await client.post("/api/games/join", json={"code": code})
return started.json()
@async_test
async def test_play_trails_or_captures(self) -> None:
api_transport = ASGITransport(app=app)
async with AsyncClient(transport=api_transport, base_url="http://127.0.0.1") as client:
state = await self._started_two_player(client)
game_id = state["id"]
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("bob")]):
async with aconnect_ws(f"/ws/games/{game_id}", ws_client) as bob_ws:
first = await bob_ws.receive_json()
self.assertEqual("state", first["type"])
game = first["game"]
self.assertEqual(1, game["turn"])
self.assertTrue(game.get("your_turn"))
self.assertEqual(4, len(game["table"]))
card = game["players"][1]["hand"][0]
options = (game.get("legal_moves") or {}).get(card)
payload = {"action": "play", "card": card}
if options:
payload["capture"] = options[0]
await bob_ws.send_json(payload)
update = await bob_ws.receive_json()
self.assertEqual("state", update["type"])
game = update["game"]
self.assertEqual(0, game["turn"])
self.assertIsNotNone(game["last_move"])
self.assertEqual(1, game["last_move"]["seat"])
self.assertEqual(card, game["last_move"]["card"])
if options:
self.assertEqual(2, game["players"][1]["captured_count"])
else:
self.assertEqual(5, len(game["table"]))
@async_test
async def test_illegal_move_returns_error(self) -> None:
api_transport = ASGITransport(app=app)
async with AsyncClient(transport=api_transport, base_url="http://127.0.0.1") as client:
state = await self._started_two_player(client)
game_id = state["id"]
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("alice")]):
async with aconnect_ws(f"/ws/games/{game_id}", ws_client) as alice_ws:
await alice_ws.receive_json()
# Bob (seat 1) is on turn, not Alice.
await alice_ws.send_json({"action": "play", "card": "01D"})
error = await alice_ws.receive_json()
self.assertEqual("error", error["type"])
@async_test
async def test_spectator_cannot_act(self) -> None:
api_transport = ASGITransport(app=app)
async with AsyncClient(transport=api_transport, base_url="http://127.0.0.1") as client:
state = await self._started_two_player(client)
game_id = state["id"]
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("mallory")]):
async with aconnect_ws(f"/ws/games/{game_id}", ws_client) as ws:
first = await ws.receive_json()
self.assertTrue(first["game"]["spectator"])
self.assertNotIn("join_code", first["game"])
for player in first["game"]["players"]:
self.assertNotIn("hand", player)
await ws.send_json({"action": "play", "card": "01D"})
error = await ws.receive_json()
self.assertEqual("forbidden", error["code"])
@async_test
async def test_asso_pigliatutto_sweeps_the_table(self) -> None:
# A controlled scopa d'assi position: Alice's ace sweeps the whole
# table, scores no scopa and counts as the last capture.
state = ScopaState(
player_count=2,
target_score=100,
asso_pigliatutto=True,
phase=PHASE_PLAYING,
dealer=0,
turn=0,
players=[
PlayerState(
sub="alice", name="Alice", seat=0,
hand=[Card.parse("01D"), Card.parse("09C")],
),
PlayerState(
sub="bob", name="Bob", seat=1,
hand=[Card.parse("04D")],
),
],
table=[Card.parse("05C"), Card.parse("02D")],
)
engine = platform.registry.require("scopa")
session = GameSession(
id="scopa-asso-pigliatutto-1",
game_type="scopa",
join_code="SA0001",
creator_sub="alice",
players=[
Seat(user_sub="alice", display_name="Alice", team="A"),
Seat(user_sub="bob", display_name="Bob", team="B"),
],
)
session.state = state
await game_store.save(session)
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("alice")]):
async with aconnect_ws(f"/ws/games/{session.id}", ws_client) as ws:
first = await ws.receive_json()
self.assertEqual(0, first["game"]["turn"])
self.assertTrue(first["game"].get("your_turn"))
await ws.send_json(
{"action": "play", "card": "01D", "capture": ["05C", "02D"]}
)
update = await ws.receive_json()
game = update["game"]
self.assertEqual([], game["table"])
self.assertEqual(3, game["players"][0]["captured_count"])
self.assertEqual(0, game["players"][0]["scope"])
self.assertEqual(0, game["scores"]["A"])
self.assertTrue(game["last_move"]["pigliatutto"])
self.assertFalse(game["last_move"]["scopa"])
@async_test
async def test_hand_end_ack_flow(self) -> None:
# A one-play hand with target 100 so the match continues to the
# scoring summary.
state = ScopaState(
player_count=2,
target_score=100,
phase=PHASE_PLAYING,
dealer=0,
turn=0,
players=[
PlayerState(
sub="alice", name="Alice", seat=0,
hand=[Card.parse("02D")],
),
PlayerState(sub="bob", name="Bob", seat=1),
],
table=[Card.parse("02C")],
)
session = GameSession(
id="scopa-hand-end-1",
game_type="scopa",
join_code="SH0001",
creator_sub="alice",
players=[
Seat(user_sub="alice", display_name="Alice", team="A"),
Seat(user_sub="bob", display_name="Bob", team="B"),
],
)
session.state = state
await game_store.save(session)
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
async with contextlib.AsyncExitStack() as stack:
with ws_users([make_user("alice"), make_user("bob")]):
sockets = [
await stack.enter_async_context(
aconnect_ws(f"/ws/games/{session.id}", ws_client)
)
for _ in range(2)
]
for ws in sockets:
await ws.receive_json()
# Alice captures the last table card: the hand ends.
await sockets[0].send_json(
{"action": "play", "card": "02D", "capture": ["02C"]}
)
summaries = [await ws.receive_json() for ws in sockets]
for summary in summaries:
self.assertEqual("state", summary["type"])
self.assertEqual(PHASE_HAND_END, summary["game"]["phase"])
self.assertEqual([], summary["game"]["acknowledged"])
self.assertIsNotNone(summary["game"]["hand_end_deadline"])
hand = summary["game"]["last_hand"]
self.assertEqual({"A": 2, "B": 0}, hand["cards"])
self.assertEqual("A", hand["award"]["carte"])
# Both acknowledge; the second ack deals the next hand.
await sockets[0].send_json({"action": "ack"})
updates = [await ws.receive_json() for ws in sockets]
for update in updates:
self.assertEqual(PHASE_HAND_END, update["game"]["phase"])
self.assertEqual([0], update["game"]["acknowledged"])
await sockets[1].send_json({"action": "ack"})
updates = [await ws.receive_json() for ws in sockets]
for update in updates:
self.assertEqual(PHASE_PLAYING, update["game"]["phase"])
self.assertEqual(2, update["game"]["hand_number"])
for player in update["game"]["players"]:
self.assertEqual(3, player["cards_left"])
class ScopaTurnTimeoutTest(unittest.TestCase):
@async_test
async def test_turn_timeout_auto_plays_a_card(self) -> None:
engine = platform.registry.require("scopa")
session = GameSession(
id="scopa-turn-timeout-1",
game_type=engine.id,
join_code="ST0001",
creator_sub="alice",
players=[
Seat(user_sub="alice", display_name="Alice", team="A"),
],
)
engine.create(session, {})
session.state.turn_timeout = 1
engine.join(session, "bob", "Bob")
await game_store.save(session)
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("alice")]):
async with aconnect_ws(f"/ws/games/{session.id}", ws_client) as ws:
first = await ws.receive_json()
# Bob (seat 1) is first to act and never connects.
self.assertEqual(1, first["game"]["turn"])
self.assertIsNotNone(first["game"]["turn_deadline"])
update = None
for _ in range(20):
try:
update = await asyncio.wait_for(ws.receive_json(), timeout=2)
except asyncio.TimeoutError:
break
if (
update.get("type") == "state"
and update["game"]["last_move"] is not None
):
break
self.assertIsNotNone(update)
assert update is not None
# The absent player was auto-played: the move is on the
# board and the turn advanced.
self.assertEqual(1, update["game"]["last_move"]["seat"])
self.assertEqual(0, update["game"]["turn"])
players = {p["seat"]: p for p in update["game"]["players"]}
self.assertEqual(2, players[1]["cards_left"])
self.assertEqual(3, players[0]["cards_left"])
if __name__ == "__main__":
unittest.main()
+128
View File
@@ -19,6 +19,7 @@ from tavolo.platform.elo import INITIAL_RATING
from tavolo.platform.errors import IllegalMove
from tavolo.platform.models import Match, MatchPlayer, PlayerRating
from tavolo.platform.stats import save_match_result
from tavolo.scopa import engine as scopa_rules
from tavolo.scopone import engine as rules
from tests.helpers import async_test, oidc_user
@@ -318,5 +319,132 @@ class ChiamataStatsTest(unittest.TestCase):
)
class ScopaStatsTest(unittest.TestCase):
async def _finished_session(
self, player_count: int = 2, asso_pigliatutto: bool = False
) -> GameSession:
engine = platform.registry.require(
"scopa" if player_count == 2 else "scopa_a_quattro"
)
session = GameSession(
id=f"stats-scopa-{player_count}",
game_type=engine.id,
join_code="SC0001",
creator_sub="alice",
players=[Seat(user_sub="alice", display_name="Alice")],
)
engine.create(
session,
{"target_score": 1, "asso_pigliatutto": asso_pigliatutto},
)
for name in PLAYERS[1:player_count]:
engine.join(session, name, name.capitalize())
moves = 0
while not engine.is_finished(session) and moves < 200000:
state = session.state
if state.phase == "hand_end":
for player in state.players:
engine.handle_action(session, player.sub, "ack", {})
continue
player = next(p for p in state.players if p.seat == state.turn)
played = player.hand[0]
options = scopa_rules.legal_captures(
state.table, played,
asso_pigliatutto=state.asso_pigliatutto,
)
payload = {"card": played.code}
if options:
payload["capture"] = [c.code for c in options[0]]
engine.handle_action(session, player.sub, "play", payload)
moves += 1
assert engine.is_finished(session)
return session
@async_test
async def test_finished_two_player_match_persisted_with_summary(self) -> None:
await tortoise_mixin._bind()
ctx = tortoise_mixin._ctx
assert ctx is not None
engine = platform.registry.require("scopa")
session = await self._finished_session(2, asso_pigliatutto=True)
with ctx:
await save_match_result(session, engine)
self.assertEqual(1, await Match.all().count())
self.assertEqual(2, await MatchPlayer.all().count())
match = await Match.all().first()
assert match is not None
self.assertEqual("scopa", match.game_type)
summary = match.result
for key in (
"team_a_score",
"team_b_score",
"winner_team",
"target_score",
"asso_pigliatutto",
"hands_played",
"hand_scores",
):
self.assertIn(key, summary)
self.assertTrue(summary["asso_pigliatutto"])
winner_team = summary["winner_team"]
players = {p.user_sub: p for p in await MatchPlayer.all()}
for row in players.values():
self.assertEqual(row.won, row.team == winner_team)
# A two-player match moves Elo by 16 points each.
ratings = {r.user_sub: r.rating for r in await PlayerRating.all()}
self.assertEqual(
{INITIAL_RATING + 16, INITIAL_RATING - 16}, set(ratings.values())
)
@async_test
async def test_finished_four_player_match_persisted_with_teams(self) -> None:
await tortoise_mixin._bind()
ctx = tortoise_mixin._ctx
assert ctx is not None
engine = platform.registry.require("scopa_a_quattro")
session = await self._finished_session(4)
with ctx:
await save_match_result(session, engine)
self.assertEqual(4, await MatchPlayer.all().count())
match = await Match.all().first()
assert match is not None
self.assertEqual("scopa_a_quattro", match.game_type)
players = await MatchPlayer.all()
self.assertEqual({"A", "B"}, {p.team for p in players})
# Partnership Elo: the winning side gains 16 each.
ratings = {r.user_sub: r.rating for r in await PlayerRating.all()}
winners = {p.user_sub for p in players if p.won}
self.assertEqual(
{INITIAL_RATING + 16}, {ratings[sub] for sub in winners}
)
self.assertEqual(
{INITIAL_RATING - 16},
{ratings[sub] for sub in ratings if sub not in winners},
)
@async_test
async def test_history_exposes_scopa_result(self) -> None:
await tortoise_mixin._bind()
ctx = tortoise_mixin._ctx
assert ctx is not None
engine = platform.registry.require("scopa")
session = await self._finished_session(2)
with ctx:
await save_match_result(session, engine)
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
with oidc_user("alice"):
history = await client.get("/api/me/matches")
self.assertEqual(200, history.status_code)
results = history.json()["results"]
self.assertEqual(1, len(results))
self.assertEqual("scopa", results[0]["game_type"])
self.assertIn("team_a_score", results[0]["result"])
self.assertIn("your_elo_delta", results[0])
self.assertEqual(2, len(results[0]["players"]))
if __name__ == "__main__":
unittest.main()
+130 -57
View File
@@ -4,27 +4,56 @@
//! language, how each scoring category played out and how the running
//! totals moved toward the target. Every player must acknowledge it before
//! the next hand is dealt (or the server-side timeout deals anyway).
//!
//! The sides are named from the game: the players' names for individual
//! games (classic two-player scopa), "Team A"/"Team B" for partnership
//! games (scopone scientifico, scopa a quattro).
use sycamore::prelude::*;
use crate::components::card::{card_back, card_img};
use crate::model::{GameView, HandSummary, Scores};
use crate::model::{is_individual_game, GameView, HandSummary, Scores};
use crate::ws::GameSocket;
/// Names of the two sides: the players' names for games without
/// partnerships, "Team A"/"Team B" otherwise.
fn side_names(game: &GameView) -> (String, String) {
if is_individual_game(&game.game_type) {
(
game.player_name_for_team("A"),
game.player_name_for_team("B"),
)
} else {
("Team A".to_string(), "Team B".to_string())
}
}
/// The display label for the side that won a category ("A"/"B").
fn side_label(game: &GameView, team: &str) -> String {
let (a, b) = side_names(game);
match team {
"A" => a,
"B" => b,
other => other.to_string(),
}
}
/// One explanatory row: icon, title, plain-language sentence, points chip.
/// `team` is the winning side's letter, or `None` for a tie.
fn award_row(
icon: View,
title: &'static str,
text: String,
winner: Option<String>,
team: Option<&str>,
name: &str,
points: &'static str,
) -> View {
let cls = match winner.as_deref() {
let cls = match team {
Some("A") => "score-row team-a",
Some("B") => "score-row team-b",
_ => "score-row tie",
};
let chip = match &winner {
Some(t) => format!("Team {t} {points}"),
let chip = match team {
Some(_) => format!("{name} {points}"),
None => "tie".to_string(),
};
view! {
@@ -48,69 +77,109 @@ fn winner_first(a: i32, b: i32, winner: Option<&String>) -> (i32, i32) {
}
/// The five scoring rows of a completed hand.
pub fn summary_rows(summary: HandSummary) -> View {
pub fn summary_rows(game: &GameView, summary: HandSummary) -> View {
// Carte
let carte = summary.award.carte.clone();
let carte_name = carte
.as_deref()
.map(|t| side_label(game, t))
.unwrap_or_default();
let carte_text = match &carte {
Some(t) => {
let (w, l) = winner_first(summary.cards.a, summary.cards.b, Some(t));
format!(
"{} captured more cards ({w} vs {l})",
side_label(game, t)
)
}
None => format!(
"Both sides captured {} cards — no point",
summary.cards.a
),
};
// Denara
let denara = summary.award.denara.clone();
let denara_name = denara
.as_deref()
.map(|t| side_label(game, t))
.unwrap_or_default();
let denara_text = match &denara {
Some(t) => {
let (w, l) = winner_first(summary.denara.a, summary.denara.b, Some(t));
format!(
"{} collected more denari cards ({w} vs {l})",
side_label(game, t)
)
}
None => format!(
"Both sides collected {} denari cards — no point",
summary.denara.a
),
};
// Settebello
let settebello = summary.award.settebello.clone();
let settebello_name = settebello
.as_deref()
.map(|t| side_label(game, t))
.unwrap_or_default();
let settebello_text = match &settebello {
Some(t) => format!(
"{} captured the 7 of denari — the Settebello",
side_label(game, t)
),
None => "Nobody captured the Settebello".to_string(),
};
// Primiera
let primiera = summary.award.primiera.clone();
let primiera_name = primiera
.as_deref()
.map(|t| side_label(game, t))
.unwrap_or_default();
let primiera_text = match &primiera {
Some(t) => {
let (w, l) = winner_first(summary.primiera.a, summary.primiera.b, Some(t));
format!(
"{} holds the strongest primiera ({w} vs {l})",
side_label(game, t)
)
}
None => format!(
"Both primiere are worth {} — no point",
summary.primiera.a
),
};
let rows: Vec<View> = vec![
// Carte
award_row(
card_back("score-mini"),
"Carte",
match &summary.award.carte {
Some(t) => {
let (w, l) = winner_first(summary.cards.a, summary.cards.b, Some(t));
format!("Team {t} captured more cards ({w} vs {l})")
}
None => format!(
"Both teams captured {} cards — no point",
summary.cards.a
),
},
summary.award.carte.clone(),
carte_text,
carte.as_deref(),
&carte_name,
"+1",
),
// Denara
award_row(
card_img("02D".to_string(), "score-mini"),
"Denari",
match &summary.award.denara {
Some(t) => {
let (w, l) = winner_first(summary.denara.a, summary.denara.b, Some(t));
format!("Team {t} collected more denari cards ({w} vs {l})")
}
None => format!(
"Both teams collected {} denari cards — no point",
summary.denara.a
),
},
summary.award.denara.clone(),
"Denara",
denara_text,
denara.as_deref(),
&denara_name,
"+1",
),
// Settebello
award_row(
card_img("07D".to_string(), "score-mini"),
"Settebello",
match &summary.award.settebello {
Some(t) => format!("Team {t} captured the 7 of denari — the Settebello"),
None => "Nobody captured the Settebello".to_string(),
},
summary.award.settebello.clone(),
settebello_text,
settebello.as_deref(),
&settebello_name,
"+1",
),
// Primiera
award_row(
card_img("10D".to_string(), "score-mini"),
"Primiera",
match &summary.award.primiera {
Some(t) => {
let (w, l) =
winner_first(summary.primiera.a, summary.primiera.b, Some(t));
format!("Team {t} holds the strongest primiera ({w} vs {l})")
}
None => format!(
"Both primiere are worth {} — no point",
summary.primiera.a
),
},
summary.award.primiera.clone(),
primiera_text,
primiera.as_deref(),
&primiera_name,
"+1",
),
// Napola (only when the rule is enabled for this match)
@@ -124,15 +193,17 @@ pub fn summary_rows(summary: HandSummary) -> View {
};
let text = match (&summary.award.napola, n) {
(Some(t), 10) => format!(
"Team {t} swept the whole denari suit — napola! Instant match win"
"{} swept the whole denari suit — napola! Instant match win",
side_label(game, t)
),
(Some(t), n) => format!(
"Team {t} captured {n} consecutive denari from the ace"
"{} captured {n} consecutive denari from the ace",
side_label(game, t)
),
(None, _) => "No napola this hand".to_string(),
};
let chip = match &summary.award.napola {
Some(t) => format!("Team {t} +{n}"),
Some(t) => format!("{} +{n}", side_label(game, t)),
None => "tie".to_string(),
};
let cls = match summary.award.napola.as_deref() {
@@ -154,12 +225,13 @@ pub fn summary_rows(summary: HandSummary) -> View {
},
// Scope
{
let (name_a, name_b) = side_names(game);
let a = summary.scope.a;
let b = summary.scope.b;
let text = if a == 0 && b == 0 {
"No scope this hand".to_string()
} else {
format!("Team A made {a} scope · Team B made {b} scope")
format!("{name_a} made {a} scope · {name_b} made {b} scope")
};
let chip = format!("+{a} · +{b}");
view! {
@@ -193,10 +265,11 @@ pub fn totals(game: &GameView) -> View {
.as_ref()
.map(|s| (s.team_a_points, s.team_b_points))
.unwrap_or((0, 0));
let (name_a, name_b) = side_names(game);
view! {
div(class="totals") {
div(class="total-row team-a") {
span(class="total-label") { "Team A" }
span(class="total-label") { (name_a) }
div(class="progress") {
div(class="progress-fill", style=format!("width: {pct_a}%")) {}
}
@@ -206,7 +279,7 @@ pub fn totals(game: &GameView) -> View {
}
}
div(class="total-row team-b") {
span(class="total-label") { "Team B" }
span(class="total-label") { (name_b) }
div(class="progress") {
div(class="progress-fill", style=format!("width: {pct_b}%")) {}
}
@@ -256,7 +329,7 @@ pub fn hand_summary_modal(
}
});
let rows = summary_rows(summary.clone());
let rows = summary_rows(&game, summary.clone());
let totals_view = totals(&game);
let title = format!("Hand {} — results", summary.hand);
+128 -5
View File
@@ -193,6 +193,9 @@ pub struct GameView {
pub winner: Option<String>,
#[serde(default)]
pub table: Vec<String>,
/// Scopa: face-down cards left in the deck for the current hand.
#[serde(default)]
pub deck_count: usize,
#[serde(default)]
pub players: Vec<PlayerView>,
#[serde(default)]
@@ -553,6 +556,22 @@ pub fn fallback_game_types() -> Vec<GameTypeInfo> {
max_players: 4,
options_schema: serde_json::Value::Null,
},
GameTypeInfo {
id: "scopa".to_string(),
name: "Scopa".to_string(),
description: String::new(),
min_players: 2,
max_players: 2,
options_schema: serde_json::Value::Null,
},
GameTypeInfo {
id: "scopa_a_quattro".to_string(),
name: "Scopa a quattro".to_string(),
description: String::new(),
min_players: 4,
max_players: 4,
options_schema: serde_json::Value::Null,
},
GameTypeInfo {
id: "briscola".to_string(),
name: "Briscola".to_string(),
@@ -863,6 +882,12 @@ pub fn is_briscola(game_type: &str) -> bool {
game_type == "briscola" || game_type == "briscola_a_quattro"
}
/// Whether a game type is one of the scopa variants (classic two-player
/// scopa and four-player partnership scopa a quattro).
pub fn is_scopa(game_type: &str) -> bool {
game_type == "scopa" || game_type == "scopa_a_quattro"
}
/// Whether a game type is five-player briscola chiamata, which has its
/// own table view (auction, secret partner, five seats).
pub fn is_chiamata(game_type: &str) -> bool {
@@ -888,10 +913,10 @@ pub fn rank_name(rank: i32) -> String {
}
/// Whether a game is played by two individuals rather than partnerships
/// (classic two-player briscola): team labels and team messages are
/// replaced by the players' names.
/// (classic two-player briscola, classic two-player scopa): team labels
/// and team messages are replaced by the players' names.
pub fn is_individual_game(game_type: &str) -> bool {
game_type == "briscola"
game_type == "briscola" || game_type == "scopa"
}
/// Human-readable suit name for a one-letter code (`D` -> "denari").
@@ -1408,6 +1433,14 @@ mod tests {
assert_eq!("?", suit_name("?"));
}
#[test]
fn is_scopa_matches_both_variants() {
assert!(is_scopa("scopa"));
assert!(is_scopa("scopa_a_quattro"));
assert!(!is_scopa("scopone_scientifico"));
assert!(!is_scopa("briscola"));
}
#[test]
fn rank_names_cover_the_ladder() {
assert_eq!("Asso", rank_name(1));
@@ -1419,9 +1452,11 @@ mod tests {
}
#[test]
fn is_individual_game_only_matches_two_player_briscola() {
fn is_individual_game_matches_two_player_games() {
assert!(is_individual_game("briscola"));
assert!(is_individual_game("scopa"));
assert!(!is_individual_game("briscola_a_quattro"));
assert!(!is_individual_game("scopa_a_quattro"));
assert!(!is_individual_game("scopone_scientifico"));
}
@@ -1485,6 +1520,8 @@ mod tests {
assert_eq!(
vec![
"scopone_scientifico",
"scopa",
"scopa_a_quattro",
"briscola",
"briscola_a_quattro",
"briscola_chiamata",
@@ -1493,7 +1530,7 @@ mod tests {
);
// The lobby's first game (the creation default) must exist.
assert_eq!("scopone_scientifico", types[0].id);
assert_eq!(5, types[3].max_players);
assert_eq!(5, types[5].max_players);
}
#[test]
@@ -1724,4 +1761,90 @@ mod tests {
assert_eq!("Difensori", b);
assert_eq!(Some("Chiamante".to_string()), g.winner);
}
#[test]
fn game_view_parses_scopa_payload() {
let g: GameView = serde_json::from_value(json!({
"id": "s1",
"join_code": "ABC123",
"game_type": "scopa",
"phase": "playing",
"target_score": 11,
"asso_pigliatutto": true,
"player_count": 2,
"hand_number": 1,
"dealer": 0,
"turn": 1,
"deck_count": 24,
"scores": {"A": 0, "B": 0},
"table": ["05C", "02D", "03S", "10B"],
"players": [
{"sub": "alice", "name": "Alice", "seat": 0, "team": "A",
"cards_left": 3, "captured_count": 0, "scope": 0},
{"sub": "bob", "name": "Bob", "seat": 1, "team": "B",
"cards_left": 3, "captured_count": 0, "scope": 0,
"hand": ["01D", "06C", "09S"]},
],
"last_hand": null,
"last_move": {"seat": 0, "name": "Alice", "card": "04D",
"captured": ["01C", "03C"], "scopa": true,
"pigliatutto": false},
"acknowledged": [],
"hand_end_deadline": null,
"turn_deadline": "2026-01-01T00:00:30+00:00",
"your_turn": true,
"legal_moves": {"01D": [["01C"]]},
}))
.unwrap();
assert!(is_scopa(&g.game_type));
assert!(is_individual_game(&g.game_type));
assert!(g.asso_pigliatutto);
assert_eq!(2, g.player_count);
assert_eq!(24, g.deck_count);
assert_eq!(4, g.table.len());
assert_eq!(Some(vec!["01D".to_string(), "06C".to_string(), "09S".to_string()]),
g.players[1].hand.clone());
let mv = g.last_move.unwrap();
assert!(mv.scopa);
assert_eq!(2, mv.captured.len());
}
#[test]
fn game_view_parses_scopa_a_quattro_hand_summary() {
let g: GameView = serde_json::from_value(json!({
"id": "s2",
"game_type": "scopa_a_quattro",
"phase": "hand_end",
"player_count": 4,
"scores": {"A": 3, "B": 0},
"players": [
{"sub": "a", "name": "Alice", "seat": 0, "team": "A"},
{"sub": "b", "name": "Bob", "seat": 1, "team": "B"},
{"sub": "c", "name": "Carol", "seat": 2, "team": "A"},
{"sub": "d", "name": "Dave", "seat": 3, "team": "B"},
],
"last_hand": {
"cards": {"A": 21, "B": 19},
"denara": {"A": 6, "B": 4},
"settebello": {"A": true, "B": false},
"primiera": {"A": 70, "B": 60},
"scope": {"A": 1, "B": 0},
"award": {
"carte": "A", "denara": "A", "settebello": "A",
"primiera": "A",
},
"hand": 1,
"team_a_points": 3,
"team_b_points": 0,
},
}))
.unwrap();
assert!(is_scopa(&g.game_type));
assert!(!is_individual_game(&g.game_type));
let hand = g.last_hand.unwrap();
assert_eq!(21, hand.cards.a);
assert_eq!(Some("A".to_string()), hand.award.carte);
assert!(hand.napola.is_none());
assert_eq!(3, hand.team_a_points);
}
}
+21 -10
View File
@@ -12,11 +12,12 @@ use crate::components::copy::CopyButton;
use crate::components::summary::{hand_summary_modal, summary_rows};
use crate::components::toast::toast;
use crate::model::{
card_label, hand_sort_key, is_briscola, is_chiamata, is_individual_game, GameView, MoveView,
PlayerView, Scores, ServerMessage,
card_label, hand_sort_key, is_briscola, is_chiamata, is_individual_game, is_scopa, GameView,
MoveView, PlayerView, Scores, ServerMessage,
};
use crate::pages::briscola::briscola_table;
use crate::pages::chiamata::{call_picker, chiamata_table};
use crate::pages::scopa::scopa_table;
use crate::ws::{self, GameSocket};
fn send_play(socket: Signal<Option<GameSocket>>, card: String, capture: Option<Vec<String>>) {
@@ -65,7 +66,7 @@ fn seat_panel(game: GameView, seat: usize, position: &'static str) -> View {
}
/// The last-move announcement strip.
fn move_banner(mv: MoveView) -> View {
pub(crate) fn move_banner(mv: MoveView) -> View {
let name = mv.name.clone();
let action = if mv.captured.is_empty() {
"played"
@@ -428,6 +429,10 @@ pub fn GamePage(id: String) -> View {
Some(g) if is_briscola(&g.game_type) => {
briscola_table(g, on_hand_card, now)
}
// Scopa has its own table view for both variants.
Some(g) if is_scopa(&g.game_type) => {
scopa_table(g, on_hand_card, now)
}
// The live table is scopone-specific; other games get a
// fallback until they ship their own play view.
Some(g) if g.game_type == "scopone_scientifico" => {
@@ -450,7 +455,11 @@ pub fn GamePage(id: String) -> View {
_ => view! {},
})
(move || match game.get_clone() {
Some(g) if g.phase == "hand_end" && g.game_type == "scopone_scientifico" => {
Some(g)
if g.phase == "hand_end"
&& (g.game_type == "scopone_scientifico"
|| is_scopa(&g.game_type)) =>
{
hand_summary_modal(g, socket, now)
}
Some(g) if g.phase == "hand_end" && is_briscola(&g.game_type) => {
@@ -779,8 +788,9 @@ fn capture_picker(
fn game_over_view(over: Option<(Scores, Option<String>)>, game: Option<GameView>) -> View {
let briscola = game.as_ref().is_some_and(|g| is_briscola(&g.game_type));
let chiamata = game.as_ref().is_some_and(|g| is_chiamata(&g.game_type));
let scopa = game.as_ref().is_some_and(|g| is_scopa(&g.game_type));
if let Some(g) = &game {
if g.game_type != "scopone_scientifico" && !briscola && !chiamata {
if g.game_type != "scopone_scientifico" && !briscola && !chiamata && !scopa {
return view! {};
}
}
@@ -793,7 +803,8 @@ fn game_over_view(over: Option<(Scores, Option<String>)>, game: Option<GameView>
None => view! {},
Some((scores, winner)) => {
let winner = winner.unwrap_or_else(|| "?".to_string());
// Two-player briscola has no teams: name the winner instead.
// Games without partnerships (two-player briscola and scopa)
// name the winner instead.
// Briscola chiamata names the caller's side (or the defenders).
let winner_label = match game.as_ref() {
Some(g) if is_individual_game(&g.game_type) => {
@@ -805,8 +816,8 @@ fn game_over_view(over: Option<(Scores, Option<String>)>, game: Option<GameView>
let line = format!("{winner_label} wins {} – {}", scores.a, scores.b);
// Spectators have no match history to look at.
let spectator = game.as_ref().is_some_and(|g| g.spectator);
// Explain the final hand's (scopone) or deal's (briscola,
// briscola chiamata) scoring before the result.
// Explain the final hand's (scopone, scopa) or deal's
// (briscola, briscola chiamata) scoring before the result.
let final_summary: View = if briscola || chiamata {
match game.as_ref() {
Some(g) => match g.last_deal.clone() {
@@ -816,8 +827,8 @@ fn game_over_view(over: Option<(Scores, Option<String>)>, game: Option<GameView>
None => view! {},
}
} else {
match game.as_ref().and_then(|g| g.last_hand.clone()) {
Some(hand) => summary_rows(hand),
match game.as_ref().and_then(|g| g.last_hand.clone().map(|h| (g.clone(), h))) {
Some((g, hand)) => summary_rows(&g, hand),
None => view! {},
}
};
+1 -1
View File
@@ -514,7 +514,7 @@ pub fn LobbyPage() -> View {
div(class="lobby-hero text-center") {
h1(class="display-5 fw-bold") { "tavolo" }
p(class="lead text-secondary mb-0") {
"Play scopone scientifico and briscola with friends."
"Play scopone, scopa and briscola with friends."
}
}
// Ongoing games: a "Continue" link back into a
+1
View File
@@ -5,3 +5,4 @@ pub mod history;
pub mod leaderboard;
pub mod lobby;
pub mod login;
pub mod scopa;
+237
View File
@@ -0,0 +1,237 @@
//! Scopa table view: classic two-player and four-player partnership.
//!
//! The two variants share this view: four seats render in the usual cross
//! (partners opposite), two seats stack opponent over player. The center
//! holds the cards on the table, the face-down deck and the last-move
//! announcement.
use sycamore::prelude::*;
use crate::components::card::{card_back, card_img};
use crate::components::copy::CopyButton;
use crate::model::{
hand_sort_key, is_individual_game, GameView, PlayerView, Scores,
};
use crate::pages::game::{move_banner, watch_link};
fn player_for_seat(game: &GameView, seat: usize) -> Option<PlayerView> {
game.players.iter().find(|p| p.seat == seat).cloned()
}
/// Panel for one player seat (name, team, hidden card count, stats).
fn seat_panel(game: GameView, seat: usize, position: &'static str) -> View {
let Some(player) = player_for_seat(&game, seat) else {
return view! {};
};
let active = game.phase == "playing" && game.turn == seat;
let cls = format!(
"seat seat-{position}{}",
if active { " active" } else { "" }
);
let name = player.name.clone();
let team_badge = (!is_individual_game(&game.game_type))
.then(|| player.team.clone())
.flatten()
.filter(|team| !team.is_empty())
.map(|team| view! { span(class="team-badge") { "Team " (team) } });
let captured = player.captured_count;
let scope = player.scope;
let backs = (0..player.cards_left)
.map(|_| card_back("mini"))
.collect::<Vec<_>>();
view! {
div(class=cls) {
div(class="seat-name") {
(name)
(team_badge)
}
div(class="seat-cards") { (backs) }
div(class="seat-stats") {
(captured) " captured · " (scope) " scope"
}
}
}
}
/// The face-down deck with the cards left in the current hand.
fn deck_view(game: &GameView) -> View {
let backs = (0..game.deck_count.min(3))
.map(|_| card_back("stock-card"))
.collect::<Vec<_>>();
let label = format!("{} in deck", game.deck_count);
view! {
div(class="stock") {
div(class="stock-pile") { (backs) }
span(class="stock-count") { (label) }
}
}
}
/// The main scopa table.
pub fn scopa_table(
game: GameView,
on_hand_card: impl Fn(String) + Copy + 'static,
now: Signal<f64>,
) -> View {
// Own seat: the only player entry carrying a hand. Spectators have no
// hand, so they watch from seat 0's perspective.
let viewer_seat = game
.players
.iter()
.find(|p| p.hand.is_some())
.map(|p| p.seat)
.unwrap_or(0);
let player_count = if game.player_count > 0 {
game.player_count
} else {
game.players.len().max(1)
};
let my_turn = game.your_turn == Some(true);
let turn_note = if game.phase == "finished" {
"Match finished".to_string()
} else if game.phase == "hand_end" {
"Hand finished".to_string()
} else if my_turn {
"Your turn".to_string()
} else {
let name = player_for_seat(&game, game.turn)
.map(|p| p.name)
.unwrap_or_default();
format!("{name}'s turn")
};
let turn_cls = if my_turn { "turn-note you" } else { "turn-note" };
let countdown = game.turn_deadline.as_ref().map(|deadline| {
// A dynamic closure so only the ticking number re-renders.
let deadline_ms = js_sys::Date::parse(deadline);
view! {
span(class="turn-timer") {
"Auto-play in "
(move || {
((deadline_ms - now.get_clone()) / 1000.0).ceil().max(0.0) as i32
})
"s"
}
}
});
let scores = game.scores.unwrap_or(Scores { a: 0, b: 0 });
let target = game.target_score;
let hand_number = game.hand_number;
// Two-player scopa has no partnerships: show the players' names.
let score_line = if is_individual_game(&game.game_type) {
format!(
"{} {} — {} {} (target {})",
game.player_name_for_team("A"),
scores.a,
scores.b,
game.player_name_for_team("B"),
target
)
} else {
format!("Team A {} — {} Team B (target {})", scores.a, scores.b, target)
};
let (grid_cls, top, left, right) = if player_count == 2 {
(
"table-grid duo",
seat_panel(game.clone(), (viewer_seat + 1) % 2, "top"),
view! {},
view! {},
)
} else {
(
"table-grid",
seat_panel(game.clone(), (viewer_seat + 2) % 4, "top"),
seat_panel(game.clone(), (viewer_seat + 1) % 4, "left"),
seat_panel(game.clone(), (viewer_seat + 3) % 4, "right"),
)
};
let viewer = player_for_seat(&game, viewer_seat);
let my_captured = viewer.as_ref().map(|p| p.captured_count).unwrap_or(0);
let my_scope = viewer.as_ref().map(|p| p.scope).unwrap_or(0);
let mut hand = viewer.and_then(|p| p.hand).unwrap_or_default();
hand.sort_by_key(|c| hand_sort_key(c));
let hand_cards = hand
.into_iter()
.map(|code| {
let card_view = card_img(code.clone(), "hand-card");
view! {
button(class="hand-slot", on:click=move |_| {
if my_turn {
on_hand_card(code.clone());
}
}) { (card_view) }
}
})
.collect::<Vec<_>>();
let hint = my_turn.then(|| view! {
p(class="text-secondary small text-center") {
"Click a card to play it. If it can capture in several ways you "
"will be asked to choose."
}
});
// Spectators have no hand: render the pivot seat as a regular panel
// so its captured count and scope stay visible where the hand would be.
let bottom = if game.spectator {
seat_panel(game.clone(), viewer_seat, "bottom")
} else {
view! {
div(class="seat-bottom") {
div(class="seat-stats own-stats") {
(my_captured) " captured · " (my_scope) " scope"
}
div(class="hand") { (hand_cards) }
(hint)
}
}
};
let spectator_badge = game.spectator.then(|| view! {
span(class="spectator-badge") { "Spectating" }
});
let rule_badge = game.asso_pigliatutto.then(|| view! {
span(class="pigliatutto-badge") { "Asso pigliatutto" }
});
let watch_link = watch_link(&game.id);
// Precomputed so the final view's closures only capture owned views.
let banner = game.last_move.clone().map(move_banner);
let table_cards = game
.table
.iter()
.map(|c| card_img(c.clone(), "table-card"))
.collect::<Vec<_>>();
let empty_table = game.table.is_empty().then(|| view! {
p(class="table-empty") { "Empty table" }
});
let deck = deck_view(&game);
view! {
div(class="table-wrap") {
div(class="hud") {
a(href="/") { "← Lobby" }
span { "Hand " (hand_number) }
(rule_badge)
(spectator_badge)
span(class="hud-scores") { (score_line) }
span(class=turn_cls) { (turn_note) }
(countdown)
CopyButton(text=watch_link, label="Copy watch link".to_string())
}
div(class=grid_cls) {
(top)
(left)
div(class="center") {
(banner)
div(class="table-cards") {
(table_cards)
(empty_table)
}
(deck)
}
(right)
(bottom)
}
}
}
}