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Author SHA1 Message Date
woggioni 9eea293471 Give the page background a casino felt texture
CI / Build and push docker image (push) Successful in 59s
Replace the flat radial green with a layered body background: a soft
overhead light and an edge vignette over a fine grain tiled across the
green gradient.

The grain is a tiny seamless SVG tile (feTurbulence fractal noise mapped
to semi-transparent black speckles, stitchTiles so it repeats without
seams) committed under web/assets, so it rides the existing asset
pipeline and works offline; the palette and panel/card colors are
unchanged.
2026-10-09 09:27:05 +08:00
woggioni 4ba5ae1434 Give the match history table fixed columns
CI / Build and push docker image (push) Successful in 1m6s
Rows rendered only their own match's team labels while the header was
the union across all loaded matches. Scopone and briscola have two team
labels and briscola chiamata has three, so a mixed history produced a
five-column header above rows with two or three team cells - every cell
after them (score, winner, you, elo) landed under the wrong header, and
the columns changed with the set of game types loaded.

Replace the variable team columns with a single "Teams" column: the
table is now Finished | Game | Teams | Score | Winner | You | Elo for
every game. The cell lists each team or role on its own line, ordered
Chiamante/Socio/Difensori for chiamata and alphabetically (Team A,
Team B, ...) otherwise, with team-less players last; names read
"Bob, Carol & Dave".
2026-10-09 09:18:46 +08:00
woggioni 0f9fb9b6bb Make an absent chiamata bidder pass instead of bidding randomly
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The auction timeout bid a random legal rank, which could hand the
auction (and the call) to a disconnected player. An absent bidder now
always passes; only the last player standing before any bid cannot
pass, and is made to bid the ace - its suit is picked at random by the
existing call timeout. This keeps a deal from stalling without a caller
while never letting an absent player outbid someone.

The deadline log line now says which of the two happened.
2026-10-09 06:51:43 +08:00
woggioni 322ca27bf4 Stop the chiamata call picker from clipping on short windows
The call picker stacked the four 120px cards vertically, making the
dialog about 780px tall, and the overlay centered its content with no
scroll fallback. On typical laptop window heights that pushed the title
and options off-screen (the heading sat at y=-110 on a 560px viewport),
leaving what looked like a free-floating selection with no explanation
and no way to scroll.

Make dialogs scroll instead of clipping: the overlay scrolls and the
panel centers with `margin: auto`, which keeps every modal (the capture
picker and the scoring summaries too) centered when it fits and
reachable when it does not. Lay the call options out in a compact grid
(four across, 2x2 on phones) with 84px cards, name the won rank in the
title ("You won with the Re - name the card") and label each option
"Partner" or "Plays alone" so the choice reads at a glance.
2026-10-09 06:51:39 +08:00
woggioni 0674e06565 Redirect to login on 401 and return afterwards
The SPA now sends the user to a new /login page whenever an API call
answers 401, remembering the page they were on. The OIDC callback always
lands back on the configured post-login redirect, so the saved page is
restored client-side once a session exists.

- auth: save/restore the return path in sessionStorage; defer the
  navigation so the failing request can finish first
- api: centralize 401 handling (me() still treats 401 as logged out)
- login page + shared login card, extracted from the lobby
- guard async signal writes so an in-flight request cannot touch a page
  unmounted by the redirect
2026-10-09 05:53:21 +08:00
woggioni 353f012906 Add briscola chiamata
CI / Build and push docker image (push) Successful in 5m35s
Five-player briscola with a descending calling auction and a secret
partner. Starting with the player after the dealer, each player bids a
lower rank (A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2) or passes; once the
standing bid is the two the auction continues on points (62, 64, ...).
The last player standing must bid, and the winner names any card of the
won rank: its holder is the secret partner, or the caller plays alone
when it is one of their own cards, and its suit becomes the trump. The
calling side must reach 61 (or the raised target); a 60-60 deal with the
plain target is a patta and is replayed. A match is a single deal, so
the caller and partner (or the lone caller) against the other players
map onto the platform's two-team result, Elo and match history.

The rules live in tavolo.briscola.chiamata with the
BriscolaChiamataEngine adapter registered alongside the other briscola
variants; the partner's role and the side totals stay hidden until the
called card is played. The web client gets a five-seat table, the
auction panel with legal bids and point raises, the call picker, the
reveal bands and a chiamata-aware final summary.
2026-10-08 21:50:56 +08:00
woggioni 6427afd12b Reset the game options form when the game changes
The creation options were rendered as a keyed list, so a field shared by
two games (target_score) kept the previous game's widget when the game
changed: after switching scopone -> briscola the input still showed 11
with scopone's min/max instead of the briscola default 61 (1/100 instead
of 61/120), even though the submitted payload was already correct.

Recreate the option inputs on every game switch instead, so each one is
initialized from the new game's defaults and schema constraints.
2026-10-06 18:08:58 +08:00
woggioni d2dae476f0 Prefer preferred_username for the displayed player name
CI / Build and push docker image (push) Successful in 1m8s
The free-form "name" claim can change and two accounts can share it;
preferred_username is the account's stable handle. display_name() now
falls back preferred_username -> name -> email -> sub, with tests
pinning the claim priority.
2026-10-06 17:53:27 +08:00
woggioni 18877b8109 Offer a Continue link for ongoing games in the lobby
A player who accidentally closes the game page can now get back to it
from the lobby.

Backend:
- GameStore.list_ongoing() returns live unfinished sessions (newest
  first), skipping expired keys and finished matches;
- GET /api/me/games lists the games the caller is seated in, with the
  game name/description, players, open seats and your seat (no join
  code);
- store, platform route and app integration tests.

Frontend:
- MyGame/MyGamesPage model plus api::my_games();
- the lobby shows a "Your games" card with phase, seats, players and a
  Continue button linking to /game/<id>; hidden when empty or logged
  out.
2026-10-06 17:41:44 +08:00
woggioni b821274f0b Use player names in two-player briscola
Classic briscola has no partnerships: its "teams" are just the two
players, but the UI labelled them Team A/Team B.

- add is_individual_game() and GameView::player_name_for_team() to the
  model;
- the briscola table HUD reads "Alice 0 — 0 Bob (target 61)" and the
  seat panels drop the Team badge for two-player games;
- the deal summary and game-over screen name the sides and the winner;
- the waiting room and join preview hide the Team badge.

briscola a quattro and scopone keep their team labels, and the match
history table is unchanged.
2026-10-06 17:37:55 +08:00
woggioni 6222e38da3 Make the game table usable on phones
CI / Build and push docker image (push) Successful in 1m3s
The game page was wider than the viewport on mobile (528px at 390px).

- HUD: wrap its items instead of one non-wrapping row, which clipped the
  left items and pushed the page wider than the screen.
- Table grid: use minmax(0, ...) tracks and allow the seat panels and
  centre to shrink; wrap the seat name and move banner; under 576px trim
  paddings/gaps, shrink the cards and let the hidden-hand backs wrap.
- Deal summary and pickers: cap their width at the viewport so the
  420px/320px minimums no longer overflow narrow screens.
- Stock pile: the card backs overlapped so much they collapsed into a
  single card; reduce the negative margin so the stack reads as a stack.
2026-10-06 16:56:01 +08:00
woggioni 97d4b3f217 Scope the leaderboard to a selectable game
Elo ratings are stored per game type, so the leaderboard now always
requests /api/leaderboard?game_type=<id> and shows only that game's
players, Elo, wins, matches and points instead of mixing all games'
aggregates with the default game's rating.

- api::leaderboard takes the game type;
- a "Game" dropdown next to the heading lists every registered game and
  reloads the board on change (stale in-flight responses are dropped);
- move fallback_game_types() from the lobby to model.rs so both the
  lobby and leaderboard selectors work when /api/game-types fails.
2026-10-06 16:55:51 +08:00
woggioni 7bb6b74fdc Add briscola: classic two-player and briscola a quattro
CI / Build and push docker image (push) Successful in 1m45s
New tavolo-briscola distribution implementing briscola on the platform:

- pure rules (state.py, engine.py): 3-card deals, a face-up trump that
  is the last card drawn, trump-first trick resolution (A > 3 > K > H >
  J > 7 > 6 > 5 > 4 > 2), 120 points per deal, 60-60 patta re-deals, a
  configurable target score (default 61), deal-end acknowledgements and
  turn auto-play;
- BriscolaEngine (briscola, 2 players) and BriscolaQuattroEngine
  (briscola_a_quattro, 4 players in fixed partnerships) adapters;
- registered in tavolo-app, packaged in the Docker image, documented.

Platform fixes surfaced by a two-player lobby:

- the websocket state and snapshot payloads now carry seats_open (they
  were only in the REST lobby payload), so lobbies with player counts
  other than four render correctly; seats_open is clamped at zero;
- the web client logs unparseable server messages instead of silently
  dropping them.

Web client: briscola table for both variants (stock, face-up trump,
trick, last-trick banner), deal summary modal and game-over overlay.

Tests: tavolo-briscola rules/adapter suites, app integration tests
(lobby, websocket play, turn timeout, deal-end acks, persistence), a
platform seats_open test and frontend model parsing tests.
2026-10-06 14:08:25 +08:00
54 changed files with 9028 additions and 274 deletions
+31 -19
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@@ -1,14 +1,17 @@
# tavolo
A platform for multiplayer card games. The first game is **scopone
scientifico** — the four-player, fixed-partnership Italian card game:
A platform for multiplayer card games. Three 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:
- **`server/`** — backend: Python + [kaya](https://github.com/woggioni/kaya)
framework, OIDC login, live games in Redis, match statistics in Postgres.
A monorepo of three distributions sharing the `tavolo` namespace: the
game-independent `tavolo-platform`, the scopone game `tavolo-scopone`,
and the `tavolo-app` composition root wiring them together.
See [server/README.md](server/README.md).
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).
- **`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
@@ -37,29 +40,37 @@ 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**: every player sees how each category was won
**scoring summary screen**: scopone players see how each category was won
(carte, denara, settebello, primiera, scope — plus napola and asso
pigliatutto when enabled)
with 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.
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
Every turn shows a countdown (`TURN_TIMEOUT_SECONDS`, default 30s). If a
player does not move — disconnected or fallen asleep — the server plays a
random legal card for them (randomizing among the legal captures when the
random legal card for them (choosing among the legal captures when the
rules require a capture), so one absent player cannot stall the table.
Briscola chiamata arms the same countdown for its auction turns and for
the auction winner's called-card choice: an absent bidder passes, the
last player standing with no bid is made to bid the ace, and a timed-out
call names a random suit of the won rank.
## Watching
Anyone who has the game URL (`/game/<id>`) can watch, logged in or not:
spectators see the table, the score and every player's captured cards and
scope, but never a hand and never the join code. The "Copy watch link"
button in the waiting room and in the game HUD copies the URL to share.
A spectator who opens the URL before the match starts sees a "game not
started yet" waiting room.
spectators see the table, the score and every player's captured cards
(and scope for scopone), but never a hand and never the join code. In
briscola chiamata they also see no role labels and no side totals until
the called card is played, so the secret partner stays secret. The
"Copy watch link" button in the waiting room and in the game HUD copies
the URL to share. A spectator who opens the URL before the match starts
sees a "game not started yet" waiting room.
## Development
@@ -69,10 +80,11 @@ 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-app[dev]'
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -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-briscola/tests
```
Frontend (from `web/`), with the backend running on :8080:
+2 -2
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@@ -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 three sibling distributions, installed from the local tree (PEP 420
# The four 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-app
/opt/venv/bin/pip install --no-deps ./packages/tavolo-platform ./packages/tavolo-scopone ./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).
+124 -18
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@@ -1,10 +1,12 @@
# tavolo (backend)
The backend for a multiplayer card-game platform, built on the
[kaya](../kaya) framework. It is a monorepo of three distributions
[kaya](../kaya) framework. It is a monorepo of four distributions
sharing the `tavolo` namespace (see
[`packages/tavolo-platform/README.md`](packages/tavolo-platform/README.md)
and [`packages/tavolo-scopone/README.md`](packages/tavolo-scopone/README.md)):
[`packages/tavolo-platform/README.md`](packages/tavolo-platform/README.md),
[`packages/tavolo-scopone/README.md`](packages/tavolo-scopone/README.md)
and
[`packages/tavolo-briscola/README.md`](packages/tavolo-briscola/README.md)):
- **`tavolo-platform`** (`packages/tavolo-platform/`) — everything
game-independent: the lobby API, the live-game store, the WebSocket
@@ -13,8 +15,13 @@ and [`packages/tavolo-scopone/README.md`](packages/tavolo-scopone/README.md)):
- **`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-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
called-partner (`briscola_chiamata`) variants: pure rules plus the
platform adapter.
- **`tavolo-app`** (`packages/tavolo-app/`) — the
composition root wiring the platform to the scopone game, with the
composition root wiring the platform to the games, with the
environment-driven settings and the SPA shell.
Players authenticate with the configured **OIDC** provider. Live game
@@ -74,8 +81,8 @@ All configuration comes from environment variables (see `.env.example`):
| `OIDC_<n>_POST_LOGIN_REDIRECT` | `/` | Where the browser is sent after login |
| `OIDC_<n>_POST_LOGOUT_REDIRECT` | `/` | Where the browser is sent after logout |
| `GAME_TTL_SECONDS` | `86400` | Sliding TTL of a live game in Redis |
| `HAND_ACK_TIMEOUT_SECONDS` | `30` | Seconds the scopone between-hands scoring summary waits for acknowledgements (wired into the `ScoponeEngine`) |
| `TURN_TIMEOUT_SECONDS` | `30` | Seconds a scopone player has to play before the server plays a random legal card for them (wired into the `ScoponeEngine`) |
| `HAND_ACK_TIMEOUT_SECONDS` | `30` | Seconds the between-hands scoring summary waits for acknowledgements (wired into the game engines) |
| `TURN_TIMEOUT_SECONDS` | `30` | Seconds a player has to play before the server plays a random legal card for them (wired into the game engines) |
| `DEADLINE_HEARTBEAT_MS` | `30000` | Backstop poll interval of the deadline consumer; enqueued deadlines are announced over pub/sub and wake consumers immediately, so this only bounds recovery from lost notifications or a dead worker |
| `LOGGING_CONFIG` | unset | Path to a YAML logging configuration file (see below). Unset logs DEBUG to the console |
| `CORS_ALLOW_ORIGINS` | unset | Comma-separated origins allowed for cross-origin requests, or `*` for any. CORS is disabled unless this or `CORS_ALLOW_ORIGIN_REGEX` is set |
@@ -212,7 +219,7 @@ aggregate with `max`, not `sum`.
signals; every open WebSocket reloads the session and pushes the
personalized view to its player.
- `tavolo:deadlines` — a sorted set (score = due timestamp) of pending
timeouts (e.g. scopone's turn auto-plays and hand-end auto-continues).
timeouts (e.g. the games' turn auto-plays and hand-end auto-continues).
Every worker runs a consumer that fires due entries under the per-game
lock by calling the engine's `fire_deadline`, so timeouts do not depend
on any player being connected and survive the death of any worker
@@ -229,7 +236,10 @@ 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).
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
they scored, the Elo change the match produced (`elo_delta`) and
@@ -268,10 +278,11 @@ 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}}`. 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}}`; 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 |
| `GET` | `/api/me/games` | Live games the caller is seated in (waiting lobbies, matches in progress or between hands), newest first, for the lobby's "Continue" list. Finished matches are not included |
| `GET` | `/api/me/matches` | Cursor-paginated match history with the engine's `result` and per-player Elo deltas (`?limit=&cursor=&game_type=`) |
| `GET` | `/api/me/ratings` | The caller's Elo rating per game type |
| `GET` | `/api/leaderboard` | Elo rating, aggregated wins / matches / points per player, sorted by Elo (`?game_type=`) |
@@ -291,7 +302,8 @@ Server → client messages are JSON objects with a `type`:
hand is included; other players expose only their card counts.
Spectators get no hand at all, `spectator: true` marks the view and
`join_code` is omitted for them. `your_turn: true` is present when it
is your move.
is your move. `seats_open` reports the free chairs (0 once the match
started).
- `{"type": "game_over", "scores": {"A": 11, "B": 7}, "winner": "A"}`
- `{"type": "error", "code": "illegal_move", "message": "..."}`
@@ -319,6 +331,37 @@ scopone scientifico:
after `HAND_ACK_TIMEOUT_SECONDS`.
- `state` asks for a fresh snapshot.
For briscola (`briscola`, `briscola_a_quattro`) the game actions are
`play` (with `card` only — every card in hand is legal) and `ack`:
```json
{"action": "play", "card": "04C"}
{"action": "ack"}
```
- `card` uses the same `RRSUIT` convention.
- `ack` acknowledges the deal-end summary; the next deal is dealt once
every player has acknowledged, or automatically after
`HAND_ACK_TIMEOUT_SECONDS`.
For briscola chiamata the game actions are the calling auction plus play:
```json
{"action": "bid", "rank": 3}
{"action": "bid", "points": 64}
{"action": "pass"}
{"action": "call", "card": "03D"}
{"action": "play", "card": "04C"}
```
- `bid` with a `rank` calls a lower rank than the standing bid
(`A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2`); with `points` it raises the
target once the standing bid is the two.
- `pass` leaves the auction; the last player standing must bid.
- `call` names any card of the won rank; naming one of your own cards
means playing alone.
- `play` follows briscola: any card in hand is legal.
After every accepted move the new state is broadcast to every connected
client, spectators included.
@@ -331,20 +374,26 @@ is required), so a disconnected or idle player cannot stall the match. The
timeout is `TURN_TIMEOUT_SECONDS` (default 30); the auto-played move is
broadcast like any other. Deadlines fire from the shared `tavolo:deadlines`
queue (see above), not from timers tied to client connections, so the
match keeps progressing even with every player disconnected.
match keeps progressing even with every player disconnected. Briscola
chiamata uses the same timeout for its auction turns (an absent bidder
passes; the last player standing with no bid is made to bid the ace) and
for the called-card choice (a random suit of the won rank).
### Hand-end summary
When a hand finishes but the match continues, the game enters the
`hand_end` phase instead of dealing immediately: the state carries
`last_hand` (a full scoring breakdown with an `award` map naming the team
that won each category), 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
`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.
## Rules implemented
### Scopone scientifico
- 40-card Italian deck, ten cards per player, empty table at hand start.
- A card captures a **single card of equal rank** (mandatory when present)
or a **combination of table cards whose ranks sum to its own**.
@@ -368,20 +417,70 @@ 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.
### Briscola
- 40-card Italian deck, three cards per player. The card turned up after
the deal fixes the trump (*briscola*) suit for the whole deal and is the
last card drawn from the stock.
- Trick play: the highest trump wins; when no trump was played, the
highest card of the led suit wins. The winner takes the trick and leads
the next one.
- After each trick every player draws back up to three cards, starting
with the trick winner; the face-up briscola card goes to whoever's turn
to draw it is.
- Card points: ace 11, three 10, king 4, horse 3, jack 2 — 120 points per
deal. Trick strength is unrelated to points: ace > three > king > horse
> jack > 7 > 6 > 5 > 4 > 2.
- Match points accumulate across deals; a 60–60 deal is a *patta*: its
points are discarded and the deal is replayed. The match ends when a
team reaches the target score (default 61, configurable per game via
the `target_score` creation option) with a clear lead; a tie at or
above the target is broken by another deal.
- `briscola` is the classic two-player game; `briscola_a_quattro` seats
four players in two fixed partnerships (seats 0/2 vs 1/3, partners
opposite).
### Briscola chiamata
- 40-card Italian deck, eight cards each for five players: the whole deck
is dealt, so there is no stock and no face-up card.
- The calling auction starts with the player after the dealer: each
player either passes (leaving the auction) or bids a lower rank than
the standing bid (*A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2*); once the
standing bid is the two, the auction continues on points (62, 64, …).
The last player standing must bid, so every deal gets a caller.
- The winner names any card of the won rank. If the winner holds it, the
caller plays alone against the other four; otherwise its holder is the
secret partner and the two form the calling side. The called card's
suit is the trump; the partner's identity stays hidden until the
called card is played.
- Play and trick resolution follow briscola; eight tricks exhaust every
hand. The calling side must reach the declared target (61 unless
raised); with the plain target a 60–60 deal is a *patta* and is
replayed with the next dealer. A match is a single deal, so the caller
and partner (or the lone caller) against the other players map onto
the platform's two-team result, Elo and history.
- Auction turns, the called-card choice and the plays all have their own
`TURN_TIMEOUT_SECONDS` deadlines: an absent bidder passes, the last
player standing with no bid is made to bid the ace, an absent winner's
call names a random suit of the won rank, and plays are auto-played.
## Development
```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-app[dev]'
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -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-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.briscola
```
Tests run fully in-process: in-memory sqlite for Postgres, in-memory stores
@@ -439,6 +538,13 @@ 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-briscola/ # briscola game (own pyproject + tests)
src/tavolo/briscola/
├── state.py # BriscolaState / PlayerState / Card / Trick, JSON (de)serialization
├── engine.py # pure briscola rules (2- and 4-player)
├── chiamata.py # pure briscola chiamata rules (5-player, auction, secret partner)
├── errors.py # briscola-specific rule violations
└── plugin.py # BriscolaEngine + BriscolaQuattroEngine + BriscolaChiamataEngine
packages/tavolo-app/ # deployable app: composition root (own pyproject)
src/tavolo/
├── app.py # session/OIDC/Tortoise/OpenAPI/Platform/DeadlineScheduler mixins
@@ -449,5 +555,5 @@ packages/tavolo-app/ # deployable app: composition root (own pyproject)
└── static.py # SPA shell hosting
pyproject.toml # tooling shim: [tool.aerich] + [tool.mypy] for server/ CWD
migrations/ # aerich migrations for the platform models
tests/ # app integration suite (platform + scopone wired together)
tests/ # app integration suite (platform + games wired together)
```
+4 -3
View File
@@ -2,14 +2,15 @@
The deployable tavolo application: the composition root wiring
[`tavolo-platform`](../tavolo-platform/README.md) to the
[`tavolo-scopone`](../tavolo-scopone/README.md) game.
[`tavolo-scopone`](../tavolo-scopone/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` with its configured timeouts, and exposes
`tavolo.app:app` for granian.
`ScoponeEngine`, `BriscolaEngine` and `BriscolaQuattroEngine` 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
+2 -1
View File
@@ -5,12 +5,13 @@ build-backend = "setuptools.build_meta"
[project]
name = "tavolo-app"
version = "0.1.0"
description = "Tavolo multiplayer card-game application: platform + scopone game wiring"
description = "Tavolo multiplayer card-game application: platform + games wiring"
readme = "README.md"
requires-python = ">=3.10"
dependencies = [
"tavolo-platform",
"tavolo-scopone",
"tavolo-briscola",
"kaya-core",
"kaya-cors",
"kaya-session",
+24 -1
View File
@@ -39,6 +39,11 @@ from kaya.oidc import OIDCConfig, OIDCProviders
from kaya.openapi import OpenAPIMixin
from kaya.session import SessionMixin
from redis.asyncio import Redis
from tavolo.briscola import (
BriscolaChiamataEngine,
BriscolaEngine,
BriscolaQuattroEngine,
)
from tavolo.platform import GameRegistry, Platform, PlatformMixin
from tavolo.platform.deadlines import DeadlineScheduler, DeadlineSchedulerMixin
from tavolo.platform.store import GameStore, InMemoryGameStore, RedisGameStore
@@ -131,9 +136,27 @@ registry.register(
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
registry.register(
BriscolaEngine(
turn_timeout_seconds=settings.turn_timeout_seconds,
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
registry.register(
BriscolaQuattroEngine(
turn_timeout_seconds=settings.turn_timeout_seconds,
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
registry.register(
BriscolaChiamataEngine(
turn_timeout_seconds=settings.turn_timeout_seconds,
hand_ack_timeout_seconds=settings.hand_ack_timeout_seconds,
)
)
log.info("registered games: %s", ", ".join(e.id for e in registry.all()))
log.debug(
"scopone timeouts: hand_ack=%ds turn=%ds",
"game timeouts: hand_ack=%ds turn=%ds",
settings.hand_ack_timeout_seconds,
settings.turn_timeout_seconds,
)
@@ -215,12 +215,12 @@ class Settings:
# are served by Granian under /static (GRANIAN_STATIC_PATH_* env vars).
static_dir: str
# Seconds the between-hands scoring summary waits for acknowledgements
# before dealing the next hand anyway (wired into the ScoponeEngine;
# before dealing the next hand anyway (wired into the game engines;
# see tavolo.app).
hand_ack_timeout_seconds: int
# Seconds a player has to play before the server plays a random legal
# card for them, covering disconnects and idle players (wired into the
# ScoponeEngine; see tavolo.app).
# game engines; see tavolo.app).
turn_timeout_seconds: int
# Upper bound on how long the deadline consumer sleeps between polls
# when nothing else wakes it. Enqueued deadlines are announced over a
+100
View File
@@ -0,0 +1,100 @@
# tavolo-briscola
Briscola — the Italian trick-taking game — as a
[`tavolo-platform`](../tavolo-platform/README.md) game implementation.
Three variants share one rules core:
- `briscola` — the classic two-player game;
- `briscola_a_quattro` — four-player fixed-partnership briscola;
- `briscola_chiamata` — five-player briscola with a calling auction and a
secret partner.
## Contents
- `state.py` — `BriscolaState` (pure game data: phases, players, hands,
stock, face-up briscola, tricks, scores, deadlines), `PlayerState`,
`Card`, `TrickCard`, `Trick`, with JSON (de)serialization. No session
envelope, no transport, no I/O.
- `engine.py` — the pure rules engine for two- and four-player briscola:
deck, deals, trick resolution (trump first, then the led suit; strength
ace > three > king > horse > jack > 7 > 6 > 5 > 4 > 2), the draw order
(trick winner first, the face-up briscola last), card points (ace 11,
three 10, king 4, horse 3, jack 2), patta re-deals and the
target-score match end, deal-end acknowledgements and auto-play.
Deterministic and I/O-free apart from logging, so the whole rule set is
unit-testable.
- `chiamata.py` — the pure rules engine for five-player briscola
chiamata: `ChiamataState`/`ChiamataPlayer`/`Auction` (JSON
round-trip), the 8-card deal with no stock, the descending calling
auction with point raises, the winner's call (including calling one's
own card, which means playing alone), the called-card reveal, single-
deal scoring with the 60–60 patta and the auto-actions for timeouts.
- `errors.py` — briscola-specific errors (`CardNotInHand`); every other
failure mode is a shared `tavolo.platform.errors` subclass.
- `plugin.py` — `BriscolaEngine`, `BriscolaQuattroEngine` and
`BriscolaChiamataEngine` (`GameEngine`): the platform-facing adapters.
The first two validate the `target_score` creation option (61–120,
default 61) and extract the `MatchResult` (teams, winner, per-player
scores and the match summary persisted as the match's JSON `result`).
Briscola chiamata takes no creation options.
Timeouts are constructor arguments (`turn_timeout_seconds`,
`hand_ack_timeout_seconds`), wired from the environment by the
application composition root. Briscola chiamata uses the turn timeout
for its auction turns, the called-card choice and the plays: an absent
bidder passes, the last player standing with no bid is made to bid the
ace, and an absent winner's call names a random suit of the won rank. It
never enters the between-deals acknowledgement phase (a single deal ends
the match), so the hand-ack timeout is accepted but unused.
## Rules
### Briscola (two-player and four-player)
- Three cards per player; the next card is turned face up: its suit is
the trump (briscola) for the deal and it is the last card drawn.
- The winner of a trick is the highest trump, or the highest card of the
led suit when no trump was played. The winner takes the trick and leads
the next one.
- After each trick everyone draws back up to three cards, starting with
the trick winner.
- Card points total 120 per deal; a 60–60 deal is a *patta*, its points
are discarded and the deal is replayed. The first team to the target
score wins; a tie at or above the target is broken by another deal.
- Between deals of an unfinished match every player acknowledges the
summary (or the hand-end timeout deals on), exactly like scopone.
### Briscola chiamata (five-player)
- The whole 40-card deck is dealt out, eight cards each: there is no
stock and no face-up card.
- Starting with the player after the dealer, each player either passes
(leaving the auction for good) or bids a **lower** rank than the
standing bid on the ladder *A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2*;
the first bidder may bid any rank. Once the standing bid is the two,
the auction continues on points instead (62, 64, …): the calling side
then has to reach the raised target. The last player standing must
bid, so a deal always gets a caller.
- The auction winner names any card of the winning rank. If the winner
holds it, they **play alone** against the other four; otherwise its
holder is the **secret partner** and the two form the calling side.
The called card's suit is the trump for the deal. The partner's
identity is hidden until the called card is played.
- Play follows briscola: the player after the dealer leads, the highest
trump (or highest led-suit card) takes the trick and leads the next
one; eight tricks exhaust every hand.
- The calling side (caller plus partner, or the lone caller) must reach
the declared target — 61 unless the auction raised it. With the plain
target a 60–60 deal is a patta and is replayed with the next dealer.
A match is a single deal, so the two sides map onto the platform's
two-team result (Elo rating, match history).
## Development (from `server/`)
```sh
.venv/bin/python -m unittest discover -s packages/tavolo-briscola/tests
.venv/bin/python -m mypy -p tavolo.briscola
```
`test_engine.py`/`test_plugin.py` cover the two classic variants;
`test_chiamata.py`/`test_chiamata_plugin.py` cover briscola chiamata.
@@ -0,0 +1,22 @@
[build-system]
requires = ["setuptools>=68"]
build-backend = "setuptools.build_meta"
[project]
name = "tavolo-briscola"
version = "0.1.0"
description = "Briscola 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 +1,31 @@
"""Briscola: tavolo's trick-taking game implementation.
Three variants share the same rules core and platform adapter:
- :class:`~tavolo.briscola.plugin.BriscolaEngine` — classic two-player
briscola (``briscola``);
- :class:`~tavolo.briscola.plugin.BriscolaQuattroEngine` — four-player
fixed-partnership briscola a quattro (``briscola_a_quattro``);
- :class:`~tavolo.briscola.plugin.BriscolaChiamataEngine` — five-player
briscola chiamata (``briscola_chiamata``).
The pure rules (:mod:`tavolo.briscola.engine`,
:mod:`tavolo.briscola.state` and :mod:`tavolo.briscola.chiamata`) know
nothing about HTTP, Redis or Postgres; :mod:`tavolo.briscola.plugin`
adapts them to the platform's
:class:`~tavolo.platform.engine.GameEngine` contract so the
game-independent platform can host them.
"""
from __future__ import annotations
from .plugin import (
BriscolaChiamataEngine,
BriscolaEngine,
BriscolaQuattroEngine,
)
__all__ = [
"BriscolaChiamataEngine",
"BriscolaEngine",
"BriscolaQuattroEngine",
]
@@ -0,0 +1,953 @@
"""Pure rules engine for briscola chiamata.
Briscola chiamata is the five-player variant of briscola. The 40-card
deck is dealt out entirely (8 cards each, no stock): there is no face-up
briscola card. Instead the players auction off the right to call a
partner:
* starting with the player after the dealer, each player either passes
(leaving the auction for good) or bids a rank lower than the standing
bid on the ladder ``A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2``; the first
bidder may bid any rank. Once the standing bid is the 2, further bids
raise the points the calling side must reach instead (62, 64, ...).
* the last remaining bidder wins and names the exact card of the winning
rank (any suit). If the winner holds the named card they play alone
against the other four; otherwise its holder is the **secret partner**
and the two form the calling side. The called card's suit is the trump
(*briscola*) for the whole deal.
* play and scoring follow briscola. The calling side must reach the
declared target (61 unless raised); a 60-60 deal with the plain target
is a **patta** and is replayed.
A match is a single deal (patta replays aside), so the two sides map
onto the platform's two-team result (Elo rating, match history). The
partner's identity stays hidden until the called card is played, at
which point the roles are revealed.
Like :mod:`tavolo.briscola.engine` this module is deterministic and
I/O-free apart from logging: it mutates (or reads)
:class:`~tavolo.briscola.chiamata.ChiamataState` and raises
:class:`~tavolo.platform.errors.GameError` subclasses on rule
violations. The platform-facing adapter is
:class:`~tavolo.briscola.plugin.BriscolaChiamataEngine`.
"""
from __future__ import annotations
import random
from dataclasses import dataclass, field
from datetime import datetime, timedelta, timezone
from logging import getLogger
from typing import Any, Dict, List, Optional, Tuple
from tavolo.platform.errors import (
AlreadyJoined,
GameFinished,
GameNotStarted,
IllegalMove,
LobbyFull,
NotYourTurn,
)
from .engine import TRICK_STRENGTH, card_points, shuffled_deck
from .errors import CardNotInHand
from .state import (
DEFAULT_TURN_TIMEOUT_SECONDS,
PHASE_FINISHED,
PHASE_LOBBY,
PHASE_PLAYING,
SUITS,
Card,
Trick,
TrickCard,
parse_card,
)
log = getLogger(__name__)
# Five seats, the whole 40-card deck dealt out.
PLAYER_COUNT = 5
HAND_SIZE = 8
PHASE_AUCTION = "auction"
PHASE_CALLING = "calling"
# The two sides of the match: the caller (plus the partner, when there is
# one) against the other players.
SIDE_CALLER = 0
SIDE_DEFENDERS = 1
SIDE_NAMES = ("Chiamante", "Difensori")
# Role labels carried by the personalized view once they are public.
ROLE_CALLER = "Chiamante"
ROLE_PARTNER = "Socio"
ROLE_DEFENDER = "Difensori"
# Points the calling side must reach: 61 unless the auction raised it.
DEFAULT_TARGET = 61
MIN_TARGET = 61
MAX_TARGET = 120
# Rank ladder of the auction, strongest first: ace, three, king, horse,
# jack, then the plain ranks downwards.
BID_LADDER = (1, 3, 10, 9, 8, 7, 6, 5, 4, 2)
_BID_INDEX: Dict[int, int] = {rank: index for index, rank in enumerate(BID_LADDER)}
_rng = random.SystemRandom()
# -- state -----------------------------------------------------------------
@dataclass
class ChiamataPlayer:
sub: str
name: str
seat: int
hand: List[Card] = field(default_factory=list)
captured: List[Card] = field(default_factory=list)
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],
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "ChiamataPlayer":
return ChiamataPlayer(
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", [])],
)
@dataclass
class Bid:
"""One auction bid: a rank, or (at the 2) a raised points target."""
seat: int
rank: int
points: int
def to_json(self) -> Dict[str, Any]:
return {"seat": self.seat, "rank": self.rank, "points": self.points}
@staticmethod
def from_json(data: Dict[str, Any]) -> "Bid":
return Bid(
seat=int(data["seat"]),
rank=int(data["rank"]),
points=int(data["points"]),
)
@dataclass
class Auction:
"""The state of the calling auction."""
# Seat to act; always one of ``active``.
turn: int = 0
active: List[int] = field(default_factory=list)
passed: List[int] = field(default_factory=list)
current: Optional[Bid] = None
history: List[Bid] = field(default_factory=list)
def to_json(self) -> Dict[str, Any]:
return {
"turn": self.turn,
"active": list(self.active),
"passed": list(self.passed),
"current": self.current.to_json() if self.current else None,
"history": [b.to_json() for b in self.history],
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "Auction":
return Auction(
turn=int(data.get("turn", 0)),
active=[int(s) for s in data.get("active", [])],
passed=[int(s) for s in data.get("passed", [])],
current=(
Bid.from_json(data["current"]) if data.get("current") else None
),
history=[Bid.from_json(b) for b in data.get("history", [])],
)
@dataclass
class ChiamataState:
phase: str = PHASE_LOBBY
players: List[ChiamataPlayer] = field(default_factory=list)
dealer: int = 0
# 1-based deal counter; grows with patta replays.
hand_number: int = 1
# 0 = the calling side (caller plus partner, when there is one),
# 1 = the defenders. Only set once the match is finished.
winner: Optional[int] = None
scores: List[int] = field(default_factory=lambda: [0, 0])
# The calling auction of the current deal.
auction: Optional[Auction] = None
# Seat that won the auction (public from then on).
caller: Optional[int] = None
# The card named by the caller; its suit is the trump.
called_card: Optional[Card] = None
briscola_suit: str = ""
# Points target from the auction (61 unless raised).
declared_target: int = DEFAULT_TARGET
# True when the caller named a card of their own hand: no partner.
solo: bool = False
# True once the called card has been played; roles become public.
called_played: bool = False
# The partner's seat, recorded when the called card is played; stays
# ``None`` for a solo call.
partner_seat: Optional[int] = None
# Cards of the trick in progress, in play order.
trick: List[TrickCard] = field(default_factory=list)
trick_leader: int = 0
last_trick: Optional[Trick] = None
# Seat currently to act (auction bidder, caller, or player on turn).
turn: int = 0
# Per-deal audit trail, patta entries included.
hand_scores: List[Dict[str, Any]] = field(default_factory=list)
# While phase == "auction"/"playing": when the server acts for the
# player on turn.
turn_deadline: Optional[str] = None
auction_deadline: Optional[str] = None
# While phase == "calling": when the server names a card for the
# auction winner.
call_deadline: Optional[str] = None
# Seconds a player has to act before the server acts for them.
turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS
# -- serialization ----------------------------------------------------
def to_json(self) -> Dict[str, Any]:
return {
"phase": self.phase,
"players": [p.to_json() for p in self.players],
"dealer": self.dealer,
"hand_number": self.hand_number,
"winner": self.winner,
"scores": list(self.scores),
"auction": self.auction.to_json() if self.auction else None,
"caller": self.caller,
"called_card": (
self.called_card.to_json() if self.called_card else None
),
"briscola_suit": self.briscola_suit,
"declared_target": self.declared_target,
"solo": self.solo,
"called_played": self.called_played,
"partner_seat": self.partner_seat,
"trick": [t.to_json() for t in self.trick],
"trick_leader": self.trick_leader,
"last_trick": self.last_trick.to_json() if self.last_trick else None,
"turn": self.turn,
"hand_scores": list(self.hand_scores),
"turn_deadline": self.turn_deadline,
"auction_deadline": self.auction_deadline,
"call_deadline": self.call_deadline,
"turn_timeout": self.turn_timeout,
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "ChiamataState":
return ChiamataState(
phase=str(data.get("phase", PHASE_LOBBY)),
players=[
ChiamataPlayer.from_json(p) for p in data.get("players", [])
],
dealer=int(data.get("dealer", 0)),
hand_number=int(data.get("hand_number", 1)),
winner=data.get("winner"),
scores=[int(x) for x in data.get("scores", [0, 0])],
auction=(
Auction.from_json(data["auction"]) if data.get("auction") else None
),
caller=data.get("caller"),
called_card=(
Card.from_json(data["called_card"])
if data.get("called_card")
else None
),
briscola_suit=str(data.get("briscola_suit", "")),
declared_target=int(data.get("declared_target", DEFAULT_TARGET)),
solo=bool(data.get("solo", False)),
called_played=bool(data.get("called_played", False)),
partner_seat=data.get("partner_seat"),
trick=[TrickCard.from_json(t) for t in data.get("trick", [])],
trick_leader=int(data.get("trick_leader", 0)),
last_trick=(
Trick.from_json(data["last_trick"]) if data.get("last_trick") else None
),
turn=int(data.get("turn", 0)),
hand_scores=list(data.get("hand_scores", [])),
turn_deadline=data.get("turn_deadline"),
auction_deadline=data.get("auction_deadline"),
call_deadline=data.get("call_deadline"),
turn_timeout=int(
data.get("turn_timeout", DEFAULT_TURN_TIMEOUT_SECONDS)
),
)
# -- helpers ----------------------------------------------------------
def player_for(self, sub: Optional[str]) -> Optional[ChiamataPlayer]:
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
# -- game setup --------------------------------------------------------------
def create_game(
creator_sub: str,
creator_name: str,
turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS,
) -> ChiamataState:
"""Create a lobby game with the creator seated first."""
return ChiamataState(
phase=PHASE_LOBBY,
players=[ChiamataPlayer(sub=creator_sub, name=creator_name, seat=0)],
turn_timeout=turn_timeout,
)
def join_game(state: ChiamataState, 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) >= PLAYER_COUNT:
raise LobbyFull("game is full")
seat = len(state.players)
state.players.append(ChiamataPlayer(sub=sub, name=name, seat=seat))
if len(state.players) == PLAYER_COUNT:
start_game(state)
def start_game(state: ChiamataState) -> None:
"""Deal the first hand and open the auction."""
if len(state.players) != PLAYER_COUNT:
raise GameNotStarted(f"need exactly {PLAYER_COUNT} players to start")
_deal(state)
def _player_at(state: ChiamataState, seat: int) -> ChiamataPlayer:
for player in state.players:
if player.seat == seat:
return player
raise IllegalMove(f"no player in seat {seat}")
def _set_deadline(seconds: int) -> str:
deadline = datetime.now(timezone.utc) + timedelta(seconds=seconds)
return deadline.isoformat()
def _set_auction_deadline(state: ChiamataState) -> None:
state.auction_deadline = _set_deadline(state.turn_timeout)
def _set_call_deadline(state: ChiamataState) -> None:
state.call_deadline = _set_deadline(state.turn_timeout)
def _set_turn_deadline(state: ChiamataState) -> None:
state.turn_deadline = _set_deadline(state.turn_timeout)
def _deal(state: ChiamataState) -> None:
"""Deal 8 cards each and open the auction."""
deck = shuffled_deck()
for player in state.players:
player.hand = []
player.captured = []
state.trick = []
state.last_trick = None
state.turn_deadline = None
state.call_deadline = None
state.called_card = None
state.briscola_suit = ""
state.declared_target = DEFAULT_TARGET
state.solo = False
state.called_played = False
state.partner_seat = None
state.caller = None
state.winner = None
state.scores = [0, 0]
# The whole deck is dealt, one card at a time, starting with the
# player after the dealer.
for _ in range(HAND_SIZE):
for offset in range(PLAYER_COUNT):
_player_at(
state, (state.dealer + 1 + offset) % PLAYER_COUNT
).hand.append(deck.pop())
first = (state.dealer + 1) % PLAYER_COUNT
state.turn = first
state.trick_leader = first
state.auction = Auction(
turn=first,
active=[player.seat for player in state.players],
)
state.phase = PHASE_AUCTION
_set_auction_deadline(state)
log.debug(
"deal %d dealt (dealer seat %d), auction opens with seat %d",
state.hand_number,
state.dealer,
first,
)
# -- auction -----------------------------------------------------------------
def _require_auction(
state: ChiamataState, sub: str
) -> Tuple[Auction, ChiamataPlayer]:
if state.phase == PHASE_FINISHED:
raise GameFinished("the match is over")
if state.phase != PHASE_AUCTION:
raise GameNotStarted("the auction is not open")
player = state.player_for(sub)
if player is None:
raise NotYourTurn("you are not seated in this game")
auction = state.auction
if auction is None: # pragma: no cover - auction always exists here
raise GameNotStarted("the auction is not open")
if auction.turn != player.seat:
raise NotYourTurn("it is not your turn to bid")
return auction, player
def legal_bid_ranks(state: ChiamataState) -> List[int]:
"""The ranks the player on turn may bid, empty at the point stage."""
auction = state.auction
if state.phase != PHASE_AUCTION or auction is None:
return []
current = auction.current
if current is None:
return list(BID_LADDER)
if current.rank == 2:
return []
index = _BID_INDEX[current.rank]
return [rank for rank in BID_LADDER if _BID_INDEX[rank] > index]
def legal_bid_points(state: ChiamataState) -> Optional[int]:
"""The lowest legal points raise, ``None`` when there is none.
Points may only be raised once the standing bid is the 2; any value
higher than the standing bid (up to :data:`MAX_TARGET`) is accepted.
"""
auction = state.auction
if state.phase != PHASE_AUCTION or auction is None:
return None
current = auction.current
if current is None or current.rank != 2:
return None
if current.points >= MAX_TARGET:
return None
return current.points + 2
def _finish_auction(state: ChiamataState) -> None:
"""The last active bidder wins and must name the called card."""
auction = state.auction
if auction is None: # pragma: no cover - guarded by callers
raise GameNotStarted("the auction is not open")
if len(auction.active) != 1 or auction.current is None: # pragma: no cover
raise IllegalMove("the auction cannot be concluded yet")
winner = auction.active[0]
state.caller = winner
state.declared_target = auction.current.points
state.turn = winner
state.phase = PHASE_CALLING
state.auction_deadline = None
_set_call_deadline(state)
log.debug(
"deal %d: seat %d wins the auction (rank %d, target %d)",
state.hand_number,
winner,
auction.current.rank,
auction.current.points,
)
def _advance_auction(state: ChiamataState) -> None:
auction = state.auction
if auction is None: # pragma: no cover - guarded by callers
return
for offset in range(1, PLAYER_COUNT + 1):
seat = (auction.turn + offset) % PLAYER_COUNT
if seat in auction.active:
auction.turn = seat
break
state.turn = auction.turn
_set_auction_deadline(state)
def _apply_bid(state: ChiamataState, bid: Bid) -> None:
auction = state.auction
if auction is None: # pragma: no cover - guarded by callers
raise GameNotStarted("the auction is not open")
auction.current = bid
auction.history.append(bid)
log.debug(
"deal %d: seat %d bids rank %d at %d",
state.hand_number,
bid.seat,
bid.rank,
bid.points,
)
if len(auction.active) == 1:
_finish_auction(state)
return
_advance_auction(state)
def bid_rank(state: ChiamataState, sub: str, rank: int) -> None:
"""Bid ``rank``; it must be weaker than the standing bid."""
auction, player = _require_auction(state, sub)
if rank not in _BID_INDEX:
raise IllegalMove(f"invalid rank: {rank!r}")
current = auction.current
if current is not None:
if current.rank == 2:
raise IllegalMove("the auction is at the 2: raise the points or pass")
if _BID_INDEX[rank] <= _BID_INDEX[current.rank]:
raise IllegalMove("a bid must call a lower rank than the standing bid")
_apply_bid(state, Bid(seat=player.seat, rank=rank, points=DEFAULT_TARGET))
def bid_points(state: ChiamataState, sub: str, points: int) -> None:
"""Raise the points target; only legal once the standing bid is the 2."""
auction, player = _require_auction(state, sub)
current = auction.current
if current is None or current.rank != 2:
raise IllegalMove("points can only be raised after a bid of the 2")
if points <= current.points:
raise IllegalMove(
f"the points must be higher than the standing bid ({current.points})"
)
if points > MAX_TARGET:
raise IllegalMove(f"the points must be at most {MAX_TARGET}")
_apply_bid(state, Bid(seat=player.seat, rank=2, points=points))
def pass_auction(state: ChiamataState, sub: str) -> None:
"""Leave the auction for good."""
auction, player = _require_auction(state, sub)
if player.seat not in auction.active: # pragma: no cover - turn implies active
raise IllegalMove("you already passed")
if len(auction.active) == 1 and auction.current is None:
# Everyone else passed before any bid: the last player must bid.
raise IllegalMove("you must bid: everyone else has passed")
auction.active.remove(player.seat)
auction.passed.append(player.seat)
log.debug("deal %d: seat %d passes", state.hand_number, player.seat)
if len(auction.active) == 1 and auction.current is not None:
_finish_auction(state)
return
_advance_auction(state)
# -- calling -------------------------------------------------------------------
def call(state: ChiamataState, sub: str, card_code: str) -> None:
"""The auction winner names the called card (any suit of the bid rank).
If the caller holds the named card they play alone; the card's suit
becomes the trump for the deal.
"""
if state.phase == PHASE_FINISHED:
raise GameFinished("the match is over")
if state.phase != PHASE_CALLING:
raise GameNotStarted("no call is waiting")
caller = None if state.caller is None else _player_at(state, state.caller)
player = state.player_for(sub)
if player is None or caller is None or player.seat != caller.seat:
raise NotYourTurn("only the auction winner calls the card")
auction = state.auction
if auction is None or auction.current is None: # pragma: no cover
raise GameNotStarted("no call is waiting")
card = parse_card(card_code)
if card.rank != auction.current.rank:
raise IllegalMove(
"the called card must match the rank won in the auction"
)
state.called_card = card
state.briscola_suit = card.suit
state.solo = card in caller.hand
state.phase = PHASE_PLAYING
# The player after the dealer opens the play, whichever seat won the
# auction.
first = (state.dealer + 1) % PLAYER_COUNT
state.turn = first
state.trick_leader = first
state.call_deadline = None
_set_turn_deadline(state)
log.debug(
"deal %d: seat %d calls %s%s",
state.hand_number,
caller.seat,
card.code,
" (playing alone)" if state.solo else "",
)
# -- play ----------------------------------------------------------------------
def play(state: ChiamataState, sub: str, card_code: str) -> None:
"""Apply one move by the player identified by ``sub``.
Any card in hand is a legal play; only turn order and phase are
validated. 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_AUCTION:
raise IllegalMove("the auction is still open")
if state.phase == PHASE_CALLING:
raise IllegalMove("the called card has not been named yet")
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")
player.hand.remove(card)
if state.called_card is not None and card == state.called_card:
state.called_played = True
state.partner_seat = (
None if player.seat == state.caller else player.seat
)
log.info(
"deal %d: the called card %s was played by seat %d (%s)",
state.hand_number,
card.code,
player.seat,
"the caller plays alone" if state.partner_seat is None else "partner revealed",
)
state.trick.append(TrickCard(seat=player.seat, card=card.code))
log.debug(
"deal %d: seat %d played %s (%d/%d in the trick)",
state.hand_number,
player.seat,
card.code,
len(state.trick),
PLAYER_COUNT,
)
if len(state.trick) == PLAYER_COUNT:
_resolve_trick(state)
else:
state.turn = (state.turn + 1) % PLAYER_COUNT
_set_turn_deadline(state)
def _resolve_trick(state: ChiamataState) -> None:
"""Score the completed trick, draw no cards (deck already exhausted)."""
winner = _trick_winner(state)
taken = [parse_card(t.card) for t in state.trick]
_player_at(state, winner).captured.extend(taken)
state.last_trick = Trick(winner=winner, cards=list(state.trick))
state.trick = []
state.trick_leader = winner
state.turn = winner
log.debug(
"deal %d: seat %d takes the trick with %s",
state.hand_number,
winner,
[t.card for t in state.last_trick.cards],
)
if all(not player.hand for player in state.players):
_end_deal(state)
return
_set_turn_deadline(state)
def _trick_winner(state: ChiamataState) -> int:
"""The seat winning the current (complete) trick."""
played = [(t.seat, parse_card(t.card)) for t in state.trick]
leader_suit = played[0][1].suit
trumps = [
(seat, card)
for seat, card in played
if card.suit == state.briscola_suit
]
pool = trumps or [
(seat, card) for seat, card in played if card.suit == leader_suit
]
return max(pool, key=lambda item: TRICK_STRENGTH[item[1].rank])[0]
# -- scoring -------------------------------------------------------------------
def side_points(state: ChiamataState) -> Tuple[int, int]:
"""The points captured by the calling side and the defenders.
The partner's pile only joins the caller's once the partner is known
(the called card has been played); until then this is only used to
score a finished deal, where the reveal has always happened.
"""
if state.caller is None:
return (0, 0)
caller_seats = {state.caller}
if state.partner_seat is not None:
caller_seats.add(state.partner_seat)
caller_points = 0
defender_points = 0
for player in state.players:
points = sum(card_points(card) for card in player.captured)
if player.seat in caller_seats:
caller_points += points
else:
defender_points += points
return (caller_points, defender_points)
def _end_deal(state: ChiamataState) -> None:
"""Score the deal: finish the match, or replay after a patta.
A 60-60 deal with the plain 61 target is a patta: its points do not
count, the dealer rotates and the deal is replayed (a new auction).
Otherwise the calling side wins by reaching the declared target.
"""
state.turn_deadline = None
caller_points, defender_points = side_points(state)
patta = (
state.declared_target == DEFAULT_TARGET
and caller_points == 60
and defender_points == 60
)
caller_name = (
_player_at(state, state.caller).name if state.caller is not None else None
)
caller_seats = {state.caller}
if state.partner_seat is not None:
caller_seats.add(state.partner_seat)
caller_cards = sum(
len(player.captured)
for player in state.players
if player.seat in caller_seats
)
entry: Dict[str, Any] = {
"deal": state.hand_number,
"patta": patta,
"points": {"A": caller_points, "B": defender_points},
"cards": {"A": caller_cards, "B": 40 - caller_cards},
"declared_target": state.declared_target,
"called_card": (
state.called_card.code if state.called_card is not None else None
),
"caller": caller_name,
"solo": state.solo,
}
state.hand_scores.append(entry)
log.debug(
"deal %d scored caller %d - defenders %d%s (target %d)",
state.hand_number,
caller_points,
defender_points,
" patta" if patta else "",
state.declared_target,
)
if patta:
state.hand_number += 1
state.dealer = (state.dealer + 1) % PLAYER_COUNT
_deal(state)
return
state.scores = [caller_points, defender_points]
state.winner = (
SIDE_CALLER if caller_points >= state.declared_target else SIDE_DEFENDERS
)
state.phase = PHASE_FINISHED
log.info(
"match ended, %s win %d-%d",
SIDE_NAMES[state.winner],
caller_points,
defender_points,
)
# -- server-side auto actions ---------------------------------------------------
def auto_bid(state: ChiamataState) -> None:
"""Act for the bidder on turn: always pass, unless forced to bid.
An absent player never outbids anyone: they leave the auction. Only
the last player standing before any bid cannot pass — they are made
to bid the ace, whose suit :func:`auto_call` picks at random if the
call itself times out too.
"""
if state.phase != PHASE_AUCTION:
raise GameNotStarted("the auction is not open")
auction = state.auction
if auction is None: # pragma: no cover - guarded by phase
raise GameNotStarted("the auction is not open")
player = _player_at(state, auction.turn)
if len(auction.active) == 1 and auction.current is None:
bid_rank(state, player.sub, 1)
return
pass_auction(state, player.sub)
def auto_call(state: ChiamataState, rng: Optional[random.Random] = None) -> None:
"""Name a random suit of the auction rank for the winner."""
if state.phase != PHASE_CALLING:
raise GameNotStarted("no call is waiting")
auction = state.auction
if auction is None or auction.current is None: # pragma: no cover
raise GameNotStarted("no call is waiting")
caller = _player_at(state, state.caller) if state.caller is not None else None
if caller is None: # pragma: no cover - guarded by phase
raise GameNotStarted("no call is waiting")
chooser = rng or _rng
card = Card(rank=auction.current.rank, suit=chooser.choice(SUITS))
call(state, caller.sub, card.code)
def auto_play(state: ChiamataState, rng: Optional[random.Random] = None) -> None:
"""Play a random card for the player currently on turn."""
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)
play(state, player.sub, card.code)
# -- views ---------------------------------------------------------------------
def _roles_public(state: ChiamataState) -> bool:
return state.called_played
def state_for_player(
state: ChiamataState, sub: Optional[str]
) -> Dict[str, object]:
"""Serialize ``state`` hiding other players' hands and secret roles.
Hands are reduced to a count, except for the requesting player's own
hand. The partner's role only appears once the called card has been
played; before that only the caller is labeled. The calling side's
running total is withheld until then too: it would let onlookers
deduce the partner's identity from who captured the points.
"""
viewer = state.player_for(sub)
revealed = _roles_public(state)
players: List[Dict[str, object]] = []
for player in state.players:
role = ""
if state.caller is not None and player.seat == state.caller:
role = ROLE_CALLER
if revealed:
if state.partner_seat is not None and player.seat == state.partner_seat:
role = ROLE_PARTNER
elif player.seat != state.caller:
role = ROLE_DEFENDER
view: Dict[str, object] = {
"sub": player.sub,
"name": player.name,
"seat": player.seat,
"team": role,
"cards_left": len(player.hand),
"captured_count": len(player.captured),
"points": sum(card_points(card) for card in player.captured),
}
if viewer is not None and viewer.seat == player.seat:
view["hand"] = [c.code for c in player.hand]
players.append(view)
auction = state.auction
auction_view: Optional[Dict[str, object]] = None
if auction is not None:
auction_view = {
"turn": auction.turn,
"active": list(auction.active),
"passed": list(auction.passed),
"current": auction.current.to_json() if auction.current else None,
"history": [b.to_json() for b in auction.history],
}
payload: Dict[str, object] = {
"phase": state.phase,
"player_count": PLAYER_COUNT,
"dealer": state.dealer,
"hand_number": state.hand_number,
"turn": state.turn,
"auction": auction_view,
"caller": state.caller,
"called_card": (
state.called_card.code if state.called_card is not None else None
),
"briscola_suit": state.briscola_suit,
"declared_target": state.declared_target,
"called_played": state.called_played,
"solo": state.solo if revealed else False,
"partner": (
state.partner_seat if revealed and state.partner_seat is not None else None
),
"players": players,
"trick": [t.to_json() for t in state.trick],
"trick_leader": state.trick_leader,
"last_trick": state.last_trick.to_json() if state.last_trick else None,
"last_deal": state.hand_scores[-1] if state.hand_scores else None,
"auction_deadline": state.auction_deadline,
"call_deadline": state.call_deadline,
"turn_deadline": state.turn_deadline,
"winner": (
None if state.winner is None else SIDE_NAMES[state.winner]
),
}
if revealed and state.caller is not None:
caller_points, defender_points = side_points(state)
payload["scores"] = {"A": caller_points, "B": defender_points}
if viewer is not None:
if state.phase == PHASE_AUCTION and auction is not None:
if auction.turn == viewer.seat:
payload["your_turn"] = True
payload["legal_bids"] = {
"ranks": legal_bid_ranks(state),
"points_min": legal_bid_points(state),
"points_max": MAX_TARGET,
}
elif state.phase == PHASE_CALLING and state.caller == viewer.seat:
payload["your_turn"] = True
current = auction.current if auction is not None else None
if current is not None:
payload["callable_cards"] = [
Card(rank=current.rank, suit=suit).code for suit in SUITS
]
elif state.phase == PHASE_PLAYING and state.turn == viewer.seat:
payload["your_turn"] = True
return payload
@@ -0,0 +1,469 @@
"""Pure rules engine for briscola.
Every function here is deterministic and I/O-free (the only side effect is
logging): it mutates (or reads)
:class:`~tavolo.briscola.state.BriscolaState` 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.briscola.plugin.BriscolaEngine`.
Rules implemented
-----------------
* 40-card Italian deck (4 suits x ranks 1-10), three cards per player.
* The next card after the deal is turned face up: its suit is the
**briscola** (trump) for the whole deal, and it is the last card drawn
from the stock (the stock is drawn from the bottom up).
* Trick play: the player to the dealer's left leads; each other player
plays one card. The highest trump wins; when no trump was played, the
highest card of the led suit wins. The winner takes the trick and leads
the next one.
* After each trick every player draws back up to three cards, starting
with the trick winner and continuing in turn order; the face-up
briscola card is drawn last, so whoever's turn to draw when only it
remains takes it.
* Card points: ace 11, three 10, king 4, horse 3, jack 2, everything else
0 — 120 points per deal. Trick strength is unrelated to points:
ace > three > king > horse > jack > 7 > 6 > 5 > 4 > 2.
* Match points accumulate across deals. A 60-60 deal is a **patta**: its
points are discarded and the deal is replayed (the dealer rotates).
The first team to reach the target score (default 61) wins; a tie at or
above the target is broken by another deal.
* Between deals of an unfinished match the game pauses in the
``hand_end`` phase for the deal summary, exactly like scopone: every
player acknowledges (or the hand-end timeout elapses) before the next
deal.
"""
from __future__ import annotations
import random
from datetime import datetime, timedelta, timezone
from logging import getLogger
from typing import Any, Dict, List, Optional, Tuple
from tavolo.platform.errors import (
AlreadyJoined,
GameFinished,
GameNotStarted,
IllegalMove,
LobbyFull,
NotYourTurn,
)
from .errors import CardNotInHand
from .state import (
DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
DEFAULT_TARGET_SCORE,
DEFAULT_TURN_TIMEOUT_SECONDS,
HAND_SIZE,
MAX_TARGET_SCORE,
MIN_TARGET_SCORE,
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_LOBBY,
PHASE_PLAYING,
PLAYER_COUNTS,
SUITS,
TEAM_NAMES,
BriscolaState,
Card,
PlayerState,
Trick,
TrickCard,
parse_card,
)
log = getLogger(__name__)
# Trick strength: higher wins. Ace > three > king > horse > jack, then the
# remaining ranks in descending order. All ranks are distinct within a
# suit, so a trick never ties.
TRICK_STRENGTH: Dict[int, int] = {
1: 9,
3: 8,
10: 7,
9: 6,
8: 5,
7: 4,
6: 3,
5: 2,
4: 1,
2: 0,
}
# Card points: 120 per deal in total.
CARD_POINTS: Dict[int, int] = {
1: 11,
3: 10,
10: 4,
9: 3,
8: 2,
}
_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 card_points(card: Card) -> int:
"""The point value of a single card."""
return CARD_POINTS.get(card.rank, 0)
def create_game(
creator_sub: str,
creator_name: str,
player_count: int = 2,
target_score: int = DEFAULT_TARGET_SCORE,
hand_ack_timeout: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS,
) -> BriscolaState:
"""Create a lobby game with the creator seated first."""
if player_count not in PLAYER_COUNTS:
raise IllegalMove(f"player_count must be one of {PLAYER_COUNTS}")
if (
isinstance(target_score, bool)
or not isinstance(target_score, int)
or target_score < MIN_TARGET_SCORE
or target_score > MAX_TARGET_SCORE
):
raise IllegalMove(
f"target_score must be between {MIN_TARGET_SCORE} and {MAX_TARGET_SCORE}"
)
return BriscolaState(
player_count=player_count,
target_score=target_score,
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: BriscolaState, 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: BriscolaState) -> 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(state)
def _set_turn_deadline(state: BriscolaState) -> 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 _deal(state: BriscolaState) -> None:
deck = shuffled_deck()
for player in state.players:
player.hand = []
player.captured = []
state.trick = []
state.last_trick = None
state.briscola_card = None
# Dealer rotates each deal; the first card is played by the player to
# the dealer's left.
state.turn = (state.dealer + 1) % state.player_count
state.trick_leader = state.turn
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(deck.pop())
# The turned-up card is the last card drawn: keep it separate from the
# face-down stock and hand it out once the stock is exhausted.
state.briscola_card = deck.pop()
state.briscola_suit = state.briscola_card.suit
state.stock = deck
_set_turn_deadline(state)
log.debug(
"deal %d dealt (dealer seat %d, briscola %s)",
state.hand_number,
state.dealer,
state.briscola_card.code,
)
def _player_at(state: BriscolaState, seat: int) -> PlayerState:
for player in state.players:
if player.seat == seat:
return player
raise IllegalMove(f"no player in seat {seat}")
def play(state: BriscolaState, sub: str, card_code: str) -> None:
"""Apply one move by the player identified by ``sub``.
Any card in hand is a legal play; only turn order and phase are
validated. 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 deal 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")
player.hand.remove(card)
state.trick.append(TrickCard(seat=player.seat, card=card.code))
log.debug(
"deal %d: seat %d played %s (%d/%d in the trick)",
state.hand_number,
player.seat,
card.code,
len(state.trick),
state.player_count,
)
if len(state.trick) == state.player_count:
_resolve_trick(state)
else:
state.turn = (state.turn + 1) % state.player_count
_set_turn_deadline(state)
def _resolve_trick(state: BriscolaState) -> None:
"""Score the completed trick, draw and hand the lead to the winner."""
winner = _trick_winner(state)
taken = [parse_card(t.card) for t in state.trick]
_player_at(state, winner).captured.extend(taken)
state.last_trick = Trick(winner=winner, cards=list(state.trick))
state.trick = []
state.trick_leader = winner
state.turn = winner
log.debug(
"deal %d: seat %d takes the trick with %s",
state.hand_number,
winner,
[t.card for t in state.last_trick.cards],
)
if all(not player.hand for player in state.players):
_end_deal(state)
return
_draw(state, winner)
_set_turn_deadline(state)
def _trick_winner(state: BriscolaState) -> int:
"""The seat winning the current (complete) trick."""
played = [(t.seat, parse_card(t.card)) for t in state.trick]
leader_suit = played[0][1].suit
trumps = [(seat, card) for seat, card in played if card.suit == state.briscola_suit]
pool = trumps or [
(seat, card) for seat, card in played if card.suit == leader_suit
]
return max(pool, key=lambda item: TRICK_STRENGTH[item[1].rank])[0]
def _draw(state: BriscolaState, winner: int) -> None:
"""Draw back up to ``HAND_SIZE`` cards, winner first, then turn order."""
for offset in range(state.player_count):
player = _player_at(state, (winner + offset) % state.player_count)
if state.stock:
player.hand.append(state.stock.pop())
elif state.briscola_card is not None:
# The face-up briscola is the last card of the stock: the first
# player who needs a card when only it remains takes it.
player.hand.append(state.briscola_card)
state.briscola_card = None
def auto_play(state: BriscolaState, rng: Optional[random.Random] = None) -> None:
"""Play a random card for the player currently on turn.
Every card in hand is legal, so one is drawn at random. Delegates to
:func:`play`, so the move is fully validated and can end the deal 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)
play(state, player.sub, card.code)
def _end_deal(state: BriscolaState) -> None:
"""Score the deal and either finish the match or pause for the summary.
A 60-60 deal is a patta: its points do not count and the deal is
replayed. If the match continues, the game pauses in the ``hand_end``
phase so every player can read the summary; the next deal is dealt by
:func:`acknowledge_hand` once all players have acknowledged (or by the
hand-end timeout fired by the platform's deadline scheduler).
"""
state.turn_deadline = None
points, details = deal_points(state)
patta = points[0] == points[1]
if not patta:
state.scores[0] += points[0]
state.scores[1] += points[1]
entry: Dict[str, Any] = {
"deal": state.hand_number,
"patta": patta,
"points": details["points"],
"cards": details["cards"],
"totals": {"A": state.scores[0], "B": state.scores[1]},
}
state.hand_scores.append(entry)
a, b = state.scores
log.debug(
"deal %d scored A+%d B+%d%s (totals %d-%d)",
state.hand_number,
points[0],
points[1],
" patta" if patta else "",
a,
b,
)
if not patta and max(a, b) >= state.target_score and a != b:
state.phase = PHASE_FINISHED
state.winner = 0 if a > b else 1
log.info("match ended, team %s wins", TEAM_NAMES[state.winner])
return
# Pause for the deal 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: BriscolaState, sub: str) -> None:
"""Record that ``sub`` has read the deal summary.
When every player has acknowledged, the next deal 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 deal 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.phase = PHASE_PLAYING
_deal(state)
def deal_points(state: BriscolaState) -> Tuple[List[int], Dict[str, object]]:
"""Compute the deal points for both teams (index 0 = team A)."""
piles: List[List[Card]] = [[], []]
for player in state.players:
piles[player.team].extend(player.captured)
points = [
sum(card_points(card) for card in pile) for pile in piles
]
details: Dict[str, object] = {
"points": {"A": points[0], "B": points[1]},
"cards": {"A": len(piles[0]), "B": len(piles[1])},
}
return points, details
def state_for_player(state: BriscolaState, 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),
"points": sum(card_points(card) for card in player.captured),
}
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,
"target_score": state.target_score,
"player_count": state.player_count,
"hand_number": state.hand_number,
"dealer": state.dealer,
"turn": state.turn,
"scores": {"A": state.scores[0], "B": state.scores[1]},
"winner": None if state.winner is None else TEAM_NAMES[state.winner],
"briscola_suit": state.briscola_suit,
"briscola_card": (
state.briscola_card.code if state.briscola_card is not None else None
),
"stock_count": len(state.stock),
"trick": [t.to_json() for t in state.trick],
"trick_leader": state.trick_leader,
"last_trick": state.last_trick.to_json() if state.last_trick else None,
"players": players,
"last_deal": state.hand_scores[-1] if state.hand_scores 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
return payload
@@ -0,0 +1,34 @@
"""Briscola errors.
Most failure modes are game-independent and live in
:mod:`tavolo.platform.errors`; only genuinely briscola-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 +1,588 @@
"""The platform-facing adapter for briscola.
Three :class:`~tavolo.platform.engine.GameEngine` implementations share
one rules core (:mod:`tavolo.briscola.engine`, with the five-player
variant in :mod:`tavolo.briscola.chiamata`): classic two-player
:class:`BriscolaEngine`, four-player fixed-partnership
:class:`BriscolaQuattroEngine` and five-player
:class:`BriscolaChiamataEngine`. They translate platform calls (create,
join, websocket actions, deadlines) into rules-engine calls and back,
keeping all briscola knowledge inside this package. Nothing outside
``tavolo.briscola`` needs to know about phases, tricks or deal 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 chiamata, engine
from .chiamata import (
PHASE_AUCTION,
PHASE_CALLING,
ROLE_CALLER,
ROLE_DEFENDER,
ROLE_PARTNER,
SIDE_NAMES,
ChiamataPlayer,
ChiamataState,
)
from .engine import card_points
from .state import (
DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
DEFAULT_TARGET_SCORE,
DEFAULT_TURN_TIMEOUT_SECONDS,
MAX_TARGET_SCORE,
MIN_TARGET_SCORE,
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_LOBBY,
PHASE_PLAYING,
TEAM_NAMES,
BriscolaState,
)
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 _BriscolaBase(GameEngine):
"""Shared platform adapter for the two briscola table sizes."""
#: 2 (classic) or 4 (fixed partnerships); set by the subclasses.
player_count: int
options_schema = {
"type": "object",
"properties": {
"target_score": {
"type": "integer",
"minimum": MIN_TARGET_SCORE,
"maximum": MAX_TARGET_SCORE,
"default": DEFAULT_TARGET_SCORE,
"description": "Match points the winning team must reach.",
},
},
}
def __init__(
self,
turn_timeout_seconds: int = DEFAULT_TURN_TIMEOUT_SECONDS,
hand_ack_timeout_seconds: int = 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")
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,
)
# The creator takes seat 0, i.e. team A.
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: BriscolaState = session.state
return {
"phase": state.phase,
"target_score": state.target_score,
}
# -- play -------------------------------------------------------------
def handle_action(
self, session: GameSession, user_sub: str, action: str, payload: Mapping[str, Any]
) -> None:
state: BriscolaState = session.state
if action == "play":
card = payload.get("card")
if not isinstance(card, str):
raise IllegalMove("'card' must be a card code string")
try:
engine.play(state, user_sub, card)
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: BriscolaState = 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, BriscolaState)
return state.to_json()
def state_from_json(self, data: Mapping[str, Any]) -> Any:
return BriscolaState.from_json(dict(data))
# -- deadlines ----------------------------------------------------------
def next_deadline(self, session: GameSession) -> Optional[Deadline]:
state: BriscolaState = 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 deal was
# acknowledged, the deadline moved): nothing to do.
raise GameError("stale deadline")
state: BriscolaState = session.state
if kind == "turn":
seat = state.turn
engine.auto_play(state)
log.info(
"auto-played for seat %s (turn timeout, deal %d)",
seat,
state.hand_number,
)
elif kind == "hand_end":
for player in state.players:
engine.acknowledge_hand(state, player.sub)
log.info(
"deal %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: BriscolaState = 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={"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,
"deals_played": state.hand_number,
"deal_scores": state.hand_scores,
},
)
class BriscolaEngine(_BriscolaBase):
"""Classic two-player briscola as a platform game engine."""
id = "briscola"
name = "Briscola"
description = (
"The classic two-player Italian trick-taking game: three cards "
"each, a trump suit and 120 points per deal. First to the target "
"score wins."
)
min_players = 2
max_players = 2
player_count = 2
class BriscolaQuattroEngine(_BriscolaBase):
"""Four-player fixed-partnership briscola as a platform game engine."""
id = "briscola_a_quattro"
name = "Briscola a quattro"
description = (
"Briscola played in two fixed partnerships of two, three cards "
"each and a trump suit. First team to the target score wins."
)
min_players = 4
max_players = 4
player_count = 4
def _chiamata_player(state: ChiamataState, seat: int) -> ChiamataPlayer:
for player in state.players:
if player.seat == seat:
return player
raise GameError(f"no player in seat {seat}")
class BriscolaChiamataEngine(GameEngine):
"""Five-player briscola chiamata as a platform game engine.
One deal per match: the five players auction the call, the winner
names a card (playing alone when it is in their own hand) and the
calling side must reach the declared target (61 unless the auction
raised it). A 60-60 deal with the plain target is a patta and is
replayed. This keeps the match result a clean two-sided affair —
caller and secret partner against the other three, or the lone
caller against the other four — which the platform can rate,
persist and display like any other game.
"""
id = "briscola_chiamata"
name = "Briscola chiamata"
description = (
"Five-player briscola with a descending auction: the winner calls "
"a card, whose holder becomes the secret partner (or, when the "
"caller holds it, the caller plays alone) and whose suit becomes "
"the trump. The calling side must reach 61 points; one deal per "
"match, replayed after a patta."
)
min_players = 5
max_players = 5
options_schema: Mapping[str, Any] = {}
def __init__(
self,
turn_timeout_seconds: int = DEFAULT_TURN_TIMEOUT_SECONDS,
hand_ack_timeout_seconds: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS,
) -> None:
self._turn_timeout = turn_timeout_seconds
# A chiamata match is a single deal, so there is no between-deals
# acknowledgement phase to time out; the parameter is accepted
# for symmetry with the other briscola engines and wired by the
# application root.
self._hand_ack_timeout = hand_ack_timeout_seconds
# -- lobby ------------------------------------------------------------
def create(self, session: GameSession, options: Mapping[str, Any]) -> None:
creator = session.players[0]
session.state = chiamata.create_game(
creator_sub=creator.user_sub,
creator_name=creator.display_name,
turn_timeout=self._turn_timeout,
)
def join(self, session: GameSession, user_sub: str, display_name: str) -> None:
chiamata.join_game(session.state, user_sub, display_name)
session.players.append(
Seat(user_sub=user_sub, display_name=display_name)
)
def in_lobby(self, session: GameSession) -> bool:
return session.state.phase == PHASE_LOBBY
def lobby_view(self, session: GameSession) -> Dict[str, Any]:
state: ChiamataState = session.state
return {
"phase": state.phase,
"declared_target": state.declared_target,
}
# -- play -------------------------------------------------------------
def handle_action(
self, session: GameSession, user_sub: str, action: str, payload: Mapping[str, Any]
) -> None:
state: ChiamataState = session.state
if action == "bid":
rank = payload.get("rank")
points = payload.get("points")
if rank is not None:
if isinstance(rank, bool) or not isinstance(rank, int):
raise IllegalMove("'rank' must be an integer")
chiamata.bid_rank(state, user_sub, rank)
elif points is not None:
if isinstance(points, bool) or not isinstance(points, int):
raise IllegalMove("'points' must be an integer")
chiamata.bid_points(state, user_sub, points)
else:
raise IllegalMove("a bid needs a 'rank' or a 'points' value")
elif action == "pass":
chiamata.pass_auction(state, user_sub)
elif action == "call":
card = payload.get("card")
if not isinstance(card, str):
raise IllegalMove("'card' must be a card code string")
try:
chiamata.call(state, user_sub, card)
except ValueError:
raise IllegalMove("invalid card code")
elif action == "play":
card = payload.get("card")
if not isinstance(card, str):
raise IllegalMove("'card' must be a card code string")
try:
chiamata.play(state, user_sub, card)
except ValueError:
raise IllegalMove("invalid card code")
else:
raise IllegalMove(f"unknown action: {action!r}")
def view_for(self, session: GameSession, user_sub: Optional[str]) -> Dict[str, Any]:
return chiamata.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: ChiamataState = session.state
caller = (
_chiamata_player(state, state.caller) if state.caller is not None else None
)
partner = (
_chiamata_player(state, state.partner_seat)
if state.partner_seat is not None
else None
)
return {
"scores": {"A": state.scores[0], "B": state.scores[1]},
"winner": (
None if state.winner is None else SIDE_NAMES[state.winner]
),
"declared_target": state.declared_target,
"called_card": (
state.called_card.code if state.called_card is not None else None
),
"caller": None if caller is None else caller.name,
"partner": None if partner is None else partner.name,
"solo": state.solo,
}
# -- (de)serialization -------------------------------------------------
def state_to_json(self, state: Any) -> Dict[str, Any]:
assert isinstance(state, ChiamataState)
return state.to_json()
def state_from_json(self, data: Mapping[str, Any]) -> Any:
return ChiamataState.from_json(dict(data))
# -- deadlines ----------------------------------------------------------
def next_deadline(self, session: GameSession) -> Optional[Deadline]:
state: ChiamataState = session.state
if state.phase == PHASE_AUCTION and state.auction_deadline:
due_ms = _deadline_ms(state.auction_deadline)
if due_ms is None:
return None
return Deadline(
kind="auction",
due_at=datetime.fromtimestamp(due_ms / 1000, tz=timezone.utc),
token=f"auction:{state.hand_number}:{state.turn}:{due_ms}",
)
if state.phase == PHASE_CALLING and state.call_deadline:
due_ms = _deadline_ms(state.call_deadline)
if due_ms is None:
return None
return Deadline(
kind="call",
due_at=datetime.fromtimestamp(due_ms / 1000, tz=timezone.utc),
token=f"call:{state.hand_number}:{due_ms}",
)
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}",
)
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 bid, call or play landed in time):
# nothing to do.
raise GameError("stale deadline")
state: ChiamataState = session.state
if kind == "auction":
seat = state.turn
auction = state.auction
passed_before = len(auction.passed) if auction is not None else 0
chiamata.auto_bid(state)
action = (
"auto-passed"
if auction is not None and len(auction.passed) > passed_before
else "forced to bid the ace"
)
log.info(
"seat %s %s (auction timeout, deal %d)",
seat,
action,
state.hand_number,
)
elif kind == "call":
caller = state.caller
chiamata.auto_call(state)
log.info(
"auto-called for seat %s (call timeout, deal %d)",
caller,
state.hand_number,
)
elif kind == "turn":
seat = state.turn
chiamata.auto_play(state)
log.info(
"auto-played for seat %s (turn timeout, deal %d)",
seat,
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: ChiamataState = session.state
if state.winner is None:
raise GameError("no result: the match is not finished")
if state.caller is None: # pragma: no cover - a winner implies a caller
raise GameError("no result: the caller is unknown")
caller = state.caller
partner = state.partner_seat
caller_seats = [caller] + ([partner] if partner is not None else [])
teams = [
[_chiamata_player(state, seat).sub for seat in caller_seats],
[
player.sub
for player in state.players
if player.seat not in caller_seats
],
]
caller_points, defender_points = chiamata.side_points(state)
side_scores = [caller_points, defender_points]
players = []
for player in state.players:
if player.seat == caller:
role = ROLE_CALLER
side = 0
elif partner is not None and player.seat == partner:
role = ROLE_PARTNER
side = 0
else:
role = ROLE_DEFENDER
side = 1
players.append(
PlayerResult(
user_sub=player.sub,
seat=player.seat,
won=side == state.winner,
team=role,
score=float(side_scores[side]),
details={
"points": sum(card_points(card) for card in player.captured),
"captured_cards": len(player.captured),
},
)
)
return MatchResult(
teams=teams,
winner_team=state.winner,
players=players,
summary={
"team_a_score": caller_points,
"team_b_score": defender_points,
"winner_team": SIDE_NAMES[state.winner],
"declared_target": state.declared_target,
"called_card": (
state.called_card.code if state.called_card is not None else None
),
"caller": _chiamata_player(state, caller).name,
"partner": (
_chiamata_player(state, partner).name
if partner is not None
else None
),
"solo": state.solo,
"deals_played": state.hand_number,
"deal_scores": state.hand_scores,
},
)
@@ -0,0 +1,279 @@
"""In-memory representation of a briscola game.
The whole mutable game lives in :class:`BriscolaState`, 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 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``).
"""
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: seats 0 and 2 form team A (index 0),
# seats 1 and 3 form team B (index 1). In the two-player variant the teams
# are simply the two players; in briscola a quattro the partners sit
# opposite each other.
TEAM_A = 0
TEAM_B = 1
TEAM_NAMES = ("A", "B")
PHASE_LOBBY = "lobby"
PHASE_PLAYING = "playing"
# Between deals of an unfinished match: deal summary shown to every
# player; the next deal is dealt once all players acknowledge (or the
# hand-end timeout elapses).
PHASE_HAND_END = "hand_end"
PHASE_FINISHED = "finished"
# Supported table sizes: classic head-to-head and four-player partnerships.
PLAYER_COUNTS = (2, 4)
DEFAULT_TARGET_SCORE = 61
MIN_TARGET_SCORE = 61
MAX_TARGET_SCORE = 120
# Cards dealt to each player at the start of a deal.
HAND_SIZE = 3
# Default seconds the between-deals summary waits before dealing anyway.
# Games carry their own copy in ``BriscolaState.hand_ack_timeout``.
DEFAULT_HAND_ACK_TIMEOUT_SECONDS = 30
# Default seconds a player has to play before the server plays a random
# card for them. Games carry their own copy in
# ``BriscolaState.turn_timeout``.
DEFAULT_TURN_TIMEOUT_SECONDS = 30
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 TrickCard:
"""One card played in the current trick, in play order."""
seat: int
card: str
def to_json(self) -> Dict[str, Any]:
return {"seat": self.seat, "card": self.card}
@staticmethod
def from_json(data: Dict[str, Any]) -> "TrickCard":
return TrickCard(seat=int(data["seat"]), card=str(data["card"]))
@dataclass
class Trick:
"""A completed trick: the winner's seat and the cards it captured."""
winner: int
cards: List[TrickCard] = field(default_factory=list)
def to_json(self) -> Dict[str, Any]:
return {
"winner": self.winner,
"cards": [c.to_json() for c in self.cards],
}
@staticmethod
def from_json(data: Dict[str, Any]) -> "Trick":
return Trick(
winner=int(data["winner"]),
cards=[TrickCard.from_json(c) for c in data.get("cards", [])],
)
@dataclass
class PlayerState:
sub: str
name: str
seat: int
hand: List[Card] = field(default_factory=list)
captured: List[Card] = field(default_factory=list)
@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],
}
@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", [])],
)
@dataclass
class BriscolaState:
player_count: int = 2
target_score: int = DEFAULT_TARGET_SCORE
phase: str = PHASE_LOBBY
players: List[PlayerState] = field(default_factory=list)
# Face-down draw pile; cards are drawn from the end.
stock: List[Card] = field(default_factory=list)
# The face-up card turned at deal time: its suit is the trump suit for
# the whole deal, and it is the last card drawn from the stock.
briscola_card: Optional[Card] = None
briscola_suit: str = ""
dealer: int = 0
turn: int = 0
# 1-based deal counter, used in the audit trail and deadlines.
hand_number: int = 1
# Cards of the trick in progress, in play order.
trick: List[TrickCard] = field(default_factory=list)
trick_leader: int = 0
# The most recently completed trick, for the table announcement.
last_trick: Optional[Trick] = None
# Match points accumulated across deals (patta deals do not count).
scores: List[int] = field(default_factory=lambda: [0, 0])
winner: Optional[int] = None
# Per-deal points awarded, for a compact audit trail in the API.
hand_scores: List[Dict[str, Any]] = field(default_factory=list)
# 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 deal summary waits before dealing anyway.
hand_ack_timeout: int = DEFAULT_HAND_ACK_TIMEOUT_SECONDS
# While phase == "playing": when the server plays a random card for
# the player on turn.
turn_deadline: Optional[str] = None
turn_timeout: int = DEFAULT_TURN_TIMEOUT_SECONDS
# -- serialization ----------------------------------------------------
def to_json(self) -> Dict[str, Any]:
return {
"player_count": self.player_count,
"target_score": self.target_score,
"phase": self.phase,
"players": [p.to_json() for p in self.players],
"stock": [c.to_json() for c in self.stock],
"briscola_card": (
self.briscola_card.to_json() if self.briscola_card else None
),
"briscola_suit": self.briscola_suit,
"dealer": self.dealer,
"turn": self.turn,
"hand_number": self.hand_number,
"trick": [t.to_json() for t in self.trick],
"trick_leader": self.trick_leader,
"last_trick": self.last_trick.to_json() if self.last_trick else None,
"scores": list(self.scores),
"winner": self.winner,
"hand_scores": list(self.hand_scores),
"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]) -> "BriscolaState":
return BriscolaState(
player_count=int(data.get("player_count", 2)),
target_score=int(data.get("target_score", DEFAULT_TARGET_SCORE)),
phase=str(data.get("phase", PHASE_LOBBY)),
players=[PlayerState.from_json(p) for p in data.get("players", [])],
stock=[Card.from_json(c) for c in data.get("stock", [])],
briscola_card=(
Card.from_json(data["briscola_card"])
if data.get("briscola_card")
else None
),
briscola_suit=str(data.get("briscola_suit", "")),
dealer=int(data.get("dealer", 0)),
turn=int(data.get("turn", 0)),
hand_number=int(data.get("hand_number", 1)),
trick=[TrickCard.from_json(t) for t in data.get("trick", [])],
trick_leader=int(data.get("trick_leader", 0)),
last_trick=(
Trick.from_json(data["last_trick"]) if data.get("last_trick") else None
),
scores=[int(x) for x in data.get("scores", [0, 0])],
winner=data.get("winner"),
hand_scores=list(data.get("hand_scores", [])),
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", DEFAULT_HAND_ACK_TIMEOUT_SECONDS)
),
turn_deadline=data.get("turn_deadline"),
turn_timeout=int(
data.get("turn_timeout", DEFAULT_TURN_TIMEOUT_SECONDS)
),
)
# -- 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 +1,667 @@
"""Rules tests for briscola chiamata: auction, call, play, scoring, patta."""
from __future__ import annotations
import random
import unittest
from tavolo.briscola import chiamata as rules
from tavolo.briscola.chiamata import (
BID_LADDER,
Bid,
ChiamataPlayer,
ChiamataState,
PHASE_AUCTION,
PHASE_CALLING,
PHASE_FINISHED,
PHASE_PLAYING,
ROLE_CALLER,
ROLE_DEFENDER,
ROLE_PARTNER,
SIDE_CALLER,
SIDE_DEFENDERS,
)
from tavolo.briscola.errors import (
CardNotInHand,
GameFinished,
GameNotStarted,
IllegalMove,
NotYourTurn,
)
from tavolo.briscola.state import Card
def card(code: str) -> Card:
return Card.parse(code)
def started_state() -> ChiamataState:
"""A five-player game whose auction has just opened (dealer seat 0)."""
state = rules.create_game("p0", "p0")
for i in range(1, 5):
rules.join_game(state, f"p{i}", f"p{i}")
return state
def bid(state: ChiamataState, seat: int, rank: int) -> None:
rules.bid_rank(state, f"p{seat}", rank)
def make_state(
hands,
*,
briscola_suit: str = "S",
called_card: str | None = None,
caller: int | None = None,
solo: bool = False,
called_played: bool = False,
partner_seat: int | None = None,
captured=None,
turn: int = 0,
dealer: int = 0,
declared_target: int = rules.DEFAULT_TARGET,
phase: str = PHASE_PLAYING,
hand_number: int = 1,
) -> ChiamataState:
"""Build a controlled playing state directly (bypassing the auction)."""
state = ChiamataState(
phase=phase,
dealer=dealer,
hand_number=hand_number,
declared_target=declared_target,
briscola_suit=briscola_suit,
called_card=card(called_card) if called_card else None,
caller=caller,
solo=solo,
called_played=called_played,
partner_seat=partner_seat,
turn=turn,
)
for seat, hand in enumerate(hands):
state.players.append(
ChiamataPlayer(
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]
return state
def play_all(state: ChiamataState) -> None:
"""Play the first card of each hand in turn order until the trick resolves."""
for _ in range(rules.PLAYER_COUNT):
player = next(p for p in state.players if p.seat == state.turn)
rules.play(state, player.sub, player.hand[0].code)
class SetupTest(unittest.TestCase):
def test_five_player_deal(self) -> None:
state = started_state()
self.assertEqual(PHASE_AUCTION, state.phase)
self.assertEqual(rules.PLAYER_COUNT, len(state.players))
for player in state.players:
self.assertEqual(rules.HAND_SIZE, len(player.hand))
# The whole deck is dealt: no stock, no face-up card.
dealt = [c.code for p in state.players for c in p.hand]
self.assertEqual(40, len(dealt))
self.assertEqual(40, len(set(dealt)))
# The auction opens with the player after the dealer.
assert state.auction is not None
self.assertEqual(1, state.auction.turn)
self.assertEqual([0, 1, 2, 3, 4], state.auction.active)
self.assertIsNone(state.auction.current)
def test_join_errors(self) -> None:
from tavolo.platform.errors import AlreadyJoined, GameNotStarted, LobbyFull
state = rules.create_game("p0", "p0")
with self.assertRaises(AlreadyJoined):
rules.join_game(state, "p0", "p0")
for i in range(1, 5):
rules.join_game(state, f"p{i}", f"p{i}")
self.assertEqual(PHASE_AUCTION, state.phase)
with self.assertRaises(GameNotStarted):
rules.join_game(state, "p5", "p5")
lobby = rules.create_game("p0", "p0")
for i in range(1, 5):
rules.join_game(lobby, f"p{i}", f"p{i}")
# Joining a sixth player is impossible once the fifth started the
# match; exercise LobbyFull on an artificially unfilled start.
unfilled = rules.create_game("p0", "p0")
unfilled.phase = rules.PHASE_LOBBY
for i in range(1, 5):
unfilled.players.append(
ChiamataPlayer(sub=f"p{i}", name=f"p{i}", seat=i)
)
with self.assertRaises(LobbyFull):
rules.join_game(unfilled, "p5", "p5")
class AuctionTest(unittest.TestCase):
def test_first_bid_accepts_any_rank(self) -> None:
state = started_state()
rules.bid_rank(state, "p1", 5)
assert state.auction is not None
self.assertEqual(Bid(seat=1, rank=5, points=61), state.auction.current)
def test_bids_must_descend(self) -> None:
state = started_state()
bid(state, 1, 1) # ace
with self.assertRaises(IllegalMove):
bid(state, 2, 1) # same rank
bid(state, 2, 3) # three, weaker than the ace
bid(state, 3, 10) # king, weaker than the three
with self.assertRaises(IllegalMove):
bid(state, 4, 3) # three is stronger than the king
bid(state, 4, 9) # horse
def test_bid_ladder_ordering(self) -> None:
# A bid must be weaker than the standing bid: descending strength
# follows A > 3 > K > H > J > 7 > 6 > 5 > 4 > 2.
state = started_state()
bid(state, 1, 10) # king
for opponent, rank in ((2, 9), (3, 8), (4, 7), (0, 6)):
rules.bid_rank(state, f"p{opponent}", rank)
# 3 and A are stronger than 6: rejected.
with self.assertRaises(IllegalMove):
rules.bid_rank(state, "p1", 3)
with self.assertRaises(IllegalMove):
rules.bid_rank(state, "p1", 1)
rules.bid_rank(state, "p1", 5)
def test_not_your_turn(self) -> None:
state = started_state()
with self.assertRaises(NotYourTurn):
bid(state, 2, 1)
def test_pass_eliminates_and_last_standing_bids(self) -> None:
state = started_state()
for seat in (1, 2, 3, 4):
rules.pass_auction(state, f"p{seat}")
assert state.auction is not None
# Only seat 0 remains and nobody has bid: it must bid.
self.assertEqual([0], state.auction.active)
with self.assertRaises(IllegalMove):
rules.pass_auction(state, "p0")
rules.bid_rank(state, "p0", 2)
self.assertEqual(PHASE_CALLING, state.phase)
self.assertEqual(0, state.caller)
self.assertEqual(61, state.declared_target)
def test_auction_ends_when_one_bidder_remains(self) -> None:
state = started_state()
bid(state, 1, 1) # ace
rules.pass_auction(state, "p2")
bid(state, 3, 10) # king
rules.pass_auction(state, "p4")
rules.pass_auction(state, "p0")
rules.pass_auction(state, "p1")
self.assertEqual(PHASE_CALLING, state.phase)
self.assertEqual(3, state.caller)
self.assertEqual(61, state.declared_target)
def test_point_raises_only_after_the_two(self) -> None:
state = started_state()
bid(state, 1, 1)
with self.assertRaises(IllegalMove):
rules.bid_points(state, "p2", 62)
bid(state, 2, 2)
with self.assertRaises(IllegalMove):
rules.bid_rank(state, "p3", 2) # no ranks below the 2
with self.assertRaises(IllegalMove):
rules.bid_points(state, "p3", 61) # not higher
with self.assertRaises(IllegalMove):
rules.bid_points(state, "p3", 121) # above the cap
rules.bid_points(state, "p3", 63)
assert state.auction is not None
self.assertEqual(Bid(seat=3, rank=2, points=63), state.auction.current)
def test_legal_bids_exposed_to_the_bidder_only(self) -> None:
state = started_state()
bid(state, 1, 10) # king
view = rules.state_for_player(state, "p2")
self.assertTrue(view["your_turn"])
legal = view["legal_bids"]
self.assertEqual([9, 8, 7, 6, 5, 4, 2], legal["ranks"])
self.assertIsNone(legal["points_min"])
# A player who is not on turn gets no legal bids.
other = rules.state_for_player(state, "p3")
self.assertNotIn("legal_bids", other)
self.assertNotIn("your_turn", other)
def test_legal_points_exposed_at_the_two(self) -> None:
state = started_state()
bid(state, 1, 2)
view = rules.state_for_player(state, "p2")
self.assertEqual([], view["legal_bids"]["ranks"])
self.assertEqual(63, view["legal_bids"]["points_min"])
self.assertEqual(120, view["legal_bids"]["points_max"])
def test_auto_bid_always_passes_when_legal(self) -> None:
state = started_state()
assert state.auction is not None
rules.auto_bid(state)
# Seat 1 passes: nobody has bid and the turn moves on.
self.assertEqual([1], state.auction.passed)
self.assertIsNone(state.auction.current)
self.assertEqual(2, state.auction.turn)
# An absent bidder still passes when there is a standing bid.
rules.bid_rank(state, "p2", 10)
rules.auto_bid(state)
self.assertEqual([1, 3], state.auction.passed)
assert state.auction.current is not None
self.assertEqual(10, state.auction.current.rank)
def test_auto_bid_passes_at_the_point_stage(self) -> None:
state = started_state()
rules.bid_rank(state, "p1", 2)
rules.bid_points(state, "p2", 62)
rules.auto_bid(state) # seat 3
assert state.auction is not None
self.assertIn(3, state.auction.passed)
assert state.auction.current is not None
self.assertEqual(62, state.auction.current.points)
def test_auto_bid_forced_to_call_the_ace(self) -> None:
state = started_state()
for seat in (1, 2, 3, 4):
rules.pass_auction(state, f"p{seat}")
# Seat 0 is the last one standing and nobody has bid yet: the
# forced auto-bid calls the ace.
rules.auto_bid(state)
self.assertEqual(PHASE_CALLING, state.phase)
self.assertEqual(0, state.caller)
assert state.auction is not None and state.auction.current is not None
self.assertEqual(1, state.auction.current.rank)
self.assertEqual(61, state.declared_target)
class CallTest(unittest.TestCase):
def _called_state(self, rank: int = 1) -> ChiamataState:
state = started_state()
bid(state, 1, rank)
for seat in (2, 3, 4, 0):
rules.pass_auction(state, f"p{seat}")
return state
def test_call_must_match_the_winning_rank(self) -> None:
state = self._called_state(1)
with self.assertRaises(IllegalMove):
rules.call(state, "p1", "03D")
# Any suit of the winning rank is fine.
rules.call(state, "p1", "01D")
self.assertEqual("D", state.briscola_suit)
self.assertEqual(PHASE_PLAYING, state.phase)
def test_only_the_winner_calls(self) -> None:
state = self._called_state()
with self.assertRaises(NotYourTurn):
rules.call(state, "p2", "01D")
def test_call_in_hand_means_playing_alone(self) -> None:
state = self._called_state(1)
# Seat 1 calls a card it holds: solo.
state.players[1].hand[0] = card("01S")
rules.call(state, "p1", "01S")
self.assertTrue(state.solo)
self.assertIsNone(state.partner_seat)
def test_play_starts_with_the_player_after_the_dealer(self) -> None:
state = self._called_state(1)
rules.call(state, "p1", "01D")
self.assertEqual(1, state.turn)
self.assertNotEqual(state.caller, None)
def test_auto_call_names_the_bid_rank(self) -> None:
state = self._called_state(10)
rules.auto_call(state, random.Random(3))
assert state.called_card is not None
self.assertEqual(10, state.called_card.rank)
self.assertEqual(PHASE_PLAYING, state.phase)
def test_calling_phase_view(self) -> None:
state = self._called_state(1)
view = rules.state_for_player(state, "p1")
self.assertEqual(PHASE_CALLING, view["phase"])
self.assertTrue(view["your_turn"])
self.assertEqual(
["01D", "01C", "01S", "01B"], view["callable_cards"]
)
other = rules.state_for_player(state, "p2")
self.assertNotIn("callable_cards", other)
class PlayTest(unittest.TestCase):
def test_five_player_trick_resolution(self) -> None:
state = make_state(
[["02D"], ["05D"], ["04D"], ["07D"], ["06D"]],
briscola_suit="S",
caller=0,
called_card="01D",
called_played=True,
partner_seat=4,
turn=0,
)
play_all(state)
assert state.last_trick is not None
self.assertEqual(3, state.last_trick.winner)
def test_trump_wins(self) -> None:
state = make_state(
[["02D"], ["01D"], ["04D"], ["02C"], ["03D"]],
briscola_suit="C",
caller=0,
called_card="01D",
called_played=True,
partner_seat=4,
turn=0,
)
play_all(state)
assert state.last_trick is not None
self.assertEqual(3, state.last_trick.winner)
def test_called_card_reveals_the_partner(self) -> None:
state = make_state(
[["02D"], ["01D"], ["04D"], ["07D"], ["06D"]],
briscola_suit="D",
caller=0,
called_card="01S",
turn=1,
)
self.assertFalse(state.called_played)
view = rules.state_for_player(state, "p2")
roles = {p["seat"]: p["team"] for p in view["players"]}
self.assertEqual(ROLE_CALLER, roles[0])
self.assertNotIn("scores", view)
rules.play(state, "p1", "01D")
# The called card has not been played yet.
self.assertFalse(state.called_played)
# Drive the trick until the called card appears: give it to seat 3.
state.players[3].hand = [card("01S")]
state.turn = 3
rules.play(state, "p3", "01S")
self.assertTrue(state.called_played)
self.assertEqual(3, state.partner_seat)
view = rules.state_for_player(state, "p2")
roles = {p["seat"]: p["team"] for p in view["players"]}
self.assertEqual(ROLE_CALLER, roles[0])
self.assertEqual(ROLE_PARTNER, roles[3])
self.assertEqual(ROLE_DEFENDER, roles[1])
self.assertIn("scores", view)
def test_called_card_played_by_the_caller_is_solo(self) -> None:
state = make_state(
[["01S", "02D"], ["04D"], ["07D"], ["06D"], ["05D"]],
briscola_suit="S",
caller=0,
called_card="01S",
solo=True,
turn=0,
)
rules.play(state, "p0", "01S")
self.assertTrue(state.called_played)
self.assertIsNone(state.partner_seat)
view = rules.state_for_player(state, "p4")
self.assertTrue(view["solo"])
roles = {p["seat"]: p["team"] for p in view["players"]}
self.assertEqual(ROLE_CALLER, roles[0])
self.assertEqual(ROLE_DEFENDER, roles[1])
def test_play_validations(self) -> None:
state = make_state(
[["02D"], ["05D"], ["04D"], ["07D"], ["06D"]],
briscola_suit="S",
caller=0,
turn=0,
)
with self.assertRaises(NotYourTurn):
rules.play(state, "p1", "05D")
with self.assertRaises(CardNotInHand):
rules.play(state, "p0", "01D")
state.phase = PHASE_FINISHED
with self.assertRaises(GameFinished):
rules.play(state, "p0", "02D")
def test_play_rejected_before_the_call(self) -> None:
state = make_state(
[["02D"], ["05D"], ["04D"], ["07D"], ["06D"]],
caller=0,
turn=0,
phase=PHASE_CALLING,
)
with self.assertRaises(IllegalMove):
rules.play(state, "p0", "02D")
def test_auto_play_advances(self) -> None:
state = make_state(
[["02D", "03C"], ["05D"], ["04D"], ["07D"], ["06D"]],
briscola_suit="S",
caller=0,
called_card="09B",
turn=0,
)
rules.auto_play(state, random.Random(7))
self.assertEqual(1, state.turn)
self.assertEqual(1, len(state.trick))
self.assertEqual(1, len(state.players[0].hand))
class ScoringTest(unittest.TestCase):
def _piles(self):
# 60 points in denari + coppe, 60 in spade + bastoni.
a_cards = [f"{rank:02d}D" for rank in (1, 3, 10, 9, 8)] + [
f"{rank:02d}C" for rank in (1, 3, 10, 9, 8)
]
b_cards = [f"{rank:02d}S" for rank in (1, 3, 10, 9, 8)] + [
f"{rank:02d}B" for rank in (1, 3, 10, 9, 8)
]
return a_cards, b_cards
def test_side_points_split_caller_side_and_defenders(self) -> None:
state = make_state(
[[], [], [], [], []],
briscola_suit="D",
caller=0,
partner_seat=3,
called_played=True,
captured=[
["01D"], # caller, side A: 11
["03C", "01S"], # defender: 21
["10D"], # defender: 4
["01C"], # partner, side A: 11
["03S"], # defender: 10
],
)
caller_points, defender_points = rules.side_points(state)
self.assertEqual(22, caller_points)
self.assertEqual(35, defender_points)
def test_solo_side_points(self) -> None:
state = make_state(
[[], [], [], [], []],
briscola_suit="D",
caller=0,
solo=True,
called_played=True,
captured=[["01D"], ["01C"], ["03D"], ["03C"], ["10D"]],
)
caller_points, defender_points = rules.side_points(state)
self.assertEqual(11, caller_points)
self.assertEqual(35, defender_points)
def test_calling_side_wins_at_the_target(self) -> None:
a_cards, b_cards = self._piles()
b_rest = [c for c in b_cards if c != "01S"]
state = make_state(
[[], [], [], [], []],
briscola_suit="D",
caller=0,
partner_seat=1,
called_played=True,
captured=[a_cards, ["01S"], [], b_rest, []],
)
rules._end_deal(state)
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertEqual(SIDE_CALLER, state.winner)
self.assertEqual([71, 49], state.scores)
def test_defenders_win_below_the_declared_target(self) -> None:
a_cards, b_cards = self._piles()
# Calling side only 30 points of the 61 needed.
state = make_state(
[[], [], [], [], []],
briscola_suit="D",
caller=0,
partner_seat=1,
called_played=True,
captured=[a_cards[:5], [], [], b_cards, []],
)
rules._end_deal(state)
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertEqual(SIDE_DEFENDERS, state.winner)
self.assertEqual([30, 60], state.scores)
def test_patta_replays_the_deal_with_a_new_auction(self) -> None:
a_cards, b_cards = self._piles()
state = make_state(
[[], [], [], [], []],
briscola_suit="D",
caller=0,
partner_seat=1,
called_played=True,
captured=[a_cards, [], [], b_cards, []],
)
rules._end_deal(state)
self.assertEqual(PHASE_AUCTION, state.phase)
self.assertEqual(2, state.hand_number)
self.assertEqual(1, state.dealer)
assert state.auction is not None
self.assertEqual(2, state.auction.turn)
self.assertIsNone(state.caller)
self.assertIsNone(state.called_card)
# The patta entry is kept in the audit trail.
entry = state.hand_scores[-1]
self.assertTrue(entry["patta"])
self.assertEqual({"A": 60, "B": 60}, entry["points"])
def test_raised_target_disables_patta(self) -> None:
a_cards, b_cards = self._piles()
state = make_state(
[[], [], [], [], []],
briscola_suit="D",
caller=0,
partner_seat=1,
called_played=True,
declared_target=62,
captured=[a_cards, [], [], b_cards, []],
)
rules._end_deal(state)
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertEqual(SIDE_DEFENDERS, state.winner)
def test_full_deal_scores_120(self) -> None:
state = started_state()
rng = random.Random(2026)
moves = 0
while state.phase != PHASE_FINISHED and moves < 5000:
if state.phase == PHASE_AUCTION:
rules.auto_bid(state)
elif state.phase == PHASE_CALLING:
rules.auto_call(state, rng)
else:
rules.auto_play(state, rng)
moves += 1
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertEqual(120, sum(state.scores))
self.assertIn(state.winner, (SIDE_CALLER, SIDE_DEFENDERS))
captured = sum(len(p.captured) for p in state.players)
self.assertEqual(40, captured)
class ViewTest(unittest.TestCase):
def test_state_for_player_hides_other_hands(self) -> None:
state = make_state(
[["02D", "03C"], ["04D"], ["05D"], ["06D"], ["07D"]],
briscola_suit="D",
caller=0,
called_card="01D",
called_played=False,
turn=0,
)
view = rules.state_for_player(state, "p0")
players = {p["seat"]: p for p in view["players"]}
self.assertEqual(["02D", "03C"], players[0]["hand"])
self.assertNotIn("hand", players[1])
self.assertEqual(1, players[1]["cards_left"])
self.assertEqual("01D", view["called_card"])
self.assertEqual(5, view["player_count"])
def test_spectator_sees_public_information_only(self) -> None:
state = make_state(
[["02D"], ["04D"], ["05D"], ["06D"], ["07D"]],
briscola_suit="D",
caller=2,
called_card="01D",
called_played=False,
)
view = rules.state_for_player(state, None)
for player in view["players"]:
self.assertNotIn("hand", player)
self.assertNotIn("your_turn", view)
self.assertNotIn("scores", view)
roles = {p["seat"]: p["team"] for p in view["players"]}
self.assertEqual(ROLE_CALLER, roles[2])
self.assertEqual("", roles[0])
def test_player_points_are_public(self) -> None:
state = make_state(
[["02D"], ["04D"], ["05D"], ["06D"], ["07D"]],
briscola_suit="D",
caller=0,
captured=[["01C", "03B"], ["10D"], [], [], []],
)
view = rules.state_for_player(state, "p0")
players = {p["seat"]: p for p in view["players"]}
self.assertEqual(21, players[0]["points"])
self.assertEqual(4, players[1]["points"])
self.assertEqual(2, players[0]["captured_count"])
class SerializationTest(unittest.TestCase):
def test_state_roundtrip(self) -> None:
state = started_state()
bid(state, 1, 10)
bid(state, 2, 7)
restored = ChiamataState.from_json(state.to_json())
self.assertEqual(state.phase, restored.phase)
self.assertEqual(state.hand_number, restored.hand_number)
self.assertEqual(state.turn, restored.turn)
assert restored.auction is not None and state.auction is not None
self.assertEqual(state.auction.active, restored.auction.active)
self.assertEqual(state.auction.passed, restored.auction.passed)
self.assertEqual(
state.auction.history, restored.auction.history
)
self.assertEqual(
[[c.code for c in p.hand] for p in state.players],
[[c.code for c in p.hand] for p in restored.players],
)
def test_legacy_state_defaults(self) -> None:
state = started_state()
data = state.to_json()
del data["auction"]
del data["called_card"]
del data["declared_target"]
restored = ChiamataState.from_json(data)
self.assertIsNone(restored.auction)
self.assertIsNone(restored.called_card)
self.assertEqual(rules.DEFAULT_TARGET, restored.declared_target)
self.assertFalse(restored.solo)
if __name__ == "__main__":
unittest.main()
@@ -0,0 +1,421 @@
"""Adapter tests: the platform contract over the briscola chiamata rules."""
from __future__ import annotations
import unittest
from datetime import datetime, timedelta, timezone
from tavolo.briscola import BriscolaChiamataEngine
from tavolo.briscola import chiamata as rules
from tavolo.briscola.chiamata import (
PHASE_AUCTION,
PHASE_CALLING,
PHASE_FINISHED,
PHASE_LOBBY,
PHASE_PLAYING,
ROLE_CALLER,
ROLE_DEFENDER,
ROLE_PARTNER,
ChiamataState,
)
from tavolo.briscola.state import Card
from tavolo.platform import GameSession, Seat
from tavolo.platform.errors import (
AlreadyJoined,
GameError,
GameNotStarted,
IllegalMove,
)
def _session(engine, **options) -> GameSession:
session = GameSession(
id="c1",
game_type=engine.id,
join_code="CODE01",
creator_sub="p0",
players=[Seat(user_sub="p0", display_name="P0")],
)
engine.create(session, options)
return session
def _started(engine, **options) -> GameSession:
session = _session(engine, **options)
for i in range(1, engine.max_players):
engine.join(session, f"p{i}", f"P{i}")
return session
def _player_on_turn(session: GameSession):
state = session.state
return next(p for p in state.players if p.seat == state.turn)
def _drive_to_finish(engine, session: GameSession, limit: int = 200000) -> None:
moves = 0
while not engine.is_finished(session) and moves < limit:
state = session.state
if state.phase == PHASE_AUCTION:
player = _player_on_turn(session)
try:
engine.handle_action(session, player.sub, "pass", {})
except IllegalMove:
# The last player standing must bid.
engine.handle_action(session, player.sub, "bid", {"rank": 2})
elif state.phase == PHASE_CALLING:
assert state.auction is not None and state.auction.current is not None
caller = next(
p for p in state.players if p.seat == state.caller
)
card = Card(rank=state.auction.current.rank, suit="D")
engine.handle_action(session, caller.sub, "call", {"card": card.code})
else:
player = _player_on_turn(session)
engine.handle_action(
session, player.sub, "play", {"card": player.hand[0].code}
)
moves += 1
assert engine.is_finished(session), "match did not finish"
class MetadataTest(unittest.TestCase):
def test_metadata(self) -> None:
engine = BriscolaChiamataEngine()
self.assertEqual("briscola_chiamata", engine.id)
self.assertEqual("Briscola chiamata", engine.name)
self.assertTrue(engine.description)
self.assertEqual(5, engine.min_players)
self.assertEqual(5, engine.max_players)
self.assertEqual({}, engine.options_schema)
class CreateJoinTest(unittest.TestCase):
def test_create_seats_creator_without_a_team(self) -> None:
engine = BriscolaChiamataEngine()
session = _session(engine)
self.assertIsNone(session.players[0].team)
self.assertIsInstance(session.state, ChiamataState)
self.assertEqual(PHASE_LOBBY, session.state.phase)
self.assertTrue(engine.in_lobby(session))
def test_join_starts_when_full(self) -> None:
engine = BriscolaChiamataEngine()
session = _session(engine)
self.assertTrue(engine.in_lobby(session))
for i in range(1, 4):
engine.join(session, f"p{i}", f"P{i}")
self.assertTrue(engine.in_lobby(session))
engine.join(session, "p4", "P4")
self.assertFalse(engine.in_lobby(session))
self.assertEqual(PHASE_AUCTION, session.state.phase)
self.assertEqual(5, len(session.players))
for seat in session.players:
self.assertIsNone(seat.team)
def test_join_errors(self) -> None:
engine = BriscolaChiamataEngine()
session = _session(engine)
with self.assertRaises(AlreadyJoined):
engine.join(session, "p0", "P0")
for i in range(1, 5):
engine.join(session, f"p{i}", f"P{i}")
with self.assertRaises(GameNotStarted):
engine.join(session, "p5", "P5")
def test_timeouts_come_from_the_engine(self) -> None:
engine = BriscolaChiamataEngine(
turn_timeout_seconds=7, hand_ack_timeout_seconds=9
)
session = _session(engine)
self.assertEqual(7, session.state.turn_timeout)
class ActionTest(unittest.TestCase):
def test_unknown_action_rejected(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "dance", {})
def test_bid_payload_validation(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "bid", {})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "bid", {"rank": "ace"})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "bid", {"rank": True})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "bid", {"points": False})
# points cannot be raised before a bid of the 2
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "bid", {"points": 64})
def test_auction_flow_through_actions(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
engine.handle_action(session, "p1", "bid", {"rank": 1})
engine.handle_action(session, "p2", "pass", {})
engine.handle_action(session, "p3", "bid", {"rank": 2})
engine.handle_action(session, "p4", "bid", {"points": 64})
engine.handle_action(session, "p0", "pass", {})
engine.handle_action(session, "p1", "pass", {})
engine.handle_action(session, "p3", "pass", {})
state = session.state
self.assertEqual(PHASE_CALLING, state.phase)
self.assertEqual(4, state.caller)
self.assertEqual(64, state.declared_target)
assert state.auction is not None and state.auction.current is not None
self.assertEqual(2, state.auction.current.rank)
engine.handle_action(session, "p4", "call", {"card": "02S"})
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertEqual("S", state.briscola_suit)
# Play the first card of the player on turn.
player = _player_on_turn(session)
engine.handle_action(
session, player.sub, "play", {"card": player.hand[0].code}
)
self.assertEqual(1, len(state.trick))
def test_call_payload_validation(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
engine.handle_action(session, "p1", "bid", {"rank": 2})
for i in (2, 3, 4, 0):
engine.handle_action(session, f"p{i}", "pass", {})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "call", {"card": 42})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "call", {"card": "nope"})
with self.assertRaises(IllegalMove):
engine.handle_action(session, "p1", "call", {"card": "01D"})
def test_finished_match_rejects_actions(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
_drive_to_finish(engine, session)
with self.assertRaises(GameError):
engine.handle_action(session, session.players[0].user_sub, "play", {})
class ViewTest(unittest.TestCase):
def test_view_hides_other_hands_and_roles(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
view = engine.view_for(session, "p0")
players = {p["seat"]: p for p in view["players"]}
self.assertIn("hand", players[0])
self.assertNotIn("hand", players[1])
self.assertNotIn("your_turn", view)
self.assertNotIn("scores", view)
self.assertEqual(5, view["player_count"])
# p1 opens the auction.
auction = view["auction"]
self.assertEqual(1, auction["turn"])
self.assertIsNone(auction["current"])
def test_view_marks_the_acting_player(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
view = engine.view_for(session, "p1")
self.assertTrue(view["your_turn"])
self.assertIn("legal_bids", view)
# The caller is labeled as soon as the auction is won.
engine.handle_action(session, "p1", "bid", {"rank": 1})
for i in (2, 3, 4, 0):
engine.handle_action(session, f"p{i}", "pass", {})
view = engine.view_for(session, "p0")
self.assertIn("callable_cards", engine.view_for(session, "p1"))
roles = {p["seat"]: p["team"] for p in view["players"]}
self.assertEqual(ROLE_CALLER, roles[1])
def test_spectator_view(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
view = engine.view_for(session, None)
for player in view["players"]:
self.assertNotIn("hand", player)
self.assertNotIn("your_turn", view)
def test_lobby_view(self) -> None:
engine = BriscolaChiamataEngine()
session = _session(engine)
lobby = engine.lobby_view(session)
self.assertEqual("lobby", lobby["phase"])
self.assertEqual(61, lobby["declared_target"])
class SerializationTest(unittest.TestCase):
def test_state_roundtrip(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
engine.handle_action(session, "p1", "bid", {"rank": 10})
restored = engine.state_from_json(engine.state_to_json(session.state))
self.assertIsInstance(restored, ChiamataState)
self.assertEqual(session.state.phase, restored.phase)
self.assertEqual(session.state.turn, restored.turn)
assert restored.auction is not None and session.state.auction is not None
self.assertEqual(session.state.auction.history, restored.auction.history)
self.assertEqual(
[p.sub for p in session.state.players],
[p.sub for p in restored.players],
)
class DeadlineTest(unittest.TestCase):
def test_no_deadline_in_lobby(self) -> None:
engine = BriscolaChiamataEngine()
self.assertIsNone(engine.next_deadline(_session(engine)))
def test_auction_deadline_and_revalidation(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
deadline = engine.next_deadline(session)
assert deadline is not None
self.assertEqual("auction", deadline.kind)
with self.assertRaises(GameError):
engine.fire_deadline(session, "auction", "auction:1:1:0")
engine.fire_deadline(session, deadline.kind, deadline.token)
# The auto-bid moved the auction on: a fresh deadline exists.
state = session.state
self.assertIn(
state.phase, (PHASE_AUCTION, PHASE_CALLING, PHASE_PLAYING)
)
self.assertIsNotNone(engine.next_deadline(session))
def test_stale_auction_deadline_after_a_bid(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
deadline = engine.next_deadline(session)
assert deadline is not None
engine.handle_action(session, "p1", "bid", {"rank": 1})
with self.assertRaises(GameError):
engine.fire_deadline(session, deadline.kind, deadline.token)
def test_call_deadline_auto_calls(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
engine.handle_action(session, "p1", "bid", {"rank": 2})
for i in (2, 3, 4, 0):
engine.handle_action(session, f"p{i}", "pass", {})
deadline = engine.next_deadline(session)
assert deadline is not None
self.assertEqual("call", deadline.kind)
engine.fire_deadline(session, deadline.kind, deadline.token)
state = session.state
self.assertEqual(PHASE_PLAYING, state.phase)
assert state.called_card is not None
self.assertEqual(2, state.called_card.rank)
def test_turn_deadline_auto_plays(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
engine.handle_action(session, "p1", "bid", {"rank": 2})
for i in (2, 3, 4, 0):
engine.handle_action(session, f"p{i}", "pass", {})
engine.handle_action(session, "p1", "call", {"card": "02D"})
deadline = engine.next_deadline(session)
assert deadline is not None
self.assertEqual("turn", deadline.kind)
state = session.state
before = state.turn
engine.fire_deadline(session, deadline.kind, deadline.token)
self.assertEqual(1, len(state.trick))
self.assertNotEqual(before, state.turn)
class ResultTest(unittest.TestCase):
def test_result_of_finished_match(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
_drive_to_finish(engine, session)
state = session.state
result = engine.result(session)
sizes = sorted(len(team) for team in result.teams)
self.assertIn(sizes, ([2, 3], [1, 4]))
self.assertEqual(5, len(result.players))
self.assertIn(result.winner_team, (0, 1))
for player in result.players:
self.assertIn(player.team, (ROLE_CALLER, ROLE_PARTNER, ROLE_DEFENDER))
self.assertEqual(
player.won,
(player.team in (ROLE_CALLER, ROLE_PARTNER))
== (result.winner_team == 0),
)
self.assertIn("points", player.details)
summary = result.summary
for key in (
"team_a_score",
"team_b_score",
"winner_team",
"declared_target",
"called_card",
"caller",
"solo",
"deals_played",
"deal_scores",
):
self.assertIn(key, summary)
self.assertIn(summary["winner_team"], ("Chiamante", "Difensori"))
self.assertEqual(state.hand_number, summary["deals_played"])
def test_result_requires_finished_match(self) -> None:
engine = BriscolaChiamataEngine()
with self.assertRaises(GameError):
engine.result(_started(engine))
def test_solo_result_teams(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
state = session.state
# Force a finished solo match: seat 0 called its own card.
state.caller = 0
state.solo = True
state.partner_seat = None
state.called_played = True
state.called_card = Card.parse("01D")
# Caller side captures 71 (60 + 11), defenders 49.
state.players[0].captured = [
Card.parse(code)
for code in [f"{rank:02d}D" for rank in (1, 3, 10, 9, 8)]
+ [f"{rank:02d}C" for rank in (1, 3, 10, 9, 8)]
+ ["01S"]
]
state.players[1].captured = [
Card.parse(code)
for code in [f"{rank:02d}S" for rank in (3, 10, 9, 8)]
+ [f"{rank:02d}B" for rank in (1, 3, 10, 9, 8)]
]
state.scores = [71, 49]
state.winner = 0
state.phase = PHASE_FINISHED
result = engine.result(session)
self.assertEqual([1, 4], sorted(len(team) for team in result.teams))
# The lone caller won: exactly one winner.
self.assertEqual(1, sum(1 for p in result.players if p.won))
caller = next(p for p in result.players if p.team == ROLE_CALLER)
self.assertTrue(caller.won)
self.assertEqual(71.0, caller.score)
def test_game_over_view(self) -> None:
engine = BriscolaChiamataEngine()
session = _started(engine)
state = session.state
state.phase = PHASE_FINISHED
state.winner = 1
state.scores = [55, 65]
state.caller = 2
state.solo = False
state.partner_seat = 4
state.called_card = Card.parse("03C")
over = engine.game_over_view(session, "p0")
self.assertEqual({"A": 55, "B": 65}, over["scores"])
self.assertEqual("Difensori", over["winner"])
self.assertEqual("03C", over["called_card"])
if __name__ == "__main__":
unittest.main()
@@ -0,0 +1,691 @@
"""Rule engine tests: deals, tricks, draws, scoring and full-match simulation."""
from __future__ import annotations
import random
import unittest
from tavolo.briscola import engine
from tavolo.briscola.errors import (
CardNotInHand,
GameFinished,
GameNotStarted,
IllegalMove,
NotYourTurn,
)
from tavolo.briscola.state import (
HAND_SIZE,
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_PLAYING,
BriscolaState,
Card,
PlayerState,
)
def card(code: str) -> Card:
return Card.parse(code)
def make_state(
hands,
*,
briscola_suit: str = "S",
briscola_card: str | None = None,
stock=None,
captured=None,
turn: int = 0,
dealer: int = 0,
target: int = 61,
scores=None,
phase: str = PHASE_PLAYING,
) -> BriscolaState:
"""Build a controlled game state directly (bypassing the deal)."""
state = BriscolaState(
player_count=len(hands),
target_score=target,
phase=phase,
dealer=dealer,
turn=turn,
briscola_suit=briscola_suit,
briscola_card=card(briscola_card) if briscola_card else None,
stock=[card(c) for c in (stock or [])],
scores=list(scores or [0, 0]),
)
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]
return state
def trick_cards(state: BriscolaState) -> list[str]:
return [t.card for t in state.trick]
def play_all(state: BriscolaState) -> None:
"""Play every card of the current trick in turn order."""
for _ in range(state.player_count):
player = next(p for p in state.players if p.seat == state.turn)
engine.play(state, player.sub, player.hand[0].code)
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}))
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),
)
def test_card_points_add_up_to_120(self) -> None:
self.assertEqual(
120, sum(engine.card_points(c) for c in engine.full_deck())
)
self.assertEqual(11, engine.card_points(card("01D")))
self.assertEqual(10, engine.card_points(card("03C")))
self.assertEqual(4, engine.card_points(card("10S")))
self.assertEqual(3, engine.card_points(card("09B")))
self.assertEqual(2, engine.card_points(card("08D")))
self.assertEqual(0, engine.card_points(card("07C")))
class DealTest(unittest.TestCase):
def test_two_player_deal(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
self.assertEqual(PHASE_PLAYING, state.phase)
for player in state.players:
self.assertEqual(HAND_SIZE, len(player.hand))
# 40 - 3*2 - 1 face-up = 33 face-down.
self.assertEqual(33, len(state.stock))
self.assertIsNotNone(state.briscola_card)
assert state.briscola_card is not None
self.assertEqual(state.briscola_card.suit, state.briscola_suit)
self.assertEqual(1, state.turn) # dealer is seat 0
self.assertEqual([], state.trick)
def test_four_player_deal(self) -> None:
state = engine.create_game("p0", "p0", player_count=4)
for i in range(1, 4):
engine.join_game(state, f"p{i}", f"p{i}")
self.assertEqual(PHASE_PLAYING, state.phase)
for player in state.players:
self.assertEqual(HAND_SIZE, len(player.hand))
self.assertEqual(40 - 3 * 4 - 1, len(state.stock))
self.assertEqual(1, state.turn)
def test_deal_cards_are_unique_and_leave_nothing_out(self) -> None:
state = engine.create_game("p0", "p0", player_count=4)
for i in range(1, 4):
engine.join_game(state, f"p{i}", f"p{i}")
dealt = [c.code for p in state.players for c in p.hand]
assert state.briscola_card is not None
dealt.append(state.briscola_card.code)
dealt.extend(c.code for c in state.stock)
self.assertEqual(40, len(dealt))
self.assertEqual(40, len(set(dealt)))
def test_unsupported_player_count(self) -> None:
with self.assertRaises(IllegalMove):
engine.create_game("p0", "p0", player_count=3)
def test_target_score_bounds(self) -> None:
with self.assertRaises(IllegalMove):
engine.create_game("p0", "p0", target_score=60)
with self.assertRaises(IllegalMove):
engine.create_game("p0", "p0", target_score=121)
with self.assertRaises(IllegalMove):
engine.create_game("p0", "p0", target_score=True)
state = engine.create_game("p0", "p0", target_score=101)
self.assertEqual(101, state.target_score)
class TrickTest(unittest.TestCase):
def test_higher_card_of_led_suit_wins(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
engine.play(state, "p0", "02D")
engine.play(state, "p1", "05D")
self.assertEqual(1, state.last_trick.winner)
self.assertEqual(["02D", "05D"],
[c.code for c in state.players[1].captured])
def test_trump_beats_a_higher_led_card(self) -> None:
state = make_state([["07D"], ["02C"]], briscola_suit="C")
engine.play(state, "p0", "07D")
engine.play(state, "p1", "02C")
self.assertEqual(1, state.last_trick.winner)
def test_higher_trump_wins_among_trumps(self) -> None:
state = make_state([["02C"], ["05C"]], briscola_suit="C")
engine.play(state, "p0", "02C")
engine.play(state, "p1", "05C")
self.assertEqual(1, state.last_trick.winner)
def test_off_suit_non_trump_loses(self) -> None:
state = make_state([["04D"], ["01C"]], briscola_suit="B")
engine.play(state, "p0", "04D")
engine.play(state, "p1", "01C")
self.assertEqual(0, state.last_trick.winner)
def test_rank_strength_order(self) -> None:
# (winner card, loser card) pairs of the led suit, strongest first:
# ace > three > king > horse > jack > 7 > 6 > 5 > 4 > 2.
pairs = [
("01D", "03D"), # ace beats three
("03D", "10D"), # three beats king
("10D", "09D"), # king beats horse
("09D", "08D"), # horse beats jack
("08D", "07D"), # jack beats seven
("07D", "06D"),
("06D", "05D"),
("05D", "04D"),
("04D", "02D"),
]
for winner, loser in pairs:
state = make_state([["02D"], ["05D"]], briscola_suit="B")
state.players[0].hand = [card(winner)]
state.players[1].hand = [card(loser)]
engine.play(state, "p0", winner)
engine.play(state, "p1", loser)
self.assertEqual(
0, state.last_trick.winner, f"{winner} should beat {loser}"
)
def test_four_player_trick(self) -> None:
state = make_state(
[["02D"], ["05D"], ["04D"], ["07D"]], briscola_suit="S"
)
for seat in range(4):
engine.play(state, f"p{seat}", state.players[seat].hand[0].code)
self.assertEqual(3, state.last_trick.winner)
def test_four_player_trump_beats_all(self) -> None:
state = make_state(
[["02D"], ["02C"], ["04D"], ["07D"]], briscola_suit="C"
)
for seat in range(4):
engine.play(state, f"p{seat}", state.players[seat].hand[0].code)
self.assertEqual(1, state.last_trick.winner)
def test_winner_leads_the_next_trick(self) -> None:
state = make_state(
[["02D"], ["05D"], ["04D"], ["07D"]],
briscola_suit="S",
stock=["01B", "02B", "03B", "04B"],
)
for seat in range(4):
engine.play(state, f"p{seat}", state.players[seat].hand[0].code)
self.assertEqual(3, state.turn)
self.assertEqual(3, state.trick_leader)
self.assertEqual([], state.trick)
def test_turn_advances_within_a_trick(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
engine.play(state, "p0", "02D")
self.assertEqual(1, state.turn)
self.assertEqual(["02D"], trick_cards(state))
def test_not_your_turn(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S", turn=1)
with self.assertRaises(NotYourTurn):
engine.play(state, "p0", "02D")
def test_card_not_in_hand(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
with self.assertRaises(CardNotInHand):
engine.play(state, "p0", "07D")
def test_finished_and_hand_end_reject_plays(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
state.phase = PHASE_FINISHED
with self.assertRaises(GameFinished):
engine.play(state, "p0", "02D")
state = make_state([["02D"], ["05D"]], briscola_suit="S")
state.phase = PHASE_HAND_END
with self.assertRaises(IllegalMove):
engine.play(state, "p0", "02D")
class DrawTest(unittest.TestCase):
def test_winner_draws_first(self) -> None:
# The stock is drawn from its end: 04B first, then 03B, ...
state = make_state(
[["02D", "09C"], ["05D", "09B"]],
briscola_suit="S",
stock=["01B", "02B", "03B", "04B"],
)
engine.play(state, "p0", "02D")
engine.play(state, "p1", "05D")
hands = {p.seat: [c.code for c in p.hand] for p in state.players}
self.assertEqual(["09C", "03B"], hands[0])
self.assertEqual(["09B", "04B"], hands[1])
def test_face_up_briscola_is_drawn_last(self) -> None:
state = make_state(
[["02D", "09C"], ["05D", "09B"]],
briscola_suit="C",
briscola_card="05C",
stock=["03B"],
)
engine.play(state, "p0", "02D")
engine.play(state, "p1", "05D")
hands = {p.seat: [c.code for c in p.hand] for p in state.players}
# The winner draws first and takes the last face-down card; the
# other player then takes the face-up briscola.
self.assertEqual(["09B", "03B"], hands[1])
self.assertEqual(["09C", "05C"], hands[0])
self.assertIsNone(state.briscola_card)
def test_no_draw_when_stock_is_empty(self) -> None:
state = make_state(
[["02D", "03D"], ["05D", "06D"]], briscola_suit="S", stock=[]
)
engine.play(state, "p0", "02D")
engine.play(state, "p1", "05D")
# p1 wins the trick; with no stock nobody draws and the hands
# shrink for the rest of the deal.
for player in state.players:
self.assertEqual(1, len(player.hand))
def test_hands_stay_at_three_until_stock_runs_out(self) -> None:
state = engine.create_game("p0", "p0")
engine.join_game(state, "p1", "p1")
while state.stock or state.briscola_card is not None:
play_all(state)
for player in state.players:
self.assertEqual(HAND_SIZE, len(player.hand))
self.assertEqual(0, len(state.stock))
self.assertIsNone(state.briscola_card)
class ScoringTest(unittest.TestCase):
def test_deal_points_group_by_team(self) -> None:
state = make_state(
[[], [], [], []],
briscola_suit="S",
captured=[
["01D", "07C"], # seat 0, team A: 11
["03C", "08D"], # seat 1, team B: 10
["10S"], # seat 2, team A: 4
["09B"], # seat 3, team B: 3
],
)
points, details = engine.deal_points(state)
self.assertEqual([15, 15], points)
self.assertEqual({"A": 15, "B": 15}, details["points"])
self.assertEqual({"A": 3, "B": 3}, details["cards"])
def test_full_deal_scores_120(self) -> None:
state = engine.create_game("p0", "p0", player_count=4)
for i in range(1, 4):
engine.join_game(state, f"p{i}", f"p{i}")
while state.phase == PHASE_PLAYING:
player = next(p for p in state.players if p.seat == state.turn)
engine.play(state, player.sub, player.hand[0].code)
points, _ = engine.deal_points(state)
self.assertEqual(120, sum(points))
def test_match_ends_when_target_reached(self) -> None:
# p0 captures the ace of denari (11) on the last trick: 60+11 >= 61.
state = make_state(
[["02D"], ["05D"]],
briscola_suit="S",
stock=[],
captured=[["01C"], ["10C"]],
scores=[60, 50],
target=61,
)
# p0's pile is worth 11+0 = 11; p1's 4. p0 wins the trick with a
# higher card: 02D vs 05D -> p1 would win, so give p0 the five.
state.players[0].hand = [card("05D")]
state.players[1].hand = [card("02D")]
engine.play(state, "p0", "05D")
engine.play(state, "p1", "02D")
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertEqual(0, state.winner)
self.assertEqual([71, 54], state.scores)
def test_tie_at_target_is_broken_by_another_deal(self) -> None:
# 65-55 before the deal; this deal gives A 55 and B 65: both reach
# 120 and tie, so another deal must be played.
a_cards = [f"{rank:02d}D" for rank in range(1, 11)] + ["01C", "03C", "10C"]
b_cards = ["09C", "08C", "07C", "06C", "05C", "04C", "02C"] + [
f"{rank:02d}S" for rank in range(1, 11)
] + [f"{rank:02d}B" for rank in range(1, 11)]
state = make_state(
[[], []],
briscola_suit="S",
stock=[],
captured=[a_cards, b_cards],
scores=[65, 55],
target=120,
)
engine._end_deal(state)
self.assertEqual(PHASE_HAND_END, state.phase)
self.assertEqual([120, 120], state.scores)
self.assertIsNone(state.winner)
def test_patta_is_discarded_and_replayed(self) -> None:
a_cards = [f"{rank:02d}D" for rank in range(1, 11)] + [
f"{rank:02d}C" for rank in range(1, 11)
]
b_cards = [f"{rank:02d}S" for rank in range(1, 11)] + [
f"{rank:02d}B" for rank in range(1, 11)
]
state = make_state(
[["02D"], ["02S"]],
briscola_suit="S",
stock=[],
captured=[a_cards, b_cards],
scores=[10, 20],
target=61,
)
engine._end_deal(state)
self.assertEqual(PHASE_HAND_END, state.phase)
# The 60-60 deal does not count: totals are unchanged.
self.assertEqual([10, 20], state.scores)
entry = state.hand_scores[-1]
self.assertTrue(entry["patta"])
self.assertEqual({"A": 60, "B": 60}, entry["points"])
# The next deal is played at the same cumulative totals.
engine.acknowledge_hand(state, "p0")
engine.acknowledge_hand(state, "p1")
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertEqual(2, state.hand_number)
self.assertEqual([10, 20], state.scores)
def test_audit_trail_records_each_deal(self) -> None:
state = make_state(
[["02D"], ["05D"]],
briscola_suit="S",
stock=[],
captured=[["01C"], []],
scores=[0, 0],
)
engine._end_deal(state)
entry = state.hand_scores[-1]
self.assertEqual(1, entry["deal"])
self.assertFalse(entry["patta"])
self.assertEqual({"A": 11, "B": 0}, entry["points"])
self.assertEqual({"A": 11, "B": 0}, entry["totals"])
self.assertEqual({"A": 1, "B": 0}, entry["cards"])
class MatchFlowTest(unittest.TestCase):
def test_join_starts_when_full(self) -> None:
state = engine.create_game("p0", "p0")
self.assertEqual(1, len(state.players))
engine.join_game(state, "p1", "p1")
self.assertEqual(PHASE_PLAYING, state.phase)
state = engine.create_game("p0", "p0", player_count=4)
for i in range(1, 3):
engine.join_game(state, f"p{i}", f"p{i}")
self.assertEqual("lobby", state.phase)
engine.join_game(state, "p3", "p3")
self.assertEqual(PHASE_PLAYING, state.phase)
def test_join_errors(self) -> None:
from tavolo.platform.errors import AlreadyJoined, GameNotStarted
state = engine.create_game("p0", "p0")
with self.assertRaises(AlreadyJoined):
engine.join_game(state, "p0", "p0")
engine.join_game(state, "p1", "p1")
with self.assertRaises(GameNotStarted):
engine.join_game(state, "p2", "p2")
def test_full_random_two_player_match(self) -> None:
self._random_match(player_count=2)
def test_full_random_four_player_match(self) -> None:
self._random_match(player_count=4)
def _random_match(self, player_count: int) -> None:
state = engine.create_game("p0", "p0", player_count=player_count)
for i in range(1, player_count):
engine.join_game(state, f"p{i}", f"p{i}")
rng = random.Random(2026)
moves = 0
while state.phase != PHASE_FINISHED and moves < 200000:
if state.phase == PHASE_HAND_END:
for player in state.players:
engine.acknowledge_hand(state, player.sub)
continue
player = next(p for p in state.players if p.seat == state.turn)
engine.play(state, player.sub, rng.choice(player.hand).code)
moves += 1
self.assertEqual(PHASE_FINISHED, state.phase)
self.assertIn(state.winner, (0, 1))
self.assertEqual([], state.trick)
self.assertTrue(all(not p.hand for p in state.players))
self.assertEqual(
40, sum(len(p.captured) for p in state.players)
)
# Every counted deal totals 120 points, and the winner reached the
# target with a clear lead.
winner_score = state.scores[state.winner]
loser_score = state.scores[1 - state.winner]
self.assertGreaterEqual(winner_score, state.target_score)
self.assertGreater(winner_score, loser_score)
self.assertEqual(0, (winner_score + loser_score) % 120)
class AckTest(unittest.TestCase):
def _hand_end_state(self) -> BriscolaState:
state = make_state(
[["02D"], ["05D"]],
briscola_suit="S",
stock=[],
captured=[["01C"], []],
target=120,
)
engine._end_deal(state)
return state
def test_ack_all_deals_the_next_deal(self) -> None:
state = self._hand_end_state()
dealer_before = state.dealer
engine.acknowledge_hand(state, "p0")
self.assertEqual([0], state.acked)
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((dealer_before + 1) % 2, state.dealer)
self.assertEqual((dealer_before + 2) % 2, state.turn)
self.assertEqual([], state.acked)
self.assertIsNone(state.hand_end_deadline)
for player in state.players:
self.assertEqual(HAND_SIZE, len(player.hand))
self.assertEqual([], player.captured)
def test_double_ack_is_idempotent(self) -> None:
state = self._hand_end_state()
engine.acknowledge_hand(state, "p0")
engine.acknowledge_hand(state, "p0")
self.assertEqual([0], state.acked)
def test_ack_outside_hand_end_is_rejected(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
with self.assertRaises(IllegalMove):
engine.acknowledge_hand(state, "p0")
def test_ack_by_non_player_is_rejected(self) -> None:
state = self._hand_end_state()
with self.assertRaises(NotYourTurn):
engine.acknowledge_hand(state, "mallory")
class AutoPlayTest(unittest.TestCase):
def test_auto_play_plays_a_card_and_advances_turn(self) -> None:
state = make_state(
[["02D", "03C"], ["05D"]],
briscola_suit="S",
stock=["01B", "02B"],
briscola_card="03B",
)
engine.auto_play(state, random.Random(7))
self.assertEqual(1, state.turn)
self.assertEqual(1, len(state.players[0].hand))
self.assertEqual(1, len(state.trick))
def test_auto_play_can_end_the_deal(self) -> None:
state = make_state(
[["02D"], ["05D"]],
briscola_suit="S",
stock=[],
captured=[["01C"], []],
target=120,
)
# Both players are on their last card: two auto-plays complete the
# trick and the deal, scored A=11 / B=0.
engine.auto_play(state)
engine.auto_play(state)
self.assertEqual(PHASE_HAND_END, state.phase)
self.assertIsNone(state.turn_deadline)
self.assertTrue(state.hand_end_deadline)
def test_auto_play_requires_playing_phase(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
state.phase = PHASE_HAND_END
with self.assertRaises(GameNotStarted):
engine.auto_play(state)
class ViewTest(unittest.TestCase):
def test_state_for_player_hides_other_hands(self) -> None:
state = make_state(
[["02D", "03C"], ["04D"], ["05D"], ["06D"]],
briscola_suit="D",
briscola_card="07D",
stock=["01B", "02B"],
)
view = engine.state_for_player(state, "p0")
players = {p["seat"]: p for p in view["players"]}
self.assertEqual(["02D", "03C"], players[0]["hand"])
self.assertNotIn("hand", players[1])
self.assertEqual(1, players[1]["cards_left"])
self.assertEqual("D", view["briscola_suit"])
self.assertEqual("07D", view["briscola_card"])
self.assertEqual(2, view["stock_count"])
self.assertTrue(view.get("your_turn"))
def test_spectator_sees_public_info_only(self) -> None:
state = make_state(
[["02D"], ["04D"]],
briscola_suit="D",
briscola_card="07D",
)
view = engine.state_for_player(state, None)
for player in view["players"]:
self.assertNotIn("hand", player)
self.assertNotIn("your_turn", view)
self.assertEqual("07D", view["briscola_card"])
self.assertEqual({"A": 0, "B": 0}, view["scores"])
def test_player_points_are_public(self) -> None:
state = make_state(
[["02D"], ["04D"]],
briscola_suit="D",
captured=[["01C", "03B"], ["10D"]],
)
view = engine.state_for_player(state, "p0")
players = {p["seat"]: p for p in view["players"]}
self.assertEqual(21, players[0]["points"])
self.assertEqual(4, players[1]["points"])
self.assertEqual(2, players[0]["captured_count"])
def test_hand_end_view_exposes_the_deal_summary(self) -> None:
state = make_state(
[["02D"], ["05D"]],
briscola_suit="S",
stock=[],
captured=[["01C"], []],
target=120,
)
engine._end_deal(state)
view = engine.state_for_player(state, "p0")
self.assertEqual(PHASE_HAND_END, view["phase"])
self.assertEqual(
{
"deal": 1,
"patta": False,
"points": {"A": 11, "B": 0},
"cards": {"A": 1, "B": 0},
"totals": {"A": 11, "B": 0},
},
view["last_deal"],
)
self.assertTrue(view["hand_end_deadline"])
def test_trick_is_public_in_play_order(self) -> None:
state = make_state(
[["02D"], ["05D"], ["04D"], ["07D"]], briscola_suit="S"
)
engine.play(state, "p0", "02D")
engine.play(state, "p1", "05D")
view = engine.state_for_player(state, None)
self.assertEqual(
[{"seat": 0, "card": "02D"}, {"seat": 1, "card": "05D"}],
view["trick"],
)
class SerializationTest(unittest.TestCase):
def test_state_roundtrip(self) -> None:
state = engine.create_game("p0", "p0", player_count=4, target_score=101)
for i in range(1, 4):
engine.join_game(state, f"p{i}", f"p{i}")
engine.play(state, state.players[1].sub, state.players[1].hand[0].code)
restored = BriscolaState.from_json(state.to_json())
self.assertEqual(state.phase, restored.phase)
self.assertEqual(state.turn, restored.turn)
self.assertEqual(state.hand_number, restored.hand_number)
self.assertEqual(state.target_score, restored.target_score)
self.assertEqual(state.briscola_suit, restored.briscola_suit)
self.assertEqual(
state.briscola_card.code if state.briscola_card else None,
restored.briscola_card.code if restored.briscola_card else None,
)
self.assertEqual(
[c.code for c in state.stock], [c.code for c in restored.stock]
)
self.assertEqual(
[(t.seat, t.card) for t in state.trick],
[(t.seat, t.card) for t in restored.trick],
)
self.assertEqual(
[p.sub for p in state.players], [p.sub for p in restored.players]
)
self.assertEqual(
[[c.code for c in p.hand] for p in state.players],
[[c.code for c in p.hand] for p in restored.players],
)
def test_legacy_state_defaults(self) -> None:
state = make_state([["02D"], ["05D"]], briscola_suit="S")
data = state.to_json()
del data["player_count"]
del data["briscola_card"]
del data["last_trick"]
restored = BriscolaState.from_json(data)
self.assertEqual(2, restored.player_count)
self.assertIsNone(restored.briscola_card)
self.assertIsNone(restored.last_trick)
if __name__ == "__main__":
unittest.main()
@@ -0,0 +1,349 @@
"""Adapter tests: the platform contract over the pure briscola 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.briscola import BriscolaEngine, BriscolaQuattroEngine
from tavolo.briscola import engine as rules
from tavolo.briscola.state import (
PHASE_FINISHED,
PHASE_HAND_END,
PHASE_PLAYING,
BriscolaState,
)
def _session(engine, **options) -> GameSession:
session = GameSession(
id="b1",
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 i in range(1, engine.max_players):
name = f"p{i}"
engine.join(session, name, name.capitalize())
return session
def _drive_to_finish(engine, session: GameSession, limit: int = 200000) -> None:
moves = 0
while not engine.is_finished(session) and moves < limit:
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)
engine.handle_action(
session, player.sub, "play", {"card": player.hand[0].code}
)
moves += 1
class MetadataTest(unittest.TestCase):
def test_two_player_metadata(self) -> None:
engine = BriscolaEngine()
self.assertEqual("briscola", engine.id)
self.assertEqual("Briscola", engine.name)
self.assertTrue(engine.description)
self.assertEqual(2, engine.min_players)
self.assertEqual(2, engine.max_players)
target = engine.options_schema["properties"]["target_score"]
self.assertEqual("integer", target["type"])
self.assertEqual(61, target["minimum"])
self.assertEqual(120, target["maximum"])
self.assertEqual(61, target["default"])
def test_four_player_metadata(self) -> None:
engine = BriscolaQuattroEngine()
self.assertEqual("briscola_a_quattro", engine.id)
self.assertEqual("Briscola a quattro", engine.name)
self.assertTrue(engine.description)
self.assertEqual(4, engine.min_players)
self.assertEqual(4, engine.max_players)
self.assertIn("target_score", engine.options_schema["properties"])
class CreateTest(unittest.TestCase):
def test_create_seats_creator_on_team_a(self) -> None:
engine = BriscolaEngine()
session = _session(engine)
self.assertEqual("A", session.players[0].team)
self.assertIsInstance(session.state, BriscolaState)
self.assertEqual(61, session.state.target_score)
self.assertEqual(2, session.state.player_count)
def test_create_options(self) -> None:
engine = BriscolaQuattroEngine()
session = _session(engine, target_score=101)
self.assertEqual(101, session.state.target_score)
self.assertEqual(4, session.state.player_count)
def test_create_rejects_bad_options(self) -> None:
engine = BriscolaEngine()
with self.assertRaises(IllegalMove):
_session(engine, target_score=60)
with self.assertRaises(IllegalMove):
_session(engine, target_score=121)
with self.assertRaises(IllegalMove):
_session(engine, target_score="sixtyone")
with self.assertRaises(IllegalMove):
_session(engine, target_score=True)
def test_timeouts_come_from_the_engine(self) -> None:
engine = BriscolaEngine(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_two_player_join_starts(self) -> None:
engine = BriscolaEngine()
session = _session(engine)
self.assertTrue(engine.in_lobby(session))
engine.join(session, "bob", "Bob")
self.assertEqual("B", session.players[-1].team)
self.assertFalse(engine.in_lobby(session))
self.assertEqual(PHASE_PLAYING, session.state.phase)
def test_four_player_teams_alternate(self) -> None:
engine = BriscolaQuattroEngine()
session = _session(engine)
teams = []
for name in ("bob", "carol", "dave"):
engine.join(session, name, name.capitalize())
teams.append(session.players[-1].team)
self.assertEqual(["B", "A", "B"], teams)
self.assertEqual(PHASE_PLAYING, session.state.phase)
def test_join_errors(self) -> None:
engine = BriscolaEngine()
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")
class ActionTest(unittest.TestCase):
def test_unknown_action_rejected(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "alice", "dance", {})
def test_play_validates_payload(self) -> None:
engine = BriscolaEngine()
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": "nope"})
def test_play_advances_the_trick(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
state = session.state
self.assertEqual(1, state.turn)
card = state.players[1].hand[0].code
engine.handle_action(session, "p1", "play", {"card": card})
self.assertEqual([{"seat": 1, "card": card}], engine.view_for(session, "p1")["trick"])
def test_play_out_of_turn_rejected(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
state = session.state
card = state.players[0].hand[0].code
with self.assertRaises(GameError):
engine.handle_action(session, "alice", "play", {"card": card})
def test_ack_outside_hand_end_rejected(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
with self.assertRaises(IllegalMove):
engine.handle_action(session, "alice", "ack", {})
def test_finished_match_rejects_actions(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
_drive_to_finish(engine, session)
self.assertTrue(engine.is_finished(session))
with self.assertRaises(GameFinished):
engine.handle_action(session, "alice", "play", {"card": "01D"})
def test_ack_all_deals_next(self) -> None:
engine = BriscolaEngine()
session = _started(engine, target_score=120)
state = session.state
# Force the deal-end phase: both players keep 3 cards, so the
# match continues after the summary.
state.phase = PHASE_HAND_END
state.acked = []
state.hand_end_deadline = (
datetime.now(timezone.utc) + timedelta(seconds=60)
).isoformat()
engine.handle_action(session, "alice", "ack", {})
self.assertEqual(PHASE_HAND_END, state.phase)
engine.handle_action(session, "p1", "ack", {})
self.assertEqual(PHASE_PLAYING, state.phase)
self.assertEqual(2, state.hand_number)
class ViewTest(unittest.TestCase):
def test_view_for_hides_other_hands(self) -> None:
engine = BriscolaEngine()
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])
# 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)
self.assertIn("briscola_suit", view)
self.assertIn("stock_count", view)
def test_view_for_spectator_hides_all_hands(self) -> None:
engine = BriscolaQuattroEngine()
session = _started(engine)
view = engine.view_for(session, None)
for player in view["players"]:
self.assertNotIn("hand", player)
self.assertNotIn("your_turn", view)
self.assertEqual({"A": 0, "B": 0}, view["scores"])
def test_lobby_view(self) -> None:
engine = BriscolaEngine()
session = _session(engine, target_score=101)
lobby = engine.lobby_view(session)
self.assertEqual("lobby", lobby["phase"])
self.assertEqual(101, lobby["target_score"])
class SerializationTest(unittest.TestCase):
def test_state_roundtrip(self) -> None:
engine = BriscolaQuattroEngine()
session = _started(engine)
restored = engine.state_from_json(engine.state_to_json(session.state))
self.assertIsInstance(restored, BriscolaState)
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],
)
class DeadlineTest(unittest.TestCase):
def test_no_deadline_in_lobby(self) -> None:
engine = BriscolaEngine()
self.assertIsNone(engine.next_deadline(_session(engine)))
def test_turn_deadline_and_revalidation(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
deadline = engine.next_deadline(session)
assert deadline is not None
self.assertEqual("turn", deadline.kind)
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 = BriscolaEngine()
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)
engine.handle_action(session, player.sub, "play", {"card": player.hand[0].code})
with self.assertRaises(GameError):
engine.fire_deadline(session, deadline.kind, deadline.token)
def test_hand_end_deadline_advances(self) -> None:
engine = BriscolaEngine()
session = _started(engine, target_score=120)
state = session.state
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_match(self) -> None:
engine = BriscolaQuattroEngine()
session = _started(engine)
_drive_to_finish(engine, session)
result = engine.result(session)
self.assertEqual(2, len(result.teams))
self.assertEqual([2, 2], [len(team) for team in result.teams])
self.assertIn(result.winner_team, (0, 1))
self.assertEqual(4, len(result.players))
winner_name = "A" if result.winner_team == 0 else "B"
for player in result.players:
self.assertEqual(player.won, player.team == winner_name)
self.assertIn("captured_cards", player.details)
self.assertIn("team_a_score", result.summary)
self.assertIn("team_b_score", result.summary)
self.assertIn("winner_team", result.summary)
self.assertIn("target_score", result.summary)
self.assertIn("deals_played", result.summary)
self.assertIn("deal_scores", result.summary)
def test_two_player_result(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
_drive_to_finish(engine, session)
result = engine.result(session)
self.assertEqual([[session.players[0].user_sub], [session.players[1].user_sub]], result.teams)
self.assertEqual(2, len(result.players))
def test_result_requires_finished_match(self) -> None:
engine = BriscolaEngine()
with self.assertRaises(GameError):
engine.result(_started(engine))
def test_game_over_view(self) -> None:
engine = BriscolaEngine()
session = _started(engine)
session.state.phase = PHASE_FINISHED
session.state.winner = 1
session.state.scores = [55, 65]
over = engine.game_over_view(session, "alice")
self.assertEqual({"A": 55, "B": 65}, over["scores"])
self.assertEqual("B", over["winner"])
if __name__ == "__main__":
unittest.main()
+2 -2
View File
@@ -48,8 +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
example is
[`tavolo-scopone`](../tavolo-scopone/README.md).
examples are [`tavolo-scopone`](../tavolo-scopone/README.md) and
[`tavolo-briscola`](../tavolo-briscola/README.md).
## Development (from `server/`)
@@ -47,8 +47,13 @@ def get_ws_user(ws: WebSocket) -> Optional[OIDCUser]:
def display_name(user: OIDCUser) -> str:
"""Best-effort human-readable name for a user."""
for key in ("name", "preferred_username", "email"):
"""Best-effort human-readable name for a user.
``preferred_username`` is preferred: it is the account's stable handle,
while ``name`` is a free-form display name a user may change (and two
accounts can share). ``email`` is a last resort before the ``sub``.
"""
for key in ("preferred_username", "name", "email"):
value = user.get(key)
if isinstance(value, str) and value:
return value
@@ -71,7 +71,7 @@ def _lobby_payload(platform: "Platform", session: GameSession) -> Dict[str, Any]
}
for index, seat in enumerate(session.players)
],
"seats_open": engine.max_players - len(session.players),
"seats_open": max(0, engine.max_players - len(session.players)),
**engine.lobby_view(session),
}
@@ -85,6 +85,9 @@ def _view_payload(
"id": session.id,
"game_type": session.game_type,
"spectator": not seated,
# Free chairs; the lobby view needs it for games with other player
# counts than four.
"seats_open": max(0, engine.max_players - len(session.players)),
}
if seated:
# The join code is a credential: only players get it.
@@ -105,6 +108,34 @@ def _preview_payload(platform: "Platform", session: GameSession) -> Dict[str, An
}
def _ongoing_game_payload(
platform: "Platform", session: GameSession, sub: str
) -> Dict[str, Any]:
"""One entry of the caller's ongoing-games list.
Reuses the lobby payload (players, open seats, option echo) but drops
the join code — the Continue link only needs the id, and the game page
shows the code to its players anyway.
"""
engine = platform.registry.require(session.game_type)
payload = _lobby_payload(platform, session)
payload.pop("join_code", None)
payload["game_name"] = engine.name
payload["game_description"] = engine.description
payload["your_seat"] = next(
(
index
for index, seat in enumerate(session.players)
if seat.user_sub == sub
),
None,
)
payload["created_at"] = (
session.created_at.isoformat() if session.created_at else None
)
return payload
def register(app: KayaApp, platform: "Platform") -> None:
@app.GET("/api/game-types")
@operation(summary="List available games",
@@ -338,3 +369,27 @@ def register(app: KayaApp, platform: "Platform") -> None:
await send_json(
ctx, 200, _view_payload(platform, session, user.sub if user else None)
)
@app.GET("/api/me/games")
@operation(summary="List my ongoing games",
description="Live games the caller is seated in — waiting "
"lobbies and matches in progress or between "
"hands — newest first, for the lobby's Continue "
"list. Finished matches are not included.",
tags=["games"],
responses={
200: {"description": "The caller's ongoing games"},
401: {"description": "Authentication required"},
})
@require_auth(platform.oidc)
async def my_games(ctx: HttpContext) -> None:
user = current_user(platform.oidc, ctx)
assert user is not None # enforced by @require_auth
sessions = await platform.game_store.list_ongoing()
await send_json(ctx, 200, {
"results": [
_ongoing_game_payload(platform, session, user.sub)
for session in sessions
if session.seated(user.sub)
]
})
@@ -41,7 +41,7 @@ import contextlib
import json
import time
from abc import ABC, abstractmethod
from datetime import datetime
from datetime import datetime, timezone
from logging import getLogger
from typing import Any, AsyncContextManager, AsyncIterator, Dict, List, Mapping, Optional, Set, cast
@@ -72,6 +72,15 @@ def _dt_to_json(value: Optional[datetime]) -> Optional[str]:
return value.isoformat() if value is not None else None
def _created_at_key(session: GameSession) -> datetime:
"""Sort key for :meth:`GameStore.list_ongoing` (newest first).
Sessions without a creation timestamp sort last; the epoch sentinel is
timezone-aware so it never mixes with the stored UTC datetimes.
"""
return session.created_at or datetime.min.replace(tzinfo=timezone.utc)
def _dt_from_json(value: Any) -> Optional[datetime]:
if not value:
return None
@@ -137,6 +146,15 @@ class GameStore(ABC):
still retained for the final-board view do not.
"""
@abstractmethod
async def list_ongoing(self, limit: int = 20) -> List[GameSession]:
"""Return up to ``limit`` live games that have not finished yet.
Newest ``created_at`` first. Sessions whose key has expired are
skipped, and so are matches that are over but still retained for
the final-board view.
"""
@abstractmethod
def lock(self, game_id: str) -> AsyncContextManager[None]:
"""Async context manager serializing mutations of one game."""
@@ -241,6 +259,27 @@ class RedisGameStore(GameStore):
_, count = await pipe.execute()
return int(count)
async def list_ongoing(self, limit: int = 20) -> List[GameSession]:
await self._redis.zremrangebyscore(
ONGOING_GAMES_KEY, "-inf", time.time()
)
members = await self._redis.zrange(ONGOING_GAMES_KEY, 0, -1)
sessions: List[GameSession] = []
for member in members:
game_id = (
member.decode("utf-8") if isinstance(member, bytes) else str(member)
)
session = await self.load(game_id)
if session is None:
# The game key expired but the ongoing entry had not been
# pruned yet: skip it.
continue
if self._registry.require(session.game_type).is_finished(session):
continue
sessions.append(session)
sessions.sort(key=_created_at_key, reverse=True)
return sessions[:limit]
@contextlib.asynccontextmanager
async def subscribe(self, game_id: str) -> AsyncIterator[AsyncIterator[None]]:
pubsub = self._redis.pubsub()
@@ -352,6 +391,18 @@ class InMemoryGameStore(GameStore):
async def count_ongoing(self) -> int:
return len(self._ongoing)
async def list_ongoing(self, limit: int = 20) -> List[GameSession]:
sessions: List[GameSession] = []
for game_id in list(self._ongoing):
session = await self.load(game_id)
if session is None:
continue
if self._registry.require(session.game_type).is_finished(session):
continue
sessions.append(session)
sessions.sort(key=_created_at_key, reverse=True)
return sessions[:limit]
@contextlib.asynccontextmanager
async def subscribe(self, game_id: str) -> AsyncIterator[AsyncIterator[None]]:
queue: asyncio.Queue = asyncio.Queue()
@@ -36,9 +36,10 @@ Client -> server messages are JSON objects::
For scopone scientifico the game actions are ``play`` (with ``card``
and optionally ``capture``) and ``ack`` — see
:mod:`tavolo.scopone.plugin`. Because the whole message (minus
``action``) is handed to the engine as the payload, games define their
own fields freely.
:mod:`tavolo.scopone.plugin`; briscola uses ``play`` with just ``card``
plus ``ack`` — see :mod:`tavolo.briscola.plugin`. Because the whole
message (minus ``action``) is handed to the engine as the payload, games
define their own fields freely.
Mutations run under the per-game lock; after a successful action the new
session is saved and a change signal is published. Every connected
@@ -101,6 +102,9 @@ def _state_message(
"id": session.id,
"game_type": session.game_type,
"spectator": not seated,
# Free chairs; the lobby view needs it for games with other player
# counts than four.
"seats_open": max(0, engine.max_players - len(session.players)),
}
if seated:
# The join code is a credential: only players get it.
@@ -11,11 +11,17 @@ import unittest
from types import SimpleNamespace
from typing import Any
from kaya.oidc import OIDCConfig, OIDCProviders
from kaya.oidc import OIDCConfig, OIDCProviders, OIDCUser
from kaya.session import InMemorySessionStore, Session, SessionMixin
from helpers import async_test
from tavolo.platform.auth import current_user, get_ws_user, require_auth, session_user
from tavolo.platform.auth import (
current_user,
display_name,
get_ws_user,
require_auth,
session_user,
)
def _providers(*names: str) -> OIDCProviders:
@@ -87,6 +93,32 @@ class GetWsUserTest(unittest.TestCase):
self.assertIsNone(get_ws_user(SimpleNamespace()))
class DisplayNameTest(unittest.TestCase):
"""The claim priority used for the name shown at the table."""
def test_prefers_preferred_username_over_name(self) -> None:
user = OIDCUser(
{"sub": "alice", "preferred_username": "alice", "name": "Alice"}
)
self.assertEqual("alice", display_name(user))
def test_falls_back_to_name(self) -> None:
user = OIDCUser({"sub": "alice", "name": "Alice"})
self.assertEqual("Alice", display_name(user))
def test_falls_back_to_email(self) -> None:
user = OIDCUser({"sub": "alice", "email": "alice@example.com"})
self.assertEqual("alice@example.com", display_name(user))
def test_falls_back_to_sub(self) -> None:
user = OIDCUser({"sub": "alice"})
self.assertEqual("alice", display_name(user))
def test_ignores_empty_and_non_string_claims(self) -> None:
user = OIDCUser({"sub": "alice", "preferred_username": "", "name": 42})
self.assertEqual("alice", display_name(user))
class CurrentUserTest(unittest.TestCase):
def test_anonymous_session_has_no_user(self) -> None:
self.assertIsNone(current_user(_providers("default"), _ctx({})))
@@ -188,6 +188,63 @@ class GamesRouteTest(unittest.TestCase):
response = await client.get("/api/games/does-not-exist")
self.assertEqual(404, response.status_code)
@async_test
async def test_my_games_lists_only_my_ongoing_games(self) -> None:
app, platform, _ = make_platform()
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
anonymous = await client.get("/api/me/games")
self.assertEqual(401, anonymous.status_code)
with oidc_user(platform.oidc, "alice"):
mine = await client.post(
"/api/games", json={"options": {"target": 5}}
)
with oidc_user(platform.oidc, "bob"):
theirs = await client.post("/api/games", json={})
self.assertEqual(201, mine.status_code)
self.assertEqual(201, theirs.status_code)
with oidc_user(platform.oidc, "alice"):
listed = await client.get("/api/me/games")
self.assertEqual(200, listed.status_code)
results = listed.json()["results"]
self.assertEqual([mine.json()["id"]], [g["id"] for g in results])
entry = results[0]
self.assertEqual("dummy", entry["game_type"])
self.assertEqual("Dummy game", entry["game_name"])
self.assertTrue(entry["game_description"])
self.assertEqual("lobby", entry["phase"])
self.assertEqual(5, entry["target"])
self.assertEqual(1, entry["seats_open"])
self.assertEqual(0, entry["your_seat"])
self.assertNotIn("join_code", entry)
self.assertEqual("alice", entry["players"][0]["sub"])
# Bob's own game is the only one he sees; Alice's is not his.
with oidc_user(platform.oidc, "bob"):
bobs = await client.get("/api/me/games")
self.assertEqual(
[theirs.json()["id"]],
[g["id"] for g in bobs.json()["results"]],
)
# Once Bob joins Alice's game it appears for both, now in the
# playing phase.
with oidc_user(platform.oidc, "bob"):
await client.post(
"/api/games/join", json={"code": mine.json()["join_code"]}
)
with oidc_user(platform.oidc, "bob"):
bobs = await client.get("/api/me/games")
by_id = {g["id"]: g for g in bobs.json()["results"]}
self.assertEqual(
{mine.json()["id"], theirs.json()["id"]}, set(by_id)
)
self.assertEqual("playing", by_id[mine.json()["id"]]["phase"])
self.assertEqual(1, by_id[mine.json()["id"]]["your_seat"])
self.assertEqual(0, by_id[mine.json()["id"]]["seats_open"])
class GameTypesRouteTest(unittest.TestCase):
@async_test
@@ -4,6 +4,7 @@ from __future__ import annotations
import asyncio
import time
import unittest
from datetime import datetime, timezone
from typing import Any, Optional, cast
from tavolo.platform import GameSession, Seat
@@ -48,7 +49,7 @@ class _FakePipeline:
return False
def set(self, key: str, value: str, ex: object = None) -> None:
self._ops.append(("set", key))
self._ops.append(("set", key, value))
def zadd(self, key: str, mapping: dict) -> None:
self._ops.append(("zadd", key, mapping))
@@ -88,6 +89,14 @@ class _FakeRedis:
async def zrem(self, key: str, member: str) -> int:
return cast(int, self.apply(("zrem", key, member)))
async def get(self, key: str) -> object:
return self.keys.get(key)
async def zremrangebyscore(
self, key: str, minimum: object, maximum: object
) -> int:
return cast(int, self.apply(("zremrangebyscore", key)))
async def zrange(
self,
name: str,
@@ -113,7 +122,7 @@ class _FakeRedis:
def apply(self, op: tuple) -> object:
name, *args = op
if name == "set":
self.keys[args[0]] = "payload"
self.keys[args[0]] = args[1]
return True
if name == "zadd":
self.zsets.setdefault(args[0], {}).update(args[1])
@@ -247,6 +256,28 @@ class InMemoryGameStoreTest(unittest.TestCase):
await store.save(other)
self.assertEqual(0, await store.count_ongoing())
@async_test
async def test_list_ongoing_newest_first_and_unfinished_only(self) -> None:
store = InMemoryGameStore(_registry())
old = _session("old", "CODE01")
old.created_at = datetime(2026, 1, 1, tzinfo=timezone.utc)
new = _session("new", "CODE02")
new.created_at = datetime(2026, 1, 2, tzinfo=timezone.utc)
await store.save(old)
await store.save(new)
self.assertEqual(
["new", "old"], [s.id for s in await store.list_ongoing()]
)
self.assertEqual(
["new"], [s.id for s in await store.list_ongoing(limit=1)]
)
# A finished match retained for the final board is not listed.
new.state["finished"] = True
await store.save(new)
self.assertEqual(["old"], [s.id for s in await store.list_ongoing()])
@async_test
async def test_deadline_queue(self) -> None:
store = InMemoryGameStore(_registry())
@@ -311,6 +342,33 @@ class RedisGameStoreTest(unittest.TestCase):
self.assertEqual(1, await store.count_ongoing())
self.assertNotIn("stale", redis.zsets[ONGOING_GAMES_KEY])
@async_test
async def test_list_ongoing_loads_unfinished_sessions(self) -> None:
redis = _FakeRedis()
store = RedisGameStore(redis, _registry(), ttl_seconds=3600) # type: ignore[arg-type]
old = _session("old", "CODE01")
old.created_at = datetime(2026, 1, 1, tzinfo=timezone.utc)
new = _session("new", "CODE02")
new.created_at = datetime(2026, 1, 2, tzinfo=timezone.utc)
await store.save(old)
await store.save(new)
self.assertEqual(
["new", "old"], [s.id for s in await store.list_ongoing()]
)
self.assertEqual(
["new"], [s.id for s in await store.list_ongoing(limit=1)]
)
# A finished match retained for the final board is not listed.
new.state["finished"] = True
await store.save(new)
self.assertEqual(["old"], [s.id for s in await store.list_ongoing()])
# An ongoing entry whose game key expired is skipped.
redis.zsets[ONGOING_GAMES_KEY]["gone"] = time.time() + 100
self.assertEqual(["old"], [s.id for s in await store.list_ongoing()])
@async_test
async def test_due_deadlines_uses_zrange_byscore(self) -> None:
redis = _FakeRedis()
@@ -132,6 +132,33 @@ class WebSocketTest(unittest.TestCase):
self.assertEqual("state", update["type"])
self.assertEqual(1, update["game"]["plays"])
@async_test
async def test_state_reports_open_seats(self) -> None:
app, platform, _ = make_platform()
api_transport = ASGITransport(app=app)
async with AsyncClient(transport=api_transport, base_url="http://127.0.0.1") as client:
with oidc_user(platform.oidc, "alice"):
created = await client.post("/api/games", json={})
game_id = created.json()["id"]
code = created.json()["join_code"]
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 ws:
first = await ws.receive_json()
self.assertEqual(1, first["game"]["seats_open"])
# Once the second player joins the match starts and no seat is
# left open.
with oidc_user(platform.oidc, "bob"):
await client.post("/api/games/join", json={"code": code})
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 ws:
first = await ws.receive_json()
self.assertEqual(0, first["game"]["seats_open"])
@async_test
async def test_unknown_action_returns_error(self) -> None:
app, platform, _ = make_platform()
+5 -4
View File
@@ -4,10 +4,11 @@
#
# 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 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-app). All of their
# NOTE: the tavolo-platform, tavolo-scopone, 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-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
# OpenTelemetry dependencies) IS included, so OTEL_ENABLED works in the
+368
View File
@@ -0,0 +1,368 @@
"""Briscola integration tests: lobby, websocket play, timeouts and summaries.
The per-package suites cover the rules and the engine contract; these
tests wire both briscola 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.briscola.state import (
PHASE_HAND_END,
PHASE_PLAYING,
BriscolaState,
Card,
PlayerState,
)
from tavolo.platform import GameSession, Seat
from tests.helpers import async_test, make_user, oidc_user, ws_users
class BriscolaRoutesTest(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": "briscola", "options": {"target_score": 101}},
)
self.assertEqual(201, created.status_code)
body = created.json()
self.assertEqual("briscola", body["game_type"])
self.assertEqual("lobby", body["phase"])
self.assertEqual(1, body["seats_open"])
self.assertEqual(101, body["target_score"])
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(1, state["turn"])
self.assertEqual(33, state["stock_count"])
self.assertTrue(state["briscola_suit"])
self.assertIsNotNone(state["briscola_card"])
# 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": "briscola_a_quattro"}
)
self.assertEqual(201, created.status_code)
body = created.json()
self.assertEqual("briscola_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(40 - 12 - 1, state["stock_count"])
@async_test
async def test_preview_shows_briscola_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": "briscola", "options": {"target_score": 101}},
)
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("briscola", body["game_type"])
self.assertEqual("Briscola", body["game_name"])
self.assertTrue(body["game_description"])
self.assertEqual(101, body["target_score"])
self.assertEqual(1, body["seats_open"])
@async_test
async def test_create_rejects_bad_target_score(self) -> None:
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
for bad in (60, 121, "sixtyone", True):
with oidc_user("alice"):
response = await client.post(
"/api/games",
json={"game_type": "briscola", "options": {"target_score": bad}},
)
self.assertEqual(400, response.status_code, bad)
class BriscolaWebSocketTest(unittest.TestCase):
async def _started_two_player(self, client: AsyncClient) -> dict:
with oidc_user("alice"):
created = await client.post("/api/games", json={"game_type": "briscola"})
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_moves_resolve_the_trick(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"]
bob_card = state["players"][1]["hand"][0]
with oidc_user("alice"):
alice_view = await client.get(f"/api/games/{game_id}")
alice_card = alice_view.json()["players"][0]["hand"][0]
ws_transport = ASGIWebSocketTransport(app=app)
async with AsyncClient(transport=ws_transport, base_url="http://testserver") as ws_client:
with ws_users([make_user("bob"), make_user("alice")]):
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"])
self.assertEqual(1, first["game"]["turn"])
self.assertTrue(first["game"].get("your_turn"))
async with aconnect_ws(f"/ws/games/{game_id}", ws_client) as alice_ws:
await alice_ws.receive_json()
await bob_ws.send_json(
{"action": "play", "card": bob_card}
)
bob_update = await bob_ws.receive_json()
alice_update = await alice_ws.receive_json()
for update in (bob_update, alice_update):
self.assertEqual("state", update["type"])
self.assertEqual(0, update["game"]["turn"])
self.assertEqual(
[{"seat": 1, "card": bob_card}],
update["game"]["trick"],
)
await alice_ws.send_json(
{"action": "play", "card": alice_card}
)
bob_update = await bob_ws.receive_json()
alice_update = await alice_ws.receive_json()
for update in (bob_update, alice_update):
self.assertEqual([], update["game"]["trick"])
last = update["game"]["last_trick"]
self.assertIsNotNone(last)
self.assertIn(last["winner"], (0, 1))
self.assertEqual(2, len(last["cards"]))
self.assertEqual(last["winner"], update["game"]["turn"])
@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"])
class BriscolaTurnTimeoutTest(unittest.TestCase):
@async_test
async def test_turn_timeout_auto_plays_a_card(self) -> None:
engine = platform.registry.require("briscola")
session = GameSession(
id="briscola-turn-timeout-1",
game_type=engine.id,
join_code="BT0001",
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_trick"] is not None
):
break
self.assertIsNotNone(update)
assert update is not None
# Both absent players were auto-played; the trick
# resolved and the winner leads with a full hand.
self.assertIn(update["game"]["last_trick"]["winner"], (0, 1))
self.assertEqual([], update["game"]["trick"])
for participant in update["game"]["players"]:
self.assertEqual(3, participant["cards_left"])
async def _seed_hand_end_state() -> str:
"""Seed a game where a single trick ends the deal with target 120 so
the match continues to the summary."""
engine = platform.registry.require("briscola")
session = GameSession(
id="briscola-hand-end-1",
game_type=engine.id,
join_code="BH0001",
creator_sub="alice",
players=[
Seat(user_sub="alice", display_name="Alice", team="A"),
Seat(user_sub="bob", display_name="Bob", team="B"),
],
)
session.state = BriscolaState(
player_count=2,
target_score=120,
phase=PHASE_PLAYING,
dealer=0,
turn=0,
briscola_suit="S",
players=[
PlayerState(
sub="alice", name="Alice", seat=0,
hand=[Card.parse("02D")], captured=[Card.parse("01C")],
),
PlayerState(
sub="bob", name="Bob", seat=1,
hand=[Card.parse("05D")], captured=[Card.parse("10C")],
),
],
hand_ack_timeout=30,
)
await game_store.save(session)
return session.id
class BriscolaHandEndTest(unittest.TestCase):
@async_test
async def test_deal_end_ack_flow(self) -> None:
game_id = await _seed_hand_end_state()
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/{game_id}", ws_client)
)
for _ in range(2)
]
for ws in sockets:
await ws.receive_json() # initial state
# Alice leads, Bob takes the trick: the deal ends.
await sockets[0].send_json(
{"action": "play", "card": "02D"}
)
for ws in sockets:
await ws.receive_json()
await sockets[1].send_json(
{"action": "play", "card": "05D"}
)
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"])
deal = summary["game"]["last_deal"]
self.assertEqual({"A": 11, "B": 4}, deal["points"])
self.assertEqual({"A": 11, "B": 4}, deal["totals"])
self.assertFalse(deal["patta"])
# Both acknowledge; the second ack deals the next deal.
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"])
if __name__ == "__main__":
unittest.main()
+390
View File
@@ -0,0 +1,390 @@
"""Briscola chiamata integration tests: lobby, auction, websocket play, timeouts.
The per-package suite covers the rules and the engine contract; these
tests wire the game through the full platform stack (REST, WebSocket,
deadline scheduler).
"""
from __future__ import annotations
import asyncio
import unittest
from datetime import datetime, timedelta, timezone
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.briscola.chiamata import (
PHASE_AUCTION,
PHASE_CALLING,
PHASE_PLAYING,
Auction,
Bid,
)
from tavolo.platform import GameSession, Seat
from tests.helpers import async_test, make_user, oidc_user, ws_users
PLAYERS = ("alice", "bob", "carol", "dave", "erin")
async def _create_and_join(client: AsyncClient) -> dict:
"""Create a chiamata game and seat all five players; return the view."""
with oidc_user(PLAYERS[0]):
created = await client.post("/api/games", json={"game_type": "briscola_chiamata"})
assert created.status_code == 201, created.text
code = created.json()["join_code"]
body = created.json()
for player in PLAYERS[1:]:
with oidc_user(player):
joined = await client.post("/api/games/join", json={"code": code})
assert joined.status_code == 200, joined.text
body = joined.json()
return body
class ChiamataRoutesTest(unittest.TestCase):
@async_test
async def test_create_and_seat_five_players(self) -> None:
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
with oidc_user(PLAYERS[0]):
created = await client.post(
"/api/games", json={"game_type": "briscola_chiamata"}
)
self.assertEqual(201, created.status_code)
body = created.json()
self.assertEqual("briscola_chiamata", body["game_type"])
self.assertEqual("lobby", body["phase"])
self.assertEqual(4, body["seats_open"])
self.assertIsNone(body["players"][0]["team"])
code = body["join_code"]
for player in PLAYERS[1:4]:
with oidc_user(player):
joined = await client.post("/api/games/join", json={"code": code})
self.assertEqual("lobby", joined.json()["phase"])
self.assertEqual(
4 - (PLAYERS.index(player)), joined.json()["seats_open"]
)
with oidc_user(PLAYERS[4]):
started = await client.post("/api/games/join", json={"code": code})
state = started.json()
self.assertEqual(PHASE_AUCTION, state["phase"])
self.assertEqual(0, state["seats_open"])
self.assertEqual(5, len(state["players"]))
for seat in state["players"]:
# Roles are hidden until the called card is played.
self.assertEqual("", seat["team"])
self.assertEqual(8, seat["cards_left"])
# The auction opens with the player after the dealer (seat 0).
self.assertEqual(1, state["auction"]["turn"])
self.assertEqual([0, 1, 2, 3], state["auction"]["active"][0:4])
self.assertIsNone(state["auction"]["current"])
self.assertIsNotNone(state["auction_deadline"])
# The last joiner's personalized view carries their own hand.
self.assertIn("hand", state["players"][4])
self.assertEqual(8, len(state["players"][4]["hand"]))
self.assertNotIn("hand", state["players"][0])
# There is no stock in this variant.
self.assertNotIn("stock_count", state)
# A non-player watches without hands or the join code.
with oidc_user("mallory"):
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 seat in spectator["players"]:
self.assertNotIn("hand", seat)
@async_test
async def test_preview_lists_chiamata(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": "briscola_chiamata"}
)
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("briscola_chiamata", body["game_type"])
self.assertEqual("Briscola chiamata", body["game_name"])
self.assertTrue(body["game_description"])
self.assertEqual("lobby", body["phase"])
self.assertEqual(4, body["seats_open"])
class ChiamataWebSocketTest(unittest.TestCase):
@async_test
async def test_auction_call_and_play_over_the_socket(self) -> None:
api_transport = ASGITransport(app=app)
async with AsyncClient(transport=api_transport, base_url="http://127.0.0.1") as client:
state = await _create_and_join(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"), make_user("alice")]):
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"])
self.assertEqual(PHASE_AUCTION, first["game"]["phase"])
self.assertTrue(first["game"].get("your_turn"))
self.assertIn("legal_bids", first["game"])
async with aconnect_ws(f"/ws/games/{game_id}", ws_client) as alice_ws:
await alice_ws.receive_json()
# Bob (seat 1) opens the bidding with the two.
await bob_ws.send_json({"action": "bid", "rank": 2})
update = await bob_ws.receive_json()
self.assertEqual("state", update["type"])
current = update["game"]["auction"]["current"]
self.assertEqual(
{"seat": 1, "rank": 2, "points": 61}, current
)
self.assertEqual(2, update["game"]["auction"]["turn"])
# Alice receives the broadcast of Bob's bid.
broadcast = await alice_ws.receive_json()
self.assertEqual("state", broadcast["type"])
# Alice (seat 0) is not on turn: her bid is an error.
await alice_ws.send_json({"action": "bid", "rank": 3})
error = await alice_ws.receive_json()
self.assertEqual("error", error["type"])
# The remaining players pass; Bob wins the auction and is
# asked to name the card.
engine = platform.registry.require("briscola_chiamata")
session = await game_store.load(game_id)
assert session is not None
for sub in ("carol", "dave", "erin", "alice"):
engine.handle_action(session, sub, "pass", {})
await game_store.save(session)
self.assertEqual(PHASE_CALLING, session.state.phase)
self.assertEqual(1, session.state.caller)
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 ws:
first = await ws.receive_json()
self.assertEqual(PHASE_CALLING, first["game"]["phase"])
self.assertTrue(first["game"].get("your_turn"))
self.assertEqual(
["02D", "02C", "02S", "02B"],
first["game"]["callable_cards"],
)
await ws.send_json(
{"action": "call", "card": "02D"}
)
update = await ws.receive_json()
self.assertEqual(PHASE_PLAYING, update["game"]["phase"])
self.assertEqual("D", update["game"]["briscola_suit"])
self.assertEqual("02D", update["game"]["called_card"])
self.assertEqual(1, update["game"]["turn"])
# Bob is first to play (player after the dealer).
bob = next(
p for p in update["game"]["players"] if p["seat"] == 1
)
card = bob["hand"][0]
await ws.send_json({"action": "play", "card": card})
update = await ws.receive_json()
self.assertEqual(
[{"seat": 1, "card": card}], update["game"]["trick"]
)
@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 _create_and_join(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 seat in first["game"]["players"]:
self.assertNotIn("hand", seat)
await ws.send_json({"action": "bid", "rank": 1})
error = await ws.receive_json()
self.assertEqual("forbidden", error["code"])
class ChiamataTimeoutTest(unittest.TestCase):
async def _seed(self, game_id: str, join_code: str, state_mutator) -> str:
from tavolo.briscola import chiamata as rules
session = GameSession(
id=game_id,
game_type="briscola_chiamata",
join_code=join_code,
creator_sub=PLAYERS[0],
players=[
Seat(user_sub=name, display_name=name.capitalize())
for name in PLAYERS
],
)
session.state = rules.create_game(PLAYERS[0], "Alice", turn_timeout=1)
for name in PLAYERS[1:]:
rules.join_game(session.state, name, name.capitalize())
state_mutator(session.state)
await game_store.save(session)
return session.id
@async_test
async def test_auction_timeout_auto_passes(self) -> None:
game_id = await self._seed(
"chiamata-auction-timeout-1", "CH0001", lambda state: None
)
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 ws:
first = await ws.receive_json()
self.assertEqual(PHASE_AUCTION, first["game"]["phase"])
self.assertIsNotNone(first["game"]["auction_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 1 in update["game"]["auction"]["passed"]
):
break
self.assertIsNotNone(update)
assert update is not None
# The absent seat 1 passed: nobody bid and the turn
# moved to seat 2.
auction = update["game"]["auction"]
self.assertIn(1, auction["passed"])
self.assertIsNone(auction["current"])
self.assertEqual(2, auction["turn"])
@async_test
async def test_forced_last_bidder_auto_bids_the_ace(self) -> None:
def seed(state) -> None:
state.phase = PHASE_AUCTION
state.auction = Auction(
turn=0, active=[0], passed=[1, 2, 3, 4], current=None
)
state.turn = 0
state.auction_deadline = (
datetime.now(timezone.utc) + timedelta(seconds=1)
).isoformat()
state.call_deadline = None
game_id = await self._seed("chiamata-forced-ace-1", "CH0003", seed)
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 ws:
first = await ws.receive_json()
self.assertEqual(PHASE_AUCTION, first["game"]["phase"])
# The auction times out: seat 0 is forced to bid the
# ace; its call then times out too and a random ace
# suit is named.
played = None
for _ in range(20):
try:
played = await asyncio.wait_for(
ws.receive_json(), timeout=2
)
except asyncio.TimeoutError:
break
if (
played.get("type") == "state"
and played["game"]["phase"] == PHASE_PLAYING
):
break
self.assertIsNotNone(played)
assert played is not None
self.assertEqual(PHASE_PLAYING, played["game"]["phase"])
self.assertEqual(0, played["game"]["caller"])
card = played["game"]["called_card"]
self.assertIsNotNone(card)
self.assertTrue(card.startswith("01"))
@async_test
async def test_call_and_turn_timeouts(self) -> None:
def seed(state) -> None:
state.phase = PHASE_CALLING
state.auction = Auction(
turn=1,
active=[1],
passed=[0, 2, 3, 4],
current=Bid(seat=1, rank=2, points=61),
)
state.caller = 1
state.turn = 1
state.auction_deadline = None
state.call_deadline = (
datetime.now(timezone.utc) + timedelta(seconds=1)
).isoformat()
game_id = await self._seed(
"chiamata-call-timeout-1", "CH0002", seed
)
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 ws:
first = await ws.receive_json()
self.assertEqual(PHASE_CALLING, first["game"]["phase"])
called = None
for _ in range(20):
try:
called = await asyncio.wait_for(
ws.receive_json(), timeout=2
)
except asyncio.TimeoutError:
break
if (
called.get("type") == "state"
and called["game"]["phase"] == PHASE_PLAYING
):
break
self.assertIsNotNone(called)
assert called is not None
self.assertEqual(PHASE_PLAYING, called["game"]["phase"])
card = called["game"]["called_card"]
self.assertIsNotNone(card)
self.assertTrue(card.startswith("02"))
played = None
for _ in range(20):
try:
played = await asyncio.wait_for(
ws.receive_json(), timeout=2
)
except asyncio.TimeoutError:
break
if (
played.get("type") == "state"
and len(played["game"]["trick"]) == 1
):
break
self.assertIsNotNone(played)
assert played is not None
# Seat 1 was on turn and was auto-played for.
self.assertEqual(1, played["game"]["trick"][0]["seat"])
if __name__ == "__main__":
unittest.main()
+84 -11
View File
@@ -1,4 +1,4 @@
"""Game lobby route tests via kaya's ASGI transport (scopone game)."""
"""Game lobby route tests via kaya's ASGI transport (all registered games)."""
from __future__ import annotations
import unittest
@@ -236,6 +236,52 @@ class GamesRouteTest(unittest.TestCase):
self.assertEqual(400, text.status_code)
self.assertEqual(400, huge.status_code)
@async_test
async def test_my_games_lists_my_ongoing_games(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": "briscola"}
)
game_id = created.json()["id"]
with oidc_user("alice"):
listed = await client.get("/api/me/games")
self.assertEqual(200, listed.status_code)
# The app suite shares one in-memory store, so other tests'
# games may be listed too: pick ours by id.
by_id = {g["id"]: g for g in listed.json()["results"]}
self.assertIn(game_id, by_id)
entry = by_id[game_id]
self.assertEqual("briscola", entry["game_type"])
self.assertEqual("Briscola", entry["game_name"])
self.assertTrue(entry["game_description"])
self.assertEqual("lobby", entry["phase"])
self.assertEqual(1, entry["seats_open"])
self.assertEqual(0, entry["your_seat"])
self.assertNotIn("join_code", entry)
# A logged-in non-player does not see the game.
with oidc_user("mallory"):
others = await client.get("/api/me/games")
self.assertNotIn(
game_id, [g["id"] for g in others.json()["results"]]
)
# Once the match starts it stays listed, for both players.
code = created.json()["join_code"]
with oidc_user("bob"):
await client.post("/api/games/join", json={"code": code})
with oidc_user("bob"):
started = await client.get("/api/me/games")
bob_entry = next(
g for g in started.json()["results"] if g["id"] == game_id
)
self.assertEqual("playing", bob_entry["phase"])
self.assertEqual(1, bob_entry["your_seat"])
self.assertEqual(0, bob_entry["seats_open"])
@async_test
async def test_get_unknown_game(self) -> None:
transport = ASGITransport(app=app)
@@ -253,16 +299,43 @@ class GameTypesRouteTest(unittest.TestCase):
response = await client.get("/api/game-types")
self.assertEqual(200, response.status_code)
results = response.json()["results"]
self.assertEqual(["scopone_scientifico"], [g["id"] for g in results])
self.assertEqual("Scopone scientifico", results[0]["name"])
self.assertTrue(results[0]["description"])
self.assertEqual(4, results[0]["min_players"])
self.assertEqual(4, results[0]["max_players"])
self.assertIn("target_score", results[0]["options_schema"]["properties"])
self.assertIn("napola", results[0]["options_schema"]["properties"])
self.assertIn(
"asso_pigliatutto", results[0]["options_schema"]["properties"]
self.assertEqual(
[
"scopone_scientifico",
"briscola",
"briscola_a_quattro",
"briscola_chiamata",
],
[g["id"] for g in results],
)
scopone = results[0]
self.assertEqual("Scopone scientifico", scopone["name"])
self.assertTrue(scopone["description"])
self.assertEqual(4, scopone["min_players"])
self.assertEqual(4, scopone["max_players"])
self.assertIn("target_score", scopone["options_schema"]["properties"])
self.assertIn("napola", scopone["options_schema"]["properties"])
self.assertIn(
"asso_pigliatutto", scopone["options_schema"]["properties"]
)
briscola = results[1]
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]
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]
self.assertEqual("Briscola chiamata", chiamata["name"])
self.assertTrue(chiamata["description"])
self.assertEqual(5, chiamata["min_players"])
self.assertEqual(5, chiamata["max_players"])
self.assertEqual({}, chiamata["options_schema"])
@async_test
async def test_create_defaults_game_type(self) -> None:
@@ -294,7 +367,7 @@ class GameTypesRouteTest(unittest.TestCase):
transport = ASGITransport(app=app)
async with AsyncClient(transport=transport, base_url="http://127.0.0.1") as client:
with oidc_user("alice"):
unknown = await client.post("/api/games", json={"game_type": "briscola"})
unknown = await client.post("/api/games", json={"game_type": "tresette"})
non_string = await client.post("/api/games", json={"game_type": 42})
self.assertEqual(400, unknown.status_code)
self.assertEqual(400, non_string.status_code)
+182
View File
@@ -12,8 +12,11 @@ import unittest
from httpx import ASGITransport, AsyncClient
from tavolo.app import app, platform, tortoise_mixin
from tavolo.briscola.chiamata import PHASE_AUCTION, PHASE_CALLING
from tavolo.briscola.state import Card
from tavolo.platform import GameSession, Seat
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.scopone import engine as rules
@@ -136,5 +139,184 @@ class ScoponeStatsTest(unittest.TestCase):
self.assertTrue(all(r["matches"] == 1 for r in by_sub.values()))
async def _finished_briscola_session() -> GameSession:
engine = platform.registry.require("briscola")
session = GameSession(
id="stats-briscola-1",
game_type=engine.id,
join_code="BS0001",
creator_sub="alice",
players=[Seat(user_sub="alice", display_name="Alice")],
)
engine.create(session, {})
engine.join(session, "bob", "Bob")
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)
engine.handle_action(
session, player.sub, "play", {"card": player.hand[0].code}
)
moves += 1
assert engine.is_finished(session)
return session
class BriscolaStatsTest(unittest.TestCase):
@async_test
async def test_finished_briscola_match_persisted_with_summary(self) -> None:
await tortoise_mixin._bind()
ctx = tortoise_mixin._ctx
assert ctx is not None
engine = platform.registry.require("briscola")
session = await _finished_briscola_session()
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("briscola", match.game_type)
summary = match.result
self.assertIn("team_a_score", summary)
self.assertIn("team_b_score", summary)
self.assertIn("winner_team", summary)
self.assertIn("target_score", summary)
self.assertIn("deals_played", summary)
self.assertIn("deal_scores", summary)
winner_team = summary["winner_team"]
players = {p.user_sub: p for p in await MatchPlayer.all()}
for row in players.values():
if row.won:
self.assertEqual(winner_team, row.team)
else:
self.assertNotEqual(winner_team, row.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(2, len(ratings))
self.assertEqual(
{INITIAL_RATING + 16, INITIAL_RATING - 16}, set(ratings.values())
)
@async_test
async def test_history_exposes_briscola_result(self) -> None:
await tortoise_mixin._bind()
ctx = tortoise_mixin._ctx
assert ctx is not None
engine = platform.registry.require("briscola")
session = await _finished_briscola_session()
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("briscola", results[0]["game_type"])
self.assertIn("team_a_score", results[0]["result"])
self.assertEqual(2, len(results[0]["players"]))
async def _finished_chiamata_session() -> GameSession:
engine = platform.registry.require("briscola_chiamata")
session = GameSession(
id="stats-chiamata-1",
game_type=engine.id,
join_code="BC0001",
creator_sub="alice",
players=[
Seat(user_sub=name, display_name=name.capitalize())
for name in ("alice", "bob", "carol", "dave", "erin")
],
)
engine.create(session, {})
for name in ("bob", "carol", "dave", "erin"):
engine.join(session, name, name.capitalize())
moves = 0
while not engine.is_finished(session) and moves < 200000:
state = session.state
if state.phase == PHASE_AUCTION:
player = next(p for p in state.players if p.seat == state.turn)
try:
engine.handle_action(session, player.sub, "pass", {})
except IllegalMove:
engine.handle_action(session, player.sub, "bid", {"rank": 2})
elif state.phase == PHASE_CALLING:
assert state.auction is not None and state.auction.current is not None
caller = next(p for p in state.players if p.seat == state.caller)
card = Card(rank=state.auction.current.rank, suit="D")
engine.handle_action(session, caller.sub, "call", {"card": card.code})
else:
player = next(p for p in state.players if p.seat == state.turn)
engine.handle_action(
session, player.sub, "play", {"card": player.hand[0].code}
)
moves += 1
assert engine.is_finished(session)
return session
class ChiamataStatsTest(unittest.TestCase):
@async_test
async def test_finished_chiamata_match_persisted_with_summary(self) -> None:
await tortoise_mixin._bind()
ctx = tortoise_mixin._ctx
assert ctx is not None
engine = platform.registry.require("briscola_chiamata")
session = await _finished_chiamata_session()
with ctx:
await save_match_result(session, engine)
self.assertEqual(1, await Match.all().count())
self.assertEqual(5, await MatchPlayer.all().count())
match = await Match.all().first()
assert match is not None
self.assertEqual("briscola_chiamata", match.game_type)
summary = match.result
for key in (
"team_a_score",
"team_b_score",
"winner_team",
"declared_target",
"called_card",
"caller",
"solo",
"deals_played",
"deal_scores",
):
self.assertIn(key, summary)
self.assertIn(summary["winner_team"], ("Chiamante", "Difensori"))
players = await MatchPlayer.all()
roles = {p.team for p in players}
self.assertTrue(roles.issubset({"Chiamante", "Socio", "Difensori"}))
# Roles match the sides: exactly one caller, the rest defenders
# plus at most one partner.
self.assertEqual(1, sum(1 for p in players if p.team == "Chiamante"))
winner_team = summary["winner_team"]
for row in players:
on_caller_side = row.team in ("Chiamante", "Socio")
self.assertEqual(row.won, on_caller_side == (winner_team == "Chiamante"))
# Mean-team Elo: 2v3 or 1v4 moves every winner by +16.
ratings = {r.user_sub: r.rating for r in await PlayerRating.all()}
self.assertEqual(5, len(ratings))
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},
)
if __name__ == "__main__":
unittest.main()
+1 -1
View File
@@ -13,7 +13,7 @@ serde_json = "1"
wasm-bindgen = "0.2"
wasm-bindgen-futures = "0.4"
futures = "0.3"
web-sys = { version = "0.3", features = ["Window", "Location", "Clipboard", "Navigator", "console"] }
web-sys = { version = "0.3", features = ["Window", "Location", "Clipboard", "Navigator", "console", "Storage"] }
js-sys = "0.3"
gloo-timers = "0.3"
console_error_panic_hook = "0.1"
+11
View File
@@ -0,0 +1,11 @@
<svg xmlns="http://www.w3.org/2000/svg" width="240" height="240" viewBox="0 0 240 240">
<!-- Seamless felt grain: fractal noise mapped to semi-transparent black
speckles, tiled as a CSS background over the green table gradient.
stitchTiles + a filter region equal to the tile keep the seams
invisible. -->
<filter id="felt" x="0" y="0" width="100%" height="100%" color-interpolation-filters="sRGB">
<feTurbulence type="fractalNoise" baseFrequency="0.8" numOctaves="4" stitchTiles="stitch" result="noise"/>
<feColorMatrix in="noise" type="matrix" values="0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0.3 0.3 0.3 0 -0.3"/>
</filter>
<rect width="240" height="240" filter="url(#felt)"/>
</svg>

After

Width:  |  Height:  |  Size: 716 B

+47 -24
View File
@@ -1,13 +1,32 @@
//! REST client for the tavolo backend. Same-origin requests carry the
//! session cookie automatically.
use crate::auth;
use crate::model::*;
use gloo_net::http::Request;
use gloo_net::http::{Request, Response};
fn server_error(status: u16) -> String {
format!("server returned {status}")
}
/// Map a failed response to an error. A `401` additionally starts the
/// login flow: the session is gone (or the caller was never logged in),
/// and the user is returned to this page after logging in.
fn check(resp: &Response) -> Result<(), String> {
if resp.status() == 401 {
auth::redirect_to_login();
return Err("login required".to_string());
}
if !resp.ok() {
return Err(server_error(resp.status()));
}
Ok(())
}
/// Fetch the current user; `None` when unauthenticated (401).
///
/// Deliberately bypasses [`check`]: an unauthenticated answer is how the
/// app renders its logged-out state, so it must not trigger the login
/// redirect.
pub async fn me() -> Result<Option<User>, String> {
let resp = Request::get("/api/me")
.send()
@@ -28,9 +47,7 @@ pub async fn auth_providers() -> Result<Vec<AuthProvider>, String> {
.send()
.await
.map_err(|e| e.to_string())?;
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
let page: AuthProvidersPage = resp.json().await.map_err(|e| e.to_string())?;
Ok(page.providers)
}
@@ -41,9 +58,7 @@ pub async fn game_types() -> Result<Vec<GameTypeInfo>, String> {
.send()
.await
.map_err(|e| e.to_string())?;
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
let page: GameTypesPage = resp.json().await.map_err(|e| e.to_string())?;
Ok(page.results)
}
@@ -58,9 +73,7 @@ pub async fn create_game(game_type: &str, options: serde_json::Value) -> Result<
.send()
.await
.map_err(|e| e.to_string())?;
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
resp.json().await.map_err(|e| e.to_string())
}
@@ -71,6 +84,10 @@ pub async fn join_game(code: &str) -> Result<GameView, String> {
.send()
.await
.map_err(|e| e.to_string())?;
if resp.status() == 401 {
auth::redirect_to_login();
return Err("login required".to_string());
}
if !resp.ok() {
let body: serde_json::Value = resp.json().await.unwrap_or_default();
let message = body
@@ -94,9 +111,7 @@ pub async fn join_preview(code: &str) -> Result<Option<JoinPreview>, String> {
if resp.status() == 404 {
return Ok(None);
}
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
resp.json().await.map(Some).map_err(|e| e.to_string())
}
@@ -128,15 +143,25 @@ pub async fn probe_game(game_id: &str) -> GameEntry {
}
}
/// Fetch the live games the caller is seated in, for the lobby's
/// "Continue" list.
pub async fn my_games() -> Result<Vec<MyGame>, String> {
let resp = Request::get("/api/me/games")
.send()
.await
.map_err(|e| e.to_string())?;
check(&resp)?;
let page: MyGamesPage = resp.json().await.map_err(|e| e.to_string())?;
Ok(page.results)
}
pub async fn my_matches(cursor: Option<&str>) -> Result<MatchesPage, String> {
let url = match cursor {
Some(c) => format!("/api/me/matches?limit=10&cursor={c}"),
None => "/api/me/matches?limit=10".to_string(),
};
let resp = Request::get(&url).send().await.map_err(|e| e.to_string())?;
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
resp.json().await.map_err(|e| e.to_string())
}
@@ -146,19 +171,17 @@ pub async fn my_ratings() -> Result<RatingsPage, String> {
.send()
.await
.map_err(|e| e.to_string())?;
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
resp.json().await.map_err(|e| e.to_string())
}
pub async fn leaderboard() -> Result<LeaderboardPage, String> {
let resp = Request::get("/api/leaderboard")
/// Fetch the leaderboard for one game type: Elo, wins, matches and points
/// are all scoped to that game.
pub async fn leaderboard(game_type: &str) -> Result<LeaderboardPage, String> {
let resp = Request::get(&format!("/api/leaderboard?game_type={game_type}"))
.send()
.await
.map_err(|e| e.to_string())?;
if !resp.ok() {
return Err(server_error(resp.status()));
}
check(&resp)?;
resp.json().await.map_err(|e| e.to_string())
}
+74
View File
@@ -0,0 +1,74 @@
//! Client-side login redirect handling.
//!
//! The OIDC callback always returns the browser to the configured
//! post-login redirect (usually `/`), and the backend's login flow has no
//! per-request `next` support. So when the API answers `401`, the page the
//! user is on is saved in `sessionStorage` and restored once a session
//! exists again.
use sycamore_router::navigate_replace;
/// `sessionStorage` key holding the page to return to after login.
const RETURN_TO_KEY: &str = "tavolo.login.return_to";
fn session_storage() -> Option<web_sys::Storage> {
web_sys::window()?.session_storage().ok().flatten()
}
/// The current page (path plus query), the URL to come back to after
/// login.
pub fn current_path() -> String {
let Some(location) = web_sys::window().map(|w| w.location()) else {
return String::new();
};
format!(
"{}{}",
location.pathname().unwrap_or_default(),
location.search().unwrap_or_default()
)
}
/// Whether a path is a page worth returning to: not the login flow
/// itself, and not an absolute/protocol-relative URL.
fn is_restorable(path: &str) -> bool {
path.starts_with('/')
&& !path.starts_with("//")
&& !path.starts_with("/auth/")
&& !path.starts_with("/api/")
&& path != "/login"
}
/// Handle an expired session: remember the current page and go to the
/// login page.
///
/// The navigation is deferred to a timer so the caller can finish handling
/// the failed response (e.g. set an error) before its page is unmounted.
pub fn redirect_to_login() {
let path = current_path();
if is_restorable(&path) {
if let Some(storage) = session_storage() {
let _ = storage.set_item(RETURN_TO_KEY, &path);
}
}
gloo_timers::callback::Timeout::new(0, move || {
// Several in-flight requests may fail at once; only the first
// takes us to the login page.
if current_path() != "/login" {
navigate_replace("/login");
}
})
.forget();
}
/// The page saved by [`redirect_to_login`], if any.
pub fn saved_return_to() -> Option<String> {
let storage = session_storage()?;
let path = storage.get_item(RETURN_TO_KEY).ok().flatten()?;
is_restorable(&path).then_some(path)
}
/// Drop the saved page, e.g. after it has been restored.
pub fn clear_return_to() {
if let Some(storage) = session_storage() {
let _ = storage.remove_item(RETURN_TO_KEY);
}
}
+232
View File
@@ -0,0 +1,232 @@
//! The briscola deal-end summary screen.
//!
//! Shown when a deal finishes but the match continues: the points won in
//! the deal just played, the running totals toward the target and the
//! acknowledgement button (the server deals on when everyone is ready, or
//! after the hand-end timeout).
use sycamore::prelude::*;
use crate::components::card::{card_back, card_img};
use crate::model::{card_label, is_chiamata, is_individual_game, DealSummary, GameView};
use crate::ws::GameSocket;
/// Names of the two sides: the caller and partner for briscola chiamata,
/// the players' names for games without partnerships (classic two-player
/// briscola), "Team A"/"Team B" otherwise.
fn side_names(game: &GameView) -> (String, String) {
if is_chiamata(&game.game_type) {
game.chiamata_sides()
} else 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())
}
}
/// One explanatory row: icon, title, plain-language sentence, points chip.
fn summary_row(
icon: View,
title: &'static str,
text: String,
cls: &'static str,
chip: String,
) -> View {
view! {
div(class=cls) {
div(class="score-icon") { (icon) }
div(class="score-body") {
div(class="score-title") { (title) }
div(class="score-text") { (text) }
}
div(class="score-points") { (chip) }
}
}
}
/// The scoring rows of one completed deal (also used by the final screen).
pub fn deal_rows(game: &GameView, summary: &DealSummary) -> View {
let a = summary.points.a;
let b = summary.points.b;
let (name_a, name_b) = side_names(game);
let cls = if summary.patta {
"score-row tie"
} else if a > b {
"score-row team-a"
} else {
"score-row team-b"
};
let chip = if summary.patta {
"patta".to_string()
} else {
format!("+{a} · +{b}")
};
let patta_note = summary.patta.then(|| view! {
p(class="text-warning small mb-0") {
"60–60: patta — the deal is replayed and its points do not count."
}
});
let called_row = if is_chiamata(&game.game_type) {
game.called_card.clone().map(|code| {
let label = card_label(&code);
let text = if game.solo {
format!("{name_a} called {label} in hand and plays alone.")
} else {
format!("{label}: its holder is the secret partner; its suit is trump.")
};
summary_row(
card_img(code, "score-mini"),
"Chiamata",
text,
"score-row chiamata-row",
label,
)
})
} else {
None
};
let points_row = summary_row(
card_img("01D".to_string(), "score-mini"),
"Deal points",
format!("{name_a} {a} · {name_b} {b}"),
cls,
chip,
);
let cards = summary.cards.map(|c| {
summary_row(
card_back("score-mini"),
"Cards captured",
format!("{name_a} {} · {name_b} {}", c.a, c.b),
"score-row",
format!("{} · {}", c.a, c.b),
)
});
view! {
div(class="score-rows") {
(called_row)
(points_row)
(patta_note)
(cards)
}
}
}
/// Running totals with progress toward the target, including the points
/// gained in the deal just played (zero for a patta).
fn totals(game: &GameView, summary: &DealSummary) -> View {
// Briscola chiamata plays a single deal: there is no running total.
let Some(running) = summary.totals else {
return view! {};
};
let target = game.target_score.max(1);
let pct_a = (100 * running.a / target).min(100);
let pct_b = (100 * running.b / target).min(100);
let (gained_a, gained_b) = if summary.patta {
(0, 0)
} else {
(summary.points.a, summary.points.b)
};
let (name_a, name_b) = side_names(game);
view! {
div(class="totals") {
div(class="total-row team-a") {
span(class="total-label") { (name_a) }
div(class="progress") {
div(class="progress-fill", style=format!("width: {pct_a}%")) {}
}
span(class="total-value") {
(running.a) " / " (target)
span(class="gained") { "+" (gained_a) }
}
}
div(class="total-row team-b") {
span(class="total-label") { (name_b) }
div(class="progress") {
div(class="progress-fill", style=format!("width: {pct_b}%")) {}
}
span(class="total-value") {
(running.b) " / " (target)
span(class="gained") { "+" (gained_b) }
}
}
}
}
}
/// The full deal-end modal: points + totals + acknowledgement button.
pub fn deal_summary_modal(
game: GameView,
socket: Signal<Option<GameSocket>>,
now: Signal<f64>,
) -> View {
let Some(summary) = game.last_deal.clone() else {
return view! {};
};
let viewer_seat = game
.players
.iter()
.find(|p| p.hand.is_some())
.map(|p| p.seat);
let acked = game.acknowledged.clone();
let already_acked = viewer_seat.is_some_and(|s| acked.contains(&s));
let waiting: Vec<String> = game
.players
.iter()
.filter(|p| !acked.contains(&p.seat))
.map(|p| p.name.clone())
.collect();
let countdown = game.hand_end_deadline.as_ref().map(|deadline| {
// A dynamic closure so only the ticking number re-renders, not the
// whole modal (which would swap DOM nodes under the user's cursor).
let deadline_ms = js_sys::Date::parse(deadline);
view! {
p(class="text-secondary small") {
"Auto-continuing in "
(move || {
((deadline_ms - now.get_clone()) / 1000.0).ceil().max(0.0) as i32
})
"s"
}
}
});
let title = format!("Deal {} — results", summary.deal);
let rows = deal_rows(&game, &summary);
let totals_view = totals(&game, &summary);
let action = if game.spectator {
// Spectators cannot acknowledge; they just watch the summary.
view! {
p(class="text-secondary small mb-0") {
"Spectating — the next deal is dealt when every player is ready."
}
}
} else if already_acked {
let waiting_text = format!("Waiting for {}…", waiting.join(", "));
view! {
button(class="btn btn-warning", disabled=true) { (waiting_text) }
}
} else {
view! {
button(class="btn btn-warning", on:click=move |_| {
if let Some(s) = socket.get_clone() {
s.ack();
}
}) { "Understood, next deal" }
}
};
view! {
div(class="overlay") {
div(class="picker summary-panel") {
h2 { (title) }
(rows)
(totals_view)
div(class="summary-actions") { (action) }
(countdown)
}
}
}
}
+70
View File
@@ -0,0 +1,70 @@
//! Login card, shared by the lobby's logged-out state and the `/login`
//! page.
use sycamore::prelude::*;
use crate::model::AuthProvider;
/// Human-readable label for a provider name ("google" -> "Google").
fn provider_label(name: &str) -> String {
let mut chars = name.chars();
match chars.next() {
Some(first) => first.to_uppercase().collect::<String>() + chars.as_str(),
None => String::new(),
}
}
/// Card offering one login button per configured provider.
///
/// `providers` is filled by the caller from `GET /api/auth/providers`;
/// while it is empty (or the fetch failed) the card falls back to the
/// generic `/auth/login` route, which redirects to the first configured
/// provider.
pub fn login_card(providers: Signal<Vec<AuthProvider>>) -> View {
view! {
div(class="status-card") {
div(class="card") {
div(class="card-body p-4") {
h1(class="h3 mb-3") {
span(class="text-warning") { "♠" }
" tavolo"
}
p(class="text-secondary") { "Log in with your account to play." }
// rel="external" opts out of the SPA router's click
// interception: these must be full page navigations
// to the backend's OIDC login endpoints.
(move || {
let providers = providers.get_clone();
if providers.is_empty() {
// Providers could not be fetched: the generic
// route redirects to the first configured
// provider.
view! {
a(
class="btn btn-warning btn-lg w-100",
href="/auth/login",
rel="external",
) {
"Log in"
}
}
} else {
view! {
div(class="d-grid gap-2") {
(providers.iter().cloned().map(|p| view! {
a(
class="btn btn-warning btn-lg w-100",
href=p.login_url,
rel="external",
) {
"Log in with " (provider_label(&p.name))
}
}).collect::<Vec<_>>())
}
}
}
})
}
}
}
}
}
+2
View File
@@ -1,5 +1,7 @@
pub mod briscola;
pub mod card;
pub mod copy;
pub mod login;
pub mod nav;
pub mod summary;
pub mod toast;
+33 -1
View File
@@ -1,22 +1,27 @@
//! Application entry point.
mod api;
mod auth;
mod components;
mod model;
mod pages;
mod ws;
use sycamore::prelude::*;
use sycamore_router::{HistoryIntegration, Route, Router};
use sycamore_router::{navigate, HistoryIntegration, Route, Router};
use wasm_bindgen_futures::spawn_local;
use pages::game::GamePage;
use pages::history::HistoryPage;
use pages::leaderboard::LeaderboardPage;
use pages::lobby::LobbyPage;
use pages::login::LoginPage;
#[derive(Route, Clone)]
enum AppRoutes {
#[to("/")]
Lobby,
#[to("/login")]
Login,
#[to("/game/<id>")]
Game { id: String },
#[to("/history")]
@@ -27,6 +32,31 @@ enum AppRoutes {
NotFound,
}
/// After the OIDC callback lands the SPA back on the configured
/// post-login redirect, forward the user to the page they were on before
/// being sent to the login page (see [`auth`]) — but only once a session
/// exists, so a cancelled login never bounces into a stale page.
fn restore_page_after_login() {
let Some(path) = auth::saved_return_to() else {
return;
};
spawn_local(async move {
match api::me().await {
Ok(Some(_)) => {
auth::clear_return_to();
if auth::current_path() != path {
navigate(&path);
}
}
// Not logged in: keep the target for the next successful
// login (a reload of the login page must not lose it).
Ok(None) => {}
// The probe failed (offline?): keep the target, too.
Err(_) => {}
}
});
}
fn main() {
console_error_panic_hook::set_once();
sycamore::render(|| {
@@ -38,6 +68,7 @@ fn main() {
div(class="app") {
(match route.get_clone() {
AppRoutes::Lobby => view! { LobbyPage() },
AppRoutes::Login => view! { LoginPage() },
AppRoutes::Game { id } => view! { GamePage(id=id) },
AppRoutes::History => view! { HistoryPage() },
AppRoutes::Leaderboard => view! { LeaderboardPage() },
@@ -60,4 +91,5 @@ fn main() {
)
}
});
restore_page_after_login();
}
+672 -2
View File
@@ -19,13 +19,19 @@ pub struct PlayerView {
pub sub: String,
pub name: String,
pub seat: usize,
pub team: String,
/// Game-defined role/team label; empty before briscola chiamata
/// reveals the roles.
#[serde(default)]
pub team: Option<String>,
#[serde(default)]
pub cards_left: usize,
#[serde(default)]
pub captured_count: usize,
#[serde(default)]
pub scope: i32,
/// Briscola: point value of the player's captured pile.
#[serde(default)]
pub points: i32,
/// Own hand only; absent for the other players.
#[serde(default)]
pub hand: Option<Vec<String>>,
@@ -54,6 +60,50 @@ pub struct MoveView {
pub pigliatutto: bool,
}
/// One card played in the current briscola trick, in play order.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct TrickCard {
pub seat: usize,
pub card: String,
}
/// The most recently completed briscola trick.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct LastTrick {
pub winner: usize,
#[serde(default)]
pub cards: Vec<TrickCard>,
}
/// The scoring breakdown of one completed briscola deal.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct DealSummary {
#[serde(default)]
pub deal: i32,
/// A 60-60 deal: its points are discarded and the deal is replayed.
#[serde(default)]
pub patta: bool,
pub points: Scores,
/// Running match totals; absent for briscola chiamata, whose match is
/// a single deal.
#[serde(default)]
pub totals: Option<Scores>,
#[serde(default)]
pub cards: Option<TeamCounts>,
/// Briscola chiamata: the points target of the played deal.
#[serde(default)]
pub declared_target: Option<i32>,
/// Briscola chiamata: the card named by the caller.
#[serde(default)]
pub called_card: Option<String>,
/// Briscola chiamata: the caller played without a partner.
#[serde(default)]
pub solo: bool,
}
#[derive(Debug, Clone, Copy, Deserialize)]
pub struct TeamCounts {
#[serde(rename = "A")]
@@ -168,6 +218,147 @@ pub struct GameView {
/// Legal captures per hand card; present only for the player on turn.
#[serde(default)]
pub legal_moves: Option<HashMap<String, Vec<Vec<String>>>>,
/// Briscola: number of seats at the table (2 or 4).
#[serde(default)]
pub player_count: usize,
/// Briscola: trump suit of the current deal (empty for other games).
#[serde(default)]
pub briscola_suit: String,
/// Briscola: the face-up trump card, until it is drawn.
#[serde(default)]
pub briscola_card: Option<String>,
/// Briscola: face-down cards left in the stock.
#[serde(default)]
pub stock_count: usize,
/// Briscola: cards of the trick in progress, in play order.
#[serde(default)]
pub trick: Vec<TrickCard>,
/// Briscola: seat that led the current trick.
#[serde(default)]
pub trick_leader: Option<usize>,
/// Briscola: the most recently completed trick.
#[serde(default)]
pub last_trick: Option<LastTrick>,
/// Briscola: scoring breakdown of the most recent deal.
#[serde(default)]
pub last_deal: Option<DealSummary>,
/// Briscola chiamata: the calling auction of the current deal.
#[serde(default)]
pub auction: Option<AuctionView>,
/// Briscola chiamata: seat that won the auction.
#[serde(default)]
pub caller: Option<usize>,
/// Briscola chiamata: the named card; its suit is the trump.
#[serde(default)]
pub called_card: Option<String>,
/// Briscola chiamata: points the calling side must reach.
#[serde(default)]
pub declared_target: i32,
/// Briscola chiamata: the called card has been played; roles are
/// public from then on.
#[serde(default)]
pub called_played: bool,
/// Briscola chiamata: the partner's seat, once revealed.
#[serde(default)]
pub partner: Option<usize>,
/// Briscola chiamata: the caller named one of their own cards.
#[serde(default)]
pub solo: bool,
/// Briscola chiamata: legal bids for the player on turn.
#[serde(default)]
pub legal_bids: Option<LegalBids>,
/// Briscola chiamata: the cards the auction winner may name.
#[serde(default)]
pub callable_cards: Option<Vec<String>>,
/// Briscola chiamata: ISO-8601 deadline of the auction turn.
#[serde(default)]
pub auction_deadline: Option<String>,
/// Briscola chiamata: ISO-8601 deadline of the auction winner's call.
#[serde(default)]
pub call_deadline: Option<String>,
}
/// One bid of the briscola chiamata auction.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct AuctionBid {
pub seat: usize,
/// Rank bid: 1 ace, 3 three, 10 king, ... 2 two.
pub rank: i32,
/// Points target the bid commits its side to.
#[serde(default)]
pub points: i32,
}
/// The briscola chiamata calling auction.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct AuctionView {
/// Seat to act.
pub turn: usize,
#[serde(default)]
pub active: Vec<usize>,
#[serde(default)]
pub passed: Vec<usize>,
/// The standing bid, if any.
#[serde(default)]
pub current: Option<AuctionBid>,
#[serde(default)]
pub history: Vec<AuctionBid>,
}
/// The bids available to the player on turn.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct LegalBids {
/// Ranks that may be bid, strongest first (empty at the point stage).
#[serde(default)]
pub ranks: Vec<i32>,
/// Lowest legal points raise, when the standing bid is the two.
#[serde(default)]
pub points_min: Option<i32>,
#[serde(default)]
pub points_max: Option<i32>,
}
impl GameView {
/// Display name of the player on team `team` ("A"/"B"), for games
/// without partnerships; falls back to the team label itself.
pub fn player_name_for_team(&self, team: &str) -> String {
self.players
.iter()
.find(|p| p.team.as_deref() == Some(team))
.map(|p| p.name.clone())
.unwrap_or_else(|| team.to_string())
}
/// Display name of the player in `seat`.
pub fn player_name_for_seat(&self, seat: usize) -> String {
self.players
.iter()
.find(|p| p.seat == seat)
.map(|p| p.name.clone())
.unwrap_or_else(|| format!("Seat {seat}"))
}
/// Side labels for briscola chiamata: the caller (with the partner's
/// name once revealed, or "(solo)") against the defenders.
pub fn chiamata_sides(&self) -> (String, String) {
let side_a = match self.caller {
Some(caller) => {
let caller_name = self.player_name_for_seat(caller);
match self.partner {
Some(partner) => {
format!("{caller_name} & {}", self.player_name_for_seat(partner))
}
None if self.called_played => format!("{caller_name} (solo)"),
None => caller_name,
}
}
None => "Chiamante".to_string(),
};
(side_a, "Difensori".to_string())
}
}
#[derive(Debug, Deserialize)]
@@ -349,6 +540,46 @@ pub struct GameTypesPage {
pub results: Vec<GameTypeInfo>,
}
/// The games to show in the lobby's and leaderboard's game selectors when
/// the `/api/game-types` fetch fails: match creation and per-game views
/// must still work.
pub fn fallback_game_types() -> Vec<GameTypeInfo> {
vec![
GameTypeInfo {
id: "scopone_scientifico".to_string(),
name: "Scopone scientifico".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(),
description: String::new(),
min_players: 2,
max_players: 2,
options_schema: serde_json::Value::Null,
},
GameTypeInfo {
id: "briscola_a_quattro".to_string(),
name: "Briscola a quattro".to_string(),
description: String::new(),
min_players: 4,
max_players: 4,
options_schema: serde_json::Value::Null,
},
GameTypeInfo {
id: "briscola_chiamata".to_string(),
name: "Briscola chiamata".to_string(),
description: String::new(),
min_players: 5,
max_players: 5,
options_schema: serde_json::Value::Null,
},
]
}
/// One configured OIDC login provider (GET /api/auth/providers).
#[derive(Debug, Clone, PartialEq, Deserialize)]
pub struct AuthProvider {
@@ -395,6 +626,66 @@ pub struct PreviewPlayer {
pub team: Option<String>,
}
/// One ongoing game the caller is seated in (GET /api/me/games): the
/// lobby payload plus the game's display name, for the "Continue" list.
#[derive(Debug, Clone, Deserialize)]
#[allow(dead_code)]
pub struct MyGame {
pub id: String,
#[serde(default)]
pub game_type: String,
#[serde(default)]
pub game_name: String,
#[serde(default)]
pub game_description: String,
#[serde(default)]
pub phase: String,
#[serde(default)]
pub players: Vec<PreviewPlayer>,
#[serde(default)]
pub seats_open: Option<usize>,
#[serde(default)]
pub your_seat: Option<usize>,
#[serde(default)]
pub created_at: Option<String>,
}
impl MyGame {
/// Human-readable phase for the lobby list.
pub fn phase_label(&self) -> &'static str {
match self.phase.as_str() {
"lobby" => "Waiting for players",
"hand_end" => "Between hands",
_ => "In progress",
}
}
/// Seated/total note, e.g. `"2/4 seated"`.
pub fn seats_text(&self) -> String {
match self.seats_open {
Some(open) => {
format!("{}/{} seated", self.players.len(), self.players.len() + open)
}
None => format!("{} seated", self.players.len()),
}
}
/// The seated players' names, for the list subtitle.
pub fn players_text(&self) -> String {
self.players
.iter()
.map(|p| p.name.clone())
.collect::<Vec<_>>()
.join(", ")
}
}
#[derive(Debug, Clone, Deserialize)]
pub struct MyGamesPage {
#[serde(default)]
pub results: Vec<MyGame>,
}
/// One option to show in the join preview, rendered from the game's
/// schema and the engine-echoed value.
#[derive(Debug, Clone, PartialEq)]
@@ -567,6 +858,53 @@ pub fn card_asset(code: &str) -> String {
format!("/assets/cards/{code}.svg")
}
/// Whether a game type is one of the briscola variants.
pub fn is_briscola(game_type: &str) -> bool {
game_type == "briscola" || game_type == "briscola_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 {
game_type == "briscola_chiamata"
}
/// The Italian rank name used by the auction UI: `1` -> "Asso", `3` ->
/// "Tre", `10` -> "Re", and so on.
pub fn rank_name(rank: i32) -> String {
match rank {
1 => "Asso".to_string(),
2 => "Due".to_string(),
3 => "Tre".to_string(),
4 => "Quattro".to_string(),
5 => "Cinque".to_string(),
6 => "Sei".to_string(),
7 => "Sette".to_string(),
8 => "Fante".to_string(),
9 => "Cavallo".to_string(),
10 => "Re".to_string(),
other => other.to_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.
pub fn is_individual_game(game_type: &str) -> bool {
game_type == "briscola"
}
/// Human-readable suit name for a one-letter code (`D` -> "denari").
pub fn suit_name(suit: &str) -> String {
match suit {
"D" => "denari".to_string(),
"C" => "coppe".to_string(),
"S" => "spade".to_string(),
"B" => "bastoni".to_string(),
_ => suit.to_string(),
}
}
pub const CARD_BACK: &str = "/assets/cards/back.svg";
/// Display order key for a hand: rank ascending (01..10, i.e. 1..7 then
@@ -847,7 +1185,7 @@ mod tests {
assert_eq!(16, g.target_score);
assert!(!g.napola);
assert!(g.asso_pigliatutto);
assert_eq!("A", g.players[0].team);
assert_eq!(Some("A".to_string()), g.players[0].team);
}
#[test]
@@ -1054,4 +1392,336 @@ mod tests {
assert!(g.default_options().is_empty());
assert_eq!(0, g.min_players);
}
#[test]
fn is_briscola_matches_both_variants() {
assert!(is_briscola("briscola"));
assert!(is_briscola("briscola_a_quattro"));
assert!(!is_briscola("briscola_chiamata"));
assert!(!is_briscola("scopone_scientifico"));
assert!(is_chiamata("briscola_chiamata"));
assert!(!is_chiamata("briscola"));
assert_eq!("denari", suit_name("D"));
assert_eq!("coppe", suit_name("C"));
assert_eq!("spade", suit_name("S"));
assert_eq!("bastoni", suit_name("B"));
assert_eq!("?", suit_name("?"));
}
#[test]
fn rank_names_cover_the_ladder() {
assert_eq!("Asso", rank_name(1));
assert_eq!("Due", rank_name(2));
assert_eq!("Tre", rank_name(3));
assert_eq!("Fante", rank_name(8));
assert_eq!("Cavallo", rank_name(9));
assert_eq!("Re", rank_name(10));
}
#[test]
fn is_individual_game_only_matches_two_player_briscola() {
assert!(is_individual_game("briscola"));
assert!(!is_individual_game("briscola_a_quattro"));
assert!(!is_individual_game("scopone_scientifico"));
}
#[test]
fn player_name_for_team_resolves_names() {
let g: GameView = serde_json::from_value(json!({
"id": "b1",
"game_type": "briscola",
"phase": "playing",
"players": [
{"sub": "alice", "name": "Alice", "seat": 0, "team": "A"},
{"sub": "bob", "name": "Bob", "seat": 1, "team": "B"},
],
}))
.unwrap();
assert_eq!("Alice", g.player_name_for_team("A"));
assert_eq!("Bob", g.player_name_for_team("B"));
// Unknown labels fall back to the label itself.
assert_eq!("C", g.player_name_for_team("C"));
}
#[test]
fn my_game_phase_and_seats_text() {
let g: MyGame = serde_json::from_value(json!({
"id": "g1",
"game_type": "briscola_a_quattro",
"game_name": "Briscola a quattro",
"phase": "lobby",
"players": [
{"name": "Alice", "seat": 0, "team": "A"},
{"name": "Bob", "seat": 1, "team": "B"},
],
"seats_open": 2,
}))
.unwrap();
assert_eq!("Waiting for players", g.phase_label());
assert_eq!("2/4 seated", g.seats_text());
assert_eq!("Alice, Bob", g.players_text());
let playing: MyGame = serde_json::from_value(json!({
"id": "g2",
"game_type": "briscola",
"phase": "playing",
}))
.unwrap();
assert_eq!("In progress", playing.phase_label());
assert_eq!("0 seated", playing.seats_text());
let between: MyGame = serde_json::from_value(json!({
"id": "g3",
"phase": "hand_end",
}))
.unwrap();
assert_eq!("Between hands", between.phase_label());
}
#[test]
fn fallback_game_types_cover_the_registered_games() {
let types = fallback_game_types();
let ids: Vec<&str> = types.iter().map(|g| g.id.as_str()).collect();
assert_eq!(
vec![
"scopone_scientifico",
"briscola",
"briscola_a_quattro",
"briscola_chiamata",
],
ids
);
// The lobby's first game (the creation default) must exist.
assert_eq!("scopone_scientifico", types[0].id);
assert_eq!(5, types[3].max_players);
}
#[test]
fn game_view_parses_briscola_payload() {
let g: GameView = serde_json::from_value(json!({
"id": "b1",
"join_code": "ABC123",
"game_type": "briscola",
"phase": "playing",
"target_score": 61,
"player_count": 2,
"hand_number": 1,
"dealer": 0,
"turn": 1,
"scores": {"A": 0, "B": 0},
"briscola_suit": "D",
"briscola_card": "07D",
"stock_count": 33,
"trick": [{"seat": 1, "card": "04C"}],
"trick_leader": 1,
"last_trick": null,
"players": [
{"sub": "alice", "name": "Alice", "seat": 0, "team": "A",
"cards_left": 3, "captured_count": 0, "points": 0,
"hand": ["01D"]},
{"sub": "bob", "name": "Bob", "seat": 1, "team": "B",
"cards_left": 3, "captured_count": 0, "points": 0},
],
"last_deal": null,
"acknowledged": [],
"hand_end_deadline": null,
"turn_deadline": "2026-01-01T00:00:30+00:00",
"your_turn": true,
}))
.unwrap();
assert!(is_briscola(&g.game_type));
assert_eq!("D", g.briscola_suit);
assert_eq!(Some("07D".to_string()), g.briscola_card);
assert_eq!(33, g.stock_count);
assert_eq!(1, g.trick.len());
assert_eq!(1, g.trick[0].seat);
assert_eq!("04C", g.trick[0].card);
assert_eq!(Some(1), g.trick_leader);
assert_eq!(0, g.players[0].points);
assert_eq!(Some(true), g.your_turn);
}
#[test]
fn game_view_parses_briscola_deal_summary() {
let g: GameView = serde_json::from_value(json!({
"id": "b1",
"game_type": "briscola_a_quattro",
"phase": "hand_end",
"player_count": 4,
"scores": {"A": 55, "B": 65},
"last_deal": {
"deal": 1,
"patta": false,
"points": {"A": 55, "B": 65},
"totals": {"A": 55, "B": 65},
"cards": {"A": 19, "B": 21},
},
"last_trick": {
"winner": 3,
"cards": [
{"seat": 0, "card": "02D"},
{"seat": 1, "card": "05D"},
{"seat": 2, "card": "04D"},
{"seat": 3, "card": "07D"},
],
},
}))
.unwrap();
let deal = g.last_deal.unwrap();
assert_eq!(1, deal.deal);
assert!(!deal.patta);
assert_eq!(Scores { a: 55, b: 65 }, deal.points);
assert_eq!(Some(Scores { a: 55, b: 65 }), deal.totals);
let cards = deal.cards.unwrap();
assert_eq!(19, cards.a);
assert_eq!(21, cards.b);
let trick = g.last_trick.unwrap();
assert_eq!(3, trick.winner);
assert_eq!(4, trick.cards.len());
}
#[test]
fn deal_summary_defaults() {
let d: DealSummary = serde_json::from_value(json!({
"points": {"A": 60, "B": 60},
"totals": {"A": 10, "B": 20},
}))
.unwrap();
assert!(!d.patta);
assert_eq!(0, d.deal);
assert!(d.cards.is_none());
}
#[test]
fn chiamata_deal_summary_has_no_totals() {
let d: DealSummary = serde_json::from_value(json!({
"deal": 2,
"patta": true,
"points": {"A": 60, "B": 60},
"declared_target": 61,
"called_card": "01D",
"caller": "Alice",
"solo": false,
}))
.unwrap();
assert!(d.patta);
assert_eq!(2, d.deal);
assert!(d.totals.is_none());
assert!(d.cards.is_none());
assert_eq!(Some(61), d.declared_target);
assert_eq!(Some("01D".to_string()), d.called_card);
assert!(!d.solo);
}
#[test]
fn game_view_parses_chiamata_auction() {
let g: GameView = serde_json::from_value(json!({
"id": "c1",
"join_code": "ABC123",
"game_type": "briscola_chiamata",
"phase": "auction",
"player_count": 5,
"dealer": 0,
"hand_number": 1,
"turn": 1,
"declared_target": 61,
"auction": {
"turn": 2,
"active": [0, 1, 2, 3, 4],
"passed": [],
"current": {"seat": 1, "rank": 10, "points": 61},
"history": [{"seat": 1, "rank": 10, "points": 61}],
},
"your_turn": true,
"legal_bids": {"ranks": [9, 8, 7, 6, 5, 4, 2], "points_min": null, "points_max": 120},
"players": [
{"sub": "alice", "name": "Alice", "seat": 0, "team": "",
"cards_left": 8, "captured_count": 0, "points": 0, "hand": ["01D"]},
{"sub": "bob", "name": "Bob", "seat": 1, "team": "Chiamante",
"cards_left": 8, "captured_count": 0, "points": 0},
],
"auction_deadline": "2026-01-01T00:00:30+00:00",
"call_deadline": null,
"turn_deadline": null,
}))
.unwrap();
assert!(is_chiamata(&g.game_type));
assert!(!is_briscola(&g.game_type));
let auction = g.auction.unwrap();
assert_eq!(2, auction.turn);
assert_eq!(5, auction.active.len());
let current = auction.current.unwrap();
assert_eq!(1, current.seat);
assert_eq!(10, current.rank);
assert_eq!(61, current.points);
assert_eq!(1, auction.history.len());
let bids = g.legal_bids.unwrap();
assert_eq!(vec![9, 8, 7, 6, 5, 4, 2], bids.ranks);
assert!(bids.points_min.is_none());
assert_eq!(Some(120), bids.points_max);
assert_eq!(Some("".to_string()), g.players[0].team);
assert_eq!(Some("Chiamante".to_string()), g.players[1].team);
}
#[test]
fn game_view_parses_chiamata_playing_and_reveal() {
let g: GameView = serde_json::from_value(json!({
"id": "c2",
"game_type": "briscola_chiamata",
"phase": "playing",
"player_count": 5,
"dealer": 0,
"hand_number": 1,
"turn": 3,
"caller": 1,
"called_card": "03C",
"briscola_suit": "C",
"declared_target": 64,
"called_played": true,
"partner": 3,
"solo": false,
"scores": {"A": 45, "B": 30},
"players": [
{"sub": "a", "name": "A", "seat": 0, "team": "Difensori"},
{"sub": "b", "name": "B", "seat": 1, "team": "Chiamante"},
{"sub": "c", "name": "C", "seat": 2, "team": "Difensori"},
{"sub": "d", "name": "D", "seat": 3, "team": "Socio"},
{"sub": "e", "name": "E", "seat": 4, "team": "Difensori"},
],
}))
.unwrap();
assert_eq!(Some(1), g.caller);
assert_eq!(Some("03C".to_string()), g.called_card);
assert_eq!("C", g.briscola_suit);
assert_eq!(64, g.declared_target);
assert!(g.called_played);
assert_eq!(Some(3), g.partner);
assert!(!g.solo);
assert_eq!(Some(Scores { a: 45, b: 30 }), g.scores);
assert_eq!(("B & D".to_string(), "Difensori".to_string()), g.chiamata_sides());
}
#[test]
fn chiamata_sides_label_the_solo_caller() {
let g: GameView = serde_json::from_value(json!({
"id": "c3",
"game_type": "briscola_chiamata",
"phase": "finished",
"scores": {"A": 70, "B": 50},
"winner": "Chiamante",
"caller": 2,
"called_played": true,
"solo": true,
"players": [
{"sub": "a", "name": "Alice", "seat": 0, "team": "Difensori"},
{"sub": "b", "name": "Bob", "seat": 1, "team": "Difensori"},
{"sub": "c", "name": "Carol", "seat": 2, "team": "Chiamante"},
],
}))
.unwrap();
let (a, b) = g.chiamata_sides();
assert_eq!("Carol (solo)", a);
assert_eq!("Difensori", b);
assert_eq!(Some("Chiamante".to_string()), g.winner);
}
}
+274
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//! Briscola 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 trick in progress, the stock pile and the face-up briscola.
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, suit_name, GameView, PlayerView, Scores,
};
use crate::pages::game::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, points).
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 points = player.points;
let captured = player.captured_count;
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") {
(points) " points · " (captured) " cards"
}
}
}
}
/// The stock pile with the face-up briscola card beside it.
fn stock_view(game: &GameView) -> View {
let backs = (0..game.stock_count.min(3))
.map(|_| card_back("stock-card"))
.collect::<Vec<_>>();
let trump = game
.briscola_card
.clone()
.map(|code| card_img(code, "briscola-card"));
let label = format!("{} in stock", game.stock_count);
view! {
div(class="stock") {
div(class="stock-pile") { (backs) }
(trump)
span(class="stock-count") { (label) }
}
}
}
/// The cards of the trick in progress, in play order, with player names.
fn trick_view(game: &GameView) -> View {
if game.trick.is_empty() {
return view! { p(class="table-empty") { "Empty table" } };
}
let cards = game
.trick
.iter()
.map(|tc| {
let name = player_for_seat(game, tc.seat)
.map(|p| p.name)
.unwrap_or_default();
let card = card_img(tc.card.clone(), "table-card");
view! {
div(class="trick-slot") {
span(class="trick-name") { (name) }
(card)
}
}
})
.collect::<Vec<_>>();
view! { (cards) }
}
/// Announcement strip for the most recently completed trick.
fn last_trick_banner(game: &GameView) -> View {
let Some(trick) = game.last_trick.clone() else {
return view! {};
};
let name = player_for_seat(game, trick.winner)
.map(|p| p.name)
.unwrap_or_default();
let cards = trick
.cards
.iter()
.map(|tc| card_img(tc.card.clone(), "move-card"))
.collect::<Vec<_>>();
view! {
div(class="move-banner") {
strong { (name) }
span { " takes the trick " }
(cards)
}
}
}
/// The main briscola table.
pub fn briscola_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" {
"Deal 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 deal = game.hand_number;
// Two-player briscola 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_points = viewer.as_ref().map(|p| p.points).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."
}
});
// Spectators have no hand: render the pivot seat as a regular panel so
// its points 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_points) " points" }
div(class="hand") { (hand_cards) }
(hint)
}
}
};
let spectator_badge = game.spectator.then(|| view! {
span(class="spectator-badge") { "Spectating" }
});
let watch_link = watch_link(&game.id);
let trump_badge = (!game.briscola_suit.is_empty()).then(|| {
let suit = suit_name(&game.briscola_suit);
view! { span(class="briscola-badge") { "Briscola: " (suit) } }
});
// Precomputed so the final view's closures only capture owned views.
let banner = last_trick_banner(&game);
let trick = trick_view(&game);
let stock = stock_view(&game);
view! {
div(class="table-wrap") {
div(class="hud") {
a(href="/") { "← Lobby" }
span { "Deal " (deal) }
(trump_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") { (trick) }
(stock)
}
(right)
(bottom)
}
}
}
}
+529
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@@ -0,0 +1,529 @@
//! Briscola chiamata table: five seats, the calling auction and the
//! secret-partner reveal.
//!
//! The auction starts with the player after the dealer: each player bids
//! a lower rank than the standing bid (A > 3 > K > H > J > 7 > 6 > 5 >
//! 4 > 2) or passes, and once the standing bid is the two the bidding
//! continues on points. The last bidder names a card of the won rank:
//! its holder is the secret partner, or the caller plays alone when it
//! is one of their own cards, and its suit is the trump. The partner's
//! identity is only revealed when the called card is played.
use sycamore::prelude::*;
use crate::components::card::{card_back, card_img};
use crate::components::copy::CopyButton;
use crate::model::{
card_label, hand_sort_key, rank_name, suit_name, AuctionBid, GameView, PlayerView,
};
use crate::pages::game::watch_link;
use crate::ws::GameSocket;
fn player_for_seat(game: &GameView, seat: usize) -> Option<PlayerView> {
game.players.iter().find(|p| p.seat == seat).cloned()
}
fn player_name(game: &GameView, seat: usize) -> String {
player_for_seat(game, seat)
.map(|p| p.name)
.unwrap_or_else(|| format!("Seat {seat}"))
}
/// Human label of one auction bid.
fn bid_label(bid: &AuctionBid) -> String {
if bid.rank == 2 {
format!("2 at {} pts", bid.points)
} else {
rank_name(bid.rank)
}
}
/// Panel for one player seat (name, revealed role, hidden cards, points).
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();
// Role labels only appear once the server makes them public.
let role_badge = player
.team
.clone()
.filter(|role| !role.is_empty())
.map(|role| view! { span(class="team-badge role-badge") { (role) } });
let points = player.points;
let captured = player.captured_count;
let backs = (0..player.cards_left)
.map(|_| card_back("mini"))
.collect::<Vec<_>>();
view! {
div(class=cls) {
div(class="seat-name") {
(name)
(role_badge)
}
div(class="seat-cards") { (backs) }
div(class="seat-stats") {
(points) " points · " (captured) " cards"
}
}
}
}
/// The cards of the trick in progress, in play order, with player names.
fn trick_view(game: &GameView) -> View {
if game.trick.is_empty() {
return view! { p(class="table-empty") { "Empty table" } };
}
let cards = game
.trick
.iter()
.map(|tc| {
let name = player_name(game, tc.seat);
let card = card_img(tc.card.clone(), "table-card");
view! {
div(class="trick-slot") {
span(class="trick-name") { (name) }
(card)
}
}
})
.collect::<Vec<_>>();
view! { (cards) }
}
/// Announcement strip for the most recently completed trick.
fn last_trick_banner(game: &GameView) -> View {
let Some(trick) = game.last_trick.clone() else {
return view! {};
};
let name = player_name(game, trick.winner);
let cards = trick
.cards
.iter()
.map(|tc| card_img(tc.card.clone(), "move-card"))
.collect::<Vec<_>>();
view! {
div(class="move-banner") {
strong { (name) }
span { " takes the trick " }
(cards)
}
}
}
/// "Patta — the deal is replayed" after a 60-60 deal.
fn patta_banner(game: &GameView) -> View {
let patta = game
.last_deal
.as_ref()
.is_some_and(|deal| deal.patta);
if !patta || game.phase != "auction" {
return view! {};
}
view! {
div(class="move-banner patta-banner") {
strong { "Patta!" }
span { " 60–60 — the deal is replayed." }
}
}
}
/// Announcement of the partner (or the solo caller) once the called card
/// has hit the table.
fn reveal_banner(game: &GameView) -> View {
if !game.called_played || game.phase == "auction" || game.phase == "calling" {
return view! {};
}
let caller = game
.caller
.map(|seat| player_name(game, seat))
.unwrap_or_default();
let text = if game.solo {
format!("{caller} is playing alone")
} else {
let partner = game
.partner
.map(|seat| player_name(game, seat))
.unwrap_or_default();
format!("{partner} is the partner of {caller}")
};
view! {
div(class="move-banner reveal-banner") {
span(class="reveal-text") { (text) }
}
}
}
/// The calling auction panel: standing bid, trail and, on turn, the bids.
fn auction_panel(
game: &GameView,
on_bid_rank: impl Fn(i32) + Copy + 'static,
on_bid_points: impl Fn(i32) + Copy + 'static,
on_pass: impl Fn() + Copy + 'static,
) -> View {
let Some(auction) = game.auction.clone() else {
return view! {};
};
let standing = match &auction.current {
Some(bid) => format!(
"Standing bid: {} — {}",
player_name(game, bid.seat),
bid_label(bid)
),
None => "No bids yet".to_string(),
};
let waiting_for = player_name(game, auction.turn);
let history = auction
.history
.iter()
.map(|bid| {
let text = format!("{}: {}", player_name(game, bid.seat), bid_label(bid));
view! { span(class="auction-chip") { (text) } }
})
.collect::<Vec<_>>();
let actions = if game.your_turn == Some(true) {
let legal = game.legal_bids.clone();
let (rank_buttons, point_buttons) = match legal {
Some(bids) => {
let ranks = bids
.ranks
.iter()
.map(|rank| {
let rank = *rank;
let name = rank_name(rank);
view! {
button(
class="bid-button",
on:click=move |_| on_bid_rank(rank),
) { (name) }
}
})
.collect::<Vec<_>>();
let points = match (bids.points_min, bids.points_max) {
(Some(min), Some(max)) => (0..=2)
.map(|step| min + 2 * step)
.filter(|points| *points <= max)
.map(|points| {
view! {
button(
class="bid-button points",
on:click=move |_| on_bid_points(points),
) { (points) " pts" }
}
})
.collect::<Vec<_>>(),
_ => Vec::new(),
};
(ranks, points)
}
None => (Vec::new(), Vec::new()),
};
view! {
div(class="bid-options") {
(rank_buttons)
(point_buttons)
button(class="pass-button", on:click=move |_| on_pass()) { "Pass" }
}
}
} else {
view! {
p(class="text-secondary small mb-0") {
"Waiting for " (waiting_for) " to bid…"
}
}
};
view! {
div(class="auction-panel") {
div(class="auction-standing") { (standing) }
div(class="auction-history") { (history) }
(actions)
}
}
}
/// The main briscola chiamata table.
pub fn chiamata_table(
game: GameView,
on_hand_card: impl Fn(String) + Copy + 'static,
on_bid_rank: impl Fn(i32) + Copy + 'static,
on_bid_points: impl Fn(i32) + Copy + 'static,
on_pass: impl Fn() + 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 my_turn = game.your_turn == Some(true);
let can_play = game.phase == "playing" && my_turn;
let turn_note = if game.phase == "finished" {
"Match finished".to_string()
} else if game.phase == "auction" {
if my_turn {
"Your bid".to_string()
} else {
let name = game
.auction
.as_ref()
.map(|a| player_name(&game, a.turn))
.unwrap_or_default();
format!("{name} to bid")
}
} else if game.phase == "calling" {
if my_turn {
"Name the called card".to_string()
} else {
let name = game
.caller
.map(|seat| player_name(&game, seat))
.unwrap_or_default();
format!("{name} is calling")
}
} else if my_turn {
"Your turn".to_string()
} else {
format!("{}'s turn", player_name(&game, game.turn))
};
let turn_cls = if my_turn { "turn-note you" } else { "turn-note" };
let deadline = if game.phase == "auction" {
game.auction_deadline.clone()
} else if game.phase == "calling" {
game.call_deadline.clone()
} else {
game.turn_deadline.clone()
};
let countdown = deadline.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 in "
(move || {
((deadline_ms - now.get_clone()) / 1000.0).ceil().max(0.0) as i32
})
"s"
}
}
});
let score_line = match game.scores {
Some(scores) => {
let (side_a, side_b) = game.chiamata_sides();
format!(
"{side_a} {} — {} {side_b} (target {})",
scores.a, scores.b, game.declared_target
)
}
// Before the called card is played the side totals would leak the
// partner's identity; only the target is shown.
None => format!("Target {}", game.declared_target),
};
// Four opponents around the table: next player on the left, then
// clockwise up to the player before us on the right.
let left = seat_panel(game.clone(), (viewer_seat + 1) % 5, "left");
let top_left = seat_panel(game.clone(), (viewer_seat + 2) % 5, "tl");
let top_right = seat_panel(game.clone(), (viewer_seat + 3) % 5, "tr");
let right = seat_panel(game.clone(), (viewer_seat + 4) % 5, "right");
let patta = patta_banner(&game);
let reveal = reveal_banner(&game);
let center_content = match game.phase.as_str() {
"auction" => auction_panel(&game, on_bid_rank, on_bid_points, on_pass),
"calling" => {
let caller = game
.caller
.map(|seat| player_name(&game, seat))
.unwrap_or_default();
view! {
div(class="auction-panel") {
div(class="auction-standing") { (caller) " won the auction" }
p(class="text-secondary small mb-0") {
"Choosing the called card…"
}
}
}
}
_ => {
let banner = last_trick_banner(&game);
let trick = trick_view(&game);
view! {
(banner)
div(class="table-cards") { (trick) }
}
}
};
let viewer = player_for_seat(&game, viewer_seat);
let my_points = viewer.as_ref().map(|p| p.points).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");
let click_code = code.clone();
view! {
button(class="hand-slot", on:click=move |_| {
if can_play {
on_hand_card(click_code.clone());
}
}) { (card_view) }
}
})
.collect::<Vec<_>>();
let hint = if can_play {
Some(view! {
p(class="text-secondary small text-center") {
"Click a card to play it."
}
})
} else if game.phase == "auction" {
Some(view! {
p(class="text-secondary small text-center") {
"Bid or pass, then play the cards."
}
})
} else if game.phase == "calling" && my_turn {
Some(view! {
p(class="text-secondary small text-center") {
"Name a card: its holder will be your secret partner."
}
})
} else {
None
};
// Spectators have no hand: render the pivot seat as a regular panel so
// its points 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_points) " points" }
div(class="hand") { (hand_cards) }
(hint)
}
}
};
let spectator_badge = game.spectator.then(|| view! {
span(class="spectator-badge") { "Spectating" }
});
let watch_link = watch_link(&game.id);
let trump_badge = (!game.briscola_suit.is_empty()).then(|| {
let suit = suit_name(&game.briscola_suit);
view! { span(class="briscola-badge") { "Briscola: " (suit) } }
});
let called_badge = game.called_card.clone().map(|code| {
let label = card_label(&code);
view! { span(class="called-badge") { "Chiamata: " (label) } }
});
let deal = game.hand_number;
view! {
div(class="table-wrap") {
div(class="hud") {
a(href="/") { "← Lobby" }
span { "Deal " (deal) }
(trump_badge)
(called_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="table-grid cinque") {
(top_left)
(top_right)
(left)
div(class="center") {
(patta)
(reveal)
(center_content)
}
(right)
(bottom)
}
}
}
}
/// Overlay for the auction winner: name the called card.
///
/// The winning bid fixes the rank, so the choice is which of the four
/// suits to call: its holder becomes the secret partner, unless the
/// caller holds it too — then that option means playing alone.
pub fn call_picker(game: GameView, socket: Signal<Option<GameSocket>>) -> View {
let Some(cards) = game.callable_cards.clone().filter(|cards| !cards.is_empty()) else {
return view! {};
};
let rank = cards
.first()
.and_then(|code| code.get(..2))
.and_then(|rank| rank.parse::<i32>().ok())
.map(rank_name)
.unwrap_or_default();
let title = if rank.is_empty() {
"Name the called card".to_string()
} else {
format!("You won with the {rank} — name the card")
};
let own_hand = game
.players
.iter()
.find(|p| p.hand.is_some())
.and_then(|p| p.hand.clone())
.unwrap_or_default();
let options = cards
.into_iter()
.map(|code| {
let held = own_hand.contains(&code);
let label = card_label(&code);
let img = card_img(code.clone(), "call-card");
let note = if held {
view! { span(class="call-note solo") { "Plays alone" } }
} else {
view! { span(class="call-note partner") { "Partner" } }
};
let click_code = code.clone();
view! {
button(class="call-option", on:click=move |_| {
if let Some(s) = socket.get_clone() {
s.call_card(&click_code);
}
}) {
(img)
span(class="call-label") { (label) }
(note)
}
}
})
.collect::<Vec<_>>();
view! {
div(class="overlay") {
div(class="picker call-picker") {
h3 { (title) }
p(class="text-secondary small") {
"Its holder becomes your secret partner; name one of your "
"own cards to play alone."
}
div(class="call-options") { (options) }
}
}
}
}
+95 -16
View File
@@ -6,11 +6,17 @@ use sycamore::prelude::*;
use wasm_bindgen_futures::spawn_local;
use crate::api;
use crate::components::briscola::{deal_rows, deal_summary_modal};
use crate::components::card::{card_back, card_img};
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, GameView, MoveView, PlayerView, Scores, ServerMessage};
use crate::model::{
card_label, hand_sort_key, is_briscola, is_chiamata, is_individual_game, GameView, MoveView,
PlayerView, Scores, ServerMessage,
};
use crate::pages::briscola::briscola_table;
use crate::pages::chiamata::{call_picker, chiamata_table};
use crate::ws::{self, GameSocket};
fn send_play(socket: Signal<Option<GameSocket>>, card: String, capture: Option<Vec<String>>) {
@@ -20,7 +26,7 @@ fn send_play(socket: Signal<Option<GameSocket>>, card: String, capture: Option<V
}
/// The absolute, shareable URL of this game's page, for the clipboard.
fn watch_link(id: &str) -> String {
pub(crate) fn watch_link(id: &str) -> String {
let origin = web_sys::window()
.and_then(|w| w.location().origin().ok())
.unwrap_or_default();
@@ -38,7 +44,7 @@ fn seat_panel(game: GameView, seat: usize, position: &'static str) -> View {
if active { " active" } else { "" }
);
let name = player.name.clone();
let team = player.team.clone();
let team = player.team.clone().unwrap_or_default();
let captured = player.captured_count;
let scope = player.scope;
let backs = (0..player.cards_left)
@@ -319,6 +325,32 @@ pub fn GamePage(id: String) -> View {
}
};
// Briscola chiamata: auction and call actions.
let on_bid_rank = move |rank: i32| {
if closed.get() || game.get_clone().and_then(|g| g.your_turn) != Some(true) {
return;
}
if let Some(s) = socket.get_clone() {
s.bid_rank(rank);
}
};
let on_bid_points = move |points: i32| {
if closed.get() || game.get_clone().and_then(|g| g.your_turn) != Some(true) {
return;
}
if let Some(s) = socket.get_clone() {
s.bid_points(points);
}
};
let on_pass = move || {
if closed.get() || game.get_clone().and_then(|g| g.your_turn) != Some(true) {
return;
}
if let Some(s) = socket.get_clone() {
s.pass();
}
};
let reconnect_banner = reconnect.clone();
view! {
div(class="game-page") {
@@ -387,6 +419,15 @@ pub fn GamePage(id: String) -> View {
}
}
Some(g) if g.phase == "lobby" => view! { LobbyView(game=g) },
// Briscola chiamata has its own five-seat table with the
// calling auction and the secret-partner reveal.
Some(g) if is_chiamata(&g.game_type) => {
chiamata_table(g, on_hand_card, on_bid_rank, on_bid_points, on_pass, now)
}
// Briscola has its own table view for both variants.
Some(g) if is_briscola(&g.game_type) => {
briscola_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" => {
@@ -397,10 +438,24 @@ pub fn GamePage(id: String) -> View {
(move || capture_choice.get_clone().map(|(card, options)| {
capture_picker(card, options, socket, capture_choice)
}))
// Briscola chiamata: the auction winner names the called card.
(move || match game.get_clone() {
Some(g)
if is_chiamata(&g.game_type)
&& g.phase == "calling"
&& g.your_turn == Some(true) =>
{
call_picker(g, socket)
}
_ => view! {},
})
(move || match game.get_clone() {
Some(g) if g.phase == "hand_end" && g.game_type == "scopone_scientifico" => {
hand_summary_modal(g, socket, now)
}
Some(g) if g.phase == "hand_end" && is_briscola(&g.game_type) => {
deal_summary_modal(g, socket, now)
}
_ => view! {},
})
(move || game_over_view(over.get_clone(), game.get_clone()))
@@ -421,19 +476,24 @@ fn LobbyView(game: GameView) -> View {
let join_code = game.join_code.clone();
let watch_link = watch_link(&game.id);
let show_teams = !is_individual_game(&game.game_type);
let players = game
.players
.iter()
.map(|p| {
let name = p.name.clone();
let seat = p.seat;
let team = p.team.clone();
let team_badge = show_teams
.then(|| p.team.clone())
.flatten()
.filter(|team| !team.is_empty())
.map(|team| view! { span(class="badge text-bg-info") { "Team " (team) } });
view! {
li(class="list-group-item d-flex justify-content-between align-items-center") {
strong { (name) }
span {
span(class="badge text-bg-secondary me-2") { "Seat " (seat) }
span(class="badge text-bg-info") { "Team " (team) }
(team_badge)
}
}
}
@@ -715,11 +775,12 @@ fn capture_picker(
}
}
/// End-of-match overlay (scopone's team score; other games render
/// nothing until they ship their own play view).
/// End-of-match overlay: the final hand/deal breakdown and the winner.
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));
if let Some(g) = &game {
if g.game_type != "scopone_scientifico" {
if g.game_type != "scopone_scientifico" && !briscola && !chiamata {
return view! {};
}
}
@@ -732,16 +793,34 @@ 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());
let line = format!("Team {winner} wins {} – {}", scores.a, scores.b);
// Two-player briscola has no teams: 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) => {
g.player_name_for_team(&winner)
}
Some(g) if is_chiamata(&g.game_type) => winner.clone(),
_ => format!("Team {winner}"),
};
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 scoring before the result.
let final_summary = game
.and_then(|g| g.last_hand)
.map(|s| {
let rows = summary_rows(s);
view! { (rows) }
});
// Explain the final hand's (scopone) 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() {
Some(deal) => deal_rows(g, &deal),
None => view! {},
},
None => view! {},
}
} else {
match game.as_ref().and_then(|g| g.last_hand.clone()) {
Some(hand) => summary_rows(hand),
None => view! {},
}
};
let my_matches = (!spectator).then(|| view! {
a(class="btn btn-outline-light", href="/history") { "My matches" }
});
+177 -49
View File
@@ -12,34 +12,58 @@ use crate::api;
use crate::components::toast::toast;
use crate::model::{GameTypeInfo, MatchSummary, MatchesPage};
/// Distinct team labels in seat order; players without a team render in
/// a shared "Players" column.
fn team_columns(m: &MatchSummary) -> Vec<Option<String>> {
let mut teams = BTreeSet::new();
/// The match's teams, each as a `(label, names)` pair, in a readable
/// order: briscola chiamata's roles first (Chiamante, Socio, Difensori),
/// then other team labels alphabetically (A, B, ...), with team-less
/// players last.
fn team_groups(m: &MatchSummary) -> Vec<(String, String)> {
let mut labels: BTreeSet<Option<String>> = BTreeSet::new();
for p in &m.players {
teams.insert(p.team.clone());
labels.insert(p.team.clone());
}
let mut ordered: Vec<Option<String>> = teams.into_iter().collect();
// Seated teams first (in first-seat order), then the team-less column.
ordered.sort_by_key(|t| match t {
Some(_) => (0, String::new()),
None => (1, String::new()),
});
let mut ordered: Vec<Option<String>> = labels.into_iter().collect();
ordered.sort_by_key(team_sort_key);
ordered
.into_iter()
.map(|label| (team_header(&label), team_names(m, &label)))
.collect()
}
/// Sort key for team labels: chiamata roles in play order, other labels
/// alphabetically, team-less players last.
fn team_sort_key(label: &Option<String>) -> (u8, String) {
match label.as_deref() {
Some("Chiamante") => (0, String::new()),
Some("Socio") => (1, String::new()),
Some("Difensori") => (2, String::new()),
Some(other) => (0, other.to_string()),
None => (9, String::new()),
}
}
fn team_names(m: &MatchSummary, team: &Option<String>) -> String {
m.players
let names = m
.players
.iter()
.filter(|p| &p.team == team)
.map(|p| p.display_name.clone())
.collect::<Vec<_>>()
.join(" & ")
.collect::<Vec<_>>();
match names.len() {
0 => String::new(),
1 => names[0].clone(),
_ => {
let (last, rest) = names.split_last().expect("non-empty");
format!("{} & {}", rest.join(", "), last)
}
}
}
fn team_header(team: &Option<String>) -> String {
match team {
Some(t) => format!("Team {t}"),
// Single-letter labels are the A/B team names; longer labels
// (e.g. briscola chiamata's "Chiamante"/"Socio") read on their own.
Some(t) if t.len() <= 2 => format!("Team {t}"),
Some(t) => t.clone(),
None => "Players".to_string(),
}
}
@@ -55,7 +79,11 @@ fn score_text(m: &MatchSummary) -> String {
/// "Team A" from `winner_team`, a plain `winner`, or "—".
fn winner_text(m: &MatchSummary) -> String {
if let Some(team) = m.result_str("winner_team") {
return format!("Team {team}");
return if team.len() <= 2 {
format!("Team {team}")
} else {
team
};
}
m.result_str("winner").unwrap_or_else(|| "—".to_string())
}
@@ -98,18 +126,29 @@ pub fn HistoryPage() -> View {
spawn_local(async move {
match api::my_matches(next.as_deref()).await {
Ok(p) => {
// The page can unmount (e.g. the login redirect) while
// the request is in flight.
if !page.is_alive() {
return;
}
cursor.set(p.next_cursor.clone());
rows.update(|acc| acc.extend(p.results.iter().cloned()));
page.set(Some(p));
}
Err(e) => error.set(Some(e)),
Err(e) => {
if error.is_alive() {
error.set(Some(e));
}
}
}
});
};
spawn_local(async move {
if let Ok(types) = api::game_types().await {
game_types.set(types);
if game_types.is_alive() {
game_types.set(types);
}
}
});
@@ -117,11 +156,18 @@ pub fn HistoryPage() -> View {
spawn_local(async move {
match api::my_matches(None).await {
Ok(p) => {
if !page.is_alive() {
return;
}
cursor.set(p.next_cursor.clone());
rows.set(p.results.clone());
page.set(Some(p));
}
Err(e) => error.set(Some(e)),
Err(e) => {
if error.is_alive() {
error.set(Some(e));
}
}
}
});
@@ -150,10 +196,18 @@ pub fn HistoryPage() -> View {
.map(|m| {
let finished = local_finished(&m.finished_at);
let game = game_name(&names, &m.game_type);
let mut cells: Vec<View> = team_columns(&m)
.iter()
.map(|t| team_names(&m, t))
.map(|c| view! { td { (c) } })
let teams: Vec<View> = team_groups(&m)
.into_iter()
.map(|(label, names)| {
view! {
div(class="match-team") {
span(class="text-secondary") {
(label) ": "
}
(names)
}
}
})
.collect();
let score = score_text(&m);
let winner = winner_text(&m);
@@ -173,37 +227,18 @@ pub fn HistoryPage() -> View {
} else {
"text-secondary"
};
let mut row_cells = vec![
let row_cells = vec![
view! { td { (finished) } },
view! { td { (game) } },
view! { td { (teams) } },
view! { td { (score) } },
view! { td { (winner) } },
view! { td(class=cls) { (outcome) } },
view! { td(class=cls) { (elo_delta) } },
];
row_cells.append(&mut cells);
row_cells.push(view! { td { (score) } });
row_cells.push(view! { td { (winner) } });
row_cells.push(view! { td(class=cls) { (outcome) } });
row_cells.push(view! { td(class=cls) { (elo_delta) } });
view! { tr { (row_cells) } }
})
.collect::<Vec<_>>();
// Team columns are per-row (matches may mix games), so
// the header shows the union across the loaded rows.
let mut header_teams = BTreeSet::new();
for m in rows.get_clone().iter() {
for t in team_columns(m) {
header_teams.insert(t);
}
}
let mut header_teams: Vec<Option<String>> =
header_teams.into_iter().collect();
header_teams.sort_by_key(|t| match t {
Some(_) => (0, String::new()),
None => (1, String::new()),
});
let header_cells: Vec<View> = header_teams
.iter()
.map(team_header)
.map(|h| view! { th { (h) } })
.collect();
view! {
div(class="table-responsive") {
table(class="table table-striped table-hover align-middle") {
@@ -211,7 +246,7 @@ pub fn HistoryPage() -> View {
tr {
th { "Finished" }
th { "Game" }
(header_cells)
th { "Teams" }
th { "Score" }
th { "Winner" }
th { "You" }
@@ -236,3 +271,96 @@ pub fn HistoryPage() -> View {
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use serde_json::json;
fn match_summary(players: serde_json::Value) -> MatchSummary {
serde_json::from_value(json!({
"id": "m1",
"started_at": "2026-01-01T00:00:00+00:00",
"finished_at": "2026-01-01T01:00:00+00:00",
"players": players,
}))
.unwrap()
}
#[test]
fn team_groups_order_chiamata_roles() {
let m = match_summary(json!([
{"user_sub": "a", "display_name": "Alice", "seat": 0,
"team": "Difensori", "won": false},
{"user_sub": "b", "display_name": "Bob", "seat": 1,
"team": "Chiamante", "won": true},
{"user_sub": "c", "display_name": "Carol", "seat": 2,
"team": "Difensori", "won": false},
{"user_sub": "d", "display_name": "Dave", "seat": 3,
"team": "Socio", "won": true},
{"user_sub": "e", "display_name": "Erin", "seat": 4,
"team": "Difensori", "won": false},
]));
assert_eq!(
vec![
("Chiamante".to_string(), "Bob".to_string()),
("Socio".to_string(), "Dave".to_string()),
(
"Difensori".to_string(),
"Alice, Carol & Erin".to_string()
),
],
team_groups(&m)
);
}
#[test]
fn team_groups_keep_a_and_b_in_order() {
let m = match_summary(json!([
{"user_sub": "a", "display_name": "Alice", "seat": 0,
"team": "A", "won": true},
{"user_sub": "b", "display_name": "Bob", "seat": 1,
"team": "B", "won": false},
]));
assert_eq!(
vec![
("Team A".to_string(), "Alice".to_string()),
("Team B".to_string(), "Bob".to_string()),
],
team_groups(&m)
);
}
#[test]
fn team_groups_put_teamless_players_last() {
let m = match_summary(json!([
{"user_sub": "a", "display_name": "Alice", "seat": 0,
"team": null, "won": false},
{"user_sub": "b", "display_name": "Bob", "seat": 1,
"team": "A", "won": true},
]));
assert_eq!(
vec![
("Team A".to_string(), "Bob".to_string()),
("Players".to_string(), "Alice".to_string()),
],
team_groups(&m)
);
}
#[test]
fn team_names_join_three_names_readably() {
let m = match_summary(json!([
{"user_sub": "a", "display_name": "Alice", "seat": 0,
"team": "A", "won": true},
{"user_sub": "b", "display_name": "Bob", "seat": 1,
"team": "A", "won": true},
{"user_sub": "c", "display_name": "Carol", "seat": 2,
"team": "A", "won": true},
]));
assert_eq!(
"Alice, Bob & Carol",
team_names(&m, &Some("A".to_string()))
);
}
}
+62 -6
View File
@@ -1,20 +1,53 @@
//! Global leaderboard page.
//! Per-game leaderboard page.
//!
//! Elo ratings are stored per game type, so the board is scoped to the
//! game chosen in the dropdown: Elo, wins, matches and points all come
//! from that game's matches only.
use wasm_bindgen_futures::spawn_local;
use sycamore::prelude::*;
use crate::api;
use crate::components::toast::toast;
use crate::model::{fmt_points, LeaderboardPage};
use crate::model::{fallback_game_types, fmt_points, LeaderboardPage};
#[component]
pub fn LeaderboardPage() -> View {
let page = create_signal(Option::<LeaderboardPage>::None);
let error = create_signal(Option::<String>::None);
let game_types = create_signal(fallback_game_types());
let selected_game = create_signal("scopone_scientifico".to_string());
// Reload whenever the selection changes; a response for a game the
// user has already switched away from is dropped.
create_effect(move || {
let game_type = selected_game.get_clone();
page.set(None);
spawn_local(async move {
match api::leaderboard(&game_type).await {
Ok(p) => {
if selected_game.get_clone() == game_type {
page.set(Some(p));
}
}
Err(e) => {
if selected_game.get_clone() == game_type {
error.set(Some(e));
}
}
}
});
});
spawn_local(async move {
match api::leaderboard().await {
Ok(p) => page.set(Some(p)),
Err(e) => error.set(Some(e)),
match api::game_types().await {
Ok(types) if !types.is_empty() => {
let current = selected_game.get_clone();
if !types.iter().any(|g| g.id == current) {
selected_game.set(types[0].id.clone());
}
game_types.set(types);
}
_ => {} // keep the fallback list
}
});
@@ -22,7 +55,30 @@ pub fn LeaderboardPage() -> View {
div {
(crate::components::nav::app_nav("/leaderboard", || view! {}))
div(class="container page-shell py-4") {
h1(class="h3 mb-4") { "Leaderboard" }
div(
class="d-flex flex-wrap gap-3 align-items-center \
justify-content-between mb-4"
) {
h1(class="h3 mb-0") { "Leaderboard" }
div(class="d-flex align-items-center gap-2") {
label(class="form-label mb-0", r#for="leaderboard-game") {
"Game"
}
select(
class="form-select w-auto",
id="leaderboard-game",
bind:value=selected_game,
) {
Keyed(
list=game_types,
view=|g| view! {
option(value=g.id.clone()) { (g.name) }
},
key=|g| g.id.clone(),
)
}
}
}
(toast(error))
(move || match page.get_clone() {
None => view! {
+119 -86
View File
@@ -13,32 +13,13 @@ use sycamore_router::navigate;
use crate::api;
use crate::components::card::card_back;
use crate::components::login::login_card;
use crate::components::toast::toast;
use crate::model::{
AuthProvider, GameTypeInfo, JoinPreview, OptionField, OptionKind, PlayerRating, User,
fallback_game_types, is_individual_game, AuthProvider, GameTypeInfo, JoinPreview,
MyGame, OptionField, OptionKind, PlayerRating, User,
};
/// Used when the game-types fetch fails: match creation must still work.
fn fallback_game_types() -> Vec<GameTypeInfo> {
vec![GameTypeInfo {
id: "scopone_scientifico".to_string(),
name: "Scopone scientifico".to_string(),
description: String::new(),
min_players: 4,
max_players: 4,
options_schema: serde_json::Value::Null,
}]
}
/// Human-readable label for a provider name ("google" -> "Google").
fn provider_label(name: &str) -> String {
let mut chars = name.chars();
match chars.next() {
Some(first) => first.to_uppercase().collect::<String>() + chars.as_str(),
None => String::new(),
}
}
fn json_to_string(value: &serde_json::Value) -> String {
match value {
serde_json::Value::String(s) => s.clone(),
@@ -248,15 +229,20 @@ fn join_preview_panel(
})
.collect::<Vec<_>>();
let seated = p.players.len();
let show_teams = !is_individual_game(&p.game_type);
let players = p
.players
.iter()
.map(|player| {
let name = player.name.clone();
let team = player.team.as_ref().map(|t| {
let label = t.clone();
view! { span(class="badge text-bg-info ms-2") { "Team " (label) } }
});
let team = if show_teams {
player.team.as_ref().map(|t| {
let label = t.clone();
view! { span(class="badge text-bg-info ms-2") { "Team " (label) } }
})
} else {
None
};
view! {
li(
class="list-group-item d-flex justify-content-between \
@@ -298,6 +284,8 @@ pub fn LobbyPage() -> View {
let auth_providers = create_signal(Vec::<AuthProvider>::new());
// The player's Elo ratings, one row per game type played.
let ratings = create_signal(Vec::<PlayerRating>::new());
// Live games the player is seated in, for the "Continue" list.
let my_games = create_signal(Vec::<MyGame>::new());
let error = create_signal(Option::<String>::None);
let code = create_signal(String::new());
let game_types = create_signal(fallback_game_types());
@@ -390,15 +378,30 @@ pub fn LobbyPage() -> View {
if me.is_some() {
spawn_local(async move {
if let Ok(p) = api::my_ratings().await {
ratings.set(p.results);
if ratings.is_alive() {
ratings.set(p.results);
}
}
if let Ok(games) = api::my_games().await {
if my_games.is_alive() {
my_games.set(games);
}
}
});
}
user.set(Some(me));
// The page may have been unmounted (e.g. by the login
// redirect triggered while this request was in flight).
if user.is_alive() {
user.set(Some(me));
}
}
Err(e) => {
error.set(Some(e));
user.set(Some(None));
if error.is_alive() {
error.set(Some(e));
}
if user.is_alive() {
user.set(Some(None));
}
}
}
});
@@ -406,6 +409,9 @@ pub fn LobbyPage() -> View {
spawn_local(async move {
match api::game_types().await {
Ok(types) if !types.is_empty() => {
if !game_types.is_alive() {
return;
}
selected_game.set(types[0].id.clone());
game_types.set(types);
}
@@ -415,7 +421,9 @@ pub fn LobbyPage() -> View {
spawn_local(async move {
if let Ok(list) = api::auth_providers().await {
auth_providers.set(list);
if auth_providers.is_alive() {
auth_providers.set(list);
}
}
});
@@ -471,53 +479,7 @@ pub fn LobbyPage() -> View {
}
}
},
Some(None) => view! {
div(class="status-card") {
div(class="card") {
div(class="card-body p-4") {
h1(class="h3 mb-3") {
span(class="text-warning") { "♠" }
" tavolo"
}
p(class="text-secondary") { "Log in with your account to play." }
// rel="external" opts out of the SPA router's click
// interception: these must be full page navigations
// to the backend's OIDC login endpoints.
(move || {
let providers = auth_providers.get_clone();
if providers.is_empty() {
// Providers could not be fetched: the
// generic route redirects to the first
// configured provider.
view! {
a(
class="btn btn-warning btn-lg w-100",
href="/auth/login",
rel="external",
) {
"Log in"
}
}
} else {
view! {
div(class="d-grid gap-2") {
(providers.iter().cloned().map(|p| view! {
a(
class="btn btn-warning btn-lg w-100",
href=p.login_url,
rel="external",
) {
"Log in with " (provider_label(&p.name))
}
}).collect::<Vec<_>>())
}
}
}
})
}
}
}
},
Some(None) => view! { (login_card(auth_providers)) },
Some(Some(_me)) => {
view! {
(crate::components::nav::app_nav("/", move || {
@@ -552,9 +514,72 @@ 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 with friends."
"Play scopone scientifico and briscola with friends."
}
}
// Ongoing games: a "Continue" link back into a
// match whose page was accidentally closed.
(move || {
let games = my_games.get_clone();
if games.is_empty() {
return view! {};
}
let types = game_types.get_clone();
let rows = games
.into_iter()
.map(|g| {
let name = if g.game_name.is_empty() {
types
.iter()
.find(|t| t.id == g.game_type)
.map(|t| t.name.clone())
.unwrap_or_else(|| g.game_type.clone())
} else {
g.game_name.clone()
};
let phase = g.phase_label();
let seats = g.seats_text();
let players = g.players_text();
let players_note = if players.is_empty() {
String::new()
} else {
format!(" · {players}")
};
let href = format!("/game/{}", g.id);
view! {
li(
class="list-group-item d-flex flex-wrap \
justify-content-between \
align-items-center gap-2"
) {
div {
div(class="fw-semibold") { (name) }
div(class="text-secondary small") {
(phase) " · " (seats)
(players_note)
}
}
a(
class="btn btn-sm btn-warning",
href=href,
) {
"Continue"
}
}
}
})
.collect::<Vec<_>>();
view! {
div(class="card mb-4") {
div(class="card-header") { "Your games" }
div(class="card-body p-0") {
ul(class="list-group list-group-flush") {
(rows)
}
}
}
}
})
div(class="row g-4") {
div(class="col-lg-7") {
div(class="card h-100") {
@@ -609,13 +634,21 @@ pub fn LobbyPage() -> View {
div(class="mb-3") { (players_note) }
}
}))
Keyed(
list=fields,
view=move |f| view! {
OptionInput(field=f.clone(), options=options)
},
key=|f| f.key.clone(),
)
// Recreate the option inputs on every
// game switch: keyed rendering kept
// the previous game's field (value,
// min/max) for shared keys such as
// target_score.
(move || {
let _game = selected_game.get_clone();
fields
.get_clone()
.into_iter()
.map(|f| view! {
OptionInput(field=f, options=options)
})
.collect::<Vec<_>>()
})
button(
class="btn btn-warning btn-lg w-100 mt-auto",
on:click=on_create,
+41
View File
@@ -0,0 +1,41 @@
//! Login page, shown after the API answered `401` (see [`crate::auth`]):
//! the session expired, or the visitor tried to open a page that needs an
//! account.
//!
//! The backend's OIDC callback lands the SPA back on the configured
//! post-login redirect; [`crate::auth`] then returns the user to the page
//! they were on before this one.
use sycamore::prelude::*;
use sycamore_router::navigate_replace;
use wasm_bindgen_futures::spawn_local;
use crate::api;
use crate::auth;
use crate::components::login::login_card;
use crate::model::AuthProvider;
#[component]
pub fn LoginPage() -> View {
let providers = create_signal(Vec::<AuthProvider>::new());
spawn_local(async move {
// Already signed in: no business here — return to where the user
// was headed, or the lobby.
if matches!(api::me().await, Ok(Some(_))) {
let target = auth::saved_return_to().unwrap_or_else(|| "/".to_string());
auth::clear_return_to();
navigate_replace(&target);
return;
}
if let Ok(list) = api::auth_providers().await {
// The page can unmount while the fetch is in flight.
if providers.is_alive() {
providers.set(list);
}
}
});
view! {
(login_card(providers))
}
}
+3
View File
@@ -1,4 +1,7 @@
pub mod briscola;
pub mod chiamata;
pub mod game;
pub mod history;
pub mod leaderboard;
pub mod lobby;
pub mod login;
+28 -2
View File
@@ -45,6 +45,26 @@ impl GameSocket {
self.send_json(serde_json::json!({ "action": "ack" }));
}
/// Briscola chiamata: bid a rank in the calling auction.
pub fn bid_rank(&self, rank: i32) {
self.send_json(serde_json::json!({ "action": "bid", "rank": rank }));
}
/// Briscola chiamata: raise the points target (standing bid is the 2).
pub fn bid_points(&self, points: i32) {
self.send_json(serde_json::json!({ "action": "bid", "points": points }));
}
/// Briscola chiamata: leave the auction.
pub fn pass(&self) {
self.send_json(serde_json::json!({ "action": "pass" }));
}
/// Briscola chiamata: name the called card.
pub fn call_card(&self, card: &str) {
self.send_json(serde_json::json!({ "action": "call", "card": card }));
}
fn send_json(&self, value: serde_json::Value) {
let _ = self.sender.borrow_mut().unbounded_send(value.to_string());
}
@@ -83,8 +103,14 @@ pub fn connect(
while let Some(msg) = read.next().await {
match msg {
Ok(Message::Text(text)) => {
if let Ok(parsed) = serde_json::from_str::<ServerMessage>(&text) {
on_message(parsed);
match serde_json::from_str::<ServerMessage>(&text) {
Ok(parsed) => on_message(parsed),
// A silently dropped message would leave the page
// waiting forever; surface the parse error so it is
// visible in the browser console.
Err(err) => web_sys::console::error_1(
&format!("unparseable server message: {err}").into(),
),
}
}
Ok(Message::Bytes(_)) => {}
+413 -8
View File
@@ -1,4 +1,4 @@
/* Scopone scientifico frontend — game table, cards and scoring summary.
/* tavolo frontend — game tables, cards and scoring summaries.
*
* The felt palette and the Bootstrap theme overrides live in theme.css,
* which is loaded before this file. */
@@ -37,7 +37,8 @@ body {
.hud {
display: flex;
gap: 1.5rem;
flex-wrap: wrap;
gap: 0.4rem 1.5rem;
align-items: center;
justify-content: center;
padding: 0.6rem 1rem;
@@ -76,7 +77,10 @@ body {
.table-grid {
flex: 1;
display: grid;
grid-template-columns: 1fr 2.4fr 1fr;
/* minmax(0, …) lets the tracks shrink below their content's
* min-content width; without it the center's move banner and the
* seat panels push the grid wider than the screen on phones. */
grid-template-columns: minmax(0, 1fr) minmax(0, 2.4fr) minmax(0, 1fr);
grid-template-rows: auto 1fr auto;
grid-template-areas:
". top ."
@@ -114,6 +118,7 @@ body {
flex-direction: column;
justify-content: flex-start;
min-height: 116px;
min-width: 0;
align-self: center;
width: 100%;
}
@@ -126,7 +131,8 @@ body {
.seat-name {
font-weight: 600;
display: flex;
gap: 0.5rem;
flex-wrap: wrap;
gap: 0.15rem 0.5rem;
align-items: center;
justify-content: center;
}
@@ -167,6 +173,7 @@ body {
justify-content: center;
gap: 0.75rem;
min-height: 230px;
min-width: 0;
}
.table-cards {
@@ -240,8 +247,11 @@ body {
.move-banner {
display: flex;
flex-wrap: wrap;
align-items: center;
justify-content: center;
gap: 0.4rem;
max-width: 100%;
background: rgba(0, 0, 0, 0.35);
border-radius: 999px;
padding: 0.35rem 1rem;
@@ -282,8 +292,12 @@ body {
inset: 0;
background: rgba(0, 0, 0, 0.65);
display: flex;
align-items: center;
align-items: flex-start;
justify-content: center;
/* Tall dialogs (the chiamata call picker, the scoring summaries) can
* exceed short windows: allow scrolling instead of clipping them. */
overflow-y: auto;
padding: 1rem;
z-index: 20;
}
@@ -292,7 +306,11 @@ body {
border-radius: 14px;
padding: 1.5rem 2rem;
text-align: center;
min-width: 320px;
/* Centers the dialog when it fits and keeps it reachable (top
* aligned, scrollable via the overlay) when it does not. */
margin: auto;
min-width: min(320px, calc(100vw - 3rem));
max-width: calc(100vw - 3rem);
}
.capture-options {
@@ -327,8 +345,8 @@ body {
/* ---------- hand-end scoring summary ---------- */
.summary-panel {
min-width: 420px;
max-width: 560px;
min-width: min(420px, calc(100vw - 1.5rem));
max-width: min(560px, calc(100vw - 1.5rem));
text-align: left;
}
@@ -474,3 +492,390 @@ body {
font-size: 1.25rem;
font-weight: 700;
}
/* ---------- briscola ---------- */
.briscola-badge {
background: var(--panel-light);
color: var(--accent);
font-weight: 700;
border-radius: 999px;
padding: 0.15rem 0.6rem;
border: 1px solid var(--accent);
}
/* The face-down stock with the face-up trump card beside it. */
.stock {
display: flex;
align-items: center;
gap: 0.75rem;
}
.stock-pile {
display: flex;
}
.playing-card.stock-card {
height: 48px;
margin-left: -18px;
}
.playing-card.stock-card:first-child {
margin-left: 0;
}
.playing-card.briscola-card {
height: 64px;
outline: 2px solid var(--accent);
outline-offset: 2px;
}
.stock-count {
color: var(--muted);
font-size: 0.8rem;
font-variant-numeric: tabular-nums;
}
/* Current-trick cards with the player's name above each. */
.trick-slot {
display: flex;
flex-direction: column;
align-items: center;
gap: 0.15rem;
}
.trick-name {
font-size: 0.7rem;
color: var(--muted);
}
/* Two-player table: opponent on top, player at the bottom. */
.table-grid.duo {
grid-template-columns: 1fr;
grid-template-rows: auto 1fr auto;
grid-template-areas:
"top"
"center"
"bottom";
}
/* ---------- phones ---------- */
@media (max-width: 576px) {
.hud {
gap: 0.3rem 0.75rem;
padding: 0.45rem 0.5rem;
font-size: 0.85rem;
}
.table-grid {
gap: 0.35rem;
padding: 0.4rem;
}
.seat {
min-height: 92px;
padding: 0.35rem 0.4rem;
}
.seat-name {
font-size: 0.85rem;
}
.team-badge {
font-size: 0.6rem;
}
.seat-stats {
font-size: 0.7rem;
}
/* Flex-wrap lets the hidden-hand backs drop to the next row instead
* of forcing the seat wider than its track. */
.seat-cards {
display: flex;
flex-wrap: wrap;
gap: 2px;
justify-content: center;
margin: 0.2rem 0;
}
.center {
min-height: 180px;
gap: 0.45rem;
}
.move-banner {
font-size: 0.8rem;
padding: 0.25rem 0.6rem;
}
.playing-card.mini {
height: 26px;
}
.playing-card.table-card {
height: 62px;
}
.playing-card.move-card {
height: 42px;
}
.playing-card.hand-card {
height: 92px;
}
.hand {
min-height: 100px;
gap: 0.35rem;
}
.stock {
gap: 0.4rem;
}
.playing-card.stock-card {
height: 38px;
margin-left: -12px;
}
.playing-card.briscola-card {
height: 50px;
}
.picker {
padding: 1rem 1.1rem;
}
.summary-panel h2 {
font-size: 1.25rem;
}
.score-row {
gap: 0.5rem;
padding: 0.35rem 0.5rem;
}
.score-text {
font-size: 0.85rem;
}
.score-icon {
width: 26px;
}
.playing-card.score-mini {
height: 30px;
}
.total-row {
grid-template-columns: 3.5rem 1fr 3.2rem;
gap: 0.4rem;
}
}
/* ---------- briscola chiamata ---------- */
/* Five seats: two across the top and one on each side of the viewer. */
.table-grid.cinque {
grid-template-columns: minmax(0, 1fr) minmax(0, 2fr) minmax(0, 1fr);
grid-template-rows: auto 1fr auto;
grid-template-areas:
"tl . tr"
"left center right"
"bottom bottom bottom";
}
.seat-tl {
grid-area: tl;
}
.seat-tr {
grid-area: tr;
}
.called-badge {
background: var(--panel-light);
color: var(--accent);
font-weight: 700;
border-radius: 999px;
padding: 0.15rem 0.6rem;
border: 1px solid var(--accent);
}
.role-badge {
background: var(--accent);
color: var(--felt-dark);
}
.reveal-banner {
background: rgba(232, 197, 71, 0.15);
border: 1px solid var(--accent);
border-radius: 8px;
padding: 0.35rem 0.75rem;
}
.patta-banner {
background: rgba(217, 83, 79, 0.25);
}
/* The calling auction: standing bid, trail and the bid buttons. */
.auction-panel {
background: rgba(0, 0, 0, 0.25);
border-radius: 10px;
padding: 0.75rem 1rem;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.5rem;
max-width: 32rem;
}
.auction-standing {
font-weight: 600;
text-align: center;
}
.auction-history {
display: flex;
flex-wrap: wrap;
gap: 0.3rem;
justify-content: center;
}
.auction-chip {
background: var(--panel-light);
color: var(--muted);
border-radius: 4px;
padding: 0.1rem 0.4rem;
font-size: 0.75rem;
}
.bid-options {
display: flex;
flex-wrap: wrap;
gap: 0.35rem;
justify-content: center;
}
.bid-button {
background: var(--panel-light);
color: var(--text);
border: 1px solid var(--accent);
border-radius: 6px;
padding: 0.25rem 0.6rem;
cursor: pointer;
}
.bid-button:hover {
background: var(--accent);
color: var(--felt-dark);
}
.bid-button.points {
border-color: var(--team-a);
}
.pass-button {
background: transparent;
color: var(--muted);
border: 1px solid var(--muted);
border-radius: 6px;
padding: 0.25rem 0.6rem;
cursor: pointer;
}
.pass-button:hover {
color: var(--text);
border-color: var(--text);
}
/* The auction winner's call picker: the four cards of the won rank,
* laid out in a compact grid so the dialog stays short. */
.call-picker {
max-width: min(34rem, calc(100vw - 3rem));
}
.call-options {
display: grid;
grid-template-columns: repeat(2, minmax(0, 1fr));
gap: 0.5rem;
margin: 1rem 0 0;
}
@media (min-width: 576px) {
.call-options {
grid-template-columns: repeat(4, minmax(0, 1fr));
}
}
.call-option {
background: var(--panel-light);
border: 1px solid #4c6a54;
border-radius: 10px;
padding: 0.4rem 0.3rem;
cursor: pointer;
display: flex;
flex-direction: column;
align-items: center;
gap: 0.15rem;
}
.call-option:hover {
border-color: var(--accent);
}
/* Smaller than a hand card: the picker must fit short laptop windows. */
.playing-card.call-card {
height: 84px;
margin: 0 auto;
}
.call-label {
display: block;
font-size: 0.8rem;
color: var(--text);
margin-top: 0.15rem;
}
.call-note {
display: block;
font-size: 0.7rem;
}
.call-note.partner {
color: var(--team-a);
}
.call-note.solo {
color: var(--accent);
}
.chiamata-row .score-title {
color: var(--accent);
}
@media (max-width: 576px) {
.table-grid.cinque {
grid-template-columns: 1fr 1fr;
grid-template-areas:
"tl tr"
"left right"
"center center"
"bottom bottom";
}
.auction-panel {
padding: 0.5rem;
max-width: 100%;
}
}
/* ---------- match history ---------- */
/* One line per team inside the "Teams" cell of the history table. */
.match-team {
font-size: 0.85rem;
line-height: 1.4;
}
+21 -5
View File
@@ -40,11 +40,27 @@
body {
min-height: 100vh;
background-color: var(--felt-dark);
background-image: radial-gradient(
ellipse at 50% -10%,
var(--felt) 0%,
var(--felt-dark) 65%
);
/* Casino-table felt: a fine grain texture tiled over the green
* gradient, lit from above and darkened towards the edges. The first
* layer is the topmost one. */
background-image:
radial-gradient(
ellipse at 50% 45%,
transparent 55%,
rgba(0, 0, 0, 0.38) 100%
),
radial-gradient(
ellipse at 50% -10%,
rgba(255, 255, 255, 0.07),
transparent 60%
),
url("/assets/felt.svg"),
radial-gradient(
ellipse at 50% -10%,
var(--felt) 0%,
var(--felt-dark) 65%
);
background-repeat: no-repeat, no-repeat, repeat, no-repeat;
background-attachment: fixed;
color: var(--text);
}