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tavolo/README.md
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Add briscola: classic two-player and briscola a quattro
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

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# tavolo
A platform for multiplayer card games. Two games are included:
**scopone scientifico** — the four-player, fixed-partnership Italian card
game — and **briscola**, in its classic two-player and four-player
partnership (*briscola a quattro*) variants:
- **`server/`** — backend: Python + [kaya](https://github.com/woggioni/kaya)
framework, OIDC login, live games in Redis, match statistics in Postgres.
A monorepo of four distributions sharing the `tavolo` namespace: the
game-independent `tavolo-platform`, the `tavolo-scopone` and
`tavolo-briscola` games, and the `tavolo-app` composition root wiring
them together. See [server/README.md](server/README.md).
- **`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
`web/vendor/` so builds work offline) plus the custom felt theme in
`web/theme.css`. Card images are the
CC0 *woodcut napoletane* deck traced from a 1902 Naples print
([SONDLecT/woodcut-napoletane](https://github.com/SONDLecT/woodcut-napoletane)).
## Run the whole stack
```sh
docker compose up --build
```
Postgres, Redis, a mock OIDC provider (test users `alice`, `bob`, `carol`,
`dave`), the database migrator and the app all come up together. The app —
frontend and API — listens on `http://127.0.0.1:8080`.
Because both the browser and the app talk to the OIDC issuer at
`http://mockoauth:8180/tavolo`, add a host entry once:
```sh
echo "127.0.0.1 mockoauth" | sudo tee -a /etc/hosts
```
## Between hands
When a hand ends but the match is not decided, the game pauses on a
**scoring summary screen**: scopone players see how each category was won
(carte, denara, settebello, primiera, scope — plus napola and asso
pigliatutto when enabled), briscola players see the deal's points and any
*patta*; both see the running totals and must click "Understood" before
the next hand is dealt. If someone is away the next hand is dealt
automatically after `HAND_ACK_TIMEOUT_SECONDS` (default 30s). The
match-ending hand is explained on the final screen.
## 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 (choosing among the legal captures when the
rules require a capture), so one absent player cannot stall the table.
## 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 for scopone), 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.
## Development
Backend (from `server/`):
```sh
cd server
python3 -m venv .venv
.venv/bin/pip install -r requirements.txt
.venv/bin/pip install -e ./packages/tavolo-platform -e ./packages/tavolo-scopone -e ./packages/tavolo-briscola -e './packages/tavolo-app[dev]'
.venv/bin/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:
```sh
cd web
trunk serve # SPA on http://localhost:8000, /api /auth /ws proxied
```
Trunk proxies `/api`, `/auth` and `/ws` to `127.0.0.1:8080` (see
`web/Trunk.toml`). For the login redirect to land back on the dev server,
run the backend with:
```sh
OIDC_0_PROVIDER=default \
OIDC_0_ISSUER=http://localhost:8180/tavolo \
OIDC_0_CLIENT_ID=tavolo \
OIDC_0_REDIRECT_URI=http://localhost:8080/auth/default/callback \
OIDC_0_POST_LOGIN_REDIRECT=http://localhost:8000/ \
OIDC_0_POST_LOGOUT_REDIRECT=http://localhost:8000/ \
.venv/bin/granian --host 127.0.0.1 --port 8080 tavolo.app:app
```
Card images are committed under `web/assets/cards/`; `web/fetch-cards.sh`
re-downloads them if needed.