Class: Bridge::Game
- Inherits:
-
Object
- Object
- Bridge::Game
- Defined in:
- lib/bridge/game.rb
Overview
A bridge game sequences the auction and trick play. The methods of this class comprise the interface of a state machine. Clients should only use the class methods to interact with the game state. Modifications to the state are typically made through BridgePlayer objects. Methods which change the game state (make_call, playCard) require a player argument as “authentication”.
Instance Attribute Summary collapse
-
#auction ⇒ Object
Returns the value of attribute auction.
-
#board ⇒ Object
Returns the value of attribute board.
-
#board_queue ⇒ Object
Returns the value of attribute board_queue.
-
#contract ⇒ Object
Returns the value of attribute contract.
-
#leonardo_mode ⇒ Object
Returns the value of attribute leonardo_mode.
-
#number ⇒ Object
Returns the value of attribute number.
-
#options ⇒ Object
Returns the value of attribute options.
-
#play ⇒ Object
Returns the value of attribute play.
-
#players ⇒ Object
Returns the value of attribute players.
-
#result ⇒ Object
Returns the value of attribute result.
-
#results ⇒ Object
Returns the value of attribute results.
-
#rubber_mode ⇒ Object
Returns the value of attribute rubber_mode.
-
#rubbers ⇒ Object
Returns the value of attribute rubbers.
-
#state ⇒ Object
Returns the value of attribute state.
-
#trump_suit ⇒ Object
Returns the value of attribute trump_suit.
-
#visible_hands ⇒ Object
Returns the value of attribute visible_hands.
Instance Method Summary collapse
- #_add_result(board, contract = nil, tricks_made = nil, opts = {}) ⇒ Object
- #add_player(position) ⇒ Object
- #claim(direction, tricks) ⇒ Object
-
#get_hand(position) ⇒ Object
If specified hand is visible, returns the list of cards in hand.
- #get_state ⇒ Object
- #get_turn ⇒ Object
- #in_auction? ⇒ Boolean
- #in_play? ⇒ Boolean
- #in_progress? ⇒ Boolean
-
#initialize(opts = {}) ⇒ Game
constructor
A new instance of Game.
-
#make_call(call, player = nil, position = nil) ⇒ Object
Make a call in the current auction.
- #next_game_ready? ⇒ Boolean
-
#play_card(card, player = nil, position = nil) ⇒ Object
Play a card in the current play session.
- #remove_player(position) ⇒ Object
-
#reveal_hand(hand, position) ⇒ Object
Reveal hand to all observers.
- #signal_alert(alert, position) ⇒ Object
-
#start!(board = nil) ⇒ Object
Implementation of ICardGame.
-
#undo! ⇒ Object
Send undo message to either auction or trick play this is only available while there is an auction or trick_play.
Constructor Details
#initialize(opts = {}) ⇒ Game
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# File 'lib/bridge/game.rb', line 19 def initialize opts = {} # Valid @positions (for Table). @positions = Direction.values # Mapping from Strain symbols (in auction) to Suit symbols (in play). @trump_map = { Strain.club => Suit.club, Strain.diamond => Suit.diamond, Strain.heart => Suit.heart, Strain.spade => Suit.spade, Strain.no_trump => nil } opts = { :auction => nil, :play => nil, :players => {}, # One-to-one mapping from BridgePlayer to Direction :options => {}, :board => nil, :board_queue => [], # Boards for successive rounds. :results => [], # Results of previous rounds. :visible_hands => {}, # A subset of deal, containing revealed hands. :state => :new, :rubber_mode => false }.merge(opts) opts.map { |k,v| self.send(:"#{k}=",v) if self.respond_to?(k) } if self.rubber_mode # Use rubber scoring? self.rubbers = [] # Group results into Rubber objects. end self.contract = self.auction.nil? ? nil : self.auction.contract trump_suit = self.play.nil? ? nil : self.play.trump_suit result = self.in_progress? ? nil : self.results.last end |
Instance Attribute Details
#auction ⇒ Object
Returns the value of attribute auction.
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# File 'lib/bridge/game.rb', line 14 def auction @auction end |
#board ⇒ Object
Returns the value of attribute board.
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# File 'lib/bridge/game.rb', line 15 def board @board end |
#board_queue ⇒ Object
Returns the value of attribute board_queue.
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# File 'lib/bridge/game.rb', line 15 def board_queue @board_queue end |
#contract ⇒ Object
Returns the value of attribute contract.
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# File 'lib/bridge/game.rb', line 16 def contract @contract end |
#leonardo_mode ⇒ Object
Returns the value of attribute leonardo_mode.
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# File 'lib/bridge/game.rb', line 17 def leonardo_mode @leonardo_mode end |
#number ⇒ Object
Returns the value of attribute number.
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# File 'lib/bridge/game.rb', line 14 def number @number end |
#options ⇒ Object
Returns the value of attribute options.
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# File 'lib/bridge/game.rb', line 14 def @options end |
#play ⇒ Object
Returns the value of attribute play.
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# File 'lib/bridge/game.rb', line 14 def play @play end |
#players ⇒ Object
Returns the value of attribute players.
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# File 'lib/bridge/game.rb', line 14 def players @players end |
#result ⇒ Object
Returns the value of attribute result.
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# File 'lib/bridge/game.rb', line 16 def result @result end |
#results ⇒ Object
Returns the value of attribute results.
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# File 'lib/bridge/game.rb', line 15 def results @results end |
#rubber_mode ⇒ Object
Returns the value of attribute rubber_mode.
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# File 'lib/bridge/game.rb', line 17 def rubber_mode @rubber_mode end |
#rubbers ⇒ Object
Returns the value of attribute rubbers.
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# File 'lib/bridge/game.rb', line 17 def rubbers @rubbers end |
#state ⇒ Object
Returns the value of attribute state.
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# File 'lib/bridge/game.rb', line 16 def state @state end |
#trump_suit ⇒ Object
Returns the value of attribute trump_suit.
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# File 'lib/bridge/game.rb', line 16 def trump_suit @trump_suit end |
#visible_hands ⇒ Object
Returns the value of attribute visible_hands.
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# File 'lib/bridge/game.rb', line 15 def visible_hands @visible_hands end |
Instance Method Details
#_add_result(board, contract = nil, tricks_made = nil, opts = {}) ⇒ Object
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# File 'lib/bridge/game.rb', line 348 def _add_result(board, contract=nil, tricks_made=nil, opts = {}) if self.rubber_mode result = RubberResult.new(board, contract, tricks_made, opts) if self.rubbers.size > 0 and self.rubbers[-1].winner.nil? rubber = self.rubbers[-1] else # Instantiate new rubber. rubber = Rubber() self.rubbers << rubber rubber << result end elsif self.leonardo_mode result = LeonardoResult.new(board, contract, tricks_made, opts) else result = DuplicateResult.new(board, contract, tricks_made, opts) end self.results << result end |
#add_player(position) ⇒ Object
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# File 'lib/bridge/game.rb', line 166 def add_player(position) raise TypeError, "Expected valid Direction, got #{position}" unless Direction[position] raise GameError, "Position #{position} is taken" if self.players.values.include?(position) player = Player.new(self) self.players[player] = position return player end |
#claim(direction, tricks) ⇒ Object
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# File 'lib/bridge/game.rb', line 406 def claim direction, tricks if self.in_progress? if self.auction.complete? # In trick play. self.state = :finished declarer_tricks, defender_tricks = self.play.get_trick_count _add_result(self.board, self.contract, declarer_tricks, claim: [direction, tricks, defender_tricks]) else # Currently in the auction. raise GameError, "Cannot claim during auction" end else # Not in game. raise GameError, "No game in progress" end end |
#get_hand(position) ⇒ Object
If specified hand is visible, returns the list of cards in hand. @return: the hand of player at position.
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# File 'lib/bridge/game.rb', line 384 def get_hand(position) raise TypeError, "Expected Direction, got #{position}" unless Direction[position] if self.board and self.board.deal.hands[position] self.board.deal.hands[position] else raise GameError, "Hand unknown" end end |
#get_state ⇒ Object
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# File 'lib/bridge/game.rb', line 135 def get_state state = {} state[:options] = self. state[:results] = self.results state[:state] = self.state state[:contract] = self.contract state[:calls] = Call.all state[:available_calls] = [] begin state[:turn] = self.get_turn rescue Exception => e state[:turn] = nil end if self.in_progress? if state[:state] == :auction state[:available_calls] = Call.all.select { |c| self.auction.valid_call?(c) }.compact end # Remove hidden hands from deal. visible_board = self.board.copy visible_board.deal = self.visible_hands state[:board] = visible_board end state[:auction] = self.auction.to_a unless self.auction.nil? state[:play] = self.play.to_a unless self.play.nil? state end |
#get_turn ⇒ Object
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# File 'lib/bridge/game.rb', line 394 def get_turn if self.in_progress? if self.auction.complete? # In trick play. self.play.whose_turn else # Currently in the auction. self.auction.whose_turn end else # Not in game. raise GameError, "No game in progress" end end |
#in_auction? ⇒ Boolean
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# File 'lib/bridge/game.rb', line 113 def in_auction? if !self.auction.nil? !self.auction.passed_out? else false end end |
#in_play? ⇒ Boolean
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# File 'lib/bridge/game.rb', line 105 def in_play? if !self.play.nil? !self.play.complete? else false end end |
#in_progress? ⇒ Boolean
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# File 'lib/bridge/game.rb', line 121 def in_progress? if !self.play.nil? !self.play.complete? elsif !self.auction.nil? !self.auction.passed_out? else false end end |
#make_call(call, player = nil, position = nil) ⇒ Object
Make a call in the current auction. This method expects to receive either a player argument or a position. If both are given, the position argument is disregarded.
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# File 'lib/bridge/game.rb', line 232 def make_call(call, player=nil, position=nil) raise TypeError, "Expected Call, got #{call}" unless [Bid, Pass, Double, Redouble].include?(call.class) if player raise GameError, "Player unknown to this game" unless self.players.include?(player) position = self.players[player] end raise TypeError, "Expected Direction, got #{position.class}" if position.nil? or Direction[position].nil? # Validate call according to game state. raise GameError, "No game in progress" if self.auction.nil? raise GameError, "Auction complete" if self.auction.complete? raise GameError, "Call made out of turn" if self.get_turn != position raise GameError, "Call cannot be made" unless self.auction.valid_call?(call, position) self.auction.make_call(call) if self.auction.complete? and !self.auction.passed_out? self.state = :playing self.contract = self.auction.get_contract trump_suit = @trump_map[self.contract[:bid].strain] self.play = TrickPlay.new(self.contract[:declarer], trump_suit) elsif self.auction.passed_out? self.state = :finished end # If bidding is passed out, game is complete. self._add_result(self.board, contract=nil) if not self.in_progress? and self.board.deal if !self.in_progress? and self.board.deal # Reveal all unrevealed hands. Direction.each do |position| hand = self.board.deal.hands[position] self.reveal_hand(hand, position) if hand and !self.visible_hands.include?(position) end end end |
#next_game_ready? ⇒ Boolean
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# File 'lib/bridge/game.rb', line 131 def next_game_ready? !self.in_progress? and self.players.size == 4 end |
#play_card(card, player = nil, position = nil) ⇒ Object
Play a card in the current play session. This method expects to receive either a player argument or a position. If both are given, the position argument is disregarded. If position is specified, it must be that of the player of the card: declarer plays cards from dummy’s hand when it is dummy’s turn.
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# File 'lib/bridge/game.rb', line 286 def play_card(card, player=nil, position=nil) Bridge.assert_card(card) if player raise GameError, "Invalid player reference" unless self.players.include?(player) position = self.players[player] end raise TypeError, "Expected Direction, got #{position}" unless Direction[position] raise GameError, "No game in progress, or play complete" if self.play.nil? or self.play.complete? playfrom = position # Declarer controls dummy's turn. if self.get_turn == self.play.dummy if self.play.declarer == position playfrom = self.play.dummy # Declarer can play from dummy. elsif self.play.dummy == position raise GameError, "Dummy cannot play hand" end end raise GameError, "Card played out of turn" if self.get_turn != playfrom hand = self.board.deal[playfrom] || [] # If complete deal known, validate card play. if self.board.deal.size == Direction.size unless self.play.valid_play?(card, position, hand) raise GameError, "Card #{card} cannot be played from hand" end end self.play.play_card(card) hand.delete(card) # Dummy's hand is revealed when the first card of first trick is played. if self.play.get_trick(0).cards.compact.size == 1 dummyhand = self.board.deal[self.play.dummy] # Reveal hand only if known. self.reveal_hand(dummyhand, self.play.dummy) if dummyhand end # If play is complete, game is complete. if !self.in_progress? and self.board.deal self.state = :finished tricks_made, _ = self.play.get_trick_count self._add_result(self.board, self.contract, tricks_made) end if !self.in_progress? and self.board.deal # Reveal all unrevealed hands. Direction.each do |position| hand = self.board.deal[position] if hand and !self.visible_hands.include?(position) self.reveal_hand(hand, position) end end end true end |
#remove_player(position) ⇒ Object
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# File 'lib/bridge/game.rb', line 176 def remove_player(position) raise TypeError, "Expected valid Direction, got #{position}" unless Direction[position] raise GameError, "Position #{position} is vacant" unless self.players.values.include?(position) self.players.reject! { |player,pos| pos == position } end |
#reveal_hand(hand, position) ⇒ Object
Reveal hand to all observers.
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# File 'lib/bridge/game.rb', line 372 def reveal_hand(hand, position) raise TypeError, "Expected Direction, got #{position}" unless Direction[position] self.visible_hands[position] = hand # Add hand to board only if it was previously unknown. self.board.deal.hands[position] = hand unless self.board.deal.hands[position] end |
#signal_alert(alert, position) ⇒ Object
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# File 'lib/bridge/game.rb', line 271 def signal_alert(alert, position) pass # TODO end |
#start!(board = nil) ⇒ Object
Implementation of ICardGame. ref: pybridge.svn.sourceforge.net/svnroot/pybridge/trunk/pybridge/pybridge/interfaces/game.py
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# File 'lib/bridge/game.rb', line 58 def start! board = nil raise GameError, "Game in progress" if self.in_progress? if board # Use specified board. self.board = board elsif !self.board_queue.empty? # Use pre-specified board. self.board = self.board_queue.pop elsif self.board # Advance to next round. self.board = self.board.next else # Create an initial board. self.board = Board.first end if self.rubber_mode # Vulnerability determined by number of games won by each pair. if self.rubbers.size == 0 or self.rubbers.last.winner self.board.vulnerability = Vulnerability.none # First round, new rubber. else pairs = self.rubbers.last.games.map { |game, pair| pair } if pairs.count([Direction.north, Direction.south]) > 0 if pairs.count([Direction.east, Direction.west]) > 0 self.board.vulnerability = Vulnerability.all else self.board.vulnerability = Vulnerability.north_south end else if pairs.count([Direction.east, Direction.west]) > 0 self.board.vulnerability = Vulnerability.east_west else self.board.vulnerability = Vulnerability.none end end end # if self.rubbers.size == 0 or self.rubbers[-1].winner end # if self.rubber_mode self.auction = Auction.new(self.board.dealer) # Start auction. self.play = nil self.visible_hands.clear # Remove deal from board, so it does not appear to clients. visible_board = self.board.copy visible_board.deal = self.visible_hands self.state = :auction true end |
#undo! ⇒ Object
Send undo message to either auction or trick play this is only available while there is an auction or trick_play
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# File 'lib/bridge/game.rb', line 185 def undo! case self.state when :auction if self.auction.complete? false # can't undo if auction is complete yo. else card = self.auction.calls.pop # remove the last undo if card true else false end end when :playing # remove the last card from everywhere card = self.play.history.pop if card trick = self.play.get_current_trick player = self.play.who_played?(card) # this was a completed trick, we need to remove it from the winner queue if trick.cards.compact.size == 4 winner = self.play.who_played?(self.play.winning_card(trick)) self.play.winners.pop if self.play.winners.last == winner end self.play.get_current_trick.cards.delete(card) self.play.played.each { |k,h| h.delete(card) } self.board.deal.hands[player] << card true else false end else false end end |