card-game.el/cg-gaps.el

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;;; cg-gaps.el --- Gaps-style row solitaires (Montana, Hell's Half-Acre) -*- lexical-binding: t; -*-
;; Copyright (C) 2026 Corwin Brust
;; Author: Corwin Brust <corwin@bru.st>
;; Maintainer: Corwin Brust <corwin@bru.st>
;; Version: 1.0.60
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;; Package-Requires: ((emacs "26.1"))
;; Keywords: games
;; URL: https://code.bru.st/corwin/card-game.el
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;; This program is free software; you can redistribute it and/or modify
;; it under the terms of the GNU General Public License as published by
;; the Free Software Foundation, either version 3 of the License, or
;; (at your option) any later version.
;; This program is distributed in the hope that it will be useful,
;; but WITHOUT ANY WARRANTY; without even the implied warranty of
;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
;; GNU General Public License for more details.
;; You should have received a copy of the GNU General Public License
;; along with this program. If not, see <https://www.gnu.org/licenses/>.
;;; Commentary:
;; The "gaps" family of solitaires: 48 cards dealt into four rows of
;; thirteen with four gaps. A gap is filled by the card one rank along
;; from the card to its left, of the same suit; the head gap of a row
;; takes the anchor rank in any suit.
;;
;; Two variants ship, demonstrating how a new game is *derived* by
;; subclassing the abstract `cg-gaps-game' and overriding two methods
;; (`cg-gaps--head' and `cg-gaps--step'):
;;
;; `cg-montana' Gaps / Montana: Two at the head, rows build
;; UP 2 3 4 ... K; nothing follows a King.
;; `cg-hells-half-acre' Hell's Half-Acre: King at the head, rows
;; build DOWN K Q J ... 2; nothing follows a Two.
;;
;; When stuck you may redeal (twice): each correct run from the head
;; stays, a gap opens just past it, and the rest are reshuffled.
;;
;; Renders as UNICODE text in a terminal and as SVG cards on a graphical
;; display; fillable gaps are highlighted. Play via `M-x card-game' or
;; the commands above.
;;; Code:
(require 'cg-core)
(require 'cg-svg)
(require 'cg-render)
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;;;; Cards
(defconst cg-gaps-ranks
["2" "3" "4" "5" "6" "7" "8" "9" "10" "J" "Q" "K"]
"Rank labels indexed 0..11 (Two through King).")
(defconst cg-gaps-rank-names
["Two" "Three" "Four" "Five" "Six" "Seven" "Eight" "Nine"
"Ten" "Jack" "Queen" "King"]
"Full rank names indexed to match `cg-gaps-ranks'.")
;; A card is a cons cell (SUIT . RANK); nil denotes a gap.
(defsubst cg-gaps-red-p (card)
"Return non-nil when CARD is a red suit (diamonds or hearts)."
(and card (cg-red-suit-p (car card))))
(defun cg-gaps-card-string (card)
"Return a short string for CARD, or a dot for a gap (nil)."
(if (null card)
"·"
(concat (aref cg-gaps-ranks (cdr card))
(cg-suit-glyph (car card)))))
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;;;; Games — an abstract base and two subclasses
(defclass cg-gaps-game (cg-game)
((name :initform "Gaps"))
"Abstract base for gaps-style row solitaires.
Subclasses set the head rank and build direction by overriding
`cg-gaps--head' and `cg-gaps--step'."
:abstract t)
(cl-defgeneric cg-gaps--head (game)
"Return the rank index that anchors the head (left) of each row.")
(cl-defgeneric cg-gaps--step (game)
"Return the per-column rank increment: +1 ascending, -1 descending.")
(cl-defgeneric cg-gaps--vname (game)
"Return the human-readable variant name for GAME.")
(defclass cg-montana-game (cg-gaps-game)
((name :initform "Montana"))
"Gaps / Montana: a Two anchors the head; rows build up 2..K.")
(cl-defmethod cg-gaps--head ((_ cg-montana-game)) 0)
(cl-defmethod cg-gaps--step ((_ cg-montana-game)) 1)
(cl-defmethod cg-gaps--vname ((_ cg-montana-game)) "Gaps (Montana)")
(defclass cg-acre-game (cg-gaps-game)
((name :initform "Hell's Half-Acre"))
"Hell's Half-Acre: a King anchors the head; rows build down K..2.")
(cl-defmethod cg-gaps--head ((_ cg-acre-game)) 11)
(cl-defmethod cg-gaps--step ((_ cg-acre-game)) -1)
(cl-defmethod cg-gaps--vname ((_ cg-acre-game)) "Hell's Half-Acre")
(defalias 'cg-gaps--shuffle 'cg-shuffle)
(defun cg-gaps--full-deck ()
"Return the 48 playable cards (Two..King in every suit)."
(cl-loop for s below 4
append (cl-loop for r below 12 collect (cons s r))))
(cl-defmethod cg-gaps--deal ((game cg-gaps-game))
"Deal a fresh layout into GAME."
(random t)
(let ((cells (cg-gaps--shuffle (append (cg-gaps--full-deck)
(make-list 4 nil))))
(board (make-vector 4 nil)))
(dotimes (r 4)
(let ((row (make-vector 13 nil)))
(dotimes (c 13)
(aset row c (pop cells)))
(aset board r row)))
(cg-put game :board board)
(cg-put game :moves 0)
(cg-put game :redeals 2)
(cg-put game :cursor (cons 0 0))
(cg-put game :history nil)
(cg-put game :message
(format "Fill the gaps: each row one suit, %s. RET on a gap. ? = help."
(if (> (cg-gaps--step game) 0) "2 up to K" "K down to 2")))
game))
(defun cg-gaps--cell (board r c)
"Return the card at row R column C of BOARD (nil for a gap)."
(aref (aref board r) c))
(cl-defmethod cg-gaps--needed ((game cg-gaps-game) board r c)
"Return what may fill the gap at R, C of BOARD for GAME.
Returns the symbol `head' for a head gap, a (SUIT . RANK) card for any
other fillable gap, or nil if nothing fits."
(if (= c 0)
'head
(let ((left (cg-gaps--cell board r (1- c))))
(if (null left)
nil
(let ((nr (+ (cdr left) (cg-gaps--step game))))
(and (>= nr 0) (<= nr 11) (cons (car left) nr)))))))
(defun cg-gaps--find (board card)
"Return (ROW . COL) of CARD in BOARD, or nil if absent."
(catch 'hit
(dotimes (r 4)
(dotimes (c 13)
(when (equal (cg-gaps--cell board r c) card)
(throw 'hit (cons r c)))))
nil))
(defun cg-gaps--copy-board (board)
"Return a shallow copy of BOARD safe to mutate cell-by-cell."
(apply #'vector (mapcar #'copy-sequence (append board nil))))
(cl-defmethod cg-gaps--save-undo ((game cg-gaps-game))
"Push the current state of GAME onto its undo history."
(cg-put game :history
(cons (list (cg-gaps--copy-board (cg-get game :board))
(cg-get game :moves)
(cg-get game :redeals))
(cg-get game :history))))
(cl-defmethod cg-gaps--do-move ((game cg-gaps-game) r c card)
"Move CARD into the gap at R, C of GAME. Return non-nil on success."
(let* ((board (cg-get game :board))
(loc (cg-gaps--find board card)))
(if (not loc)
(progn (cg-put game :message
(format "The %s is not on the board?!"
(cg-gaps-card-string card)))
nil)
(cg-gaps--save-undo game)
(setf (aref (aref board (car loc)) (cdr loc)) nil)
(setf (aref (aref board r) c) card)
(cg-put game :moves (1+ (cg-get game :moves)))
(cg-put game :message (format "Moved %s." (cg-gaps-card-string card)))
t)))
(cl-defmethod cg-gaps--fill ((game cg-gaps-game) r c)
"Try to fill the gap at R, C of GAME. Return non-nil on success."
(let* ((board (cg-get game :board))
(cell (cg-gaps--cell board r c)))
(cond
(cell
(cg-put game :message "That cell is not a gap.") nil)
(t
(let ((needed (cg-gaps--needed game board r c)))
(cond
((null needed)
(cg-put game :message "Nothing can fill that gap.") nil)
((eq needed 'head)
(let ((suit (cg-gaps--read-head game)))
(and suit (cg-gaps--do-move game r c (cons suit (cg-gaps--head game))))))
(t
(cg-gaps--do-move game r c needed))))))))
(cl-defmethod cg-gaps--read-head ((game cg-gaps-game))
"Prompt for the suit of the head card of GAME. Return suit 0..3 or nil."
(let* ((name (aref cg-gaps-rank-names (cg-gaps--head game)))
(ch (read-char-choice
(format "Head gap — which %s? [s]pades [c]lubs [d]iamonds [h]earts (q=cancel): "
name)
'(?s ?c ?d ?h ?q))))
(cdr (assq ch '((?s . 0) (?c . 1) (?d . 2) (?h . 3))))))
(cl-defmethod cg-won-p ((game cg-gaps-game))
"Return non-nil when every row of GAME is a full suited run with a trailing gap."
(let ((board (cg-get game :board))
(head (cg-gaps--head game))
(step (cg-gaps--step game)))
(catch 'no
(dotimes (r 4)
(let* ((row (aref board r))
(c0 (aref row 0)))
(unless c0 (throw 'no nil))
(let ((suit (car c0)))
(dotimes (c 12)
(let ((cell (aref row c)))
(unless (and cell (= (car cell) suit)
(= (cdr cell) (+ head (* c step))))
(throw 'no nil))))
(when (aref row 12) (throw 'no nil)))))
t)))
(cl-defmethod cg-gaps--stuck-p ((game cg-gaps-game))
"Return non-nil when no gap of GAME can currently be filled."
(null (cg-gaps--hints game)))
(cl-defmethod cg-gaps--hints ((game cg-gaps-game))
"Return the list of (ROW . COL) gaps of GAME that can be filled now."
(let ((board (cg-get game :board))
(hints nil))
(dotimes (r 4)
(dotimes (c 13)
(when (and (null (cg-gaps--cell board r c))
(cg-gaps--needed game board r c))
(push (cons r c) hints))))
hints))
(cl-defmethod cg-gaps--prefix-len ((game cg-gaps-game) board r)
"Return the length of the correct run at the head of row R of BOARD."
(let ((row (aref board r))
(head (cg-gaps--head game))
(step (cg-gaps--step game))
(len 0))
(let ((c0 (aref row 0)))
(when (and c0 (= (cdr c0) head))
(let ((suit (car c0)) (i 0) (cont t))
(while (and cont (< i 12))
(let ((cell (aref row i)))
(if (and cell (= (car cell) suit)
(= (cdr cell) (+ head (* i step))))
(setq i (1+ i))
(setq cont nil))))
(setq len i))))
len))
(cl-defmethod cg-gaps--do-redeal ((game cg-gaps-game))
"Gather misplaced cards of GAME, reshuffle, and lay them back."
(let* ((board (cg-get game :board))
(lens (make-vector 4 0))
(kept nil))
(dotimes (r 4)
(let ((len (cg-gaps--prefix-len game board r)))
(aset lens r len)
(dotimes (i len) (push (cg-gaps--cell board r i) kept))))
(let* ((remaining
(cg-gaps--shuffle
(cl-remove-if (lambda (card) (cl-member card kept :test #'equal))
(cg-gaps--full-deck))))
(new (make-vector 4 nil)))
(dotimes (r 4)
(let ((row (make-vector 13 nil))
(len (aref lens r)))
(dotimes (i len)
(aset row i (cg-gaps--cell board r i)))
;; column LEN stays a gap.
(cl-loop for c from (1+ len) below 13
do (aset row c (pop remaining)))
(aset new r row)))
(cg-put game :board new))))
;;;; Rendering
(defun cg-gaps--header (game)
"Return the header text for GAME."
(format " ♠♣ %s ♦♥\n Moves: %-4d Redeals left: %d\n\n"
(cg-gaps--vname game) (cg-get game :moves) (cg-get game :redeals)))
(defun cg-gaps--footer (game)
"Return the footer text (just the current message) for GAME.
The control line is inserted separately by `cg-gaps--insert-controls',
where each key hint is itself the clickable button."
(format "\n %s\n" (cg-get game :message)))
(cl-defmethod cg-render ((game cg-gaps-game))
"Return a propertized string depicting GAME (console rendering)."
(let* ((board (cg-get game :board))
(cursor (cg-get game :cursor))
(cr (car cursor))
(cc (cdr cursor))
(hints (cg-gaps--hints game))
(out (list)))
(push (cg-gaps--header game) out)
(dotimes (r 4)
(dotimes (c 13)
(let* ((cell (cg-gaps--cell board r c))
(gapp (null cell))
(hintp (and gapp (member (cons r c) hints)))
(str (cond ((not gapp) (cg-gaps-card-string cell))
(hintp "+")
(t "·")))
(faces nil))
(when (cg-gaps-red-p cell) (push 'cg-red-suit faces))
(when hintp (push 'cg-hint faces))
(when (and gapp (not hintp)) (push 'cg-gap faces))
(when (and (= r cr) (= c cc)) (push 'cg-cursor faces))
(let ((content (propertize (format "%3s" str)
'face (or faces 'default))))
(push (propertize (concat " " content)
'cg-cell (cons r c)
'mouse-face 'highlight)
out))))
(push "\n" out))
(push (cg-gaps--footer game) out)
(apply #'concat (nreverse out))))
(defun cg-gaps--board-specs (board)
"Return BOARD as rows of SVG card specs for `cg-svg-grid-svg'."
(let ((rows nil))
(dotimes (r 4)
(let ((row nil))
(dotimes (c 13)
(let ((cell (cg-gaps--cell board r c)))
(push (and cell (cons (aref cg-gaps-ranks (cdr cell)) (car cell)))
row)))
(push (nreverse row) rows)))
(nreverse rows)))
(defconst cg-gaps--svg-card-w 46 "Base card width used by the SVG board.")
(defconst cg-gaps--svg-card-h 64 "Base card height used by the SVG board.")
(defconst cg-gaps--svg-gap 6 "Pixel gap between cards on the SVG board.")
(defconst cg-gaps--svg-pad 10 "Margin around the SVG board.")
(defcustom cg-gaps-svg-ui nil
"When non-nil (and on a graphical display), render the gaps board as a
single full-buffer SVG: the board fills the window with a status/controls
panel down the left side, mirroring the 500 full-SVG UI. Toggle with `v'."
:type 'boolean :group 'cg-svg)
(defcustom cg-gaps-svg-fill t
"When non-nil, size the full-SVG gaps UI to fill the window and re-fit on
window changes. Only used when `cg-gaps-svg-ui' is enabled."
:type 'boolean :group 'cg-svg)
(defun cg-gaps--insert-graphical (game)
"Insert the GUI (SVG) depiction of GAME into the current buffer."
(insert (cg-gaps--header game))
(let ((cg-svg-card-width cg-gaps--svg-card-w)
(cg-svg-card-height cg-gaps--svg-card-h)
(cg-svg-card-gap cg-gaps--svg-gap))
(insert-image
(cg-svg-image
(cg-svg-grid-svg (cg-gaps--board-specs (cg-get game :board))
:cursor (cg-get game :cursor)
:hints (cg-gaps--hints game)
:pad cg-gaps--svg-pad)
(cg-scale))))
(insert "\n")
(insert (cg-gaps--footer game)))
;;;; Interaction
(defvar-local cg-gaps--game nil
"The `cg-gaps-game' object played in the current buffer.")
(defun cg-gaps--goto-cell (r c)
"Move point onto the rendered cell at row R column C, if present."
(let ((target (cons r c))
(pos (point-min))
(found nil))
(while (and pos (not found))
(when (equal (get-text-property pos 'cg-cell) target)
(setq found pos))
(setq pos (next-single-property-change pos 'cg-cell)))
(when found (goto-char (1+ found)))))
(defun cg-gaps--key-button (key word cmd help)
"Insert a control where the KEY hint itself is the button running CMD.
Shown as \"key word\" (e.g. \"r redeal\"); HELP is the tooltip."
(insert-text-button (format "%s %s" key word)
'action (lambda (_) (call-interactively cmd))
'help-echo help 'follow-link t 'face 'link)
(insert " "))
(defun cg-gaps--insert-controls ()
"Insert a single control line.
Movement keys are a plain hint; the action keys double as their own
buttons (the keyboard hint *is* the button)."
(insert " ")
(insert (propertize "←→↑↓ move " 'face 'shadow))
(cg-gaps--key-button "RET" "fill" #'cg-gaps-fill "Fill the gap under the cursor")
(cg-gaps--key-button "r" "redeal" #'cg-gaps-redeal "Reshuffle the misplaced cards")
(cg-gaps--key-button "u" "undo" #'cg-gaps-undo "Undo the last move")
(cg-gaps--key-button "n" "new" #'cg-gaps-new "Deal a new game")
(cg-gaps--key-button "?" "help" #'cg-gaps-help "Show the rules and keys")
(insert "\n"))
(cl-defmethod cg-renderer-draw ((_renderer cg-text-renderer) (game cg-gaps-game))
"Draw the Gaps GAME as UNICODE text with the control line."
(insert (cg-render game))
(cg-gaps--insert-controls))
(cl-defmethod cg-renderer-draw ((_renderer cg-svg-renderer) (game cg-gaps-game))
"Draw the Gaps GAME as an inline SVG board with the control line."
(cg-gaps--insert-graphical game)
(cg-gaps--insert-controls))
(cl-defmethod cg-renderer-draw ((_renderer cg-svg-fill-renderer) (game cg-gaps-game))
"Draw the Gaps GAME as a full-window SVG table."
(cg-gaps--insert-svg-ui game))
(defun cg-gaps--treatment ()
"Return the display treatment symbol for the current Gaps buffer.
Honours `cg-gaps-svg-ui' and whether the display is graphical."
(cond ((and cg-gaps-svg-ui (display-graphic-p)) 'svg-fill)
((display-graphic-p) 'svg)
(t 'text)))
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(defun cg-gaps--redisplay ()
"Redraw the current Gaps buffer through its renderer.
The treatment is chosen by `cg-gaps--treatment' and dispatched with
`cg-renderer-draw'."
(let* ((game cg-gaps--game)
(inhibit-read-only t)
(renderer (cg-render-set-treatment game (cg-gaps--treatment))))
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(setq-local mode-line-process (cg-gaps--mode-line game))
(erase-buffer)
(cg-renderer-draw renderer game)
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(if (display-graphic-p)
(goto-char (point-min))
(let ((cur (cg-get game :cursor)))
(cg-gaps--goto-cell (car cur) (cdr cur))))))
(defun cg-gaps--move (dr dc)
"Move the cursor by DR rows and DC columns, then redisplay."
(let* ((game cg-gaps--game)
(cur (cg-get game :cursor))
(r (min 3 (max 0 (+ (car cur) dr))))
(c (min 12 (max 0 (+ (cdr cur) dc)))))
(cg-put game :cursor (cons r c))
(cg-gaps--redisplay)))
(defun cg-gaps-left () "Move cursor left." (interactive) (cg-gaps--move 0 -1))
(defun cg-gaps-right () "Move cursor right." (interactive) (cg-gaps--move 0 1))
(defun cg-gaps-up () "Move cursor up." (interactive) (cg-gaps--move -1 0))
(defun cg-gaps-down () "Move cursor down." (interactive) (cg-gaps--move 1 0))
(defun cg-gaps--after-move ()
"Check for a win or a stuck position and report it."
(let ((game cg-gaps--game))
(cond
((cg-won-p game)
(cg-put game :message
(format "\U0001F389 Solved in %d moves! Press n for a new game."
(cg-get game :moves))))
((cg-gaps--stuck-p game)
(cg-put game :message
(if (> (cg-get game :redeals) 0)
(format "Stuck! Press r to redeal (%d left)."
(cg-get game :redeals))
"Stuck, and no redeals left. Press n for a new game."))))
(cg-gaps--redisplay)
(message "%s" (cg-get game :message))))
(defun cg-gaps-fill ()
"Fill the gap under the cursor."
(interactive)
(let* ((game cg-gaps--game)
(cur (cg-get game :cursor)))
(if (cg-gaps--fill game (car cur) (cdr cur))
(cg-gaps--after-move)
(cg-gaps--redisplay))))
(defun cg-gaps-redeal ()
"Reshuffle and redeal the misplaced cards, if redeals remain."
(interactive)
(let ((game cg-gaps--game))
(if (<= (cg-get game :redeals) 0)
(progn (cg-put game :message "No redeals left.")
(cg-gaps--redisplay))
(cg-gaps--save-undo game)
(cg-gaps--do-redeal game)
(cg-put game :redeals (1- (cg-get game :redeals)))
(cg-put game :message
(format "Redealt. %d redeals left." (cg-get game :redeals)))
(cg-gaps--after-move))))
(defun cg-gaps-undo ()
"Undo the last move or redeal."
(interactive)
(let* ((game cg-gaps--game)
(hist (cg-get game :history)))
(if (null hist)
(progn (cg-put game :message "Nothing to undo.")
(cg-gaps--redisplay))
(let ((snap (car hist)))
(cg-put game :board (nth 0 snap))
(cg-put game :moves (nth 1 snap))
(cg-put game :redeals (nth 2 snap))
(cg-put game :history (cdr hist))
(cg-put game :message "Undone.")
(cg-gaps--redisplay)))))
(defun cg-gaps-new ()
"Start a new game in the current buffer."
(interactive)
(cg-gaps--deal cg-gaps--game)
(cg-gaps--redisplay))
(defun cg-gaps--xy->cell (px py)
"Map pixel coordinates PX, PY on the SVG board to a (ROW . COL), or nil."
(let* ((w cg-gaps--svg-card-w) (h cg-gaps--svg-card-h)
(g cg-gaps--svg-gap) (pad cg-gaps--svg-pad))
(when (and (>= px pad) (>= py pad))
(let* ((col (/ (- px pad) (+ w g)))
(row (/ (- py pad) (+ h g)))
(xin (- px pad (* col (+ w g))))
(yin (- py pad (* row (+ h g)))))
(when (and (< col 13) (< row 4) (<= xin w) (<= yin h))
(cons row col))))))
(defun cg-gaps-mouse (event)
"Fill the gap clicked by EVENT (or move the cursor there).
Dispatches to the full-SVG UI when active; otherwise hit-tests the inline
SVG board (pixel) or the text grid (text property)."
(interactive "e")
(let ((start (event-start event)))
(if (and cg-gaps-svg-ui (display-graphic-p) (posn-image start))
(cg-gaps--svg-ui-click start)
(let ((cell (if (and (display-graphic-p) (posn-image start))
(let ((xy (posn-object-x-y start)) (s (cg-scale)))
(and xy (cg-gaps--xy->cell (round (/ (car xy) s))
(round (/ (cdr xy) s)))))
(let ((pos (posn-point start)))
(and pos (get-text-property pos 'cg-cell))))))
(when cell
(cg-put cg-gaps--game :cursor cell)
(cg-gaps-fill))))))
(defun cg-gaps-help ()
"Show a one-line reminder of the controls."
(interactive)
(let ((game cg-gaps--game))
(message "%s"
(format "%s: move to a highlighted gap and RET to fill it (a %s anchors the head). r=redeal u=undo n=new q=quit."
(if game (cg-gaps--vname game) "Gaps")
(if game (aref cg-gaps-rank-names (cg-gaps--head game)) "card")))))
(defun cg-gaps--mode-line (game)
"Return the mode-line status string for GAME."
(cond ((cg-won-p game) " [Solved!]")
((cg-gaps--stuck-p game)
(if (> (cg-get game :redeals) 0) " [Stuck — r to redeal]" " [Stuck]"))
(t (format " [moves %d · redeals %d]"
(cg-get game :moves) (cg-get game :redeals)))))
(defun cg-gaps-zoom-in ()
"Enlarge the cards." (interactive) (text-scale-increase 1) (cg-gaps--redisplay))
(defun cg-gaps-zoom-out ()
"Shrink the cards." (interactive) (text-scale-decrease 1) (cg-gaps--redisplay))
(defun cg-gaps-zoom-reset ()
"Reset the card size." (interactive) (text-scale-set 0) (cg-gaps--redisplay))
(defun cg-gaps-redraw ()
"Redraw the board (e.g. after a theme or frame change)."
(interactive)
(cg-gaps--redisplay))
;;;; Frameless full-SVG UI (opt-in; see `cg-gaps-svg-ui')
(defconst cg-gaps--ui-w 820 "Default full-SVG gaps canvas width.")
(defconst cg-gaps--ui-h 380 "Default full-SVG gaps canvas height.")
(defvar-local cg-gaps--regions nil
"Plist of clickable regions for the full-SVG gaps UI.")
(defvar-local cg-gaps--ui-last-size nil
"Last window pixel size used to render the full-SVG gaps UI.")
(defun cg-gaps--in-rect (px py rect)
"Return non-nil when PX,PY lie inside RECT (X Y W H)."
(and rect (>= px (nth 0 rect)) (< px (+ (nth 0 rect) (nth 2 rect)))
(>= py (nth 1 rect)) (< py (+ (nth 1 rect) (nth 3 rect)))))
(defun cg-gaps--ui-text (svg str x y size color &optional bold anchor)
"Draw text STR on SVG at X,Y (SIZE, COLOR); ANCHOR defaults to start."
(let ((a (list :x (round x) :y (round y) :font-size (round size)
:fill color :text-anchor (or anchor "start")
:font-family cg-svg-font-family)))
(when bold (setq a (append a (list :font-weight "bold"))))
(apply #'svg-text svg str a)))
(defun cg-gaps--ui-label (svg str x y size)
"Draw an all-caps, letter-spaced section label on SVG."
(svg-text svg (upcase str) :x (round x) :y (round y) :font-size (round size)
:fill "#8fc79b" :text-anchor "start" :font-family cg-svg-font-family
:font-weight "bold" :letter-spacing "2"))
(defun cg-gaps--ui-divider (svg x1 x2 y)
"Draw a faint horizontal divider on SVG."
(svg-line svg x1 y x2 y :stroke "#1b6b35" :stroke-width 1))
(defun cg-gaps--draw-panel (svg game h lpw fs)
"Draw the left status/controls panel (width LPW, scale FS).
Return a plist of clickable control regions."
(let* ((regions nil)
(F (lambda (n) (round (* n fs))))
(px0 (funcall F 14)) (pxr (- lpw (funcall F 12)))
(dl (funcall F 8)) (dr (- lpw (funcall F 8)))
(cxp (/ lpw 2)) (y 0))
(svg-rectangle svg 6 6 (- lpw 8) (- h 12) :rx 10 :fill "#0d4a22" :fill-opacity 0.9
:stroke "#0a3a1a" :stroke-width 1)
(setq y (funcall F 30))
(cg-svg--text svg (cg-gaps--vname game) cxp y (funcall F 15) "#f1c40f" t)
(setq y (+ y (funcall F 14))) (cg-gaps--ui-divider svg dl dr y)
;; stats
(setq y (+ y (funcall F 22)))
(cg-gaps--ui-text svg "Moves" px0 y (funcall F 13) "#eaffea")
(svg-text svg (number-to-string (cg-get game :moves)) :x pxr :y y
:font-size (funcall F 14) :fill "#eaffea" :text-anchor "end"
:font-family cg-svg-font-family :font-weight "bold")
(setq y (+ y (funcall F 20)))
(cg-gaps--ui-text svg "Redeals left" px0 y (funcall F 13) "#eaffea")
(svg-text svg (number-to-string (cg-get game :redeals)) :x pxr :y y
:font-size (funcall F 14) :fill "#eaffea" :text-anchor "end"
:font-family cg-svg-font-family :font-weight "bold")
(setq y (+ y (funcall F 16))) (cg-gaps--ui-divider svg dl dr y)
;; rules
(setq y (+ y (funcall F 20)))
(cg-gaps--ui-label svg "Rules" px0 (- y (funcall F 6)) (funcall F 10))
(setq y (+ y (funcall F 16)))
(cg-gaps--ui-text svg (format "Head: %s"
(aref cg-gaps-rank-names (cg-gaps--head game)))
px0 y (funcall F 12) "#cfeccf")
(setq y (+ y (funcall F 16)))
(cg-gaps--ui-text svg (if (> (cg-gaps--step game) 0) "Build up 2..K"
"Build down K..2")
px0 y (funcall F 12) "#cfeccf")
(setq y (+ y (funcall F 16)) )
(cg-gaps--ui-text svg "One suit per row" px0 y (funcall F 12) "#9fd0a8")
(setq y (+ y (funcall F 14))) (cg-gaps--ui-divider svg dl dr y)
;; controls: the key shown on each button is the keyboard shortcut
(setq y (+ y (funcall F 20)))
(let* ((bw (- lpw px0 (funcall F 12))) (bh (funcall F 26)) (bg (funcall F 8))
(canredeal (> (cg-get game :redeals) 0))
(canundo (and (cg-get game :history) t))
(defs (list (list :redeal "R" "Redeal" canredeal)
(list :undo "U" "Undo" canundo)
(list :new "N" "New" t)
(list :help "?" "Help" t))))
(dolist (d defs)
(let* ((key (nth 0 d)) (kc (nth 1 d)) (word (nth 2 d)) (on (nth 3 d))
(rect (list px0 y bw bh)))
(svg-rectangle svg px0 y bw bh :rx 6
:fill (if on "#14401f" "#0e2a15")
:fill-opacity (if on 0.9 0.5)
:stroke "#0a3a1a" :stroke-width 1)
(cg-gaps--ui-text svg kc (+ px0 (funcall F 10)) (+ y (round (* bh 0.68)))
(funcall F 13) (if on "#f1c40f" "#5f7f68") t)
(cg-gaps--ui-text svg word (+ px0 (funcall F 30)) (+ y (round (* bh 0.68)))
(funcall F 13) (if on "#eaffea" "#5f7f68"))
(setq regions (plist-put regions key rect))
(setq y (+ y bh bg)))))
;; status message, wrapped to the panel
(let ((msg (cg-get game :message)))
(when (and msg (> (length msg) 0))
(let ((m (if (> (length msg) (max 18 (round (/ (- lpw px0 (funcall F 12))
(* 0.55 (funcall F 11))))))
(substring msg 0 (max 18 (round (/ (- lpw px0 (funcall F 12))
(* 0.55 (funcall F 11))))))
msg)))
(cg-gaps--ui-text svg m px0 (- h (funcall F 14)) (funcall F 11) "#9fd0a8"))))
regions))
(defun cg-gaps--ui-svg (game &optional w h)
"Return (SVG . REGIONS) for the full-buffer gaps UI of GAME (W by H).
The board scales to fill the area beside a proportional left panel."
(let* ((W (or w cg-gaps--ui-w)) (H (or h cg-gaps--ui-h))
(svg (svg-create W H)) (regions nil)
(fs (max 1.0 (min 2.2 (/ (+ (/ (float W) cg-gaps--ui-w)
(/ (float H) cg-gaps--ui-h)) 2.0))))
(pscale (max 1.0 (min 1.7 (/ (float W) cg-gaps--ui-w))))
(lpw (round (* 190 pscale)))
(bx (+ lpw 14)) (by 10)
(aw (- W bx 14)) (ah (- H by 10))
(board (cg-get game :board))
(cur (cg-get game :cursor)) (cr (car cur)) (cc (cdr cur))
(hints (cg-gaps--hints game))
(g (max 4 (round (* 6 fs))))
(cww (/ (- aw (* 12 g)) 13))
(chh (/ (- ah (* 3 g)) 4))
(aspect (/ 64.0 46.0))
(cw (max 18 (min cww (round (/ chh aspect)))))
(ch (round (* cw aspect)))
(bw (+ (* 13 cw) (* 12 g)))
(bh (+ (* 4 ch) (* 3 g)))
(x0 (+ bx (max 0 (/ (- aw bw) 2))))
(y0 (+ by (max 0 (/ (- ah bh) 2)))))
;; felt background + play-area panel
(svg-gradient svg "cg-gfelt" 'radial '((0 . "#1a7a38") (100 . "#0c4720")))
(svg-rectangle svg 0 0 W H :rx 14 :gradient "cg-gfelt")
(svg-rectangle svg (- bx 6) by (+ aw 12) ah :rx 12
:fill "#000000" :fill-opacity 0.10
:stroke "#0e5226" :stroke-width 2)
;; board
(let ((cg-svg-card-width cw) (cg-svg-card-height ch))
(dotimes (r 4)
(dotimes (c 13)
(let* ((cell (cg-gaps--cell board r c))
(spec (and cell (cons (aref cg-gaps-ranks (cdr cell)) (car cell))))
(x (+ x0 (* c (+ cw g)))) (y (+ y0 (* r (+ ch g))))
(hl (and (= r cr) (= c cc)))
(hint (and (null cell) (member (cons r c) hints) t)))
(cg-svg--draw-spec svg x y spec hl hint)))))
(setq regions (plist-put regions :board (list x0 y0 cw ch g)))
(setq regions (append regions (cg-gaps--draw-panel svg game H lpw fs)))
(cons svg regions)))
(defun cg-gaps--ui-cell (px py geom)
"Map pixel PX,PY to a (ROW . COL) given board GEOM (X0 Y0 CW CH G), or nil."
(when geom
(let ((x0 (nth 0 geom)) (y0 (nth 1 geom)) (cw (nth 2 geom))
(ch (nth 3 geom)) (g (nth 4 geom)))
(when (and (>= px x0) (>= py y0))
(let* ((col (/ (- px x0) (+ cw g))) (row (/ (- py y0) (+ ch g)))
(xin (- px x0 (* col (+ cw g)))) (yin (- py y0 (* row (+ ch g)))))
(when (and (< col 13) (< row 4) (<= xin cw) (<= yin ch))
(cons row col)))))))
(defun cg-gaps--svg-ui-click (start)
"Dispatch a click at posn START within the full-SVG gaps UI."
(let* ((xy (posn-object-x-y start)) (s (cg-scale))
(px (round (/ (car xy) s))) (py (round (/ (cdr xy) s)))
(game cg-gaps--game) (rg cg-gaps--regions))
(cond
((cg-gaps--in-rect px py (plist-get rg :redeal)) (cg-gaps-redeal))
((cg-gaps--in-rect px py (plist-get rg :undo)) (cg-gaps-undo))
((cg-gaps--in-rect px py (plist-get rg :new)) (cg-gaps-new))
((cg-gaps--in-rect px py (plist-get rg :help)) (cg-gaps-help))
(t (let ((cell (cg-gaps--ui-cell px py (plist-get rg :board))))
(when cell (cg-put game :cursor cell) (cg-gaps-fill)))))))
(defun cg-gaps--insert-svg-ui (game)
"Insert the full-buffer SVG gaps UI for GAME and record its regions."
(let* ((win (get-buffer-window (current-buffer)))
(fill (and cg-gaps-svg-fill win))
(w (if fill (max 640 (window-body-width win t)) cg-gaps--ui-w))
(h (if fill (max 320 (- (window-body-height win t) 4)) cg-gaps--ui-h))
(sr (cg-gaps--ui-svg game w h)))
(when fill (setq cg-gaps--ui-last-size (cons (window-body-width win t)
(window-body-height win t))))
(setq cg-gaps--regions (cdr sr))
(insert-image (cg-svg-image (car sr) (if fill 1.0 (cg-scale))))))
(defun cg-gaps--fit (&rest _)
"Re-render the full-SVG gaps UI to fit the window after a config change."
(when (and cg-gaps--game cg-gaps-svg-ui cg-gaps-svg-fill
(eq major-mode 'cg-gaps-mode))
(let ((win (get-buffer-window (current-buffer))))
(when win
(let ((sz (cons (window-body-width win t) (window-body-height win t))))
(unless (equal sz cg-gaps--ui-last-size)
(setq cg-gaps--ui-last-size sz)
(cg-gaps--redisplay)))))))
(defun cg-gaps-toggle-svg-ui ()
"Toggle the full-buffer SVG board for the gaps games."
(interactive)
(setq cg-gaps-svg-ui (not cg-gaps-svg-ui))
(setq cg-gaps--ui-last-size nil)
(cg-gaps--redisplay)
(message "Full-SVG board %s" (if cg-gaps-svg-ui "enabled" "disabled")))
(defvar cg-gaps-mode-map
(let ((map (make-sparse-keymap)))
(define-key map (kbd "<left>") #'cg-gaps-left)
(define-key map (kbd "<right>") #'cg-gaps-right)
(define-key map (kbd "<up>") #'cg-gaps-up)
(define-key map (kbd "<down>") #'cg-gaps-down)
(define-key map (kbd "RET") #'cg-gaps-fill)
(define-key map "g" #'cg-gaps-redraw)
(define-key map "r" #'cg-gaps-redeal)
(define-key map "u" #'cg-gaps-undo)
(define-key map "n" #'cg-gaps-new)
(define-key map "?" #'cg-gaps-help)
(define-key map "+" #'cg-gaps-zoom-in)
(define-key map "=" #'cg-gaps-zoom-in)
(define-key map "-" #'cg-gaps-zoom-out)
(define-key map "0" #'cg-gaps-zoom-reset)
(define-key map "v" #'cg-gaps-toggle-svg-ui)
(define-key map [mouse-1] #'cg-gaps-mouse)
map)
"Keymap for `cg-gaps-mode' (Emacs style; see `cg-keys').")
(defun cg-gaps--classic-keymap ()
"Return a copy of `cg-gaps-mode-map' with vi-style hjkl and SPC added."
(let ((map (copy-keymap cg-gaps-mode-map)))
(define-key map "h" #'cg-gaps-left)
(define-key map "l" #'cg-gaps-right)
(define-key map "k" #'cg-gaps-up)
(define-key map "j" #'cg-gaps-down)
(define-key map (kbd "SPC") #'cg-gaps-fill)
map))
(define-derived-mode cg-gaps-mode special-mode "Gaps"
"Major mode for playing the gaps family of solitaires."
(setq-local cursor-type 'box)
(setq-local truncate-lines t)
(add-hook 'window-configuration-change-hook #'cg-gaps--fit nil t)
(when (eq cg-keys 'classic)
(use-local-map (cg-gaps--classic-keymap))))
(defun cg-gaps--play (class)
"Start a gaps-style game of CLASS in its own buffer."
(let* ((game (cg-gaps--deal (make-instance class)))
(buf (get-buffer-create (format "*%s*" (cg-gaps--vname game)))))
(with-current-buffer buf
(cg-gaps-mode)
(setq cg-gaps--game game)
(cg-gaps--redisplay))
(switch-to-buffer buf)))
;;;###autoload
(defun cg-montana ()
"Play Gaps / Montana solitaire (Two at the head, build up 2..K)."
(interactive)
(cg-gaps--play 'cg-montana-game))
;;;###autoload
(defun cg-hells-half-acre ()
"Play Hell's Half-Acre solitaire (King at the head, build down K..2)."
(interactive)
(cg-gaps--play 'cg-acre-game))
;;;###autoload
(defalias 'cg-gaps #'cg-montana
"Alias for `cg-montana'.")
(provide 'cg-gaps)
;;; cg-gaps.el ends here