cg-renderer gains a regions slot; the text/svg treatments get real
draw/hit methods; cg-regions-hit + cg-render-apply complete the loop.
Prototype on solitaire: cg-sol--svg returns (image . regions), redisplay
goes through cg-render-game, and [mouse-1] selects-and-acts by reusing the
keyboard pick-up/drop. Adds cgt-keystone-regions; suite 110/110.
Add SVG layouts so every game draws card faces on a graphical display:
- cg-solitaire: a board with the stock/waste/reserve/free-cells/foundations
row and overlapping columns (face-down backs, cursor ring, carried-run
hints) -- Klondike, FreeCell, Spider, Yukon, Canfield, Forty Thieves,
Scorpion.
- cg-patience: rows overlapped into the pyramid/peaks/Golf shapes with the
waste and stock -- Golf, TriPeaks, Pyramid.
- cg-eights: the hand as an SVG row with legal-play hints.
- cg-president: one face per rank with a count, keeping the rank-group cursor.
Each game keeps the plain-text row as the terminal/batch fallback behind a
cg-*-svg-cards toggle. Suite still 109/109.
Route cg-trick's shared render (the South hand and the current trick)
through cg-svg-hand-svg, showing legal plays as hint rings; this covers
Hearts, Spades, Whist, Oh Hell, Euchre, Pitch, and Briscola at once.
Do the same in cg-bridge for the hand, the trick, and the exposed dummy.
Plain-text rows remain the terminal/batch fallback. Suite still 109/109.
Add cg-svg-hand-svg, a hand-row primitive that fans a list of card
specs with cursor, hint, and mark rings, reusing the existing card art.
Route cg-rummy--render-cards through it on a graphical display, with the
plain-text row kept as the terminal/batch fallback (cg-rummy-svg-cards).
This gives SVG faces to every game that shares that helper: Gin, Rummy,
Rummy 500, Hand & Foot, Go Fish, Old Maid, Cribbage, Scopa, Casino, and
Spite & Malice. Suite still 109/109; batch rendering uses the text path.
New cg-bridge.el: a four-handed Bridge game (you are South, partnering
North against East and West) on the shared cg-game base.
* Auction: level/strain bids plus pass, double, and redouble, with the
three-pass end rule, pass-outs, doubling state, and declarer
determination (first of the side to name the strain).
* Play: follow-suit with the dummy exposed after the opening lead; the
declarer plays both hands. Trick resolution honours trump and no-trump.
* Scoring: classic rubber -- trick points below the line toward game;
overtricks, slam, insult, and undertrick penalties above; vulnerability
and the rubber bonus. Verified against known results.
* A small natural bidding AI (openings, NT, raises with a fit, simple
overcalls) that always terminates the auction, plus a greedy
card-play AI.
Wire cg-bridge into the chooser, the Makefile, and the README, and add
two ERT tests (scoring math and a dozen full AI-driven deals). The suite
is now 109/109 and every file byte-compiles cleanly.
Euchre, Pitch, Briscola, and Spite & Malice
Five new files, each reusing or extending an existing engine.
* cg-match.el: Go Fish and Old Maid, matching games on a shared
helper set (completes the original wishlist).
* cg-cribbage.el: two-handed Cribbage to 121 -- the crib, the cut,
pegging, and a full show scorer (fifteens, pairs, runs, flush, nobs).
* cg-scopa.el: a capture-by-sum engine driving Scopa (40-card, sette
bello, primiera, scopas) and Casino (pairs and sums, big/little
casino, aces, sweeps). Casino omits builds.
* cg-trick-ext.el: Euchre (24-card with both bowers), Auction Pitch
(bid, pitch sets trump, High/Low/Jack/Game), and Briscola (fixed
trump, no follow), as subclasses of the cg-trick engine.
* cg-spite.el: Spite & Malice, a competitive patience to empty the
goal pile onto shared Ace-to-Queen centre piles; Kings are wild.
Wire all nine commands into the card-game chooser, extend the Makefile
EL list, and add README sections. Add ten ERT tests covering each
game's engine and a full AI-driven game; the suite is now 107/107 and
every file byte-compiles cleanly.
New files at Version 1.0.60 to match the tree; post-1.0.60 work
toward 1.0.90.
Introduce a shared meld engine and four games built on it, all on
cg-core/EIEIO with console UNICODE rendering.
* cg-rummy.el: the meld engine and Gin Rummy. Set/run validation,
candidate-meld enumeration, a bitmask-DP minimum-deadwood partition,
and a layoff finder, plus the abstract cg-rummy-game base and shared
render helpers. Gin is two-handed with draw/take/discard/knock, gin
and undercut bonuses, opponent layoffs, and play to 100.
* cg-rum500.el: the abstract cg-tablemeld-game (one mode and command
set, dispatching on the subclass) driving Basic Rummy (meld out;
score the cards left in other hands; to 100) and Rummy 500 (score the
cards you lay down, lose those left in hand; ace high and worth 15;
to 500).
* cg-handfoot.el: Hand & Foot, a partnership Canasta cousin. Hand and
foot packets, Twos and Jokers wild, rank books with clean/dirty piles,
go-out bonus, and partnership scoring to 5000. Deliberately
Host-authoritative networked 500: host sits South, joiners take W/N/E,
open seats filled by AI. Per-seat rotated state hides other hands and the
kitty; clients reuse the single-player renderer/commands via :around advice,
so cg-bid.el/cg-bid-ui.el are untouched. Adds cg-bid-host/cg-bid-join, a
start-now lobby with auto-start at four players, and cg-bid-shuffle-partners.
cg-net.el gains cg-net-connect-functions. Verified: clean byte-compile,
checkdoc, 34/34 ERT (incl. 3 new net tests) and a two-process TCP game.