;;; cg-crapette.el --- Russian Bank (Crapette), two-player vs AI -*- lexical-binding: t; -*- ;; Copyright (C) 2026 Corwin Brust ;; Author: Corwin Brust ;; Maintainer: Corwin Brust ;; Version: 1.0.90 ;; Package-Requires: ((emacs "26.1")) ;; Keywords: games ;; URL: https://code.bru.st/corwin/card-game.el ;; 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 . ;;; Commentary: ;; Russian Bank -- also called Crapette -- is the competitive, two-player ;; ancestor of the single-player patience in `cg-solitaire'. You (South) ;; play against one computer opponent (North). ;; ;; Two 52-card packs are used, one per player. In the centre sit eight ;; FOUNDATIONS, built up by suit from the Ace, and eight HOUSES, built ;; down in alternating colours; both are common ground either player may ;; build on. Each player also has a 13-card RESERVE (its top card face ;; up), a WASTE, and a face-down HAND. You win by getting rid of every ;; card in your reserve, hand, and waste. ;; ;; On your turn you make as many legal moves as you like: ;; - move the top of your reserve, your waste, or any house onto a ;; foundation or a house; ;; - move a whole SEQUENCE (a run built down in alternating colours) ;; from one house to another -- but only when there are enough empty ;; houses to have shifted it a card at a time; and ;; - LOAD a card from your reserve or waste onto the opponent's reserve ;; or waste when it is the same suit and one rank up or down. ;; ;; FOUNDATION PRIORITY and "STOP": a card that can go to a foundation must ;; be played there before anything else. If you build a house, load your ;; opponent, turn a card, or end your turn while a foundation play is ;; waiting, your opponent calls "STOP!" and your turn ends at once. The ;; piles that owe a foundation play are ringed in the hint colour. Set ;; `cg-crapette-stops' to nil for a gentler assist mode that blocks the ;; slip with a reminder instead of ending your turn. ;; ;; When you can do no more, turn the top of your hand: if it fits ;; somewhere you keep going, otherwise it goes to your waste and your turn ;; ends. ;; ;; SIMPLIFICATION (documented): the AI is a straightforward greedy player ;; and always observes foundation priority, so in practice only you can be ;; "stopped". ;;; Code: (require 'cg-core) (require 'cg-svg) (defconst cg-crap-ranks ["A" "2" "3" "4" "5" "6" "7" "8" "9" "10" "J" "Q" "K"] "Rank labels indexed 0 (Ace) .. 12 (King).") (defcustom cg-crapette-stops t "How Russian Bank enforces foundation priority on your turn. When non-nil (the competitive rule), the opponent calls \"stop\" and you forfeit the rest of your turn if you make any play other than an available foundation move. When nil, such a slip is simply blocked with a reminder and costs you nothing -- a gentler assist mode for learning." :type 'boolean :group 'card-games) (defcustom cg-crapette-svg-cards t "When non-nil, draw the board with SVG cards on a graphical display. Set to nil to force the plain-text board everywhere." :type 'boolean :group 'card-games) (defclass cg-crapette-game (cg-game) ((vname :initform "Russian Bank")) "Two-player Russian Bank (Crapette): you (South) versus one AI opponent.") (defvar-local cg-crap--game nil "The `cg-crapette-game' played in the current buffer.") (defvar cg-crap--recording t "When nil, `cg-crap--snapshot' does not record (used during the AI turn).") ;;;; Cards (defun cg-crap--card-string (card) "Return a short label for CARD, or a dot for an empty pile." (if (null card) "·" (concat (aref cg-crap-ranks (cdr card)) (cg-suit-glyph (car card))))) (defun cg-crap--red-p (card) "Return non-nil when CARD is a red suit." (and card (cg-red-suit-p (car card)))) (defun cg-crap--spec (card) "Return the cg-svg display spec (RANK-STRING . SUIT) for CARD, or nil." (and card (cons (aref cg-crap-ranks (cdr card)) (car card)))) (defun cg-crap--deck () "Return one freshly shuffled 52-card deck." (let (cards) (dotimes (s 4) (dotimes (r 13) (push (cons s r) cards))) (cg-shuffle cards))) (defun cg-crap--top (pile) "Return the top (last) card of PILE, or nil." (car (last pile))) ;;;; Pile access (defun cg-crap--found (g i) "Foundation I of G." (aref (cg-get g :found) i)) (defun cg-crap--house (g i) "House I of G." (aref (cg-get g :houses) i)) (defun cg-crap--reserve (g p) "Player P's reserve list in G." (aref (cg-get g :reserve) p)) (defun cg-crap--waste (g p) "Player P's waste list in G." (aref (cg-get g :waste) p)) (defun cg-crap--hand (g p) "Player P's hand list in G." (aref (cg-get g :hand) p)) ;;;; Dealing (defun cg-crap--deal (game) "Deal a fresh Russian Bank layout into GAME and return it." (let ((d0 (cg-crap--deck)) (d1 (cg-crap--deck)) (found (make-vector 8 nil)) (houses (make-vector 8 nil)) (reserve (make-vector 2 nil)) (waste (make-vector 2 nil)) (hand (make-vector 2 nil))) (dotimes (i 4) (aset houses i (list (pop d0)))) (dotimes (i 4) (aset houses (+ 4 i) (list (pop d1)))) (aset reserve 0 (cl-loop repeat 13 collect (pop d0))) (aset reserve 1 (cl-loop repeat 13 collect (pop d1))) (aset hand 0 d0) (aset hand 1 d1) (cg-put game :found found) (cg-put game :houses houses) (cg-put game :reserve reserve) (cg-put game :waste waste) (cg-put game :hand hand) (cg-put game :turn 0) (cg-put game :cursor 0) (cg-put game :sel nil) (cg-put game :moves 0) (cg-put game :history nil) (cg-put game :winner nil) (cg-put game :message "Your turn. Foundations first -- skip one and North calls STOP! Build the houses or load North.") game)) ;;;; Legality (defun cg-crap--found-accepts (game i card) "Return non-nil when CARD may go onto foundation I of GAME." (and card (let ((f (cg-crap--found game i))) (if (null f) (= (cdr card) 0) ; empty foundation takes an Ace (let ((top (cg-crap--top f))) (and (= (car card) (car top)) (= (cdr card) (1+ (cdr top))))))))) (defun cg-crap--house-accepts (game i card) "Return non-nil when CARD may go onto house I of GAME." (and card (let ((h (cg-crap--house game i))) (if (null h) t ; empty house takes anything (cg-crap--builds-down-p (cg-crap--top h) card))))) (defun cg-crap--builds-down-p (upper lower) "Return non-nil when LOWER may sit on UPPER: one rank down, opposite colour." (and upper lower (= (cdr lower) (1- (cdr upper))) (not (eq (cg-crap--red-p upper) (cg-crap--red-p lower))))) (defun cg-crap--load-accepts (pile-top card) "Return non-nil when CARD may be loaded onto a pile whose top is PILE-TOP. Loading needs the same suit and a rank one step up or down." (and pile-top card (= (car pile-top) (car card)) (= 1 (abs (- (cdr pile-top) (cdr card)))))) (defun cg-crap--found-for (game card) "Return the index of a foundation that would accept CARD, or nil." (cl-loop for i below 8 when (cg-crap--found-accepts game i card) return i)) ;;;; Sequenced house moves (defun cg-crap--house-run (game i) "Return the movable top run of house I as a list, bottom-to-top. The run is the longest sequence of cards at the top of the house that is built down in alternating colours." (let ((rev (reverse (cg-crap--house game i)))) ; top-first (if (null rev) nil (let ((run (list (car rev))) (prev (car rev))) (catch 'done (dolist (c (cdr rev)) ; each C sits below PREV (if (cg-crap--builds-down-p c prev) (progn (push c run) (setq prev c)) ; PREV builds down on C (throw 'done nil)))) run)))) (defun cg-crap--free-houses (game) "Return the number of empty houses in GAME." (cl-count-if #'null (append (cg-get game :houses) nil))) (defun cg-crap--capacity (game dest-i) "Return how many cards may be moved as a group onto house DEST-I. With F empty houses you may relay F+1 cards onto a non-empty house, or F onto an empty house (the destination itself cannot serve as a relay)." (let ((free (cg-crap--free-houses game))) (if (cg-crap--house game dest-i) (1+ free) free))) (defun cg-crap--house-move (game i j &optional want) "Move a legal sequence from house I onto house J in GAME. WANT, when given, is how many of the top cards to move onto an EMPTY house (default the whole run); it is ignored for a non-empty house, where the landing rank fixes the count. Return non-nil on success, the symbol `space' when the sequence is legal but there are too few empty houses, and nil when nothing fits." (if (= i j) nil (let* ((run (cg-crap--house-run game i)) (rlen (length run)) (dst (cg-crap--house game j)) (dsttop (cg-crap--top dst)) (cap (cg-crap--capacity game j)) (n nil)) (when (> rlen 0) (if (null dsttop) (setq n (min (or want rlen) rlen)) ; empty house: the chosen count (cl-loop for k from 0 below rlen ; RUN is bottom-to-top for card = (nth k run) when (cg-crap--builds-down-p dsttop card) do (setq n (- rlen k)) (cl-return))) (cond ((or (null n) (< n 1)) nil) ((> n cap) 'space) (t (cg-crap--snapshot game) (let* ((pile (cg-crap--house game i)) (keep (butlast pile n)) (moved (last pile n))) (aset (cg-get game :houses) i keep) (aset (cg-get game :houses) j (append dst moved))) (cg-put game :moves (1+ (cg-get game :moves))) t)))))) ;;;; Spots (the cursor visits piles) (defun cg-crap--spots (_game) "Return the ordered list of (TYPE . INDEX) spots the cursor visits." (append (list '(res . 0) '(was . 0)) (cl-loop for i below 8 collect (cons 'house i)) (cl-loop for i below 8 collect (cons 'found i)) (list '(res . 1) '(was . 1)))) (defun cg-crap--sources (_game p) "Return the spots whose top card player P may pick up." (append (list (cons 'res p) (cons 'was p)) (cl-loop for i below 8 collect (cons 'house i)))) (defun cg-crap--spot-top (game spot) "Return the top card available at SPOT of GAME, or nil." (pcase (car spot) ('res (cg-crap--top (cg-crap--reserve game (cdr spot)))) ('was (cg-crap--top (cg-crap--waste game (cdr spot)))) ('house (cg-crap--top (cg-crap--house game (cdr spot)))) ('found (cg-crap--top (cg-crap--found game (cdr spot)))))) (defun cg-crap--source-p (spot p) "Return non-nil when SPOT is a pile player P may take a card from." (pcase (car spot) ('res (= (cdr spot) p)) ('was (= (cdr spot) p)) ('house t) (_ nil))) (defun cg-crap--dest-ok (game from to card p) "Return non-nil when player P may move CARD from spot FROM to spot TO." (pcase (car to) ('found (cg-crap--found-accepts game (cdr to) card)) ('house (cg-crap--house-accepts game (cdr to) card)) ((or 'res 'was) (and (= (cdr to) (- 1 p)) ; only onto the opponent (memq (car from) '(res was)) ; only your reserve/waste cards load (cg-crap--load-accepts (cg-crap--spot-top game to) card))))) ;;;; Moving cards (defun cg-crap--snapshot (game) "Record GAME's mutable state for undo, unless recording is disabled." (when cg-crap--recording (cg-put game :history (cons (list (cg-crap--copy-vec (cg-get game :found)) (cg-crap--copy-vec (cg-get game :houses)) (cg-crap--copy-vec (cg-get game :reserve)) (cg-crap--copy-vec (cg-get game :waste)) (cg-crap--copy-vec (cg-get game :hand)) (cg-get game :turn)) (cg-get game :history))))) (defun cg-crap--copy-vec (v) "Return a copy of vector V with each element list copied." (vconcat (mapcar #'copy-sequence v))) (defun cg-crap--take (game spot) "Remove and return the top card of SPOT's pile in GAME." (pcase (car spot) ('res (let* ((p (cdr spot)) (pile (cg-crap--reserve game p))) (aset (cg-get game :reserve) p (butlast pile 1)) (cg-crap--top pile))) ('was (let* ((p (cdr spot)) (pile (cg-crap--waste game p))) (aset (cg-get game :waste) p (butlast pile 1)) (cg-crap--top pile))) ('house (let* ((i (cdr spot)) (pile (cg-crap--house game i))) (aset (cg-get game :houses) i (butlast pile 1)) (cg-crap--top pile))))) (defun cg-crap--place (game spot card) "Add CARD to the top of SPOT's pile in GAME." (pcase (car spot) ('found (let ((i (cdr spot))) (aset (cg-get game :found) i (append (cg-crap--found game i) (list card))))) ('house (let ((i (cdr spot))) (aset (cg-get game :houses) i (append (cg-crap--house game i) (list card))))) ('res (let ((p (cdr spot))) (aset (cg-get game :reserve) p (append (cg-crap--reserve game p) (list card))))) ('was (let ((p (cdr spot))) (aset (cg-get game :waste) p (append (cg-crap--waste game p) (list card))))))) (defun cg-crap--move (game from to p) "Move the top card of FROM onto TO for player P. Return non-nil when the move was legal and performed." (let ((card (cg-crap--spot-top game from))) (when (and card (cg-crap--source-p from p) (cg-crap--dest-ok game from to card p)) (cg-crap--snapshot game) (cg-crap--take game from) (cg-crap--place game to card) (cg-put game :moves (1+ (cg-get game :moves))) t))) (defun cg-crap--do-move (game from to p &optional want) "Perform player P's move from FROM to TO in GAME. A house-to-house move may carry a legal sequence of cards (see `cg-crap--house-move', to which WANT is passed); every other move carries a single card. Returns the same values as those functions (non-nil on success, `space' when a sequence is too long for the empty houses)." (if (and (eq (car from) 'house) (eq (car to) 'house)) (cg-crap--house-move game (cdr from) (cdr to) want) (cg-crap--move game from to p))) ;;;; Turn logic (defun cg-crap--forced (game p) "Return the source spots of GAME whose top card must go to a foundation." (let (out) (dolist (spot (cg-crap--sources game p)) (let ((card (cg-crap--spot-top game spot))) (when (and card (cg-crap--found-for game card)) (push spot out)))) (nreverse out))) (defun cg-crap--card-playable (game p card) "Return non-nil when CARD has any legal destination for player P." (or (cg-crap--found-for game card) (cl-loop for i below 8 thereis (cg-crap--house-accepts game i card)) (cg-crap--load-accepts (cg-crap--top (cg-crap--reserve game (- 1 p))) card) (cg-crap--load-accepts (cg-crap--top (cg-crap--waste game (- 1 p))) card))) (defun cg-crap--won-p (game p) "Return non-nil when player P has emptied reserve, hand, and waste." (and (null (cg-crap--reserve game p)) (null (cg-crap--hand game p)) (null (cg-crap--waste game p)))) (cl-defmethod cg-won-p ((game cg-crapette-game)) "Return non-nil when you (South) have won GAME." (eq (cg-get game :winner) 0)) (defun cg-crap--msg (game s) "Set GAME's status message to S." (cg-put game :message s)) (defun cg-crap--after-human-move (game) "Note a win after a human move in GAME." (when (cg-crap--won-p game 0) (cg-put game :winner 0) (cg-crap--msg game "You emptied your cards -- you win!"))) (defun cg-crap--end-turn (game) "Pass the turn from you to the AI, run it, and return control to you." (unless (cg-get game :winner) (cg-put game :sel nil) (cg-put game :turn 1) (let ((cg-crap--recording nil)) (cg-crap--ai-play game)) (unless (cg-get game :winner) (cg-put game :turn 0) (cg-put game :history nil)))) (defun cg-crap--stop (game) "Enforce foundation priority: call \"stop\" or block, per `cg-crapette-stops'. Return non-nil when the offending action must be abandoned by its caller." (when (cg-crap--forced game 0) (if cg-crapette-stops (let ((note "North calls STOP -- you must play to a foundation first!")) (message "%s" note) (cg-put game :sel nil) (cg-crap--end-turn game) (cg-put game :message (concat note " " (cg-get game :message)))) (cg-crap--msg game "Play to a foundation first (press f on a highlighted pile).")) t)) ;;;; The AI opponent (player 1) (defun cg-crap--ai-found-move (game) "Return an AI (SOURCE . FOUNDATION) foundation move, or nil." (cl-loop for spot in (cg-crap--sources game 1) for card = (cg-crap--spot-top game spot) for fi = (and card (cg-crap--found-for game card)) when fi return (cons spot (cons 'found fi)))) (defun cg-crap--ai-useful-move (game) "Return an AI (SOURCE . DEST) move that empties its reserve or waste, or nil. The AI only moves its own reserve/waste tops -- onto your piles (loading) or onto a house -- so every such move reduces the AI's cards and its turn is guaranteed to end." (catch 'm (dolist (spot (list (cons 'res 1) (cons 'was 1))) (let ((card (cg-crap--spot-top game spot))) (when card (dolist (dst (list (cons 'res 0) (cons 'was 0))) (when (cg-crap--load-accepts (cg-crap--spot-top game dst) card) (throw 'm (cons spot dst)))) (cl-loop for i below 8 when (cg-crap--house-accepts game i card) do (throw 'm (cons spot (cons 'house i))))))) nil)) (defun cg-crap--ai-play (game) "Play the AI opponent's whole turn on GAME." (let ((guard 0)) (catch 'done (while t (when (> (setq guard (1+ guard)) 400) (throw 'done nil)) (when (cg-crap--won-p game 1) (throw 'done nil)) (let ((mv (or (cg-crap--ai-found-move game) (cg-crap--ai-useful-move game)))) (cond (mv (cg-crap--move game (car mv) (cdr mv) 1)) ((cg-crap--hand game 1) (let* ((hand (cg-crap--hand game 1)) (card (cg-crap--top hand))) (aset (cg-get game :hand) 1 (butlast hand 1)) (aset (cg-get game :waste) 1 (append (cg-crap--waste game 1) (list card))) (unless (cg-crap--card-playable game 1 card) (throw 'done 'flip-end)))) (t (throw 'done 'stuck)))))) (if (cg-crap--won-p game 1) (progn (cg-put game :winner 1) (cg-crap--msg game "Your opponent emptied their cards -- you lose.")) (cg-crap--msg game "Your opponent finished their turn. Your move.")))) ;;;; Rendering (text) (defun cg-crap--render (g) "Return a propertized depiction of Russian Bank game G." (let* ((spots (cg-crap--spots g)) (cur (nth (cg-get g :cursor) spots)) (sel (cg-get g :sel)) (forced (cg-crap--forced g 0)) (turn (cg-get g :turn)) (win (cg-get g :winner))) (cl-flet ((cell (spot label) (let* ((card (cg-crap--spot-top g spot)) (txt (concat label (cg-crap--card-string card))) (face (cond ((equal spot cur) 'cg-cursor) ((equal spot sel) 'cg-hint) ((member spot forced) 'cg-hint) ((cg-crap--red-p card) 'cg-red-suit) (t 'default)))) (propertize (format "%-8s" txt) 'face face)))) (concat (format " Russian Bank -- %s\n\n" (cond ((eq win 0) "you win!") ((eq win 1) "you lose") ((= turn 0) "your turn") (t "opponent's turn"))) (format " Opponent (North) hand:%2d reserve:%2d waste:%2d\n " (length (cg-crap--hand g 1)) (length (cg-crap--reserve g 1)) (length (cg-crap--waste g 1))) (cell '(res . 1) "R:") (cell '(was . 1) "W:") "\n\n" " Foundations (build up by suit)\n " (cell '(found . 0) "") (cell '(found . 1) "") (cell '(found . 2) "") (cell '(found . 3) "") "\n " (cell '(found . 4) "") (cell '(found . 5) "") (cell '(found . 6) "") (cell '(found . 7) "") "\n\n" " Houses (build down, alternating colours)\n " (cell '(house . 0) "") (cell '(house . 1) "") (cell '(house . 2) "") (cell '(house . 3) "") "\n " (cell '(house . 4) "") (cell '(house . 5) "") (cell '(house . 6) "") (cell '(house . 7) "") "\n\n" (format " You (South) hand:%2d reserve:%2d waste:%2d\n " (length (cg-crap--hand g 0)) (length (cg-crap--reserve g 0)) (length (cg-crap--waste g 0))) (cell '(res . 0) "R:") (cell '(was . 0) "W:") "\n\n" (format " %s\n" (cg-get g :message)) (cg-crap--holding-line g))))) (defun cg-crap--holding-line (g) "Return a line showing the picked-up house run, marking the held top cards. Empty when nothing (or a single card) is held from a house." (let ((sel (cg-get g :sel))) (if (not (and sel (eq (car sel) 'house))) "" (let* ((run (cg-crap--house-run g (cdr sel))) (m (length run)) (held (min (or (cg-get g :sel-n) m) m)) (i 0) (parts nil)) (if (< m 2) "" (dolist (c run) (let ((on (>= i (- m held)))) (push (propertize (concat (cg-crap--card-string c) " ") 'face (cond (on 'cg-hint) ((cg-crap--red-p c) 'cg-red-suit) (t 'shadow))) parts)) (setq i (1+ i))) (concat " Holding: " (apply #'concat (nreverse parts)) (format "(moving top %d of %d)\n" held m))))))) (defun cg-crap--svg (g) "Return (DISPLAY-STRING . REGIONS) drawing Russian Bank game G as SVG. REGIONS maps clicked rectangles to (TYPE . INDEX) spots." (let* ((w cg-svg-card-width) (h cg-svg-card-height) (gap cg-svg-card-gap) (pad 12) (colgap 14) (vdown (max 16 (round (* h 0.26)))) (spots (cg-crap--spots g)) (cur (nth (cg-get g :cursor) spots)) (sel (cg-get g :sel)) (forced (cg-crap--forced g 0)) (heldn (and sel (eq (car sel) 'house) (min (or (cg-get g :sel-n) 0) (length (cg-crap--house-run g (cdr sel)))))) (houses (cg-get g :houses)) (maxlen (apply #'max 1 (mapcar #'length (append houses nil)))) (fx (+ w gap)) (hx (+ w colgap)) (width (+ (* 2 pad) (* 8 w) (* 7 colgap))) (y-title 6) (y-opp 34) (y-found (+ y-opp h 30)) (y-house (+ y-found h 30)) (house-h (+ h (* (1- maxlen) vdown))) (y-you (+ y-house house-h 28)) (height (+ y-you h 34)) (svg (svg-create width height)) (lc (cg-color 'shadow :foreground "gray50")) (regions '())) (cl-labels ((txt (str x y &optional sz bold) (apply #'svg-text svg str :x x :y y :font-size (or sz 12) :fill lc :font-family cg-svg-font-family (if bold (list :font-weight "bold") nil))) (curp (spot) (equal spot cur)) (forcedp (spot) (and (member spot forced) t)) (pile-cell (spot x y) (let ((spec (cg-crap--spec (cg-crap--spot-top g spot)))) (if spec (cg-svg-card svg x y :rank (car spec) :suit (cdr spec) :highlight (curp spot) :hint (forcedp spot)) (cg-svg-card svg x y :gap t :highlight (curp spot))) (push (cons (list x y w h) spot) regions)))) (txt (format "Russian Bank -- %s" (cond ((eq (cg-get g :winner) 0) "you win!") ((eq (cg-get g :winner) 1) "you lose") ((= (cg-get g :turn) 0) "your turn") (t "opponent's turn"))) pad (+ y-title 12) 13 t) (txt (format "North reserve %d waste %d hand %d" (length (cg-crap--reserve g 1)) (length (cg-crap--waste g 1)) (length (cg-crap--hand g 1))) pad (- y-opp 4)) (pile-cell '(res . 1) pad y-opp) (pile-cell '(was . 1) (+ pad fx) y-opp) (txt "Foundations" pad (- y-found 4)) (dotimes (i 8) (pile-cell (cons 'found i) (+ pad (* i fx)) y-found)) (txt "Houses" pad (- y-house 4)) (dotimes (i 8) (let* ((x (+ pad (* i hx))) (s (cons 'house i)) (pile (aref houses i)) (len (length pile))) (push (cons (list x y-house w house-h) s) regions) (if (= len 0) (cg-svg-card svg x y-house :gap t :highlight (curp s)) (let ((y y-house) (k 0)) (dolist (card pile) (let ((spec (cg-crap--spec card)) (topp (= k (1- len)))) (cg-svg-card svg x y :rank (car spec) :suit (cdr spec) :highlight (and topp (curp s)) :hint (and topp (forcedp s))) (when (and (equal sel s) heldn (>= k (- len heldn))) (svg-rectangle svg (- x 3) (- y 3) (+ w 6) (+ h 6) :rx 8 :fill "none" :stroke "#4a90d9" :stroke-width 3))) (setq y (+ y vdown) k (1+ k))))))) (txt (format "You reserve %d waste %d hand %d" (length (cg-crap--reserve g 0)) (length (cg-crap--waste g 0)) (length (cg-crap--hand g 0))) pad (- y-you 4)) (pile-cell '(res . 0) pad y-you) (pile-cell '(was . 0) (+ pad fx) y-you) (txt (cg-get g :message) pad (- height 10) 12)) (let ((rev (nreverse regions))) (cons (propertize "*" 'display (cg-svg-image svg (cg-scale)) 'cg-regions rev) rev)))) (defun cg-crap-mouse (event) "Handle a click on the SVG board: select that pile and act on it." (interactive "e") (let* ((g cg-crap--game) (spot (cg-mouse-action event))) (when spot (let ((idx (cl-position spot (cg-crap--spots g) :test #'equal))) (when idx (cg-put g :cursor idx) (cg-crap-act)))))) (cl-defmethod cg-render ((game cg-crapette-game)) "Return a text depiction of GAME." (cg-crap--render game)) (defun cg-crap--redisplay () "Redraw the current Russian Bank buffer (SVG on a graphical display)." (let ((g cg-crap--game) (inhibit-read-only t)) (setq cg-current-game g) (setq-local cg-redisplay-function #'cg-crap--redisplay) (setq-local mode-line-process (format " [%s]" (cond ((eq (cg-get g :winner) 0) "you win") ((eq (cg-get g :winner) 1) "you lose") ((= (cg-get g :turn) 0) "your turn") (t "opponent")))) (erase-buffer) (if (and cg-crapette-svg-cards (display-graphic-p)) (insert (car (cg-crap--svg g)) "\n") (insert (cg-crap--render g))) (cg-insert-legend "arrows/click move · RET pick up/drop · [ ] group size · f foundation · SPC turn · e end · u undo · n new · q menu") (goto-char (point-min)))) ;;;; Commands (defun cg-crap--move-cursor (g d) "Move G's cursor by D spots and redisplay." (let ((n (length (cg-crap--spots g)))) (cg-put g :cursor (mod (+ (cg-get g :cursor) d) n))) (cg-crap--redisplay)) (defun cg-crap-left () "Move the cursor to the previous pile." (interactive) (cg-crap--move-cursor cg-crap--game -1)) (defun cg-crap-right () "Move the cursor to the next pile." (interactive) (cg-crap--move-cursor cg-crap--game 1)) (defun cg-crap--your-turn-p (g) "Return non-nil when it is your move (and warn otherwise)." (cond ((cg-get g :winner) (cg-crap--msg g "The game is over -- press n for a new game.") nil) ((/= (cg-get g :turn) 0) (cg-crap--msg g "Wait for your turn.") nil) (t t))) (defun cg-crap-act () "Pick up the card under the cursor, or drop the picked-up card there." (interactive) (let* ((g cg-crap--game) (spots (cg-crap--spots g)) (spot (nth (cg-get g :cursor) spots)) (sel (cg-get g :sel))) (when (cg-crap--your-turn-p g) (if sel (unless (and (not (eq (car spot) 'found)) (cg-crap--stop g)) (let ((res (cg-crap--do-move g sel spot 0 (cg-get g :sel-n)))) (cond ((eq res 'space) (cg-crap--msg g "Not enough empty houses to move that many cards.")) (res (cg-put g :sel nil) (cg-put g :sel-n nil) (cg-crap--after-human-move g)) (t (cg-crap--msg g "That card can't go there."))))) (if (and (cg-crap--source-p spot 0) (cg-crap--spot-top g spot)) (let* ((top (cg-crap--spot-top g spot)) (run (and (eq (car spot) 'house) (cg-crap--house-run g (cdr spot)))) (n (length run))) (cg-put g :sel spot) (cg-put g :sel-n (max 1 n)) (cg-crap--msg g (if (> n 1) (format "Picked up a run of %d (%s on top) -- [ / ] to change how many, drop on a house." n (cg-crap--card-string top)) (format "Picked up %s -- choose where to drop it." (cg-crap--card-string top))))) (cg-crap--msg g "Nothing of yours to pick up there.")))) (cg-crap--redisplay))) (defun cg-crap-found () "Send the card under the cursor (or the picked-up card) to a foundation." (interactive) (let* ((g cg-crap--game) (spots (cg-crap--spots g)) (spot (nth (cg-get g :cursor) spots))) (when (cg-crap--your-turn-p g) (let* ((src (or (cg-get g :sel) spot)) (card (and (cg-crap--source-p src 0) (cg-crap--spot-top g src))) (fi (and card (cg-crap--found-for g card)))) (if (and fi (cg-crap--move g src (cons 'found fi) 0)) (progn (cg-put g :sel nil) (cg-crap--after-human-move g)) (cg-crap--msg g "No foundation accepts that card.")))) (cg-crap--redisplay))) (defun cg-crap--hold-adjust (d) "Change how many cards of a picked-up house run you hold, by D." (let* ((g cg-crap--game) (sel (cg-get g :sel))) (when (cg-crap--your-turn-p g) (if (and sel (eq (car sel) 'house)) (let* ((m (length (cg-crap--house-run g (cdr sel)))) (new (max 1 (min m (+ (or (cg-get g :sel-n) m) d))))) (cg-put g :sel-n new) (cg-crap--msg g (format "Holding the top %d of %d -- drop on an empty house." new m))) (cg-crap--msg g "Pick up a house run first, then [ and ] set how many to move."))) (cg-crap--redisplay))) (defun cg-crap-hold-less () "Hold one fewer card of the picked-up run." (interactive) (cg-crap--hold-adjust -1)) (defun cg-crap-hold-more () "Hold one more card of the picked-up run." (interactive) (cg-crap--hold-adjust 1)) (defun cg-crap-draw () "Turn the top card of your hand onto your waste. If it fits nowhere your turn ends." (interactive) (let ((g cg-crap--game)) (when (cg-crap--your-turn-p g) (unless (cg-crap--stop g) (if (null (cg-crap--hand g 0)) (cg-crap--msg g "Your hand is empty -- press e to end your turn.") (cg-crap--snapshot g) (let* ((hand (cg-crap--hand g 0)) (card (cg-crap--top hand))) (aset (cg-get g :hand) 0 (butlast hand 1)) (aset (cg-get g :waste) 0 (append (cg-crap--waste g 0) (list card))) (cg-put g :sel nil) (if (cg-crap--card-playable g 0 card) (cg-crap--msg g (format "Turned %s onto your waste -- play on." (cg-crap--card-string card))) (progn (cg-crap--msg g (format "Turned %s -- nothing to do, your turn ends." (cg-crap--card-string card))) (cg-crap--end-turn g))))))) (cg-crap--redisplay))) (defun cg-crap-end () "End your turn and let the opponent play." (interactive) (let ((g cg-crap--game)) (when (cg-crap--your-turn-p g) (unless (cg-crap--stop g) (cg-crap--msg g "You end your turn.") (cg-crap--end-turn g))) (cg-crap--redisplay))) (defun cg-crap-undo () "Undo your last move this turn." (interactive) (let* ((g cg-crap--game) (h (cg-get g :history))) (if (null h) (cg-crap--msg g "Nothing to undo.") (let ((s (car h))) (cg-put g :found (nth 0 s)) (cg-put g :houses (nth 1 s)) (cg-put g :reserve (nth 2 s)) (cg-put g :waste (nth 3 s)) (cg-put g :hand (nth 4 s)) (cg-put g :turn (nth 5 s)) (cg-put g :history (cdr h)) (cg-put g :sel nil) (cg-put g :winner nil) (cg-crap--msg g "Undid a move."))) (cg-crap--redisplay))) (defun cg-crap-new () "Deal a fresh Russian Bank game." (interactive) (cg-crap--deal cg-crap--game) (cg-crap--redisplay)) (defun cg-crap-redraw () "Redraw the board." (interactive) (cg-crap--redisplay)) (defun cg-crap-help () "Describe the controls." (interactive) (message "Arrows: move RET: pick up/drop [ ]: how many cards of a run f: to foundation SPC: turn a card e: end u: undo n: new q: menu")) (defvar cg-crapette-mode-map (let ((map (make-sparse-keymap))) (define-key map (kbd "") #'cg-crap-left) (define-key map (kbd "") #'cg-crap-right) (define-key map (kbd "") #'cg-crap-left) (define-key map (kbd "") #'cg-crap-right) (define-key map (kbd "RET") #'cg-crap-act) (define-key map [mouse-1] #'cg-crap-mouse) (define-key map "+" #'cg-card-zoom-in) (define-key map "=" #'cg-card-zoom-in) (define-key map "-" #'cg-card-zoom-out) (define-key map "0" #'cg-card-zoom-reset) (define-key map (kbd "SPC") #'cg-crap-draw) (define-key map "f" #'cg-crap-found) (define-key map "[" #'cg-crap-hold-less) (define-key map "]" #'cg-crap-hold-more) (define-key map "d" #'cg-crap-draw) (define-key map "e" #'cg-crap-end) (define-key map "u" #'cg-crap-undo) (define-key map "n" #'cg-crap-new) (define-key map "g" #'cg-crap-redraw) (define-key map "?" #'cg-crap-help) (define-key map "q" #'cg-quit-to-menu) map) "Keymap for `cg-crapette-mode'.") (define-derived-mode cg-crapette-mode special-mode "Crapette" "Major mode for two-player Russian Bank (Crapette)." (setq-local truncate-lines t) (setq-local cursor-type cg-cursor-type)) ;;;###autoload (defun cg-crapette () "Play two-player Russian Bank (Crapette) against the computer." (interactive) (let ((buf (get-buffer-create "*Russian Bank (Crapette)*"))) (with-current-buffer buf (cg-crapette-mode) (setq cg-crap--game (cg-crap--deal (cg-crapette-game))) (cg-crap--redisplay)) (switch-to-buffer buf))) ;;;###autoload (defalias 'cg-russian-bank-duel #'cg-crapette "Alias for `cg-crapette'.") (provide 'cg-crapette) ;;; cg-crapette.el ends here