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
153 lines
6.5 KiB
Org Mode
153 lines
6.5 KiB
Org Mode
#+TITLE: card-games -- Play card games in Emacs
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#+AUTHOR: Corwin Brust
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Card games for Emacs.
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Renders SVG by default when ~display-graphic-p~ is t and rsvg is
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available. The default (UNICODE) symbols maybe customized by
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configuring ~card-game-symbols~.
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* Games
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To open the game menu type ~M-x card-game~, or start a game directly
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with its command.
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** Trick-taking
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- ~cg-bid~ -- 500 (Bid). Win the auction, name the trump suit, then take
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tricks with your partner to reach 500 points before the opposing pair.
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Also playable live over the network (~M-x cg-bid-host~ / ~cg-bid-join~).
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- ~cg-hearts~ -- Hearts. Avoid taking hearts and the Queen of Spades, or
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take them all to "shoot the moon"; lowest score loses.
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- ~cg-spades~ -- Spades. Partnership bidding to 500; spades are always
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trump. Make your side's combined bid, mind the bags, dare a nil.
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- ~cg-whist~ -- Whist. Trump is the turned card, there is no bidding;
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score one point for each trick past the book of six.
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- ~cg-ohhell~ -- Oh Hell. The hand shrinks each round; bid the exact
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number of tricks you will take, no more and no fewer.
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** Solitaire
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- ~cg-montana~ -- Montana (also called Gaps). Each row is anchored by a
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Two and built upward in one suit, 2 through King; slide cards into the
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gaps until all four rows are sorted.
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- ~cg-gaps~ -- an alias for ~cg-montana~.
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- ~cg-hells-half-acre~ -- the build-down variant: each row is anchored by
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a King and built downward, King through 2.
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- ~cg-klondike~ -- Klondike, the classic "Solitaire": build the four
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foundations up by suit from the Ace.
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- ~cg-freecell~ -- FreeCell: every card in view, four free cells, a game
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of nearly pure skill.
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- ~cg-spider~ -- Spider (two decks): build down regardless of suit, but
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only same-suit runs move; clear eight King-to-Ace runs.
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- ~cg-yukon~ -- Yukon: Klondike's layout dealt mostly face up, with any
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buried group movable and no stock.
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- ~cg-canfield~ -- Canfield: a 13-card reserve and a foundation base rank
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set by the deal; foundations wrap King to Ace.
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- ~cg-forty-thieves~ -- Forty Thieves: two decks, ten columns, eight
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foundations, build down by suit, and no second pass through the stock.
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- ~cg-scorpion~ -- Scorpion: build down by suit and free any buried group
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to assemble four King-to-Ace runs.
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- ~cg-golf~ -- Golf: clear the layout by playing exposed cards one rank
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above or below the waste top.
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- ~cg-tripeaks~ -- TriPeaks: the same, on three overlapping peaks, with
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Ace-King wrapping for long chains.
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- ~cg-pyramid~ -- Pyramid: remove pairs of exposed cards whose ranks sum
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to thirteen; Kings go alone.
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** Shedding and climbing
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- ~cg-eights~ -- Crazy Eights. Match the suit or rank of the discard;
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eights are wild and let you name the next suit.
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- ~cg-president~ -- President (Scum). Climb: play one to four of a rank,
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beat it or pass; first out rules, last out scrubs, and the roles trade
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cards on the next deal.
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** Rummy
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- ~cg-gin~ -- Gin Rummy. A two-handed duel: draw or take the discard,
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build sets and runs, and knock once your deadwood is ten or less, or go
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gin with none; your opponent then lays off and may undercut you. First
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to 100 wins.
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- ~cg-rummy-basic~ -- Rummy. Meld sets and runs onto the table and lay
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cards off onto them; empty your hand to go out and score the cards left
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in the other hands.
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- ~cg-rum500~ -- Rummy 500. As above, but you score the cards you lay
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down and lose the cards left in your hand; first past 500 wins.
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- ~cg-handfoot~ -- Hand & Foot. A partnership Canasta cousin: play a hand
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and then a foot, build books of a rank with Twos and Jokers wild, and go
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out once your side has completed two of them.
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* TODO
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- [X] make the suit symbols customizable (~cg-symbols~) and obey them
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- [ ] a Texinfo manual
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- [ ] renderer "skins": let games subclass the display components (text,
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SVG, full-window SVG)
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- [ ] a manual card-size control for the full-window SVG UI
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- [ ] more games
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* Install
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** From the package tarball
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#+begin_src
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make package # builds card-games-1.0.60.tar
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#+end_src
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Then in Emacs: ~M-x package-install-file RET card-games-1.0.60.tar~.
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** From a local ELPA archive
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#+begin_src
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make elpa # builds dist/ (archive-contents + tar)
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#+end_src
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#+begin_src emacs-lisp
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(add-to-list 'package-archives '("cg" . "/path/to/dist/"))
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(package-refresh-contents)
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(package-install 'card-games)
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#+end_src
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** Manually
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Put the ~cg-*.el~ and ~card-games.el~ files on your ~load-path~ and
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~(require 'card-games)~.
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* Playing
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Both games work with the keyboard everywhere and with the mouse on a
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graphical display.
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- 500: ~b~ bid, ~p~ pass, arrows + ~RET~ to play (or click a card),
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~n~ next hand / new game, ~?~ help.
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- Gaps: arrows to move (or ~hjkl~ when ~cg-keys~ is ~classic~), ~RET~ to
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fill a gap (or click it), ~r~ redeal, ~u~ undo, ~n~ new, ~?~ help.
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- Klondike / FreeCell / Spider / Yukon: arrows move between piles, ~RET~
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picks up a movable run and drops it, ~f~ sends a card to a foundation,
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~a~ auto-plays everything it can, ~u~ undo, ~n~ new, ~?~ help. On the
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stock pile, ~RET~ deals or recycles.
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- Hearts / Spades: arrows choose a card, ~RET~ plays it (in Hearts, ~RET~
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marks a card to pass and ~p~ sends the three), ~n~ new match, ~?~ help.
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- Crazy Eights: arrows choose, ~RET~ plays, ~d~ draws, ~x~ passes, ~n~
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new deal, ~?~ help.
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On a graphical display, ~v~ toggles the full-window SVG table and
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~+~ / ~-~ / ~0~ (Emacs ~text-scale-adjust~) resize the cards.
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* Customization
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~M-x customize-group RET cg-svg~ and ~RET card-games~:
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- ~cg-svg-theme-colors~ -- derive the highlight ring and card backs
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from your theme (on by default).
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- ~cg-bid-felt-color~ -- the 500 table felt.
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- ~cg-svg-card-width~, ~cg-svg-card-height~, ~cg-svg-card-shadow~,
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~cg-svg-font-family~ -- card appearance.
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- ~cg-svg-card-back~ -- card-back pattern: dots, rings, or solid.
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- ~cg-symbols~ -- the Unicode suit glyphs (and the joker) drawn on cards.
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- ~cg-svg-four-color~ -- draw a four-colour deck (clubs green, diamonds
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blue-purple).
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- ~cg-keys~ -- ~emacs~ (default) or ~classic~ (adds vi-style ~hjkl~ and
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~SPC~).
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- ~cg-bid-animate~, ~cg-bid-ai-delay~, ~cg-bid-trick-pause~ -- pace the
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500 AI so play is watchable and completed tricks linger.
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- ~M-x card-games-set-theme~ -- apply a preset (classic, dark, contrast).
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* Development
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#+begin_src
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make compile # byte-compile (should be warning-free)
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make test # run the ERT suite
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make checkdoc # documentation lint
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make release # clean + test + package + source tarball
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#+end_src
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* License
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GPL-3.0-or-later. See the file headers; add a COPYING file with the
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full GPLv3 text for distribution.
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