Update 2-25-25
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@ -6,6 +6,8 @@ import time
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# Define card ranks and their order for runs
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RANK_ORDER = {str(n): n for n in range(2, 11)}
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RANK_ORDER.update({"A": 1, "J": 11, "Q": 12, "K": 13})
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# Card, Deck, DiscardPile, Hand, Player, Game classes
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class Card:
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suits = ['♠', '♥', '♦', '♣']
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ranks = list(range(1, 11)) + ['J', 'Q', 'K']
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@ -45,7 +47,6 @@ class DiscardPile:
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self.cards.append(card)
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class Hand:
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def __init__(self):
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self.cards = []
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@ -57,13 +58,57 @@ class Hand:
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self.cards.remove(card)
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def get_all_melds(self):
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"""Returns all valid sets and runs from current hand."""
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return find_sets(self.cards) + find_runs(self.cards)
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return self.find_sets() + self.find_runs()
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def find_sets(self):
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groups = defaultdict(list)
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for c in self.cards:
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groups[c.rank].append(c)
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return [group for group in groups.values() if len(group) >= 3]
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def find_runs(self):
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runs = []
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suits = defaultdict(list)
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for c in self.cards:
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suits[c.suit].append(c)
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for suit, suited_cards in suits.items():
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sorted_cards = sorted(suited_cards, key=lambda c: RANK_ORDER[str(c.rank)])
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temp = [sorted_cards[0]]
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for i in range(1, len(sorted_cards)):
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prev = RANK_ORDER[str(sorted_cards[i - 1].rank)]
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curr = RANK_ORDER[str(sorted_cards[i].rank)]
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if curr == prev + 1:
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temp.append(sorted_cards[i])
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else:
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if len(temp) >= 3:
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runs.append(temp)
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temp = [sorted_cards[i]]
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if len(temp) >= 3:
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runs.append(temp)
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return runs
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def non_overlapping_meld_combos(self, all_melds):
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valid_combos = []
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for r in range(1, len(all_melds) + 1):
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for combo in combinations(all_melds, r):
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used = set()
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overlap = False
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for meld in combo:
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for card in meld:
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if card in used:
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overlap = True
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break
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used.add(card)
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if overlap:
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break
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if not overlap:
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valid_combos.append(combo)
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return valid_combos
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def best_meld_combo(self):
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"""Returns the optimal non-overlapping meld combination."""
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all_melds = self.get_all_melds()
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combos = non_overlapping_meld_combos(all_melds)
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combos = self.non_overlapping_meld_combos(all_melds)
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best = max(combos, key=lambda combo: len(set(c for meld in combo for c in meld)), default=[])
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return best
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@ -83,6 +128,7 @@ class Player:
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def __init__(self, name):
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self.name = name
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self.hand = Hand()
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self.seen_discards = []
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def draw(self, deck, discard_pile, from_discard=False):
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card = discard_pile.top() if from_discard else deck.draw()
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@ -95,13 +141,38 @@ class Player:
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def discard(self, discard_pile, card):
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self.hand.remove(card)
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discard_pile.discard(card)
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self.seen_discards.append(card)
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def choose_discard(self, discard_pile):
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hand = self.hand.cards
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best_melds = self.hand.best_meld_combo()
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used = set(c for meld in best_melds for c in meld)
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candidates = [c for c in hand if c not in used]
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# Avoid discarding cards that match recent discards (opponent may want them back)
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risky_ranks = {c.rank for c in self.seen_discards[-5:]} # last few discards
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risky_suits = {c.suit for c in self.seen_discards[-5:]}
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def score(card):
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value_penalty = card.value
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suit_cluster = sum(1 for c in hand if c.suit == card.suit)
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rank_cluster = sum(1 for c in hand if abs(RANK_ORDER[str(c.rank)] - RANK_ORDER[str(card.rank)]) <= 2)
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risk_penalty = 5 if card.rank in risky_ranks or card.suit in risky_suits else 0
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return value_penalty + risk_penalty - (suit_cluster + rank_cluster)
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# Rank candidates by value and meld potential
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if candidates:
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return min(candidates, key=score)
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else:
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return max(hand, key=lambda c: c.value)
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class Game:
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def __init__(self, players):
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self.deck = Deck()
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self.discard_pile = DiscardPile()
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self.players = players
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self.scores = {p.name: 0 for p in players}
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def deal(self):
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for _ in range(10):
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@ -110,13 +181,59 @@ class Game:
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self.discard_pile.discard(self.deck.draw())
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def play_round(self):
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# placeholder loop
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self.deal()
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print("Initial hands:")
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for p in self.players:
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print(f"{p.name}'s {p.hand}")
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turn = 0
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while True:
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player = self.players[turn % 2]
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print(f"\n{player.name}'s turn")
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self.take_turn(player)
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if player.hand.deadwood_points() == 0:
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print(f"{player.name} goes GIN!")
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self.score_round(player, gin=True)
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break
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elif player.hand.deadwood_points() <= 10:
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print(f"{player.name} knocks!")
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self.score_round(player, gin=False)
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break
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turn += 1
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def take_turn(self, player):
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# Simple AI: always draw from stock
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drawn = player.draw(self.deck, self.discard_pile, from_discard=False)
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print(f"{player.name} draws {drawn}")
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# Discard highest deadwood card
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deadwood = player.hand.deadwood()
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if deadwood:
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discard = max(deadwood, key=lambda c: c.value)
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player.discard(self.discard_pile, discard)
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print(f"{player.name} discards {discard}")
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def score_round(self, knocker, gin=False):
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opponent = [p for p in self.players if p != knocker][0]
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knocker_deadwood = knocker.hand.deadwood_points()
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opponent_deadwood = opponent.hand.deadwood_points()
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if gin:
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score = opponent_deadwood + 25
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elif opponent_deadwood <= knocker_deadwood:
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score = (knocker_deadwood - opponent_deadwood) + 25 # undercut
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self.scores[opponent.name] += score
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print(f"{opponent.name} undercuts! Scores {score}")
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return
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else:
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score = opponent_deadwood - knocker_deadwood
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self.scores[knocker.name] += score
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print(f"{knocker.name} scores {score}")
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print("\nScores:")
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for name, pts in self.scores.items():
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print(f"{name}: {pts}")
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# Functions to detect melds outside classes
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# Function to detect sets
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def find_sets(cards):
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groups = defaultdict(list)
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