로스트 시티 클래식 코어 이식

맥락:
- 새 레포의 첫 범위를 RL 없는 Lost Cities classic 게임 구현으로 잡았다.
- 기존 tier0-3 실험 축은 제거하고 classic 5-expedition 룰을 기본값으로 둔다.

변경:
- games/classic 아래에 Cython 게임 엔진, env, bots, backend 경계, Rust core와 proto schema를 이식했다.
- setuptools/Cython 빌드 설정과 package data, README, classic port notes를 추가했다.
- 룰, 점수, 마스크, env, canonical state, bot, Rust parity 테스트를 새 경로로 가져왔다.

확인:
- uv run pytest tests/games/classic
- uv run lost-cities-classic
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2026-05-06 19:07:46 +09:00
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import pytest
from coolrl_lost_cities.games.classic.game import Card, GameState, IllegalMoveError, LostCitiesConfig, build_deck
def test_deck_generation_count() -> None:
config = LostCitiesConfig(n_colors=3, n_ranks=5, n_handshakes=1, hand_size=5)
assert len(build_deck(config)) == config.n_colors * (config.n_ranks + config.n_handshakes)
def test_initial_hands_remove_cards_from_deck() -> None:
config = LostCitiesConfig(seed=7)
state = GameState.new_game(config)
assert len(state.hands[0]) == config.hand_size
assert len(state.hands[1]) == config.hand_size
assert len(state.deck) == config.deck_size - 2 * config.hand_size
def test_play_must_be_ascending() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(0, 2)]
state.expeditions[0][0] = [Card(0, 4)]
assert state.legal_card_mask()[0] is False
def test_handshake_after_number_forbidden() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(1, 0)]
state.expeditions[0][1] = [Card(1, 1)]
assert state.legal_card_mask()[0] is False
def test_cannot_draw_just_discarded_color() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(2, 2)]
state.deck = [Card(0, 1)]
state.apply_action(1)
mask = state.legal_draw_mask()
assert mask[1 + 2] is False
def test_drawing_just_discarded_color_is_rejected() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(2, 2)]
state.deck = [Card(0, 1)]
state.apply_action(1)
with pytest.raises(IllegalMoveError):
state.apply_action(1 + 2)
def test_discarded_color_can_be_drawn_after_turn_advances() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(2, 2)]
state.hands[1] = [Card(0, 1)]
state.deck = [Card(1, 1), Card(1, 2)]
state.apply_action(1)
state.apply_action(0)
assert state.current_player == 1
state.apply_action(1)
assert state.phase == "draw"
assert state.legal_draw_mask()[1 + 2] is True
def test_discarded_card_is_removed_when_drawn_later() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(2, 2)]
state.hands[1] = [Card(0, 1)]
state.deck = [Card(1, 1), Card(1, 2)]
state.apply_action(1)
assert state.discards[2] == [Card(2, 2)]
state.apply_action(0)
assert state.current_player == 1
state.apply_action(1)
state.apply_action(1 + 2)
assert state.discards[2] == []
assert Card(2, 2) in state.hands[1]
def test_deck_exhaustion_ends_after_last_deck_draw() -> None:
config = LostCitiesConfig()
state = GameState.empty(config)
state.hands[0] = [Card(0, 1)]
state.deck = [Card(1, 1)]
state.apply_action(1)
state.apply_action(0)
assert state.terminal is True
assert len(state.deck) == 0
def test_card_phase_can_end_game_when_no_draw_sources_exist() -> None:
config = LostCitiesConfig(n_colors=3, n_ranks=5, n_handshakes=1, hand_size=5)
state = GameState.empty(config)
state.hands[0] = [Card(0, 1)]
state.hands[1] = [Card(1, 1)]
state.deck = []
state.apply_action(1)
assert state.phase == "draw"
assert state.terminal is True