Add polished Lost Cities table GUI
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@@ -1,5 +1,7 @@
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from __future__ import annotations
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from collections import Counter
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import numpy as np
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from coolrl_lost_cities.games.classic.game import GameState, classic_config
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@@ -58,3 +60,20 @@ def test_jax_policy_splits_atomic_action_across_classic_phases(monkeypatch) -> N
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assert state.phase == "draw"
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assert policy.act(state) == expected_draw
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assert policy.pending_draw is None
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def test_snapshot_conversion_marks_known_discard_draw_in_public_hand() -> None:
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state = GameState.new_game(classic_config(), seed=19)
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snapshot = snapshot_from_state(state)
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card = snapshot.hands[1][0]
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face = (card.color, 0 if card.is_handshake else card.numeric_value(2))
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converted, _ = snapshot_to_jax_state(
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snapshot,
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[Counter(), Counter({face: 1})],
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)
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public = np.asarray(converted.hand_public, dtype=bool)
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locations = np.asarray(converted.card_loc)
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assert public.sum() == 1
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assert np.all(locations[public] == 2)
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@@ -0,0 +1,130 @@
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from __future__ import annotations
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import pytest
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from coolrl_lost_cities.games.classic.game import GameState, classic_config
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pytest.importorskip("pygame")
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from coolrl_lost_cities.games.classic import pygame_table # noqa: E402
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def test_argparser_defaults_to_final_candidate() -> None:
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args = pygame_table.build_argparser().parse_args([])
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assert args.checkpoint == str(pygame_table.DEFAULT_CHECKPOINT)
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assert args.seed is None
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assert args.width == 1600
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assert args.height == 1000
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assert args.offline is False
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def test_argparser_accepts_overrides() -> None:
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args = pygame_table.build_argparser().parse_args(
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["--checkpoint", "/tmp/ckpt", "--seed", "3", "--offline"]
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)
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assert args.checkpoint == "/tmp/ckpt"
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assert args.seed == 3
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assert args.offline is True
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def test_one_suit_per_classic_color() -> None:
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config = classic_config()
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assert len(pygame_table.SUITS) == config.n_colors
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assert len(pygame_table.SUIT_PAINTERS) == config.n_colors
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def test_card_key_distinguishes_wagers_from_numbers() -> None:
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config = classic_config()
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state = GameState.new_game(config, seed=0)
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keys = [pygame_table.card_key(card, config.min_rank) for card in state.deck]
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wagers = [key for key in keys if key[1] == 0]
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numbers = [key for key in keys if key[1] != 0]
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assert all(config.min_rank <= value <= config.max_rank for _, value in numbers)
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assert all(0 <= color < config.n_colors for color, _ in keys)
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assert wagers # a shuffled deck slice still contains wager cards
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def test_layout_scales_between_window_sizes() -> None:
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small = pygame_table.Layout(1024, 720, 5)
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large = pygame_table.Layout(1920, 1200, 5)
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for layout in (small, large):
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assert layout.board_top < layout.discard_cy < layout.board_bottom
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assert len(layout.col_x) == 5
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slots = layout.hand_slots(8)
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assert len(slots) == 8
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assert slots[0][0] >= 0
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assert slots[-1][0] + layout.hand_w <= layout.w
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assert large.hand_w >= small.hand_w
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def _settle(app: pygame_table.TableApp) -> None:
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now = pygame_table.pygame.time.get_ticks() + 10_000
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app._assign_targets(now)
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for sprite in app.sprites:
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sprite.pos.update(sprite.target)
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sprite.release_at = 0
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sprite.pending_flip_at = None
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def test_discard_draw_stays_public_and_survives_undo_redo() -> None:
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app = pygame_table.TableApp(seed=5, offline=True, headless=True)
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try:
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app.input_locked_until = 0
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# Human discards, draws from deck, then the rival takes that public card.
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human_discard = next(i for i in app.state.unified_legal_actions() if i % 2 == 1)
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discarded = app.state.hands[app.human_seat][human_discard // 2]
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app.apply_unified(human_discard)
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app.apply_unified(app.state.card_action_size)
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rival_discard = next(
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i
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for i in app.state.unified_legal_actions()
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if i % 2 == 1 and app.state.hands[app.ai_seat][i // 2].color != discarded.color
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)
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app.apply_unified(rival_discard)
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draw_discard = app.state.card_action_size + 1 + discarded.color
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assert app._legal(draw_discard)
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app.apply_unified(draw_discard)
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face = pygame_table.card_key(discarded, app.min_rank)
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assert app.public_hand_counts[app.ai_seat][face] == 1
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assert any(
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sprite.public and (sprite.color, sprite.value) == face
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for sprite in app.hand_zones[app.ai_seat]
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)
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before = app._copy_public_counts()
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app.undo()
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app.redo()
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assert app.public_hand_counts == before
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assert any(
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sprite.public and sprite.face_up and (sprite.color, sprite.value) == face
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for sprite in app.hand_zones[app.ai_seat]
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)
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finally:
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app.opponent.shutdown()
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pygame_table.pygame.quit()
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def test_missing_checkpoint_is_visible_failure_not_heuristic_fallback(tmp_path) -> None:
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opponent = pygame_table.Opponent(tmp_path / "missing", None, seed=1, offline=False)
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try:
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opponent.load_future.result(timeout=5)
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assert opponent.policy is None
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assert opponent.load_error is not None
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assert opponent.label == "MODEL LOAD FAILED"
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finally:
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opponent.shutdown()
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def test_offline_mode_explicitly_uses_heuristic() -> None:
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opponent = pygame_table.Opponent(None, None, seed=1, offline=True)
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try:
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opponent.load_future.result(timeout=5)
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assert opponent.policy is not None
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assert opponent.load_error is None
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assert "offline" in opponent.label
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finally:
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opponent.shutdown()
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