Files
Pete/internal/games/uno/call.go
prosolis 39ed293f4f games: the word you owe the table, and the hand you were already holding
Three things, and the first one was a bug.

Your own hand didn't move until the lap ended. bump() keeps the bots'
fans honest and has always refused seat zero, and nothing else touched
yours — so a +4 landing on you at the top of a lap put four backs into
your hand and then nothing, and the cards themselves turned up seconds
later when the script finished and paint() finally ran. You spent the
whole lap looking at a hand you no longer held. The engine now stamps
your hand onto every event that changes it (Event.Hand, seat zero only,
which is the one hand the browser is already entitled to see) and the
table redraws as the cards land. Measured in the running app: 2 -> 3
cards at 414ms into a 1791ms lap.

You couldn't call UNO, and not because the button was missing: going
down to one card *was* the call. discard() fired the uno event by
itself, which made it a thing that happened to you rather than a thing
you did, and a rule nobody can fail is not a rule. So now you say it or
you don't (Move.Uno), and if you don't, every bot still in the game gets
one look at you before any of them plays — because a bot that has moved
on is a bot that has stopped watching your hand. It runs the other way
too, and that half is the fun one: a bot forgets often enough to be
worth watching for, and when it does it says *nothing*. No event, no
badge, no tell on the felt except the count beside its fan reading
"1 card". Catch it and it takes two; call a seat that had nothing to
hide and you take two yourself, which is what stops the catch button
from being a thing you simply mash.

Which cards owe the call is the engine's answer, not a count of your
hand: No Mercy's "discard all" takes every card of its colour with it,
so a six-card hand can land on one, and a browser subtracting one from
six walks you into a catch it never warned you about.

And the room was silent. Every sound in here is *made* — an oscillator,
a burst of filtered noise, an envelope — the same bargain the weather
engine takes with its clouds. A card is a slap of noise through a
bandpass, a chip is two detuned sines with a knock on the front, a win
is four notes going up. No asset files, no round trips, and a sound can
be pitched and detuned per call instead of being the same wav three
hundred times. Hooked into the FX layer rather than into the games, so
every table that throws a chip or turns a card got it at once.

The multiples moved, and the test that exists to catch that caught it.
The naive strategy now calls UNO, because calling is a button and not a
strategy — what these tiers price is bad card play, not a player who
ignores the felt shouting at them — and on that footing the normal
tables come back to where they were (40.1 / 28.5 / 23.1). No Mercy Full
House did not: it was paying a *negative* house edge, which is the house
paying you to sit down. Re-priced 3.8 -> 3.5.

Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
2026-07-14 13:15:11 -07:00

202 lines
7.6 KiB
Go

package uno
import "math/rand/v2"
// Calling UNO, and catching the seat that didn't.
//
// This was the one rule on the box the table wasn't playing. A hand going down to
// one card used to emit the "uno" event by itself, which made the call a thing
// that *happened to you* rather than a thing you did — and a rule nobody can fail
// is not a rule, it's an announcement.
//
// So now: play your second-to-last card and you owe the table a word. Say it
// (Move.Uno) and you're safe. Stay quiet and the bots get one look at you, right
// then, before any of them plays — because a bot that has moved on is a bot that
// has stopped watching your hand. Miss it and you take two.
//
// It runs the other way too, and that half is the fun one. A bot forgets often
// enough to be worth watching for, and when it does it says *nothing* — there is
// no event, no badge, no tell on the felt except the count beside its fan reading
// "1 card" with no UNO on it. Catch it (MoveCatch) and it takes two. Call a seat
// that had nothing to hide and you take two yourself, which is what stops the
// catch button from being a thing you simply mash every turn.
//
// The whole rule turns on one asymmetry, and it's deliberate: the bots get a
// *roll* to notice you, and you get to actually look. Attention is the edge here,
// and it's the player's to take.
const (
// CatchPenalty is what silence costs, both ways. Two, as printed on the box.
CatchPenalty = 2
// botForget is how often a bot goes down to one card without saying so. High
// enough that watching the counts pays — at a full table you'll get a catch to
// make every few games — and low enough that a quiet seat is still a thing you
// have to notice rather than assume.
botForget = 0.30
// botAlert is the chance a *single* bot notices that you didn't call. They each
// get a look, so forgetting is punished about 75% of the time heads-up and 98%
// at a full table: the more seats there are watching you, the less you get away
// with, which is the right shape for it.
botAlert = 0.75
)
// botForgets rolls for whether a bot muffs its call.
func botForgets(rng *rand.Rand) bool { return rng.Float64() < botForget }
// declare records whether a seat that is now on one card said so, and — if it did
// — announces it. A seat on any other number of cards owes nothing and this does
// nothing, which is what makes it safe to call after every play.
func (s *State) declare(seat int, called bool, evs *[]Event) {
if s.Phase == PhaseDone || len(s.Hands[seat]) != 1 {
return
}
s.ensureCalled()
s.Called[seat] = called
if called {
*evs = append(*evs, Event{Kind: EvUno, Seat: seat, Left: 1})
}
}
// botsCatch is the window. You have just played, you are holding one card, and
// you didn't say the word — so every bot still in the game gets one look, in seat
// order, and the first to see it takes you for two.
//
// It runs before runBots on purpose. The catch has to land while the table is
// still looking at the card you played, not three turns later.
func (s *State) botsCatch(evs *[]Event, rng *rand.Rand) {
if s.Phase == PhaseDone || len(s.Hands[You]) != 1 || s.called(You) {
return
}
for _, seat := range s.alive() {
if seat == You {
continue
}
if rng.Float64() >= botAlert {
continue // this one wasn't looking
}
s.penalise(You, seat, EvCaught, evs, rng)
return // caught once is caught. They don't queue up to take turns at you
}
}
// playerCatches calls out a seat you think is holding one card in silence.
//
// It is not a turn: right or wrong, the turn stays where it was, which is with
// you. What it costs is the risk — a seat that did call, or isn't on one card at
// all, is a seat you have just accused of nothing, and that is two cards to you.
func (s *State) playerCatches(m Move, rng *rand.Rand) ([]Event, error) {
seat := m.Seat
if seat == You || seat < 0 || seat >= len(s.Hands) || !s.live(seat) {
return nil, ErrNoCatch
}
var evs []Event
if len(s.Hands[seat]) == 1 && !s.called(seat) {
s.penalise(seat, You, EvCaught, &evs, rng) // got them
} else {
s.penalise(You, seat, EvMiscall, &evs, rng) // they were clean, and you weren't looking
}
return evs, nil
}
// penalise makes a seat take the price of the call: cards off the deck, quietly —
// no draw event, because what the table is being told about is the catch, and a
// draw event alongside it would animate the same two cards twice.
//
// In No Mercy those two cards can be the two that bury them, which is a fine way
// to go: caught on one card, dead on twenty-five.
func (s *State) penalise(victim, by int, kind string, evs *[]Event, rng *rand.Rand) {
got := s.drawCards(victim, CatchPenalty, evs, rng)
if len(got) == 0 {
return // the table has nothing left to punish anybody with
}
s.ensureCalled()
s.Called[victim] = false
*evs = append(*evs, s.mine(Event{
Kind: kind, Seat: victim, By: by, N: len(got), Left: len(s.Hands[victim]),
}))
s.mercy(victim, evs, rng)
}
// UnoAt is which cards in your hand would leave you holding exactly one, if you
// played them. It is the table's cue to ask you for the call, and it comes from
// here rather than from the browser counting your cards because No Mercy's
// "discard all" doesn't take one card out of your hand — it takes every card of
// its colour, and the browser guessing at that is the browser getting it wrong.
//
// It answers for every card, legal or not. The table only ever asks about a card
// you were allowed to play anyway.
func (s State) UnoAt() []int {
if s.Phase == PhaseDone || s.Turn != You {
return nil
}
hand := s.Hands[You]
var out []int
for i, c := range hand {
left := len(hand) - 1
if c.Value == DiscardAll {
for j, other := range hand {
if j != i && other.Color == c.Color && !other.IsWild() {
left--
}
}
}
if left == 1 {
out = append(out, i)
}
}
return out
}
// Catchable is which seats are, right now, sitting on one card they never
// announced. It is what the browser puts a button on.
//
// This leaks nothing. The card counts are already on the felt and the UNO badge
// already isn't — this is the same two facts, subtracted, and doing that
// subtraction on the server is only so that the rule for what counts as catchable
// lives in one place instead of two.
func (s State) Catchable() []int {
if s.Phase == PhaseDone || s.Turn != You {
return nil // you can only catch a seat on your own turn
}
var out []int
for _, seat := range s.alive() {
if seat != You && len(s.Hands[seat]) == 1 && !s.called(seat) {
out = append(out, seat)
}
}
return out
}
// called reports whether a seat holding one card announced it. Callers outside
// the package read the Called slice, which is on the state they already hold.
func (s State) called(seat int) bool {
return seat < len(s.Called) && s.Called[seat]
}
// ensureCalled grows the slice to fit the table. A game dealt before this rule
// existed has no Called at all, and the seats in it are all — correctly —
// uncalled: nobody in that game ever said the word, because there was no way to.
func (s *State) ensureCalled() {
for len(s.Called) < len(s.Hands) {
s.Called = append(s.Called, false)
}
}
// tidyCalls forgets the calls that no longer mean anything. A seat's call is only
// ever about the one card it is holding — draw into two and the word you said is
// spent, and saying it again is a new thing you have to do.
//
// Without this, a seat that called on one card, was made to draw, and worked its
// way back down to one would still be wearing the old call, and could never be
// caught again for the rest of the game.
func (s *State) tidyCalls() {
s.ensureCalled()
for seat := range s.Called {
if len(s.Hands[seat]) != 1 {
s.Called[seat] = false
}
}
}