Phase G: scaffold .NET 10 + SignalR backend (engine port + hub + auth)

- server/ monorepo: Hokm.Engine (C# port of TS engine+AI, validated by sim),
  Hokm.Server (SignalR GameHub, in-memory matchmaking/rooms, server-side turn
  timers + bot fill + disconnect handling, per-seat state broadcast), Hokm.Sim
- JWT dev auth (OTP 1234 + email); CORS for the Next client; /hub/game
- NuGet restored from mirrors (Soroush Nexus + Liara); NuGetAudit off
- README + .NET .gitignore; static class Engine renamed Rules (namespace clash)

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
soroush.asadi
2026-06-04 12:42:15 +03:30
parent ae239f4c51
commit aaf66b921f
22 changed files with 1220 additions and 0 deletions
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namespace Hokm.Engine;
/// <summary>AI bot — port of src/lib/hokm/ai.ts.</summary>
public static class Ai
{
public static Suit ChooseTrump(IReadOnlyList<Card> hand)
{
Suit best = Suit.Spades;
int bestScore = -1;
foreach (var suit in Deck.Suits)
{
var cards = hand.Where(c => c.Suit == suit).ToList();
int strength = cards.Sum(c => Math.Max(0, c.Rank - 9));
int score = cards.Count * 10 + strength;
if (score > bestScore) { bestScore = score; best = suit; }
}
return best;
}
public static Card ChooseCard(GameState g, int seat)
{
var legal = Rules.LegalMoves(g, seat);
if (legal.Count == 1) return legal[0];
var trump = g.Trump;
var trick = g.CurrentTrick;
static Card Lowest(IEnumerable<Card> cs) => cs.Aggregate((lo, c) => c.Rank < lo.Rank ? c : lo);
Card Dump()
{
var nonTrump = legal.Where(c => c.Suit != trump).ToList();
return Lowest(nonTrump.Count > 0 ? nonTrump : legal);
}
// Leading
if (trick.Count == 0)
{
var nonTrump = legal.Where(c => c.Suit != trump).ToList();
var aces = nonTrump.Where(c => c.Rank == 14).ToList();
if (aces.Count > 0) return aces[0];
if (nonTrump.Count > 0) return Lowest(nonTrump);
return Lowest(legal);
}
// Following
var best = trick[0];
foreach (var pc in trick.Skip(1))
if (Rules.TrickWinner(new[] { best, pc }, trump) == pc.Seat) best = pc;
bool partnerWinning = Seats.Team(best.Seat) == Seats.Team(seat);
var winning = legal
.Where(card => Rules.TrickWinner(trick.Append(new PlayedCard(seat, card)).ToList(), trump) == seat)
.ToList();
if (partnerWinning) return Dump();
if (winning.Count > 0) return Lowest(winning);
return Dump();
}
}
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namespace Hokm.Engine;
public static class Deck
{
public static readonly Suit[] Suits = { Suit.Spades, Suit.Hearts, Suit.Diamonds, Suit.Clubs };
public static List<Card> Create()
{
var deck = new List<Card>(52);
foreach (var suit in Suits)
for (int rank = 2; rank <= 14; rank++)
deck.Add(new Card(suit, rank));
return deck;
}
/// <summary>FisherYates shuffle into a new list.</summary>
public static List<Card> Shuffle(IReadOnlyList<Card> input, Random rng)
{
var arr = input.ToList();
for (int i = arr.Count - 1; i > 0; i--)
{
int j = rng.Next(i + 1);
(arr[i], arr[j]) = (arr[j], arr[i]);
}
return arr;
}
public static List<Card> SortHand(IEnumerable<Card> hand)
{
static int Order(Suit s) => s switch
{
Suit.Spades => 0,
Suit.Hearts => 1,
Suit.Clubs => 2,
Suit.Diamonds => 3,
_ => 4,
};
return hand.OrderBy(c => Order(c.Suit)).ThenByDescending(c => c.Rank).ToList();
}
}
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namespace Hokm.Engine;
/// <summary>
/// Authoritative Hokm rules — a direct port of the TypeScript engine
/// (src/lib/hokm/engine.ts). Methods mutate the passed GameState.
/// </summary>
public static class Rules
{
public const int TricksToWinRound = 7;
public static GameState CreateInitial(string[] names, int targetScore = 7)
{
var g = new GameState { TargetScore = targetScore };
for (int seat = 0; seat < 4; seat++)
g.Players.Add(new Player
{
Seat = seat,
Name = names[seat],
IsHuman = seat == 0,
Team = Seats.Team(seat),
});
return g;
}
public static void SelectHakem(GameState g, Random rng)
{
var deck = Deck.Shuffle(Deck.Create(), rng);
g.HakemDraw.Clear();
int seat = 0, hakem = 0;
foreach (var card in deck)
{
g.HakemDraw.Add(new PlayedCard(seat, card));
if (card.Rank == 14) { hakem = seat; break; }
seat = Seats.Next(seat);
}
g.Hakem = hakem;
g.Phase = Phase.SelectingHakem;
}
public static void DealForTrump(GameState g, Random rng)
{
if (g.Hakem is null) throw new InvalidOperationException("hakem not selected");
var deck = Deck.Shuffle(Deck.Create(), rng);
foreach (var p in g.Players) p.Hand = new();
g.Players[g.Hakem.Value].Hand = deck.Take(5).ToList();
g.Deck = deck.Skip(5).ToList();
g.Phase = Phase.ChoosingTrump;
g.Trump = null;
g.Turn = g.Hakem;
g.CurrentTrick.Clear();
g.LeadSeat = null;
g.RoundTricks = new int[2];
g.LastTrickWinner = null;
g.LastRoundResult = null;
g.HakemDraw.Clear();
g.DealId++;
}
public static void ChooseTrump(GameState g, Suit trump)
{
if (g.Phase != Phase.ChoosingTrump) throw new InvalidOperationException("not choosing trump");
var deck = g.Deck;
int di = 0;
foreach (var p in g.Players)
{
int need = 13 - p.Hand.Count;
for (int k = 0; k < need; k++) p.Hand.Add(deck[di++]);
}
g.Deck = deck.Skip(di).ToList();
g.Trump = trump;
g.Phase = Phase.Playing;
g.Turn = g.Hakem;
g.LeadSeat = g.Hakem;
g.CurrentTrick.Clear();
}
public static List<Card> LegalMoves(GameState g, int seat)
{
var hand = g.Players[seat].Hand;
if (g.CurrentTrick.Count == 0) return hand.ToList();
var lead = g.CurrentTrick[0].Card.Suit;
var same = hand.Where(c => c.Suit == lead).ToList();
return same.Count > 0 ? same : hand.ToList();
}
public static bool IsLegal(GameState g, int seat, Card card) =>
g.Turn == seat && LegalMoves(g, seat).Any(c => c.Id == card.Id);
public static int TrickWinner(IReadOnlyList<PlayedCard> trick, Suit? trump)
{
if (trick.Count == 0) throw new InvalidOperationException("empty trick");
var lead = trick[0].Card.Suit;
var best = trick[0];
foreach (var pc in trick.Skip(1))
{
bool bestTrump = trump != null && best.Card.Suit == trump;
bool pcTrump = trump != null && pc.Card.Suit == trump;
if (pcTrump && !bestTrump) best = pc;
else if (pcTrump == bestTrump)
{
var relevant = bestTrump ? trump!.Value : lead;
if (pc.Card.Suit == relevant && pc.Card.Rank > best.Card.Rank) best = pc;
}
}
return best.Seat;
}
public static void PlayCard(GameState g, int seat, Card card)
{
if (!IsLegal(g, seat, card)) throw new InvalidOperationException($"illegal play: seat {seat} {card.Id}");
var p = g.Players[seat];
p.Hand = p.Hand.Where(c => c.Id != card.Id).ToList();
g.CurrentTrick.Add(new PlayedCard(seat, card));
g.LeadSeat ??= seat;
if (g.CurrentTrick.Count < 4)
{
g.Turn = Seats.Next(seat);
return;
}
var winner = TrickWinner(g.CurrentTrick, g.Trump);
g.Turn = null;
g.Phase = Phase.TrickComplete;
g.LastTrickWinner = winner;
}
public static void AdvanceAfterTrick(GameState g, int kotPoints = 2)
{
if (g.Phase != Phase.TrickComplete || g.LastTrickWinner is null) return;
int winner = g.LastTrickWinner.Value;
int wTeam = Seats.Team(winner);
g.RoundTricks[wTeam]++;
g.CurrentTrick.Clear();
if (g.RoundTricks[wTeam] >= TricksToWinRound)
{
int loser = 1 - wTeam;
bool kot = g.RoundTricks[loser] == 0;
var result = new RoundResult
{
WinningTeam = wTeam,
Tricks = (int[])g.RoundTricks.Clone(),
Kot = kot,
Points = kot ? kotPoints : 1,
};
g.MatchScore[wTeam] += result.Points;
g.LastRoundResult = result;
g.LastTrickWinner = winner;
g.Turn = null;
if (g.MatchScore[wTeam] >= g.TargetScore)
{
g.MatchWinner = wTeam;
g.Phase = Phase.MatchOver;
}
else g.Phase = Phase.RoundOver;
return;
}
g.LeadSeat = winner;
g.Turn = winner;
g.LastTrickWinner = winner;
g.Phase = Phase.Playing;
}
public static void StartNextRound(GameState g, Random rng)
{
if (g.Hakem is null) throw new InvalidOperationException("no hakem");
var result = g.LastRoundResult;
int hakem = g.Hakem.Value;
if (result != null && Seats.Team(hakem) != result.WinningTeam)
hakem = Seats.Next(hakem);
g.Hakem = hakem;
DealForTrump(g, rng);
}
}
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<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<TargetFramework>net10.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>
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namespace Hokm.Engine;
public enum Suit { Spades, Hearts, Diamonds, Clubs }
public enum Phase
{
Idle,
SelectingHakem,
ChoosingTrump,
Playing,
TrickComplete,
RoundOver,
MatchOver,
}
/// <summary>A playing card. Rank 2..14 (Ace = 14).</summary>
public sealed record Card(Suit Suit, int Rank)
{
public string Id => $"{Suit}-{Rank}";
}
public sealed class Player
{
public int Seat { get; init; }
public string Name { get; set; } = "";
public bool IsHuman { get; set; }
public int Team { get; init; }
public List<Card> Hand { get; set; } = new();
}
public sealed record PlayedCard(int Seat, Card Card);
public sealed class RoundResult
{
public int WinningTeam { get; set; }
public int[] Tricks { get; set; } = new int[2];
public bool Kot { get; set; }
public int Points { get; set; }
}
/// <summary>Full authoritative game state (mutated by the Engine).</summary>
public sealed class GameState
{
public Phase Phase { get; set; } = Phase.Idle;
public List<Player> Players { get; set; } = new();
public List<Card> Deck { get; set; } = new();
public int? Hakem { get; set; }
public Suit? Trump { get; set; }
public int? Turn { get; set; }
public List<PlayedCard> CurrentTrick { get; set; } = new();
public int? LeadSeat { get; set; }
public int[] RoundTricks { get; set; } = new int[2];
public int[] MatchScore { get; set; } = new int[2];
public int? LastTrickWinner { get; set; }
public RoundResult? LastRoundResult { get; set; }
public int? MatchWinner { get; set; }
public List<PlayedCard> HakemDraw { get; set; } = new();
public int TargetScore { get; set; } = 7;
public int DealId { get; set; }
}
public static class Seats
{
public static int Team(int seat) => seat % 2;
public static int Next(int seat) => (seat + 1) % 4;
public static int Partner(int seat) => (seat + 2) % 4;
}