#! /usr/bin/env python

"""Solitaire game, much like the one that comes with MS Windows.

Limitations:

- No cute graphical images for the playing cards faces or backs.

- No scoring or timer.

- No undo.

- No option to turn 3 cards at a time.

- No keyboard shortcuts.

- Less fancy animation when you win.

- The determination of which stack you drag to is more relaxed.

  

Apology:

I'm not much of a card player, so my terminology in these comments may

at times be a little unusual.  If you have suggestions, please let me

know!

"""

# Imports

import math

import random

from Tkinter import *

from Canvas import Rectangle, CanvasText, Group, Window

# Fix a bug in Canvas.Group as distributed in Python 1.4.  The

# distributed bind() method is broken.  Rather than asking you to fix

# the source, we fix it here by deriving a subclass:

class Group(Group):

    def bind(self, sequence=None, command=None):

	return self.canvas.tag_bind(self.id, sequence, command)

# Constants determining the size and lay-out of cards and stacks.  We

# work in a "grid" where each card/stack is surrounded by MARGIN

# pixels of space on each side, so adjacent stacks are separated by

# 2*MARGIN pixels.  OFFSET is the offset used for displaying the

# face down cards in the row stacks.

CARDWIDTH = 100

CARDHEIGHT = 150

MARGIN = 10

XSPACING = CARDWIDTH + 2*MARGIN

YSPACING = CARDHEIGHT + 4*MARGIN

OFFSET = 5

# The background color, green to look like a playing table.  The

# standard green is way too bright, and dark green is way to dark, so

# we use something in between.  (There are a few more colors that

# could be customized, but they are less controversial.)

BACKGROUND = '#070'

# Suits and colors.  The values of the symbolic suit names are the

# strings used to display them (you change these and VALNAMES to

# internationalize the game).  The COLOR dictionary maps suit names to

# colors (red and black) which must be Tk color names.  The keys() of

# the COLOR dictionary conveniently provides us with a list of all

# suits (in arbitrary order).

HEARTS = 'Heart'

DIAMONDS = 'Diamond'

CLUBS = 'Club'

SPADES = 'Spade'

RED = 'red'

BLACK = 'black'

COLOR = {}

for s in (HEARTS, DIAMONDS):

    COLOR[s] = RED

for s in (CLUBS, SPADES):

    COLOR[s] = BLACK

ALLSUITS = COLOR.keys()

NSUITS = len(ALLSUITS)

# Card values are 1-13.  We also define symbolic names for the picture

# cards.  ALLVALUES is a list of all card values.

ACE = 1

JACK = 11

QUEEN = 12

KING = 13

ALLVALUES = range(1, 14) # (one more than the highest value)

NVALUES = len(ALLVALUES)

# VALNAMES is a list that maps a card value to string.  It contains a

# dummy element at index 0 so it can be indexed directly with the card

# value.

VALNAMES = ["", "A"] + map(str, range(2, 11)) + ["J", "Q", "K"]

# Solitaire constants.  The only one I can think of is the number of

# row stacks.

NROWS = 7

# The rest of the program consists of class definitions.  These are

# further described in their documentation strings.

class Card:

    """A playing card.

    A card doesn't record to which stack it belongs; only the stack

    records this (it turns out that we always know this from the

    context, and this saves a ``double update'' with potential for

    inconsistencies).

    Public methods:

    moveto(x, y) -- move the card to an absolute position

    moveby(dx, dy) -- move the card by a relative offset

    tkraise() -- raise the card to the top of its stack

    showface(), showback() -- turn the card face up or down & raise it

    Public read-only instance variables:

    suit, value, color -- the card's suit, value and color

    face_shown -- true when the card is shown face up, else false

    Semi-public read-only instance variables (XXX should be made

    private):

    

    group -- the Canvas.Group representing the card

    x, y -- the position of the card's top left corner

    Private instance variables:

    __back, __rect, __text -- the canvas items making up the card

    (To show the card face up, the text item is placed in front of

    rect and the back is placed behind it.  To show it face down, this

    is reversed.  The card is created face down.)

    """

    def __init__(self, suit, value, canvas):

	"""Card constructor.

	Arguments are the card's suit and value, and the canvas widget.

	The card is created at position (0, 0), with its face down

	(adding it to a stack will position it according to that

	stack's rules).

	"""

	self.suit = suit

	self.value = value

	self.color = COLOR[suit]

	self.face_shown = 0

	self.x = self.y = 0

	self.group = Group(canvas)

	text = "%s  %s" % (VALNAMES[value], suit)

	self.__text = CanvasText(canvas, CARDWIDTH/2, 0,

			       anchor=N, fill=self.color, text=text)

	self.group.addtag_withtag(self.__text)

	self.__rect = Rectangle(canvas, 0, 0, CARDWIDTH, CARDHEIGHT,

			      outline='black', fill='white')

	self.group.addtag_withtag(self.__rect)

	self.__back = Rectangle(canvas, MARGIN, MARGIN,

			      CARDWIDTH-MARGIN, CARDHEIGHT-MARGIN,

			      outline='black', fill='blue')

	self.group.addtag_withtag(self.__back)

    def __repr__(self):

	"""Return a string for debug print statements."""

	return "Card(%s, %s)" % (`self.suit`, `self.value`)

    def moveto(self, x, y):

	"""Move the card to absolute position (x, y)."""

	self.moveby(x - self.x, y - self.y)

    def moveby(self, dx, dy):

	"""Move the card by (dx, dy)."""

	self.x = self.x + dx

	self.y = self.y + dy

	self.group.move(dx, dy)

    def tkraise(self):

	"""Raise the card above all other objects in its canvas."""

	self.group.tkraise()

    def showface(self):

	"""Turn the card's face up."""

	self.tkraise()

	self.__rect.tkraise()

	self.__text.tkraise()

	self.face_shown = 1

    def showback(self):

	"""Turn the card's face down."""

	self.tkraise()

	self.__rect.tkraise()

	self.__back.tkraise()

	self.face_shown = 0

class Stack:

    """A generic stack of cards.

    This is used as a base class for all other stacks (e.g. the deck,

    the suit stacks, and the row stacks).

    Public methods:

    add(card) -- add a card to the stack

    delete(card) -- delete a card from the stack

    showtop() -- show the top card (if any) face up

    deal() -- delete and return the top card, or None if empty

    Method that subclasses may override:

    position(card) -- move the card to its proper (x, y) position

        The default position() method places all cards at the stack's

        own (x, y) position.

    userclickhandler(), userdoubleclickhandler() -- called to do

    subclass specific things on single and double clicks

        The default user (single) click handler shows the top card

        face up.  The default user double click handler calls the user

	single click handler.

    usermovehandler(cards) -- called to complete a subpile move

        The default user move handler moves all moved cards back to

        their original position (by calling the position() method).

    Private methods:

    clickhandler(event), doubleclickhandler(event),

    motionhandler(event), releasehandler(event) -- event handlers

        The default event handlers turn the top card of the stack with

        its face up on a (single or double) click, and also support

        moving a subpile around.

    

    startmoving(event) -- begin a move operation

    finishmoving() -- finish a move operation

    """

    def __init__(self, x, y, game=None):

	"""Stack constructor.

	Arguments are the stack's nominal x and y position (the top

	left corner of the first card placed in the stack), and the

	game object (which is used to get the canvas; subclasses use

	the game object to find other stacks).

	"""

	self.x = x

	self.y = y

	self.game = game

	self.cards = []

	self.group = Group(self.game.canvas)

	self.group.bind('<1>', self.clickhandler)

 	self.group.bind('<Double-1>', self.doubleclickhandler)

	self.group.bind('<B1-Motion>', self.motionhandler)

	self.group.bind('<ButtonRelease-1>', self.releasehandler)

	self.makebottom()

    def makebottom(self):

	pass

    def __repr__(self):

	"""Return a string for debug print statements."""

	return "%s(%d, %d)" % (self.__class__.__name__, self.x, self.y)

    # Public methods

    def add(self, card):

	self.cards.append(card)

	card.tkraise()

	self.position(card)

	self.group.addtag_withtag(card.group)

    def delete(self, card):

	self.cards.remove(card)

	card.group.dtag(self.group)

    def showtop(self):

	if self.cards:

	    self.cards[-1].showface()

    def deal(self):

	if not self.cards:

	    return None

	card = self.cards[-1]

	self.delete(card)

	return card

    # Subclass overridable methods

    def position(self, card):

	card.moveto(self.x, self.y)

    def userclickhandler(self):

	self.showtop()

    def userdoubleclickhandler(self):

	self.userclickhandler()

    def usermovehandler(self, cards):

	for card in cards:

	    self.position(card)

    # Event handlers

    def clickhandler(self, event):

	self.finishmoving()		# In case we lost an event

	self.userclickhandler()

	self.startmoving(event)

    def motionhandler(self, event):

	self.keepmoving(event)

    def releasehandler(self, event):

	self.keepmoving(event)

	self.finishmoving()

    def doubleclickhandler(self, event):

	self.finishmoving()		# In case we lost an event

	self.userdoubleclickhandler()

	self.startmoving(event)

    # Move internals

    moving = None

    def startmoving(self, event):

	self.moving = None

	tags = self.game.canvas.gettags('current')

	for i in range(len(self.cards)):

	    card = self.cards[i]

	    if card.group.tag in tags:

		break

	else:

	    return

	if not card.face_shown:

	    return

	self.moving = self.cards[i:]

	self.lastx = event.x

	self.lasty = event.y

	for card in self.moving:

	    card.tkraise()

    def keepmoving(self, event):

	if not self.moving:

	    return

	dx = event.x - self.lastx

	dy = event.y - self.lasty

	self.lastx = event.x

	self.lasty = event.y

	if dx or dy:

	    for card in self.moving:

		card.moveby(dx, dy)

    def finishmoving(self):

	cards = self.moving

	self.moving = None

	if cards:

	    self.usermovehandler(cards)

class Deck(Stack):

    """The deck is a stack with support for shuffling.

    New methods:

    fill() -- create the playing cards

    shuffle() -- shuffle the playing cards

    A single click moves the top card to the game's open deck and

    moves it face up; if we're out of cards, it moves the open deck

    back to the deck.

    """

    def makebottom(self):

	bottom = Rectangle(self.game.canvas,

			   self.x, self.y,

			   self.x+CARDWIDTH, self.y+CARDHEIGHT,

			   outline='black', fill=BACKGROUND)

 	self.group.addtag_withtag(bottom)

    def fill(self):

	for suit in ALLSUITS:

	    for value in ALLVALUES:

		self.add(Card(suit, value, self.game.canvas))

    def shuffle(self):

	n = len(self.cards)

	newcards = []

	for i in randperm(n):

	    newcards.append(self.cards[i])

	self.cards = newcards

    def userclickhandler(self):

	opendeck = self.game.opendeck

	card = self.deal()

	if not card:

	    while 1:

		card = opendeck.deal()

		if not card:

		    break

		self.add(card)

		card.showback()

	else:

	    self.game.opendeck.add(card)

	    card.showface()

def randperm(n):

    """Function returning a random permutation of range(n)."""

    r = range(n)

    x = []

    while r:

	i = random.choice(r)

	x.append(i)

	r.remove(i)

    return x

class OpenStack(Stack):

    def acceptable(self, cards):

	return 0

    def usermovehandler(self, cards):

	card = cards[0]

	stack = self.game.closeststack(card)

	if not stack or stack is self or not stack.acceptable(cards):

	    Stack.usermovehandler(self, cards)

	else:

	    for card in cards:

		self.delete(card)

		stack.add(card)

	    self.game.wincheck()

    def userdoubleclickhandler(self):

	if not self.cards:

	    return

	card = self.cards[-1]

	if not card.face_shown:

	    self.userclickhandler()

	    return

	for s in self.game.suits:

	    if s.acceptable([card]):

		self.delete(card)

		s.add(card)

		self.game.wincheck()

		break

class SuitStack(OpenStack):

    def makebottom(self):

	bottom = Rectangle(self.game.canvas,

			   self.x, self.y,

			   self.x+CARDWIDTH, self.y+CARDHEIGHT,

			   outline='black', fill='')

    def userclickhandler(self):

	pass

    def userdoubleclickhandler(self):

	pass

    def acceptable(self, cards):

	if len(cards) != 1:

	    return 0

	card = cards[0]

	if not self.cards:

	    return card.value == ACE

	topcard = self.cards[-1]

	return card.suit == topcard.suit and card.value == topcard.value + 1

class RowStack(OpenStack):

    def acceptable(self, cards):

	card = cards[0]

	if not self.cards:

	    return card.value == KING

	topcard = self.cards[-1]

	if not topcard.face_shown:

	    return 0

	return card.color != topcard.color and card.value == topcard.value - 1

    def position(self, card):

	y = self.y

	for c in self.cards:

	    if c == card:

		break

	    if c.face_shown:

		y = y + 2*MARGIN

	    else:

		y = y + OFFSET

	card.moveto(self.x, y)

class Solitaire:

    def __init__(self, master):

	self.master = master

	self.canvas = Canvas(self.master,

			     background=BACKGROUND,

			     highlightthickness=0,

			     width=NROWS*XSPACING,

			     height=3*YSPACING + 20 + MARGIN)

	self.canvas.pack(fill=BOTH, expand=TRUE)

	self.dealbutton = Button(self.canvas,

				 text="Deal",

				 highlightthickness=0,

				 background=BACKGROUND,

				 activebackground="green",

				 command=self.deal)

	Window(self.canvas, MARGIN, 3*YSPACING + 20,

	       window=self.dealbutton, anchor=SW)

	x = MARGIN

	y = MARGIN

	self.deck = Deck(x, y, self)

	x = x + XSPACING

	self.opendeck = OpenStack(x, y, self)

	

	x = x + XSPACING

	self.suits = []

	for i in range(NSUITS):

	    x = x + XSPACING

	    self.suits.append(SuitStack(x, y, self))

	x = MARGIN

	y = y + YSPACING

	self.rows = []

	for i in range(NROWS):

	    self.rows.append(RowStack(x, y, self))

	    x = x + XSPACING

	self.openstacks = [self.opendeck] + self.suits + self.rows

	

	self.deck.fill()

	self.deal()

    def wincheck(self):

	for s in self.suits:

	    if len(s.cards) != NVALUES:

		return

	self.win()

	self.deal()

    def win(self):

	"""Stupid animation when you win."""

	cards = []

	for s in self.openstacks:

	    cards = cards + s.cards

	while cards:

	    card = random.choice(cards)

	    cards.remove(card)

	    self.animatedmoveto(card, self.deck)

    def animatedmoveto(self, card, dest):

	for i in range(10, 0, -1):

	    dx, dy = (dest.x-card.x)/i, (dest.y-card.y)/i

	    card.moveby(dx, dy)

	    self.master.update_idletasks()

    def closeststack(self, card):

	closest = None

	cdist = 999999999

	# Since we only compare distances,

	# we don't bother to take the square root.

	for stack in self.openstacks:

	    dist = (stack.x - card.x)**2 + (stack.y - card.y)**2

	    if dist < cdist:

		closest = stack

		cdist = dist

	return closest

    def deal(self):

	self.reset()

	self.deck.shuffle()

	for i in range(NROWS):

	    for r in self.rows[i:]:

		card = self.deck.deal()

		r.add(card)

	for r in self.rows:

	    r.showtop()

    def reset(self):

	for stack in self.openstacks:

	    while 1:

		card = stack.deal()

		if not card:

		    break

		self.deck.add(card)

		card.showback()

# Main function, run when invoked as a stand-alone Python program.

def main():

    root = Tk()

    game = Solitaire(root)

    root.protocol('WM_DELETE_WINDOW', root.quit)

    root.mainloop()

if __name__ == '__main__':

    main()