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authorhistoria <[not public]>2026-10-03 07:11:58 -0400
committerhistoria <[not public]>2026-10-03 07:11:58 -0400
commit0fb83bdf433b9b48240f4ac7a5d4c912f6b808cc (patch)
treeac0af51cc2513b1ddd8a280f360af820d1f097af /internal/game
parent6232d41e5639f9c38e47b2bb65266e343ca26e8f (diff)
downloadthehouseoficarus-0fb83bdf433b9b48240f4ac7a5d4c912f6b808cc.tar.gz
feat: added big 6 wheel to the casino
Diffstat (limited to 'internal/game')
-rw-r--r--internal/game/big_six_test.go222
-rw-r--r--internal/game/blackjack_rules.go4
-rw-r--r--internal/game/casino.go35
-rw-r--r--internal/game/casino_ux.go8
-rw-r--r--internal/game/casino_ux_test.go51
-rw-r--r--internal/game/cmd_registry.go99
-rw-r--r--internal/game/core_login_char.go4
-rw-r--r--internal/game/game.go16
-rw-r--r--internal/game/hardening_shutdown_save_error_test.go49
-rw-r--r--internal/game/look_casino.go2
-rw-r--r--internal/game/look_target.go2
-rw-r--r--internal/game/render_big_six.go209
12 files changed, 665 insertions, 36 deletions
diff --git a/internal/game/big_six_test.go b/internal/game/big_six_test.go
new file mode 100644
index 0000000..6a83cdf
--- /dev/null
+++ b/internal/game/big_six_test.go
@@ -0,0 +1,222 @@
+package game
+
+import (
+ "strings"
+ "testing"
+
+ "thehouseoficarus/internal/casino"
+ "thehouseoficarus/internal/color"
+)
+
+func TestBigSixRendering(t *testing.T) {
+ for _, mode := range []string{"none", "ansi16", "xterm256"} {
+ for _, unicode := range []bool{false, true} {
+ s := &casino.BigSixSnapshot{Phase: "betting", Multiplier: "1", BettingTicks: 25, MinBet: 1, MaxBet: 10000}
+ board := renderBigSixSnapshot(s, mode, unicode)
+ if mode != "none" && !strings.Contains(board, "\x1b[2m") {
+ t.Fatal("payouts must be dim")
+ }
+ if mode == "none" && strings.Contains(board, "\x1b") {
+ t.Fatal("ANSI leaked into plain display")
+ }
+ for _, text := range []string{"$1", "$2", "$5", "$10", "$20", "SWORD", "SHIELD", "DOUBLE", "pays 47:1", "Bets:"} {
+ if !strings.Contains(board, text) {
+ t.Fatalf("missing %q: %s", text, board)
+ }
+ }
+ for _, gone := range []string{"B I G", "RTP", "Place any number", "Odds are profit", "double & respin"} {
+ if strings.Contains(board, gone) {
+ t.Fatalf("stale felt text %q: %s", gone, board)
+ }
+ }
+ if unicode && !strings.ContainsAny(board, "─│┌╭") {
+ t.Fatalf("Unicode felt is still ASCII: %s", board)
+ }
+ if !unicode && strings.ContainsAny(board, "─│┌╭") {
+ t.Fatalf("ASCII felt leaked Unicode: %s", board)
+ }
+ for _, phase := range []string{"playing", "result"} {
+ s.Phase = phase
+ s.Pockets = []string{"1", "2", "5", "10", "DOUBLE", "20", "SWORD", "SHIELD", "1"}
+ if phase == "playing" {
+ s.Pockets = append(s.Pockets, "1", "2")
+ }
+ text := renderBigSixSnapshot(s, mode, unicode)
+ if strings.Count(text, "\n") < 5 {
+ t.Fatal("not a multi-line wheel", text)
+ }
+ wall := "|"
+ if unicode {
+ wall = "│"
+ }
+ // The bill outline must continue through the number row.
+ bill := wall + " $1 "
+ if phase == "result" {
+ bill = wall + " $1 " + wall
+ } else {
+ bill = wall + " $1 " + wall
+ }
+ if !strings.Contains(text, bill) {
+ t.Fatalf("number row is missing the bill walls (%q): %s", bill, text)
+ }
+ // Every rail and separator uses the same dim-yellow border ink.
+ if mode != "none" {
+ yellow := color.Render(mode, color.ColorSpec{Fg: 3, Bg: -1, Dim: true}, wall)
+ if !strings.Contains(text, yellow) {
+ t.Fatalf("wheel separators are not the yellow border color: %s", text)
+ }
+ }
+ for _, line := range strings.Split(text, "\n") {
+ if color.VisibleLen(line) > 80 {
+ t.Fatalf("frame too wide (%d): %s", color.VisibleLen(line), line)
+ }
+ }
+ pointer := "\\/"
+ if unicode {
+ pointer = "▼"
+ }
+ if !strings.Contains(text, pointer) {
+ t.Fatal("no pointer")
+ }
+ if strings.ContainsAny(text, "◆") {
+ t.Fatalf("second pointer glyph still present: %s", text)
+ }
+ if strings.Contains(text, "* * *") || strings.Contains(text, "[ STOP ]") {
+ t.Fatalf("stale wheel result art: %s", text)
+ }
+ if phase == "result" {
+ lines := strings.Split(strings.TrimRight(text, " \n"), "\n")
+ if !strings.Contains(lines[len(lines)-1], "WINNER") {
+ t.Fatalf("WINNER must print below the entire wheel: %s", text)
+ }
+ }
+ }
+ for _, line := range strings.Split(board, "\n") {
+ if color.VisibleLen(line) > 80 {
+ t.Fatalf("felt too wide (%d): %s", color.VisibleLen(line), line)
+ }
+ if strings.Contains(line, "pays 23:1") && mode != "none" {
+ // The box walls stay bold; only the payout text is dim.
+ if !strings.Contains(line, "\x1b[1m") || !strings.Contains(line, "\x1b[2m") {
+ t.Fatalf("pays row walls/text have the wrong weight: %q", line)
+ }
+ }
+ }
+ }
+ }
+}
+
+func TestBigSixUnicodeArtwork(t *testing.T) {
+ // Check the rendered cells, not just the source art: independent row
+ // centering must not misalign the blade or disconnect shield corners.
+ for _, tt := range []struct {
+ label string
+ want []string
+ }{
+ {"SWORD", []string{
+ "│ ▲ │",
+ "│ ║ │",
+ "│ ║ │",
+ "│ ╘══╬══╛ │",
+ "│ ╩ │",
+ }},
+ {"SHIELD", []string{
+ "│ ╭───────╮ │",
+ "│ │ ◇ │ │",
+ "│ ╰╮ ╭╯ │",
+ "│ ╰╮ ╭╯ │",
+ "│ ╰───╯ │",
+ }},
+ } {
+ t.Run(tt.label, func(t *testing.T) {
+ panel := bigSixPanel(casino.BigSixSpot{Label: tt.label, Pays: 47}, 24, "none", true)
+ if got, want := strings.Join(panel[2:7], "\n"), strings.Join(tt.want, "\n"); got != want {
+ t.Fatalf("table artwork:\n%s\nwant:\n%s", got, want)
+ }
+ })
+ }
+
+ s := &casino.BigSixSnapshot{Phase: "result", Pockets: []string{"SWORD", "SHIELD"}}
+ lines := strings.Split(renderBigSixSnapshot(s, "none", true), "\n")
+ want := strings.Join([]string{
+ "│ ▲ │╭─────╮│",
+ "│ ╘═╬═╛ │╰╮ ◇ ╭╯│",
+ "│ ╩ │ ╰───╯ │",
+ "│ SWORD │SHIELD │",
+ }, "\n")
+ if got := strings.Join(lines[2:6], "\n"); got != want {
+ t.Fatalf("wheel artwork:\n%s\nwant:\n%s", got, want)
+ }
+}
+
+func TestBigSixSpinAbbreviation(t *testing.T) {
+ // "sp" is the blackjack split shorthand. Split is not a Big 6 command, so
+ // the abbreviation must instead match the only relevant verb: spin.
+ g, sess, _ := houseEdgeGame(t, "name: Wheel\ncasino_tables:\n - id: big6\n game: big6\n")
+ g.queue = NewCommandQueue()
+ g.executePlay(sess, []string{"big6"}, "play big6")
+ g.executeBet(sess, []string{"2", "on", "1"}, "bet 2 on 1")
+ if got, ok := g.casinoAbbreviation(sess, "sp"); !ok || got != "spin" {
+ t.Fatalf("sp at Big 6 resolved to %q (ok=%v), want spin", got, ok)
+ }
+ // Prefixes of other games' verbs (split, roll, hit, double) must not
+ // resolve at this table.
+ for _, input := range []string{"spl", "spli", "ro", "hi", "dd"} {
+ if got, ok := g.casinoAbbreviation(sess, input); ok {
+ t.Fatalf("Big 6 %q unexpectedly abbreviated to %q", input, got)
+ }
+ }
+ g.handleGameCommand(sess, "sp")
+ if qc, ok := g.queue.PeekActive("alice"); !ok || qc.Command != "spin" {
+ t.Fatalf("sp queued %+v (ok=%v), want spin", qc, ok)
+ }
+}
+
+func TestBigSixCommandsAndVisibility(t *testing.T) {
+ g, sess, conn := houseEdgeGame(t, "name: Wheel\ncasino_tables:\n - id: big6\n game: big6\n")
+ g.executePlay(sess, []string{"big6"}, "play big6")
+ table, playing := g.Casino.Participation(sess.Player.Name)
+ if !playing || table == nil {
+ t.Fatal("join failed", string(conn.data))
+ }
+ for _, target := range []string{"1", "$20", "sword", "shield"} {
+ g.executeBet(sess, []string{"2", "on", target}, "bet 2 on "+target)
+ }
+ if sess.Player.Credits != 92 || table.State() != "waiting" {
+ t.Fatal("bet/spin conflated", sess.Player.Credits, table.State(), string(conn.data))
+ }
+ conn.data = nil
+ g.executeList(sess, nil, "list")
+ if !strings.Contains(string(conn.data), "SWORD") || !strings.Contains(string(conn.data), "47:1") {
+ t.Fatal("list missing targets", string(conn.data))
+ }
+ conn.data = nil
+ g.executeTableStatus(sess, nil, "table")
+ if !strings.Contains(string(conn.data), "Bets:") {
+ t.Fatal("table not routed", string(conn.data))
+ }
+ conn.data = nil
+ g.executeRules(sess, nil, "rules")
+ if !strings.Contains(string(conn.data), "48/49") {
+ t.Fatal("help not routed", string(conn.data))
+ }
+ g.executeSpin(sess, nil, "spin")
+ if table.State() != "playing" || sess.Player.Credits != 92 {
+ t.Fatal("spin rebet/debit", string(conn.data))
+ }
+ g.executeSpin(sess, nil, "spin")
+ if sess.Player.Credits != 92 {
+ t.Fatal("second spin debited")
+ }
+ beforePrompt := len(conn.data)
+ g.writePrompt(sess)
+ if len(conn.data) != beforePrompt {
+ t.Fatal("prompt interrupted wheel")
+ }
+ if !table.Busy(sess.Player.Name) {
+ t.Fatal("animation prompt handling")
+ }
+ if !g.seesCasinoDetails(sess, casino.Event{RoomID: 1, TableID: "gone", Snapshot: &casino.BigSixSnapshot{Players: []string{sess.Player.Name}}}) {
+ t.Fatal("departing seat cannot see final frame")
+ }
+}
diff --git a/internal/game/blackjack_rules.go b/internal/game/blackjack_rules.go
index 7cea977..9e36466 100644
--- a/internal/game/blackjack_rules.go
+++ b/internal/game/blackjack_rules.go
@@ -22,6 +22,10 @@ func (g *Game) lookCrapsTable(sess *net.Session, target string) bool {
return g.lookCasinoTable(sess, target, casino.GameCraps)
}
+func (g *Game) lookBigSixTable(sess *net.Session, target string) bool {
+ return g.lookCasinoTable(sess, target, casino.GameBigSix)
+}
+
func (g *Game) lookRouletteTable(sess *net.Session, target string) bool {
return g.lookCasinoTable(sess, target, casino.GameRoulette)
}
diff --git a/internal/game/casino.go b/internal/game/casino.go
index 8f18614..6dce0bd 100644
--- a/internal/game/casino.go
+++ b/internal/game/casino.go
@@ -380,6 +380,21 @@ func (g *Game) startCasinoGame(sess *net.Session, p *player.Player, gameName str
g.emitCasinoEvents(events)
}
+// Keep slots' spin-as-bet behavior, while Big 6 spins already committed wagers.
+func (g *Game) executeSpin(sess *net.Session, args []string, rawInput string) {
+ if sess.Player != nil {
+ if table, playing := g.Casino.Participation(sess.Player.Name); playing && table != nil && table.Config.Game == casino.GameBigSix {
+ if len(args) != 0 {
+ sess.WriteLine("Use spin after placing your bets.")
+ return
+ }
+ g.executeTableAction(sess, "spin")
+ return
+ }
+ }
+ g.executeBet(sess, args, rawInput)
+}
+
func (g *Game) executeBet(sess *net.Session, args []string, rawInput string) {
p := sess.Player
if p == nil {
@@ -537,7 +552,13 @@ func (g *Game) rouletteSpinning(sess *net.Session) bool {
return false
}
table, playing := g.Casino.Participation(sess.Player.Name)
- if !playing || table == nil || table.Config.Game != casino.GameRoulette {
+ if !playing || table == nil {
+ return false
+ }
+ if table.Config.Game == casino.GameBigSix {
+ return table.Busy(sess.Player.Name)
+ }
+ if table.Config.Game != casino.GameRoulette {
return false
}
s, ok := table.Board(sess.Player.Name).(*casino.RouletteSnapshot)
@@ -677,8 +698,8 @@ func (g *Game) casinoHintsVisible(sess *net.Session, menu *casino.MenuView) bool
}
}
-// casinoBoardReminder splits a persistent-board menu (craps, roulette, video
-// poker, Pai Gow) so its instructions print under the board they describe.
+// casinoBoardReminder splits a persistent-board menu (craps, roulette, Big 6,
+// video poker, Pai Gow) so its instructions print under the board they describe.
// Every other game, and compact displays, keep their menu in one block.
func (g *Game) casinoBoardReminder(sess *net.Session, category string, menu *casino.MenuView, snapshot casino.Snapshot, message string) (reminder string, ok bool) {
if category != "casino_menu" || menu == nil || sess.Player == nil {
@@ -687,11 +708,13 @@ func (g *Game) casinoBoardReminder(sess *net.Session, category string, menu *cas
_, isCraps := snapshot.(*casino.CrapsSnapshot)
_, isPoker := snapshot.(*casino.VideoPokerSnapshot)
_, isPaiGow := snapshot.(*casino.PaiGowSnapshot)
+ b, isBigSix := snapshot.(*casino.BigSixSnapshot)
+ isBigSix = isBigSix && b.Phase != "playing" && b.Phase != "result"
s, isRoulette := snapshot.(*casino.RouletteSnapshot)
- if !isPoker && !isCraps && !isPaiGow && (!isRoulette || s.Phase == "playing" || s.Phase == "result") {
+ if !isPoker && !isCraps && !isPaiGow && !isBigSix && (!isRoulette || s.Phase == "playing" || s.Phase == "result") {
return "", false
}
- if !isPoker && !isCraps && !isPaiGow && sess.Player.OptionString("casino_display") == "compact" && (menu.Repeat || !menu.ShowBalance) {
+ if !isPoker && !isCraps && !isPaiGow && !isBigSix && sess.Player.OptionString("casino_display") == "compact" && (menu.Repeat || !menu.ShowBalance) {
// The compact reminder is already a short block; leave it intact.
return "", false
}
@@ -780,6 +803,8 @@ func (g *Game) renderCasinoSnapshot(sess *net.Session, snapshot casino.Snapshot)
return renderVideoPoker(s, mode, unicode, size, sess.Player.OptionString("card_style"), g.CardArt)
case *casino.CrapsSnapshot:
return renderCrapsSnapshot(s, mode, unicode, sess.Player.OptionString("card_style"))
+ case *casino.BigSixSnapshot:
+ return renderBigSixSnapshot(s, mode, unicode)
case *casino.RouletteSnapshot:
return renderRouletteSnapshot(s, mode, unicode, size)
case *casino.SlotSnapshot:
diff --git a/internal/game/casino_ux.go b/internal/game/casino_ux.go
index e44da54..bc1906f 100644
--- a/internal/game/casino_ux.go
+++ b/internal/game/casino_ux.go
@@ -66,6 +66,8 @@ func resolveCasinoChoice(choices []casinoChoice, input string) (casinoChoice, bo
func casinoTableAliases(cfg casino.TableConfig) []string {
names := []string{string(cfg.Game)}
switch cfg.Game {
+ case casino.GameBigSix:
+ names = append(names, "big-six", "big_six", "big six", "big 6")
case casino.GameBlackjack:
names = append(names, "bj")
case casino.GameBaccarat:
@@ -235,6 +237,12 @@ func (g *Game) seesCasinoDetails(sess *net.Session, event casino.Event) bool {
return true
}
}
+ case *casino.BigSixSnapshot:
+ for _, name := range s.Players {
+ if name == sess.Player.Name {
+ return true
+ }
+ }
case *casino.RouletteSnapshot:
for _, name := range s.Players {
if name == sess.Player.Name {
diff --git a/internal/game/casino_ux_test.go b/internal/game/casino_ux_test.go
index c83db27..423469c 100644
--- a/internal/game/casino_ux_test.go
+++ b/internal/game/casino_ux_test.go
@@ -93,23 +93,64 @@ func TestCasinoCommandAbbreviations(t *testing.T) {
}
g.executePlay(sess, []string{"bj"}, "play bj")
for input, want := range map[string]string{
- "b": "bet", "be": "bet", "spl": "split", "su": "surrender",
- "ins": "insurance", "ro": "roll", "wa": "watch", "ta": "table",
- "li": "list", "ga": "game",
+ "b": "bet", "be": "bet", "spl": "split", "sp": "split", "su": "surrender",
+ "ins": "insurance", "wa": "watch", "ta": "table",
+ "li": "list", "ga": "game", "sto": "stop", "ru": "rules",
+ // The terse aliases resolve only because their verb is a blackjack verb.
+ "h": "hit", "st": "stand", "dd": "double",
} {
got, ok := g.casinoAbbreviation(sess, input)
if !ok || got != want {
t.Fatalf("%q resolved to %q (ok=%v), want %q", input, got, ok, want)
}
}
- // stop and rules are full-word only, and movement keeps its own keys.
- for _, input := range []string{"sto", "r", "ru", "n", "s"} {
+ // No other game's verbs leak into a blackjack table.
+ for _, input := range []string{"ro", "rol", "ra", "au", "dr", "pa", "ha", "ho"} {
+ if got, ok := g.casinoAbbreviation(sess, input); ok {
+ t.Fatalf("blackjack %q unexpectedly abbreviated to %q", input, got)
+ }
+ }
+ // Exact commands keep their meaning: movement, info, and whole words that
+ // are already real commands.
+ for _, input := range []string{"n", "s", "e", "w", "i", "l", "hit"} {
if got, ok := g.casinoAbbreviation(sess, input); ok {
t.Fatalf("%q unexpectedly abbreviated to %q", input, got)
}
}
}
+func TestCasinoAbbreviationsAreGameScoped(t *testing.T) {
+ // Baccarat has neither split nor spin, so "sp" matches nothing there.
+ g, sess, _ := uxCasinoGame(t)
+ g.executePlay(sess, []string{"bac"}, "play bac")
+ for _, input := range []string{"sp", "spl", "ro", "au"} {
+ if got, ok := g.casinoAbbreviation(sess, input); ok {
+ t.Fatalf("baccarat %q unexpectedly abbreviated to %q", input, got)
+ }
+ }
+ if got, ok := g.casinoAbbreviation(sess, "be"); !ok || got != "bet" {
+ t.Fatalf("baccarat be resolved to %q (ok=%v), want bet", got, ok)
+ }
+
+ // Craps owns roll/autoroll; a blackjack table must not resolve them.
+ g2, sess2, _ := casinoCrapsGame(t, "name: Pit\ncasino_tables:\n - id: cr\n game: craps\n")
+ g2.executePlay(sess2, []string{"craps"}, "play craps")
+ if got, ok := g2.casinoAbbreviation(sess2, "ro"); !ok || got != "roll" {
+ t.Fatalf("craps ro resolved to %q (ok=%v), want roll", got, ok)
+ }
+ if got, ok := g2.casinoAbbreviation(sess2, "rol"); !ok || got != "roll" {
+ t.Fatalf("craps rol resolved to %q (ok=%v), want roll", got, ok)
+ }
+ if got, ok := g2.casinoAbbreviation(sess2, "au"); !ok || got != "autoroll" {
+ t.Fatalf("craps au resolved to %q (ok=%v), want autoroll", got, ok)
+ }
+ for _, input := range []string{"sp", "spl", "ins", "su"} {
+ if got, ok := g2.casinoAbbreviation(sess2, input); ok {
+ t.Fatalf("craps %q unexpectedly abbreviated to %q", input, got)
+ }
+ }
+}
+
func TestAbbreviatedCasinoCommandReachesQueue(t *testing.T) {
g, sess, _ := uxCasinoGame(t)
g.queue = NewCommandQueue()
diff --git a/internal/game/cmd_registry.go b/internal/game/cmd_registry.go
index 710dd92..5b60118 100644
--- a/internal/game/cmd_registry.go
+++ b/internal/game/cmd_registry.go
@@ -70,7 +70,7 @@ var commandRegistry = map[string]commandDef{
"dd": {func(g *Game, s *net.Session, _ []string, _ string) { g.executeTableAction(s, "double") }, ClassActive},
"sp": {func(g *Game, s *net.Session, _ []string, _ string) { g.executeTableAction(s, "split") }, ClassActive},
"bet": {(*Game).executeBet, ClassActive},
- "spin": {(*Game).executeBet, ClassActive},
+ "spin": {(*Game).executeSpin, ClassActive},
"autobet": {(*Game).executeAutoBet, ClassActive},
"autospin": {(*Game).executeAutoBet, ClassActive},
"hit": {func(g *Game, s *net.Session, _ []string, _ string) { g.executeTableAction(s, "hit") }, ClassActive},
@@ -240,35 +240,96 @@ func classifyCommand(cmd string) CommandClass {
return ClassUnknown
}
-// casinoShortVerbs are the casino verbs a seated player may abbreviate to an
-// unambiguous prefix. "stop" and "rules" are deliberately absent: their
-// prefixes (st, r, ru) would otherwise shadow stand and movement, so those two
-// commands must be typed in full.
-var casinoShortVerbs = []string{
- "bet", "deal", "draw", "hold", "paytable", "denom", "denomination",
- "hands", "feature", "game", "roll", "autoroll", "unbet", "table",
- "status", "list", "watch", "decline", "hit", "stand",
- "double", "split", "insurance", "surrender", "spin", "autobet",
- "autospin", "rebet",
+// casinoCommonVerbs are the generic controls a seated player may abbreviate
+// at any casino game; they are not tied to one game's rules.
+var casinoCommonVerbs = []string{"watch", "game", "table", "list", "stop", "rules"}
+
+// casinoVerbsByGame scopes the rest of the abbreviable verbs to the game the
+// player is actually in. A prefix can therefore never match another game's
+// command: "sp" is split at a blackjack table, but spin at a Big 6 wheel,
+// because "split" is not a Big 6 verb and "spin" is not a blackjack verb.
+var casinoVerbsByGame = map[casino.GameName][]string{
+ casino.GameBlackjack: {"bet", "rebet", "unbet", "hit", "stand", "double", "split", "insurance", "surrender", "decline"},
+ casino.GameBaccarat: {"bet", "rebet", "unbet"},
+ casino.GameRoulette: {"bet", "rebet", "unbet"},
+ casino.GameCraps: {"bet", "rebet", "unbet", "roll", "autoroll"},
+ casino.GamePaiGow: {"bet", "rebet", "unbet"},
+ casino.GameVideoPoker: {"bet", "deal", "draw", "hold", "paytable", "denom", "denomination", "hands", "feature"},
+ casino.GameSlots: {"bet", "spin", "autospin", "autobet"},
+ casino.GameBigSix: {"bet", "rebet", "unbet", "spin"},
+}
+
+// casinoShortAliases maps the registry's terse aliases onto the verb they
+// stand for. An alias only applies when its verb belongs to the current game;
+// otherwise the letters are re-read as a fresh prefix, so "sp" is split at a
+// blackjack table and spin at a Big 6 wheel.
+var casinoShortAliases = map[string]string{
+ "h": "hit", "st": "stand", "dd": "double", "sp": "split",
+}
+
+// casinoVerbsFor returns the game-scoped verb vocabulary for a seated player,
+// or nil when they are not in a casino game.
+func (g *Game) casinoVerbsFor(name string) []string {
+ if g.Casino == nil {
+ return nil
+ }
+ table, playing := g.Casino.Participation(name)
+ if !playing {
+ return nil
+ }
+ var game casino.GameName
+ switch {
+ case table != nil:
+ game = table.Config.Game
+ default:
+ machine, ok := g.Casino.MachineFor(name)
+ if !ok {
+ return nil
+ }
+ game = machine.Config.Game
+ }
+ verbs := append([]string(nil), casinoCommonVerbs...)
+ return append(verbs, casinoVerbsByGame[game]...)
}
-// casinoAbbreviation resolves a seated casino player's unambiguous command
-// prefix to its full verb. An exact command (including the h/st/dd/sp aliases
-// and video poker's d) always wins, so a prefix never shadows a real command;
-// an ambiguous prefix resolves to nothing and falls through unchanged.
+// casinoAbbreviation resolves a seated casino player's partial command to the
+// closest verb that is actually relevant to the game they are in. Exact
+// commands always win, so movement, look and the game's own real verbs are
+// never shadowed; a short alias applies only when its verb belongs to this
+// game; an ambiguous prefix resolves to nothing and falls through unchanged.
func (g *Game) casinoAbbreviation(sess *net.Session, cmd string) (string, bool) {
- if sess == nil || sess.Player == nil || cmd == "" || !g.inCasinoGame(sess.Player.Name) {
+ if sess == nil || sess.Player == nil || cmd == "" {
+ return "", false
+ }
+ verbs := g.casinoVerbsFor(sess.Player.Name)
+ if len(verbs) == 0 {
return "", false
}
- if _, ok := commandRegistry[cmd]; ok {
+ // A real casino verb needs no abbreviation: the registry dispatches it.
+ for _, verb := range verbs {
+ if verb == cmd {
+ return "", false
+ }
+ }
+ if target, ok := casinoShortAliases[cmd]; ok {
+ for _, verb := range verbs {
+ if verb == target {
+ return target, true
+ }
+ }
+ // The alias names another game's verb: fall through and read the
+ // letters as a prefix of this game's vocabulary instead.
+ } else if _, ok := commandRegistry[cmd]; ok {
+ // Any other real command (movement, look, inventory, ...) wins over a
+ // casino prefix.
return "", false
}
match := ""
- for _, verb := range casinoShortVerbs {
+ for _, verb := range verbs {
if !strings.HasPrefix(verb, cmd) {
continue
}
- if match != "" {
+ if match != "" && match != verb {
return "", false
}
match = verb
diff --git a/internal/game/core_login_char.go b/internal/game/core_login_char.go
index 41e25b8..479e397 100644
--- a/internal/game/core_login_char.go
+++ b/internal/game/core_login_char.go
@@ -111,6 +111,10 @@ func (g *Game) connectCharacter(sess *net.Session, name string) {
g.showMenu(sess)
return
}
+ // Log the disk state before identity backfill, missing-room rescue, or
+ // recording this login's visit can change it. Paired with shutdown saves,
+ // this distinguishes lost saves from loading a different/older file.
+ log.Printf("character loaded: %s room=%d explored=%d file=%s", p.Name, p.RoomID, p.Stats.RoomsVisited.Len(), g.AccountStore.CharPath(name))
g.adoptCharacterIdentity(p, sess.Account.Name)
if g.Hub != nil {
diff --git a/internal/game/game.go b/internal/game/game.go
index e5192c0..a3a9684 100644
--- a/internal/game/game.go
+++ b/internal/game/game.go
@@ -343,8 +343,13 @@ func (g *Game) saveAllOnlineCharacters() error {
if p := sess.Player; p != nil {
g.restoreGodPlayer(p)
g.persistLockedOnDisconnect(p)
- if err := g.AccountStore.SaveCharacter(p); err != nil && firstErr == nil {
- firstErr = fmt.Errorf("save %s: %w", p.Name, err)
+ if err := g.AccountStore.SaveCharacter(p); err != nil {
+ if firstErr == nil {
+ firstErr = fmt.Errorf("save %s: %w", p.Name, err)
+ }
+ log.Printf("shutdown: character save failed: %s: %v", p.Name, err)
+ } else {
+ log.Printf("shutdown: character saved: %s room=%d explored=%d file=%s", p.Name, p.RoomID, p.Stats.RoomsVisited.Len(), g.AccountStore.CharPath(p.Name))
}
}
}
@@ -619,9 +624,10 @@ func (g *Game) handleGameCommand(sess *net.Session, input string) {
}
cmd := parts[0]
- // Seated casino players may shorten any casino verb to an unambiguous
- // prefix (b 1000 -> bet 1000). Exact commands always win, so movement and
- // the existing short aliases are never shadowed.
+ // Seated casino players may shorten any of their game's verbs to an
+ // unambiguous prefix (b 1000 -> bet 1000, sp -> spin at Big 6). Only the
+ // current game's vocabulary is considered, and exact commands still win, so
+ // movement and non-casino commands are never shadowed.
if canon, ok := g.casinoAbbreviation(sess, cmd); ok {
cmd = canon
parts[0] = canon
diff --git a/internal/game/hardening_shutdown_save_error_test.go b/internal/game/hardening_shutdown_save_error_test.go
index c75f6fc..5842f9b 100644
--- a/internal/game/hardening_shutdown_save_error_test.go
+++ b/internal/game/hardening_shutdown_save_error_test.go
@@ -7,10 +7,59 @@ package game
import (
"os"
"path/filepath"
+ "reflect"
"strings"
"testing"
+ "time"
+
+ "thehouseoficarus/internal/player"
)
+func TestShutdownPreservesOnlineLocationAndExploration(t *testing.T) {
+ h := newHarness(t)
+ h.seedAccount("alice")
+ p := h.seedCharacter("alice", "alice")
+ p.RoomID = 6101
+ p.Stats.RecordRoomVisit(6101)
+ if err := h.g.AccountStore.SaveCharacter(p); err != nil {
+ t.Fatal(err)
+ }
+ sess, _ := h.connect("alice")
+ wantRooms := []int{6101, 6182, 6183, 6199}
+ h.g.RunOnOwner(func() {
+ sess.Player.RoomID = 6199
+ for _, id := range wantRooms {
+ sess.Player.Stats.RecordRoomVisit(id)
+ }
+ })
+ // Deliberately leave disk at the older state. The signal shutdown path
+ // must persist the connected character before closing the transport,
+ // without requiring the player to quit or disconnect first.
+ var saved *player.Player
+ var loadErr error
+ h.g.SetTransportStop(func() {
+ saved, loadErr = player.NewAccountStore(h.dir).LoadCharacter("alice")
+ })
+ h.g.RequestShutdown("signal")
+ select {
+ case <-h.g.ShutdownDone():
+ case <-time.After(5 * time.Second):
+ t.Fatal("shutdown did not finish")
+ }
+ if err := h.g.ShutdownSaveError(); err != nil {
+ t.Fatal(err)
+ }
+ if loadErr != nil {
+ t.Fatal(loadErr)
+ }
+ if saved == nil {
+ t.Fatal("transport stop was not called")
+ }
+ if saved.RoomID != 6199 || !reflect.DeepEqual(saved.Stats.RoomsVisited.Keys(), wantRooms) {
+ t.Fatalf("shutdown lost progress: room=%d explored=%v", saved.RoomID, saved.Stats.RoomsVisited.Keys())
+ }
+}
+
// TestShutdownSaveErrorReportsFailedFinalSave makes the character save fail
// (the character file is replaced by a directory, so the atomic replace cannot
// land) and requires the shutdown sequence to record the failure on the Game.
diff --git a/internal/game/look_casino.go b/internal/game/look_casino.go
index 8d2b5c3..ec9ab61 100644
--- a/internal/game/look_casino.go
+++ b/internal/game/look_casino.go
@@ -83,7 +83,7 @@ func (g *Game) renderCasinoTableDetails(sess *net.Session, cfg casino.TableConfi
fmt.Sprintf(" Seated %s", seated),
}
switch cfg.Game {
- case casino.GameRoulette:
+ case casino.GameRoulette, casino.GameBigSix:
// Look, like sitting down and the table command, shows the live
// wheel: tracker, racetrack, and betting layout.
if rendered := strings.TrimRight(g.renderCasinoSnapshot(sess, table.Board(sess.Player.Name)), "\n"); rendered != "" {
diff --git a/internal/game/look_target.go b/internal/game/look_target.go
index d296b35..9065ccc 100644
--- a/internal/game/look_target.go
+++ b/internal/game/look_target.go
@@ -47,7 +47,7 @@ func (g *Game) doLookTarget(sess *net.Session, input string) {
return
}
- if g.lookBlackjackTable(sess, lower) || g.lookBaccaratTable(sess, lower) || g.lookRouletteTable(sess, lower) || g.lookCrapsTable(sess, lower) || g.lookPaiGowTable(sess, lower) || g.lookVideoPokerCabinet(sess, lower) {
+ if g.lookBigSixTable(sess, lower) || g.lookBlackjackTable(sess, lower) || g.lookBaccaratTable(sess, lower) || g.lookRouletteTable(sess, lower) || g.lookCrapsTable(sess, lower) || g.lookPaiGowTable(sess, lower) || g.lookVideoPokerCabinet(sess, lower) {
return
}
diff --git a/internal/game/render_big_six.go b/internal/game/render_big_six.go
new file mode 100644
index 0000000..19579f0
--- /dev/null
+++ b/internal/game/render_big_six.go
@@ -0,0 +1,209 @@
+package game
+
+import (
+ "fmt"
+ "strings"
+
+ "thehouseoficarus/internal/casino"
+ "thehouseoficarus/internal/color"
+)
+
+func bigSixInk(mode, label, text string, dim bool) string {
+ fg := 2
+ switch label {
+ case "2":
+ fg = 6
+ case "5":
+ fg = 4
+ case "10":
+ fg = 5
+ case "20":
+ fg = 3
+ case "SWORD":
+ fg = 15
+ case "SHIELD":
+ fg = 6
+ case "DOUBLE":
+ fg = 11
+ }
+ return color.Render(mode, color.ColorSpec{Fg: fg, Bg: -1, Bold: !dim, Dim: dim}, text)
+}
+func bigSixLabel(s string) string {
+ if s == "SWORD" || s == "SHIELD" || s == "DOUBLE" {
+ return s
+ }
+ return "$" + s
+}
+
+func bigSixPanel(spot casino.BigSixSpot, width int, mode string, unicode bool) []string {
+ b := rouletteBorders(unicode)
+ label := bigSixLabel(spot.Label)
+ art := []string{"$ $", ".--------.", "|" + rouletteCenter(label, 8) + "|", "'--------'", "$ $"}
+ if unicode {
+ art = []string{"$ $", "╭────────╮", "│" + rouletteCenter(label, 8) + "│", "╰────────╯", "$ $"}
+ }
+ switch spot.Label {
+ case "SWORD":
+ // Two full blade rows below the tip; the guard sits just above the grip.
+ art = []string{"/\\", "||", "||", "===++===", "()"}
+ if unicode {
+ art = []string{"▲", "║", "║", "╘══╬══╛", "╩"}
+ }
+ case "SHIELD":
+ art = []string{".--------.", "| /\\ |", "| \\/ |", "\\ /", "'------'"}
+ if unicode {
+ // Keep a fixed-width canvas: centering each tapered row separately
+ // would shift the corners apart and break the shield's outline.
+ art = []string{"╭───────╮", "│ ◇ │", "╰╮ ╭╯", " ╰╮ ╭╯ ", " ╰───╯ "}
+ }
+ }
+ lines := []string{b.tl + strings.Repeat(b.h, width) + b.tr, b.v + rouletteCenter(label, width) + b.v}
+ for _, a := range art {
+ lines = append(lines, b.v+rouletteCenter(a, width)+b.v)
+ }
+ lines = append(lines, b.bl+strings.Repeat(b.h, width)+b.br)
+ // The payout text is dim, but its box walls keep the same bold weight as
+ // the rest of the panel; otherwise the row's verticals look thin.
+ wall := bigSixInk(mode, spot.Label, b.v, false)
+ oddsLine := wall + bigSixInk(mode, spot.Label, rouletteCenter(fmt.Sprintf("pays %d:1", spot.Pays), width), true) + wall
+ lines = append(lines[:len(lines)-1], oddsLine, lines[len(lines)-1])
+ for i := range lines {
+ if i == len(lines)-2 {
+ continue // oddsLine is already colored: bold walls, dim payout
+ }
+ lines[i] = bigSixInk(mode, spot.Label, lines[i], false)
+ }
+ return lines
+}
+
+// Self-contained scrollback art, always within 80 columns. The last two
+// betting panels expand into the space formerly occupied by DOUBLE; DOUBLE
+// is an automatic feature, advertised in a shallow full-width banner instead.
+func renderBigSixSnapshot(s *casino.BigSixSnapshot, mode string, unicode bool) string {
+ if len(s.Pockets) > 0 {
+ return renderBigSixStrip(s, mode, unicode)
+ }
+ if s.Phase == "playing" {
+ return "Big 6 wheel spinning | live stakes " + s.Multiplier + "x"
+ }
+ var out strings.Builder
+ spots := casino.BigSixSpots()
+ for _, row := range [][]casino.BigSixSpot{spots[:4], spots[4:7]} {
+ var panels [][]string
+ for _, spot := range row {
+ width := 15
+ if spot.Label == "SWORD" || spot.Label == "SHIELD" {
+ width = 24
+ }
+ panels = append(panels, bigSixPanel(spot, width, mode, unicode))
+ }
+ for line := range panels[0] {
+ out.WriteString(" ")
+ for col, panel := range panels {
+ if col > 0 {
+ out.WriteByte(' ')
+ }
+ out.WriteString(panel[line])
+ }
+ out.WriteByte('\n')
+ }
+ }
+ b := rouletteBorders(unicode)
+ const bannerWidth = 69 // 71 columns including borders, like both betting rows.
+ banner := []string{
+ b.tl + strings.Repeat(b.h, bannerWidth) + b.tr,
+ b.v + rouletteCenter("DOUBLE", bannerWidth) + b.v,
+ b.v + rouletteCenter("Every live bet doubles and the wheel spins again", bannerWidth) + b.v,
+ b.v + rouletteCenter("Double again. And again. No cap.", bannerWidth) + b.v,
+ b.bl + strings.Repeat(b.h, bannerWidth) + b.br,
+ }
+ for _, line := range banner {
+ out.WriteString(" " + bigSixInk(mode, "DOUBLE", line, false) + "\n")
+ }
+ fmt.Fprintf(&out, " Bets: %s", betLimitsText(s.MinBet, s.MaxBet))
+ return out.String()
+}
+
+func renderBigSixStrip(s *casino.BigSixSnapshot, mode string, unicode bool) string {
+ result := s.Phase == "result"
+ width := 6
+ if result {
+ width = 7
+ }
+ n := len(s.Pockets)
+ center := n / 2
+ pointer := 1 + center*(width+1) + width/2
+ b := rouletteBorders(unicode)
+ wall := "|"
+ if unicode {
+ wall = "│"
+ }
+ // Every rail and separator on the wheel uses the same dim-yellow border
+ // ink; the per-pocket colors paint only the interiors.
+ borderInk := func(text string) string { return bigSixInk(mode, "20", text, true) }
+ var out strings.Builder
+ tip := "\\/"
+ if unicode {
+ tip = "▼"
+ }
+ // No leading/trailing newline: WriteLine supplies the sole frame separator.
+ out.WriteString(strings.Repeat(" ", pointer) + bigSixInk(mode, "DOUBLE", tip, false) + "\n")
+ top := b.tl + strings.Repeat(strings.Repeat(b.h, width)+b.teeTop, n-1) + strings.Repeat(b.h, width) + b.tr
+ bottom := b.bl + strings.Repeat(strings.Repeat(b.h, width)+b.teeBottom, n-1) + strings.Repeat(b.h, width) + b.br
+ out.WriteString(borderInk(top) + "\n")
+ rows := 3
+ if result {
+ rows = 4
+ }
+ for row := 0; row < rows; row++ {
+ out.WriteString(borderInk(b.v))
+ for i, pocket := range s.Pockets {
+ label := bigSixLabel(pocket)
+ var art []string
+ if result {
+ // The bill's side walls continue through the number row so the
+ // outline stays complete once the wheel stops.
+ art = []string{".-----.", "| $ |", wall + rouletteCenter(label, 5) + wall, "'-----'"}
+ if unicode {
+ art = []string{"╭─────╮", "│ $ │", wall + rouletteCenter(label, 5) + wall, "╰─────╯"}
+ }
+ switch pocket {
+ case "SWORD":
+ art = []string{"/\\", "||", "--+--", label}
+ if unicode {
+ art = []string{"▲", "╘═╬═╛", "╩", label}
+ }
+ case "SHIELD":
+ art = []string{"/---\\", "| + |", "\\___/", label}
+ if unicode {
+ art = []string{"╭─────╮", "╰╮ ◇ ╭╯", " ╰───╯ ", label}
+ }
+ case "DOUBLE":
+ art = []string{"", "x 2", label, "RESPIN"}
+ if unicode {
+ art[1] = "× 2"
+ }
+ }
+ } else {
+ // Only the dollar symbols are drawn as banknotes; the logo and
+ // DOUBLE spaces show their name without the bill walls.
+ art = []string{".----.", wall + rouletteCenter(label, 4) + wall, "'----'"}
+ if unicode {
+ art = []string{"╭────╮", wall + rouletteCenter(label, 4) + wall, "╰────╯"}
+ }
+ switch pocket {
+ case "SWORD", "SHIELD", "DOUBLE":
+ art = []string{"", label, ""}
+ }
+ }
+ out.WriteString(bigSixInk(mode, pocket, rouletteCenter(art[row], width), result && i != center))
+ out.WriteString(borderInk(b.v))
+ }
+ out.WriteByte('\n')
+ }
+ out.WriteString(borderInk(bottom))
+ if result {
+ out.WriteString("\n" + strings.Repeat(" ", pointer-3) + bigSixInk(mode, s.Pockets[center], "WINNER", false))
+ }
+ return out.String()
+}