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-rw-r--r--internal/casino/coin_flip.go652
1 files changed, 652 insertions, 0 deletions
diff --git a/internal/casino/coin_flip.go b/internal/casino/coin_flip.go
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--- /dev/null
+++ b/internal/casino/coin_flip.go
@@ -0,0 +1,652 @@
+package casino
+
+import (
+ "fmt"
+ "math/rand"
+ "strings"
+ "sync"
+)
+
+// Coin Flip is Crazy Time's always-positive bonus reimagined as a standalone
+// wager. A fair coin picks one of two spinning faces: the red face carries a
+// negative multiplier (0 to -100) and the blue face a positive one (0 to
+// +100). The multiplier is a net swing on the player's stake, so a -100 red
+// busts the whole wager and a +100 blue doubles it. Because the swing can
+// reach 100x the stake, the house requires the player to hold 100x the stake
+// before the bet is accepted and reserves exactly that much up front; the
+// round then pays back (100 + swing) x stake, which is never negative.
+//
+// The coin is fair 50/50. The 2% house edge comes entirely from the two
+// multiplier distributions. Red is uniform over 0..100 (mean magnitude 50).
+// Blue keeps the full 0..100 range, including the 100x, but drops a middle
+// band (63..77 and 90) so its mean magnitude is exactly 46. Averaged over the
+// fair coin that is a net swing of -2 per stake, i.e. exactly 98% RTP.
+const (
+ coinFlipReserve = 100 // stake multiplier the wallet reserves up front
+ coinFlipRedMax = 100 // red magnitude ceiling
+ coinFlipBlueMax = 100 // blue magnitude ceiling
+)
+
+// coinFlipBlueValues is the blue face's value set: every integer 0..100 except
+// a removed middle band. Removing 63..77 (15 values) and 90 (1 value) drops 16
+// values summing to 1140, leaving 85 values summing to 3910: a mean of exactly
+// 46 while 100x stays reachable.
+var coinFlipBlueValues = func() []int {
+ removed := make(map[int]bool, 16)
+ for v := 63; v <= 77; v++ {
+ removed[v] = true
+ }
+ removed[90] = true
+ values := make([]int, 0, 85)
+ for v := 0; v <= coinFlipBlueMax; v++ {
+ if !removed[v] {
+ values = append(values, v)
+ }
+ }
+ return values
+}()
+
+// Coin Flip lifecycle phases. The table itself is only idle or playing; the
+// snapshot's Phase carries the finer red-spin / blue-spin / results / flip
+// stage the renderer needs.
+const (
+ coinFlipIdle = "idle"
+ coinFlipPlaying = "playing"
+)
+
+const (
+ coinFlipRed = "red"
+ coinFlipBlue = "blue"
+)
+
+// Exported phase and face names for the presentation layer.
+const (
+ CoinFlipPhaseIdle = "idle"
+ CoinFlipPhaseRedSpin = "redspin"
+ CoinFlipPhaseBlueSpin = "bluespin"
+ CoinFlipPhaseResults = "results"
+ CoinFlipPhaseFlipping = "flipping"
+ CoinFlipPhaseResult = "result"
+ CoinFlipSideRed = coinFlipRed
+ CoinFlipSideBlue = coinFlipBlue
+)
+
+// Wheel geometry, shared by the engine (which picks the landing offset) and
+// the renderer (which slices the same strip). A cell is a centred label plus
+// one separator; the strip scrolls by two characters a frame, so the pointer
+// can sit anywhere inside the landed label, not just its centre.
+const (
+ CoinFlipCellWidth = 6
+ CoinFlipPitch = CoinFlipCellWidth + 1
+ CoinFlipViewCells = 5
+ CoinFlipViewWidth = CoinFlipViewCells * CoinFlipPitch
+ CoinFlipPointerCol = CoinFlipViewWidth / 2
+)
+
+// coinFlipSpinStep is how many characters the strip moves each frame.
+const coinFlipSpinStep = 2
+
+// coinFlipExpectedSwing is the mean net swing of the two distributions over
+// the fair coin. It is exact: (blueMean - redMean) / 2.
+func coinFlipExpectedSwing() float64 {
+ redSum := 0
+ for v := 0; v <= coinFlipRedMax; v++ {
+ redSum += v
+ }
+ redMean := float64(redSum) / float64(coinFlipRedMax+1)
+ blueSum := 0
+ for _, v := range coinFlipBlueValues {
+ blueSum += v
+ }
+ blueMean := float64(blueSum) / float64(len(coinFlipBlueValues))
+ return 0.5 * (blueMean - redMean)
+}
+
+// coinFlipRTP is the return per reserved credit: (reserve + swing) / reserve.
+func coinFlipRTP() float64 {
+ return (float64(coinFlipReserve) + coinFlipExpectedSwing()) / float64(coinFlipReserve)
+}
+
+func coinFlipHouseEdge(TableConfig, string) HouseEdge {
+ return edge(1 - coinFlipRTP())
+}
+
+func validateCoinFlip(c TableConfig) error {
+ if c.MaxPlayers > 1 {
+ return fmt.Errorf("coin flip has one seat")
+ }
+ // The reserve is coinFlipReserve times the stated stake; reject a stake
+ // whose reserve cannot be represented.
+ if c.MaxBet > MaxCredits/coinFlipReserve {
+ return fmt.Errorf("coin flip max_bet must not exceed %d", MaxCredits/coinFlipReserve)
+ }
+ return nil
+}
+
+func coinFlipRules(TableConfig) string {
+ return fmt.Sprintf("Coin Flip: a fair 50/50 coin with two spinning faces.\n"+
+ "The RED face lands a negative multiplier from 0 to -%d; the BLUE face lands a positive multiplier from 0 to +%d.\n"+
+ "The multiplier is a NET swing on your stake: red -50 loses half your stake, blue +50 wins half your stake, red -%d loses it all, blue +%d doubles it.\n"+
+ "Because the swing can reach %dx your stake, you must hold %dx your stake to bet and the house reserves exactly that. Your payout is (100 + swing) x stake and is never negative.\n"+
+ "RTP is exactly %.0f%%: the coin is fair, and the blue face drops a middle band so its mean is +46 against red's -50.\n"+
+ "bet N places a stake of N (reserving %dN). You cannot leave mid-flip. Shutdown refunds an unsettled flip; a failed payout keeps its stake pending for recovery.",
+ coinFlipRedMax, coinFlipBlueMax, coinFlipRedMax, coinFlipBlueMax,
+ coinFlipRedMax, coinFlipReserve, 100*coinFlipRTP(), coinFlipReserve)
+}
+
+type CoinFlipSnapshot struct {
+ Phase string
+ // SpinSide, SpinValues and SpinOffset describe the scrolling multiplier
+ // strip: SpinValues are the wheel cells, SpinOffset the character offset
+ // of the visible window, and Set marks the landed frame that prints SET.
+ SpinSide string
+ SpinValues []int
+ SpinOffset int
+ Set bool
+ // Red and Blue are the two faces drawn for this flip.
+ Red int
+ Blue int
+ // Side, Multiplier, Result and FlipAlt describe the coin itself.
+ // Multiplier is the signed net swing on the landed face; Result marks the
+ // settled coin; FlipAlt swaps the whoosh/arrow marks on alternating frames.
+ Side string
+ Multiplier int
+ Result bool
+ FlipAlt bool
+ // Stake is the stated stake, Wager the reserved amount debited from the
+ // wallet (Stake x 100).
+ Stake int
+ Wager int
+}
+
+func (*CoinFlipSnapshot) snapshot() {}
+
+// coinFlipFrame is one printed coin in the flip animation. alt flips the
+// whoosh/arrow marks from one side to the other on alternating frames.
+type coinFlipFrame struct {
+ side string
+ multiplier int
+ result bool
+ alt bool
+}
+
+// coinFlipPrint is one already-planned animation frame: either a structured
+// snapshot (a spin, the results panel, or a coin) or a plain message (a blank
+// spacer line).
+type coinFlipPrint struct {
+ delay int
+ msg string
+ snap *CoinFlipSnapshot
+ last bool
+}
+
+type coinFlipTable struct {
+ *tableBase
+ mu sync.Mutex
+ rng *rand.Rand
+ name string
+ betSize int
+ wager int
+ wallet Wallet
+ stake Wager
+ phase string
+ pending bool
+ red int
+ blue int
+ result string
+ swing int
+ prints []coinFlipPrint
+ print int
+ wait int
+}
+
+func newCoinFlipTable(room int, c TableConfig, rng *rand.Rand) tableGame {
+ return &coinFlipTable{tableBase: &tableBase{RoomID: room, Config: c}, rng: rng, phase: coinFlipIdle}
+}
+
+func (t *coinFlipTable) base() *tableBase { return t.tableBase }
+func (t *coinFlipTable) idle() bool {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ return t.name == ""
+}
+func (t *coinFlipTable) hasParticipant(n string) bool {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ return t.name != "" && t.name == n
+}
+func (t *coinFlipTable) busy(n string) bool {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ return t.name == n && t.phase == coinFlipPlaying
+}
+func (t *coinFlipTable) overview() string { return "Coin Flip / red vs blue swing" }
+func (t *coinFlipTable) seats() []string {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if t.name == "" {
+ return nil
+ }
+ return []string{t.name}
+}
+func (t *coinFlipTable) state() string {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if t.pending {
+ return "payout pending"
+ }
+ if t.phase == coinFlipPlaying {
+ return "spinning"
+ }
+ return "waiting"
+}
+func (t *coinFlipTable) wagers(string) []WagerRow { return nil }
+
+// stakeMultiple is the optional interface Table uses to size "bet max" and
+// the affordability preview. Coin Flip reserves coinFlipReserve credits per
+// stated stake.
+func (t *coinFlipTable) stakeMultiple() int { return coinFlipReserve }
+
+func (t *coinFlipTable) hintsLocked() []MenuCommand {
+ if t.phase == coinFlipPlaying {
+ return nil
+ }
+ if t.pending {
+ return []MenuCommand{
+ {Command: "settle", Desc: "Retry the pending payout"},
+ {Command: "rules", Desc: "Coin Flip rules"},
+ }
+ }
+ return []MenuCommand{
+ {Command: "bet N", Desc: fmt.Sprintf("Stake N; the house reserves %dN", coinFlipReserve)},
+ {Command: "rules", Desc: "Coin Flip rules"},
+ {Command: "stop", Desc: "Leave Coin Flip"},
+ }
+}
+func (t *coinFlipTable) hints(n string) []MenuCommand {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if n != t.name {
+ return nil
+ }
+ return t.hintsLocked()
+}
+
+func (t *coinFlipTable) statusLocked(n string) []Event {
+ e := t.private(n, "")
+ e.Color = "casino_menu"
+ // The sitting-down menu carries no coin: only an in-flight spin or flip
+ // has a graphic worth printing.
+ if t.phase == coinFlipPlaying && t.print >= 0 && t.print < len(t.prints) {
+ e.Snapshot = t.prints[t.print].snap
+ }
+ if n == t.name {
+ e.Menu = &MenuView{ShowBalance: true, Commands: t.hintsLocked()}
+ }
+ return []Event{e}
+}
+func (t *coinFlipTable) status(n string) []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ return t.statusLocked(n)
+}
+func (t *coinFlipTable) join(n string) []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if t.name != "" {
+ return []Event{t.private(n, "Coin Flip is occupied.")}
+ }
+ t.clearLocked()
+ t.name = n
+ e := t.private(n, "")
+ e.Type, e.Player = EventJoined, n
+ return append([]Event{e}, t.statusLocked(n)...)
+}
+func (t *coinFlipTable) clearLocked() {
+ t.name, t.betSize, t.wager, t.phase, t.pending = "", 0, 0, coinFlipIdle, false
+ t.wallet, t.stake = nil, Wager{}
+ t.red, t.blue, t.result, t.swing = 0, 0, "", 0
+ t.prints, t.print, t.wait = nil, 0, 0
+}
+func (t *coinFlipTable) leave(n string) []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if n != t.name {
+ return nil
+ }
+ if t.phase == coinFlipPlaying {
+ return []Event{t.private(n, "The coin is in the air. Wait for it to land.")}
+ }
+ if t.pending {
+ return []Event{t.private(n, "A payout is still pending. Use settle before leaving.")}
+ }
+ t.clearLocked()
+ e := t.playerAction(n, n+" leaves Coin Flip.", "You leave Coin Flip.")
+ e.Type, e.Player = EventLeft, n
+ return []Event{e}
+}
+func (t *coinFlipTable) rebet(n string) (string, int) {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if n == t.name && t.phase != coinFlipPlaying && !t.pending {
+ return "", t.betSize
+ }
+ return "", 0
+}
+
+// faceValueLocked draws one face's value: red is negative 0..coinFlipRedMax,
+// blue is drawn from coinFlipBlueValues (0..coinFlipBlueMax with a middle band
+// removed).
+func (t *coinFlipTable) faceValueLocked(side string) int {
+ if side == coinFlipRed {
+ return -t.rng.Intn(coinFlipRedMax + 1)
+ }
+ return coinFlipBlueValues[t.rng.Intn(len(coinFlipBlueValues))]
+}
+
+// planSpinLocked builds one face's scrolling wheel. It draws the frame count
+// (three guaranteed, then a 60% chance each further tick), picks the landing
+// cell so the fixed pointer sits inside the result's label, and pads the wheel
+// with random neighbours. If the pointer would land on a separator it ticks one
+// more frame, as required.
+func (t *coinFlipTable) planSpinLocked(side string, result int) []*CoinFlipSnapshot {
+ frames := 3
+ for frames < 12 && t.rng.Intn(100) < 75 {
+ frames++
+ }
+ finalOffset := coinFlipSpinStep * (frames - 1)
+ cellIdx := (finalOffset + CoinFlipPointerCol) / CoinFlipPitch
+ for (finalOffset+CoinFlipPointerCol)%CoinFlipPitch == 0 {
+ // The pointer is on a separator; one more frame moves it two
+ // characters into the label.
+ frames++
+ finalOffset += coinFlipSpinStep
+ cellIdx = (finalOffset + CoinFlipPointerCol) / CoinFlipPitch
+ }
+ values := make([]int, cellIdx+CoinFlipViewCells+2)
+ for i := range values {
+ values[i] = t.faceValueLocked(side)
+ }
+ values[cellIdx] = result
+ phase := CoinFlipPhaseRedSpin
+ if side == coinFlipBlue {
+ phase = CoinFlipPhaseBlueSpin
+ }
+ snaps := make([]*CoinFlipSnapshot, 0, frames)
+ for f := 0; f < frames; f++ {
+ snaps = append(snaps, &CoinFlipSnapshot{
+ Phase: phase,
+ SpinSide: side,
+ SpinValues: values,
+ SpinOffset: coinFlipSpinStep * f,
+ Set: f == frames-1,
+ Red: t.red,
+ Blue: t.blue,
+ Stake: t.betSize,
+ Wager: t.wager,
+ })
+ }
+ return snaps
+}
+
+// planCoinFramesLocked builds the coin flip animation. It opens with three
+// printed coins (red, blue, red) and then keeps flipping with a 50% chance
+// each step. The coin never settles on the colour it is already showing: if
+// the last flip already matches the landed face it settles in place, otherwise
+// one final flip to the landed colour is appended.
+func (t *coinFlipTable) planCoinFramesLocked() []coinFlipFrame {
+ frames := []coinFlipFrame{
+ {side: coinFlipRed, multiplier: t.red},
+ {side: coinFlipBlue, multiplier: t.blue, alt: true},
+ {side: coinFlipRed, multiplier: t.red},
+ }
+ for len(frames) < 16 && t.rng.Intn(2) != 0 {
+ last := frames[len(frames)-1].side
+ next := coinFlipBlue
+ if last == coinFlipBlue {
+ next = coinFlipRed
+ }
+ multiplier := t.red
+ if next == coinFlipBlue {
+ multiplier = t.blue
+ }
+ frames = append(frames, coinFlipFrame{side: next, multiplier: multiplier, alt: len(frames)%2 == 0})
+ }
+ if frames[len(frames)-1].side == t.result {
+ // Already showing the landed colour: settle this very frame, so the
+ // result never repeats the previous colour.
+ frames[len(frames)-1].result = true
+ frames[len(frames)-1].multiplier = t.swing
+ return frames
+ }
+ frames = append(frames, coinFlipFrame{side: t.result, multiplier: t.swing, result: true, alt: len(frames)%2 == 0})
+ return frames
+}
+
+func (t *coinFlipTable) coinSnapLocked(f coinFlipFrame) *CoinFlipSnapshot {
+ phase := CoinFlipPhaseFlipping
+ if f.result {
+ phase = CoinFlipPhaseResult
+ }
+ return &CoinFlipSnapshot{
+ Phase: phase,
+ Red: t.red,
+ Blue: t.blue,
+ Side: f.side,
+ Multiplier: f.multiplier,
+ Result: f.result,
+ FlipAlt: f.alt,
+ Stake: t.betSize,
+ Wager: t.wager,
+ }
+}
+
+// planPrintsLocked lays out the whole round: the red wheel, a spacer, the blue
+// wheel, the landed multipliers, then the coin flip. The final coin is marked
+// last so the tick that prints it also settles.
+func (t *coinFlipTable) planPrintsLocked() {
+ redSpin := t.planSpinLocked(coinFlipRed, t.red)
+ blueSpin := t.planSpinLocked(coinFlipBlue, t.blue)
+ prints := make([]coinFlipPrint, 0, len(redSpin)+len(blueSpin)+8)
+ for _, snap := range redSpin {
+ prints = append(prints, coinFlipPrint{delay: 1, snap: snap})
+ }
+ prints = append(prints, coinFlipPrint{delay: 1, msg: " "})
+ for _, snap := range blueSpin {
+ prints = append(prints, coinFlipPrint{delay: 1, snap: snap})
+ }
+ prints = append(prints, coinFlipPrint{
+ delay: 2,
+ snap: &CoinFlipSnapshot{Phase: CoinFlipPhaseResults, Red: t.red, Blue: t.blue, Stake: t.betSize, Wager: t.wager},
+ })
+ frames := t.planCoinFramesLocked()
+ for i, f := range frames {
+ prints = append(prints, coinFlipPrint{delay: 2, snap: t.coinSnapLocked(f), last: i == len(frames)-1})
+ }
+ t.prints = prints
+}
+
+func (t *coinFlipTable) printEventLocked(p coinFlipPrint) Event {
+ if p.snap != nil {
+ e := t.private(t.name, "")
+ e.Color = "casino_action"
+ e.Snapshot = p.snap
+ return e
+ }
+ return t.private(t.name, p.msg)
+}
+
+func (t *coinFlipTable) bet(n, spot string, amount int, w Wallet) []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if n != t.name {
+ return nil
+ }
+ if t.phase == coinFlipPlaying {
+ return []Event{t.private(n, "The coin is already in the air.")}
+ }
+ if t.pending {
+ return []Event{t.private(n, "A payout is still pending. Use settle first.")}
+ }
+ if spot != "" && spot != "main" {
+ return []Event{t.private(n, "Use bet N; the coin is the only wager.")}
+ }
+ if amount < t.Config.MinBet || amount > t.Config.MaxBet {
+ return []Event{t.private(n, "Bets must be "+betRangeText(t.Config.MinBet, t.Config.MaxBet)+".")}
+ }
+ if amount > MaxCredits/coinFlipReserve {
+ return []Event{t.private(n, "That stake is too large.")}
+ }
+ if w == nil {
+ return []Event{t.private(n, "No wallet is available.")}
+ }
+ reserved := amount * coinFlipReserve
+ stake, err := w.Wager(reserved)
+ if err != nil {
+ // A wager this large is a normal rejected bet: the player did not hold
+ // the 100x reserve the swing can consume.
+ if err == ErrInsufficientFunds {
+ return []Event{t.private(n, fmt.Sprintf("Coin Flip needs %dx your stake (%d) on hand. You don't have enough chips and credits.", coinFlipReserve, reserved))}
+ }
+ return []Event{t.private(n, walletErrorMessage(err, "Not enough chips and credits."))}
+ }
+ t.wallet, t.stake, t.betSize, t.wager = w, stake, amount, reserved
+ t.red = t.faceValueLocked(coinFlipRed)
+ t.blue = t.faceValueLocked(coinFlipBlue)
+ t.result, t.swing = coinFlipRed, t.red
+ if t.rng.Intn(2) == 0 {
+ t.result, t.swing = coinFlipBlue, t.blue
+ }
+ t.planPrintsLocked()
+ t.phase = coinFlipPlaying
+ // The first frame is deliberately held back one tick so the stake line and
+ // the opening spin do not land in the same output burst.
+ t.print = -1
+ t.wait = 1
+ open := t.private(n, fmt.Sprintf("Stake %d. The house reserves %d.", amount, reserved))
+ open.Color = "casino_menu"
+ return []Event{open}
+}
+
+func (t *coinFlipTable) action(n, action string) []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if n != t.name {
+ return nil
+ }
+ if t.phase == coinFlipPlaying {
+ return []Event{t.private(n, "The coin is in the air. Wait for it to land.")}
+ }
+ f := strings.Fields(strings.ToLower(action))
+ if len(f) == 0 {
+ return t.statusLocked(n)
+ }
+ if f[0] == "settle" {
+ // A failed payout leaves the round un-settled; the outcome is already
+ // known, so settle re-pays the same landed face. Only a persistence
+ // failure can reach this state.
+ if t.pending {
+ return t.settleLocked()
+ }
+ }
+ return []Event{t.private(n, "Use bet N to flip the coin.")}
+}
+
+func (t *coinFlipTable) tick() []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if t.phase != coinFlipPlaying {
+ return nil
+ }
+ t.wait--
+ if t.wait > 0 {
+ return nil
+ }
+ t.print++
+ if t.print >= len(t.prints) {
+ return t.settleLocked()
+ }
+ p := t.prints[t.print]
+ e := t.printEventLocked(p)
+ if p.last {
+ // The settled coin was the previous frame; settle without reprinting it.
+ return append([]Event{e}, t.settleLocked()...)
+ }
+ t.wait = p.delay
+ return []Event{e}
+}
+
+// settleLocked pays the landed face. The outcome is fixed before the flip, so
+// a failed bank save leaves the same face and stake for an idempotent retry.
+// It never reprints the coin: the last flip frame already carried the settled
+// fill.
+func (t *coinFlipTable) settleLocked() []Event {
+ side, swing := t.result, t.swing
+ payout := (coinFlipReserve + swing) * t.betSize
+ if err := t.wallet.PayCredits(payout, t.stake.ID); err != nil {
+ t.phase = coinFlipIdle
+ t.pending = true
+ return []Event{t.private(t.name, payoutFailedMessage()+" The same face is locked; settle retries it.")}
+ }
+ t.phase = coinFlipIdle
+ t.pending = false
+ t.stake = Wager{}
+ label := fmt.Sprintf("Blue +%d", swing)
+ if side == coinFlipRed {
+ label = fmt.Sprintf("Red %d", swing)
+ }
+ receipt := t.private(t.name, "")
+ receipt.Settlement = []SettlementLine{{
+ Label: label,
+ Odds: "Varies",
+ Stake: t.wager,
+ Returned: payout,
+ Result: returnResult(t.wager, payout),
+ }}
+ receipt.Color = "casino_payout"
+ if swing >= 50 {
+ receipt.Color = "casino_big_win"
+ }
+ // A short public line names the landed face; the receipt stays private. A
+ // leading blank line separates it from the final coin frame.
+ announce := t.event(fmt.Sprintf("\n%s flips %s.", t.name, side), true)
+ return []Event{announce, receipt, t.betMenuEvent(t.name, t.hintsLocked())}
+}
+
+func (t *coinFlipTable) markDisconnected(n string) []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ if n != t.name {
+ return nil
+ }
+ var events []Event
+ if (t.phase == coinFlipPlaying || t.pending) && t.wallet != nil {
+ // The coin was already flipped and the player has seen the faces;
+ // match the exposed-game convention and settle the landed face.
+ events = t.settleLocked()
+ }
+ t.clearLocked()
+ e := t.event(n+" leaves Coin Flip.", true)
+ e.Type, e.Player = EventLeft, n
+ return append(events, e)
+}
+func (t *coinFlipTable) refundAll() []Event {
+ t.mu.Lock()
+ defer t.mu.Unlock()
+ var events []Event
+ switch {
+ case t.pending && t.wallet != nil:
+ // A known face is waiting on a failed payout; retry it so the shutdown
+ // pays the same result rather than refunding a decided round.
+ events = t.settleLocked()
+ case t.phase == coinFlipPlaying && t.wallet != nil:
+ chips, credits, err := t.wallet.RefundOutstanding()
+ message := fmt.Sprintf("Coin Flip closes; %d credits/chips refunded.", chips+credits)
+ if err != nil {
+ message = "Coin Flip refund could not be persisted; your stake remains pending for recovery."
+ }
+ events = []Event{t.private(t.name, message)}
+ }
+ t.clearLocked()
+ return events
+}