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-rw-r--r--internal/game/render_coin_flip.go238
1 files changed, 238 insertions, 0 deletions
diff --git a/internal/game/render_coin_flip.go b/internal/game/render_coin_flip.go
new file mode 100644
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--- /dev/null
+++ b/internal/game/render_coin_flip.go
@@ -0,0 +1,238 @@
+package game
+
+import (
+ "fmt"
+ "strings"
+
+ "thehouseoficarus/internal/casino"
+ "thehouseoficarus/internal/color"
+)
+
+// Coin Flip inks. The two faces are deliberately far apart on the xterm
+// wheel: bright red for the loss face and a deep sky blue for the win face.
+const (
+ coinFlipRedInk = 196
+ coinFlipBlueInk = 45
+ coinFlipDimInk = 245
+)
+
+// coinFlipLabel renders a signed net multiplier, e.g. "+50x" or "-100x".
+func coinFlipLabel(multiplier int) string {
+ return fmt.Sprintf("%+dx", multiplier)
+}
+
+// coinFlipWheelInk tiers a wheel value: under 50x is plain, 50-74x takes the
+// face colour, and 75x and up is bold as well.
+func coinFlipWheelInk(value int, side string) (int, bool) {
+ magnitude := value
+ if magnitude < 0 {
+ magnitude = -magnitude
+ }
+ if magnitude < 50 {
+ return -1, false
+ }
+ ink := coinFlipRedInk
+ if side == casino.CoinFlipSideBlue {
+ ink = coinFlipBlueInk
+ }
+ return ink, magnitude >= 75
+}
+
+// coinFlipRow is one scanline of the coin: padding, an outline run, the
+// interior (which alone is filled when the coin settles), the other outline
+// run, and trailing padding.
+type coinFlipRow struct {
+ pre, left, interior, right, post string
+}
+
+// coinFlipArt draws one medium coin: a nine-column, five-row circle with the
+// signed multiplier centered inside. A settled coin fills only the interior
+// cells, so the partial outline blocks keep the circle's round edge instead of
+// growing into a square. A spinning coin gets whoosh marks on either side.
+func coinFlipArt(multiplier int, side string, settled, alt bool, mode string, unicode bool) []string {
+ const inner = 7
+ label := coinFlipLabel(multiplier)
+ if len(label) > inner {
+ label = label[:inner]
+ }
+ content := rouletteCenter(label, inner)
+ ink := coinFlipRedInk
+ if side == casino.CoinFlipSideBlue {
+ ink = coinFlipBlueInk
+ }
+ plain := func(text string) string { return color.Render(mode, color.ColorSpec{Fg: -1, Bg: -1}, text) }
+ outline := func(text string) string {
+ if text == "" {
+ return ""
+ }
+ return color.Render(mode, color.ColorSpec{Fg: ink, Bg: -1, Bold: true}, text)
+ }
+ interior := func(text string) string {
+ if text == "" {
+ return ""
+ }
+ bg, fg := -1, ink
+ if settled {
+ // Fill only the interior: the outline's partial cells stay open.
+ bg, fg = ink, 16
+ }
+ var b strings.Builder
+ for _, r := range text {
+ if r == ' ' {
+ b.WriteString(color.Render(mode, color.ColorSpec{Fg: -1, Bg: bg}, " "))
+ } else {
+ b.WriteString(color.Render(mode, color.ColorSpec{Fg: fg, Bg: bg, Bold: true}, string(r)))
+ }
+ }
+ return b.String()
+ }
+ var rows []coinFlipRow
+ if unicode {
+ rows = []coinFlipRow{
+ {" ", strings.Repeat("▄", inner-2), "", "", " "},
+ {" ", "▟", strings.Repeat(" ", inner-2), "▙", " "},
+ {"", "▐", content, "▌", ""},
+ {" ", "▜", strings.Repeat(" ", inner-2), "▛", " "},
+ {" ", strings.Repeat("▀", inner-2), "", "", " "},
+ }
+ } else {
+ rows = []coinFlipRow{
+ {" ", strings.Repeat("_", inner-2), "", "", " "},
+ {" ", "/", strings.Repeat(" ", inner-2), "\\", " "},
+ {"", "|", content, "|", ""},
+ {" ", "\\", strings.Repeat(" ", inner-2), "/", " "},
+ {" ", strings.Repeat("-", inner-2), "", "", " "},
+ }
+ }
+ lines := make([]string, 0, len(rows))
+ for _, r := range rows {
+ lines = append(lines, plain(r.pre)+outline(r.left)+interior(r.interior)+outline(r.right)+plain(r.post))
+ }
+ if !settled {
+ // Only the two flank rows carry motion marks, and they swap the whoosh
+ // and arrow each frame so the coin reads as tumbling.
+ arrow := color.Render(mode, color.ColorSpec{Fg: ink, Bold: true}, "↺")
+ whoosh := color.Render(mode, color.ColorSpec{Fg: ink, Bold: true}, "~")
+ for i := range lines {
+ var left, right string
+ switch i {
+ case 1:
+ if alt {
+ left, right = arrow, whoosh
+ } else {
+ left, right = whoosh, arrow
+ }
+ case 3:
+ if alt {
+ left, right = whoosh, arrow
+ } else {
+ left, right = arrow, whoosh
+ }
+ default:
+ continue
+ }
+ lines[i] = left + " " + lines[i] + " " + right
+ }
+ }
+ return lines
+}
+
+// coinFlipWheelChar is one character of the scrolling multiplier strip.
+type coinFlipWheelChar struct {
+ ch rune
+ value int
+ sep bool
+ label bool
+}
+
+// coinFlipWheel builds the full strip: a separator, then each value centred in
+// a fixed cell. The engine and renderer share the geometry constants, so the
+// landing offset and the drawn pointer always agree.
+func coinFlipWheel(values []int, unicode bool) []coinFlipWheelChar {
+ sep := '│'
+ if !unicode {
+ sep = '|'
+ }
+ chars := make([]coinFlipWheelChar, 0, len(values)*casino.CoinFlipPitch+1)
+ for _, v := range values {
+ chars = append(chars, coinFlipWheelChar{ch: sep, sep: true})
+ for _, r := range rouletteCenter(coinFlipLabel(v), casino.CoinFlipCellWidth) {
+ chars = append(chars, coinFlipWheelChar{ch: r, value: v, label: r != ' '})
+ }
+ }
+ chars = append(chars, coinFlipWheelChar{ch: sep, sep: true})
+ return chars
+}
+
+// renderCoinFlipSpin draws the scrolling multiplier strip, a fixed pointer, and
+// a bold SET under the landed value.
+func renderCoinFlipSpin(s *casino.CoinFlipSnapshot, mode string, unicode bool) string {
+ pointer := "▼"
+ if !unicode {
+ pointer = "V"
+ }
+ wheel := coinFlipWheel(s.SpinValues, unicode)
+ var out strings.Builder
+ out.WriteString(strings.Repeat(" ", casino.CoinFlipPointerCol))
+ out.WriteString(color.Render(mode, color.ColorSpec{Fg: -1, Bold: true}, pointer))
+ out.WriteByte('\n')
+ for i := 0; i < casino.CoinFlipViewWidth; i++ {
+ idx := s.SpinOffset + i
+ cell := coinFlipWheelChar{ch: ' '}
+ if idx >= 0 && idx < len(wheel) {
+ cell = wheel[idx]
+ }
+ spec := color.ColorSpec{Fg: coinFlipDimInk}
+ switch {
+ case cell.label:
+ ink, bold := coinFlipWheelInk(cell.value, s.SpinSide)
+ spec = color.ColorSpec{Fg: ink, Bold: bold}
+ case cell.sep:
+ spec = color.ColorSpec{Fg: coinFlipDimInk}
+ }
+ out.WriteString(color.Render(mode, spec, string(cell.ch)))
+ }
+ out.WriteByte('\n')
+ if s.Set {
+ out.WriteString(strings.Repeat(" ", casino.CoinFlipPointerCol-1))
+ out.WriteString(color.Render(mode, color.ColorSpec{Fg: -1, Bold: true}, "SET"))
+ }
+ return strings.TrimRight(out.String(), " \n")
+}
+
+// coinFlipResultCell centers a coloured label/value pair inside one panel cell.
+func coinFlipResultCell(label, value string, ink, width int, mode string) string {
+ text := label + " " + value
+ pad := max(0, width-len(text))
+ left := pad / 2
+ right := pad - left
+ return strings.Repeat(" ", left) +
+ color.Render(mode, color.ColorSpec{Fg: ink, Bold: true}, label) + " " +
+ color.Render(mode, color.ColorSpec{Fg: 250, Bold: true}, value) +
+ strings.Repeat(" ", right)
+}
+
+// renderCoinFlipResults draws the two landed faces as a compact coloured panel.
+func renderCoinFlipResults(s *casino.CoinFlipSnapshot, mode string, unicode bool) string {
+ const cell = 15
+ b := rouletteBorders(unicode)
+ dim := func(text string) string { return color.Render(mode, color.ColorSpec{Fg: coinFlipDimInk}, text) }
+ top := dim(b.tl + strings.Repeat(b.h, cell) + b.teeTop + strings.Repeat(b.h, cell) + b.tr)
+ mid := dim(b.v) +
+ coinFlipResultCell("RED", coinFlipLabel(s.Red), coinFlipRedInk, cell, mode) + dim(b.v) +
+ coinFlipResultCell("BLUE", coinFlipLabel(s.Blue), coinFlipBlueInk, cell, mode) + dim(b.v)
+ bottom := dim(b.bl + strings.Repeat(b.h, cell) + b.teeBottom + strings.Repeat(b.h, cell) + b.br)
+ return top + "\n" + mid + "\n" + bottom
+}
+
+func renderCoinFlip(s *casino.CoinFlipSnapshot, mode string, unicode bool) string {
+ switch s.Phase {
+ case casino.CoinFlipPhaseRedSpin, casino.CoinFlipPhaseBlueSpin:
+ return renderCoinFlipSpin(s, mode, unicode)
+ case casino.CoinFlipPhaseResults:
+ return renderCoinFlipResults(s, mode, unicode)
+ case casino.CoinFlipPhaseFlipping, casino.CoinFlipPhaseResult:
+ return strings.Join(coinFlipArt(s.Multiplier, s.Side, s.Result, s.FlipAlt, mode, unicode), "\n")
+ }
+ return ""
+}