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-rw-r--r--internal/game/casino.go18
-rw-r--r--internal/game/casino_ux.go2
-rw-r--r--internal/game/cmd_registry.go16
-rw-r--r--internal/game/game.go4
-rw-r--r--internal/game/look_casino.go4
-rw-r--r--internal/game/look_target.go2
-rw-r--r--internal/game/pachinko_test.go309
-rw-r--r--internal/game/render_pachinko.go404
-rw-r--r--internal/game/roulette_animation_test.go2
9 files changed, 750 insertions, 11 deletions
diff --git a/internal/game/casino.go b/internal/game/casino.go
index a0cc675..fa78c2a 100644
--- a/internal/game/casino.go
+++ b/internal/game/casino.go
@@ -354,9 +354,11 @@ func (g *Game) executeTableAction(sess *net.Session, action string) {
g.emitCasinoEvents(g.Casino.Action(table.RoomID, table.Config.ID, p.Name, action))
}
-// Keep the automatic post-command prompt out of a seated player's spin
-// animation. Settlement menus resume prompting once the table leaves playing.
-func (g *Game) rouletteSpinning(sess *net.Session) bool {
+// casinoAnimationBusy reports whether a seated player's game is mid-animation:
+// a spinning roulette wheel or Big 6 wheel, or a falling Plinko or Pachinko
+// ball. The automatic prompt stays out of that output and resumes when the
+// table settles.
+func (g *Game) casinoAnimationBusy(sess *net.Session) bool {
if g.Casino == nil || sess == nil || sess.Player == nil {
return false
}
@@ -364,8 +366,8 @@ func (g *Game) rouletteSpinning(sess *net.Session) bool {
if !playing || table == nil {
return false
}
- if table.Config.Game == casino.GameBigSix {
- return table.Busy(sess.Player.Name)
+ if table.Busy(sess.Player.Name) {
+ return true
}
if table.Config.Game != casino.GameRoulette {
return false
@@ -515,12 +517,13 @@ func (g *Game) casinoBoardReminder(sess *net.Session, category string, menu *cas
_, isCraps := snapshot.(*casino.CrapsSnapshot)
_, isPoker := snapshot.(*casino.VideoPokerSnapshot)
_, isPlinko := snapshot.(*casino.PlinkoSnapshot)
+ _, isPachinko := snapshot.(*casino.PachinkoSnapshot)
_, isCashHunt := snapshot.(*casino.CashHuntSnapshot)
_, isPaiGow := snapshot.(*casino.PaiGowSnapshot)
b, isBigSix := snapshot.(*casino.BigSixSnapshot)
isBigSix = isBigSix && b.Phase != "playing" && b.Phase != "result"
s, isRoulette := snapshot.(*casino.RouletteSnapshot)
- if !isCashHunt && !isPlinko && !isPoker && !isCraps && !isPaiGow && !isBigSix && (!isRoulette || s.Phase == "playing" || s.Phase == "result") {
+ if !isCashHunt && !isPlinko && !isPachinko && !isPoker && !isCraps && !isPaiGow && !isBigSix && (!isRoulette || s.Phase == "playing" || s.Phase == "result") {
return "", false
}
if isRoulette && sess.Player.OptionString("casino_display") == "compact" && (menu.Repeat || !menu.ShowBalance) {
@@ -617,6 +620,9 @@ func (g *Game) renderCasinoSnapshot(sess *net.Session, snapshot casino.Snapshot)
return renderCashHunt(s, mode, unicode, rtp)
case *casino.PlinkoSnapshot:
return renderPlinko(s, mode, unicode)
+ case *casino.PachinkoSnapshot:
+ precision, showOdds := g.casinoEdgePrecision(sess)
+ return renderPachinko(s, mode, unicode, showOdds, precision)
case *casino.PaiGowSnapshot:
return renderPaiGow(s, mode, unicode, size, sess.Player.OptionString("card_style"), g.CardArt)
case *casino.VideoPokerSnapshot:
diff --git a/internal/game/casino_ux.go b/internal/game/casino_ux.go
index 88562cd..7eb10dd 100644
--- a/internal/game/casino_ux.go
+++ b/internal/game/casino_ux.go
@@ -68,6 +68,8 @@ func casinoTableAliases(cfg casino.TableConfig) []string {
switch cfg.Game {
case casino.GameCashHunt:
names = append(names, "cash hunt", "cashhunt", "cash-hunt")
+ case casino.GamePachinko:
+ names = append(names, "pachinko")
case casino.GameBigSix:
names = append(names, "big-six", "big_six", "big six", "big 6")
case casino.GameBlackjack:
diff --git a/internal/game/cmd_registry.go b/internal/game/cmd_registry.go
index 2defb9e..ef17925 100644
--- a/internal/game/cmd_registry.go
+++ b/internal/game/cmd_registry.go
@@ -252,6 +252,8 @@ func (g *Game) casinoOwnedInput(sess *net.Session, cmd string) bool {
switch table.Config.Game {
case casino.GameCashHunt:
return isAllDigits(cmd) || cmd == "settle"
+ case casino.GamePachinko:
+ return isAllDigits(cmd)
case casino.GamePaiGow:
return isAllDigits(cmd) || cmd == "set" || cmd == "house" || cmd == "autoset" || cmd == "settle"
}
@@ -291,6 +293,7 @@ var casinoCommonVerbs = []string{"watch", "game", "table", "list", "stop", "rule
var casinoVerbsByGame = map[casino.GameName][]string{
casino.GameCashHunt: {"bet", "rebet", "difficulty", "paytable", "pick", "settle"},
casino.GamePlinko: {"bet", "rebet", "difficulty", "balls", "paytable"},
+ casino.GamePachinko: {"bet", "rebet", "table", "drop"},
casino.GameBlackjack: {"bet", "rebet", "unbet", "hit", "stand", "double", "split", "insurance", "surrender", "decline"},
casino.GameBaccarat: {"bet", "rebet", "unbet"},
casino.GameRoulette: {"bet", "rebet", "unbet"},
@@ -417,6 +420,19 @@ func (g *Game) executeCommand(sess *net.Session, cmd string, args []string, rawI
}
}
+ // Pachinko owns bare slot numbers and "drop N" while seated; a "drop"
+ // with any other argument still drops an item from the world.
+ if p != nil && g.Casino != nil {
+ if t, playing := g.Casino.Participation(p.Name); playing && t != nil && t.Config.Game == casino.GamePachinko {
+ numeric := cmd != "" && cmd[0] >= '0' && cmd[0] <= '9'
+ dropSlot := cmd == "drop" && len(args) == 1 && isAllDigits(args[0])
+ if numeric || dropSlot {
+ g.executeTableAction(sess, strings.Join(append([]string{cmd}, args...), " "))
+ return
+ }
+ }
+ }
+
// Pai Gow owns these inputs only while seated; leave normal commands alone.
if p != nil && g.Casino != nil {
if t, playing := g.Casino.Participation(p.Name); playing && t != nil && t.Config.Game == casino.GamePaiGow {
diff --git a/internal/game/game.go b/internal/game/game.go
index 448dcce..6780250 100644
--- a/internal/game/game.go
+++ b/internal/game/game.go
@@ -586,13 +586,13 @@ func playerDataFileName(relPath string) (name, kind string, ok bool) {
}
func (g *Game) writePrompt(sess *net.Session) {
- if !g.rouletteSpinning(sess) {
+ if !g.casinoAnimationBusy(sess) {
sess.WritePrompt(g.promptStr(sess))
}
}
func (g *Game) reprompt(sess *net.Session) {
- if !g.rouletteSpinning(sess) {
+ if !g.casinoAnimationBusy(sess) {
sess.Reprompt(g.promptStr(sess))
}
}
diff --git a/internal/game/look_casino.go b/internal/game/look_casino.go
index eb0b5f9..e349386 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, casino.GameBigSix, casino.GamePlinko, casino.GameCashHunt:
+ case casino.GameRoulette, casino.GameBigSix, casino.GamePlinko, casino.GamePachinko, casino.GameCashHunt:
// 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 != "" {
@@ -107,6 +107,8 @@ func casinoTableSummary(cfg casino.TableConfig) string {
return "100 squares; three difficulties; 98% RTP; prizes up to 50000x"
case casino.GamePlinko:
return fmt.Sprintf("16 rows; four risks; 1-10 balls; near %.4g%% target RTP", cfg.Plinko.Normalize().RTP)
+ case casino.GamePachinko:
+ return "8 slots; 20 reflected rows; populated fractional board"
case casino.GameBlackjack:
b := cfg.Blackjack.Normalize()
dealer := "dealer stands on soft 17"
diff --git a/internal/game/look_target.go b/internal/game/look_target.go
index 0ddd8f4..97d7ecb 100644
--- a/internal/game/look_target.go
+++ b/internal/game/look_target.go
@@ -50,7 +50,7 @@ func (g *Game) doLookTarget(sess *net.Session, input string) {
// Felt tables resolve through one data-driven loop; the video-poker cabinet
// has its own cabinet-id/pay-table handling.
- for _, game := range []casino.GameName{casino.GameCashHunt, casino.GamePlinko, casino.GameBigSix, casino.GameBlackjack, casino.GameBaccarat, casino.GameRoulette, casino.GameCraps, casino.GamePaiGow} {
+ for _, game := range []casino.GameName{casino.GameCashHunt, casino.GamePlinko, casino.GamePachinko, casino.GameBigSix, casino.GameBlackjack, casino.GameBaccarat, casino.GameRoulette, casino.GameCraps, casino.GamePaiGow} {
if g.lookCasinoTable(sess, lower, game) {
return
}
diff --git a/internal/game/pachinko_test.go b/internal/game/pachinko_test.go
new file mode 100644
index 0000000..fbf3b35
--- /dev/null
+++ b/internal/game/pachinko_test.go
@@ -0,0 +1,309 @@
+package game
+
+import (
+ "strings"
+ "testing"
+ "unicode/utf8"
+
+ "thehouseoficarus/internal/casino"
+ "thehouseoficarus/internal/color"
+)
+
+func pachinkoTestSnapshot(phase string) *casino.PachinkoSnapshot {
+ s := &casino.PachinkoSnapshot{
+ Phase: phase,
+ RTP: 100.00,
+ Uniform: 83.67,
+ Row: pachinkoRows,
+ Lane: 4,
+ Landing: -1,
+ Doubling: 0,
+ }
+ values := []casino.PachinkoPocket{
+ {Value: 0}, {Value: 2}, {Value: 10}, {Value: 2}, {Value: 100},
+ {Double: true}, {Value: 2}, {Value: 10},
+ }
+ copy(s.Pockets[:], values)
+ if phase == "result" {
+ s.Landing = 4
+ }
+ return s
+}
+
+func TestPachinkoRenderBoard(t *testing.T) {
+ for _, mode := range []string{"none", "ansi", "xterm256"} {
+ for _, unicode := range []bool{false, true} {
+ s := pachinkoTestSnapshot("choosing")
+ out := renderPachinko(s, mode, unicode, false, 0)
+ lines := strings.Split(out, "\n")
+ if len(lines) != pachinkoRows+3 {
+ t.Fatalf("%d lines, want %d", len(lines), pachinkoRows+3)
+ }
+ for _, line := range lines {
+ if got := utf8.RuneCountInString(stripANSI(line)); got != pachinkoWidth {
+ t.Fatalf("line width %d, want %d (%q)", got, pachinkoWidth, stripANSI(line))
+ }
+ }
+ if mode == "none" {
+ if strings.Contains(out, "\x1b") {
+ t.Fatal("plain board has ANSI escapes")
+ }
+ if !strings.Contains(stripANSI(out), "DBL") || !strings.Contains(stripANSI(out), "100x") {
+ t.Fatalf("plain board missing prizes: %q", stripANSI(out))
+ }
+ } else {
+ for bg := 0; bg < 256; bg++ {
+ if strings.Contains(out, color.BgCode(mode, bg)) {
+ t.Fatalf("%s board must not paint a background", mode)
+ }
+ }
+ }
+ }
+ }
+}
+
+func TestPachinkoHeaderSitsBetweenPegs(t *testing.T) {
+ s := pachinkoTestSnapshot("choosing")
+ lines := strings.Split(stripANSI(renderPachinko(s, "none", false, false, 0)), "\n")
+ header, firstPegs := []rune(lines[0]), []rune(lines[1])
+ for lane := 0; lane < pachinkoLanes; lane++ {
+ x := pachinkoLaneX(lane)
+ if header[x] != rune('1'+lane) {
+ t.Fatalf("header %d not at x=%d: %q", lane+1, x, string(header))
+ }
+ // The number must sit in a gap of the first peg row, not on a pin or
+ // the wall.
+ if firstPegs[x] != ' ' {
+ t.Fatalf("slot %d header overlaps a pin or wall: %q", lane+1, string(firstPegs))
+ }
+ near := false
+ for _, dx := range []int{-pachinkoPitch / 2, pachinkoPitch / 2} {
+ if at := x + dx; at >= 0 && at < len(firstPegs) && firstPegs[at] == '.' {
+ near = true
+ }
+ }
+ if !near {
+ t.Fatalf("slot %d header not between pins: %q", lane+1, string(firstPegs))
+ }
+ }
+}
+
+func TestPachinkoRenderDroppingIsOneLine(t *testing.T) {
+ s := pachinkoTestSnapshot("dropping")
+ for row := 0; row <= pachinkoRows; row++ {
+ for lane := 0; lane < pachinkoLanes; lane++ {
+ s.Row, s.Lane = row, lane
+ out := renderPachinko(s, "none", true, false, 0)
+ if strings.Contains(out, "\n") {
+ t.Fatalf("row %d lane %d printed more than one line", row, lane)
+ }
+ if got := utf8.RuneCountInString(stripANSI(out)); got != pachinkoWidth {
+ t.Fatalf("row %d lane %d width %d, want %d", row, lane, got, pachinkoWidth)
+ }
+ // The ball sits exactly on its staggered lane column.
+ plain := []rune(stripANSI(out))
+ if plain[pachinkoDropX(row, lane)] != 'โ—' {
+ t.Fatalf("row %d lane %d ball misplaced: %q", row, lane, string(plain))
+ }
+ }
+ }
+}
+
+func TestPachinkoRenderResultMarksLanding(t *testing.T) {
+ s := pachinkoTestSnapshot("result")
+ s.Landing = 4
+ out := stripANSI(renderPachinko(s, "none", true, false, 0))
+ lines := strings.Split(out, "\n")
+ // The settled view is only the prize row: the drop already drew the ball
+ // path, so the result must not reprint the board or its number header.
+ if len(lines) != 1 {
+ t.Fatalf("result should be one prize row, got %d lines: %q", len(lines), out)
+ }
+ if got := utf8.RuneCountInString(lines[0]); got != pachinkoWidth {
+ t.Fatalf("result width %d, want %d", got, pachinkoWidth)
+ }
+ if !strings.Contains(lines[len(lines)-1], "[100x]") {
+ t.Fatalf("landed jackpot not bracketed: %q", lines[len(lines)-1])
+ }
+ if strings.Count(lines[len(lines)-1], "[") != 1 {
+ t.Fatalf("only the landed pocket may be bracketed: %q", lines[len(lines)-1])
+ }
+}
+
+func TestPachinkoRenderDoubledLabels(t *testing.T) {
+ s := pachinkoTestSnapshot("choosing")
+ s.Doubling = 2
+ out := stripANSI(renderPachinko(s, "none", true, false, 0))
+ // 0, 2, 10, 2, 100, DBL, 2, 10, 0 doubled twice: 0, 8, 40, 8, 400, DBL, 8, 40, 0.
+ for _, want := range []string{"8x", "40x", "400x", "DBL"} {
+ if !strings.Contains(out, want) {
+ t.Fatalf("doubled board missing %q: %q", want, out)
+ }
+ }
+}
+
+func TestPachinkoIdleShowsIntroOnly(t *testing.T) {
+ s := &casino.PachinkoSnapshot{Phase: "idle", RTP: 100.00, Uniform: 83.67, Odds: casino.PachinkoOdds()}
+ out := stripANSI(renderPachinko(s, "none", true, false, 0))
+ if !strings.Contains(out, "You stand atop a giant peg board") {
+ t.Fatalf("idle view missing the intro: %q", out)
+ }
+ // Sitting down must not dump the blank board or pay table.
+ if strings.Contains(out, "Pachinko pay table") || strings.Contains(out, "?") || strings.Contains(out, "Prize") {
+ t.Fatalf("idle view leaked the reference table: %q", out)
+ }
+}
+
+func TestPachinkoPaytableRender(t *testing.T) {
+ s := &casino.PachinkoSnapshot{Phase: "paytable", RTP: 100.00, Uniform: 83.67}
+ s.Odds = casino.PachinkoOdds()
+ out := stripANSI(renderPachinko(s, "none", true, true, 2))
+ for _, want := range []string{"100.00%", "83.67%", "0.1-1.5x", "1.7x", "2x", "5x", "10x", "100x", "DOUBLE"} {
+ if !strings.Contains(out, want) {
+ t.Fatalf("paytable missing %q: %q", want, out)
+ }
+ }
+ if !strings.Contains(out, "Prize") || !strings.Contains(out, "Chance") || !strings.Contains(out, "Odds") {
+ t.Fatalf("paytable missing its columns: %q", out)
+ }
+}
+
+func TestPachinkoPaytableHidesOdds(t *testing.T) {
+ s := &casino.PachinkoSnapshot{Phase: "paytable", RTP: 100.00, Uniform: 83.67, Odds: casino.PachinkoOdds()}
+ out := stripANSI(renderPachinko(s, "none", true, false, 2))
+ if !strings.Contains(out, "Pachinko pay table") || !strings.Contains(out, "DOUBLE") {
+ t.Fatalf("reference view missing the table: %q", out)
+ }
+ // Without a House Edge instrument the exact percentages stay hidden.
+ for _, leak := range []string{"100.00%", "83.67%", "28.18%", "5.00%"} {
+ if strings.Contains(out, leak) {
+ t.Fatalf("paytable leaked odds %q without an instrument: %q", leak, out)
+ }
+ }
+}
+
+func TestPachinkoPaytablePrecision(t *testing.T) {
+ s := &casino.PachinkoSnapshot{Phase: "paytable", RTP: 100.00, Uniform: 80.09, Odds: casino.PachinkoOdds()}
+ out := stripANSI(renderPachinko(s, "none", true, true, 0))
+ if !strings.Contains(out, "4%") || strings.Contains(out, "3.73%") {
+ t.Fatalf("whole-percent instrument should round: %q", out)
+ }
+ out = stripANSI(renderPachinko(s, "none", true, true, 2))
+ if !strings.Contains(out, "3.73%") {
+ t.Fatalf("hundredth-percent instrument should not round: %q", out)
+ }
+}
+
+func TestPachinkoCommandsAndReceipt(t *testing.T) {
+ g, s, conn := casinoCrapsGame(t, "name: Pins\ncasino_tables:\n - id: pachinko\n game: pachinko\n")
+ s.Player.Options = map[string]any{"color": "none", "casino_hints": "off"}
+ g.executePlay(s, []string{"pachinko"}, "play pachinko")
+ table, ok := g.Casino.Participation(s.Player.Name)
+ if !ok || table == nil || table.Config.Game != casino.GamePachinko {
+ t.Fatal("pachinko was not seated")
+ }
+ conn.data = nil
+ g.executeBet(s, []string{"1"}, "bet 1")
+ if text := stripANSI(string(conn.data)); !strings.Contains(text, "Choose a top slot") || !strings.Contains(text, "0.1x") {
+ t.Fatalf("bet did not reveal a board: %s", text)
+ }
+ if table.Busy(s.Player.Name) {
+ t.Fatal("choosing a slot must not suppress the input prompt")
+ }
+ // A bare slot number must reach the game rather than being rejected.
+ conn.data = nil
+ g.handleGameCommand(s, "4")
+ if strings.Contains(string(conn.data), "Unknown command") {
+ t.Fatalf("bare slot rejected: %s", conn.data)
+ }
+ if !table.Busy(s.Player.Name) {
+ t.Fatal("drop did not start")
+ }
+ // Settle, re-dropping through any chained DOUBLEs.
+ for i := 0; i < 2000; i++ {
+ switch table.State() {
+ case "waiting":
+ i = 5000
+ case "choosing a slot":
+ g.executeTableAction(s, "4")
+ case "dropping":
+ g.emitCasinoEvents(g.Casino.Tick())
+ }
+ }
+ if table.State() != "waiting" || len(s.Player.PendingWagers) != 0 {
+ t.Fatalf("round did not settle: state %q pending %d", table.State(), len(s.Player.PendingWagers))
+ }
+ if text := stripANSI(string(conn.data)); !strings.Contains(text, "Returned:") || !strings.Contains(text, "Staked") {
+ t.Fatalf("settlement receipt missing: %s", text)
+ }
+ conn.data = nil
+ g.doLookTarget(s, "pachinko")
+ if text := stripANSI(string(conn.data)); !strings.Contains(text, "giant peg board") {
+ t.Fatalf("look missing the reference board: %s", text)
+ }
+ conn.data = nil
+ g.executeRules(s, nil, "rules")
+ if text := stripANSI(string(conn.data)); !strings.Contains(text, "PACHINKO") {
+ t.Fatalf("rules did not open the pachinko help page: %s", text)
+ }
+}
+
+func TestPachinkoRejectsPickingSlotBeforeBoard(t *testing.T) {
+ g, s, conn := casinoCrapsGame(t, "name: Pins\ncasino_tables:\n - id: pachinko\n game: pachinko\n")
+ s.Player.Options = map[string]any{"color": "none", "casino_hints": "off"}
+ g.executePlay(s, []string{"pachinko"}, "play pachinko")
+ conn.data = nil
+ g.executeBet(s, []string{"1", "on", "5"}, "bet 1 on 5")
+ table, _ := g.Casino.Participation(s.Player.Name)
+ if table.State() != "waiting" {
+ t.Fatalf("bet on SLOT should be rejected before the board exists: %q", table.State())
+ }
+ if len(s.Player.PendingWagers) != 0 {
+ t.Fatal("rejected bet must not commit a stake")
+ }
+ if !strings.Contains(stripANSI(string(conn.data)), "board is revealed before you choose") {
+ t.Fatalf("missing rejection: %s", conn.data)
+ }
+}
+
+func TestPachinkoDropSuppressesPrompt(t *testing.T) {
+ g, s, conn := casinoCrapsGame(t, "name: Pins\ncasino_tables:\n - id: pachinko\n game: pachinko\n")
+ s.Player.Options = map[string]any{"color": "none", "casino_hints": "off"}
+ g.executePlay(s, []string{"pachinko"}, "play pachinko")
+ g.executeBet(s, []string{"1"}, "bet 1")
+ conn.data = nil
+ g.handleGameCommand(s, "4")
+ if !g.casinoAnimationBusy(s) {
+ t.Fatal("drop did not mark the table busy")
+ }
+ before := len(conn.data)
+ g.writePrompt(s) // the command queue's post-command prompt
+ if len(conn.data) != before {
+ t.Fatalf("prompt interrupted the drop: %q", conn.data)
+ }
+}
+
+func TestPachinkoDropVerbKeepsItemDrop(t *testing.T) {
+ // "drop sword" must stay a world command, not a casino slot.
+ g, s, conn := casinoCrapsGame(t, "name: Pins\ncasino_tables:\n - id: pachinko\n game: pachinko\n")
+ s.Player.Options = map[string]any{"color": "none", "casino_hints": "off"}
+ g.executePlay(s, []string{"pachinko"}, "play pachinko")
+ g.executeBet(s, []string{"1"}, "bet 1")
+ conn.data = nil
+ g.executeCommand(s, "drop", []string{"sword"}, "drop sword")
+ if strings.Contains(string(conn.data), "Choose a top slot") {
+ t.Fatalf("drop with a non-slot argument leaked into the casino: %s", conn.data)
+ }
+}
+
+func TestPachinkoHelpAndAliases(t *testing.T) {
+ for _, name := range []string{"pachinko", "pachinko machine"} {
+ g, s, _ := casinoCrapsGame(t, "name: Pins\ncasino_tables:\n - id: pachinko\n game: pachinko\n")
+ args := strings.Fields(name)
+ g.executePlay(s, args, "play "+name)
+ table, ok := g.Casino.Participation(s.Player.Name)
+ if !ok || table == nil || table.Config.Game != casino.GamePachinko {
+ t.Fatalf("alias %q did not seat the player", name)
+ }
+ }
+}
diff --git a/internal/game/render_pachinko.go b/internal/game/render_pachinko.go
new file mode 100644
index 0000000..e973f04
--- /dev/null
+++ b/internal/game/render_pachinko.go
@@ -0,0 +1,404 @@
+package game
+
+import (
+ "fmt"
+ "math"
+ "strconv"
+ "strings"
+
+ "thehouseoficarus/internal/casino"
+ "thehouseoficarus/internal/color"
+ "thehouseoficarus/internal/ui"
+)
+
+// The rectangle is drawn on a fixed pitch: eight lanes at x = 3+6k, pegs on
+// the boundaries at x = 6+6k, and walls at both ends. Every scanline has the
+// same width, so a drop prints one row per tick and the ball's path reads as a
+// diagonal column of frames. The right wall sits one half-lane past the last
+// lane, mirroring the left wall, so the outer slots have the same clearance on
+// both sides.
+const (
+ pachinkoLanes = 8
+ pachinkoRows = 20
+ pachinkoPitch = 6
+ pachinkoWidth = pachinkoLanes*pachinkoPitch + 1
+ pachinkoBallX = 3
+ pachinkoPegGap = 6
+)
+
+// pachinkoLaneX is the fixed column of a lane on an even scanline; the prize
+// row and the top labels use it so a settled ball lines up with its pocket.
+func pachinkoLaneX(lane int) int { return pachinkoBallX + pachinkoPitch*lane }
+
+// pachinkoDropX staggers the ball's column on odd rows so a ball that holds its
+// lane visibly weaves between the pins instead of sliding down a static grid.
+func pachinkoDropX(row, lane int) int {
+ if row%2 == 0 {
+ return pachinkoLaneX(lane)
+ }
+ return pachinkoPitch * (lane + 1)
+}
+
+// pachinkoGradientRGB gives the board a warm jewel ramp: deep violet walls,
+// through blue and teal, to a golden-red right edge.
+func pachinkoGradientRGB(x int) [3]int {
+ stops := [5][3]int{{150, 80, 255}, {60, 170, 255}, {40, 230, 190}, {255, 210, 60}, {255, 90, 70}}
+ distance := float64(x) / float64(pachinkoWidth-1)
+ segment := min(3, int(distance*4))
+ blend := distance*4 - float64(segment)
+ var rgb [3]int
+ for i := range rgb {
+ rgb[i] = int(math.Round(float64(stops[segment][i])*(1-blend) + float64(stops[segment+1][i])*blend))
+ }
+ return rgb
+}
+
+func pachinkoColorAt(x int, scale float64) int {
+ rgb := pachinkoGradientRGB(x)
+ return color.NearestXterm256(
+ max(0, min(255, int(float64(rgb[0])*scale))),
+ max(0, min(255, int(float64(rgb[1])*scale))),
+ max(0, min(255, int(float64(rgb[2])*scale))))
+}
+
+func pachinkoPegColor(x int) int { return pachinkoColorAt(x, 0.45) }
+func pachinkoWallColor(x int) int { return pachinkoColorAt(x, 0.85) }
+func pachinkoHeaderColor(x int) int { return pachinkoColorAt(x, 1.0) }
+
+// pachinkoPocketColor maps a prize to a readable color; doubling shifts an
+// already-valuable pocket hotter.
+func pachinkoPocketColor(p casino.PachinkoPocket, doubling int) int {
+ switch {
+ case p.Double:
+ if doubling > 0 {
+ return 201 // bright magenta
+ }
+ return 198 // magenta
+ case p.Value >= 100:
+ return 51 // neon cyan
+ case p.Value >= 10:
+ if doubling > 0 {
+ return 226
+ }
+ return 220 // gold
+ case p.Value >= 5:
+ return 208 // orange
+ case p.Value >= 2:
+ return 46 // green
+ case p.Value >= 1:
+ return 49 // teal: break-even and small fractions
+ case p.Value > 0:
+ return 245 // dim fraction
+ default:
+ return 240 // dim slate for 0x
+ }
+}
+
+func pachinkoPocketBold(p casino.PachinkoPocket, doubling int) bool {
+ return !p.Double && (p.Value >= 2 || doubling > 0)
+}
+
+type pachinkoCell struct {
+ glyph rune
+ fg int
+ bold bool
+}
+
+type pachinkoLine [pachinkoWidth]pachinkoCell
+
+func newPachinkoLine() pachinkoLine {
+ var line pachinkoLine
+ for x := range line {
+ line[x] = pachinkoCell{glyph: ' ', fg: -1}
+ }
+ return line
+}
+
+func (line *pachinkoLine) put(x int, glyph rune, fg int) {
+ if x >= 0 && x < len(line) {
+ line[x] = pachinkoCell{glyph: glyph, fg: fg}
+ }
+}
+
+func (line *pachinkoLine) putBold(x int, glyph rune, fg int) {
+ if x >= 0 && x < len(line) {
+ line[x] = pachinkoCell{glyph: glyph, fg: fg, bold: true}
+ }
+}
+
+// centeredStart returns the first cell of a text of length n centered in the
+// 6-wide lane k cell.
+func pachinkoCenteredStart(lane, n int) int {
+ if n > pachinkoPitch {
+ n = pachinkoPitch
+ }
+ return pachinkoPitch*lane + (pachinkoPitch-n+1)/2
+}
+
+func (line pachinkoLine) render(mode string) string {
+ var b strings.Builder
+ for x := 0; x < len(line); {
+ cell := line[x]
+ end := x + 1
+ for end < len(line) && line[end].fg == cell.fg && line[end].bold == cell.bold {
+ end++
+ }
+ var text strings.Builder
+ for _, c := range line[x:end] {
+ text.WriteRune(c.glyph)
+ }
+ b.WriteString(color.Render(mode, color.ColorSpec{Fg: cell.fg, Bg: -1, Bold: cell.bold}, text.String()))
+ x = end
+ }
+ return b.String()
+}
+
+func pachinkoGlyphs(unicode bool) (ball, peg rune) {
+ if unicode {
+ return 'โ—', 'ยท'
+ }
+ return 'o', '.'
+}
+
+// pachinkoScanline draws one staggered peg row, optionally with the ball in a
+// lane.
+func pachinkoScanline(row, ballLane int, mode string, unicode bool) string {
+ ball, peg := pachinkoGlyphs(unicode)
+ line := newPachinkoLine()
+ line.put(0, '|', pachinkoWallColor(0))
+ line.put(pachinkoWidth-1, '|', pachinkoWallColor(pachinkoWidth-1))
+ if row%2 == 0 {
+ for k := 0; k < pachinkoLanes-1; k++ {
+ x := pachinkoPegGap + pachinkoPitch*k
+ line.put(x, peg, pachinkoPegColor(x))
+ }
+ } else {
+ for k := 0; k < pachinkoLanes; k++ {
+ x := pachinkoBallX + pachinkoPitch*k
+ line.put(x, peg, pachinkoPegColor(x))
+ }
+ }
+ if ballLane >= 0 && ballLane < pachinkoLanes {
+ line.putBold(pachinkoDropX(row, ballLane), ball, 231)
+ }
+ return line.render(mode)
+}
+
+// pachinkoPocketLabel is the text shown for a landed value after doublings.
+func pachinkoPocketLabel(p casino.PachinkoPocket, doubling int) string {
+ if p.Double {
+ return "DBL"
+ }
+ value := p.Value
+ for i := 0; i < doubling && i < 62; i++ {
+ value *= 2
+ if value > casino.MaxCredits {
+ return "MAX"
+ }
+ }
+ if value > casino.MaxCredits {
+ return "MAX"
+ }
+ return strconv.FormatFloat(value, 'f', -1, 64) + "x"
+}
+
+// pachinkoPocketRow prints the prize row, marking the landed pocket.
+func pachinkoPocketRow(s *casino.PachinkoSnapshot, mode string) string {
+ var b strings.Builder
+ for lane := 0; lane < pachinkoLanes; lane++ {
+ pocket := s.Pockets[lane]
+ label := pachinkoPocketLabel(pocket, s.Doubling)
+ landed := s.Landing == lane && (s.Phase == "result" || s.Phase == "dropping")
+ text := label
+ if landed && len([]rune("["+label+"]")) <= pachinkoPitch {
+ text = "[" + label + "]"
+ }
+ fg := pachinkoPocketColor(pocket, s.Doubling)
+ bold := pachinkoPocketBold(pocket, s.Doubling)
+ if landed {
+ bold = true
+ switch {
+ case pocket.Double:
+ fg = 201
+ case pocket.Value >= 100:
+ fg = 51
+ default:
+ fg = 226
+ }
+ }
+ runes := []rune(text)
+ if len(runes) > pachinkoPitch {
+ runes = runes[:pachinkoPitch]
+ }
+ lead := pachinkoCenteredStart(lane, len(runes)) - pachinkoPitch*lane
+ if lead < 0 {
+ lead = 0
+ }
+ trail := pachinkoPitch - lead - len(runes)
+ if trail < 0 {
+ trail = 0
+ }
+ b.WriteString(strings.Repeat(" ", lead))
+ b.WriteString(color.Render(mode, color.ColorSpec{Fg: fg, Bg: -1, Bold: bold}, string(runes)))
+ b.WriteString(strings.Repeat(" ", trail))
+ }
+ // The cells span pachinkoLanes*pachinkoPitch; pad to the board width.
+ b.WriteString(strings.Repeat(" ", pachinkoWidth-pachinkoLanes*pachinkoPitch))
+ return b.String()
+}
+
+// renderPachinkoBoard draws the whole rectangle: the numbered top slots, the
+// peg rows, and the prize row. The labels sit in the gaps of the first peg row
+// (not on its pins) so they read as slots to drop the ball into. The first
+// drawn row is the even entry row, whose pins bracket each slot number.
+func renderPachinkoBoard(s *casino.PachinkoSnapshot, mode string, unicode bool) string {
+ lines := make([]string, 0, pachinkoRows+3)
+ header := newPachinkoLine()
+ for lane := 0; lane < pachinkoLanes; lane++ {
+ x := pachinkoLaneX(lane)
+ header.put(x, rune('1'+lane), pachinkoHeaderColor(x))
+ }
+ lines = append(lines, header.render(mode))
+ for row := 0; row <= pachinkoRows; row++ {
+ lines = append(lines, pachinkoScanline(row, -1, mode, unicode))
+ }
+ lines = append(lines, pachinkoPocketRow(s, mode))
+ return strings.Join(lines, "\n")
+}
+
+// pachinkoBlankPocketRow prints a prize row of question marks for the
+// reference view, where no board has been dealt yet.
+func pachinkoBlankPocketRow(mode string) string {
+ var b strings.Builder
+ for lane := 0; lane < pachinkoLanes; lane++ {
+ x := pachinkoLaneX(lane)
+ fg := pachinkoColorAt(x, 0.6)
+ lead := pachinkoCenteredStart(lane, 1) - pachinkoPitch*lane
+ if lead < 0 {
+ lead = 0
+ }
+ trail := pachinkoPitch - lead - 1
+ if trail < 0 {
+ trail = 0
+ }
+ b.WriteString(strings.Repeat(" ", lead))
+ b.WriteString(color.Render(mode, color.ColorSpec{Fg: fg, Bg: -1, Bold: true}, "?"))
+ b.WriteString(strings.Repeat(" ", trail))
+ }
+ b.WriteString(strings.Repeat(" ", pachinkoWidth-pachinkoLanes*pachinkoPitch))
+ return b.String()
+}
+
+// renderPachinkoBlankBoard draws the numbered top slots, the peg rows, and a
+// row of question marks in place of the pockets.
+func renderPachinkoBlankBoard(mode string, unicode bool) string {
+ lines := make([]string, 0, pachinkoRows+3)
+ header := newPachinkoLine()
+ for lane := 0; lane < pachinkoLanes; lane++ {
+ x := pachinkoLaneX(lane)
+ header.put(x, rune('1'+lane), pachinkoHeaderColor(x))
+ }
+ lines = append(lines, header.render(mode))
+ for row := 0; row <= pachinkoRows; row++ {
+ lines = append(lines, pachinkoScanline(row, -1, mode, unicode))
+ }
+ lines = append(lines, pachinkoBlankPocketRow(mode))
+ return strings.Join(lines, "\n")
+}
+
+// pachinkoOddsColor maps a prize tier to the color its label uses in the table.
+func pachinkoOddsColor(label string) int {
+ switch label {
+ case "1.7x":
+ return 49
+ case "2x":
+ return 46
+ case "5x":
+ return 208
+ case "10x":
+ return 220
+ case "DOUBLE":
+ return 198
+ case "100x":
+ return 51
+ default:
+ return 240
+ }
+}
+
+// renderPachinkoOddsTable lays the board composition out as a bordered table.
+// The chance column carries the exact percentages, so it is blanked unless the
+// player carries a House Edge instrument.
+func renderPachinkoOddsTable(odds []casino.PachinkoPrizeOdds, mode string, unicode, showOdds bool, precision int) string {
+ rows := make([][]string, 0, len(odds))
+ for _, odd := range odds {
+ chance := "?"
+ if showOdds {
+ if odd.Chance > 0 {
+ chance = strconv.FormatFloat(100*odd.Chance, 'f', precision, 64) + "%"
+ } else {
+ chance = "โ€”"
+ }
+ }
+ label := color.Render(mode, color.ColorSpec{Fg: pachinkoOddsColor(odd.Label), Bg: -1, Bold: odd.Label == "DOUBLE" || odd.Label == "100x"}, odd.Label)
+ rows = append(rows, []string{label, chance, odd.Odds})
+ }
+ table := ui.Table{
+ Title: "Pachinko pay table",
+ Columns: []string{"Prize", "Chance", "Odds"},
+ Rows: rows,
+ }
+ return strings.Join(table.Render(unicode, 0), "\n")
+}
+
+// pachinkoIntro is the framing text every player sees, whether they are just
+// sitting down or reading the table reference. It is never gated by items.
+func pachinkoIntro(mode string) string {
+ return color.Render(mode, color.ColorSpec{Fg: 253, Bg: -1}, "You stand atop a giant peg board with 8 slots and 20 rows. Win multipliers are randomized as soon as you place a bet.")
+}
+
+// renderPachinkoReference is the table command's view: the framing text, a
+// blank board, and the pay table. The RTP footer appears only with a House Edge
+// instrument, matching the gated chance column.
+func renderPachinkoReference(s *casino.PachinkoSnapshot, mode string, unicode, showOdds bool, precision int) string {
+ parts := []string{
+ pachinkoIntro(mode),
+ "",
+ renderPachinkoBlankBoard(mode, unicode),
+ "",
+ renderPachinkoOddsTable(s.Odds, mode, unicode, showOdds, precision),
+ }
+ if showOdds {
+ format := func(v float64) string { return strconv.FormatFloat(v, 'f', precision, 64) + "%" }
+ parts = append(parts, "", fmt.Sprintf("Best slot: %s RTP Random slot: %s RTP", format(s.RTP), format(s.Uniform)))
+ }
+ return strings.Join(parts, "\n")
+}
+
+// renderPachinko renders the game view: two scanlines per tick while the ball
+// falls, the full board while choosing, the prize row once it settles, and the
+// blank board plus pay table for the table command. showOdds controls whether
+// the exact percentages appear; precision is the House Edge instrument's
+// rounding (0 or 2 decimal places).
+func renderPachinko(s *casino.PachinkoSnapshot, mode string, unicode, showOdds bool, precision int) string {
+ if s == nil {
+ return ""
+ }
+ switch s.Phase {
+ case "paytable":
+ return renderPachinkoReference(s, mode, unicode, showOdds, precision)
+ case "idle":
+ // Sitting down shows the framing text and the menu, but not the blank
+ // board or pay table; those wait for the table command.
+ return pachinkoIntro(mode)
+ case "dropping":
+ return pachinkoScanline(s.Row, s.Lane, mode, unicode)
+ case "result":
+ // The ball path is already on screen; the settled view is just the
+ // prize row so the multipliers land as the last line, with no repeated
+ // board or number header.
+ return pachinkoPocketRow(s, mode)
+ default:
+ return renderPachinkoBoard(s, mode, unicode)
+ }
+}
diff --git a/internal/game/roulette_animation_test.go b/internal/game/roulette_animation_test.go
index d7f5626..910e781 100644
--- a/internal/game/roulette_animation_test.go
+++ b/internal/game/roulette_animation_test.go
@@ -47,7 +47,7 @@ func TestRouletteSpinOutputHasNoPromptOrBlankLines(t *testing.T) {
}
g.CasinoTick()
result := strings.ReplaceAll(string(conn.data), "\r\n", "\n")
- if !strings.HasPrefix(result, "\nThe ball lands in") || g.rouletteSpinning(sess) {
+ if !strings.HasPrefix(result, "\nThe ball lands in") || g.casinoAnimationBusy(sess) {
t.Fatalf("result did not start on a blank line or end animation: %q", result)
}
// A resolved spin shows the result and the next-spin menu, but not the