package casino import ( "fmt" "math" "math/rand" "strings" "sync" ) type blackjackPhase string const ( blackjackWaiting blackjackPhase = "waiting" blackjackBetting blackjackPhase = "betting" blackjackInsurance blackjackPhase = "insurance" blackjackPlaying blackjackPhase = "playing" ) type blackjackHand struct { cards []card bet int fromSplit bool doubled bool stood bool bust bool surrendered bool } func (h *blackjackHand) total() (int, bool) { total, aces := 0, 0 for _, c := range h.cards { total += c.blackjackValue() if c.rank == "A" { aces++ } } for total > 21 && aces > 0 { total -= 10 aces-- } soft := aces > 0 return total, soft } func (h *blackjackHand) blackjack(rules BlackjackConfig) bool { total, _ := h.total() return len(h.cards) == 2 && !h.fromSplit && total == 21 || rules.CountsDoubleSplitBlackjack() && h.fromSplit && h.doubled && total == 21 } type blackjackPlayer struct { Participant hands []*blackjackHand insurance int declinedInsurance bool lastBet int } func (p *blackjackPlayer) participantPtr() *Participant { return &p.Participant } type blackjackTable struct { mu sync.Mutex tableBase Rules BlackjackConfig players seatSet[*blackjackPlayer] phase blackjackPhase window bettingWindow timer countdown activePlayer int activeHand int dealer blackjackHand shoe *shoe } func newBlackjackTable(roomID int, cfg TableConfig, rng *rand.Rand) *blackjackTable { cfg = cfg.Normalize() rules := cfg.Blackjack.Normalize() return &blackjackTable{ tableBase: tableBase{RoomID: roomID, Config: cfg}, Rules: rules, players: newSeatSet[*blackjackPlayer](), phase: blackjackWaiting, shoe: newShoe(rules.Decks, rules.ShuffleAt, rng), } } func (t *blackjackTable) menuEvent(name string) Event { e := t.private(name, t.menu()) e.Color = "casino_menu" e.Menu = &MenuView{Kind: MenuBlackjackBet, Commands: []MenuCommand{ {Command: "bet", Desc: "Place a wager (min/max accepted)"}, {Command: "bet ", Desc: "Place a specific wager"}, {Command: "stop", Desc: "Leave the table"}, }} return e } func (t *blackjackTable) join(name string) []Event { t.mu.Lock() defer t.mu.Unlock() if t.players.has(name) { return []Event{t.menuEvent(name)} } if t.players.count() >= t.Config.MaxPlayers { return []Event{t.private(name, "That blackjack table is full.")} } t.players.add(name, &blackjackPlayer{Participant: Participant{Name: name, Connected: true}}) events := []Event{t.playerAction(name, fmt.Sprintf("%s sits down.", name), "You sit down.")} events = append(events, t.menuEvent(name)) return events } func (t *blackjackTable) leave(name string) []Event { t.mu.Lock() defer t.mu.Unlock() if !t.players.has(name) { return nil } if t.phase != blackjackWaiting { return []Event{t.private(name, "You're in the middle of a blackjack round!")} } t.players.remove(name) events := []Event{t.playerAction(name, fmt.Sprintf("%s stands up.", name), "You stand up.")} if t.players.count() == 0 { events = append(events, t.event("The blackjack table closes.", true)) } return events } func (t *blackjackTable) bet(name, spot string, amount int, wallet Wallet) []Event { t.mu.Lock() defer t.mu.Unlock() p := t.players.get(name) if p == nil { return []Event{t.private(name, "You aren't playing blackjack.")} } if spot != "" { return []Event{t.private(name, "Blackjack bets don't take a bet target.")} } if t.phase != blackjackWaiting && t.phase != blackjackBetting { return []Event{t.private(name, "That blackjack table isn't accepting bets.")} } if p.HasBet { return []Event{t.private(name, "You have already bet this round.")} } if amount < t.Config.MinBet || amount > t.Config.MaxBet { return []Event{t.private(name, fmt.Sprintf("Blackjack bets must be between %d and %d.", t.Config.MinBet, t.Config.MaxBet))} } wager, ok := wallet.Wager(amount) if !ok { return []Event{t.private(name, "You don't have enough chips and credits for that bet.")} } p.HasBet, p.Wager, p.Wallet, p.lastBet = true, wager, wallet, amount events := []Event{t.playerAction(name, fmt.Sprintf("%s bets %d credits.", name, amount), fmt.Sprintf("You bet %d credits.", amount))} if t.players.count() > 1 && t.phase == blackjackWaiting { t.phase = blackjackBetting t.window.open(t.Config.BettingTicks) events = append(events, t.event(fmt.Sprintf("Blackjack betting is open for %d ticks.", t.Config.BettingTicks), true)) } if allBet(t.players.participants()) { events = append(events, t.startRound()...) } return events } func (t *blackjackTable) tick() []Event { t.mu.Lock() defer t.mu.Unlock() switch t.phase { case blackjackBetting: sitOuts, resolve, pending := t.window.advance(t.players.participants()) if pending { return nil } var events []Event for _, name := range sitOuts { events = append(events, t.event(fmt.Sprintf("%s sits out this blackjack round.", name), true)) } if resolve { events = append(events, t.startRound()...) } else { t.resetRound() } return events case blackjackInsurance: if t.insuranceSettled() { return t.finishInsurance() } t.timer.tick() if !t.timer.expired() { return nil } return t.finishInsurance() case blackjackPlaying: name := t.activeName() if name == "" { return nil } active := t.players.get(name) if active == nil { // Unreachable while mid-round leaves are blocked; keep the game moving. t.activePlayer++ return t.finishHand() } if active.Connected && t.bettorCount() <= 1 { // A lone connected player is never timed out. A disconnected // active player always is, so the table can never stall. return nil } t.timer.tick() if !t.timer.expired() { return nil } active.hands[t.activeHand].stood = true events := []Event{t.private(name, "Your action timed out; standing.")} events = append(events, t.finishHand()...) return events default: return nil } } func (t *blackjackTable) action(name, action string) []Event { t.mu.Lock() defer t.mu.Unlock() if t.phase == blackjackInsurance { return t.insuranceAction(name, action) } if t.phase != blackjackPlaying || t.activeName() != name { return []Event{t.private(name, "It's not your turn.")} } p := t.players.get(name) hand := p.hands[t.activeHand] t.timer.start(t.Rules.ActionTicks) switch action { case "hit": if fromSplitAces(hand) { return []Event{t.private(name, "Split aces cannot be hit.")} } hand.cards = append(hand.cards, t.shoe.draw()) total, _ := hand.total() if total > 21 { hand.bust = true } e := t.playerAction(name, fmt.Sprintf("%s hits and receives %s.", name, hand.cards[len(hand.cards)-1]), fmt.Sprintf("You hit and receive %s.", hand.cards[len(hand.cards)-1])) e.Blackjack = t.snapshot(false) events := []Event{e} if total >= 21 { events = append(events, t.finishHand()...) } else { events = append(events, t.prompt()...) } return events case "stand": hand.stood = true return t.finishHand() case "double": if len(hand.cards) != 2 || hand.doubled || hand.surrendered || fromSplitAces(hand) || (hand.fromSplit && !t.Rules.AllowsDoubleAfterSplit()) { return []Event{t.private(name, "You can only double a qualifying hand.")} } if _, ok := p.Wallet.Wager(hand.bet); !ok { return []Event{t.private(name, "You don't have enough chips and credits to double that hand.")} } hand.bet *= 2 hand.doubled = true hand.stood = true hand.cards = append(hand.cards, t.shoe.draw()) if total, _ := hand.total(); total > 21 { hand.bust = true } e := t.playerAction(name, fmt.Sprintf("%s doubles down.", name), "You double down.") e.Blackjack = t.snapshot(false) return append([]Event{e}, t.finishHand()...) case "split": return t.splitHand(name, p, hand) case "surrender": if !t.Rules.AllowsSurrender() || hand.fromSplit || len(hand.cards) != 2 { return []Event{t.private(name, "Surrender is not available for this hand.")} } hand.surrendered = true return t.finishHand() default: return []Event{t.private(name, "Unknown blackjack action.")} } } // insuranceAction handles commands during the insurance offer window: // "insurance" buys cover for half the base bet; any other action declines. func (t *blackjackTable) insuranceAction(name, action string) []Event { p := t.players.get(name) if p == nil || !p.HasBet { return []Event{t.private(name, "Insurance is only offered to players with a bet this round.")} } if p.insurance > 0 || p.declinedInsurance { return []Event{t.private(name, "You have already decided about insurance.")} } var events []Event if action == "insurance" { amount := p.hands[0].bet / 2 if amount <= 0 { return []Event{t.private(name, "Your bet is too small to insure.")} } if _, ok := p.Wallet.Wager(amount); !ok { return []Event{t.private(name, "You don't have enough chips and credits for insurance.")} } p.insurance = amount events = append(events, t.playerAction(name, fmt.Sprintf("%s takes insurance.", name), fmt.Sprintf("You place %d credits on insurance.", amount))) } else { p.declinedInsurance = true events = append(events, t.private(name, "You decline insurance.")) } if t.insuranceSettled() { events = append(events, t.finishInsurance()...) } return events } // insuranceSettled reports whether every connected bettor has taken or // declined insurance. func (t *blackjackTable) insuranceSettled() bool { for _, p := range t.players.ordered() { if !p.HasBet || !p.Connected { continue } if p.insurance == 0 && !p.declinedInsurance { return false } } return true } // finishInsurance resolves the insurance window: a dealer blackjack settles // the round immediately, otherwise play begins. func (t *blackjackTable) finishInsurance() []Event { if t.dealerBlackjack() { return t.settle() } t.beginPlay() return t.finishHand() } func (t *blackjackTable) splitHand(name string, p *blackjackPlayer, hand *blackjackHand) []Event { if len(hand.cards) != 2 || len(p.hands) >= t.Rules.MaxSplitHands || !splitCompatible(hand.cards[0], hand.cards[1], t.Rules.AllowsUnlikeTenSplit()) { return []Event{t.private(name, "That hand cannot be split.")} } if hand.cards[0].rank == "A" && hand.fromSplit && !t.Rules.AllowsResplitAces() { return []Event{t.private(name, "Aces cannot be re-split at this table.")} } if _, ok := p.Wallet.Wager(hand.bet); !ok { return []Event{t.private(name, "You don't have enough chips and credits to split that hand.")} } left := &blackjackHand{cards: []card{hand.cards[0]}, bet: hand.bet, fromSplit: true} right := &blackjackHand{cards: []card{hand.cards[1]}, bet: hand.bet, fromSplit: true} left.cards = append(left.cards, t.shoe.draw()) right.cards = append(right.cards, t.shoe.draw()) index := t.activeHand p.hands = append(p.hands[:index], append([]*blackjackHand{left, right}, p.hands[index+1:]...)...) e := t.playerAction(name, fmt.Sprintf("%s splits the hand.", name), "You split the hand.") e.Blackjack = t.snapshot(false) events := []Event{e} if left.cards[0].rank == "A" { left.stood = !(t.Rules.AllowsResplitAces() && left.cards[1].rank == "A") right.stood = !(t.Rules.AllowsResplitAces() && right.cards[1].rank == "A") events = append(events, t.finishHand()...) } else { events = append(events, t.prompt()...) } return events } func splitCompatible(a, b card, unlikeTens bool) bool { if a.rank == b.rank { return true } return unlikeTens && a.blackjackValue() == 10 && b.blackjackValue() == 10 } func (t *blackjackTable) startRound() []Event { t.dealer = blackjackHand{cards: []card{t.shoe.draw(), t.shoe.draw()}} for _, p := range t.players.ordered() { if !p.HasBet { continue } p.hands = []*blackjackHand{{cards: []card{t.shoe.draw(), t.shoe.draw()}, bet: p.Wager.Total}} if p.hands[0].bet/2 <= 0 { // A half-bet that rounds to zero cannot be insured. p.declinedInsurance = true } } roundEvent := t.event("", true) roundEvent.Blackjack = t.snapshot(false) events := []Event{roundEvent} if t.dealer.cards[1].rank == "A" { t.phase = blackjackInsurance t.timer.start(t.Rules.ActionTicks) events = append(events, t.event("The dealer shows an ace. Insurance is on offer.", true)) for _, p := range t.players.ordered() { if !p.HasBet || !p.Connected || p.declinedInsurance { continue } events = append(events, t.private(p.Name, fmt.Sprintf("Insure your %d-credit bet for %d credits? Type \"insurance\" to buy, or any other action to decline.", p.hands[0].bet, p.hands[0].bet/2))) } if t.insuranceSettled() { events = append(events, t.finishInsurance()...) } return events } if t.dealerBlackjack() { events = append(events, t.settle()...) return events } t.beginPlay() return append(events, t.finishHand()...) } func (t *blackjackTable) beginPlay() { t.phase = blackjackPlaying t.timer.start(t.Rules.ActionTicks) t.activePlayer, t.activeHand = 0, 0 } func (t *blackjackTable) prompt() []Event { name := t.activeName() if name == "" { return t.settle() } p := t.players.get(name) h := p.hands[t.activeHand] ranks := make([]string, len(h.cards)) for i, card := range h.cards { ranks[i] = card.rank } actions := t.availableActions(p, h) e := t.private(name, fmt.Sprintf("Your turn (%s).\nActions: %s", strings.Join(ranks, ","), strings.Join(actions, ", "))) e.Color = "casino_menu" e.Menu = &MenuView{Kind: MenuBlackjackTurn, Title: fmt.Sprintf("Your turn (%s)", strings.Join(ranks, ",")), Actions: actions, Commands: blackjackActionCommands(actions)} return []Event{e} } func blackjackActionCommands(actions []string) []MenuCommand { descriptions := map[string]string{ "hit": "Take another card", "stand": "Hold your total", "double": "Double your bet and take one card", "split": "Split your pair into two hands", "surrender": "Forfeit half your bet", } commands := make([]MenuCommand, 0, len(actions)) for _, action := range actions { commands = append(commands, MenuCommand{Command: action, Desc: descriptions[action]}) } return commands } func (t *blackjackTable) availableActions(p *blackjackPlayer, hand *blackjackHand) []string { if fromSplitAces(hand) { // Split aces receive one card each and may only be re-split. actions := []string{"stand"} if len(hand.cards) == 2 && len(p.hands) < t.Rules.MaxSplitHands && t.Rules.AllowsResplitAces() && splitCompatible(hand.cards[0], hand.cards[1], t.Rules.AllowsUnlikeTenSplit()) { actions = append(actions, "split") } return actions } actions := []string{"hit", "stand"} if len(hand.cards) == 2 && !hand.doubled && (!hand.fromSplit || t.Rules.AllowsDoubleAfterSplit()) { actions = append(actions, "double") } if len(hand.cards) == 2 && len(p.hands) < t.Rules.MaxSplitHands && splitCompatible(hand.cards[0], hand.cards[1], t.Rules.AllowsUnlikeTenSplit()) && !(hand.cards[0].rank == "A" && hand.fromSplit && !t.Rules.AllowsResplitAces()) { actions = append(actions, "split") } if t.Rules.AllowsSurrender() && !hand.fromSplit && len(hand.cards) == 2 { actions = append(actions, "surrender") } return actions } func fromSplitAces(hand *blackjackHand) bool { return hand.fromSplit && len(hand.cards) > 0 && hand.cards[0].rank == "A" } func (t *blackjackTable) finishHand() []Event { t.skipCompletedHands() if t.activeName() == "" { return t.settle() } return t.prompt() } func (t *blackjackTable) skipCompletedHands() { for t.activePlayer < t.players.count() { p := t.players.get(t.players.nameAt(t.activePlayer)) if p == nil || !p.HasBet { t.activePlayer++ t.activeHand = 0 continue } for t.activeHand < len(p.hands) { h := p.hands[t.activeHand] total, _ := h.total() if h.stood || h.bust || h.surrendered || total >= 21 || h.blackjack(t.Rules) { t.activeHand++ continue } return } t.activePlayer++ t.activeHand = 0 } } func (t *blackjackTable) activeName() string { return t.players.nameAt(t.activePlayer) } func (t *blackjackTable) dealerBlackjack() bool { return t.dealer.blackjack(t.Rules) } func (t *blackjackTable) settle() []Event { for { total, soft := t.dealer.total() if total > 17 || total == 17 && (!soft || !t.Rules.DealerHitsSoft17()) { break } t.dealer.cards = append(t.dealer.cards, t.shoe.draw()) } dealerTotal, _ := t.dealer.total() dealerEvent := t.event("", true) dealerEvent.Blackjack = t.snapshot(true) events := []Event{dealerEvent} dealerBlackjack := t.dealerBlackjack() for _, p := range t.players.ordered() { if !p.HasBet { continue } for _, hand := range p.hands { result, payout := settleHand(hand, dealerTotal, dealerBlackjack, t.Rules) if payout > 0 && p.Wallet != nil { p.Wallet.PayCredits(payout) } publicResult, privateResult := blackjackResultMessages(p.Name, result, payout) settlement := t.playerAction(p.Name, publicResult, privateResult) if result == "blackjack" { settlement.Color = "casino_jackpot_win" } else if result == "win" { settlement.Color = "casino_big_win" } events = append(events, settlement) } if p.insurance > 0 { insurancePayout := 0 if dealerBlackjack { insurancePayout = int(math.Floor(float64(p.insurance) * (1 + t.Rules.InsurancePayout))) } if insurancePayout > 0 { p.Wallet.PayCredits(insurancePayout) } events = append(events, t.private(p.Name, fmt.Sprintf("Insurance pays %d credits.", insurancePayout))) } } t.resetRound() for _, p := range t.players.ordered() { if p.Connected { events = append(events, t.menuEvent(p.Name)) } } return events } func settleHand(hand *blackjackHand, dealerTotal int, dealerBlackjack bool, rules BlackjackConfig) (string, int) { total, _ := hand.total() if hand.surrendered { return "surrender", hand.bet / 2 } if hand.bust { return "bust", 0 } playerBlackjack := hand.blackjack(rules) if playerBlackjack && dealerBlackjack { return "push", hand.bet } if dealerBlackjack { return "dealer blackjack", 0 } if playerBlackjack { // Winnings round down to whole credits; never bet less than two. return "blackjack", hand.bet + int(math.Floor(float64(hand.bet)*rules.BlackjackPayout)) } if total > 21 || dealerTotal > total && dealerTotal <= 21 { return "loss", 0 } if dealerTotal == total { return "push", hand.bet } if dealerTotal > 21 { return "win", hand.bet * 2 } return "win", hand.bet * 2 } func (t *blackjackTable) resetRound() { t.phase = blackjackWaiting t.window.close() t.timer.stop() for _, p := range t.players.ordered() { p.HasBet, p.Wager, p.hands, p.insurance, p.declinedInsurance = false, Wager{}, nil, 0, false } } func (t *blackjackTable) rebet(name string) (string, int) { if p := t.players.get(name); p != nil && p.lastBet > 0 { return "", p.lastBet } return "", t.Config.MinBet } func (t *blackjackTable) bettorCount() int { count := 0 for _, p := range t.players.ordered() { if p.HasBet { count++ } } return count } func (t *blackjackTable) snapshot(revealDealer bool) *BlackjackSnapshot { snapshot := &BlackjackSnapshot{} for i, card := range t.dealer.cards { if i == 0 && !revealDealer { snapshot.Dealer = append(snapshot.Dealer, CardView{Rank: "?", Hidden: true}) continue } snapshot.Dealer = append(snapshot.Dealer, CardView{Rank: card.rank, Suit: card.suit}) } for _, p := range t.players.ordered() { if !p.HasBet { continue } for _, hand := range p.hands { view := BlackjackPlayerView{Name: p.Name, Score: handScore(hand)} for _, card := range hand.cards { view.Cards = append(view.Cards, CardView{Rank: card.rank, Suit: card.suit}) } snapshot.Players = append(snapshot.Players, view) } } if len(t.dealer.cards) > 1 { snapshot.DealerShownScore = handScore(&blackjackHand{cards: []card{t.dealer.cards[1]}}) } snapshot.DealerScore = handScore(&t.dealer) snapshot.DealerRevealed = revealDealer return snapshot } func (t *blackjackTable) menu() string { return "New blackjack hand! Place your bet." } func handScore(hand *blackjackHand) string { total, soft := hand.total() if !soft || total == 21 { return fmt.Sprintf("%d", total) } return fmt.Sprintf("%d or %d", total-10, total) } func blackjackResultMessages(name, result string, payout int) (string, string) { switch result { case "win", "blackjack": return name + " wins!", fmt.Sprintf("You win! +%d credits", payout) case "push": return name + " pushes.", fmt.Sprintf("You push. +%d credits", payout) default: return name + " loses.", "You lose!" } } // markDisconnected removes the player from the table, forfeiting any wager // they committed (settle only pays seated bettors). Removing a seat shifts // the seat indices the active turn points into, so mid-round play is fixed // up and handed to the next bettor (or settled) immediately. func (t *blackjackTable) markDisconnected(name string) []Event { t.mu.Lock() defer t.mu.Unlock() index := t.players.indexOf(name) if index < 0 { return nil } t.players.remove(name) events := []Event{t.event(fmt.Sprintf("%s stands up.", name), true)} if t.players.count() == 0 { events = append(events, t.event("The blackjack table closes.", true)) } if t.phase != blackjackPlaying { // Betting and insurance resolve against the remaining seats on the // next tick; waiting has no round in flight. return events } switch { case index < t.activePlayer: // The same player stays active, one seat earlier. t.activePlayer-- case index == t.activePlayer: // The next bettor slides into the active seat. t.activeHand = 0 } t.timer.start(t.Rules.ActionTicks) return append(events, t.finishHand()...) } func (t *blackjackTable) hasParticipant(name string) bool { t.mu.Lock() defer t.mu.Unlock() return t.players.has(name) }