package game import ( "fmt" "strings" "thehouseoficarus/internal/casino" "thehouseoficarus/internal/color" ) func cashHuntPrizeColor(multiplier int) int { switch { case multiplier >= 10000: return 225 case multiplier >= 500: return 201 case multiplier >= 100: return 220 case multiplier >= 20: return 207 case multiplier >= 5: return 141 case multiplier >= 2: return 81 case multiplier == 1: return 120 default: return 240 } } const ( cashHuntColumns = 10 cashHuntTileWidth = 7 ) // cashHuntTileColors is a dark rainbow, one hue per column. The shades stay // dark enough for bright prize text while replacing the old black/blue checker. var cashHuntTileColors = [cashHuntColumns]int{88, 94, 100, 28, 29, 30, 24, 18, 90, 89} // cashHuntCenter pads text to a fixed tile width, keeping every column aligned // whether it holds a one- or three-digit square number. func cashHuntCenter(text string, width int) string { if len(text) >= width { return text } left := (width - len(text)) / 2 return strings.Repeat(" ", left) + text + strings.Repeat(" ", width-len(text)-left) } func renderCashHunt(s *casino.CashHuntSnapshot, mode string, unicode bool) string { paint := func(text string, fg int) string { return color.Render(mode, color.ColorSpec{Fg: fg, Bg: -1}, text) } title := paint("CASH HUNT / "+strings.ToUpper(s.Risk)+" / 98% RTP", 220) switch s.Phase { case "hidden": side, topLeft, topRight, bottomLeft, bottomRight, bar := "|", "+", "+", "+", "+", "-" if unicode { side, topLeft, topRight, bottomLeft, bottomRight, bar = "│", "╭", "╮", "╰", "╯", "─" } lines := []string{topLeft + strings.Repeat(bar, 68) + topRight} for _, text := range []string{"* THE VAULT WHIRLS ... THE PRIZES VANISH! *", "All 100 positions have been hidden and mixed.", "The prizes are sealed. Your choice unlocks one.", "Choose your square: type 1-100, or pick N."} { padding := 68 - len(text) lines = append(lines, side+strings.Repeat(" ", padding/2)+text+strings.Repeat(" ", padding-padding/2)+side) } lines = append(lines, bottomLeft+strings.Repeat(bar, 68)+bottomRight) for i, line := range lines { lines[i] = color.Render(mode, color.ColorSpec{Fg: -1, Bg: -1, Gradient: []int{196, 208, 220, 46, 51, 45, 39, 21, 201, 207}}, line) } return strings.Join(lines, "\n") case "paytable": lines := []string{title, "Prize Chance per square"} for _, prize := range s.Odds { lines = append(lines, paint(fmt.Sprintf("%6dx %10.6f%%", prize.Multiplier, float64(prize.Weight)/1_000_000), cashHuntPrizeColor(prize.Multiplier))) } return strings.Join(append(lines, "Returns include stake. Each board's mix varies; jackpots are not guaranteed."), "\n") case "preview", "result": // Ten columns, two lines per tile: all 100 labels and even 50000x fit // into a 70-column canvas without relying on cursor controls. lines := []string{title} if s.Phase == "preview" { highest := 0 for _, value := range s.Squares { highest = max(highest, value) } lines = append(lines, paint(fmt.Sprintf("PRIZE PREVIEW / top prize %dx / positions will be mixed", highest), cashHuntPrizeColor(highest))) } else { lines = append(lines, paint(fmt.Sprintf("YOUR PICK: %d / %dx", s.Selected, s.Squares[s.Selected-1]), 220)) } for start := 0; start < casino.CashHuntSquares; start += cashHuntColumns { var numbers, prizes strings.Builder for k := start; k < start+cashHuntColumns; k++ { bg := cashHuntTileColors[k%cashHuntColumns] number := cashHuntCenter(fmt.Sprintf("%d", k+1), cashHuntTileWidth) value := cashHuntCenter(fmt.Sprintf("%dx", s.Squares[k]), cashHuntTileWidth) nf, vf := 246, cashHuntPrizeColor(s.Squares[k]) selected := s.Selected == k+1 if selected { number = cashHuntCenter(fmt.Sprintf(">%d<", k+1), cashHuntTileWidth) nf, vf, bg = 16, 16, 226 } numbers.WriteString(color.Render(mode, color.ColorSpec{Fg: nf, Bg: bg, Bold: selected}, number)) prizes.WriteString(color.Render(mode, color.ColorSpec{Fg: vf, Bg: bg, Bold: selected}, value)) } lines = append(lines, numbers.String(), prizes.String()) } return strings.Join(lines, "\n") default: return title + "\n" + paint("100 squares. One choice. Prizes from 0x to 50000x.", 81) } }