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|
// Package casino implements the in-game casino: chip/credit wallets, table
// games (blackjack, baccarat), slot machines, and their shared state machine.
package casino
import (
"fmt"
"math/rand"
)
// Blackjack uses the shared table phases; these aliases keep the rule
// vocabulary readable at the call sites.
const (
blackjackWaiting = phaseWaiting
blackjackBetting = phaseBetting
blackjackInsurance = phaseInsurance
blackjackPlaying = phasePlaying
)
type blackjackHand struct {
cards []card
bet int
// stakes are the wallet handles of the wager records committed to this
// hand (the opening bet plus each double or split wager). The hand's
// settlement returns their total; the linkage lets a refund skip them.
stakes []string
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
insuranceStakeID string
declinedInsurance bool
lastBet int
}
func (p *blackjackPlayer) participantPtr() *Participant { return &p.Participant }
type blackjackTable struct {
tableCore[*blackjackPlayer]
Rules BlackjackConfig
timer countdown
ceiling countdown
activePlayer int
activeHand int
// turnName/turnHand identify the current turn so the absolute turn
// ceiling is restarted only when the turn actually changes. A third party
// joining or leaving mid-round re-prompts the same turn and must not
// extend a hung bettor's deadline.
turnName string
turnHand int
dealer blackjackHand
shoe *shoe
}
// loneTurnGrace multiplies the action window into an absolute per-turn
// ceiling. A lone connected player is deliberately never timed out by the
// action timer (a solo player's think time must not end the hand), but
// "never" cannot mean forever: a hung-but-connected client would hold the
// hand, the seat, and the stake open with no automatic resolution, since
// "leave" refuses mid-round. After this many ticks on one turn the table
// stands the hand for the player and plays on.
const loneTurnGrace = 10
func newBlackjackTable(roomID int, cfg TableConfig, rng *rand.Rand) *blackjackTable {
cfg = cfg.Normalize()
rules := cfg.Blackjack.Normalize()
return &blackjackTable{
tableCore: newTableCore[*blackjackPlayer](&tableBase{RoomID: roomID, Config: cfg}),
Rules: rules,
shoe: newShoe(rules.Decks, rules.ShuffleAt, rng),
turnHand: -1,
}
}
func (t *blackjackTable) menuEvent(name string) Event {
if p := t.players.get(name); p != nil && p.HasBet {
if t.phase == blackjackPlaying && t.activeName() == name {
return t.turnMenuLocked(name)
}
if t.phase == blackjackInsurance && !p.declinedInsurance && p.insurance == 0 {
return t.insuranceMenuLocked(p)
}
return t.committedMenu(name)
}
if t.phase == blackjackPlaying || t.phase == blackjackInsurance {
return t.private(name, "Round in progress. You’ll join the next hand; table shows the current action.")
}
amount, desc := t.Config.MinBet, "Table minimum"
if p := t.players.get(name); p != nil && p.lastBet > 0 {
amount, desc = p.lastBet, "Repeat wager"
}
e := t.betMenuEvent(name, []MenuCommand{
{Command: "bet", Desc: fmt.Sprintf("%s: %d credits (also: rebet)", desc, amount)},
{Command: "bet <amount>", Desc: "Change wager; min/max accepted"},
{Command: "stop", Desc: "Leave; during a round, leave afterward"},
{Command: "table / sitout", Desc: "Check the table / skip betting until you rejoin"},
})
// Blackjack has a single wager target, so no list hint; rules rides along.
e.Menu.Commands = withTableHints(e.Menu.Commands, nil)
if p := t.players.get(name); p != nil {
e.Menu.Repeat = p.lastBet > 0
}
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.")}
}
events := []Event{t.addSeatLocked(name, &blackjackPlayer{Participant: Participant{Name: name, Connected: true}})}
// The rules board is a rendered felt (presentation layer); the engine
// only ships the configuration.
rules := t.private(name, "")
rules.Snapshot = &BlackjackRulesView{Config: t.Config}
events = append(events, rules, t.menuEvent(name))
return events
}
func (t *blackjackTable) leave(name string) []Event {
t.mu.Lock()
defer t.mu.Unlock()
p := t.players.get(name)
if p == nil {
return nil
}
// A wager is committed for the round in flight; everyone else may stand
// up whenever they like. Non-bettor removal reuses the disconnect path,
// which fixes up the active seat while a round is in flight.
if p.HasBet {
return []Event{t.private(name, "You're in the middle of a blackjack round!")}
}
events := t.markDisconnectedLocked(name)
if len(events) == 0 {
return nil
}
return append(events, t.private(name, "You stand up."))
}
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 %s.", betRangeText(t.Config.MinBet, t.Config.MaxBet)))}
}
wager, err := wallet.Wager(amount)
if err != nil {
return []Event{t.private(name, walletErrorMessage(err))}
}
p.SittingOut = false
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))}
events = t.openBettingLocked(events)
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:
return t.advanceBettingLocked(t.startRound, t.resetRound)
case blackjackInsurance:
if t.insuranceSettled() {
return t.finishInsurance()
}
t.timer.tick()
if !t.timer.expired() {
var events []Event
if t.timer.warn() {
for _, p := range t.players.ordered() {
if p.HasBet && p.insurance == 0 && !p.declinedInsurance && p.Connected {
events = append(events, t.warning(p.Name, fmt.Sprintf("Insurance closes in %d ticks. No response means decline.", t.timer.remaining())))
}
}
}
return events
}
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()
}
// The absolute turn ceiling bounds every turn, including a lone
// connected player's: the action timer below deliberately never
// expires for a solo player, so without this a hung-but-connected
// client would hold the stake and the phase open forever.
t.ceiling.tick()
if t.ceiling.expired() {
active.hands[t.activeHand].stood = true
events := []Event{t.warning(name, "You've been idle too long; standing.")}
// Restart the action timer so the next hand gets a full window.
t.timer.start(t.Rules.ActionTicks)
return append(events, 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.
if t.ceiling.warn() {
return []Event{t.warning(name, fmt.Sprintf("%d ticks remaining. No response means stand.", t.ceiling.remaining()))}
}
return nil
}
t.timer.tick()
if !t.timer.expired() {
if t.timer.warn() {
return []Event{t.warning(name, fmt.Sprintf("%d ticks remaining. No response means stand.", t.timer.remaining()))}
}
return nil
}
active.hands[t.activeHand].stood = true
events := []Event{t.warning(name, "Your action timed out; standing.")}
// Restart the timer so the next active hand gets a full action window
// instead of timing out on the following tick.
t.timer.start(t.Rules.ActionTicks)
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 events, handled := t.controlLocked(name, action); handled {
if t.phase == blackjackBetting && allBet(t.players.participants()) {
return append(events, t.startRound()...)
}
return events
}
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.")}
}
switch action {
case "h":
action = "hit"
case "st":
action = "stand"
case "dd":
action = "double"
case "sp":
action = "split"
}
p := t.players.get(name)
hand := p.hands[t.activeHand]
// The action window only restarts when a new turn is actually prompted
// (see prompt()); a rejected command can no longer stall the table.
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.Snapshot = t.snapshot(false)
e.Detail = true
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 wager, err := p.Wallet.Wager(hand.bet); err != nil {
return []Event{t.private(name, walletErrorMessage(err, "You don't have enough chips and credits to double that hand."))}
} else {
hand.stakes = append(hand.stakes, wager.ID)
}
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.Snapshot = t.snapshot(false)
e.Detail = true
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; "decline" explicitly 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" && action != "decline" {
return []Event{t.private(name, "Insurance decision first: insurance to buy, decline to continue. No card action has been taken.")}
}
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 wager, err := p.Wallet.Wager(amount); err != nil {
return []Event{t.private(name, walletErrorMessage(err, "You don't have enough chips and credits for insurance."))}
} else {
p.insuranceStakeID = wager.ID
}
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.")}
}
wager, err := p.Wallet.Wager(hand.bet)
if err != nil {
return []Event{t.private(name, walletErrorMessage(err, "You don't have enough chips and credits to split that hand."))}
}
left := &blackjackHand{cards: []card{hand.cards[0]}, bet: hand.bet, fromSplit: true, stakes: hand.stakes}
right := &blackjackHand{cards: []card{hand.cards[1]}, bet: hand.bet, fromSplit: true, stakes: []string{wager.ID}}
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.Snapshot = t.snapshot(false)
events := []Event{e}
if left.cards[0].rank == "A" {
// Split aces receive one card each; they only stay live when a
// re-split of aces is allowed and the new card is itself an ace.
left.stood = !(t.Rules.AllowsResplitAces() && left.cards[1].rank == "A")
right.stood = !(t.Rules.AllowsResplitAces() && right.cards[1].rank == "A")
}
// Route through finishHand, not a raw prompt: a split draw can already
// total 21 (e.g. K,K splits into A+K), and prompting a complete hand
// offered hit/double on an unplayable 21.
events = append(events, t.finishHand()...)
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 {
// The cut-card reshuffle and a best-effort round-coverage reshuffle
// happen at this boundary, before a single card of the round is dealt,
// so a boundary reshuffle cannot redeal a card the round already holds.
// draw() can still rebuild an exhausted shoe mid-round (a deliberate
// shuffle-through), so this is a heuristic, not a guarantee.
t.shoe.shuffleIfDue()
t.shoe.ensureForRound(t.roundCardCeiling())
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, stakes: []string{p.Wager.ID}}}
if p.hands[0].bet/2 <= 0 {
// A half-bet that rounds to zero cannot be insured.
p.declinedInsurance = true
}
}
roundEvent := t.event("New blackjack hand!", true)
roundEvent.Snapshot = 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.insuranceMenuLocked(p))
}
if t.insuranceSettled() {
events = append(events, t.finishInsurance()...)
}
return events
}
if t.dealerBlackjack() {
events = append(events, t.settle()...)
return events
}
t.beginPlay()
t.skipCompletedHands()
events[0].Snapshot = t.snapshot(false)
return append(events, t.finishHand()...)
}
func (t *blackjackTable) beginPlay() {
t.phase = blackjackPlaying
t.timer.start(t.Rules.ActionTicks)
t.activePlayer, t.activeHand = 0, 0
t.turnName, t.turnHand = "", -1
}
// roundCardCeiling is the heuristic number of cards this table's round is
// assumed to consume (see blackjackRoundCards): the dealer's hand plus every
// seat's maximum number of split hands. startRound uses it to decide whether
// to reshuffle at the round boundary. It is NOT a certified maximum (an
// all-ace hand can exceed the per-hand estimate), so the shoe is not
// guaranteed to hold it and draw() may still rebuild an exhausted shoe
// mid-round (a deliberate shuffle-through).
func (t *blackjackTable) roundCardCeiling() int {
// Size the boundary reshuffle from the seats actually in the round, not
// the configured maximum: using MaxPlayers made ensureForRound dominate
// the cut card, so shuffle_at never fired on a table whose maximum seats
// implied more cards than the cut card allowed.
return blackjackRoundCards(t.bettorCount(), t.Rules.MaxSplitHands)
}
func (t *blackjackTable) prompt() []Event {
// Every freshly-prompted turn gets a full action window; rejected inputs
// and timeouts can never extend the deadline.
t.timer.start(t.Rules.ActionTicks)
name := t.activeName()
if name == "" {
return t.settle()
}
changed := name != t.turnName || t.activeHand != t.turnHand
// The absolute turn ceiling belongs to the turn, not the prompt: restart
// it only when the active (player, hand) changes. A seat event that
// re-prompts the same turn must not reset a hung bettor's deadline.
if changed {
t.ceiling.start(t.Rules.ActionTicks * loneTurnGrace)
t.turnName = name
t.turnHand = t.activeHand
}
events := []Event{t.turnMenuLocked(name)}
if changed {
for _, p := range t.players.ordered() {
if p.Name == name || !p.Connected {
continue
}
text := name + "’s turn."
if p.HasBet && t.players.indexOf(p.Name) > t.activePlayer {
text += " You’re waiting for your turn."
}
events = append(events, t.private(p.Name, text))
}
}
return events
}
func (t *blackjackTable) turnMenuLocked(name string) Event {
p := t.players.get(name)
hand := p.hands[t.activeHand]
actions := t.availableActions(p, hand)
// The table snapshot already shows the active hand's cards, score, wager,
// and "Your turn" status; the menu only needs the deadline and actions.
e := t.private(name, "Your turn.")
e.Color = "casino_menu"
deadline := t.timer.remaining()
if p.Connected && t.bettorCount() <= 1 {
deadline = t.ceiling.remaining()
}
e.Menu = &MenuView{Heading: fmt.Sprintf("Your turn | %d ticks remaining", deadline), Commands: withTableHints(blackjackActionCommands(actions), nil)}
for i := range e.Menu.Commands {
c := &e.Menu.Commands[i]
if c.Command == "double" || c.Command == "split" {
c.Cost = hand.bet
c.Desc += fmt.Sprintf(" (+%d credits)", hand.bet)
}
}
return e
}
func blackjackActionCommands(actions []string) []MenuCommand {
descriptions := map[string]string{
"hit": "[h] Take another card",
"stand": "[st] Hold your total",
"double": "[dd] Double your bet and take one card",
"split": "[sp] 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.Snapshot = t.snapshot(true)
events := []Event{dealerEvent}
dealerBlackjack := t.dealerBlackjack()
for _, p := range t.players.ordered() {
if !p.HasBet {
continue
}
needsBalance := p.LeaveAfter || p.SitOutAfter || !p.Connected
lines := make([]settlementLine, 0, len(p.hands)+1)
for i, hand := range p.hands {
result, payout, settleErr := settleHand(hand, dealerTotal, dealerBlackjack, t.Rules)
// One shared settlement path for every game: pay before
// announcing, and leave the stakes pending on any failure so a
// refund can never be paid on top of a payout that was not durable.
if settleStakeOutcome(p.Wallet, payout, hand.stakes, settleErr) {
events = append(events, t.playerAction(p.Name, p.Name+"’s settlement is pending recovery.", payoutFailedMessage()))
continue
}
label := ""
if len(p.hands) > 1 {
label = fmt.Sprintf("Hand %d/%d", i+1, len(p.hands))
}
lines = append(lines, settlementLine{Label: label, Result: result, Stake: hand.bet, Returned: payout})
}
if p.insurance > 0 {
insurancePayout := 0
var insuranceErr error
if dealerBlackjack {
insurancePayout, insuranceErr = MulPayout(p.insurance, 1+t.Rules.InsurancePayout)
}
if settleStakeOutcome(p.Wallet, insurancePayout, []string{p.insuranceStakeID}, insuranceErr) {
events = append(events, t.private(p.Name, payoutFailedMessage()))
} else {
lines = append(lines, settlementLine{Label: "Insurance", Result: "insurance", Stake: p.insurance, Returned: insurancePayout})
}
}
// One settlement per player reports the round's net once and then
// names every hand (and insurance) that produced it. A single hand
// keeps the headline only; splits and insurance get the itemized list.
if len(lines) > 0 {
settlement := t.playerAction(p.Name, blackjackPublicResult(p.Name, lines), settlementText(lines))
settlement.ShowBalance = needsBalance
settlement.Color = settlementTag(lines)
events = append(events, settlement)
}
// Each hand's stakes were already consumed per-handle by
// settleStakeOutcome (a payout removes them in PayCredits; a loss
// resolves them), and the insurance stake likewise. Deliberately do
// NOT call the player-wide ResolveStakes here: it would also consume
// a stake left pending by an earlier failed payout, which must stay
// refundable (see the Wallet contract).
}
t.resetRound()
events = append(events, t.finishControlsLocked()...)
for _, p := range t.players.ordered() {
if p.Connected && !p.SittingOut {
events = append(events, t.menuEvent(p.Name))
}
}
return events
}
func settleHand(hand *blackjackHand, dealerTotal int, dealerBlackjack bool, rules BlackjackConfig) (string, int, error) {
total, _ := hand.total()
if hand.surrendered {
return "surrender", hand.bet / 2, nil
}
if hand.bust {
return "bust", 0, nil
}
playerBlackjack := hand.blackjack(rules)
if playerBlackjack && dealerBlackjack {
return "push", hand.bet, nil
}
if dealerBlackjack {
return "dealer blackjack", 0, nil
}
if playerBlackjack {
// Winnings round down to whole credits; never bet less than two.
blackjackWin, err := MulPayout(hand.bet, rules.BlackjackPayout)
if err != nil {
return "blackjack", 0, err
}
return "blackjack", hand.bet + blackjackWin, nil
}
if total > 21 || dealerTotal > total && dealerTotal <= 21 {
return "loss", 0, nil
}
if dealerTotal == total {
return "push", hand.bet, nil
}
return "win", hand.bet * 2, nil
}
func (t *blackjackTable) resetRound() {
t.phase = blackjackWaiting
t.window.close()
t.timer.stop()
t.ceiling.stop()
t.turnName, t.turnHand = "", -1
for _, p := range t.players.ordered() {
p.HasBet, p.Wager, p.hands, p.insurance, p.insuranceStakeID, p.declinedInsurance = false, Wager{}, nil, 0, "", false
}
}
// blackjackPublicResult summarizes a player's round for the room: the net is
// not named, only the outcome.
func blackjackPublicResult(name string, lines []settlementLine) string {
if len(lines) == 1 && lines[0].Result == "blackjack" {
return name + " gets blackjack!"
}
switch {
case settlementNet(lines) > 0:
return name + " wins!"
case settlementNet(lines) < 0:
return name + " loses."
default:
return name + " pushes."
}
}
func (t *blackjackTable) rebet(name string) (string, int) {
t.mu.Lock()
defer t.mu.Unlock()
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 i, hand := range p.hands {
status := "Waiting"
switch {
case hand.bust:
status = "Busted"
case hand.surrendered:
status = "Surrendered"
case hand.stood:
status = "Standing"
case hand.blackjack(t.Rules):
status = "Blackjack"
}
active := t.phase == blackjackPlaying && t.activeName() == p.Name && t.activeHand == i && !revealDealer
if active {
status = "Your turn"
}
view := BlackjackPlayerView{Name: p.Name, Score: handScore(hand), Hand: i + 1, Hands: len(p.hands), Bet: hand.bet, Active: active, Status: status}
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 handScore(hand *blackjackHand) string {
total, soft := hand.total()
if !soft || total == 21 {
return fmt.Sprintf("%d", total)
}
return fmt.Sprintf("Soft %d", total)
}
// markDisconnected removes the player from the table. A wager is forfeited
// only when a hand is actually in flight (cards are face up, so a free
// refund would hand back information the round carries); a stake placed in
// the betting window has revealed nothing yet and is REFUNDED, so a
// transient disconnect cannot destroy an undelt wager. 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()
return t.markDisconnectedLocked(name)
}
func (t *blackjackTable) markDisconnectedLocked(name string) []Event {
index := t.players.indexOf(name)
if index < 0 {
return nil
}
refundFailed := false
if p := t.players.get(name); p != nil && p.HasBet && p.Wallet != nil {
if t.phase == blackjackPlaying || t.phase == blackjackInsurance {
// A disconnected player forfeits the round in flight: consume
// ONLY this round's stakes, by handle, so a stake left pending by
// an earlier failed payout stays refundable.
var ids []string
for _, hand := range p.hands {
ids = append(ids, hand.stakes...)
}
ids = append(ids, p.insuranceStakeID)
resolveStakeIDs(p.Wallet, ids)
} else {
// No card has been dealt for this stake yet, so refund it: nothing
// the bettor paid for has been revealed or played.
if _, _, err := p.Wallet.RefundOutstanding(); err != nil {
refundFailed = true
}
}
}
t.removeSeatLocked(name)
events := []Event{t.event(fmt.Sprintf("%s stands up.", name), true)}
events = t.closeIfEmptyLocked(events)
if refundFailed {
events = append(events, t.private(name, "Your stake could not be returned just now; it stays pending and will be refunded after the next server restart."))
}
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. prompt() sees the
// unchanged turn and keeps the existing ceiling.
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()...)
}
// refundAll refunds every committed wager at this table (graceful
// shutdown/eviction): the wallet returns every pending stake — opening
// bet, doubles, splits, and insurance — exactly once. It then RESETS the
// round, so a refunded round can never settle (and pay) afterwards: calling
// it twice, or letting the table keep running, cannot pay the same round
// twice.
func (t *blackjackTable) refundAll() []Event {
t.mu.Lock()
defer t.mu.Unlock()
events := t.refundAllLocked()
t.resetRound()
return events
}
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