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path: root/internal/casino/craps_clock.go
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package casino

import (
	"fmt"
	"time"
)

const (
	crapsBetDelay    = 10 * time.Second
	crapsDealerDelay = 60 * time.Second
	crapsAutoDelay   = 3 * time.Second

	// Simplified craps has no manual roll: one shared automatic countdown
	// starts with the first live bet and resolves every wager.
	crapsSimplifiedDelay = 3 * time.Second

	// A requested manual roll first shows the shake, then the outcome chart,
	// then resolves the dice five ticks (three seconds) later.
	crapsManualRollDelay = 3 * time.Second
)

func crapsSeconds(d time.Duration) int {
	if d <= 0 {
		return 0
	}
	return int((d + time.Second - 1) / time.Second)
}
func (t *crapsTable) shooter() *crapsPlayer {
	if len(t.queue) == 0 {
		return nil
	}
	return t.players.get(t.queue[0])
}
func (t *crapsTable) hasLiveBets() bool {
	for _, p := range t.players.ordered() {
		if p.HasBet {
			return true
		}
	}
	return false
}
func (t *crapsTable) activePlayers() int {
	n := 0
	for _, p := range t.players.ordered() {
		if p.Connected && !p.SittingOut {
			n++
		}
	}
	return n
}

// Called under the table lock whenever seats or wagers change. Only entering
// multiplayer or starting a new round opens a window; adding bets never
// extends it. A solo player has no forced deadline at all.
func (t *crapsTable) syncRoundClock() []Event {
	multi := t.activePlayers() > 1
	if t.Config.Craps.variant() == "simplified" {
		// Simplified craps never opens a manual shooting window; the first
		// live bet starts one shared automatic countdown for everyone.
		if !t.hasLiveBets() {
			t.phase = phaseWaiting
			t.roundElapsed = 0
			t.countdown = 0
			t.lastCall = false
			t.multiplayer = multi
			return nil
		}
		fresh := t.phase == phaseWaiting
		t.multiplayer = multi
		if fresh {
			t.roundElapsed = 0
			t.countdown = 0
		}
		t.phase = phasePlaying
		if fresh && multi {
			return []Event{t.event("{casino_emphasis}Bets open{/} — the dice roll in 3 seconds.", true)}
		}
		return nil
	}
	if !t.hasLiveBets() {
		t.phase = phaseWaiting
		t.roundElapsed = 0
		t.lastCall = false
		t.multiplayer = multi
		return nil
	}
	fresh := t.phase == phaseWaiting || (multi && !t.multiplayer)
	t.multiplayer = multi
	if fresh {
		t.roundElapsed = 0
		t.lastCall = false
	}
	t.phase = phasePlaying
	if multi && t.roundElapsed < crapsBetDelay {
		t.phase = phaseBetting
	}
	if fresh && multi {
		return []Event{t.event("{casino_emphasis}Bets open{/} — 10 seconds before the shooter can roll. Betting stays open until the dice roll.", true)}
	}
	return nil
}

func (t *crapsTable) tickElapsed(elapsed time.Duration) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	events := t.syncRoundClock()
	if t.Config.Craps.variant() == "simplified" {
		if elapsed <= 0 || !t.hasLiveBets() {
			return events
		}
		t.roundElapsed += elapsed
		shooter := t.shooter()
		if shooter == nil {
			return events
		}
		for t.countdown < len(crapsCountdownFlavor) && t.roundElapsed >= time.Duration(t.countdown+1)*time.Second {
			events = append(events, crapsCountdownEvent(t, shooter.Name, t.countdown))
			t.countdown++
		}
		if t.roundElapsed >= crapsSimplifiedDelay {
			events = append(events, t.roll()...)
		}
		return events
	}
	if elapsed <= 0 {
		return events
	}
	if t.pendingRoll > 0 {
		// A manual roll is in the air: no other deadline may fire first. Only
		// the shake is announced now; the result follows when the dice land.
		if !t.hasLiveBets() {
			t.pendingRoll = 0
			return events
		}
		t.pendingRoll -= elapsed
		if t.pendingRoll <= 0 {
			t.pendingRoll = 0
			return append(events, t.roll()...)
		}
		return events
	}
	if !t.hasLiveBets() {
		return events
	}
	t.roundElapsed += elapsed
	p := t.shooter()
	if p == nil {
		return events
	}
	if p.autoRoll && p.HasBet {
		p.autoElapsed += elapsed
	}
	if t.multiplayer && !t.lastCall && t.roundElapsed >= crapsBetDelay-3*time.Second {
		t.lastCall = true
		events = append(events, t.event(fmt.Sprintf("{casino_warning}Last call for bets! 3 seconds until %s can shoot!{/}", p.Name), true))
	}
	if t.multiplayer && t.roundElapsed < crapsBetDelay {
		return events
	}
	if t.phase == phaseBetting {
		events = append(events, t.event(fmt.Sprintf("{casino_emphasis}%s can shoot!{/} Bets stay open until the roll. Dealer rolls in 60 seconds if needed.", p.Name), true), t.reminder(p.Name))
	}
	t.phase = phasePlaying
	if (p.autoRoll && p.HasBet && p.autoElapsed >= crapsAutoDelay) || (t.multiplayer && t.roundElapsed >= crapsBetDelay+crapsDealerDelay) {
		return append(events, t.roll()...)
	}
	return events
}

// crapsCountdownFlavor broadcasts one line per second before the automatic
// simplified roll. Each step carries a few variants: the public line names
// the shooter, the private line speaks to them.
var crapsCountdownFlavor = [][3][2]string{
	{
		{"{casino_emphasis}%s grabs the dice...{/}", "{casino_emphasis}You grab the dice...{/}"},
		{"{casino_emphasis}%s scoops up the dice...{/}", "{casino_emphasis}You scoop up the dice...{/}"},
		{"{casino_emphasis}%s weighs the dice in one hand...{/}", "{casino_emphasis}You weigh the dice in one hand...{/}"},
	},
	{
		{"{casino_emphasis}%s blows on them for luck...{/}", "{casino_emphasis}You blow on them for luck...{/}"},
		{"{casino_emphasis}%s blows on the dice for luck...{/}", "{casino_emphasis}You blow on the dice for luck...{/}"},
		{"{casino_emphasis}%s rubs them for luck...{/}", "{casino_emphasis}You rub them for luck...{/}"},
	},
	{
		{"{casino_emphasis}%s shakes, shakes, shakes the dice...{/}", "{casino_emphasis}Shake, shake, shake...{/}"},
		{"{casino_emphasis}%s rattles the dice... shake, shake...{/}", "{casino_emphasis}Shake, shake... here they come!{/}"},
		{"{casino_emphasis}%s gives the dice one last shake...{/}", "{casino_emphasis}You shake them hard... here they come!{/}"},
	},
}

func crapsCountdownEvent(t *crapsTable, shooter string, step int) Event {
	line := crapsCountdownFlavor[step][t.rng.Intn(3)]
	return t.playerAction(shooter, fmt.Sprintf(line[0], shooter), line[1])
}

// StopAutoRoll is atomic with ticking and does not queue a departure or touch
// any wager. A second stop, in manual mode, retains normal casino leave behavior.
func (t *Table) StopAutoRoll(name string) ([]Event, bool) {
	game, ok := t.game.(*crapsTable)
	if !ok {
		return nil, false
	}
	game.mu.Lock()
	defer game.mu.Unlock()
	p := game.players.get(name)
	if p == nil || !p.autoRoll {
		return nil, false
	}
	p.autoRoll = false
	p.autoElapsed = 0
	return []Event{game.private(name, "{casino_emphasis}Autoroll OFF{/} — manual play resumed. Your bets stay on the table."), game.reminder(name)}, true
}