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

import (
	"fmt"
	"math/rand"
	"sync"
)

type machinePhase string

const (
	machineReady    machinePhase = "ready"
	machineSpinning machinePhase = "spinning"
	machinePayout   machinePhase = "payout"
	payoutDelay                  = 2
)

type Machine struct {
	mu              sync.Mutex
	RoomID          int
	Config          MachineConfig
	player          *Participant
	bet             int
	phase           machinePhase
	spin            *SlotSpin
	reel            int
	clock           int
	freeSpins       int
	spinBet         int
	payoutRemainder float64
	profile         SlotProfile
	rng             *rand.Rand
	suspense        bool
	autoBet         bool
	autoCountdown   int
}

func newMachine(roomID int, cfg MachineConfig, rng *rand.Rand) *Machine {
	cfg = cfg.Normalize()
	profile := DefaultHuffAndPuffProfile()
	if cfg.Payout > 0 {
		profile = ScaleToRTP(profile, cfg.Payout)
	}
	profile = profile.Normalize()
	return &Machine{RoomID: roomID, Config: cfg, phase: machineReady, profile: profile, rng: rng}
}

func (m *Machine) join(name string) []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if m.player != nil {
		return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, PrivateTo: name, Message: "That slot machine is occupied."}}
	}
	m.player = &Participant{Name: name, Connected: true}
	events := []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventJoined, Player: name,
		Message:        fmt.Sprintf("%s sits down at the slots machine.", name),
		PrivateMessage: "You sit down at the slot machine.", PrivateTo: name, Color: "casino_action", Public: true}}
	return append(events, m.privateMenu("You sit down at the slot machine.")...)
}

func (m *Machine) setBet(name string, amount int, wallet Wallet) []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if !m.owns(name) {
		return m.private("You aren't playing at a slot machine.")
	}
	if m.autoBet {
		return m.private("Autobet is active. Type \"stop\" to stop playing.")
	}
	if m.phase != machineReady {
		return m.private("You're in the middle of a spin!")
	}
	if amount < m.Config.MinBet || amount > m.Config.MaxBet {
		return m.private(fmt.Sprintf("Slot machine bets must be %s.", betRangeText(m.Config.MinBet, m.Config.MaxBet)))
	}
	return m.beginSpinLocked(name, amount, wallet,
		fmt.Sprintf("%s sets the bet to %d and pulls the lever.", name, amount),
		fmt.Sprintf("Bet set to %d. You pull the lever on the slots machine.", amount))
}

func (m *Machine) start(name string, wallet Wallet) []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if !m.owns(name) {
		return m.private("You aren't playing at a slot machine.")
	}
	if m.autoBet {
		return m.private("Autobet is active. Type \"stop\" to stop playing.")
	}
	if m.phase != machineReady {
		return m.private("You're in the middle of a spin!")
	}
	if m.bet <= 0 {
		return m.private("Set a wager first with 'bet <amount>'.")
	}
	return m.beginSpinLocked(name, m.bet, wallet,
		fmt.Sprintf("%s pulls the lever on the slots machine.", name),
		"You pull the lever on the slots machine.")
}

func (m *Machine) beginSpinLocked(name string, amount int, wallet Wallet, publicMessage, privateMessage string) []Event {
	if _, ok := wallet.Wager(amount); !ok {
		return m.private("You don't have enough chips and credits for that bet.")
	}
	m.bet = amount
	m.spinBet = amount
	m.player.Wallet = wallet
	m.spin = generateSlotSpinWithProfile(m.rng, m.spinBet, m.profile)
	m.reel, m.clock, m.suspense = 0, 0, false
	m.phase = machineSpinning
	return m.playerAction(publicMessage, privateMessage)
}

func (m *Machine) enableAutoBet(name string, wallet Wallet) []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if !m.owns(name) {
		return m.private("You aren't playing at a slot machine.")
	}
	if m.autoBet {
		return m.private("Autobet is already active.")
	}
	if m.phase != machineReady {
		return m.private("You're in the middle of a spin!")
	}
	if m.bet <= 0 {
		return m.private("Set a wager first with 'bet <amount>'.")
	}
	m.player.Wallet = wallet
	m.autoBet = true
	m.autoCountdown = 0
	return nil
}

func (m *Machine) stopAutoBet(name string) ([]Event, bool) {
	m.mu.Lock()
	defer m.mu.Unlock()
	if !m.owns(name) || !m.autoBet {
		return nil, false
	}
	m.autoBet = false
	m.autoCountdown = 0
	return m.private("Autobet stopped. You remain at the slot machine."), true
}

func (m *Machine) tick() []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if m.autoBet && m.player == nil {
		// Defensive: autobet can never run without a seated player.
		m.autoBet, m.autoCountdown = false, 0
	}
	if m.phase == machineReady && m.autoBet {
		return m.autoBetTick()
	}
	if (m.phase != machineSpinning && m.phase != machinePayout) || m.spin == nil {
		return nil
	}
	if m.phase == machinePayout {
		m.clock++
		if m.clock < payoutDelay {
			return nil
		}
		m.clock = 0
		m.phase = machineReady
		return m.finishSpin()
	}
	m.clock++
	delay := m.Config.SpinTicks
	if m.suspense && delay < 4 {
		delay = 4
	}
	if m.clock < delay {
		return nil
	}
	m.clock = 0
	m.reel++
	message := fmt.Sprintf("Reel %d stops...", m.reel)
	events := m.publicSlot(message, m.reel)
	if m.reel < 5 && stoppedScatters(m.spin.Grid, m.reel, m.profile.FreeSpinTrigger) >= 2 && !m.suspense {
		m.suspense = true
		events = append(events, m.public("Two scatters! The remaining reels slow down...")...)
	}
	if m.reel < 5 {
		return events
	}
	m.phase = machinePayout
	m.clock = 0
	return events
}

func (m *Machine) autoBetTick() []Event {
	m.autoCountdown++
	switch m.autoCountdown {
	case 1:
		return m.private("Autobet enabled!")
	case 2:
		return m.private(`Type "stop" to stop playing`)
	case 3:
		m.autoCountdown = 0
		if m.bet <= 0 || m.player.Wallet == nil {
			m.autoBet = false
			return m.private("Autobet stopped: no wager is set.")
		}
		if _, ok := m.player.Wallet.Wager(m.bet); !ok {
			m.autoBet = false
			return m.private("Autobet stopped: you don't have enough chips and credits for that bet.")
		}
		m.spinBet = m.bet
		m.spin = generateSlotSpinWithProfile(m.rng, m.spinBet, m.profile)
		m.reel, m.clock, m.suspense = 0, 0, false
		m.phase = machineSpinning
		return m.playerAction(fmt.Sprintf("%s starts an automatic spin.", m.player.Name), fmt.Sprintf("Betting... %d credits.", m.bet))
	default:
		return nil
	}
}

func (m *Machine) finishSpin() []Event {
	events := []Event{}
	result := m.spin.Payout + m.payoutRemainder
	credits := int(result)
	m.payoutRemainder = result - float64(credits)
	if credits > 0 && m.player.Wallet != nil {
		m.player.Wallet.PayCredits(credits)
	}
	if credits > 0 {
		winEvents := m.private(fmt.Sprintf("\nYou win %d credits.", credits))
		winEvents[0].Color = "casino_payout"
		if credits > m.spinBet {
			winEvents[0].Color = "casino_big_win"
		}
		events = append(events, winEvents...)
	}
	if len(m.spin.Wins) > 0 {
		winEvents := m.private(formatWins(m.spin.Wins, m.profile.Ways))
		winEvents[0].Color = "casino_win"
		events = append(events, winEvents...)
	}
	if m.spin.ScatterCount >= 3 && m.freeSpins == 0 {
		m.freeSpins = m.profile.FreeSpinCount
		events = append(events, m.public(fmt.Sprintf("Three scatter symbols trigger %d free spins!", m.profile.FreeSpinCount))...)
	}
	if m.freeSpins > 0 {
		m.freeSpins--
		m.phase = machineSpinning
		m.spin = generateSlotSpinWithProfile(m.rng, m.spinBet, m.profile)
		m.reel, m.clock, m.suspense = 0, 0, false
		events = append(events, m.public(fmt.Sprintf("%d free spins remain.", m.freeSpins))...)
	} else if !m.autoBet {
		events = append(events, m.menuEvents("")...)
	}
	return events
}

func (m *Machine) leave(name string) []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if !m.owns(name) {
		return nil
	}
	if m.phase != machineReady {
		return m.private("You're in the middle of a spin!")
	}
	m.resetSeat()
	return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventLeft, Player: name,
		Message: fmt.Sprintf("%s stands up from the slots machine.", name), PrivateMessage: "You stand up from the slot machine.", PrivateTo: name, Color: "casino_action", Public: true}}
}

// resetSeat frees the machine, discarding any in-flight spin and autobet
// state. A wager already taken for a spin in progress is forfeited.
func (m *Machine) resetSeat() {
	m.player = nil
	m.bet = 0
	m.spin = nil
	m.spinBet = 0
	m.phase = machineReady
	m.reel, m.clock, m.suspense = 0, 0, false
	m.freeSpins = 0
	m.payoutRemainder = 0
	m.autoBet, m.autoCountdown = false, 0
}

// markDisconnected removes the player from the machine, forfeiting any
// in-flight wager, so the seat is immediately free for someone else.
func (m *Machine) markDisconnected(name string) []Event {
	m.mu.Lock()
	defer m.mu.Unlock()
	if !m.owns(name) {
		return nil
	}
	m.resetSeat()
	return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventLeft, Player: name,
		Message: fmt.Sprintf("%s stands up from the slots machine.", name), Color: "casino_action", Public: true}}
}

func (m *Machine) hasParticipant(name string) bool {
	m.mu.Lock()
	defer m.mu.Unlock()
	return m.owns(name)
}

func (m *Machine) isBusy(name string) bool {
	m.mu.Lock()
	defer m.mu.Unlock()
	return m.owns(name) && (m.autoBet || m.phase == machineSpinning || m.phase == machinePayout)
}

func (m *Machine) owns(name string) bool { return m.player != nil && m.player.Name == name }

func (m *Machine) private(message string) []Event {
	return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, PrivateTo: m.player.Name, Message: message, Color: "casino_action"}}
}

func (m *Machine) public(message string) []Event {
	return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, Player: m.player.Name, Message: message, Color: "casino_action", Public: true}}
}

func (m *Machine) playerAction(publicMessage, privateMessage string) []Event {
	return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, Player: m.player.Name,
		Message: publicMessage, PrivateMessage: privateMessage, PrivateTo: m.player.Name, Color: "casino_action", Public: true}}
}

func (m *Machine) publicSlot(message string, stopped int) []Event {
	return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, Player: m.player.Name,
		Message: message, Color: "casino_action", Public: true, Slot: &SlotSnapshot{Grid: m.spin.Grid, StoppedReels: stopped}}}
}

func stoppedScatters(grid [3][5]string, reels int, trigger string) int {
	count := 0
	for row := 0; row < 3; row++ {
		for reel := 0; reel < reels && reel < 5; reel++ {
			if grid[row][reel] == trigger {
				count++
			}
		}
	}
	return count
}

func formatWins(wins []SlotWin, ways int) string {
	message := fmt.Sprintf("Winning lines/ways (%d-way evaluation):\n", ways)
	for _, win := range wins {
		message += fmt.Sprintf("  %s x%d: %d ways x %.4gx bet / %d = %.4f credits\n", win.Symbol, win.Length, win.Ways, win.Multiplier, ways, win.Payout)
	}
	return message[:len(message)-1]
}

var slotCommands = []MenuCommand{
	{Command: "bet <amount>", Desc: "Set your wager"},
	{Command: "bet max", Desc: "Set the maximum wager"},
	{Command: "spin", Desc: "Spin using your current wager"},
	{Command: "autospin", Desc: "Start automatic betting"},
	{Command: "stop", Desc: "Leave the slot machine"},
}

func (m *Machine) privateMenu(prefix string) []Event {
	events := m.private(prefix)
	events[0].Color = "casino_menu"
	if m.phase == machineReady {
		events[0].Menu = &MenuView{Kind: MenuSlotCommands, Commands: slotCommands}
	}
	return events
}

func (m *Machine) menuEvents(prefix string) []Event {
	return m.privateMenu(prefix)
}