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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 {
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 && m.player.Name != name {
return []Event{{RoomID: m.RoomID, TableID: m.Config.ID, Type: EventResult, PrivateTo: name, Message: "That slot machine is occupied."}}
}
if m.player == nil {
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.")...)
}
m.player.Connected = true
if m.autoBet {
return m.private("Autobet is active. Type \"stop\" to stop playing.")
}
return m.menuEvents("You resume your place at the slot machine.")
}
func (m *Machine) setBet(name string, amount int) []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 between %d and %d.", m.Config.MinBet, m.Config.MaxBet))
}
m.bet = amount
return m.menuEvents(fmt.Sprintf("Your slot machine bet is set to %d.", 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>'.")
}
if _, ok := wallet.Wager(m.bet); !ok {
return m.private("You don't have enough chips and credits for that bet.")
}
m.spinBet = m.bet
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(fmt.Sprintf("%s pulls the lever on the slots machine.", name), "You pull the lever on the slots machine.")
}
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.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.player = nil
m.bet = 0
m.payoutRemainder = 0
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}}
}
func (m *Machine) markDisconnected(name string) []Event {
m.mu.Lock()
defer m.mu.Unlock()
if m.owns(name) {
m.player.Connected = false
}
return nil
}
func (m *Machine) markConnected(name string) {
m.mu.Lock()
defer m.mu.Unlock()
if m.owns(name) {
m.player.Connected = 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]
}
const slotMenuText = "Slot machine commands:\n bet <amount> Set your wager\n bet max Set the maximum wager\n spin Spin using your current wager\n autospin Start automatic betting\n stop 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, Body: slotMenuText}
}
return events
}
func (m *Machine) menuEvents(prefix string) []Event {
return m.privateMenu(prefix)
}
|