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package casino
import (
"fmt"
"math/rand"
)
// tableGameDef is the single registration point for a multiplayer table game.
// A game's validation, rule defaults, and constructor live together here, so
// adding a game is one entry instead of edits to three independent switches
// (TableConfig.Validate, TableConfig.Normalize, and newTable) that could
// silently drift apart. The rule structs stay on TableConfig; this does not
// introduce a config union.
type tableGameDef struct {
// validate checks a raw (pre-Normalize) table config.
validate func(TableConfig) error
// normalize applies this game's rule defaults to a table config.
normalize func(TableConfig) TableConfig
// ruleBlockName is the YAML rule block this game owns (for error messages),
// and hasRuleBlock reports whether that block carries any explicit value.
// Together they let TableConfig.Validate reject a block authored for a
// different game without a hand-maintained switch.
ruleBlockName string
hasRuleBlock func(TableConfig) bool
// new builds the game. It is called only after validate passes and the
// shared table config has been normalized.
new func(roomID int, cfg TableConfig, rng *rand.Rand) tableGame
}
// tableGames is populated in init, not in a var initializer: the constructors
// transitively call TableConfig.Normalize, which consults tableGames, and Go
// rejects that as an initialization cycle when the map is a literal.
var tableGames map[GameName]tableGameDef
func init() {
tableGames = map[GameName]tableGameDef{
GameRoulette: {
validate: func(c TableConfig) error {
if c.Roulette.SpinTicks < 0 || c.Roulette.SpinTicks > maxSpinTicks {
return fmt.Errorf("roulette spin_ticks must be between 0 and %d", maxSpinTicks)
}
if c.Roulette.Racetrack && c.Roulette.DoubleZero {
return fmt.Errorf("roulette racetrack is only available on single-zero tables; remove racetrack or set double_zero: false")
}
return nil
},
normalize: func(c TableConfig) TableConfig {
if c.Roulette.SpinTicks == 0 {
c.Roulette.SpinTicks = 3
}
return c
},
ruleBlockName: "roulette",
hasRuleBlock: func(c TableConfig) bool { return c.Roulette != (RouletteConfig{}) },
new: func(roomID int, cfg TableConfig, rng *rand.Rand) tableGame { return newRouletteTable(roomID, cfg, rng) },
},
GameBlackjack: {
validate: validateBlackjackTable,
normalize: normalizeBlackjackTable,
ruleBlockName: "blackjack",
hasRuleBlock: hasBlackjackRuleBlock,
new: func(roomID int, cfg TableConfig, rng *rand.Rand) tableGame {
return newBlackjackTable(roomID, cfg, rng)
},
},
GameBaccarat: {
validate: validateBaccaratTable,
normalize: normalizeBaccaratTable,
ruleBlockName: "baccarat",
hasRuleBlock: hasBaccaratRuleBlock,
new: func(roomID int, cfg TableConfig, rng *rand.Rand) tableGame {
return newBaccaratTable(roomID, cfg, rng)
},
},
}
}
// tableGameDefFor returns the registration for a game, or false when the game
// has no multiplayer table implementation.
func tableGameDefFor(game GameName) (tableGameDef, bool) {
def, ok := tableGames[game]
return def, ok
}
// slotVariants maps a machine variant name to the profile that variant plays.
// This is the content seam for a new slot cabinet: a variant is a profile
// lookup, not a new code path through Validate and the machine constructor.
// The map is shared by MachineConfig.Validate and machineSlotProfile so the
// accepted set and the played set cannot disagree.
var slotVariants = map[string]func() SlotProfile{
"huff_and_even_more_puff": DefaultHuffAndPuffProfile,
}
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