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package casino
import (
"fmt"
"strings"
)
// RulesText is the shared rules view for table commands and room fixtures.
func (c TableConfig) RulesText() string {
switch c.Game {
case GameBlackjack:
return c.BlackjackRulesText()
case GameBaccarat:
return c.BaccaratRulesText()
case GameCraps:
return c.CrapsRulesText()
case GameRoulette:
rules := c.Label() + "\nStraight numbers pay 35:1; splits 17:1; streets and trios 11:1; corners 8:1; lines 5:1.\n" +
"1to12/13to24/25to36 and rows 2:1; other outside bets 1:1; the American basket pays 6:1.\n" +
"Combos: bet 10 on split 1 2 | bet 10 on street 1 2 3 | bet 10 on corner 1 2 4 5 |\n" +
"bet 10 on line 1 2 3 4 5 6 | bet 10 on trio 0 1 2 | bet 10 on basket.\n"
if c.Roulette.Racetrack {
rules += "Racetrack (single zero): bet 10 on voisins | tiers | orphelins | jeu zero | neighbors 17.\n"
}
return rules + "Zero pockets lose all outside bets. One wager per spin. Use help roulette."
default:
return c.Label()
}
}
func (c TableConfig) Label() string {
if c.Game == GameRoulette {
label := "Roulette / Single zero"
if c.Roulette.DoubleZero {
label = "Roulette / Double zero"
}
if c.Roulette.Racetrack {
label += " / Racetrack"
}
return label
}
if c.Game != GameBaccarat {
return gameTitle(c.Game)
}
switch c.Baccarat.Normalize().Variant {
case BaccaratSuper6:
return "Baccarat / Super 6"
case BaccaratEZ:
return "Baccarat / EZ"
default:
return "Baccarat / Commission"
}
}
func (c *tableCore[P]) overview() string {
c.mu.Lock()
defer c.mu.Unlock()
return c.overviewLocked()
}
func (c *tableCore[P]) overviewLocked() string {
// Concise enough to sit beside a look minimap without wrapping into it.
// The betting countdown lives in the menu heading and warning lines.
return fmt.Sprintf("%s | Limits %s | %d/%d seated", c.Config.Label(), compactBetRange(c.Config.MinBet, c.Config.MaxBet), c.players.count(), c.Config.MaxPlayers)
}
// compactBetRange renders the wager range in the short form used by the
// one-line table overview (the verbose form stays in the betting menu).
func compactBetRange(minBet, maxBet int) string {
if maxBet == maxBetUnlimited {
return fmt.Sprintf("%d+", minBet)
}
return fmt.Sprintf("%d-%d", minBet, maxBet)
}
func (c *tableCore[P]) warning(name, text string) Event {
e := c.private(name, text)
e.Color = "casino_warning"
return e
}
// committedMenu never advertises another bet over an already committed wager.
func (c *tableCore[P]) committedMenu(name string) Event {
e := c.private(name, "Your wager is committed; waiting for the round.")
e.Color = "casino_menu"
e.Menu = &MenuView{Heading: e.Message, Commands: []MenuCommand{
{Command: "table", Desc: "View the table"},
{Command: "sitout", Desc: "Sit out after this round"},
{Command: "stop", Desc: "Leave after this round"},
}}
return e
}
// controlLocked queues departures without changing committed hands or stakes.
func (c *tableCore[P]) controlLocked(name, action string) ([]Event, bool) {
if action != "leave_after" && action != "sitout" {
return nil, false
}
for _, p := range c.players.participants() {
if p.Name != name {
continue
}
if action == "leave_after" {
p.LeaveAfter = true
return []Event{c.private(name, "You’ll leave after this round. Your current hand still needs your actions.")}, true
}
if p.HasBet {
p.SitOutAfter = true
return []Event{c.private(name, "You’ll sit out after this round. Your current wager and actions are unchanged.")}, true
}
p.SittingOut = true
return []Event{c.private(name, "You’re sitting out. Place a bet to rejoin; stop to leave.")}, true
}
return []Event{c.private(name, "You aren’t seated at this table.")}, true
}
// Called only after resetRound, when seat removal cannot disturb active indices.
func (c *tableCore[P]) finishControlsLocked() []Event {
var events []Event
for _, p := range c.players.participants() {
if p.LeaveAfter {
c.removeSeatLocked(p.Name)
events = append(events, c.playerAction(p.Name, p.Name+" stands up.", "Round complete. You stand up."))
} else if p.SitOutAfter {
p.SitOutAfter = false
p.SittingOut = true
events = append(events, c.private(p.Name, "You’re now sitting out. Place a bet to rejoin."))
}
}
return c.closeIfEmptyLocked(events)
}
func (c *tableCore[P]) seatStatusLocked(name string) string {
for _, p := range c.players.participants() {
if p.Name != name {
continue
}
if p.LeaveAfter {
return "Leaving after this round"
}
if p.SitOutAfter {
return "Sitting out after this round"
}
if p.SittingOut {
return "Sitting out | Bet to rejoin"
}
if p.HasBet {
return fmt.Sprintf("Wager committed: %d", p.Wager.Total)
}
}
var waiting []string
for _, p := range c.players.participants() {
if p.Connected && !p.SittingOut && !p.HasBet {
waiting = append(waiting, p.Name)
}
}
if len(waiting) > 0 {
return "Waiting for bets: " + strings.Join(waiting, ", ")
}
return ""
}
func (t *blackjackTable) status(name string) []Event {
t.mu.Lock()
defer t.mu.Unlock()
e := t.private(name, t.overviewLocked())
if text := t.seatStatusLocked(name); text != "" {
e.Message += "\n" + text
}
events := []Event{e}
switch t.phase {
case blackjackPlaying:
events[0].Snapshot = t.snapshot(false)
if t.activeName() == name {
events = append(events, t.turnMenuLocked(name))
} else {
events[0].Message += "\n" + t.activeName() + "’s turn | You are waiting"
}
case blackjackInsurance:
events[0].Snapshot = t.snapshot(false)
if p := t.players.get(name); p != nil && p.HasBet && !p.declinedInsurance && p.insurance == 0 {
events = append(events, t.insuranceMenuLocked(p))
}
default:
if p := t.players.get(name); p != nil && !p.HasBet {
events = append(events, t.menuEvent(name))
}
}
return events
}
func (t *baccaratTable) status(name string) []Event {
t.mu.Lock()
defer t.mu.Unlock()
e := t.private(name, t.overviewLocked())
if text := t.seatStatusLocked(name); text != "" {
e.Message += "\n" + text
}
events := []Event{e}
if p := t.players.get(name); p != nil && !p.HasBet {
events = append(events, t.menuEvent(name))
}
return events
}
func (t *blackjackTable) insuranceMenuLocked(p *blackjackPlayer) Event {
cost := p.hands[0].bet / 2
e := t.private(p.Name, "Insurance decision")
e.Color = "casino_menu"
e.Menu = &MenuView{Heading: fmt.Sprintf("Insurance | Costs %d | Pays %g:1 | %d ticks remaining", cost, t.Rules.InsurancePayout, t.timer.remaining()), Commands: []MenuCommand{{Command: "insurance", Desc: "Buy insurance", Cost: cost}, {Command: "decline", Desc: "Continue without insurance (also the timeout default)"}}}
if cost == 0 {
e.Menu.Commands = e.Menu.Commands[1:]
e.Menu.Heading = "Bet too small to insure | decline to continue"
}
return e
}
// settlementLine is one settled bet within a round. Label names the bet for
// the itemized line (empty for a lone anonymous hand); Result is the engine's
// settlement word ("win", "loss", "bust", "push", "blackjack",
// "surrender", "insurance").
type settlementLine struct {
Label string
Result string
Stake int
Returned int
Tag string // optional color-category override (jackpot, for example)
}
func (l settlementLine) net() int { return l.Returned - l.Stake }
// resultTextLabel renders a settled wager as a colored outcome plus its net,
// naming the bet on its own line.
func resultTextLabel(label, result string, stake, returned int) string {
return settlementText([]settlementLine{{Label: label, Result: result, Stake: stake, Returned: returned}})
}
// settlementText renders a settlement as a colored headline followed by one
// line per named bet. The net is the only figure shown: the old
// "Net ... | ... returned (stake included)" split is gone. Wins are green,
// losses red and pushes white, with the headline taking the round's overall
// result and each line its own.
func settlementText(lines []settlementLine) string {
net := 0
for _, line := range lines {
net += line.net()
}
var sb strings.Builder
fmt.Fprintf(&sb, "{%s}%s{/} {casino_payout}%s{/}", settlementTag(lines), settlementLabel(lines), creditsText(net))
for _, line := range lines {
if line.Label == "" {
continue
}
fmt.Fprintf(&sb, "\n {casino_action}%s:{/} {%s}%s{/}", line.Label, lineTag(line), creditsText(line.net()))
}
return sb.String()
}
// creditsText formats a signed credit total with the right plural.
func creditsText(n int) string {
word := "credits"
if n == 1 || n == -1 {
word = "credit"
}
return fmt.Sprintf("%+d %s", n, word)
}
// settlementLabel returns the headline word for a round.
func settlementLabel(lines []settlementLine) string {
if len(lines) == 1 {
switch lines[0].Result {
case "blackjack":
return "BLACKJACK"
case "surrender":
return "SURRENDER"
}
}
switch {
case settlementNet(lines) > 0:
return "WIN"
case settlementNet(lines) < 0:
return "LOSS"
default:
return "PUSH"
}
}
// settlementTag returns the headline's color tag. A lone natural keeps the
// jackpot gradient; otherwise the net decides green, red or white.
func settlementTag(lines []settlementLine) string {
if len(lines) == 1 && lines[0].Tag != "" {
return lines[0].Tag
}
if len(lines) == 1 && lines[0].Result == "blackjack" {
return "casino_jackpot_win"
}
switch {
case settlementNet(lines) > 0:
return "casino_result_win"
case settlementNet(lines) < 0:
return "casino_result_loss"
default:
return "casino_result_push"
}
}
// lineTag colors one bet's outcome. Insurance is judged by its net because the
// same result word covers a paid and a lost premium.
func lineTag(line settlementLine) string {
if line.Tag != "" {
return line.Tag
}
switch line.Result {
case "blackjack":
return "casino_jackpot_win"
case "push":
return "casino_result_push"
case "win":
return "casino_result_win"
case "insurance":
switch {
case line.net() > 0:
return "casino_result_win"
case line.net() < 0:
return "casino_result_loss"
default:
return "casino_result_push"
}
default:
return "casino_result_loss"
}
}
func settlementNet(lines []settlementLine) int {
net := 0
for _, line := range lines {
net += line.net()
}
return net
}
|