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package casino
import "fmt"
// betRangeText describes the accepted wager range; the unlimited sentinel is
// rendered as "no maximum" instead of a machine-sized integer.
func betRangeText(minBet, maxBet int) string {
if maxBet == maxBetUnlimited {
return fmt.Sprintf("%d or more (no maximum)", minBet)
}
return fmt.Sprintf("between %d and %d", minBet, maxBet)
}
type GameName string
const (
GameSlots GameName = "slots"
GameBlackjack GameName = "blackjack"
GameBaccarat GameName = "baccarat"
)
type BlackjackConfig struct {
Decks int `yaml:"decks,omitempty"`
ShuffleAt float64 `yaml:"shuffle_at,omitempty"`
BlackjackPayout float64 `yaml:"blackjack_payout,omitempty"`
DealerHitSoft17 *bool `yaml:"dealer_hit_soft_17,omitempty"`
MaxSplitHands int `yaml:"max_split_hands,omitempty"`
ResplitAces *bool `yaml:"resplit_aces,omitempty"`
DoubleAfterSplit *bool `yaml:"double_after_split,omitempty"`
DoubleSplitBlackjack *bool `yaml:"double_split_blackjack,omitempty"`
InsurancePayout float64 `yaml:"insurance_payout,omitempty"`
Surrender *bool `yaml:"surrender,omitempty"`
ActionTicks int `yaml:"action_ticks,omitempty"`
SplitUnlikeTenValues *bool `yaml:"split_unlike_ten_values,omitempty"`
}
func ruleBool(value *bool, defaultValue bool) bool {
if value == nil {
return defaultValue
}
return *value
}
func (c BlackjackConfig) DealerHitsSoft17() bool { return ruleBool(c.DealerHitSoft17, false) }
func (c BlackjackConfig) AllowsResplitAces() bool { return ruleBool(c.ResplitAces, false) }
func (c BlackjackConfig) AllowsDoubleAfterSplit() bool { return ruleBool(c.DoubleAfterSplit, true) }
// CountsDoubleSplitBlackjack reports whether a 3+ card hand that reaches 21
// after a split and double is paid as a blackjack (3:2). When true (the
// default) this raises the table RTP above the nominal blackjack payout;
// standard play pays 1:1 for any 21 on a split hand, doubled or not.
func (c BlackjackConfig) CountsDoubleSplitBlackjack() bool {
return ruleBool(c.DoubleSplitBlackjack, true)
}
func (c BlackjackConfig) AllowsSurrender() bool { return ruleBool(c.Surrender, false) }
// AllowsUnlikeTenSplit reports whether any two 10-valued cards may split
// (K+Q, 10+J). Standard casinos split only identical ranks, so a true value
// (the default) is player-favourable.
func (c BlackjackConfig) AllowsUnlikeTenSplit() bool { return ruleBool(c.SplitUnlikeTenValues, true) }
func (c BlackjackConfig) Normalize() BlackjackConfig {
if c.Decks <= 0 {
c.Decks = 8
}
if c.ShuffleAt <= 0 || c.ShuffleAt >= 1 {
c.ShuffleAt = 0.25
}
if c.BlackjackPayout <= 0 {
c.BlackjackPayout = 1.5
}
if c.MaxSplitHands <= 0 {
c.MaxSplitHands = 4
}
if c.InsurancePayout <= 0 {
c.InsurancePayout = 2
}
if c.ActionTicks <= 0 {
c.ActionTicks = 20
}
return c
}
// BaccaratConfig holds punto banco house rules: shoe composition and payout
// multipliers. Banker wins pay BankerPayout:1 (a 5% commission game is 0.95);
// tie wins pay TiePayout:1.
type BaccaratConfig struct {
Decks int `yaml:"decks,omitempty"`
ShuffleAt float64 `yaml:"shuffle_at,omitempty"`
TiePayout float64 `yaml:"tie_payout,omitempty"`
BankerPayout float64 `yaml:"banker_payout,omitempty"`
}
func (c BaccaratConfig) Normalize() BaccaratConfig {
if c.Decks <= 0 {
c.Decks = 8
}
if c.ShuffleAt <= 0 || c.ShuffleAt >= 1 {
c.ShuffleAt = 0.25
}
if c.TiePayout <= 0 {
c.TiePayout = 8
}
if c.BankerPayout <= 0 {
c.BankerPayout = 0.95
}
return c
}
type TableConfig struct {
ID string `yaml:"id"`
Game GameName `yaml:"game"`
MaxPlayers int `yaml:"max_players,omitempty"`
BettingTicks int `yaml:"betting_ticks,omitempty"`
MinBet int `yaml:"min_bet,omitempty"`
MaxBet int `yaml:"max_bet,omitempty"`
Blackjack BlackjackConfig `yaml:"blackjack,omitempty"`
Baccarat BaccaratConfig `yaml:"baccarat,omitempty"`
}
type MachineConfig struct {
ID string `yaml:"id"`
Game GameName `yaml:"game"`
Variant string `yaml:"variant,omitempty"`
MinBet int `yaml:"min_bet,omitempty"`
MaxBet int `yaml:"max_bet,omitempty"`
SpinTicks int `yaml:"spin_ticks,omitempty"`
Payout float64 `yaml:"payout,omitempty"`
}
// LegacySlotMachine converts a legacy slots TableConfig (older rooms declared
// slots under casino_tables) into the MachineConfig the room actually
// instantiates. Shared by validation and room lookup so the two cannot drift.
func LegacySlotMachine(c TableConfig) MachineConfig {
return MachineConfig{ID: c.ID, Game: GameSlots, MinBet: c.MinBet, MaxBet: c.MaxBet}
}
func (c MachineConfig) Normalize() MachineConfig {
if c.MinBet <= 0 {
c.MinBet = 1
}
// An unset MaxBet defaults to the economy's bounded cap; the explicit
// unlimited sentinel is still honored for authored configurations.
if c.MaxBet <= 0 {
c.MaxBet = DefaultMaxBet
}
// Never leave a normalized config self-contradictory: a min_bet above
// the default cap must widen the effective maximum rather than produce
// a game every wager is rejected from.
if c.MaxBet < c.MinBet {
c.MaxBet = c.MinBet
}
if c.SpinTicks <= 0 {
c.SpinTicks = 2
}
if c.Variant == "" {
c.Variant = "huff_and_even_more_puff"
}
if c.Payout <= 0 {
c.Payout = 0.97
}
return c
}
func (c TableConfig) Normalize() TableConfig {
if c.MaxPlayers <= 0 {
c.MaxPlayers = 8
}
if c.BettingTicks <= 0 {
c.BettingTicks = 20
}
if c.MinBet <= 0 {
c.MinBet = 1
}
if c.MaxBet <= 0 {
c.MaxBet = DefaultMaxBet
}
// Normalize the nested game rule blocks too: a new game that reads
// t.Config.Blackjack/Baccarat directly (rather than only t.Rules) would
// otherwise see zero values and build an empty shoe.
c.Blackjack = c.Blackjack.Normalize()
c.Baccarat = c.Baccarat.Normalize()
if c.MaxBet < c.MinBet {
c.MaxBet = c.MinBet
}
return c
}
type Wager struct {
Total int
Chips int
Credits int
// ID is the wallet's opaque handle for the committed stake. It names the
// stake when a settlement resolves it (PayCredits) or consumes it
// (ResolveStake).
ID string
}
type Wallet interface {
// Wager debits the stake and records it as pending. ErrInsufficientFunds
// is a normal rejected bet; ErrWalletPersistence means the debit could
// not be made durable and the game must not proceed as if it succeeded.
Wager(amount int) (Wager, error)
// PayCredits banks a payout durably and, in the same save, resolves the
// listed stakes (stakeIDs may be empty, for a payout that returns no
// stake). A table passes the hand's stake IDs so the payout and the
// stake return are one durable step; a slot win passes its triggering
// stake. A failed save leaves the stakes pending — refunded at the next
// startup, never paid on top of the refund — and the game must not
// announce the win.
PayCredits(amount int, stakeIDs ...string) error
// ResolveStakes consumes every pending stake for this player: the round
// resolved as a loss or a forfeit, so the stakes must not be refunded.
ResolveStakes()
// ResolveStake consumes ONE pending stake by wallet handle (a single
// hand paid or lost while a sibling hand's round is still in flight).
ResolveStake(stakeID string)
// RefundOutstanding returns every pending stake to the player (chips as
// chips, credits as credits) and clears the ledger. An error means the
// refund could not be made durable: nothing was returned and the stakes
// remain pending for a later attempt or startup recovery.
RefundOutstanding() (chips, credits int, err error)
}
type EventType string
// Only the event types the games actually construct are defined. Payout and
// win styling travels on Event.Color, so there is no separate payout event
// type to keep in sync.
const (
EventJoined EventType = "joined"
EventResult EventType = "result"
EventLeft EventType = "left"
)
// MenuView carries a structured menu alongside its plain-text Message so the
// presentation layer can enrich it (balances, command colors) without parsing
// message prefixes. It is deliberately game-agnostic: every game supplies a
// heading and its command list, and the renderer has no per-game switch that
// could silently drop a new game's commands.
type MenuView struct {
Heading string // prompt heading shown above the command list
ShowBalance bool // prepend the player's chips/credits balance
Commands []MenuCommand
}
// MenuCommand is one selectable command shown in a casino menu: the typed
// command text plus a short human-readable description.
type MenuCommand struct {
Command string
Desc string
}
type Event struct {
RoomID int
TableID string
Type EventType
Player string
Message string
PrivateMessage string
PrivateTo string
Color string
Public bool
// Snapshot is the optional per-game view attached to the event. A game
// implements the Snapshot interface for its view type; the presentation
// layer type-switches on it. Because the field is typed, a new game's
// snapshot can never be assigned without implementing the interface, and
// the event filter can test it with a single nil check instead of
// enumerating every game's field.
Snapshot Snapshot
Menu *MenuView
}
// Snapshot is the marker interface for a game's structured event view. The
// method is unexported so only types in this package can implement it.
type Snapshot interface{ snapshot() }
type SlotSnapshot struct {
Grid [slotGridRows][slotGridReels]string
StoppedReels int
}
func (*SlotSnapshot) snapshot() {}
// CardView renders one card for any card-based table game.
type CardView struct {
Rank string
Suit string
Hidden bool
}
type BlackjackPlayerView struct {
Name string
Cards []CardView
Score string
}
type BlackjackSnapshot struct {
Dealer []CardView
DealerShownScore string
DealerScore string
DealerRevealed bool
Players []BlackjackPlayerView
}
func (*BlackjackSnapshot) snapshot() {}
// BaccaratBetView lists one participant's wager on a baccarat outcome.
type BaccaratBetView struct {
Name string
Spot string
Amount int
}
type BaccaratSnapshot struct {
Player []CardView
Banker []CardView
PlayerScore string
BankerScore string
Bets []BaccaratBetView
}
func (*BaccaratSnapshot) snapshot() {}
type Participant struct {
Name string
Connected bool
HasBet bool
Wager Wager
Wallet Wallet
}
|