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

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

// PokerWallet atomically settles the character and shared machine state.
// Ordinary Wallet implementations remain usable for in-memory simulations.
type PokerWallet interface {
	Wallet
	LoadPokerBanks(roomID int, cabinetID string) (map[string][]int, error)
	PayPoker(amount int, stakeID string, roomID int, cabinetID string, banks map[string][]int) error
}

type PokerLine struct {
	Cards             []CardView
	Category          string
	Multiplier, Coins int
}

type VideoPokerSnapshot struct {
	Config        VideoPokerConfig
	Variant       string
	ShowPayTable  bool
	Cards         []CardView
	Held          [5]bool
	Drawing       bool
	Result        string
	NoWin         bool
	Coins         int
	Denomination  int
	Hands         int
	FeatureOn     bool
	Multiplier    int
	Dice          [2]int
	Current, Next []int
	Lines         []PokerLine
}

func (*VideoPokerSnapshot) snapshot() {}

type pokerPlayer struct {
	config                        VideoPokerConfig
	variant                       string
	cards                         [5]card
	remaining                     []card
	held                          [5]bool
	wager                         Wager
	wallet                        Wallet
	active, drawn, disconnected   bool
	loaded, lastBet, denomination int
	hands                         int
	multiplier                    int
	featureOn                     bool
	dice                          [2]int
	current, next                 []int
	lines                         []PokerLine
	payout                        int
	result, bankKey               string
}

// cost is the full currency price of dealing the loaded wager.
func (p *pokerPlayer) cost() int {
	coins := p.loaded
	if p.featureOn && coins == 5 {
		coins += p.config.FeatureFeeCoins()
	}
	return coins * p.denomination * p.hands
}

// Video poker uses the shared table lifecycle adapter (wallet, room routing,
// disconnects, eviction) but is a single-occupant cabinet, never a table.
type videoPokerTable struct {
	*tableBase
	mu          sync.Mutex
	rng         *rand.Rand
	banks       map[string][]int
	banksLoaded bool
	settings    VideoPokerConfig
	players     map[string]*pokerPlayer
}

func newVideoPokerTable(room int, c TableConfig, rng *rand.Rand) tableGame {
	t := &videoPokerTable{tableBase: &tableBase{RoomID: room, Config: c}, rng: rng, banks: map[string][]int{}, players: map[string]*pokerPlayer{}}
	t.settings = c.VideoPoker.Normalize()
	return t
}

func (t *videoPokerTable) base() *tableBase { return t.tableBase }
func (t *videoPokerTable) idle() bool {
	t.mu.Lock()
	defer t.mu.Unlock()
	return len(t.players) == 0
}
func (t *videoPokerTable) hasParticipant(name string) bool {
	t.mu.Lock()
	defer t.mu.Unlock()
	return t.players[name] != nil
}
func (t *videoPokerTable) overview() string {
	t.mu.Lock()
	defer t.mu.Unlock()
	return t.overviewLocked()
}
func (t *videoPokerTable) overviewLocked() string {
	return t.settings.CabinetName() + " machine"
}
func (t *videoPokerTable) seats() []string {
	t.mu.Lock()
	defer t.mu.Unlock()
	names := make([]string, 0, len(t.players))
	for name := range t.players {
		names = append(names, name)
	}
	return names
}
func (t *videoPokerTable) state() string {
	t.mu.Lock()
	defer t.mu.Unlock()
	for _, p := range t.players {
		if p.active {
			return "playing"
		}
	}
	return "waiting"
}
func (t *videoPokerTable) wagers(string) []WagerRow { return nil }
func (t *videoPokerTable) hints(name string) []MenuCommand {
	t.mu.Lock()
	defer t.mu.Unlock()
	return t.hintsLocked(name)
}
func (t *videoPokerTable) hintsLocked(name string) []MenuCommand {
	if t.players[name] == nil {
		return nil
	}
	commands := []MenuCommand{{Command: "bet [1-4|max]", Desc: "Load coins (up to five per hand)"}, {Command: "deal", Desc: "Pay and deal the loaded wager"}}
	if p := t.players[name]; p != nil && p.active {
		commands = []MenuCommand{{Command: "1 3 5", Desc: "Toggle held cards (531 also works)"}, {Command: "draw", Desc: "Replace unheld cards on every line"}}
		if p.drawn {
			commands = []MenuCommand{{Command: "draw", Desc: "Retry payment of the same final hands"}}
		}
	} else {
		commands = append(commands,
			MenuCommand{Command: "game <name>", Desc: t.settings.GameChoices()},
			MenuCommand{Command: "denom <1|10|50>", Desc: "Credits per coin"},
			MenuCommand{Command: "hands <count>", Desc: "Supported hand counts are announced by hands"},
		)
		if cabinetFeature(t.settings.Cabinet) != "" {
			commands = append(commands, MenuCommand{Command: "feature on|off", Desc: "Toggle the extra-cost bonus"})
		}
		commands = append(commands, MenuCommand{Command: "paytable", Desc: "Show the pay table"})
	}
	return append(commands, MenuCommand{Command: "rules", Desc: "This cabinet's guide"}, MenuCommand{Command: "stop", Desc: "Leave the cabinet"})
}

// gameConfig builds the player's resolved config for a chosen game under the
// cabinet's current payout tier.
func (t *videoPokerTable) gameConfig(variant string) (VideoPokerConfig, bool) {
	for _, allowed := range t.settings.VariantOptions() {
		if allowed != variant {
			continue
		}
		cfg := VideoPokerConfig{Cabinet: t.settings.Cabinet, Payout: t.settings.Payout, Variant: variant}
		cfg = cfg.Normalize()
		if _, ok := pokerPayTable(cfg); ok {
			return cfg, true
		}
	}
	return VideoPokerConfig{}, false
}

func (t *videoPokerTable) status(name string) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	return t.statusLocked(name, true)
}
func (t *videoPokerTable) statusLocked(name string, showTable bool) []Event {
	p := t.players[name]
	if p == nil {
		return []Event{t.private(name, t.overviewLocked())}
	}
	coins := p.loaded
	if p.active || len(p.lines) > 0 {
		coins = p.lastBet
	}
	var current, next []int
	if len(p.current) > 0 {
		current = append([]int(nil), p.current...)
	}
	if len(p.next) > 0 {
		next = append([]int(nil), p.next...)
	} else if !p.active && p.config.Feature == PokerUltimateX {
		next = append([]int(nil), t.banks[t.multiplierKey(p)]...)
	}
	snap := &VideoPokerSnapshot{Config: p.config, Variant: p.variant, ShowPayTable: showTable, Held: p.held, Drawing: p.active && !p.drawn, Result: p.result, NoWin: p.payout == 0 && p.drawn, Coins: coins, Denomination: p.denomination, Hands: p.hands, FeatureOn: p.featureOn, Multiplier: p.multiplier, Dice: p.dice, Current: current, Next: next}
	if p.remaining != nil {
		for _, c := range p.cards {
			snap.Cards = append(snap.Cards, CardView{Rank: c.rank, Suit: c.suit})
		}
	}
	for _, line := range p.lines {
		line.Cards = append([]CardView(nil), line.Cards...)
		snap.Lines = append(snap.Lines, line)
	}
	e := t.private(name, t.settings.CabinetLabel()+" — "+p.config.GameLabel())
	e.Color = "casino_menu"
	e.Snapshot = snap
	if !p.active && p.loaded > 0 {
		e.Message += fmt.Sprintf(" — %d loaded; deal costs %d credits", p.loaded, p.cost())
	}
	e.Menu = &MenuView{Heading: e.Message, ShowBalance: true, Commands: t.hintsLocked(name)}
	return []Event{e}
}

func (t *videoPokerTable) join(name string) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	if t.players[name] != nil {
		return t.statusLocked(name, true)
	}
	if len(t.players) > 0 {
		return []Event{t.private(name, "This video poker cabinet is occupied.")}
	}
	cfg := t.settings
	cfg.PayTable = ""
	cfg = cfg.Normalize()
	t.players[name] = &pokerPlayer{config: cfg, variant: cfg.Variant, denomination: 1, hands: CabinetHandCounts(cfg.Cabinet, cfg.Variant)[0], featureOn: cfg.Feature != "", multiplier: 1}
	return t.statusLocked(name, true)
}
func (t *videoPokerTable) leave(name string) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	if p := t.players[name]; p != nil && p.active {
		return []Event{t.private(name, "Finish your hand with draw before leaving.")}
	}
	delete(t.players, name)
	return []Event{t.private(name, "You leave video poker.")}
}

func (t *videoPokerTable) multiplierKey(p *pokerPlayer) string {
	return fmt.Sprintf("%s/%s/%d/%d", p.variant, t.settings.Payout, p.denomination, p.hands)
}

func (t *videoPokerTable) bet(name, spot string, amount int, w Wallet) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	p := t.players[name]
	if p == nil {
		return nil
	}
	if p.config.Feature == PokerUltimateX && !t.banksLoaded {
		if wallet, ok := w.(PokerWallet); ok {
			banks, err := wallet.LoadPokerBanks(t.RoomID, t.Config.ID)
			if err != nil {
				return []Event{t.private(name, "Machine bank unavailable; try again later: "+err.Error())}
			}
			if banks != nil {
				t.banks = banks
			}
		}
		t.banksLoaded = true
	}
	if spot == "view" && !p.active {
		p.wallet = w
		return t.statusLocked(name, true)
	}
	if spot != "deal" {
		return []Event{t.private(name, "Load coins with bet, then deal.")}
	}
	if p.active {
		return []Event{t.private(name, "Finish this hand with draw first.")}
	}
	if p.loaded == 0 {
		return []Event{t.private(name, "Load coins first: bet [1-4|max].")}
	}
	if p.featureOn && p.loaded != 5 {
		return []Event{t.private(name, "The feature requires five wager coins per hand. Use bet max or feature off.")}
	}
	if w == nil {
		return []Event{t.private(name, "Wallet unavailable.")}
	}
	stake, err := w.Wager(p.cost())
	if err != nil {
		return []Event{t.private(name, "The wager could not be placed: "+err.Error())}
	}
	p.wallet, p.wager, p.lastBet = w, stake, p.loaded
	p.bankKey = t.multiplierKey(p)
	p.loaded = 0
	current := make([]int, p.hands)
	for i := range current {
		current[i] = 1
	}
	if p.config.Feature == PokerUltimateX {
		bank := t.banks[p.bankKey]
		for i := range current {
			if i < len(bank) && bank[i] >= 1 && bank[i] <= 12 {
				current[i] = bank[i]
			}
		}
	}
	p.current = current
	p.next = nil
	p.lines = nil
	p.payout = 0
	p.multiplier, p.dice = 1, [2]int{}
	if p.featureOn {
		p.multiplier, p.dice = pokerRandomMultiplier(p.config.Feature, t.rng)
	}
	deck := newShoe(1, 0, t.rng)
	if p.variant == "joker_poker" {
		deck.cards = append(deck.cards, card{rank: "JK", suit: "joker"})
		t.rng.Shuffle(len(deck.cards), func(i, j int) { deck.cards[i], deck.cards[j] = deck.cards[j], deck.cards[i] })
	}
	for i := range p.cards {
		p.cards[i] = deck.draw()
	}
	p.remaining = append([]card(nil), deck.cards...)
	p.active, p.drawn, p.held, p.result = true, false, [5]bool{}, ""
	return t.statusLocked(name, false)
}
func (t *videoPokerTable) rebet(name string) (string, int) {
	return "", 0 // Coin loading is session state handled by the cabinet's own commands.
}
func (t *videoPokerTable) action(name, action string) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	p := t.players[name]
	if p == nil {
		return nil
	}
	fields := strings.Fields(action)
	if len(fields) == 0 {
		return nil
	}
	cmd := fields[0]
	if cmd == "paytable" && len(fields) == 1 {
		return t.statusLocked(name, true)
	}
	if p.active {
		if action == "draw" {
			return t.drawLocked(name, p)
		}
		if p.drawn {
			return []Event{t.private(name, "Settlement is pending; draw retries payment without drawing again.")}
		}
		digits, ok := ParsePokerDigits(strings.TrimPrefix(action, "hold "))
		if !ok {
			return []Event{t.private(name, "Finish this hand first. Toggle holds with 531, then draw.")}
		}
		for _, d := range digits {
			p.held[d] = !p.held[d]
		}
		return t.statusLocked(name, false)
	}
	switch cmd {
	case "coins":
		if len(fields) > 2 {
			break
		}
		n := 0
		switch {
		case len(fields) == 1:
			// Bare repeat: the previous wager, or five initially.
			n = p.lastBet
			if n == 0 {
				n = 5
			}
		case fields[1] == "max":
			n = 5
		default:
			add, err := strconv.Atoi(fields[1])
			if err != nil || add < 1 || add > 4 {
				return []Event{t.private(name, "Use bet [1-4|max].")}
			}
			n = min(5, p.loaded+add)
		}
		p.loaded, p.lastBet = n, n
		p.lines, p.remaining, p.result, p.current, p.next = nil, nil, "", nil, nil
		p.multiplier, p.dice = 1, [2]int{}
		return t.statusLocked(name, len(fields) > 1)
	case "denom", "denomination":
		if len(fields) != 2 {
			break
		}
		n, err := strconv.Atoi(fields[1])
		if err != nil || n != 1 && n != 10 && n != 50 {
			break
		}
		p.denomination = n
		p.next, p.current, p.lines, p.remaining, p.result = nil, nil, nil, nil, ""
		return t.statusLocked(name, true)
	case "hands":
		if len(fields) != 2 {
			return []Event{t.private(name, fmt.Sprintf("Supported hands: %v", CabinetHandCounts(p.config.Cabinet, p.variant)))}
		}
		n, err := strconv.Atoi(fields[1])
		if err != nil {
			break
		}
		for _, allowed := range CabinetHandCounts(t.settings.Cabinet, p.variant) {
			if n == allowed {
				p.hands = n
				p.next, p.current, p.lines, p.remaining, p.result = nil, nil, nil, nil, ""
				return t.statusLocked(name, true)
			}
		}
	case "game":
		if len(fields) < 2 {
			return []Event{t.private(name, "Games: "+p.config.GameChoices())}
		}
		variant, ok := cabinetVariantAliases[strings.ToLower(strings.Join(fields[1:], " "))]
		if !ok {
			break
		}
		cfg, ok := t.gameConfig(variant)
		if !ok {
			return []Event{t.private(name, "That game is not available on this cabinet. Games: "+t.settings.GameChoices())}
		}
		p.config, p.variant, p.hands = cfg, variant, CabinetHandCounts(cfg.Cabinet, variant)[0]
		p.next, p.current, p.lines, p.remaining, p.result = nil, nil, nil, nil, ""
		return t.statusLocked(name, true)
	case "feature":
		if len(fields) != 2 || cabinetFeature(t.settings.Cabinet) == "" || fields[1] != "on" && fields[1] != "off" {
			break
		}
		p.featureOn = fields[1] == "on"
		return t.statusLocked(name, false)
	}
	return []Event{t.private(name, "Use bet [1-4|max], deal, game <name>, denom 1|10|50, hands <count>, paytable, or feature on|off on a bonus cabinet.")}
}

func (t *videoPokerTable) drawLocked(name string, p *pokerPlayer) []Event {
	if !p.drawn {
		p.next = make([]int, p.hands)
		for line := 0; line < p.hands; line++ {
			// Each line draws independently from its OWN copy of the undealt
			// deck; all original cards, including discards, are excluded.
			deck := append([]card(nil), p.remaining...)
			t.rng.Shuffle(len(deck), func(i, j int) { deck[i], deck[j] = deck[j], deck[i] })
			cards := p.cards
			draw := 0
			for i := range cards {
				if !p.held[i] {
					cards[i] = deck[draw]
					draw++
				}
			}
			category, rate := evaluatePoker(cards, p.config)
			mult := p.multiplier * p.current[line]
			coins := pokerCoinPay(category, rate, p.lastBet) * mult
			view := PokerLine{Category: category, Multiplier: mult, Coins: coins}
			for _, c := range cards {
				view.Cards = append(view.Cards, CardView{Rank: c.rank, Suit: c.suit})
			}
			p.lines = append(p.lines, view)
			p.payout += coins * p.denomination
			p.next[line] = 1
			if p.featureOn && p.config.Feature == PokerUltimateX {
				p.next[line] = p.config.NextAward(p.hands, category)
			}
		}
		p.drawn = true
	}
	// Prepare a new bank without mutating the visible machine. Failed writes
	// leave both entitlement and the frozen final hands available for retry.
	banks := make(map[string][]int, len(t.banks))
	for key, values := range t.banks {
		banks[key] = append([]int(nil), values...)
	}
	if p.config.Feature == PokerUltimateX {
		delete(banks, p.bankKey)
		for _, n := range p.next {
			if n > 1 {
				banks[p.bankKey] = append([]int(nil), p.next...)
				break
			}
		}
	}
	var err error
	if wallet, ok := p.wallet.(PokerWallet); ok && p.config.Feature == PokerUltimateX {
		err = wallet.PayPoker(p.payout, p.wager.ID, t.RoomID, t.Config.ID, banks)
	} else {
		err = p.wallet.PayCredits(p.payout, p.wager.ID)
	}
	if err != nil {
		p.result = "Payment pending; draw retries the SAME final hands"
		return t.statusLocked(name, false)
	}
	t.banks = banks
	p.active = false
	p.result = fmt.Sprintf("Total return %d coins = %d credits", p.payout/p.denomination, p.payout)
	events := t.statusLocked(name, false)
	if p.disconnected {
		delete(t.players, name)
	}
	return events
}
func (t *videoPokerTable) markDisconnected(name string) []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	p := t.players[name]
	if p == nil {
		return nil
	}
	p.disconnected = true
	if p.active {
		return t.drawLocked(name, p)
	}
	delete(t.players, name)
	return nil
}
func (t *videoPokerTable) tick() []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	var events []Event
	for name, p := range t.players {
		if p.disconnected && p.active {
			events = append(events, t.drawLocked(name, p)...)
		}
	}
	return events
}
func (t *videoPokerTable) refundAll() []Event {
	t.mu.Lock()
	defer t.mu.Unlock()
	var events []Event
	for name, p := range t.players {
		if p.wallet != nil {
			_, _, err := p.wallet.RefundOutstanding()
			if err != nil {
				events = append(events, t.private(name, "Shutdown refund remains pending for startup recovery."))
			}
		}
		p.active = false
		p.remaining = nil
		p.lines = nil
		p.loaded = 0
	}
	return events
}