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|
package game
import (
"errors"
"fmt"
"os"
"strconv"
"strings"
"time"
"unicode/utf8"
"thehouseoficarus/internal/cardart"
"thehouseoficarus/internal/casino"
"thehouseoficarus/internal/color"
"thehouseoficarus/internal/net"
"thehouseoficarus/internal/persistence"
"thehouseoficarus/internal/player"
)
type casinoWallet struct {
g *Game
p *player.Player
// Optional per-wallet persistence seam for fault-injection tests.
saveCharacter func(*player.Player) error
}
// save treats a completed replacement as applied, even if its durability is
// uncertain. Reverting memory then would disagree with the visible file and
// could overwrite a paid win or resurrect a resolved stake on the next save.
// Report the storage fault, but do not tell the game to retry/refund an
// already-applied mutation. Only pre-replacement failures require rollback.
func (w casinoWallet) save(operation string) error {
save := w.saveCharacter
if save == nil {
save = w.g.AccountStore.SaveCharacter
}
err := save(w.p)
if errors.Is(err, persistence.ErrDurabilityUncertain) {
fmt.Fprintf(os.Stderr, "casino %s: %s save durability uncertain: %v — keeping applied state\n", operation, w.p.Name, err)
return nil
}
return err
}
// Wager debits the stake and records it in PendingWagers in the SAME atomic
// character save. The entry stays until the round resolves: a settlement
// removes the stakes it returns (PayCredits) or consumes them
// (ResolveStake/ResolveStakes), and startup refunds anything still listed
// (see recoverPendingWagers). A pre-replacement save failure reverts the
// debit and ledger entry; an uncertain replacement keeps both (see save).
func (w casinoWallet) Wager(amount int) (casino.Wager, error) {
if amount <= 0 {
return casino.Wager{}, casino.ErrInsufficientFunds
}
creditsBefore := w.p.Credits
chips := countChips(w.p)
if chips > amount {
chips = amount
}
credits := amount - chips
if creditsBefore < credits {
return casino.Wager{}, casino.ErrInsufficientFunds
}
if chips > 0 {
w.p.RemoveItem("chips", chips)
}
w.p.Credits -= credits
pending := player.PendingWager{ID: newPendingWagerID(), Chips: chips, Credits: credits}
w.p.PendingWagers = append(w.p.PendingWagers, pending)
if err := w.save("wager"); err != nil {
// Revert the in-memory mutation: the play must not proceed on a
// stake that could not be made durable.
if chips > 0 {
if !w.g.giveChips(w.p, chips) {
// Cannot happen (the debit just freed or reduced the chips
// stack), but surface it instead of silently losing chips.
fmt.Fprintf(os.Stderr, "casino wager revert: no inventory room for %d chips\n", chips)
}
}
w.p.Credits = creditsBefore
removePendingWager(w.p, pending.ID)
return casino.Wager{}, casino.ErrWalletPersistence
}
return casino.Wager{Total: amount, Chips: chips, Credits: credits, ID: pending.ID}, nil
}
// 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
// free-spin bank already refunded by RefundOutstanding). A table settlement
// passes the hand's stake IDs so the credit and the stake return are one
// atomic step; a slot win passes its triggering stake for the same reason.
// Either way a crash can never pay the payout AND refund the same stake. A
// pre-replacement failure reverts both the credit and the ledger and reports
// failure. An uncertain replacement is applied and logged (see save).
func (w casinoWallet) PayCredits(amount int, stakeIDs ...string) error {
return w.payCredits(amount, stakeIDs)
}
// payCredits credits the payout and, when stakeIDs is non-empty, removes
// those stakes from the pending ledger in the same atomic save. On a
// pre-replacement failure the credit and the ledger are reverted together.
func (w casinoWallet) payCredits(amount int, stakeIDs []string) error {
if amount <= 0 && len(stakeIDs) == 0 {
return nil
}
creditsBefore := w.p.Credits
sum, capErr := addCreditsChecked(creditsBefore, amount)
if capErr != nil {
return capErr
}
var removed []player.PendingWager
if len(stakeIDs) > 0 {
removed = takePendingWagers(w.p, stakeIDs)
}
w.p.Credits = sum
if err := w.save("payout"); err != nil {
w.p.Credits = creditsBefore
w.p.PendingWagers = append(w.p.PendingWagers, removed...)
return casino.ErrWalletPersistence
}
return nil
}
// ResolveStake consumes ONE pending stake by wallet handle: its hand lost or
// was paid by a cover, so it must never be refunded. A settlement that
// already removed it (PayCredits) makes this a no-op, so no redundant
// save is paid.
func (w casinoWallet) ResolveStake(stakeID string) {
if stakeID == "" {
return
}
removed := takePendingWagers(w.p, []string{stakeID})
if len(removed) == 0 {
return
}
if err := w.save("resolve stake"); err != nil {
// The durable file still lists the stake, so restore it in memory to
// keep the two records consistent for a later retry/recovery.
w.p.PendingWagers = append(w.p.PendingWagers, removed...)
fmt.Fprintf(os.Stderr, "casino resolve stake: save for %s: %v (ledger restored in memory)\n", w.p.Name, err)
}
}
// ResolveStakesByIDs consumes the listed pending stakes in one durable save.
// A losing split/doubled hand used to call ResolveStake once per handle, each
// with its own full character save; batching removes that repeated fsync and
// the crash window between saves.
func (w casinoWallet) ResolveStakesByIDs(stakeIDs ...string) {
if len(stakeIDs) == 0 {
return
}
removed := takePendingWagers(w.p, stakeIDs)
if len(removed) == 0 {
return
}
if err := w.save("resolve stakes"); err != nil {
// The durable file still lists the stakes, so restore them in memory to
// keep the two records consistent for a later retry/recovery.
w.p.PendingWagers = append(w.p.PendingWagers, removed...)
fmt.Fprintf(os.Stderr, "casino resolve stakes: save for %s: %v (ledger restored in memory)\n", w.p.Name, err)
}
}
// RefundOutstanding returns every pending stake to the player — chips in
// kind, credits as credits — and clears the ledger in one save. It is used
// by graceful shutdown/eviction and by a pre-deal disconnect. A pre-replacement
// failure reverts the return and ledger for retry; an uncertain replacement
// keeps both applied (see save).
func (w casinoWallet) RefundOutstanding() (chips, credits int, err error) {
before := append([]player.PendingWager(nil), w.p.PendingWagers...)
for _, pending := range before {
chips += pending.Chips
credits += pending.Credits
}
if chips == 0 && credits == 0 {
return 0, 0, nil
}
creditsBefore := w.p.Credits
w.p.PendingWagers = nil
if chips > 0 {
if !w.g.giveChips(w.p, chips) {
w.p.PendingWagers = before
return 0, 0, casino.ErrWalletPersistence
}
}
sum, capErr := addCreditsChecked(creditsBefore, credits)
if capErr != nil {
if chips > 0 {
w.p.RemoveItem("chips", chips)
}
w.p.PendingWagers = before
return 0, 0, casino.ErrWalletPersistence
}
w.p.Credits = sum
if err := w.save("refund"); err != nil {
w.p.Credits = creditsBefore
if chips > 0 {
w.p.RemoveItem("chips", chips)
}
w.p.PendingWagers = before
return 0, 0, casino.ErrWalletPersistence
}
return chips, credits, nil
}
// casinoAffordable is the most a player can wager: chips are spent first,
// then credits.
func casinoAffordable(p *player.Player) int { return p.Credits + countChips(p) }
// leaveCasinoGames departs every casino game the player participates in
// using the graceful leave policy each game defines for player-initiated
// exits (the same path the "stop" command takes): a table with a wager
// committed to the round in flight refuses and emits its own refusal
// message, machines stop auto-bet or are left outright. It reports whether
// the player is now clear of all casino games; false means a departure is
// blocked mid-round and the caller (quit) must abort. Nil-safe for test
// scaffolding without a Casino manager.
func (g *Game) leaveCasinoGames(p *player.Player) bool {
if g.Casino == nil {
return true
}
if table, playing := g.Casino.Participation(p.Name); playing {
if table != nil {
g.emitCasinoEvents(g.Casino.Leave(table.RoomID, table.Config.ID, p.Name))
} else if machine, ok := g.Casino.MachineFor(p.Name); ok {
// Stop autobet first, then take the machine's own leave path: a
// machine between spins has no committed stake, so one quit must
// free it (and must not warn about a forfeit that cannot happen).
// A machine mid-spin refuses the leave, the player stays seated,
// and the caller warns about the stake that is really committed.
if events, stopped := g.Casino.StopMachineAutoBet(machine.RoomID, machine.Config.ID, p.Name); stopped {
g.emitCasinoEvents(events)
}
g.emitCasinoEvents(g.Casino.LeaveMachine(machine.RoomID, machine.Config.ID, p.Name))
}
_, stillPlaying := g.Casino.Participation(p.Name)
return !stillPlaying
}
return true
}
// inCasinoGame reports whether the player is currently seated at any casino
// table or machine. Nil-safe for test scaffolding without a Casino manager.
func (g *Game) inCasinoGame(name string) bool {
if g.Casino == nil {
return false
}
_, playing := g.Casino.Participation(name)
return playing
}
// casinoTable returns the room's table for the named game. A room addresses
// at most one table (or machine) per game name — "play blackjack" carries no
// table id — so a second table for the same game would be unreachable
// content; ValidateRoomConfigs rejects that configuration instead of silently
// dropping it.
func (g *Game) casinoTable(roomID int, gameName string) (*casino.Table, bool) {
room, err := g.World.LoadRoom(roomID)
if err != nil {
return nil, false
}
if casino.ValidateRoomConfigs(room.CasinoTables, room.CasinoMachines) != nil {
return nil, false
}
for _, cfg := range room.CasinoTables {
if (cfg.Game == casino.GameVideoPoker && strings.EqualFold(cfg.ID, gameName)) || (cfg.Game != casino.GameVideoPoker && strings.EqualFold(string(cfg.Game), gameName)) {
table := g.Casino.EnsureTable(roomID, cfg)
if table == nil {
return nil, false
}
return table, true
}
}
return nil, false
}
// casinoMachine returns the room's machine for the named game or variant.
// Like casinoTable, only the first match is reachable, which is why
// ValidateRoomConfigs rejects a room with two entries addressing the same
// game name or variant.
func (g *Game) casinoMachine(roomID int, gameName string) (*casino.Machine, bool) {
room, err := g.World.LoadRoom(roomID)
if err != nil {
return nil, false
}
if casino.ValidateRoomConfigs(room.CasinoTables, room.CasinoMachines) != nil {
return nil, false
}
// An explicit machine id is the most specific address, so match it first:
// the shipped room's machine `huff_puff_01` must be reachable by name even
// though it also declares a variant.
for _, cfg := range room.CasinoMachines {
if strings.EqualFold(cfg.ID, gameName) {
machine := g.Casino.EnsureMachine(roomID, cfg)
return machine, machine != nil
}
}
// Prefer an exact variant match first: a room may host several variants of
// one game, where a bare game name is ambiguous.
for _, cfg := range room.CasinoMachines {
if cfg.Variant != "" && strings.EqualFold(cfg.Variant, gameName) {
machine := g.Casino.EnsureMachine(roomID, cfg)
return machine, machine != nil
}
}
// Then a bare game name: prefer a variant-less machine so a machine that
// declares its own variant is reached by that variant, and a sole machine
// of a game is still reachable by the game name.
for _, cfg := range room.CasinoMachines {
if cfg.Variant == "" && strings.EqualFold(string(cfg.Game), gameName) {
machine := g.Casino.EnsureMachine(roomID, cfg)
return machine, machine != nil
}
}
for _, cfg := range room.CasinoMachines {
if strings.EqualFold(string(cfg.Game), gameName) {
machine := g.Casino.EnsureMachine(roomID, cfg)
return machine, machine != nil
}
}
return nil, false
}
func (g *Game) executePlay(sess *net.Session, args []string, rawInput string) {
p := sess.Player
if p == nil {
return
}
if _, playing := g.Casino.Participation(p.Name); playing {
sess.WriteLine("You're already playing a game. Type \"stop\" between rounds to leave it.")
return
}
choices := g.casinoChoices(p.RoomID)
input := ""
if len(args) > 0 {
input = args[0]
}
choice, ok := resolveCasinoChoice(choices, input)
if !ok {
g.showCasinoChoices(sess, choices)
return
}
if len(args) > 1 {
amount, err := strconv.Atoi(args[1])
if !choice.table || len(args) > 3 || (args[1] != "min" && args[1] != "max" && (err != nil || amount <= 0)) {
sess.WriteLine("Use play <game> [amount|min|max] [target]. No wager was placed.")
return
}
}
g.startCasinoGame(sess, p, choice.address)
if len(args) > 1 {
if t, joined := g.Casino.Participation(p.Name); joined && t != nil {
g.executeBet(sess, args[1:], rawInput)
}
}
}
func (g *Game) startCasinoGame(sess *net.Session, p *player.Player, gameName string) {
if p == nil || sess == nil {
return
}
if _, playing := g.Casino.Participation(p.Name); playing {
sess.WriteLine("You're already playing a game. Type \"stop\" between rounds to leave it.")
return
}
if machine, ok := g.casinoMachine(p.RoomID, gameName); ok {
g.emitCasinoEvents(g.Casino.JoinMachine(machine.RoomID, machine.Config, p.Name))
return
}
table, ok := g.casinoTable(p.RoomID, gameName)
if !ok {
sess.WriteLine(fmt.Sprintf("There is no %s table here.", gameName))
return
}
events := g.Casino.Join(table.RoomID, table.Config, p.Name)
if table.Config.Game == casino.GameVideoPoker {
if joined, playing := g.Casino.Participation(p.Name); playing && joined == table {
events = g.Casino.Bet(table.RoomID, table.Config.ID, p.Name, "view", 0, casinoWallet{g: g, p: p})
}
}
g.emitCasinoEvents(events)
}
func (g *Game) executeBet(sess *net.Session, args []string, rawInput string) {
p := sess.Player
if p == nil {
sess.WriteLine("Bet how much?")
return
}
if machine, ok := g.Casino.MachineFor(p.Name); ok {
if len(args) == 0 {
g.emitCasinoEvents(g.Casino.StartMachine(machine.RoomID, machine.Config.ID, p.Name, casinoWallet{g: g, p: p}))
return
}
if len(args) == 1 {
if args[0] == "max" {
amount := min(machine.Config.MaxBet, casinoAffordable(p))
if amount < 1 {
sess.WriteLine("You don't have any chips or credits to bet.")
return
}
g.emitCasinoEvents(g.Casino.SetMachineBet(machine.RoomID, machine.Config.ID, p.Name, amount, casinoWallet{g: g, p: p}))
return
}
if amount, err := strconv.Atoi(args[0]); err == nil && amount > 0 {
g.emitCasinoEvents(g.Casino.SetMachineBet(machine.RoomID, machine.Config.ID, p.Name, amount, casinoWallet{g: g, p: p}))
return
}
}
sess.WriteLine("Use bet, bet <amount>, or bet max.")
return
}
table, playing := g.Casino.Participation(p.Name)
if !playing || table == nil {
sess.WriteLine("You're not playing a game.")
return
}
if table.Config.Game == casino.GameVideoPoker {
g.emitCasinoEvents(g.Casino.Action(table.RoomID, table.Config.ID, p.Name, strings.TrimSpace("coins "+strings.Join(args, " "))))
return
}
// Table bet syntax: bet | bet <amount> [on] <target> | bet min|max [on] <target>.
// BEFORE an "on" keyword, a token that parses as an amount (or min/max)
// sets the wager and any other token is the bet target; AFTER "on", the
// next token is always the target. That makes numeric targets reachable
// ("bet 5 on 17"), which roulette, craps, and keno need.
// Roulette combinations and craps bets need multi-token targets. Once
// an amount and target keyword exist, subsequent numbers belong to the
// target even without "on" (bet 10 split 1 2 / bet 10 buy 4).
// Other games keep the stricter one-token target.
joinTarget := table.Config.Game == casino.GameRoulette || table.Config.Game == casino.GameCraps
amount, spot, hasAmount, sawOn := 0, "", false, false
for i, arg := range args {
if strings.EqualFold(arg, "on") {
if sawOn || spot != "" || i == len(args)-1 {
sess.WriteLine("Use bet <amount> on <target>. No wager was placed.")
return
}
sawOn = true
continue
}
if !sawOn && !(joinTarget && hasAmount && spot != "") {
if strings.EqualFold(arg, "min") {
if hasAmount {
sess.WriteLine("Use bet, bet <amount> [on <target>], bet min, or bet max.")
return
}
amount, hasAmount = table.Config.MinBet, true
continue
}
if strings.EqualFold(arg, "max") {
if hasAmount {
sess.WriteLine("Use bet, bet <amount> [on <target>], bet min, or bet max.")
return
}
amount = min(table.Config.MaxBet, casinoAffordable(p))
if amount < 1 {
sess.WriteLine("You don't have any chips or credits to bet.")
return
}
hasAmount = true
continue
}
if value, err := strconv.Atoi(arg); err == nil && value > 0 {
if hasAmount {
sess.WriteLine("Use bet, bet <amount> [on <target>], bet min, or bet max.")
return
}
amount, hasAmount = value, true
continue
}
}
if spot == "" {
spot = strings.ToLower(arg)
continue
}
if joinTarget {
spot += " " + strings.ToLower(arg)
continue
}
sess.WriteLine("Use bet, bet <amount> [on <target>], bet min, or bet max.")
return
}
if table.Config.Game == casino.GameBaccarat {
switch spot {
case "b":
spot = "banker"
case "p":
spot = "player"
case "t":
spot = "tie"
}
}
if !hasAmount {
var lastSpot string
lastSpot, amount = g.Casino.Rebet(table.RoomID, table.Config.ID, p.Name)
if spot == "" {
spot = lastSpot
}
if amount <= 0 {
sess.WriteLine("Bet how much?")
return
}
}
g.emitCasinoEvents(g.Casino.Bet(table.RoomID, table.Config.ID, p.Name, spot, amount, casinoWallet{g: g, p: p}))
}
func (g *Game) executeAutoBet(sess *net.Session, args []string, rawInput string) {
p := sess.Player
if p == nil {
return
}
if machine, ok := g.Casino.MachineFor(p.Name); ok {
g.emitCasinoEvents(g.Casino.EnableMachineAutoBet(machine.RoomID, machine.Config.ID, p.Name, casinoWallet{g: g, p: p}))
return
}
sess.WriteLine("Autobet is only available at games without player choices.")
}
func (g *Game) executeTableAction(sess *net.Session, action string) {
p := sess.Player
if p == nil {
return
}
table, playing := g.Casino.Participation(p.Name)
if !playing || table == nil {
sess.WriteLine("You're not playing a multiplayer casino game.")
return
}
if table.Config.Game == casino.GameVideoPoker && action == "deal" {
g.emitCasinoEvents(g.Casino.Bet(table.RoomID, table.Config.ID, p.Name, "deal", 0, casinoWallet{g: g, p: p}))
return
}
g.emitCasinoEvents(g.Casino.Action(table.RoomID, table.Config.ID, p.Name, action))
}
func (g *Game) CasinoTick() {
if g.Casino != nil {
ms := 600
if g.Ticks != nil {
ms = g.Ticks.TickLengthMilliseconds()
}
g.emitCasinoEvents(g.Casino.TickElapsed(time.Duration(ms) * time.Millisecond))
}
}
func (g *Game) emitCasinoEvents(events []casino.Event) {
for _, event := range events {
if event.Message == "" && event.PrivateMessage == "" && event.Menu == nil && event.Snapshot == nil {
continue
}
category := event.Color
if category == "" {
category = "casino_action"
}
if event.Public && g.Hub != nil {
for _, sess := range g.Hub.PlayersInRoom(event.RoomID) {
if event.PrivateTo != "" && sess.Player != nil && sess.Player.Name == event.PrivateTo {
continue
}
details := g.seesCasinoDetails(sess, event)
if event.Detail && !details {
continue
}
// Style prose before composing it with independently styled art.
// Wrapping the finished message leaks casino_action into borders
// and plain spaces between a snapshot's own color resets.
message := g.casinoProse(sess, category, g.casinoTimeText(event.Message))
if details {
if rendered := g.renderCasinoSnapshot(sess, event.Snapshot); rendered != "" {
message += "\n" + rendered
}
}
if message != "" {
sess.WriteLine(message)
}
}
}
if event.PrivateTo == "" {
continue
}
text := event.PrivateMessage
if text == "" {
text = event.Message
}
if text == "" && event.Menu == nil && event.Snapshot == nil {
continue
}
g.charsMu.Lock()
sess := g.loggedInChars[event.PrivateTo]
g.charsMu.Unlock()
if sess == nil {
continue
}
privateMessage := g.casinoPrivateMessage(sess, category, event.Menu, g.casinoTimeText(text))
privateMessage = g.renderCasinoMessage(sess, category, event.Menu, privateMessage)
rendered := g.renderCasinoSnapshot(sess, event.Snapshot)
if header, reminder, ok := g.casinoBoardReminder(sess, category, event.Menu, event.Snapshot, g.casinoTimeText(text)); ok {
privateMessage = composeTableThenReminder(header, rendered, reminder)
} else if rendered != "" {
privateMessage += "\n" + rendered
}
if event.ShowBalance {
privateMessage += "\n" + g.casinoBalance(sess)
}
sess.WriteLine(privateMessage)
if category == "casino_menu" {
g.writePrompt(sess)
}
}
}
// casinoMenuParts resolves a structured menu into the shared header/balance
// heading/commands used by both menu render paths: the balance line, the
// heading (falling back to the event message), and a copy of the commands
// annotated with an unavailability note for anything the player can't afford.
func (g *Game) casinoMenuParts(sess *net.Session, menu *casino.MenuView, message string) (balance, heading string, commands []casino.MenuCommand) {
balance = ""
if menu.ShowBalance {
balance = g.casinoBalance(sess)
}
heading = g.casinoTimeText(menu.Heading)
if heading == "" {
heading = message
}
commands = append([]casino.MenuCommand(nil), menu.Commands...)
for i := range commands {
if commands[i].Cost > casinoAffordable(sess.Player) {
commands[i].Desc += " [unavailable: insufficient funds]"
}
}
return balance, heading, commands
}
// casinoBoardReminder splits roulette and craps menus so instructions can be
// printed under the betting board, which is the table the reminder refers to.
// Every other game, and compact displays, keep their menu in one block.
func (g *Game) casinoBoardReminder(sess *net.Session, category string, menu *casino.MenuView, snapshot casino.Snapshot, message string) (header, reminder string, ok bool) {
if category != "casino_menu" || menu == nil || sess.Player == nil {
return "", "", false
}
_, isCraps := snapshot.(*casino.CrapsSnapshot)
_, isPoker := snapshot.(*casino.VideoPokerSnapshot)
s, isRoulette := snapshot.(*casino.RouletteSnapshot)
if !isPoker && !isCraps && (!isRoulette || s.Phase == "playing" || s.Phase == "result") {
return "", "", false
}
if !isPoker && !isCraps && sess.Player.OptionString("casino_display") == "compact" && (menu.Repeat || !menu.ShowBalance) {
// The compact reminder is already a short block; leave it intact.
return "", "", false
}
balance, heading, commands := g.casinoMenuParts(sess, menu, message)
return g.casinoMenuHeader(sess, balance, heading), g.casinoMenuCommands(sess, commands), true
}
// composeTableThenReminder joins a menu header, the board graphic, and the
// wager reminder. The board snapshot already leads with a blank line, and the
// reminder keeps exactly one blank line below the board's last visible row.
func composeTableThenReminder(header, table, reminder string) string {
out := header
if table != "" {
out += "\n" + strings.TrimRight(table, "\n")
}
if reminder != "" {
out += "\n\n" + reminder
}
return out
}
// renderCasinoMessage colorizes a casino message unless it is an
// already-composed structured menu.
func (g *Game) renderCasinoMessage(sess *net.Session, category string, menu *casino.MenuView, message string) string {
if category == "casino_menu" && menu != nil {
return message
}
return g.casinoProse(sess, category, message)
}
// casinoProse colorizes casino event text, expanding inline color tags such as
// {casino_result_win}WIN{/} against the session's palette. The event's color
// category is the default for untagged text.
func (g *Game) casinoProse(sess *net.Session, category, text string) string {
return g.expandTagsDefault(sess, g.resolveColor(sess, category), text)
}
func (g *Game) casinoPrivateMessage(sess *net.Session, category string, menu *casino.MenuView, message string) string {
if category != "casino_menu" || menu == nil {
return message
}
balance, heading, commands := g.casinoMenuParts(sess, menu, message)
if sess.Player.OptionString("casino_display") == "compact" && !menu.ShowBalance {
var hints []casino.MenuCommand
for _, c := range commands {
label := c.Command
switch c.Command {
case "hit":
label = "h:hit"
case "stand":
label = "st:stand"
case "double":
label = "dd:double"
case "split":
label = "sp:split"
}
if c.Cost > 0 {
label += fmt.Sprintf(" (+%d)", c.Cost)
}
hints = append(hints, casino.MenuCommand{Command: label, Cost: c.Cost})
}
return g.renderCasinoCommands(sess, balance, heading, hints)
}
return g.renderCasinoCommands(sess, balance, heading, commands)
}
// renderCasinoSnapshot renders a game's structured view for one session. It is
// the only per-game switch in the presentation layer: adding a game means
// adding its snapshot type here, and the Snapshot interface guarantees the
// event carries it rather than being silently dropped by a field filter.
func (g *Game) renderCasinoSnapshot(sess *net.Session, snapshot casino.Snapshot) string {
if snapshot == nil || sess.Player == nil {
return ""
}
mode := g.colorMode(sess)
unicode := sess.Player.OptionBool("unicode")
// Card art is governed by card_size alone; casino_display only controls
// how verbose the command menus are.
size := sess.Player.OptionInt("card_size")
switch s := snapshot.(type) {
case *casino.VideoPokerSnapshot:
return renderVideoPoker(s, mode, unicode, size, sess.Player.OptionString("card_style"), g.CardArt)
case *casino.CrapsSnapshot:
return renderCrapsSnapshot(s, mode, unicode, sess.Player.OptionString("card_style"))
case *casino.RouletteSnapshot:
return renderRouletteSnapshot(s, mode, unicode, size)
case *casino.SlotSnapshot:
return renderSlotSnapshot(s, mode, unicode)
case *casino.BlackjackSnapshot:
return renderBlackjackSnapshotFor(s, mode, unicode, size, sess.Player.OptionString("card_style"), g.CardArt, sess.Player.Name)
case *casino.BlackjackRulesView:
return renderBlackjackRulesFelt(s.Config, mode, unicode)
case *casino.BaccaratRulesView:
return renderBaccaratRulesFelt(s.Config, mode, unicode)
case *casino.BaccaratSnapshot:
return renderBaccaratSnapshot(s, mode, unicode, size, sess.Player.OptionString("card_style"), g.CardArt)
}
return ""
}
// renderCasinoCommands lays every casino menu out in the same style: an
// optional balance line, a heading, and an aligned command list with each
// command in the "command" color and its description in plain text.
func (g *Game) renderCasinoCommands(sess *net.Session, balance, heading string, commands []casino.MenuCommand) string {
head := g.casinoMenuHeader(sess, balance, heading)
body := g.casinoMenuCommands(sess, commands)
switch {
case head == "":
return body
case body == "":
return head
default:
return head + "\n\n" + body
}
}
// casinoMenuHeader formats the balance and heading that introduce a casino
// menu. It is split from the command list so the roulette board can be drawn
// between them.
func (g *Game) casinoMenuHeader(sess *net.Session, balance, heading string) string {
var sb strings.Builder
if balance != "" {
sb.WriteString(balance)
sb.WriteString("\n\n")
}
if heading != "" {
sb.WriteString(g.colorize(sess, "casino_action", heading))
sb.WriteString("\n\n")
}
return strings.TrimRight(sb.String(), "\n")
}
// casinoMenuCommands formats an aligned, colored command list.
func (g *Game) casinoMenuCommands(sess *net.Session, commands []casino.MenuCommand) string {
return g.casinoCommandColumns(sess, commands)
}
func renderBlackjackSnapshotFor(snapshot *casino.BlackjackSnapshot, mode string, unicode bool, size int, style string, art *cardart.Store, viewer string) string {
if snapshot == nil {
return ""
}
size = cardRenderSize(unicode, size)
var lines []string
dealerTitle := "Dealer:"
if snapshot.DealerRevealed {
dealerTitle = "Dealer (" + snapshot.DealerScore + "):"
} else if snapshot.DealerShownScore != "" {
dealerTitle = "Dealer (" + snapshot.DealerShownScore + "):"
}
if size == 1 {
lines = append(lines, cardLine(mode, dealerTitle)+" "+strings.Join(cardsLine(mode, snapshot.Dealer, size, unicode, style, art), " "))
} else {
lines = append(lines, cardLine(mode, dealerTitle))
lines = append(lines, cardsLine(mode, snapshot.Dealer, size, unicode, style, art)...)
}
for _, player := range snapshot.Players {
name := player.Name
if name == viewer {
name = "You"
}
marker := " "
if player.Active {
marker = "> "
}
detail := ""
if player.Hand > 0 {
detail = fmt.Sprintf(" | Hand %d/%d | Wager %d | %s", player.Hand, player.Hands, player.Bet, player.Status)
}
if player.Active && player.Name != viewer {
detail = strings.ReplaceAll(detail, "Your turn", "Playing")
}
title := fmt.Sprintf("%s%s (%s)%s:", marker, name, player.Score, detail)
if size == 1 {
lines = append(lines, cardLine(mode, title)+" "+strings.Join(cardsLine(mode, player.Cards, size, unicode, style, art), " "))
} else {
lines = append(lines, cardLine(mode, title))
lines = append(lines, cardsLine(mode, player.Cards, size, unicode, style, art)...)
}
}
return strings.Join(lines, "\n")
}
// renderBaccaratSnapshot draws the player and banker hands followed by the
// list of wagers riding on the round.
func renderBaccaratSnapshot(snapshot *casino.BaccaratSnapshot, mode string, unicode bool, size int, style string, art *cardart.Store) string {
if snapshot == nil {
return ""
}
size = cardRenderSize(unicode, size)
var lines []string
if size == 1 {
lines = append(lines, cardLine(mode, "Player ("+snapshot.PlayerScore+"):")+" "+strings.Join(cardsLine(mode, snapshot.Player, size, unicode, style, art), " "), cardLine(mode, "Banker ("+snapshot.BankerScore+"):")+" "+strings.Join(cardsLine(mode, snapshot.Banker, size, unicode, style, art), " "))
} else {
lines = append(lines, cardLine(mode, "Player ("+snapshot.PlayerScore+"):"))
lines = append(lines, cardsLine(mode, snapshot.Player, size, unicode, style, art)...)
lines = append(lines, cardLine(mode, "Banker ("+snapshot.BankerScore+"):"))
lines = append(lines, cardsLine(mode, snapshot.Banker, size, unicode, style, art)...)
}
for _, bet := range snapshot.Bets {
lines = append(lines, cardLine(mode, fmt.Sprintf("%s bets %d on %s.", bet.Name, bet.Amount, bet.Spot)))
}
return strings.Join(lines, "\n")
}
func cardLine(mode, text string) string {
spec := color.NoColor()
spec.Fg = 39
return color.Render(mode, spec, text)
}
func cardsLine(mode string, cards []casino.CardView, size int, unicode bool, style string, art *cardart.Store) []string {
if len(cards) == 0 {
return nil
}
if size == 1 {
parts := make([]string, len(cards))
for i, card := range cards {
if !unicode {
if card.Hidden {
parts[i] = "[??]"
} else {
suit := map[string]string{"hearts": "H", "diamonds": "D", "spades": "S", "clubs": "C"}[card.Suit]
parts[i] = card.Rank + suit
}
} else {
parts[i] = colorizeCardSymbol(mode, card)
}
}
return []string{strings.Join(parts, " ")}
}
artLines := make([][]string, len(cards))
for i, card := range cards {
artLines[i] = cardArtLines(card, size, unicode, style, art)
}
lines := make([]string, size)
for row := 0; row < size; row++ {
var lineParts []string
for i, card := range artLines {
lineParts = append(lineParts, colorizeCardLine(mode, card[row], cards[i], row, size, style))
}
lines[row] = strings.Join(lineParts, " ")
}
return lines
}
func cardRenderSize(unicode bool, size int) int {
if size == 1 {
return 1
}
if !unicode {
return 5
}
if size == 1 || size == 5 || size == 7 || size == 9 {
return size
}
return 7
}
var suitSymbols = map[string]string{"hearts": "♥", "spades": "♠", "diamonds": "♦", "clubs": "♣"}
func cardSymbol(card casino.CardView) string {
if card.Hidden {
return "?"
}
return card.Rank + suitSymbols[card.Suit]
}
func cardArtLines(card casino.CardView, size int, unicode bool, style string, art *cardart.Store) []string {
if card.Hidden {
return generatedCardArt("?", "", size, unicode, style)
}
key := card.Rank + strings.ToUpper(card.Suit[:1])
if configured := art.Art(key, size); len(configured) == size {
return configured
}
return generatedCardArt(card.Rank, card.Suit, size, unicode, style)
}
func generatedCardArt(rank, suit string, size int, unicode bool, style string) []string {
if size < 5 {
size = 5
}
border := "-"
left, right := "+", "+"
if unicode {
border, left, right = "─", "┌", "┐"
}
bottomLeft, bottomRight := left, right
if unicode {
bottomLeft, bottomRight = "└", "┘"
}
vertical := "|"
if unicode {
vertical = "│"
}
if unicode && style == "light" {
lines := []string{strings.Repeat("▄", size)}
lines = append(lines, generatedCardBody(rank, suit, size, unicode, vertical)...)
return append(lines, strings.Repeat("▀", size))
}
lines := []string{left + strings.Repeat(border, size-2) + right}
lines = append(lines, generatedCardBody(rank, suit, size, unicode, vertical)...)
lines = append(lines, bottomLeft+strings.Repeat(border, size-2)+bottomRight)
return lines
}
func generatedCardBody(rank, suit string, size int, unicode bool, vertical string) []string {
inner := size - 2
lines := make([]string, 0, size-2)
for row := 1; row < size-1; row++ {
content := strings.Repeat(" ", inner)
if row == 1 {
content = rank + strings.Repeat(" ", inner-len(rank))
}
if row == (size-1)/2 {
suitText := ""
if suit != "" {
suitText = suitLetter(suit, unicode)
}
suitWidth := utf8.RuneCountInString(suitText)
leftPadding := (inner - suitWidth) / 2
content = strings.Repeat(" ", leftPadding) + suitText + strings.Repeat(" ", inner-leftPadding-suitWidth)
}
if row == size-2 {
content = strings.Repeat(" ", inner-len(rank)) + rank
}
lines = append(lines, vertical+content+vertical)
}
return lines
}
func suitLetter(suit string, unicode bool) string {
if !unicode {
return strings.ToUpper(suit[:1])
}
return suitSymbols[suit]
}
func colorizeCardLine(mode, line string, card casino.CardView, row, size int, style string) string {
red := card.Suit == "hearts" || card.Suit == "diamonds"
rankColor := 27
if red {
rankColor = 196
}
suitColor := 27
if red {
suitColor = 196
}
rankLine := row == 1 || row == size-2
light := style == "light"
bodyBackground := light && row > 0 && row < size-1
var builder strings.Builder
for _, r := range line {
if strings.ContainsRune("┌─┐└┘│┬┴├┤┼╔╗╚╝═║╦╩╠╣╬▀▄+|-", r) {
spec := color.ColorSpec{Fg: 15}
if bodyBackground {
spec.Bg = 15
}
builder.WriteString(color.Render(mode, spec, string(r)))
} else if r == ' ' {
if bodyBackground {
builder.WriteString(color.Render(mode, color.ColorSpec{Fg: 15, Bg: 15}, " "))
} else {
builder.WriteRune(r)
}
} else {
value := suitColor
if rankLine {
value = rankColor
}
spec := color.ColorSpec{Fg: value}
if bodyBackground {
spec.Bg = 15
}
builder.WriteString(color.Render(mode, spec, string(r)))
}
}
return builder.String()
}
func colorizeCardSymbol(mode string, card casino.CardView) string {
if card.Hidden {
return color.Render(mode, color.ColorSpec{Fg: 15}, "?")
}
rankColor, suitColor := 27, 27
if card.Suit == "hearts" || card.Suit == "diamonds" {
rankColor, suitColor = 196, 196
}
runes := []rune(cardSymbol(card))
rankLength := len([]rune(card.Rank))
return color.Render(mode, color.ColorSpec{Fg: rankColor}, string(runes[:rankLength])) +
color.Render(mode, color.ColorSpec{Fg: suitColor}, string(runes[rankLength:]))
}
func renderSlotSnapshot(snapshot *casino.SlotSnapshot, mode string, unicode bool) string {
if snapshot == nil {
return ""
}
left, junction, right, horizontal, vertical := '+', '+', '+', '-', '|'
bottomLeft, bottomJunction, bottomRight := '+', '+', '+'
if unicode {
left, junction, right, horizontal, vertical = '\u250c', '\u252c', '\u2510', '\u2500', '\u2502'
bottomLeft, bottomJunction, bottomRight = '\u2514', '\u2534', '\u2518'
}
separator := string(left)
for reel := 0; reel < 5; reel++ {
if reel > 0 {
separator += string(junction)
}
separator += strings.Repeat(string(horizontal), 9)
}
separator += string(right)
lines := []string{casinoFrame(mode, separator)}
frameVertical := casinoFrame(mode, string(vertical))
for row := 0; row < 3; row++ {
line := frameVertical
for reel := 0; reel < 5; reel++ {
value := "..."
if reel < snapshot.StoppedReels {
value = snapshot.Grid[row][reel]
}
// Pad to the fixed 7-cell reel width; a malformed profile could
// otherwise make this negative and panic. Validation caps the id
// length, so this is a defence-in-depth backstop.
pad := 7 - len(value)
if pad < 0 {
pad = 0
}
line += " " + colorSlotSymbol(mode, value) + strings.Repeat(" ", pad) + " " + frameVertical
}
lines = append(lines, line)
}
bottom := string(bottomLeft)
for reel := 0; reel < 5; reel++ {
if reel > 0 {
bottom += string(bottomJunction)
}
bottom += strings.Repeat(string(horizontal), 9)
}
bottom += string(bottomRight)
lines = append(lines, casinoFrame(mode, bottom))
return strings.Join(lines, "\n")
}
func casinoFrame(mode, text string) string {
spec := color.NoColor()
spec.Fg = 244
return color.Render(mode, spec, text)
}
func colorSlotSymbol(mode, symbol string) string {
spec := color.NoColor()
spec.Fg = 250
switch symbol {
case "straw":
spec.Fg = 220
case "stick":
spec.Fg = 46
case "brick":
spec.Fg = 196
case "hat":
spec.Fg = 201
case "wolf":
spec.Fg = 39
case "scatter":
spec.Fg = 226
default:
spec.Dim = true
}
return color.Render(mode, spec, symbol)
}
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