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package game
import (
"fmt"
"strings"
"thehouseoficarus/internal/casino"
"thehouseoficarus/internal/color"
)
func cashHuntPrizeColor(multiplier int) int {
switch {
case multiplier >= 10000:
return 225
case multiplier >= 500:
return 201
case multiplier >= 100:
return 220
case multiplier >= 20:
return 207
case multiplier >= 5:
return 141
case multiplier >= 2:
return 81
case multiplier == 1:
return 120
default:
return 240
}
}
const (
cashHuntColumns = 10
cashHuntTileWidth = 7
)
// cashHuntTileColors is a dark rainbow, one hue per column. The shades stay
// dark enough for bright prize text while replacing the old black/blue checker.
var cashHuntTileColors = [cashHuntColumns]int{88, 94, 100, 28, 29, 30, 24, 18, 90, 89}
// cashHuntCenter pads text to a fixed tile width, keeping every column aligned
// whether it holds a one- or three-digit square number.
func cashHuntCenter(text string, width int) string {
if len(text) >= width {
return text
}
left := (width - len(text)) / 2
return strings.Repeat(" ", left) + text + strings.Repeat(" ", width-len(text)-left)
}
func renderCashHunt(s *casino.CashHuntSnapshot, mode string, unicode bool) string {
paint := func(text string, fg int) string { return color.Render(mode, color.ColorSpec{Fg: fg, Bg: -1}, text) }
title := paint("CASH HUNT / "+strings.ToUpper(s.Risk)+" / 98% RTP", 220)
switch s.Phase {
case "hidden":
side, topLeft, topRight, bottomLeft, bottomRight, bar := "|", "+", "+", "+", "+", "-"
if unicode {
side, topLeft, topRight, bottomLeft, bottomRight, bar = "│", "╭", "╮", "╰", "╯", "─"
}
lines := []string{topLeft + strings.Repeat(bar, 68) + topRight}
for _, text := range []string{"* THE VAULT WHIRLS ... THE PRIZES VANISH! *", "All 100 positions have been hidden and mixed.", "The prizes are sealed. Your choice unlocks one.", "Choose your square: type 1-100, or pick N."} {
padding := 68 - len(text)
lines = append(lines, side+strings.Repeat(" ", padding/2)+text+strings.Repeat(" ", padding-padding/2)+side)
}
lines = append(lines, bottomLeft+strings.Repeat(bar, 68)+bottomRight)
for i, line := range lines {
lines[i] = color.Render(mode, color.ColorSpec{Fg: -1, Bg: -1, Gradient: []int{196, 208, 220, 46, 51, 45, 39, 21, 201, 207}}, line)
}
return strings.Join(lines, "\n")
case "paytable":
lines := []string{title, "Prize Chance per square"}
for _, prize := range s.Odds {
lines = append(lines, paint(fmt.Sprintf("%6dx %10.6f%%", prize.Multiplier, float64(prize.Weight)/1_000_000), cashHuntPrizeColor(prize.Multiplier)))
}
return strings.Join(append(lines, "Returns include stake. Each board's mix varies; jackpots are not guaranteed."), "\n")
case "preview", "result":
// Ten columns, two lines per tile: all 100 labels and even 50000x fit
// into a 70-column canvas without relying on cursor controls.
lines := []string{title}
if s.Phase == "preview" {
highest := 0
for _, value := range s.Squares {
highest = max(highest, value)
}
lines = append(lines, paint(fmt.Sprintf("PRIZE PREVIEW / top prize %dx / positions will be mixed", highest), cashHuntPrizeColor(highest)))
} else {
lines = append(lines, paint(fmt.Sprintf("YOUR PICK: %d / %dx", s.Selected, s.Squares[s.Selected-1]), 220))
}
for start := 0; start < casino.CashHuntSquares; start += cashHuntColumns {
var numbers, prizes strings.Builder
for k := start; k < start+cashHuntColumns; k++ {
bg := cashHuntTileColors[k%cashHuntColumns]
number := cashHuntCenter(fmt.Sprintf("%d", k+1), cashHuntTileWidth)
value := cashHuntCenter(fmt.Sprintf("%dx", s.Squares[k]), cashHuntTileWidth)
nf, vf := 246, cashHuntPrizeColor(s.Squares[k])
selected := s.Selected == k+1
if selected {
number = cashHuntCenter(fmt.Sprintf(">%d<", k+1), cashHuntTileWidth)
nf, vf, bg = 16, 16, 226
}
numbers.WriteString(color.Render(mode, color.ColorSpec{Fg: nf, Bg: bg, Bold: selected}, number))
prizes.WriteString(color.Render(mode, color.ColorSpec{Fg: vf, Bg: bg, Bold: selected}, value))
}
lines = append(lines, numbers.String(), prizes.String())
}
return strings.Join(lines, "\n")
default:
return title + "\n" + paint("100 squares. One choice. Prizes from 0x to 50000x.", 81)
}
}
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