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package game
import (
"fmt"
"strconv"
"strings"
"thehouseoficarus/internal/casino"
"thehouseoficarus/internal/color"
"thehouseoficarus/internal/net"
)
// Roulette art is rendered per recipient, just like cards. Never embed ANSI
// in engine snapshots: spectators may have different color/Unicode settings.
func renderRouletteSnapshot(s *casino.RouletteSnapshot, mode string, unicode bool, size int) string {
switch s.Phase {
case "playing":
return renderRouletteWheel(s.Wheel, mode, unicode)
case "result":
return renderRouletteResult(s.Pockets, mode, unicode, size)
default:
return renderRouletteLayout(s.DoubleZero, mode, unicode)
}
}
func rouletteInk(mode, text string) string {
return color.Render(mode, color.ColorSpec{Fg: 15, Bg: -1}, text)
}
// Use the basic palette so both ANSI-16 and xterm256 give white-on-red,
// white-on-green and white-on-black, rather than approximating a gradient.
func roulettePaint(mode, text string, bg int) string {
return color.Render(mode, color.ColorSpec{Fg: 15, Bg: bg, Bold: true}, text)
}
func roulettePocketColor(pocket string) (int, string) {
if pocket == "0" || pocket == "00" {
return 2, "GREEN"
}
n, _ := strconv.Atoi(pocket)
switch n {
case 1, 3, 5, 7, 9, 12, 14, 16, 18, 19, 21, 23, 25, 27, 30, 32, 34, 36:
return 1, "RED"
default:
return 0, "BLACK"
}
}
func rouletteCenter(text string, width int) string {
pad := max(0, width-color.VisibleLen(text))
return strings.Repeat(" ", pad/2) + text + strings.Repeat(" ", pad-pad/2)
}
type rouletteLines struct{ h, v, tl, tr, bl, br, teeTop, teeBottom, teeLeft, teeRight, cross string }
func rouletteBorders(unicode bool) rouletteLines {
if unicode {
return rouletteLines{"─", "│", "┌", "┐", "└", "┘", "┬", "┴", "├", "┤", "┼"}
}
return rouletteLines{"-", "|", "+", "+", "+", "+", "+", "+", "+", "+", "+"}
}
func repeatRoulette(s string, n int) []string {
parts := make([]string, n)
for i := range parts {
parts[i] = s
}
return parts
}
// renderRouletteLayout draws the betting board. Green is reserved for the
// 0/00 lane: every other cell is red, black, or plain. The odds reminder is
// not part of the board (it is shown by the "table" command), so the board
// stays compact enough to sit in a betting menu.
func renderRouletteLayout(double bool, mode string, unicode bool) string {
b := rouletteBorders(unicode)
var lines []string
title := "ROULETTE / SINGLE ZERO"
if double {
title = "ROULETTE / DOUBLE ZERO"
}
lines = append(lines, rouletteInk(mode, title))
// Five columns for the zero lane, twelve four-column pockets. Four
// adjacent pockets line up exactly over each 19-column dozen.
gridRule := func(left, joint, right string) string {
return left + strings.Repeat(b.h, 5) + joint + strings.Join(repeatRoulette(strings.Repeat(b.h, 4), 12), joint) + right
}
lines = append(lines, rouletteInk(mode, gridRule(b.tl, b.teeTop, b.tr)))
for row := 3; row >= 1; row-- {
zero, zeroBg := "", -1
switch {
case double && row == 3:
zero, zeroBg = "0", 2
case double && row == 1:
zero, zeroBg = "00", 2
case !double && row == 2:
zero, zeroBg = "0", 2
}
if zeroBg == 2 && (mode == "none" || mode == "") {
zero += "G"
}
line := rouletteInk(mode, b.v) + roulettePaint(mode, rouletteCenter(zero, 5), zeroBg) + rouletteInk(mode, b.v)
for n := row; n <= 36; n += 3 {
pocket := strconv.Itoa(n)
bg, name := roulettePocketColor(pocket)
if mode == "none" || mode == "" {
pocket += name[:1]
}
line += roulettePaint(mode, rouletteCenter(pocket, 4), bg) + rouletteInk(mode, b.v)
}
line += rouletteInk(mode, fmt.Sprintf(" column%d", row))
lines = append(lines, line)
if row > 1 {
// The zero lane spans the grid height; only its labeled cell is green.
line = rouletteInk(mode, b.v+" "+b.teeLeft+strings.Join(repeatRoulette(strings.Repeat(b.h, 4), 12), b.cross)+b.teeRight)
lines = append(lines, line)
}
}
lines = append(lines, rouletteInk(mode, gridRule(b.bl, b.teeBottom, b.br)))
// Outside bets share the exact 60-column numbered-grid footprint.
indent := " "
dozen := indent + rouletteInk(mode, b.v)
for i := 1; i <= 3; i++ {
dozen += rouletteInk(mode, rouletteCenter(fmt.Sprintf("dozen%d", i), 19)) + rouletteInk(mode, b.v)
}
lines = append(lines, dozen)
line := indent + rouletteInk(mode, b.v)
for _, bet := range []string{"low", "even", "red", "black", "odd", "high"} {
bg := -1
if bet == "red" {
bg = 1
}
if bet == "black" {
bg = 0
}
line += roulettePaint(mode, rouletteCenter(bet, 9), bg) + rouletteInk(mode, b.v)
}
lines = append(lines, line, rouletteInk(mode, indent+b.bl+strings.Repeat(b.h, 59)+b.br))
if mode == "none" || mode == "" {
lines = append(lines, "R = red, B = black, G = green")
}
return strings.Join(lines, "\n")
}
// rouletteWheelSlots are the pocket anchor points (clockwise from the top) for
// the single-zero ring. The double-zero ring inserts one extra slot at the
// bottom centre. This hand-tuned geometry is what keeps a full 37/38-pocket
// circle readable in a monospace terminal.
var rouletteWheelSlots = [][2]int{
{25, 0}, {33, 0}, {41, 0}, {46, 1}, {50, 2}, {53, 3}, {57, 4}, {59, 6}, {59, 7},
{60, 9}, {61, 11}, {60, 13}, {58, 15}, {58, 16}, {56, 18}, {54, 19}, {50, 20},
{46, 21}, {41, 22}, {33, 22}, {25, 22}, {20, 21}, {17, 20}, {13, 19}, {9, 18},
{7, 17}, {5, 16}, {4, 14}, {3, 12}, {3, 10}, {4, 8}, {7, 6}, {9, 5}, {12, 4},
{14, 3}, {17, 2}, {21, 1},
}
func rouletteWheelSlotsFor(double bool) [][2]int {
slots := append([][2]int(nil), rouletteWheelSlots...)
if !double {
return slots
}
insert := 20 // between {33,22} and {25,22}
slots = append(slots, [2]int{})
copy(slots[insert+1:], slots[insert:])
slots[insert] = [2]int{29, 22}
return slots
}
// roulettePocketToken renders one three-column pocket. With color it is just
// the number; without color a trailing letter keeps red/black/green distinct.
func roulettePocketToken(value, label, mode string) string {
if mode == "none" || mode == "" {
switch len(value) {
case 1:
return value + label[:1] + " "
case 2:
return value + label[:1]
default:
return value
}
}
return rouletteCenter(value, 3)
}
type rouletteCell struct {
r rune
bg int
}
// renderRouletteWheel draws a large circular wheel. The pocket count carries
// the real zero count (one green for single zero, two for American), and the
// hub shows the ball during the spin.
func renderRouletteWheel(wheel []string, mode string, unicode bool) string {
double := false
for _, p := range wheel {
if p == "00" {
double = true
}
}
slots := rouletteWheelSlotsFor(double)
if len(wheel) != len(slots) {
slots = rouletteWheelSlots
if len(wheel) > len(slots) {
wheel = wheel[:len(slots)]
}
}
const width, height = 68, 23
grid := make([][]rouletteCell, height)
for y := range grid {
grid[y] = make([]rouletteCell, width)
for x := range grid[y] {
grid[y][x] = rouletteCell{' ', -1}
}
}
place := func(x, y int, s string, bg int) {
for k, r := range []rune(s) {
px := x + k
if px >= 0 && px < width && y >= 0 && y < height {
grid[y][px] = rouletteCell{r, bg}
}
}
}
for i, value := range wheel {
if i >= len(slots) {
break
}
bg, label := roulettePocketColor(value)
place(slots[i][0]-1, slots[i][1], roulettePocketToken(value, label, mode), bg)
}
hub := []string{"\\ | /", " \\ | / ", "--( o )--", " / | \\ ", "/ | \\"}
if unicode {
hub = []string{"╲ │ ╱", " ╲ │ ╱ ", "──( ● )──", " ╱ │ ╲ ", "╱ │ ╲"}
}
for k, text := range hub {
place(29, 9+k, text, -1)
}
lines := make([]string, 0, height)
for _, row := range grid {
lines = append(lines, renderRouletteRow(row, mode))
}
return strings.Join(lines, "\n")
}
func renderRouletteRow(row []rouletteCell, mode string) string {
last := len(row)
for last > 0 && row[last-1].r == ' ' {
last--
}
if last == 0 {
return ""
}
var sb strings.Builder
for i := 0; i < last; {
bg := row[i].bg
j := i
var seg []rune
for j < last && row[j].bg == bg {
seg = append(seg, row[j].r)
j++
}
text := string(seg)
if bg >= 0 && mode != "none" && mode != "" {
sb.WriteString(roulettePaint(mode, text, bg))
} else {
sb.WriteString(rouletteInk(mode, text))
}
i = j
}
return sb.String()
}
// renderRouletteResult draws the winning pocket and its two physical
// neighbours at playing-card size. The ball marks the middle pocket; there is
// no surrounding prose.
func renderRouletteResult(pockets [3]string, mode string, unicode bool, size int) string {
size = cardRenderSize(unicode, size)
if size < 5 {
size = 5
}
width := size + 2
b := rouletteBorders(unicode)
ball := "o"
if unicode {
ball = "●"
}
var lines []string
for row := 0; row < size; row++ {
var cells []string
for i, pocket := range pockets {
bg, name := roulettePocketColor(pocket)
var text string
switch row {
case 0:
text = b.tl + strings.Repeat(b.h, width-2) + b.tr
case size - 1:
text = b.bl + strings.Repeat(b.h, width-2) + b.br
default:
content := ""
if row == 1 {
content = name
}
if row == size/2 {
content = pocket
}
if i == 1 && row == size/2+1 {
content = ball
}
text = b.v + rouletteCenter(content, width-2) + b.v
}
cells = append(cells, roulettePaint(mode, text, bg))
}
lines = append(lines, strings.Join(cells, " "))
}
return strings.Join(lines, "\n")
}
// rouletteReminder is the odds/cheat-sheet block, shown only by "table" (and
// "table rules"), never with the ambient betting board.
func (g *Game) rouletteReminder(sess *net.Session) string {
text := "Numbers 35:1 | Dozens / columns 2:1 | Other outside bets 1:1\n" +
"Low: 1-18 | High: 19-36 | Zero loses all outside bets\n" +
"bet 10 on 17 / bet 10 on red / bet 10 on dozen2"
return g.colorize(sess, "casino_action", text)
}
func (g *Game) renderCasinoRules(sess *net.Session, cfg casino.TableConfig) string {
rules := g.colorize(sess, "casino_action", cfg.RulesText())
if cfg.Game == casino.GameRoulette {
snap := &casino.RouletteSnapshot{DoubleZero: cfg.Roulette.DoubleZero, Phase: "betting", Wheel: casino.WheelOrder(cfg.Roulette.DoubleZero)}
rules += "\n" + g.renderCasinoSnapshot(sess, snap) + "\n" + g.rouletteReminder(sess)
}
return rules
}
|