The first two pieces of games.parodia.dev, both pure: no HTTP, no timers, no euros, nothing that knows a player's name. cards/ is the shared deck gogobee never had — blackjack carried its own, UNO carried another, hold'em leaned on a third-party one. The RNG is threaded rather than the package global, so a hand is reproducible from its seed. That's what makes the engine testable, and what lets a disputed hand be dealt again exactly as it fell. blackjack/ is ApplyMove(state, move) -> (state, events, error), where an error means the move was illegal and nothing else. gogobee's engine *was* the message sender, so its errors meant "the send failed"; there was no seam to test against. State is a plain value, so a hand survives a redeploy. House terms match the Matrix table — six decks, 3:2, dealer hits soft 17 — plus a 5% rake. The rake comes off winnings only: a push returns the stake untouched and a loss is never charged for the privilege.
127 lines
3.4 KiB
Go
127 lines
3.4 KiB
Go
// Package cards holds the deck primitives every card game on Pete shares.
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//
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// gogobee never had this: blackjack carried its own deck, UNO carried another,
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// and hold'em leaned on a third-party one. Three shuffles, three bugs to fix
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// three times. The games ported over here consolidate onto this instead.
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//
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// Two rules hold throughout:
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//
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// The RNG is threaded, never global. Every shuffle takes an explicit *rand.Rand,
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// so a hand is reproducible from its seed — which is what makes the engines
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// testable, and what lets us re-deal a disputed hand and show the player exactly
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// what the shoe did.
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//
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// A Deck is a plain value. No pointers into it, no timers hanging off it, so a
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// game in progress serializes to JSON and survives a redeploy.
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package cards
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import "math/rand/v2"
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// Suit is one of the four French suits.
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type Suit uint8
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const (
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Spades Suit = iota
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Hearts
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Diamonds
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Clubs
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)
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// Rank runs Ace(1) through King(13). Ace is low here; games that want it high
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// (blackjack's soft 11, hold'em's wheel) say so themselves.
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type Rank uint8
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const (
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Ace Rank = 1
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Jack Rank = 11
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Queen Rank = 12
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King Rank = 13
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)
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var (
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suitGlyphs = [4]string{"♠", "♥", "♦", "♣"}
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rankNames = [14]string{"", "A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"}
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)
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// Card is one playing card. The short JSON keys keep a serialized shoe small —
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// a six-deck blackjack state is 312 of these.
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type Card struct {
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Rank Rank `json:"r"`
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Suit Suit `json:"s"`
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}
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// String renders the card the way a table shows it: "A♠", "10♥".
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func (c Card) String() string {
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if c.Rank < Ace || c.Rank > King || c.Suit > Clubs {
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return "??"
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}
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return rankNames[c.Rank] + suitGlyphs[c.Suit]
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}
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// Red reports whether the card is a red suit — the one thing every renderer
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// needs and nobody should re-derive.
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func (c Card) Red() bool { return c.Suit == Hearts || c.Suit == Diamonds }
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// Deck is an ordered pile of cards. The next card to come off is at index 0.
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type Deck []Card
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// NewDeck builds n standard 52-card decks in fixed order. Shuffle before use:
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// an unshuffled deck is a bug at a table, but it's exactly what a test wants.
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func NewDeck(n int) Deck {
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if n < 1 {
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n = 1
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}
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d := make(Deck, 0, 52*n)
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for i := 0; i < n; i++ {
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for s := Spades; s <= Clubs; s++ {
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for r := Ace; r <= King; r++ {
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d = append(d, Card{Rank: r, Suit: s})
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}
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}
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}
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return d
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}
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// Shuffle permutes the deck in place using the supplied RNG. Passing a seeded
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// *rand.Rand gives the same shuffle every time, which is the whole point.
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func (d Deck) Shuffle(rng *rand.Rand) {
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rng.Shuffle(len(d), func(i, j int) { d[i], d[j] = d[j], d[i] })
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}
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// Draw takes the top card. ok is false when the deck is spent; the caller
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// decides whether that means reshuffle or fold, because the two games that hit
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// it disagree.
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func (d *Deck) Draw() (c Card, ok bool) {
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if len(*d) == 0 {
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return Card{}, false
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}
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c = (*d)[0]
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*d = (*d)[1:]
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return c, true
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}
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// Hand renders a run of cards for display: "A♠ 10♥".
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func Hand(cs []Card) string {
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s := ""
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for i, c := range cs {
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if i > 0 {
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s += " "
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}
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s += c.String()
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}
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return s
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}
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// NewRNG seeds a generator from two uint64s. Games store the seed alongside the
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// hand so a finished hand can be replayed exactly as it was dealt.
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func NewRNG(seed1, seed2 uint64) *rand.Rand {
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return rand.New(rand.NewPCG(seed1, seed2))
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}
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func (s Suit) String() string {
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if s > Clubs {
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return "?"
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}
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return suitGlyphs[s]
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}
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