Blackjack has a split. It was the last rule missing from a game that has been live for a week, and it is the only move in blackjack that takes chips out of your stack *after* the cards are out — which is most of what there is to get wrong about it. So the state stops pretending. State.Player is gone; there is a slice of Hands, each with its own cards, its own bet, its own outcome and its own payout, and an Active index the player works left to right. Settle runs per hand and rakes per hand: netting them against each other first would mean a player who won one and lost one paid no rake at all, which is not a rake, it's a discount for splitting. The web layer takes the second bet before the move and hands it straight back if the engine refuses — the same shape double already used, except double was staking st.Bet, the whole table's stake, which was the same number as the hand's until today and is now emphatically not. DoubleCost/SplitCost are the active hand's, and the felt would have found this by charging you 300 to double the third hand of a split. The rules that cost money if you guess them: split aces get one card each and no say (a pair of aces is otherwise the best hand in the game, forever), 21 on a split hand is twenty-one and not a natural (it does not pay 3:2 — the test that pins this is the most expensive one in the file), same rank rather than same value (a king and a queen are not a pair), four hands maximum, double after split allowed, and if every hand busts the dealer does not turn over. A live hand outlives a deploy, so State.UnmarshalJSON still reads the old blobs: "player" with no "hands" becomes one hand holding the whole stake. Without it, a player mid-hand at restart is a player whose cards vanished — which is not a decode error, and would not have looked like one. On the felt a hand is now a box with its own spot, and a split is a card lifting out of one hand into a new one with a second stack of chips flying after it from your pile. Verified in a browser against a real pair: chips 4738 -> 4638 on the split, two hands played out, one push and one loss, "Down on the deal. -100", 4738 back. Three hands stack without collision at 390px. Settled hands come back to full brightness — dimming means "not your turn", and when the deal is over they are the thing you are reading. Claude-Session: https://claude.ai/code/session_013M5nD7PgUboJXoDcYHzpuJ
590 lines
18 KiB
Go
590 lines
18 KiB
Go
// Package blackjack is a pure blackjack engine.
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//
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// It knows nothing about HTTP, sockets, timers, euros or players' names. You
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// hand it a state and a move, it hands you back a new state and the list of
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// things that just happened. Everything else — who is sitting there, what their
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// chips are, when their clock runs out — belongs to the shell in internal/games/table.
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//
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// That seam is the one thing gogobee's blackjack never had: there, the engine
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// *was* the message sender, so an "error" meant a Matrix send had failed rather
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// than that a player had tried something illegal. Here an error means exactly
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// one thing: the move was not legal in this state.
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//
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// The state is a plain value. It serializes, so a hand survives a redeploy, and
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// it replays, so a disputed hand can be dealt again from its seed.
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package blackjack
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import (
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"encoding/json"
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"errors"
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"math"
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"math/rand/v2"
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"pete/internal/games/cards"
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)
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// Errors an illegal move can produce. Callers can match on these to tell a
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// player "not now" rather than "something broke".
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var (
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ErrHandOver = errors.New("blackjack: the hand is already over")
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ErrNotYourTurn = errors.New("blackjack: it is not the player's turn to act")
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ErrUnknownMove = errors.New("blackjack: unknown move")
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ErrCantDouble = errors.New("blackjack: double is only allowed on the opening two cards")
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ErrCantSplit = errors.New("blackjack: split is only allowed on two cards of the same rank")
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ErrDeckExhausted = errors.New("blackjack: the shoe is empty")
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ErrBadBet = errors.New("blackjack: bet must be positive")
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)
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// MaxHands is how many hands one deal can turn into: the opening hand, plus
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// three splits. Four is the usual house limit and it is also the point past
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// which the felt runs out of room.
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const MaxHands = 4
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// Phase is whose turn it is.
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type Phase string
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const (
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PhasePlayer Phase = "player" // the player is acting on the active hand
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PhaseDealer Phase = "dealer" // transient: the dealer is drawing out
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PhaseDone Phase = "done" // settled, Outcome and Payout are final
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)
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// Outcome is how a finished hand finished, from the player's point of view.
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type Outcome string
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const (
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OutcomeNone Outcome = ""
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OutcomeBlackjack Outcome = "blackjack" // natural 21, paid 3:2
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OutcomeWin Outcome = "win"
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OutcomeLose Outcome = "lose"
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OutcomePush Outcome = "push" // tie, stake returned
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OutcomeBust Outcome = "bust" // player went over 21
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OutcomeDealerBust Outcome = "dealer_bust"
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)
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// Won reports whether this outcome pays the player more than their stake back.
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func (o Outcome) Won() bool {
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return o == OutcomeWin || o == OutcomeBlackjack || o == OutcomeDealerBust
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}
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// Rules are the table's terms. They're part of the state rather than a global,
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// so a hand always settles under the rules it was dealt under — even if the
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// house changes them mid-session.
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type Rules struct {
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Decks int `json:"decks"` // shoe size
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BlackjackPays float64 `json:"blackjack_pays"` // 1.5 = the honest 3:2
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DealerHitsSoft17 bool `json:"dealer_hits_soft17"` // gogobee's dealer does
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RakePct float64 `json:"rake_pct"` // house cut, taken from winnings only
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}
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// DefaultRules match the blackjack gogobee has been dealing in Matrix for years:
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// six decks, 3:2 on a natural, dealer hits soft 17. The rake is the one new term
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// — see settle for exactly what it touches.
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func DefaultRules() Rules {
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return Rules{Decks: 6, BlackjackPays: 1.5, DealerHitsSoft17: true, RakePct: 0.05}
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}
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// Hand is one hand the player is holding, with the chips that are on it.
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//
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// A deal starts with one. A split turns one into two, and the new hand carries a
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// bet of its own — which is the whole reason split is not just a card trick: it
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// is the only move in the game that takes more chips out of a player's stack
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// *after* the cards are out.
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type Hand struct {
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Cards []cards.Card `json:"cards"`
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Bet int64 `json:"bet"`
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Doubled bool `json:"doubled"`
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// Split marks a hand that came out of a split. It exists for one rule: 21 on
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// a split hand is twenty-one, not a natural, and is paid 1:1 like any other.
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// Otherwise splitting aces would print money.
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Split bool `json:"split"`
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// Done means this hand will not be acted on again: it stood, it busted, it
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// doubled, or it is a split ace, which gets exactly one card and no say.
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Done bool `json:"done"`
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Outcome Outcome `json:"outcome"`
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Payout int64 `json:"payout"` // stake plus winnings, net of rake. Zero on a loss.
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Rake int64 `json:"rake"`
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}
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// Value totals the hand. See HandValue.
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func (h Hand) Value() (int, bool) { return HandValue(h.Cards) }
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// Natural reports a blackjack: 21 on the opening two cards of a hand that was
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// dealt, not split.
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func (h Hand) Natural() bool { return !h.Split && IsBlackjack(h.Cards) }
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// State is one deal of heads-up blackjack: the player's hands against the
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// dealer's one.
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type State struct {
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Rules Rules `json:"rules"`
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Deck cards.Deck `json:"deck"` // the shoe, top card first — never shown to the browser
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Dealer []cards.Card `json:"dealer"`
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// Hands is always at least one, and Active indexes the one being played. The
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// player works left to right: a hand is finished before the next is looked at,
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// which is both how a real table does it and what keeps the felt legible.
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Hands []Hand `json:"hands"`
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Active int `json:"active"`
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Phase Phase `json:"phase"`
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Outcome Outcome `json:"outcome"` // the deal as a whole; per-hand outcomes live on the hands
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// Bet, Payout and Rake are the totals across every hand: what the player has
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// staked, what comes back, and what the house kept. The ledger and the chip
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// stack only ever deal in these.
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Bet int64 `json:"bet"`
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Payout int64 `json:"payout"`
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Rake int64 `json:"rake"`
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}
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// Event is something the table can narrate or animate. The engine emits them
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// instead of drawing anything itself.
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//
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// Hand is which of the player's hands an event landed on — meaningless for the
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// dealer's, and the reason it is here at all is that after a split the browser
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// has to know which fan a card is flying to.
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type Event struct {
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Kind string `json:"kind"` // "deal" | "player_card" | "dealer_card" | "split" | "reveal" | "settle"
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Card *cards.Card `json:"card,omitempty"`
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Hand int `json:"hand"`
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Text string `json:"text,omitempty"`
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}
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// Move is a player action.
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type Move string
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const (
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Hit Move = "hit"
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Stand Move = "stand"
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Double Move = "double"
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Split Move = "split"
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)
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// HandValue totals a hand, counting each ace as 11 until that would bust, then
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// demoting them one at a time. soft reports whether an ace is still counting as
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// 11 — which is what makes "soft 17" a different thing from 17.
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func HandValue(hand []cards.Card) (total int, soft bool) {
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aces := 0
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for _, c := range hand {
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switch {
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case c.Rank == cards.Ace:
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aces++
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total += 11
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case c.Rank >= 10:
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total += 10
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default:
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total += int(c.Rank)
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}
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}
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for total > 21 && aces > 0 {
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total -= 10 // demote an ace from 11 to 1
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aces--
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}
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return total, aces > 0
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}
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// IsBlackjack reports a natural: 21 on the opening two cards. A 21 assembled
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// from three cards is not one, and does not get paid 3:2.
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func IsBlackjack(hand []cards.Card) bool {
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if len(hand) != 2 {
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return false
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}
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v, _ := HandValue(hand)
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return v == 21
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}
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// New deals a fresh hand: two to the player, two to the dealer. If either side
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// has a natural the hand is already over and the returned State is settled — a
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// player with blackjack never gets asked whether they'd like to hit.
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func New(bet int64, r Rules, rng *rand.Rand) (State, []Event, error) {
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if bet <= 0 {
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return State{}, nil, ErrBadBet
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}
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if r.Decks < 1 {
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r.Decks = 1
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}
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deck := cards.NewDeck(r.Decks)
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deck.Shuffle(rng)
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s := State{
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Rules: r,
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Deck: deck,
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Hands: []Hand{{Bet: bet}},
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Bet: bet,
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Phase: PhasePlayer,
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}
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evs := []Event{{Kind: "deal"}}
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for i := 0; i < 2; i++ {
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if err := s.hit(0, &evs); err != nil {
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return State{}, nil, err
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}
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if err := s.drawDealer(&evs); err != nil {
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return State{}, nil, err
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}
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}
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// A natural on either side ends it before the player ever acts.
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if s.Hands[0].Natural() || IsBlackjack(s.Dealer) {
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s.settle(&evs)
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}
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return s, evs, nil
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}
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// hit puts one card on a player hand. Pointer receiver: it mutates the deck and
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// the hand together, and neither may end up applied to a stale copy of the state.
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func (s *State) hit(i int, evs *[]Event) error {
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c, ok := s.Deck.Draw()
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if !ok {
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return ErrDeckExhausted
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}
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s.Hands[i].Cards = append(s.Hands[i].Cards, c)
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card := c
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*evs = append(*evs, Event{Kind: "player_card", Card: &card, Hand: i})
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return nil
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}
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func (s *State) drawDealer(evs *[]Event) error {
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c, ok := s.Deck.Draw()
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if !ok {
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return ErrDeckExhausted
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}
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s.Dealer = append(s.Dealer, c)
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card := c
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*evs = append(*evs, Event{Kind: "dealer_card", Card: &card})
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return nil
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}
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// ApplyMove is the whole engine: a legal move in, a new state and the events it
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// produced out. An error means the move was illegal and the state is unchanged.
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//
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// s is taken by value, so the caller's state is only replaced on success.
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func ApplyMove(s State, m Move) (State, []Event, error) {
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if s.Phase == PhaseDone {
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return s, nil, ErrHandOver
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}
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// A copied State still shares its slices' backing arrays with the original.
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// Two moves applied from the same starting state would then append cards over
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// each other. Clone first: the caller's state is genuinely untouched, and a
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// state can be replayed as many times as we like.
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s = s.clone()
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if s.Phase != PhasePlayer {
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return s, nil, ErrNotYourTurn
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}
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switch m {
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case Hit, Stand, Double, Split:
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default:
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return s, nil, ErrUnknownMove
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}
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if m == Double && !s.CanDouble() {
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// Doubling means doubling the stake for exactly one more card. Only ever
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// legal on the opening two — after that you're just describing a hit.
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return s, nil, ErrCantDouble
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}
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if m == Split && !s.CanSplit() {
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return s, nil, ErrCantSplit
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}
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i := s.Active
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evs := []Event{}
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switch m {
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case Split:
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// The second card moves to a hand of its own, carrying a bet the same size
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// as the one it came from, and both hands are topped up to two cards.
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h := &s.Hands[i]
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moved := h.Cards[1]
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h.Cards = h.Cards[:1]
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h.Split = true
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fresh := Hand{Cards: []cards.Card{moved}, Bet: h.Bet, Split: true}
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s.Hands = append(s.Hands, Hand{})
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copy(s.Hands[i+2:], s.Hands[i+1:]) // the new hand sits immediately to the right
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s.Hands[i+1] = fresh
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s.Bet += fresh.Bet
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evs = append(evs, Event{Kind: "split", Hand: i})
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if err := s.hit(i, &evs); err != nil {
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return s, nil, err
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}
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if err := s.hit(i+1, &evs); err != nil {
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return s, nil, err
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}
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// Split aces get one card each and no say in it. Without this rule a pair
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// of aces is the best hand in the game and everybody would split them
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// forever; with it, splitting aces is a gamble like everything else.
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if moved.Rank == cards.Ace {
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s.Hands[i].Done = true
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s.Hands[i+1].Done = true
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}
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// A hand that has just been dealt a card can still be sitting on 21, and a
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// 21 has nothing left to decide.
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s.finishIfDone(i)
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s.finishIfDone(i + 1)
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case Double:
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h := &s.Hands[i]
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s.Bet += h.Bet
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h.Bet *= 2
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h.Doubled = true
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// Announced before the card, because that is the order it happens in: the
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// chips go down, and *then* you find out what you bought with them.
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evs = append(evs, Event{Kind: "double", Hand: i})
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if err := s.hit(i, &evs); err != nil {
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return s, nil, err
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}
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h.Done = true // one card, and that is the deal you made
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case Hit:
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if err := s.hit(i, &evs); err != nil {
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return s, nil, err
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}
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s.finishIfDone(i)
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case Stand:
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s.Hands[i].Done = true
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}
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s.advance(&evs)
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return s, evs, nil
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}
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// finishIfDone closes a hand that has nothing left to decide: it busted, or it
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// is sitting on 21 and would only be hitting it to be polite.
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func (s *State) finishIfDone(i int) {
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if v, _ := s.Hands[i].Value(); v >= 21 {
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s.Hands[i].Done = true
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}
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}
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// advance moves to the next hand still owed a decision. When there are none, the
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// dealer plays — unless every hand busted, in which case there is nothing to beat
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// and the dealer does not bother turning over.
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func (s *State) advance(evs *[]Event) {
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for i := s.Active; i < len(s.Hands); i++ {
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if !s.Hands[i].Done {
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s.Active = i
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return
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}
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}
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s.Active = len(s.Hands) - 1
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if s.allBust() {
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s.settle(evs)
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return
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}
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s.Phase = PhaseDealer
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s.dealerPlay(evs)
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}
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func (s *State) allBust() bool {
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for _, h := range s.Hands {
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if v, _ := h.Value(); v <= 21 {
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return false
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}
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}
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return true
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}
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// dealerPlay draws the dealer out to the house rule, then settles. The dealer
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// has no choices to make — that's the game — so this needs no move.
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func (s *State) dealerPlay(evs *[]Event) {
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*evs = append(*evs, Event{Kind: "reveal"}) // the hole card turns over
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for {
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v, soft := HandValue(s.Dealer)
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hitSoft17 := s.Rules.DealerHitsSoft17 && v == 17 && soft
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if v >= 17 && !hitSoft17 {
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break
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}
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if err := s.drawDealer(evs); err != nil {
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break // shoe ran dry mid-draw; settle on what's on the table
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}
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}
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s.settle(evs)
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}
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// settle decides every hand against the dealer and adds up what comes back. It
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// is the only place chips are computed.
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//
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// The rake comes off winnings, never off the stake: a player who pushes gets
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// exactly their bet back, and a player who loses is never charged for the
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// privilege. The house only takes a cut of money the house was going to hand
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// over anyway. That's a rake, as opposed to a fee for showing up.
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//
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// Each hand is raked on its own winnings. Netting the hands against each other
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// first would let a player who won one and lost one pay no rake at all, which is
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// not a rake, it's a discount for splitting.
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func (s *State) settle(evs *[]Event) {
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dealerVal, _ := HandValue(s.Dealer)
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dealerBJ := IsBlackjack(s.Dealer)
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s.Payout, s.Rake = 0, 0
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for i := range s.Hands {
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h := &s.Hands[i]
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playerVal, _ := h.Value()
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// profit is what this hand wins on top of its stake. Negative means the
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// stake is gone.
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var profit int64
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switch {
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case playerVal > 21:
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h.Outcome = OutcomeBust
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profit = -h.Bet
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case h.Natural() && dealerBJ:
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h.Outcome = OutcomePush
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case h.Natural():
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h.Outcome = OutcomeBlackjack
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profit = int64(math.Floor(float64(h.Bet) * s.Rules.BlackjackPays))
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case dealerBJ:
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h.Outcome = OutcomeLose
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profit = -h.Bet
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case dealerVal > 21:
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h.Outcome = OutcomeDealerBust
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profit = h.Bet
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case playerVal > dealerVal:
|
|
h.Outcome = OutcomeWin
|
|
profit = h.Bet
|
|
case playerVal == dealerVal:
|
|
h.Outcome = OutcomePush
|
|
default:
|
|
h.Outcome = OutcomeLose
|
|
profit = -h.Bet
|
|
}
|
|
|
|
if profit > 0 {
|
|
h.Rake = int64(math.Floor(float64(profit) * s.Rules.RakePct))
|
|
if h.Rake < 0 {
|
|
h.Rake = 0
|
|
}
|
|
profit -= h.Rake
|
|
}
|
|
if profit < 0 {
|
|
h.Payout = 0 // stake is lost; nothing comes back
|
|
} else {
|
|
h.Payout = h.Bet + profit
|
|
}
|
|
|
|
s.Payout += h.Payout
|
|
s.Rake += h.Rake
|
|
}
|
|
|
|
s.Outcome = s.overall()
|
|
s.Phase = PhaseDone
|
|
*evs = append(*evs, Event{Kind: "settle", Text: string(s.Outcome)})
|
|
}
|
|
|
|
// overall is the deal's outcome as one word, which is what the ledger and the
|
|
// history line want. With one hand it is simply that hand's. With several there
|
|
// is no honest single word for "won one, lost one", so it reports what the deal
|
|
// did to the player's chips, which is the thing anybody actually means.
|
|
func (s State) overall() Outcome {
|
|
if len(s.Hands) == 1 {
|
|
return s.Hands[0].Outcome
|
|
}
|
|
switch net := s.Payout - s.Bet; {
|
|
case net > 0:
|
|
return OutcomeWin
|
|
case net < 0:
|
|
return OutcomeLose
|
|
default:
|
|
return OutcomePush
|
|
}
|
|
}
|
|
|
|
// Net is what the deal did to the player's chip stack: everything paid out minus
|
|
// everything staked. Negative on a loss, zero on a push.
|
|
func (s State) Net() int64 {
|
|
if s.Phase != PhaseDone {
|
|
return 0
|
|
}
|
|
return s.Payout - s.Bet
|
|
}
|
|
|
|
// Hand returns the hand being played. There is always one.
|
|
func (s State) Hand() Hand {
|
|
if s.Active < 0 || s.Active >= len(s.Hands) {
|
|
return Hand{}
|
|
}
|
|
return s.Hands[s.Active]
|
|
}
|
|
|
|
// CanDouble reports whether Double is legal right now — the shell asks this to
|
|
// decide whether to light the button up.
|
|
func (s State) CanDouble() bool {
|
|
h := s.Hand()
|
|
return s.Phase == PhasePlayer && !h.Done && len(h.Cards) == 2
|
|
}
|
|
|
|
// CanSplit reports whether Split is legal: two cards of the same rank, and room
|
|
// at the table for another hand.
|
|
//
|
|
// Same *rank*, not same value: a king and a queen are both worth ten and are not
|
|
// a pair, which is the stricter of the two house rules and the one that doesn't
|
|
// need explaining on the felt.
|
|
func (s State) CanSplit() bool {
|
|
h := s.Hand()
|
|
if s.Phase != PhasePlayer || h.Done || len(h.Cards) != 2 || len(s.Hands) >= MaxHands {
|
|
return false
|
|
}
|
|
return h.Cards[0].Rank == h.Cards[1].Rank
|
|
}
|
|
|
|
// SplitCost is what splitting the active hand would take out of the player's
|
|
// stack: another bet the same size as the one already on it. The shell has to
|
|
// take these chips before the move, because a split the player cannot cover is
|
|
// not a legal move.
|
|
func (s State) SplitCost() int64 { return s.Hand().Bet }
|
|
|
|
// DoubleCost is the same idea for a double: the stake again.
|
|
func (s State) DoubleCost() int64 { return s.Hand().Bet }
|
|
|
|
// clone deep-copies the slices so a derived state shares no backing array with
|
|
// the one it came from.
|
|
func (s State) clone() State {
|
|
s.Deck = append(cards.Deck(nil), s.Deck...)
|
|
s.Dealer = append([]cards.Card(nil), s.Dealer...)
|
|
hands := make([]Hand, len(s.Hands))
|
|
copy(hands, s.Hands)
|
|
for i := range hands {
|
|
hands[i].Cards = append([]cards.Card(nil), hands[i].Cards...)
|
|
}
|
|
s.Hands = hands
|
|
return s
|
|
}
|
|
|
|
// UnmarshalJSON reads a state, including one written before split existed.
|
|
//
|
|
// A live hand outlives a deploy: it is a blob in the database, and somebody is
|
|
// mid-hand when the new binary starts. Those blobs have a "player" array and no
|
|
// "hands", and without this they would come back as a state with no hands at all
|
|
// — which is not a decoding error, it's a player whose cards vanished. So the old
|
|
// shape is read as what it always was: one hand, holding the whole stake.
|
|
func (s *State) UnmarshalJSON(b []byte) error {
|
|
type state State // shed the method, or this recurses forever
|
|
var v struct {
|
|
state
|
|
Player []cards.Card `json:"player"`
|
|
}
|
|
if err := json.Unmarshal(b, &v); err != nil {
|
|
return err
|
|
}
|
|
*s = State(v.state)
|
|
if len(s.Hands) == 0 && len(v.Player) > 0 {
|
|
s.Hands = []Hand{{
|
|
Cards: v.Player,
|
|
Bet: s.Bet,
|
|
Outcome: s.Outcome,
|
|
Payout: s.Payout,
|
|
Rake: s.Rake,
|
|
Done: s.Phase == PhaseDone,
|
|
}}
|
|
s.Active = 0
|
|
}
|
|
return nil
|
|
}
|