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//! Game-related functions and structures, such as the dealer or hand value checking use crate::cards; /// Actions a player can perform pub enum PlayerAction { Hit, Stand, DoubleDown, Split, /// Bet an amount of money Bet(i32), None, } /// Requests for the player from the dealer pub enum DealerRequest { /// Request a bet from the player Bet, /// Request a player to play a hand /// /// # Arguments /// /// * `usize` - The index of the hand to play Play(usize), /// The dealer's up card UpCard([char; 2]), /// The dealer's hit card HitCard([char; 2]), /// The dealer's hand after they have finished playing DealerHand(Vec<[char; 2]>), /// The low card threshold was hit and a new shoe was created LowCards, /// An error with a returned PlayerAction /// /// # Arguments /// /// * `PlayerActionError` - More info on why the error occurred Error(PlayerActionError), } /// Reason for a dealer being unable to perform an action pub enum PlayerActionError { /// Not enough money for the requested action /// /// # Arguments /// /// * `usize` - The index of the affected hand, if applicable /// * `PlayerAction` - The attempted action NotEnoughMoney(usize, PlayerAction), /// An unexpected action was returned /// /// # Arguments /// /// * `usize` - The index of the affected hand, if applicable /// * `PlayerAction` - The unexpected action UnexpectedAction(usize, PlayerAction), } /// Configure different aspects of the game pub struct GameConfig { /// Whether the dealer should stand on soft 17 or hit pub stand_soft_17: bool, /// The multiplier for when a player gets a blackjack pub blackjack_payout: f32, /// Whether to allow splitting pub splitting: bool, /// Whether to allow doubling down pub doubling_down: bool, /// Whether to allow doubling down after splitting pub double_after_split: bool, /// The minimum player bet pub min_bet: i32, /// The maximum player bet pub max_bet: i32, /// How many decks to add to the new shoe if `auto_new_shoe` is enabled pub shoe_deck_count: u8, /// How many cards must be left in a deck before DealerRequest::LowCards is called. /// If `auto_new_shoe` is enabled, the new shoe will be created when this number is reached. pub low_cards_threshold: usize, } /// A default configuration for game settings. /// /// Allows doubling down and splitting, stands on soft 17, /// pays out blackjacks 3 to 2, and allows doubling after splitting. /// /// Creates a new 6-deck shoe when 52 or less cards are remaining. /// Minimum bet is 1 and maximum bet is `i32::MAX` (2,147,483,647) pub const DEFAULT_CONFIG: GameConfig = GameConfig { stand_soft_17: true, blackjack_payout: 1.5, splitting: true, doubling_down: true, double_after_split: true, min_bet: 1, max_bet: i32::MAX, shoe_deck_count: 6, low_cards_threshold: 52, }; /// Describes a blackjack dealer pub struct Dealer<'a> { hand: Vec<[char; 2]>, shoe: Vec<[char; 2]>, players: Vec<Player>, config: GameConfig, callback: &'a dyn Fn(DealerRequest, Option<&Player>, &Dealer) -> PlayerAction, } /// Describes a blackjack player pub struct Player { money: i32, hands: Vec<Vec<[char; 2]>>, } impl Dealer<'_> { /// Returns a new Dealer /// /// # Arguments /// /// * `shoe` - The shoe (or deck) to draw from /// * `callback` - A function to handle player turns /// /// `callback` is passed a `DealerRequest` and an `Option<&Player>`. /// The option will always have a player if it applies to the event (eg. betting), /// but will not have a player for dealer updates (eg. up card, dealer hits). /// /// # Callback /// /// The callback function will always return a `PlayerAction`, /// but it should return different things based on the `DealerRequest`: /// /// | `DealerRequest` | `PlayerAction` | /// |---------------------------------------------|------------------------------------------------------------------------------------------------------| /// | `DealerRequest::Bet` | `PlayerAction::Bet(i32)` | /// | `DealerRequest::Play` | One of `PlayerAction::Hit`, `PlayerAction::Stand`, `PlayerAction::DoubleDown`, `PlayerAction::Split` | /// | `DealerRequest::Error(PlayerActionError)` | `PlayerAction::None` and handle the returned error | /// | `DealerRequest::UpCard([char; 2])` | `PlayerAction::None` | /// | `DealerRequest::HitCard([char; 2])` | `PlayerAction::None` | /// | `DealerRequest::DealerHand(Vec<[char; 2]>)` | `PlayerAction::None` | /// /// If an unexpected return value is given, the callback will be called /// again with a request of `DealerAction::Error(PlayerActionError::UnexpectedAction)` /// along with the index of the affected hand (if applicable) /// and the request that was invalid. /// /// After an error is provided, the dealer will request the same action that /// caused the error. If nothing changes, the dealer will infinitely loop. /// /// # Examples /// /// Example code is available in the [Quick Start](../index.html#quick-start) from the main page. pub fn new<'a>( shoe: Vec<[char; 2]>, game_config: GameConfig, callback: &'a dyn Fn(DealerRequest, Option<&Player>, &Dealer) -> PlayerAction, ) -> Dealer { Dealer { hand: Vec::new(), shoe: shoe, players: Vec::new(), config: game_config, callback: callback, } } /// Returns a reference to the dealer's hand pub fn hand(&self) -> &Vec<[char; 2]> { &self.hand } /// Returns a reference to the dealer's shoe pub fn shoe(&self) -> &Vec<[char; 2]> { &self.shoe } /// Returns a reference to the dealer's players pub fn players(&self) -> &Vec<Player> { &self.players } /// Returns a mutable reference to the dealer's hand pub fn hand_mut(&mut self) -> &mut Vec<[char; 2]> { &mut self.hand } /// Returns a mutable reference to the dealer's shoe pub fn shoe_mut(&mut self) -> &mut Vec<[char; 2]> { &mut self.shoe } /// Returns a mutable reference to the dealer's players pub fn players_mut(&mut self) -> &mut Vec<Player> { &mut self.players } /// Clear the dealer's and all players' hands pub fn clear_table(&mut self) { self.hand.clear(); for player in self.players.iter_mut() { player.hands_mut().clear(); player.hands_mut().push(Vec::new()); } } /// Deal a hand to all players pub fn deal_hands(&mut self) { for _ in 0..2 { cards::hit_card(&mut self.shoe, &mut self.hand); for player in self.players.iter_mut() { cards::hit_card(&mut self.shoe, &mut player.hands_mut()[0]); } } } /// Hit a card to a player /// /// # Arguments /// /// * `player` - The index of the player to hit /// * `hand` - The index of the player's hand (used for split hands) pub fn hit_card(&mut self, player: usize, hand: usize) { cards::hit_card(&mut self.shoe, &mut self.players[player].hands[hand]); } /// Play a round of blackjack /// /// Calls `callback` to get player bets/actions. /// /// # Arguments /// /// * `clear_table` - Clear the table at the beginning of the round pub fn play_round(&mut self, clear_table: bool) { if clear_table { self.clear_table(); } let mut player_bets: Vec<i32> = Vec::new(); // Get bets for i in 0..self.players.len() { loop { let bet = (self.callback)(DealerRequest::Bet, Some(&self.players[i]), &self); if let PlayerAction::Bet(amount) = bet { // Check if player can afford bet and if it is within limits if self.players[i].money() >= &amount { if self.config.min_bet <= amount && amount <= self.config.max_bet { player_bets.push(amount); *self.players[i].money_mut() -= amount; break; } else { let error = PlayerActionError::UnexpectedAction(0, bet); (self.callback)( DealerRequest::Error(error), Some(&self.players[i]), &self, ); } } else { let error = PlayerActionError::NotEnoughMoney(0, bet); (self.callback)(DealerRequest::Error(error), Some(&self.players[i]), &self); } } else { let error = PlayerActionError::UnexpectedAction(0, bet); (self.callback)(DealerRequest::Error(error), Some(&self.players[i]), &self); } } } // Deal hands self.deal_hands(); // Send dealer up card (self.callback)(DealerRequest::UpCard(self.hand[1]), None, &self); // Get player actions for i in 0..self.players.len() { let mut can_double: Vec<bool>; let mut can_split: bool; if self.config.doubling_down { // Check if player has enough money to double down can_double = vec![self.players[i].money() >= &player_bets[i]]; } else { can_double = vec![false]; } if self.config.splitting { // Check if player cards are valid for a split and if player has enough money can_split = crate::game::can_split(&self.players[i].hands()[0]) && can_double[0]; } else { can_split = false; } // Keep track of stood hands let mut stood = vec![false]; // Keep track of original bet // Used when doubling after splitting let original_bet = player_bets[i]; // Active hand let mut hand_count = 1; let mut j = 0; // Get actions from each hand, one at a time // Using a loop and incrementing j manually because for loops would not recheck // length of player.hands() after a split loop { // Check for low cards if self.shoe.len() <= self.config.low_cards_threshold { (self.callback)(DealerRequest::LowCards, None, &self); // Create a new shoe if the option is enabled self.shoe = cards::create_shoe(self.config.shoe_deck_count); cards::shuffle_deck(&mut self.shoe); } if j >= hand_count { break; } while !stood[j] { let action = (self.callback)(DealerRequest::Play(j), Some(&self.players[i]), &self); match action { PlayerAction::Hit => { self.hit_card(i, j); can_double[j] = false; } PlayerAction::Stand => stood[j] = true, PlayerAction::DoubleDown => { if can_double[j] { *self.players[i].money_mut() -= original_bet; player_bets[i] += original_bet; stood[j] = true; self.hit_card(i, j); can_double[j] = false; } else { (self.callback)( DealerRequest::Error(PlayerActionError::UnexpectedAction( j, action, )), Some(&self.players[i]), &self, ); } } PlayerAction::Split => { if can_split { *self.players[i].money_mut() -= original_bet; player_bets[i] += original_bet; self.players[i].hands_mut().push(Vec::new()); stood.push(false); if self.config.double_after_split && self.config.doubling_down { can_double.push(true); } else { can_double[0] = false; can_double.push(false); } // "Draw" card from first hand and place it into second let card = cards::draw_card( self.players[i].hands_mut().get_mut(0).unwrap(), ); self.players[i].hands_mut()[1].push(card.unwrap()); // Hit another card to each hand self.hit_card(i, 0); self.hit_card(i, 1); hand_count = 2; can_split = false; } else { (self.callback)( DealerRequest::Error(PlayerActionError::UnexpectedAction( j, action, )), Some(&self.players[i]), &self, ); } } _ => { let error = PlayerActionError::UnexpectedAction(j, action); (self.callback)( DealerRequest::Error(error), Some(&self.players[i]), &self, ); } } // Check if the hand is busted if get_hand_value(&self.players[i].hands()[j], true) > 21 { stood[j] = true; } } j += 1; } } // Dealer play let mut busted = false; loop { let hand_value = get_hand_value(&self.hand, true); if hand_value > 21 { busted = true; break; } else if hand_value >= 17 { if self.config.stand_soft_17 { break; // Check if hand is exactly 17 contains an ace } else if hand_value == 17 && self.hand.iter().any(|&i| i[1] == 'A') { // Check if ace is acting as an 11 or a 1 if hand_value == get_hand_value(&self.hand, false) { let card = cards::draw_card(&mut self.shoe).unwrap(); self.hand.push(card); (self.callback)(DealerRequest::HitCard(card), None, &self); } else { break; } } break; } else { let card = cards::draw_card(&mut self.shoe).unwrap(); self.hand.push(card); (self.callback)(DealerRequest::HitCard(card), None, &self); } } // Pay out winners let dealer_hand_value = get_hand_value(&self.hand, true); for i in 0..self.players.len() { for j in 0..self.players[i].hands().len() { let hand_value = get_hand_value(&self.players[i].hands()[j], true); // Check if player busted if hand_value > 21 { continue; } // Pay out normal amount if player did not bust, did not have blackjack, // and beat dealer/dealer busted if hand_value < 21 && (busted || hand_value > dealer_hand_value) { self.players[i].money += player_bets[i] * 2 / self.players[i].hands().len() as i32; } else if hand_value == 21 && (busted || hand_value > dealer_hand_value) { // Check if player had blackjack if self.players[i].hands()[j].len() == 2 { // Make sure dealer didn't have blackjack if dealer_hand_value == 21 && self.hand.len() == 2 { // Push, refund player self.players[i].money += player_bets[i]; } else { // Pay out 3 to 2 self.players[i].money += player_bets[i] + (player_bets[i] as f32 * self.config.blackjack_payout) as i32; } } else { self.players[i].money += player_bets[i] * 2 / self.players[i].hands().len() as i32; } // Push, refund player } else if hand_value == dealer_hand_value { self.players[i].money += player_bets[i]; } } } (self.callback)(DealerRequest::DealerHand(self.hand.clone()), None, &self); } } impl Player { /// Returns a new Player /// /// # Arguments /// /// * `money` - The amount of money to give the player /// * `hands` - A Vector of hands (`Vec<[char; 2]>`) /// /// # Examples /// /// ``` /// use twentyone::game::Player; /// let player = Player::new(100); /// ``` pub fn new(money: i32) -> Player { Player { money: money, hands: vec![Vec::new()], } } /// Returns a reference to the player's money pub fn money(&self) -> &i32 { &self.money } /// Returns a reference to the player's hands pub fn hands(&self) -> &Vec<Vec<[char; 2]>> { &self.hands } /// Returns a mutable reference to the player's money pub fn money_mut(&mut self) -> &mut i32 { &mut self.money } /// Returns a mutable reference to the player's hands pub fn hands_mut(&mut self) -> &mut Vec<Vec<[char; 2]>> { &mut self.hands } } /// Returns the value of a hand /// /// # Arguments /// /// * `hand` - The hand to get the value of /// /// # Examples /// /// ``` /// use twentyone::{cards, game}; /// let mut deck = cards::create_deck(); /// cards::shuffle_deck(&mut deck); /// let mut hand = Vec::new(); /// cards::hit_card(&mut deck, &mut hand); /// cards::hit_card(&mut deck, &mut hand); /// println!("{}", game::get_hand_value(&hand, true)); /// ``` pub fn get_hand_value(hand: &Vec<[char; 2]>, auto_aces: bool) -> u8 { let mut value = 0; let mut aces = 0; for i in hand.iter() { value += match i[1] { '2' => 2, '3' => 3, '4' => 4, '5' => 5, '6' => 6, '7' => 7, '8' => 8, '9' => 9, 'T' | 'J' | 'Q' | 'K' => 10, 'A' => { aces += 1; 0 } _ => 0, } } // Add aces if auto_aces { // Check if an ace being 11 would bust the hand for _ in 0..aces { if value + 11 > 21 { value += 1; } else { value += 11; } } } else { value += 11 * aces; } value } /// Returns whether a hand is able to split /// /// # Arguments /// /// * `hand` - The hand to be split /// /// # Examples /// /// ``` /// use twentyone::{cards, game}; /// let mut deck = cards::create_deck(); /// cards::shuffle_deck(&mut deck); /// let mut hand = Vec::new(); /// cards::hit_card(&mut deck, &mut hand); /// cards::hit_card(&mut deck, &mut hand); /// println!("{}", game::can_split(&hand)); /// ``` pub fn can_split(hand: &Vec<[char; 2]>) -> bool { if hand.len() != 2 { return false; } hand[0][1] == hand[1][1] }