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Reorganizing module and submodule folders
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317
src/NadekoBot/Modules/Gambling/~Shared/Deck.cs
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317
src/NadekoBot/Modules/Gambling/~Shared/Deck.cs
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#nullable disable
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namespace NadekoBot.Modules.Gambling.Common;
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public class QuadDeck : Deck
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{
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protected override void RefillPool()
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{
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CardPool = new(52 * 4);
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for (var j = 1; j < 14; j++)
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for (var i = 1; i < 5; i++)
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{
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CardPool.Add(new((CardSuit)i, j));
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CardPool.Add(new((CardSuit)i, j));
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CardPool.Add(new((CardSuit)i, j));
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CardPool.Add(new((CardSuit)i, j));
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}
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}
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}
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public class Deck
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{
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public enum CardSuit
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{
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Spades = 1,
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Hearts = 2,
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Diamonds = 3,
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Clubs = 4
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}
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private static readonly Dictionary<int, string> _cardNames = new()
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{
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{ 1, "Ace" },
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{ 2, "Two" },
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{ 3, "Three" },
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{ 4, "Four" },
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{ 5, "Five" },
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{ 6, "Six" },
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{ 7, "Seven" },
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{ 8, "Eight" },
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{ 9, "Nine" },
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{ 10, "Ten" },
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{ 11, "Jack" },
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{ 12, "Queen" },
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{ 13, "King" }
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};
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private static Dictionary<string, Func<List<Card>, bool>> _handValues;
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public List<Card> CardPool { get; set; }
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private readonly Random _r = new NadekoRandom();
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static Deck()
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=> InitHandValues();
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/// <summary>
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/// Creates a new instance of the BlackJackGame, this allows you to create multiple games running at one time.
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/// </summary>
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public Deck()
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=> RefillPool();
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/// <summary>
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/// Restart the game of blackjack. It will only refill the pool for now. Probably wont be used, unless you want to have
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/// only 1 bjg running at one time,
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/// then you will restart the same game every time.
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/// </summary>
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public void Restart()
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=> RefillPool();
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/// <summary>
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/// Removes all cards from the pool and refills the pool with all of the possible cards. NOTE: I think this is too
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/// expensive.
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/// We should probably make it so it copies another premade list with all the cards, or something.
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/// </summary>
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protected virtual void RefillPool()
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{
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CardPool = new(52);
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//foreach suit
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for (var j = 1; j < 14; j++)
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// and number
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for (var i = 1; i < 5; i++)
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//generate a card of that suit and number and add it to the pool
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// the pool will go from ace of spades,hears,diamonds,clubs all the way to the king of spades. hearts, ...
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CardPool.Add(new((CardSuit)i, j));
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}
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/// <summary>
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/// Take a card from the pool, you either take it from the top if the deck is shuffled, or from a random place if the
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/// deck is in the default order.
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/// </summary>
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/// <returns>A card from the pool</returns>
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public Card Draw()
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{
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if (CardPool.Count == 0)
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Restart();
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//you can either do this if your deck is not shuffled
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var num = _r.Next(0, CardPool.Count);
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var c = CardPool[num];
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CardPool.RemoveAt(num);
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return c;
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// if you want to shuffle when you fill, then take the first one
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/*
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Card c = cardPool[0];
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cardPool.RemoveAt(0);
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return c;
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*/
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}
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/// <summary>
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/// Shuffles the deck. Use this if you want to take cards from the top of the deck, instead of randomly. See DrawACard
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/// method.
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/// </summary>
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private void Shuffle()
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{
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if (CardPool.Count <= 1) return;
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var orderedPool = CardPool.Shuffle();
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CardPool ??= orderedPool.ToList();
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}
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public override string ToString()
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=> string.Concat(CardPool.Select(c => c.ToString())) + Environment.NewLine;
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private static void InitHandValues()
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{
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bool HasPair(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Count(group => group.Count() == 2) == 1;
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}
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bool IsPair(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Count(group => group.Count() == 3) == 0 && HasPair(cards);
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}
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bool IsTwoPair(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Count(group => group.Count() == 2) == 2;
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}
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bool IsStraight(List<Card> cards)
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{
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if (cards.GroupBy(card => card.Number).Count() != cards.Count())
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return false;
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var toReturn = cards.Max(card => card.Number) - cards.Min(card => card.Number) == 4;
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if (toReturn || cards.All(c => c.Number != 1)) return toReturn;
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var newCards = cards.Select(c => c.Number == 1 ? new(c.Suit, 14) : c);
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return newCards.Max(card => card.Number) - newCards.Min(card => card.Number) == 4;
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}
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bool HasThreeOfKind(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Any(group => group.Count() == 3);
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}
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bool IsThreeOfKind(List<Card> cards)
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{
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return HasThreeOfKind(cards) && !HasPair(cards);
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}
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bool IsFlush(List<Card> cards)
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{
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return cards.GroupBy(card => card.Suit).Count() == 1;
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}
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bool IsFourOfKind(List<Card> cards)
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{
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return cards.GroupBy(card => card.Number).Any(group => group.Count() == 4);
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}
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bool IsFullHouse(List<Card> cards)
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{
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return HasPair(cards) && HasThreeOfKind(cards);
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}
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bool HasStraightFlush(List<Card> cards)
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{
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return IsFlush(cards) && IsStraight(cards);
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}
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bool IsRoyalFlush(List<Card> cards)
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{
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return cards.Min(card => card.Number) == 1
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&& cards.Max(card => card.Number) == 13
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&& HasStraightFlush(cards);
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}
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bool IsStraightFlush(List<Card> cards)
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{
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return HasStraightFlush(cards) && !IsRoyalFlush(cards);
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}
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_handValues = new()
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{
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{ "Royal Flush", IsRoyalFlush },
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{ "Straight Flush", IsStraightFlush },
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{ "Four Of A Kind", IsFourOfKind },
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{ "Full House", IsFullHouse },
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{ "Flush", IsFlush },
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{ "Straight", IsStraight },
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{ "Three Of A Kind", IsThreeOfKind },
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{ "Two Pairs", IsTwoPair },
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{ "A Pair", IsPair }
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};
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}
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public static string GetHandValue(List<Card> cards)
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{
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if (_handValues is null)
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InitHandValues();
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foreach (var kvp in _handValues.Where(x => x.Value(cards))) return kvp.Key;
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return "High card " + (cards.FirstOrDefault(c => c.Number == 1)?.GetValueText() ?? cards.Max().GetValueText());
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}
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public class Card : IComparable
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{
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private static readonly IReadOnlyDictionary<CardSuit, string> _suitToSuitChar = new Dictionary<CardSuit, string>
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{
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{ CardSuit.Diamonds, "♦" }, { CardSuit.Clubs, "♣" }, { CardSuit.Spades, "♠" }, { CardSuit.Hearts, "♥" }
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};
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private static readonly IReadOnlyDictionary<string, CardSuit> _suitCharToSuit = new Dictionary<string, CardSuit>
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{
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{ "♦", CardSuit.Diamonds },
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{ "d", CardSuit.Diamonds },
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{ "♣", CardSuit.Clubs },
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{ "c", CardSuit.Clubs },
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{ "♠", CardSuit.Spades },
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{ "s", CardSuit.Spades },
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{ "♥", CardSuit.Hearts },
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{ "h", CardSuit.Hearts }
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};
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private static readonly IReadOnlyDictionary<char, int> _numberCharToNumber = new Dictionary<char, int>
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{
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{ 'a', 1 },
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{ '2', 2 },
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{ '3', 3 },
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{ '4', 4 },
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{ '5', 5 },
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{ '6', 6 },
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{ '7', 7 },
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{ '8', 8 },
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{ '9', 9 },
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{ 't', 10 },
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{ 'j', 11 },
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{ 'q', 12 },
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{ 'k', 13 }
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};
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public CardSuit Suit { get; }
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public int Number { get; }
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public string FullName
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{
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get
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{
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var str = string.Empty;
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if (Number is <= 10 and > 1)
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str += "_" + Number;
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else
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str += GetValueText().ToLowerInvariant();
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return str + "_of_" + Suit.ToString().ToLowerInvariant();
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}
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}
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private readonly string[] _regIndicators =
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{
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"🇦", ":two:", ":three:", ":four:", ":five:", ":six:", ":seven:", ":eight:", ":nine:", ":keycap_ten:",
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"🇯", "🇶", "🇰"
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};
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public Card(CardSuit s, int cardNum)
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{
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Suit = s;
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Number = cardNum;
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}
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public string GetValueText()
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=> _cardNames[Number];
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public override string ToString()
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=> _cardNames[Number] + " Of " + Suit;
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public int CompareTo(object obj)
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{
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if (obj is not Card card) return 0;
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return Number - card.Number;
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}
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public static Card Parse(string input)
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{
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if (string.IsNullOrWhiteSpace(input))
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throw new ArgumentNullException(nameof(input));
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if (input.Length != 2
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|| !_numberCharToNumber.TryGetValue(input[0], out var n)
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|| !_suitCharToSuit.TryGetValue(input[1].ToString(), out var s))
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throw new ArgumentException("Invalid input", nameof(input));
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return new(s, n);
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}
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public string GetEmojiString()
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{
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var str = string.Empty;
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str += _regIndicators[Number - 1];
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str += _suitToSuitChar[Suit];
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return str;
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}
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}
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}
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