Files
nadekobot/NadekoBot.Core/Modules/Gambling/Common/Blackjack/Blackjack.cs
2021-09-06 21:29:22 +02:00

354 lines
11 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading;
using System.Threading.Tasks;
using Discord;
using NadekoBot.Core.Services;
using NadekoBot.Modules.Gambling.Common;
using Serilog;
namespace NadekoBot.Core.Modules.Gambling.Common.Blackjack
{
public class Blackjack
{
public enum GameState
{
Starting,
Playing,
Ended
}
private Deck Deck { get; set; } = new QuadDeck();
public Dealer Dealer { get; set; }
public List<User> Players { get; set; } = new List<User>();
public GameState State { get; set; } = GameState.Starting;
public User CurrentUser { get; private set; }
private TaskCompletionSource<bool> _currentUserMove;
private readonly ICurrencyService _cs;
private readonly DbService _db;
public event Func<Blackjack, Task> StateUpdated;
public event Func<Blackjack, Task> GameEnded;
private readonly SemaphoreSlim locker = new SemaphoreSlim(1, 1);
public Blackjack(ICurrencyService cs, DbService db)
{
_cs = cs;
_db = db;
Dealer = new Dealer();
}
public void Start()
{
var _ = GameLoop();
}
public async Task GameLoop()
{
try
{
//wait for players to join
await Task.Delay(20000).ConfigureAwait(false);
await locker.WaitAsync().ConfigureAwait(false);
try
{
State = GameState.Playing;
}
finally
{
locker.Release();
}
await PrintState().ConfigureAwait(false);
//if no users joined the game, end it
if (!Players.Any())
{
State = GameState.Ended;
var end = GameEnded?.Invoke(this);
return;
}
//give 1 card to the dealer and 2 to each player
Dealer.Cards.Add(Deck.Draw());
foreach (var usr in Players)
{
usr.Cards.Add(Deck.Draw());
usr.Cards.Add(Deck.Draw());
if (usr.GetHandValue() == 21)
usr.State = User.UserState.Blackjack;
}
//go through all users and ask them what they want to do
foreach (var usr in Players.Where(x => !x.Done))
{
while (!usr.Done)
{
Log.Information($"Waiting for {usr.DiscordUser}'s move");
await PromptUserMove(usr).ConfigureAwait(false);
}
}
await PrintState().ConfigureAwait(false);
State = GameState.Ended;
await Task.Delay(2500).ConfigureAwait(false);
Log.Information("Dealer moves");
await DealerMoves().ConfigureAwait(false);
await PrintState().ConfigureAwait(false);
var _ = GameEnded?.Invoke(this);
}
catch (Exception ex)
{
Log.Error(ex, "REPORT THE MESSAGE BELOW IN #NadekoLog SERVER PLEASE");
State = GameState.Ended;
var _ = GameEnded?.Invoke(this);
}
}
private async Task PromptUserMove(User usr)
{
var pause = Task.Delay(20000); //10 seconds to decide
CurrentUser = usr;
_currentUserMove = new TaskCompletionSource<bool>();
await PrintState().ConfigureAwait(false);
// either wait for the user to make an action and
// if he doesn't - stand
var finished = await Task.WhenAny(pause, _currentUserMove.Task).ConfigureAwait(false);
if (finished == pause)
{
await Stand(usr).ConfigureAwait(false);
}
CurrentUser = null;
_currentUserMove = null;
}
public async Task<bool> Join(IUser user, long bet)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Starting)
return false;
if (Players.Count >= 5)
return false;
if (!await _cs.RemoveAsync(user, "BlackJack-gamble", bet, gamble: true).ConfigureAwait(false))
{
return false;
}
Players.Add(new User(user, bet));
var _ = PrintState();
return true;
}
finally
{
locker.Release();
}
}
public async Task<bool> Stand(IUser u)
{
var cu = CurrentUser;
if (cu != null && cu.DiscordUser == u)
return await Stand(cu).ConfigureAwait(false);
return false;
}
public async Task<bool> Stand(User u)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Playing)
return false;
if (CurrentUser != u)
return false;
u.State = User.UserState.Stand;
_currentUserMove.TrySetResult(true);
return true;
}
finally
{
locker.Release();
}
}
private async Task DealerMoves()
{
var hw = Dealer.GetHandValue();
while (hw < 17
|| (hw == 17 && Dealer.Cards.Count(x => x.Number == 1) > (Dealer.GetRawHandValue() - 17) / 10))// hit on soft 17
{
/* Dealer has
A 6
That's 17, soft
hw == 17 => true
number of aces = 1
1 > 17-17 /10 => true
AA 5
That's 17, again soft, since one ace is worth 11, even though another one is 1
hw == 17 => true
number of aces = 2
2 > 27 - 17 / 10 => true
AA Q 5
That's 17, but not soft, since both aces are worth 1
hw == 17 => true
number of aces = 2
2 > 37 - 17 / 10 => false
* */
Dealer.Cards.Add(Deck.Draw());
hw = Dealer.GetHandValue();
}
if (hw > 21)
{
foreach (var usr in Players)
{
if (usr.State == User.UserState.Stand || usr.State == User.UserState.Blackjack)
usr.State = User.UserState.Won;
else
usr.State = User.UserState.Lost;
}
}
else
{
foreach (var usr in Players)
{
if (usr.State == User.UserState.Blackjack)
usr.State = User.UserState.Won;
else if (usr.State == User.UserState.Stand)
usr.State = hw < usr.GetHandValue()
? User.UserState.Won
: User.UserState.Lost;
else
usr.State = User.UserState.Lost;
}
}
foreach (var usr in Players)
{
if (usr.State == User.UserState.Won || usr.State == User.UserState.Blackjack)
{
await _cs.AddAsync(usr.DiscordUser.Id, "BlackJack-win", usr.Bet * 2, gamble: true).ConfigureAwait(false);
}
}
}
public async Task<bool> Double(IUser u)
{
var cu = CurrentUser;
if (cu != null && cu.DiscordUser == u)
return await Double(cu).ConfigureAwait(false);
return false;
}
public async Task<bool> Double(User u)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Playing)
return false;
if (CurrentUser != u)
return false;
if (!await _cs.RemoveAsync(u.DiscordUser.Id, "Blackjack-double", u.Bet).ConfigureAwait(false))
return false;
u.Bet *= 2;
u.Cards.Add(Deck.Draw());
if (u.GetHandValue() == 21)
{
//blackjack
u.State = User.UserState.Blackjack;
}
else if (u.GetHandValue() > 21)
{
// user busted
u.State = User.UserState.Bust;
}
else
{
//with double you just get one card, and then you're done
u.State = User.UserState.Stand;
}
_currentUserMove.TrySetResult(true);
return true;
}
finally
{
locker.Release();
}
}
public async Task<bool> Hit(IUser u)
{
var cu = CurrentUser;
if (cu != null && cu.DiscordUser == u)
return await Hit(cu).ConfigureAwait(false);
return false;
}
public async Task<bool> Hit(User u)
{
await locker.WaitAsync().ConfigureAwait(false);
try
{
if (State != GameState.Playing)
return false;
if (CurrentUser != u)
return false;
u.Cards.Add(Deck.Draw());
if (u.GetHandValue() == 21)
{
//blackjack
u.State = User.UserState.Blackjack;
}
else if (u.GetHandValue() > 21)
{
// user busted
u.State = User.UserState.Bust;
}
else
{
//you can hit or stand again
}
_currentUserMove.TrySetResult(true);
return true;
}
finally
{
locker.Release();
}
}
public Task PrintState()
{
if (StateUpdated == null)
return Task.CompletedTask;
return StateUpdated.Invoke(this);
}
}
}