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nadekobot/src/Nadeko.Econ/Deck/Deck.cs

309 lines
9.1 KiB
C#

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